Naughty Dog has announced that the Uncharted 3: Drake’s Deception multiplayer beta has been extended by 24 hours, now coming to a close on July 15 at 9am PDT…
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Stronghold 3 Gameplay Trailer
Stronghold 3 (PC)
Our first look at the castle-building RTS in action.
GameSpy Complete
EA buys PopCap for $750 million+
Publisher expects to close on Bejeweled, Peggle maker next month, possible $ 550 million more in bonuses; Q1, FY financial guidance updated.
Rumors flew in late June that Electronic Arts was in late-stage discussions to acquire casual gaming stalwart PopCap Games for an eyebrow-raising $ 1 billion. As it would turn out, those rumors weren’t far off.
Today, EA announced plans to purchase PopCap for $ 650 million in cash. The deal, which is expected to close by the end of August, also sees EA paying out $ 100 million in shares to “certain stockholders of PopCap.” EA also intends to offer some $ 50 million in employee retention awards.
Additionally, PopCap has been extended a sizable performance-related earn-out that could potentially increase the purchase price. Should PopCap generate in excess of $ 343 million in revenue by the end of 2013, EA will pay out an additional $ 550 million. If PopCap’s earnings come in at $ 200 million, that payout would drop to $ 275 million, while $ 110 million in revenue would yield $ 100 million. Anything less than $ 91 million would result in no additional compensation.
“EA and PopCap are a compelling combination,” said EA CEO John Riccitiello. “PopCap’s great studio talent and powerful IP add to EA’s momentum and accelerate our drive towards a $ 1 billion digital business. EA’s global studio and publishing network will help PopCap rapidly expand their business to more digital devices, more countries, and more channels.”
PopCap is perhaps best known for its Bejeweled franchise, which has sold more than 50 million units since first release in 2000. The most recent installment, Bejeweled 3, arrived for the PC in December and is expected to hit other platforms later this year. The Washington-based studio has also found success with such franchises as Peggle, Zuma, and Plants vs. Zombies.
Beyond trumpeting its deal with PopCap, EA also preannounced its first-quarter earnings for the April-June quarter. Net revenue for the quarter ended June 30 came in between $ 975 million to $ 1 billion, beating company guidance of $ 900 million to $ 950 million. EA also said that diluted earnings per share will come in between $ 0.63 to $ 0.66 versus guidance of $ 0.44 to $ 0.53.
EA also raised its full-year guidance for the earnings period ending March 31, 2012. The publisher now expects to bring in $ 3.725 billion to $ 3.95 billion as compared to previous guidance of $ 3.7 billion to $ 3.9 billion. However, diluted earnings per share was revised down to a range of -$ 0.04 to +$ 0.26.
PopCap is the latest in EA’s social- and casual-gaming buying spree. In November 2009, the company scooped up Facebook game publisher Playfish in a deal worth up to $ 400 million. Then, in October 2010, it netted Angry Birds publisher Chillingo for $ 20 million. Reports also emerged today that EA had acquired Ohai for a small sum.
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Dark Souls Screenshots — Is That A Zombie Dragon?

Upcoming dark fantasy role playing game Dark Souls will feature a variety of enemies to make sure it can wear the crown of "Hardest Video Game." Its …
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FIFA 12 Hands-On Preview: Career Mode and Player Impact
FIFA 12 aims to bring greater depth to its career mode, while improving realism on the pitch with its player impact engine.
A wise man once said, “with great power there must also come–great responsibility!”. When it comes to the biggest football game in the world, that responsibility is to the 42 million fans who’ve made FIFA a huge success for publisher EA. And so in FIFA 12 a glut of new features have been introduced, many of which originated from–or were spurred on by–feedback from the community. An improved career mode, reworked tactical defending system, and a brand new player impact engine are all about “fulfilling the desires of our fans”–at least according to producer David Rutter. We spoke to the man himself to answer your questions about the game, and get a feel for its new features.
Much of the emphasis is on FIFA 12′s improved career mode, which promises more depth, particularly for managers. Squads have to be managed more effectively, with players getting upset if they’re not paid enough–a true-to-life feature–causing their morale to dip and performance to worsen. Conversely, AI-controlled managers can come in and make offers for your players, raising their morale, but ultimately costing you more money. Youth scouting has been introduced too, so you can discover young players from around the world and train them up. This ties into an overall set of enhancements to player growth. Younger players develop faster, and carry a higher potential than older players, whose performance worsens as they age.
Transfer deadline day has also been tightened up. More activity takes place during the transfer window, which includes increased media activity in the form of newspaper reports, all designed to increase the amount of feedback you receive on your performance as a manager. All the improvements tie into the new EA Sports Football Club feature, which is an online service that connects players to a single persistent online profile. You pick a side, and matches played online with that side across FIFA games on Facebook, mobile, or console will award you with achievements and a position on a virtual league table.
While the focus is on career mode, additions have also been made to the game on the pitch too, including precision dribbling, tactical defending and a new player impact engine. Improvements to precision dribbling are subtle, but give you greater control, allowing you to shield the ball from the opposition. Less subtle are the tweaks to defending, which take away the “homing missile” effect that players had when going in for tackles, replacing it with more realistic movements such as grabbing shirts as players race by, and coercing them into dangerous positions.
The new player impact engine provides the most change on the pitch. Gone are the days when players would weirdly merge into each other as they fought for the ball, or pass through each other during sprints. A heavy dose of physics means players crash, fall, and trip over each other during a match. It’s impressive to see in it in action, and during our brief hands-on the new animations looked great. Players jumped over downed opposition, while push and pull mechanics saw heavier players given the advantage during challenges.
These improvements are just the tip of the iceberg according to Rutter, and there’s more yet to be revealed. As for the often lamented problems with rage quitting, Rutter promised that more news would be coming soon, along with further details on FIFA’s online modes. We’ll be keeping a close eye on FIFA in the run up to release, so keep reading GameSpot for more on the game soon.
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The Golden Years of Sports Video Game Violence
From 1987-1993, the highest-percentage play was “punch.”
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Putting the Gay in Games: The Industry’s Evolving Attitudes Toward Sexuality
We have a long way to go before It Gets Better for good — but games are certainly growing up with their players.
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Seinfeld Master Quiz Challenge Screens
5 new shots posted.
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EA Mobile Games Round-up
EA is one of the biggest publishers to get behind mobile gaming in a serious way. From its Dead Space iOS game to its Hasbro board game properties, EA’s cranking out new titles all the time. Combine this with its partnership with Chillingo, and you have one of the biggest mobile games groups in the world. We recently got to see EA’s line-up at E3, but today I got a chance to see even more of what we can expect to play in 2011…
Ghost Recon Online Q&A With Ubisoft Singapore
We arm ourselves with the senior game designer Christopher Roby and brand manager Christopher Goh about Ubisoft’s upcoming shooter.
Last month at E3 2011, Ubisoft talked about two different shooters from Tom Clancy’s Ghost Recon franchise: Ghost Recon: Future Soldier and Ghost Recon Online. The latter title’s striking feature, apart from using the free-to-play model, is that it aims to hit both the casual and hardcore market with its 8 versus 8 team-based gameplay with the choice between three soldier classes with expansive customization options. GameSpot Asia made a trip down to Ubisoft Singapore’s office to find out more from senior game designer Christopher Roby alongside brand manager Christopher Goh.
GSA: What’s the concept behind this iteration of Ghost Recon?
Christopher Roby: My clan friends and I practiced a ton of Quake 1; every day and every hour of the week. It’s one of the greatest moments you have in a shooter when you feel this kind of teamwork and cohesion with your teammates in any tournament environment. My feeling is that none of these shooters right now have replicated that feeling. When I was given the opportunity to work with the Ghost Recon brand, my team and I felt that it fits with that “cohesion” concept. This gave us the opportunity to push that idea and make it into the core experience.
The fact that Ghost Recon: Advanced Warfighter has all this kind of cross communication via the Integrated Warfighter System and with Ghost Recon Future Soldier being an upgrade to that, when you’re supporting your teammates and moving your soldier as well as thinking what a soldier would do in a situation.
The concept here is “can people play as a team without trying to?” [For Ghost Recon Online], you don’t have to practice every single day to achieve that cohesion and feeling. The abilities you get to use for three of the classes are part of it, but the cover system is the main foundation here. When you walk out of cover, bullets would usually start flying and you have to go back into hiding. You see another guy who’s suppressing.
The augmented reality bit –where the blue lines pop up while playing- help show where your teammates are around you and lets you know that they’re around to have your back especially when you’re in cover. When you see that, you instinctively take another action and that actually starts to stack and become cohesive movements you take as you keep moving back and forth on the map.
With the hardcore market, they can choose to be more tactical with the options given to them, but the abilities make the system more accessible. If the match is in a stalemate, the abilities are the trump cards. They have cooldown periods, so you can’t just spam them. You have to play them at the right time and moment. They’re also symmetrical and also counter-intuitive against other abilities at the same time, much like a rock-paper-scissors metagame. One can’t overpower the other, of course.
There’s no right way to use them, but there’s a lot of ways to use them. One guy blitzes in with the shield, while the other can help clean up the mess if the point man misses a spot. If you delay one second, the guys who got knocked down can get up and counter-attack. It’s important to have someone watch your back; the blue lines help you coordinate better with your team.
GS: How did the project get started? Why did Ubisoft assign Ghost Recon to the Singapore office?
Christopher Goh: We see a lot of potential in the online market. That’s how Ghost Recon: Online came to be: putting two and two together.
CR: Theo Sanders, the executive producer for the game, had this vision and saw the PC market as a viable commodity. Conversely, the PC market also has high piracy rates and DRM restrictions that punished people for paying money for their games. We can’t pirate something we give to you for free.
It’s safe to say that Ubisoft haven’t made the strongest brand of shooters and multiplayer experiences when compared to other shooter-focused companies. You don’t think Ubisoft and go “I remember they did that awesome multiplayer shooter”. To declare your game free to play using a major brand means that I can’t lie to you and take your money by doing so. I have to make it an awesome experience. We are investing in a brand for a long period of time that’s multiplayer-focused where we are as invested as players are invested in us. It’s a tight relationship between us and the gamers since it’s up to them whether they want to spread the word, but that all starts with a great gaming experience.
GSA: How many people are working on it right now?
CG: We can’t reveal real figures, but we have more than 50 people working on Ghost Recon Online.
CR: [That is] a pretty small group since a typical big Ubisoft game has hundreds of people making it. The problem with a free-to-play title is that to be profitable, we have to be light and small. We have to be tight and smart with our schedule and whatever we do, whether to create content or figure out what to monetize in-game, or find out ways to keep the community engaged. We can’t afford to have 300 people working on the game and rely too much on additional resources if we want to be successful and efficient.
GSA: As with all games using the free-to-play scheme, microtransactions are usually involved. What kind of things are on tap for Ghost Recon Online in this regard?
CR: There isn–t any at the moment and the business model has yet to be developed. Our focus is to make a great experience and through that, we have the flexibility to figure out how to monetize it in a way that works with the game and the players.
GSA: Are we looking at weapon paint jobs or unique gear that only affects your soldier cosmetically?
CR: I will say this: there’s no pay-to-win scenario and no purchases that will make you more powerful. Anything that you earn that makes you better is all in-game. Fairness is what we’re looking at because it’s about that positive emotion. If your buddy pays $ 5 and is now better than you, it’s not a good feeling.
GSA: Is there a leveling up and rank progression system for Ghost Recon Online?
CR: Yes and no. The levels have a lot of weight carried in them. You get significantly more powerful thanks to requisition points that let you modify your weapons.
To rephrase, one of the constraints we have is that a level one player can kill a level 50 player. But what does a level 50 player get? More breadth and tactical flexibility. I obviously can’t have the level 50 player run around with a million hit points, so he/she will get more options for gun-switching and tweaking, more skills to pick on, and more options for the armor system which I unfortunately can’t talk about at the moment. What I’m revealing here is just a small piece of what’s to come.
That’s the theme, we’re focused on leveling up. You will have access to more powerful weapons, but at the same time as you’re getting experience and more access to tactical strategy, you get more access to different types of armor inserts that mitigate this kind of increasing damage level. It never actually changes the game in a huge way, but if a current loadout isn’t working for you and your team, you can switch out.
The final progression and structure when the game starts for new users are still being tested, honestly. You’ll have access to all three classes and their main abilities from the start. Each of these classes are different in their playstyles. I assume that different players will find this niche they want and want to reinforce that playstyle by the decisions they’re making for their character, based on the hours they invested in. At the same time, a player will not go “oh, I leveled up this class a bit; I’ll go play the other class”. You can always play with your buddies no matter what level you are. You just have more tactical breadth.
GSA: Compared to most other free-to-play shooters in the Asian market, the Ghost Recon Online build (from E3 2011) looks good. What are the requirements to run the game though?
CR: Ghost Recon Online is actually running on low specs.
CG: We haven’t released the final details of specs because we’re still optimizing the engine on our end, but the basic objective is to make it accessible as possible. You don’t need the latest rig to play the game.
CR: We’re actually designing the shader model one, two and three, with three being the latest. We’re designing the ability effects to work on lower shader graphics so that they don’t actually break. For the higher-end users we’ve got shader models two and three ready. The tech guys are focused on testing it on both lower end machines and making sure players have a smooth experience.
GSA: What makes this game different from a team-based title like the SOCOM series?
CR: I’ve been watching forum posts and comments related to the recent Ghost Recon builds [Ghost Recon Online and Future Soldier]. I see these two different trends in player reactions. People who see the videos don’t get the same feeling as the people who play it, who said how awesome the team play experience is. While other games are saying that they’re doing team things that either state “yes, you could play a competitive game and try your best to play as a team” or “yes, we’ll be heavy-handed and force you to be a team”, what we’re doing is different. Whether you realize it or not, you’re playing together as a team.
A player who uses the recon class’ oracle ability will help other players nearby know when an enemy’s coming, regardless of how selfish he/she is. Everytime that recon player uses it, it felt awesome. That kind of stuff, together with the cover system, experience, and damage modeling creates that experience. Yeah, I say that it’s a team-based game, but as a designer who has been driving and pitching this vision, to see 12 pages of posts about the things that people liked and don’t like but all coming into agreement that it’s a great team experience, I nailed it. That’s the bet I’m placing for you. The best part is that you don’t have to pay anything to experience it. I’m putting my money where my mouth is. There’s no barrier of entry for you to go out there, download it and see it for yourself. You can call bulls*** on me. At this point, I’m confident enough to say that we’ve got it.
There’s also a lot of these “third-person versus first-person” debates. It’s the same thing. When the camera is on third-person, I get better situational awareness. But I still have the awesome flexibility from a first-person perspective with the aiming and iron sights view; I’m not losing accuracy options. When I go to cover in third person and if an enemy slides to cover, I can definitely spot him and keep track of him better. When I’m in first person, the perspective is a little blocked-out.
I’ve worked on a lot of military games and simulations in my career. There are things in real life the United States’ Special Forces that are reflected in those games. Usually when a soldier’s recruited in Special Forces, they’re more or less in the army for 12 years. You’re in a group of 12 guys that split into groups of four, and all you do is practice and know your buddies in the squad. If I’m out in the field, I will always know that they guy who’s suppose to cover my left will always be on my left. I depend on him because I know where he’s at. The team element between these squads does not come in naturally. In-game, I have these “blinders” on and my field of view is restricted, but in real-life I don’t need to look because my squad buddy is there. I get this sixth sense that he’s there; it helps that this sort of team element is forged within 12 years.
For me, the augmented reality system in Ghost Recon Online helps reinforces that. The cover system, the camera system, the ability to see these guys: all these things are abstractions of that real life perception that you have as a person into our gameworld.
GSA: What about the old Ghost Recon fans?
CR: The old fans will definitely have expectations on what a GR game should be, be it the War Fighter or Future Soldier fans. The hardcore guys would be very skeptical–I know they are–but hopefully they’ll play it and go “wow, this really is the tactical shooter of this decade.” Hopefully the GRAW guys share the same sentiment; I’ve seen a lot of this on the forums, with some of the fans even asking for Xbox 360 controller support for the game.
That’s the one thing about game designers: we have all of the responsibility and none of the authority. If a game sucks, everybody blames me and I can’t do s*** about it. We’re tasked with taking the best of what the franchise established, keep a cohesive vision, and make the team a part of the development cycle. But at the same time, there’s deadlines and technology things to deal with. At any given time, if the game is not fun, there’s only one person everybody looks to.
A big part of what I enjoyed here is fighting for that vision and bringing this thing to reality, and have everyone go “that’s what [the developers] are talking about” in the end.
GSA: What are your thoughts about working in Singapore?
CR: It’s actually quite good. I’ve been in the business for 16 years, and it’s a volatile industry. The thing is that moving my two kids and two dogs to another country is a big risk, but I knew Ubisoft as a company and am very familiar with their brands and the shooter genre inside and out. It’s not like I’m doing another start-up, so that’s a plus. I came in the project with guidelines, but getting the chance to take it, reshape it, and see it come true is a really great experience.
GSA: What are your opinions on the Singapore game industry?
CR: In 1994, there was a team called Interactive Magic from Raleigh, North Carolina formed by former MicroProse founder “Wild” Bill Stealey. Ever since, there were quite a lot of companies that formed over there: Red Storm, Epic Games, Gamebryo. As a developer who started his career there, to see that place grow, what happens is that companies come up, they form, they split, have talent that get recruited to other companies and even have said talent form their own thing. The industry here is in its infancy, honestly, and it’s like “Raleigh 1994″ all over again.
What I suspect will happen is that Ubisoft will be here for the long term and hopefully put the Singapore studio on the map thanks to Ghost Recon Online. Ubisoft Montreal has always been the hub for the cool ideas, so hopefully we can establish here. There will be other opportunities where talent from here will go elsewhere, but the industry will still continue growing and people’s expertise will get better.
The coolest part is what the Singapore government is doing: they’re really interested in developing the industry here. Most countries and cities don’t do that and it’s very difficult because you can’t attract the people. Whenever there’s a little talent base, that base will grow. Austin, Texas is the US MMO capital; a lot of the development studios are centralized there. Speaking of which, it’s amazing to see how much has changed from having games charging you $ 2.99 per hour for an MMO-style game to the free-to-play model implemented in most games.
GSA: So when will the open beta be out for the public?
CR: We’re shooting for Fall 2011.
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