Archive for March 2nd, 2010
Infinity Ward Studio Head Sacked By Activision, Cites Insubordination

According to a report on G4, two studio heads of Infinity Ward (the developer of "Call of Duty: Modern Warfare 2") have been unseen by staff since a meeting with Activision yesterday. Some time later one of the studio heads, Jason West, updated his LinkedIn profile, listing his time at Infinity Ward as past tense:
President/Game Director/CCO/CTO Infinity Ward
January 2001 – March 2010 (9 years 3 months)
Activision has since revealed that West is no longer with the company.
Meanwhile, an SEC filing made by Activision yesterday cites: "breaches of contract and insubordination by two senior employees at Infinity Ward." The second senior employee is likely Vince Zampella, who has also not been heard from since yesterday. His current employment status is unknown.
It's unknown what set all this off or what it means for the future of Infinity Ward working on the "Call of Duty" franchise. I've reached out to Activision and Infinity Ward to get some clarification.
Infinity Ward Studio Head Sacked By Activision, Cites Insubordination

According to a report on G4, two studio heads of Infinity Ward (the developer of "Call of Duty: Modern Warfare 2") have been unseen by staff since a meeting with Activision yesterday. Some time later one of the studio heads, Jason West, updated his LinkedIn profile, listing his time at Infinity Ward as past tense:
President/Game Director/CCO/CTO Infinity Ward
January 2001 – March 2010 (9 years 3 months)
Activision has since revealed that West is no longer with the company.
Meanwhile, an SEC filing made by Activision yesterday cites: "breaches of contract and insubordination by two senior employees at Infinity Ward." The second senior employee is likely Vince Zampella, who has also not been heard from since yesterday. His current employment status is unknown.
It's unknown what set all this off or what it means for the future of Infinity Ward working on the "Call of Duty" franchise. I've reached out to Activision and Infinity Ward to get some clarification.
Unofficial ‘King’s Quest’ Sequel Taken Offline

"The Silver Lining," one of the most epic fan creations in gaming history, ended its life online this week after Activision reportedly decided not to sign on to the same non-commercial fan license developers previously received from Vivendi Universal. Now that Activision and Viviendi are one entity, the rights to the "King's Quest" franchise fall squarely within their control, so shutting down the project was completely within their rights, but the project's conclusion marks the end of nearly a decade's work.
"We have spent a lot of time recently reworking the material of 'The Silver Lining' into episodic releases, with the first out of a planned five episodes completed, and submitted for review, and had hoped we would be able to bring our game to you, the fans, in the Spring of 2010," the game's development team wrote on TSL-Game.com. "Recently, however, ownership of the Sierra IP changed hands and became the property of Activision. After talks and negotiations in the last few months between ourselves and Activision, they have reached the decision that they are not interested in granting a non-commercial license to 'The Silver Lining,' and have asked that we cease production and take down all related materials on our website."
Activision hasn't announced any plans to move forward with a sanctioned sequel in the "King's Quest" franchise, but hopefully the end of "The Silver Lining" will give way to something down the road. Learning to experiment with long-shot command guesses like tossing random objects at dragons was a formative experience in my personal gaming history, and it would be nice to see the series preserved.
Are you sad to see work on "The Silver Lining End"? Would you like to see a new "King's Quest" sequel? Share your thoughts in the comment section below.
Unofficial ‘King’s Quest’ Sequel Taken Offline

"The Silver Lining," one of the most epic fan creations in gaming history, ended its life online this week after Activision reportedly decided not to sign on to the same non-commercial fan license developers previously received from Vivendi Universal. Now that Activision and Viviendi are one entity, the rights to the "King's Quest" franchise fall squarely within their control, so shutting down the project was completely within their rights, but the project's conclusion marks the end of nearly a decade's work.
"We have spent a lot of time recently reworking the material of 'The Silver Lining' into episodic releases, with the first out of a planned five episodes completed, and submitted for review, and had hoped we would be able to bring our game to you, the fans, in the Spring of 2010," the game's development team wrote on TSL-Game.com. "Recently, however, ownership of the Sierra IP changed hands and became the property of Activision. After talks and negotiations in the last few months between ourselves and Activision, they have reached the decision that they are not interested in granting a non-commercial license to 'The Silver Lining,' and have asked that we cease production and take down all related materials on our website."
Activision hasn't announced any plans to move forward with a sanctioned sequel in the "King's Quest" franchise, but hopefully the end of "The Silver Lining" will give way to something down the road. Learning to experiment with long-shot command guesses like tossing random objects at dragons was a formative experience in my personal gaming history, and it would be nice to see the series preserved.
Are you sad to see work on "The Silver Lining End"? Would you like to see a new "King's Quest" sequel? Share your thoughts in the comment section below.
‘Final Fantasy XIV’ Closed Alpha Test Starts Soon

"Final Fantasy XIV" has produced a few screenshots, some video and details on its character editor, but word on how and when Square Enix might open the MMO sequel for beta testing has remained clouded up until now. The company hasn't reached its beta phase yet, but they did reveal that a closed alpha test would start soon and that beta testers would receive information today on how they will be able to access the build on March 11th.
"With 'FFXIV' drawing nearer its beta phase, we are excited to announce that we will be conducting a closed alpha test, exclusive to our loyal 'Final Fantasy XI' users," an announcement from Square Enix explained. "Those who have been selected as beta testers can expect to receive further information starting from Monday, March 1. The tester website is scheduled to go live on Thursday, March 11."
Invites were also given out to attendees at Tokyo's VanaFest 2010, according to Andriasang. If you belong either of those demographics, you may have a welcome surprise in your inbox this week.
I predict that anyone getting an invite who also happens to be picking "FFXIII" this month when it comes out is going to have very little little else going on in their life. Square Enix definitely has their single-player and MMO-lover fanbases covered though.
Did you receive an invitation to join the "FFXIV" alpha test? Do you want an invitation to join the "FFXIV" alpha test? Share your thoughts in the comment section below.
‘Final Fantasy XIV’ Closed Alpha Test Starts Soon

"Final Fantasy XIV" has produced a few screenshots, some video and details on its character editor, but word on how and when Square Enix might open the MMO sequel for beta testing has remained clouded up until now. The company hasn't reached its beta phase yet, but they did reveal that a closed alpha test would start soon and that beta testers would receive information today on how they will be able to access the build on March 11th.
"With 'FFXIV' drawing nearer its beta phase, we are excited to announce that we will be conducting a closed alpha test, exclusive to our loyal 'Final Fantasy XI' users," an announcement from Square Enix explained. "Those who have been selected as beta testers can expect to receive further information starting from Monday, March 1. The tester website is scheduled to go live on Thursday, March 11."
Invites were also given out to attendees at Tokyo's VanaFest 2010, according to Andriasang. If you belong either of those demographics, you may have a welcome surprise in your inbox this week.
I predict that anyone getting an invite who also happens to be picking "FFXIII" this month when it comes out is going to have very little little else going on in their life. Square Enix definitely has their single-player and MMO-lover fanbases covered though.
Did you receive an invitation to join the "FFXIV" alpha test? Do you want an invitation to join the "FFXIV" alpha test? Share your thoughts in the comment section below.
Valve Renews Commitment To PS3 Development

Valve didn't surprise anyone when "Left 4 Dead 2" came out for Microsoft's Xbox 360 and the PC and not for the PlayStation 3, but that doesn't mean that the company doesn't want to revisit Sony's console at some point down the road. They haven't touched the platform since "The Orange Box" launched for it in 2007, but they want to do better, even if a follow-up attempt doesn't happen soon.
"We thought that the Orange Box didn't put our best foot forward with the PS3 community." Valve writer Chet Faliszek told CVG. "We don't want to do something like that again on the PS3. We want to give PS3 owners the best possible experience."
Whether or not Faliszek's hopes currently have a strategy or timetable attached, he clearly wants to see his colleagues do some homework before they re-enter the PS3 market.
"Some of that will come from us learning and getting better," explained. "Before we can go onto the PS3 again, we want to make sure we're better at developing for it."
I don't know how long the current console generation has left, but if it takes Valve another few years to rediscover the PS3, the chance to launch a successful game for it may pass them by. They've proven themselves on the 360 and PC, so they may be well served to stick to what they know unless they feel like bringing on some PS3 specialists and kicking a project into gear relatively soon.
Would you like to see Valve do more on the PS3? What did you think of "The Orange Box" on the system? Sound off in the comment section below.
Valve Renews Commitment To PS3 Development

Valve didn't surprise anyone when "Left 4 Dead 2" came out for Microsoft's Xbox 360 and the PC and not for the PlayStation 3, but that doesn't mean that the company doesn't want to revisit Sony's console at some point down the road. They haven't touched the platform since "The Orange Box" launched for it in 2007, but they want to do better, even if a follow-up attempt doesn't happen soon.
"We thought that the Orange Box didn't put our best foot forward with the PS3 community." Valve writer Chet Faliszek told CVG. "We don't want to do something like that again on the PS3. We want to give PS3 owners the best possible experience."
Whether or not Faliszek's hopes currently have a strategy or timetable attached, he clearly wants to see his colleagues do some homework before they re-enter the PS3 market.
"Some of that will come from us learning and getting better," explained. "Before we can go onto the PS3 again, we want to make sure we're better at developing for it."
I don't know how long the current console generation has left, but if it takes Valve another few years to rediscover the PS3, the chance to launch a successful game for it may pass them by. They've proven themselves on the 360 and PC, so they may be well served to stick to what they know unless they feel like bringing on some PS3 specialists and kicking a project into gear relatively soon.
Would you like to see Valve do more on the PS3? What did you think of "The Orange Box" on the system? Sound off in the comment section below.
‘God of War 3′ Hands-on Preview – The First Level Completed

"God of War 3" is finished. Done. Gone gold, as they in say in the common parlance of our industry. Sony invited the press to come and try out the introductory level of Kratos' grand finale last week, letting folks play through the game's opening credits and through its first confrontation with a screen-filling enemy.
As is customary for "God of War" games, this sequel opens in grand form. If there was ever any doubt that Stig Asmussen's "God of War" would lack the grandeur and shocking scale of David Jaffe or Cory Barlog's, you can lay them to rest now. "God of War 3" has spectacle to spare.
Previously on "God of War"...
"God of War 3" opens seconds after the ending of "God of War 2." Kratos stands on the sprawling forest that is the titan Gaia's back as she and the other titans scale Mount Olympus in a final confrontation with Zeus and the other gods of the Greek pantheon. These first few minutes are largely unplayable but they set the mood perfectly. Zeus growls out a classically brooding monologue and players are pulled nicely back into the story.
The very opening scene also allows Santa Monica studio the first of many opportunities to show off just what they can pull off in real-time on the Playstation 3, with the camera following a giant bird as it flies about the marauding titans all the way up to Olympus's peak with the gods watch and counter attack. When Poseidon leaps from the precipice and dives head first into the chest of a titan, "God of War 3" stakes its claim as a purveyor of ridiculous action.
Same As It Ever Was
Given that it's the very beginning of the game, it's not too surprising that there aren't many exciting new combat options. You can hardly fault Kratos for not picking up a gaggle of new weapons and spells in the minuscule time span that's past between the last game and this one.
As a result, this brief sampling of "God of War 3" gives much the same gameplay impression as previous demos: It's "God of War." Square, triangle, and circle do what they've always done when Kratos is wrenching apart enemies. The enemies you come up against have been seen elsewhere as well, with scrub skeleton warriors and the guts-spilling centaurs popping up as your first adversaries.
Nice Variety
That said, there's a lot of really nice variety in the environments even in this small chunk of game. You go from the trees and dirt roads of Gaia's back, to the snowy cliffs of Olympus, to the gnarly wooden interior of Gaia, each section offering up some slick platforming and even some light puzzle solving with movable platforms.
While speaking with "God of War 3" design director Todd Papy just before playing through the beginning, he emphasized how the team is most proud of how they paced the game, dishing out the perfect flow of environments and combat. If the rest of the game shows the same level of convincing diversity that the first twenty minutes do, that pride will be well earned.
Big With A Capital B
Saying the scale of a "God of War" game impresses is a bit of a moot point after five years with the franchise, but it's hard not to reiterate after fighting against the game's first boss. The giant horse-headed crab monster made of water is seen briefly in the most recent trailer Sony released. It's a sort of parasite Poseidon's used to attack Gaia, and you fight against it in multiple stages as it assaults the titan's body.
The fight highlights how having a constantly moving environment like the titan's body can shake up play; as the monster writhes, Gaia moves, forcing you fight upside down on one occasion. It's all scripted, obviously, but it is very dramatic and affecting. You could also argue that it's disappointing that the game's first boss isn't as recognizable a mythological figure as the Hydra or the Colossus of Rhodes, but it's hard to care when it looks as fantastic as the horse-crab monster does.
Kratos Gets His
Now, all that's left is to see what the rest of the game has to offer. Sony was stopping people from playing when they reached a confrontation with Poseidon himself in the opening level, which leaves you wondering if the first boss fight isn't just a bubble popping on the surface of a volcano that's just about to erupt. The gameplay so far isn't offering up any grand variations on the tried and true formula, but it's early yet.
The "God of War" success story is due to a rock solid set of game rules. It cannot be overstated, however, how good looking this game is. It's the crowning graphical achievement of Sony's console to date, besting even "Uncharted 2." David Jaffe really wasn't exaggerating when he said it looked like a painting come to life. In quiet moments when the camera rests up close to Kratos, it really is that stunning.
Look for our review of "God of War 3" next Monday at 12:00pm EST, when the embargo lifts.
‘God of War 3′ Hands-on Preview – The First Level Completed

"God of War 3" is finished. Done. Gone gold, as they in say in the common parlance of our industry. Sony invited the press to come and try out the introductory level of Kratos' grand finale last week, letting folks play through the game's opening credits and through its first confrontation with a screen-filling enemy.
As is customary for "God of War" games, this sequel opens in grand form. If there was ever any doubt that Stig Asmussen's "God of War" would lack the grandeur and shocking scale of David Jaffe or Cory Barlog's, you can lay them to rest now. "God of War 3" has spectacle to spare.
Previously on "God of War"...
"God of War 3" opens seconds after the ending of "God of War 2." Kratos stands on the sprawling forest that is the titan Gaia's back as she and the other titans scale Mount Olympus in a final confrontation with Zeus and the other gods of the Greek pantheon. These first few minutes are largely unplayable but they set the mood perfectly. Zeus growls out a classically brooding monologue and players are pulled nicely back into the story.
The very opening scene also allows Santa Monica studio the first of many opportunities to show off just what they can pull off in real-time on the Playstation 3, with the camera following a giant bird as it flies about the marauding titans all the way up to Olympus's peak with the gods watch and counter attack. When Poseidon leaps from the precipice and dives head first into the chest of a titan, "God of War 3" stakes its claim as a purveyor of ridiculous action.
Same As It Ever Was
Given that it's the very beginning of the game, it's not too surprising that there aren't many exciting new combat options. You can hardly fault Kratos for not picking up a gaggle of new weapons and spells in the minuscule time span that's past between the last game and this one.
As a result, this brief sampling of "God of War 3" gives much the same gameplay impression as previous demos: It's "God of War." Square, triangle, and circle do what they've always done when Kratos is wrenching apart enemies. The enemies you come up against have been seen elsewhere as well, with scrub skeleton warriors and the guts-spilling centaurs popping up as your first adversaries.
Nice Variety
That said, there's a lot of really nice variety in the environments even in this small chunk of game. You go from the trees and dirt roads of Gaia's back, to the snowy cliffs of Olympus, to the gnarly wooden interior of Gaia, each section offering up some slick platforming and even some light puzzle solving with movable platforms.
While speaking with "God of War 3" design director Todd Papy just before playing through the beginning, he emphasized how the team is most proud of how they paced the game, dishing out the perfect flow of environments and combat. If the rest of the game shows the same level of convincing diversity that the first twenty minutes do, that pride will be well earned.
Big With A Capital B
Saying the scale of a "God of War" game impresses is a bit of a moot point after five years with the franchise, but it's hard not to reiterate after fighting against the game's first boss. The giant horse-headed crab monster made of water is seen briefly in the most recent trailer Sony released. It's a sort of parasite Poseidon's used to attack Gaia, and you fight against it in multiple stages as it assaults the titan's body.
The fight highlights how having a constantly moving environment like the titan's body can shake up play; as the monster writhes, Gaia moves, forcing you fight upside down on one occasion. It's all scripted, obviously, but it is very dramatic and affecting. You could also argue that it's disappointing that the game's first boss isn't as recognizable a mythological figure as the Hydra or the Colossus of Rhodes, but it's hard to care when it looks as fantastic as the horse-crab monster does.
Kratos Gets His
Now, all that's left is to see what the rest of the game has to offer. Sony was stopping people from playing when they reached a confrontation with Poseidon himself in the opening level, which leaves you wondering if the first boss fight isn't just a bubble popping on the surface of a volcano that's just about to erupt. The gameplay so far isn't offering up any grand variations on the tried and true formula, but it's early yet.
The "God of War" success story is due to a rock solid set of game rules. It cannot be overstated, however, how good looking this game is. It's the crowning graphical achievement of Sony's console to date, besting even "Uncharted 2." David Jaffe really wasn't exaggerating when he said it looked like a painting come to life. In quiet moments when the camera rests up close to Kratos, it really is that stunning.
Look for our review of "God of War 3" next Monday at 12:00pm EST, when the embargo lifts.