Thursday, June 30, 2011
Call of Duty's "Competitive Edge" is 60 Frames Per Second
There's been a bit of mud slinging between the respective sides for Call of Duty: Modern Warfare 3 and Battlefield 3. While the latter has been praised for its impressive visuals and the Frostbite 2 engine, Sledgehammer Games co-founder Glen Schofield is adamant that MW3's ability to run at 60 frames per second should not be understated.
In an interview with AusGamers at E3, Schofield was asked if the engine that continues to be used to power the Call of Duty series will ever be dropped of favor of something entirely new. He said, "I don't really know. I mean we really revamped this engine. We put a whole new audio system in and it is as competitive as anybody out there. You can go out and name your engine and call it whatever you want, right. You know, I've done that before; I've seen that trick and the bottom line is, this game will run at 60 frames a second. Not sure any of our competitors will.
"Not sure I've seen any of our competitors on the console especially running at 60 frames a second and I'd be a little scared at this point -- in June -- if I was looking forward to a particular game that wasn't on the console and running at 60. And I think 60 is our competitive edge and you just don't throw that away."
Some fans have called for Infinity Ward to develop an entirely new engine. That's obviously easier said than done, as it would require a big investment; as of Black Ops, the Call of Duty series was doing just fine whether or not it's running on the latest and greatest technology.
"What you do is you build upon it, right? And build and build and build," Schofield continued. "And we build new tools that make us more efficient. We built brand new tools so that we could put more stuff in. That's why, you'll see a level and you'll come out of the water; so we've built all this water. You've got New York in the background; you've got explosions going on; you've got skyscrapers, then you have this huge submarine coming out of the water. We're able to put so much on the screen because it's an engine and it's well-known, it's very clean and we're able to easily upgrade it.
"So I don't know what the future holds for the engine. But you don't ship an engine, you ship a game."
Sledgehammer had been planning to work on an action/adventure Call of Duty game -- a project that has not been forgotten -- but is focused for now on assisting Infinity Ward with development on MW3.
Schofield never directly mentions Battlefield 3, although based upon the way the question is framed, it's pretty clear that it is the competitor being referred to. The two games will be squaring off later this year; BF3 is set for release on October 25 followed two weeks later by MW3 on November 8.
View the original article here
Friday, January 14, 2011
Sledgehammer Making "Next Call of Duty Game" News
Sledgehammer Games has posted a job listing which suggests it is working on the next installment of the CoD franchise.
The advert (on Gamasutra) is for a Community Manager for what Sledgehammer refers to as “the next Call of Duty game”.
Although Sledgehammer was known to be working on a Call of Duty game, the developer of the next CoD title has not yet been officially confirmed by Activision, and Raven Software was also reported to be working on its own entry in the series. However, today’s job listing, in conjunction with rumours that Raven has resumed development of its shelved Bond game, provides the strongest evidence yet that Sledgehammer will be at the helm of the next CoD release.
Although little has been revealed about the direction Sledgehammer intends to take with the series, industry chatter suggests that the next game may feature a futuristic aesthetic, with the ‘near-future’ conceit of previous entries abandoned in favour of a space combat theme. Sledgehammer was founded by key members of the original Dead Space team, so perhaps the rumours aren't as far-fetched as they sound. Nazi Zombies in space anyone?
Saturday, December 25, 2010
Activision Suing EA For $400 Million News
Activision has filed legal documents with the Los Angeles Superior Court seeking $400 million in punitive damages from rival publisher Electronic Arts.
It's all part of an ongoing legal battle between Activision and two former studio heads at its Infinity Ward studio, Jason West and Vince Zampella, who were fired from their posts earlier this year.
West and Zampella have since formed Respawn Entertainment under the EA Partners program, leading Activision to seek punitive damages from EA including profits the company would have made had it not been for EA's "interference", costs for rebuilding Infinity Ward, and damages resulting from delays and disruptions.
Activision is also taking action to stop EA benefitting from what it calls "illegal conduct". The company claims that EA attempted to contact West and Zampella while they were still under contract at Activision and draw them away from the company to work on a rival videogame franchise.
Documentation provided by Activision suggests that West and Zampella still had two years left on their contracts when EA approached them, and these contracts effectively prohibited them from working within competing sectors of the videogame industry or luring any Infinity Ward staff to rival studios for the duration of their contracts.
EA's COO, John Schappert began "covertly" contacting West and Zameplla no later than July 30th 2009 according to Activision, which documented evidence of personal e-mails received by West and Zampella from the Creative Arts Agency representing them.
This agency is accused of being West and Zameplla's go-between with EA, playing a critical role in organising a secret meeting at the home of EA's CEO, John Riccitiello on August 28th 2009. EA is said to have flown West and Zameplla to San Francisco via private jet to meet personally with the company's CEO.
An exodus of Infinity Ward staff followed the formation of Respawn Entertainment in April of this year as developers resigned their posts at the Activision studio to join West and Zameplla's new outfit.
EA has issued a response to Activision's legal filing, with a spokesperson for the company telling the LA Times, "This is a PR play filled with pettiness and deliberate misdirection. Activision wants to hide the fact that they have no credible response to the claim of two artists who were fired and now just want to get paid for their work."
Legal documents sourced via Joystiq.
Saturday, November 27, 2010
Gran Turismo 5 Review
Good things come to those who wait, or so they say. It's a proverb we'd hoped would ring true for Gran Turismo 5, a game that's been in development for over five years and continually pushed back from one vague seasonal release window to the next over the last couple of years. Perhaps Kazunori Yamauchi and Polyphony Digital's most phenomenal achievement is that they've actually been allowed to develop a game for so long - in previous generations, whole videogame consoles would have come and gone in the same time that it's taken this one game to be developed.
And even now, with the game finally making its way out into the wild, there's still more waiting to be done. Loading screens really are unfathomably long, while installing to the hard drive is an hour long process that still leaves extensive load times in its wake. The wait continues on into GT5's online component, which seems to take an age checking network environments or joining lobbies, while some post-release bugs haven't exactly helped matters either. Gran Turismo is a game that will try your patience then, but the real question is whether it's all worth it in the end and the answer to that is yes, but only just.
It's still the most visually impressive driving sim out there by a comfortable margin; the amount of content on offer easily trumps any other driving game in terms of sheer size, variation and quality, while the series retains its trademark motophilia that lavishes pornographic levels of attention on the metallic curves of its lovingly recreated vehicles. It is, as it always has been, a car collecting game that puts the focus squarely on acquiring vehicles and experiencing the thrill of driving them rather than racing them per se. Yes, we know that the vast majority of content in GT5 features races against AI vehicles, but once again these AI vehicles are about as aggressive as Mahatma Gandhi and feature as mobile blocks of Styrofoam more than they do tangible race competitors.
The actual 'racing' in the game is more about buying the right vehicle for use in a particular championship and then using additional modifications in the garage to keep your car's pace above that of the AI pack. If you're playing Gran Turismo as intended, then furious battles in-between the front-runners shouldn't really come into it - it's much more about a challenge between you, your car, and the race track. To that aim, GT5 delivers to the same high standards of all its predecessors. The sheer joy of purchasing a '95 Toyota Celica WRC car or modifying a Nissan GT-R to ridiculous proportions is still unrivalled anywhere in gaming and will happily sate the appetites of hungry car enthusiasts more successfully than ever before. Still, those expecting a racing game might be disappointed, and justifiably so to be honest.
While the introduction of damage modelling is tastefully done in GT5, it doesn't really have a knock-on effect with any of the gameplay at this stage (although that may be subject to change). Coverage of damage modelling from one vehicle to the next is admittedly a touch slim - many remain undamageable - while it's perhaps not quite as dynamic as we'd hoped. Dents and scratches will appear on the specific pieces of body panelling where an impact is made, although the size of those dents doesn't really reflect the force of a collision. Generally speaking, frequency of contact rather than intensity will determine how much damage is done, while the animations do appear to be a bit canned at times (we've seen our Lamborghini Gallardo's bumper come loose in precisely the same way on numerous different occasions).
Where visual improvements are concerned though, the undeniable stars of the show are GT5's in-car views (arguably they're the stars of the whole game). Following their introduction in GT5 Prologue, Polyphony Digital has now retained this painstaking eye for interior detail and applied it to a strong majority of the cars in GT5. Subtle camera work that transfers the illusion of inertia and speed particularly well then makes these in-car camera angles more than merely pretty - in fact, you'll be robbing yourself of much of what makes GT5 great by opting for an alternative view. All of the new environmental additions, such as rain, snow, and night time races, have then been translated incredibly well to these in-car views (although, ironically enough, viewing wet or snowy races from the behind-the-car view can result in some fuzzy and even broken visual effects at times).
The weather effects certainly deliver on the gameplay front though, proving GT5's simulation prowess once again with a thoroughly believable loss of grip (driving on marbles is a famous motor racing phrase that comes to mind). It'll be no surprise to fans of the series that GT5 is as intently focussed on vehicle handling as it always has been, with a wide variation in driving experience from one car to the next and handling that changes convincingly as you add new parts and modifications to specific vehicles. Particularly worthy of note are some new additions to the Gran Turismo fold such as karting and NASCAR, with the karting in particular proving to be freakishly lifelike (to be honest we've never actually driven a NASCAR, so that could be just as lifelike for all we know). Whatever the case, there are whole videogames that are focussed solely on these specific types of motor sport that still don't do as good a job as GT5 manages on a whim.
Perhaps the most original addition to GT5 is the new Course Maker, which allows players to take an existing blueprint for a circuit in the game and customise it according to a number of parameters including the number of sectors, track width in each sector, corner sharpness, and complexity (i.e. the number of corners). Once you've entered values for all of these variables, the Course Maker then processes a new sector of track for you. While we're a bit disappointed that the system doesn't have quite the hands on editing control that we'd hoped for, it's still decent enough to have a mess around with and see what you can conjure up before taking out your most prized car for a test drive or race around it.
Beyond all of this, there's still oodles of content to get your teeth into, more cars than you can shake a stick at (over 1,000 apparently), and a wide assortment of imagined and licensed tracks. It really is as big as a driving game can get really, with enough races, championships, and Special Events to keep you beavering away for far in excess of 50 hours if you want to achieve the Gold trophy in each one. The B-Spec mode returns from previous GTs and, as before, there's little appeal to it beyond accruing some extra cash when you're making a cup of tea or, in our case at this very moment, writing a game review. As it was in Prologue, Gran Turismo TV is also on hand with both paid-for and free video content from the world of motoring should you wish to indulge. When you're tired of all this, there's 16-player online multiplayer to keep you happy as well.
Admittedly the online component of GT5 has had a bit of a battering in its first 24 hours of exposure. Still, Kazunori Yamauchi has been quick to assure fans that the multiplayer will go through an ongoing process of evolution in the coming months, which is news to our ears as the offerings are a bit embryonic at this stage. Promises of online matchmaking, leaderboards, and more stringent restrictions in races need to be delivered by Polyphony Digital if this portion of the game is to achieve any significant lasting appeal. The development team might also want to look at adding a few more race modes as well because the offerings at the moment are fairly straight forward and bare, with only conventional and 'Shuffle' races on hand to mix-up the action.
Other blemishes on the game are evident in its visuals which, although genre leading and closer to photo-realistic than pretty much any other videogame series in history, still remain on a par with the graphics in GT5: Prologue when we'd hoped they would be a slight improvement.
GT5 is certainly no more graphically impressive on a technical level than Prologue and perhaps ever so slightly less. Maybe it's just the increased number of cars on track or the sheer amount of content that's been shoe-horned onto a single Blu-ray, but subtle visual effects such as shadowing have definitely been turned down a notch from what they were in the Prologue edition. Still, we're more than happy to trade-off blockier shadows for new visual features such as damage and weather.
View the original article here
GT5 Online Update Arrives Saturday News
Polyphony Digital CEO Kazunori Yamauchi has announced that an update for Gran Turismo 5 will hit PS3s today. The patch will add power and weight class restrictions to online matches, in addition to other improvements “to refine the usability of the game to make it a better experience.”
Speaking in an interview with Eurogamer, Yamauchi-san explained why yesterday’s online congestion brought GT5 to a grinding halt.
“Yesterday the online service was kind of in a critical state. The data centre was set up to handle 500,000 connections but the number of connections we received greatly exceeded that amount and there was a high chance of experiencing problems as a result.” he said.
“The design of the GT game really integrates the online and offline parts. So the problems online actually affected the offline play as well. Right now we've changed the number of simultaneous connections that are possible to one million, doubling the number, and we're trying to gauge what will happen, but we don't know at this point in time.”
Yamauchi-san also reitirated his commitment to continually improving the GT5 experience post-release, referring to the game as “a living creature, dynamically growing as we speak.” He said that tomorrow’s update “that will include things like max power restrictions and weight restrictions” is just the start of a longer process of refinement.
“Now it's released we're going to have several million people who'll become citizens of Gran Turismo. From here on we have to listen to their voice and see what they want and change the game accordingly to match their needs. So Gran Turismo really is just at the starting point, it's really the beginning and we're just going to evolve from here.”
Tuesday, November 16, 2010
CoD: Black Ops Breaks UK Sales Record News
Call of Duty: Black Ops has beaten the previous record for launch day game sales in the UK, with retailers shifting 1.4 million copies of the FPS within 24 hours of its release.
Modern Warfare 2, the previous record holder, sold 1.23 million units over the equivalent period last year, generating £47.7m in revenue. Black Ops has hauled in £58m so far, representing an increase of 22 per cent in revenue terms, and 14 per cent in units sold, according to figures released by UKIE (as reported by MCV).
Presumably the extensive nationwide midnight launches helped to buoy sales; it's easier to beat a day one sales record if you start at midnight after all.
The numbers indicate consumers are paying on average £2.50 more than they did for launch copies of Modern Warfare 2 last year, despite both games having an RRP of £54.99. This equates to a price hike at more than double the current rate of inflation as measured by the consumer prices index and means that the latest CoD is roughly £1 more expensive than last year in real terms. Taken over the total likely sales of Black Ops this represents a significant increase in potential revenue if the disparity between price and inflation is maintained.
These new figures add credence to Activision's previous announcement that day one sales of Black Ops had eclipsed Modern Warfare 2 by some £30m worldwide.
FIFA Reaches 100 Million Lifetime Sales News
EA has announced that, following the launch of FIFA 11, lifetime sales of its FIFA series have passed through 100 million total unit sales in 18 years on the market.
FIFA 11 has been the quickest selling FIFA game in the series so far, selling 2.6 million units in the first five days following its release. The record breaking figure makes FIFA 11 the fastest selling sports game ever according to EA, which reports that sales are up 20% over last year for the first month of sales.
This announcement comes alongside the release of EA's FIFA 11 Ultimate Team DLC, which is now available as a free download via Xbox Live and PSN.