Author - Jerry Paxton

Razer Announces Orbweaver Gaming Keypad

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CARLSBAD, Calif. – Jan. 3 2013 – Razer™, the world leader in high-performance gaming hardware, software and systems, today announced the release of the Razer Orbweaver, a customizable, mechanical gaming keypad designed with tournament-grade controls, ergonomics and full customizability.

Building on the huge success of its predecessor, the Razer Nostromo®, the Razer Orbweaver lets gamers bind an infinite number of controls to 20 mechanical keys and a programmable eight-way directional thumb-pad. Only 50 g of force is required to trigger each key, ensuring that commands are executed as fast as users’ fingers can act—and faster than the enemy can react.  The thumb-pad can be used for movement or as a modifier for endless combinations. Armed with the Razer Orbweaver, gamers will be able to rapidly fire a vast number of spells, macros and abilities at their helpless foes, and they’ll be able to do so with hyper-responsive speed and efficiency.

In addition to its inherent technical merits, the Razer Orbweaver also delivers comfort over extended hours of play with its adjustable rests modules for the thumb, palm and wrist. Each of these parts can be slid back and forth or tilted to suit any hand curvature or size, allowing every gamer to customize a perfect fit.

“The Razer Orbweaver is the ultimate gauntlet of game control,” said Min-Liang Tan, CEO of Razer. “The feeling of having every command at hand to destroy the competition in so many different ways is just sublime, and the tactile feedback and fast key actuation from the mechanical key architecture gives you a feeling of satisfaction and an added edge in the games you play.”

About the Razer Orbweaver mechanical gaming keypad

Get complete control with the Razer Orbweaver gaming keypad, featuring 20 mechanical keys and a programmable eight-way thumb-pad.  You can bind an infinite number of commands to these keys that can then be rapidly actuated for the ultimate competitive advantage in combat. The Razer Orbweaver is also designed to deliver absolute comfort during extended play with adjustable thumb, palm, and wrist rest modules that fit perfectly to your hand.

This is the gaming keypad you want on hand to help you win every game you play.

Price: USD $129.99

Availability:

Razerzone.com – Order Now

Worldwide – Q1 2013

Product features:

  • Full mechanical keys with 50g actuation force
  • 20 fully programmable keys
  • Adjustable thumb, palm and wrist rest modules for maximum comfort
  • Programmable eight-way directional thumb-pad
  • Razer Synapse 2.0-enabled
  • Instantaneous switching between eight key maps
  • Unlimited macro lengths
  • Stores unlimited gaming profiles
  • Backlit keypad for total control even in dark conditions

Approximate size & weight: 

  • ·         Width                    154 mm / 6.06 in.
  • ·         Length                  214 mm / 7.95 in.
  • ·         Depth                   55 mm / 2.17 in.
  • ·         Weight                 300 g / 0.661 lbs.

For more information about the Razer Orbweaver, please visit www.razerzone.com/orbweaver.

Razer Unveils Sabertooth Xbox 360 Controller

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CARLSBAD, Calif. – Jan. 3, 2013 – Razer™, the world leader in high-performance gaming hardware, software and systems, announced the launch of its Sabertooth Elite Gaming Controller for Xbox 360.

The Razer Sabertooth is an extraordinary Xbox 360 controller. Six additional remappable buttons – two at each shoulder of the controller and two removable rocking switches at the bottom – allow gamers to re-bind any choice of buttons on the controller for easy access. A built-in OLED screen is also included, which allows customization of the controller’s many features. Gamers may remap the multi-function buttons, adjust the analog stick’s sensitivity and save profiles: the display visualizes their modified preferences.

Further to its customizability, users are able to reconfigure controls found elsewhere on the device to the multi-function buttons ergonomically positioned at their fingertips. Overall, the design of the Razer Sabertooth increases actuation speed, reduces fatigue, and encourages natural hand posturing for a more precise and comfortable gaming experience, giving console players the competitive edge they crave.

When it comes to tournament-grade gaming, a durable, reliable controller is paramount in keeping up with the competition. From the selection of materials used for the buttons, triggers and analog sticks, to the stringent quality control checks, processes are put in place to ensure that the Razer Sabertooth continues to dominate, game after game.

Also featured is a fully detachable, lightweight cable that securely screws onto the controller. The included carrying case lets gamers store the Razer Sabertooth, along with the braided fiber cable, for transport without worrying about breakage.

The Razer Sabertooth was developed with professional eSports teams and players. Gaming powerhouses such as Team Epsilon, Quantic Gaming and Team Prophecy have been involved in the validation of the controller, and have also been training with the Razer Sabertooth for upcoming tournaments.

“The Razer Onza Tournament Edition gave Xbox 360 gamers a competitive edge,” said Min-Liang Tan, Razer co-founder, CEO and creative director. “We’re now taking things a step further with the Razer Sabertooth, with its re-mappable multi-function buttons and OLED display, restructured with more control options than any other device, in a rugged design that doesn’t compromise comfort.”

Razer Sabertooth Elite Gaming Controller for Xbox 360 Review

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Under a non-disclosure agreement and strict embargo date, it was delivered at our doorstep… So secret that no other member of GamingShogun.com’s writing staff knew of its existence, it was reviewed… Thanks to some premature, embargo-breaking websites in the UK (you know who you are), I can finally let loose our review of Razer’s new Sabertooth Elite Gaming Controller for the Xbox 360 – ahead of schedule!

The Sabertooth exudes positive build quality…

Opening the Razer Sabertooth, the box contained two objects – the instruction booklet and a very well-made, zip-up carrying case. As nice as this case is, it is missing a handle, which I hope they add to future releases. It would make the controller all that more portable. Once opened, I discovered that on one side of the case, in a form-fitted foam piece, was the Sabertooth controller. On the other side of the case are two net pouches containing the braided cable and analog stick caps. Upon visual inspection, the controller appeared very solid. Upon the first time I held it in my hands, I knew it was. The Sabertooth exudes positive build quality – from its smooth, slightly-rubberized body to the solid feel of the controller’s analog sticks. Even the directional pad has been upgraded from Razer’s past controllers, with a new design allowing for better usage. The Sabertooth also has just the right amount of weight for my liking. Not so heavy as to be unwieldy and not so light as to feel cheap.

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For further flexibility, the two additional multi-function triggers on the bottom of the controller can be removed with an included Torx head screwdriver. Razer’s previous Xbox 360 controller, the Onza Tournament Edition, featured analog sticks with adjustable physical resistance. The new Sabertooth does not have that feature, opting instead for fixed-resistance analog sticks. When asked why this was not included as a feature in the new controller, a Razer representative responded that “the analog resistance adjuster was removed so that gamers are able to get a consistent feel with the stick, no matter what game and setting they use”. Personally, I liked being able to tweak the physical resistance but, despite this, the Sabertooth’s analog sticks still feel rock solid and I had no issues with the given amount of resistance (which actually feels slightly stronger than the stock Xbox 360 controller’s).

You will be hard pressed to run out of triggers and buttons on this controller…

Interestingly enough, while the physical resistance of the analog stick cannot be altered, the analog stick sensitivity can be via the controller’s programming system. Before getting into customizing the controls of the Razer Sabertooth, be sure to keep and look at the included instruction manual. The programming of the controller is accomplished all ON CONTROLLER. You will use the d-pad and other controls in getting your triggers and buttons set up. The on-board OLED display will guide you through this process, revealing important menu/button assignment information. You will be hard pressed to run out of triggers and buttons on this controller as the Razer Sabertooth features two additional shoulder buttons, and four multi-function triggers on its undercarriage. Taking this even further, the controller allows two profiles to be stored on the device, doubling your potential control assignments.

sticks

An Onza TE Analog Stick on the Left, a Sabertooth Analog Stick on the Right

Another feature of the Razer Sabertooth that stands out over other Xbox 360 game controllers I have used is the braided cable. This cable actually screws into a port on the front of the Sabertooth. The cable feels a lot stiffer than the one on the Razer Onza TE, but lends itself to the controller’s aire of durability. Plus, being screwed into a threaded port means that it won’t easily get pulled out of the controller.

…a dependable PC game controller…

A positive note for PC gamers is that the Razer Sabertooth can be used as a USB game controller. In this mode, I was amazed at just how playable games like Far Cry 3 could be. That may read strangely considering that I am reviewing an Xbox 360 controller, but readers should note that I am primarily a PC gamer and grew up with a mouse and keyboard veritably attached to my hands. So, it takes a lot for me to use a game controller on my PC that is not a HOTAS flight control system. Steam has a whole selection of games which are considered “controller-ready” as part of their “Big Picture” initiative, and I had a blast playing through them. While I don’t think I would throw away my keyboard and mouse for the Sabertooth – it is nice to know that there is a dependable PC game controller around when you need it. Let’s face it, PC games being ported from console titles with poor mouse and keyboard controls is a sad but very real issue these days.

saber-port

After using the Razer Sabertooth for several days of gaming on both my Xbox 360 game console and Windows PC gaming rig, I have nothing but good things to say about it. I realize that I am somewhat gushing about the Razer Sabertooth. I rarely gush about game controllers… Again, PC gamer here! 😉 The Razer Sabertooth is simply a terrific controller, no matter what game you throw at it. The only thing that could take the controller to an even higher level in my eyes would be wireless capability. However, the Sabertooth being a wired controller means that it will never run out of batteries or suffer a connection loss – things that would be fatal in gaming tournament and/or online play (where this controller is targeted).

The Razer Sabertooth is available now and is clearly aimed at the tournament/hardcore gamer crowd. For this purpose, it retails for reasonable $79.99. If you are a casual Xbox 360 gamer, though, you might want to stick with the stock controller unless you really need the extra buttons. For you hardcore gamers out there, pick this one up and frag on!

[easyreview title=”Razer Sabertooth Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″] Our Rating Scores Explained

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Pros

  • Terrific Build Quality
  • Lots of controller customization with two control profiles
  • Excellent also as a PC gaming controller

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Cons

  •  Cost may be too much for casual gamers

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TECH SPECS

  • 2 shoulder multi-function buttons (MFB)
  • 4 removable multi-function buttons (MFT)
  • 4 backlit Hyperesponse action buttons
  • OLED screen for feature customization
  • Non-slip rubber surface
  • Quick-release USB connector
  • Detachable 10 ft/3m lightweight braided fiber cable
  • Carrying case
  • 2.5mm microphone jack
  • Approximate size : 110mm / 4.33” (Length) x 154mm / 6.06” (Width) x 57mm / 2.24” (Height)
  • Approximate weight: 288g / 0.63 lbs

Images

Razer Onza TE on the Top Left, the Razer Sabertooth on the Bottom Right

Razer Onza TE on the Top Left, the Razer Sabertooth on the Bottom Right

Razer Sabertooth D-Pad

Razer Sabertooth D-Pad

Razer Onza TE D-Pad

Razer Onza TE D-Pad

Razer Sabertooth on the left, Razer Onza TE on the right

Razer Sabertooth on the left, Razer Onza TE on the right

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Hitcase Reveals ChestR Harness

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LAS VEGAS – Jan. 2, 2013 – Hitcase, maker of rugged sports activity products for iPhone, introduces ChestR, a combination chest harness and mount designed for optimal hands-free photography and videography, at CES 2013 in Las Vegas. ChestR is a complete rethink of traditional helmet mounts used by extreme sports photographers and adventure filmmakers. It pairs seamlessly with Hitcase and Hitcase Pro and is the perfect enhancement to the StickR and Tripod mounts that come bundled with these ruggedized cases that transform the iPhone into a waterproof POV camera. The low profile harness snaps on and off with one click and offers a portable alternative to headgear mounts.

With adjustable straps, a neoprene body and polycarbonate chest plate, the ChestR is designed to withstand the elements, high elevation, shocks and violent impacts. The adjustable mount allows your iPhone to rotate 360 degrees and pivot 90 degrees, making it possible to capture footage at any angle. ChestR is GoPro Mount compatible and includes a bonus stash pocket and headphone cable loops.

“We’ve completely reimagined what it means to wear a mount,” said Hitcase CEO Brooks Bergreen. “We’ve used dozens of mounts over the years and critiqued them head-to-toe to find a solution right in the middle. The ChestR gives you license to capture better images and videos, and it feels just as good as it looks.”

Hitcase Pro is a waterproof, shockproof case that revolutionizes the way you use your iPhone. It includes a built-in, removable wide angle lens for capturing professional quality photos and videos, and doubles the effective field of view of your iPhone’s camera. A patented-pending ShockSeal design protects your phone from the elements while shielding it from shocks and drops, so you can adventure with confidence. The Hitcase Pro’s Railslide™ system makes it super easy to mount the case to just about anything with its auto-locking functionality and one-button trigger release. Hitcase’s free Vidometer app overlays your speed, altitude and G-Force on your videos so your friends know it really went down that way.

The Hitcase ChestR mount will officially debut at the ShowStoppers media event at the 2013 International Consumer Electronics Show in Las Vegas on January 8, 2013. The mount is now available for $49.99 at www.hitcase.com.  Hitcase will also showcase the full product line at the Dr. Bott booth, North Hall #5825.

MSI Unveils Quadro Workstation

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City of Industry, Calif. – January 2, 2013 – MSI Computer Corp, a leading manufacturer of computer hardware products and solutions, announces the availability of the Quadro Workstation mobile powerhouse with NVIDIA® Quadro K2000M graphics processor.

Designed to tackle the most challenging applications, the Quadro WorkStation builds on the acclaimed capabilities of the GT60 to deliver unmatched performance for professionals, including scientist, programmers, engineers, graphic designers and more.  The Quadro Workstation supports more than 150 professional applications, including Adobe CS6, Avid Media Composer, Autodesk Inventor, Siemens NX and PTC Creo.

“MSI has long been heralded for their performance gaming laptops, and the Quadro Workstation leverages that expertise to deliver the same quality and effectiveness for professionals,” stated Andy Tung, vice president of sales for MSI US.  “Our laptops now offer the necessary power to handle the most demanding games and are capable of blazing through the most intense working sessions.”

“The MSI GT60-0NG platform, with the NVIDIA Quadro K2000M, is the ideal form factor for CAD and DCC professionals that need the flexibility to be mobile, yet still need the proven reliability and stability of a workstation-class solution,” said Shawn Worsell, product line manager at NVIDIA.  “Mobile Workstations enable explorers, designers and artists to unleash their creativity anywhere, and everywhere they go.”

The Quadro Workstation features state-of-the-art components including Intel® Core i7 Quad Core processors, Killer™ Intelligent Networking with high-performance Gigabit Ethernet for HD video and high-quality audio, backlit keyboard, premium speakers, and Cooler Boost to instantly optimize system temperatures and more.  It possesses all the advantages of the NVIDIA® Quadro K2000M graphic processor, with additional features such as:

  • Multiple Display Support – Multi-task with ease with up to 4 independent displays, including the native display (notebook display)
  • sRGB Standard – Delivers consistent, stable and vibrant colors at all ranges to enables perfect color rendering without any loss of fidelity
  • NVIDIA® Scalable Geometry Engine – Dramatically improves geometry performance across applications and enables the user to work interactively with large scale complex models and scenes
  • Fast 3D Texture Transfer – Fast transfer and manipulation of 3D textures resulting in more interactive visualization of large volumetric datasets
  • Hardware 3D Window Clipping – Hardware accelerated clip regions which improve overall graphics performance by increasing transfer speed between color buffer and frame buffer
  • 16K Texture and Render Processing – Ability to texture and render surfaces up to 16K x 16K, particularly beneficial for applications that demand the highest resolution and quality image processing.
  • OpenGL Quad Buffered Stereo Support – Provides a smooth and immersive 3D stereo experience for professional design applications

The Quadro Workstation is currently available for $2,099.99 at Newegg and Amazon.

Olloclip Lens for iPhone 5 Review (iPhone)

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Olloclip has been many an iPhone 4/4S photographer’s best friend thanks to their 3-in-1 iPhone lens system. The company just released the Olloclip for the iPhone 5 and I had to rush out to see if it lives up to the glory that is its predecessor. The Olloclip for iPhone 5 is a “quick-change camera lens”. The unit consists of 3 lenses (housed in aircraft-grade aluminum) connected to a hard plastic mount. Using the Olloclip is very simple as it slides onto the corner of the iPhone 5 nearest its forward-facing camera. The Olloclip holds very well and, despite lots of shaking and bumping, it stayed in place without issue. The unit features 3 lenses: A wide angle lens, fish eye lens, and macro focus lens. Switching between them is a simple matter of taking off the Olloclip and re-attaching it with whatever lens you want to use next to the iPhone’s camera lens. The exception being when you wish to switch to the Olloclip’s macro lens. To do so, you need to unscrew the wide angle lens. This leaves you holding a very small lens while also trying to use your iPhone 5 as a camera. I would suggest keeping the included velvet bag (with cinch) close by. Additionally, Ollolclip has included two lens caps in the box for the wide angle and fish eye lenses.

Here are some photos shot with the Olloclip’s various lenses:

Stock iPhone 5 Lens

Stock iPhone 5 Lens

Olloclip Wide Angle Lens

Olloclip Wide Angle Lens

Olloclip Fish Eye Lens

Olloclip Fish Eye Lens

Olloclip Macro Lens

Olloclip Macro Lens

Olloclip Wide Angle Lens

Olloclip Wide Angle Lens

Olloclip Macro Lens

Olloclip Macro Lens

Olloclip Fish Eye Lens

Olloclip Fish Eye Lens

Here are two screen captures from a video made with our iPhone 5 – the difference is very noticeable:

iPhone 5 Stock Lens

iPhone 5 Stock Lens

Olloclip Wide Angle Lens

Olloclip Wide Angle Lens

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Pros:

  • Great for photographers as a backup camera system.
  • iPhone 5 filmmakers will love the wide angle lens for a cinematic quality.
  • Good build quality.[/wpcol_1half]

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Cons:

  • It is easy to lose the wide angle lens when switching to the macro lens.

[/wpcol_1half_end]The Olloclip lenses added quality and a nice depth of field to all our images. Budding iPhone 5 filmmakers will benefit from the wide angle lens and photographers will obviously benefit from all three. Overall, the Olloclip for iPhone 5 is simply an amazing addition to any photographer’s arsenal. It provides a lot more flexibility when using your iPhone 5 for photography and is also a great fail-safe should anything happen to your primary camera. The Olloclip retails for $69.99 and is available now.

[easyreview title=”Olloclip for iPhone 5 Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″ ] Our Rating Scores Explained

Hot Chelle Rae and More Coming to Rock Band

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Cambridge, Mass. – December 28th, 2012 – Harmonix today announced that singles from Andrew W.K., Hot Chelle Rae, Fun. ft. Janelle Monáe, and P!nk are headed to theRock Band™ Music Store of downloadable content for the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system and Wii.

Rock Band provides the deepest and best selection of artists, songs and albums through the Rock Band music platform, which features more than 1,400 artists and more than 4,000* tracks via disc and download purchase (complete list of tracks atwww.rockband.com/songs). Rock Band’s gigantic music library dwarfs that of any other rhythm video game on the market. More than 100 million songs have been sold through the Rock Band Music Store since its launch on Nov. 20, 2007.

Tracks downloaded from the Rock Band Music Store are compatible with the award-winning full-band Rock Band 3 experience, as well as the controller-based rhythm-action title, Rock Band Blitz, available now on PlayStation®Network and Xbox LIVE® Arcade!

Rock Band DLC Additions for Xbox 360, PlayStation®3 system and Wii

Rock into the New Year with new singles available on the Rock Band Music Store on January 1st! Party advocate Andrew W.K. makes his debut in Rock Band with his hit single “Party Hard,” which appeared on his major-label debut record, 2001’s I Get Wet. Pop rockers Hot Chelle Rae also make their debut this week with the lead single from the band’s second album, 2011’s Whatever.

Fun.’s “We Are Young,” featuring Janelle Monáe, and P!nk’s “Raise Your Glass” will also be available as singles for download. These tracks originally appeared as part of Rock Band Blitz, available now for PlayStation Network and Xbox LIVE Arcade!

Available on Xbox 360 December 30th, 2012; Wii January 2nd, 2013; and PlayStation®3 system January 8th, 2013:

  • “Party Hard” – Andrew W.K. O
  • “We Are Young” – Fun. ft. Janelle Monáe O
  • “Tonight Tonight” – Hot Chelle Rae O
  • “Raise Your Glass” – P!nk O

Price:
$1.99 USD, £.99 UK, €1.49 EU (160 Microsoft Points ™, 200 Wii Points) per song

Tracks marked with “O” feature support for keyboards.

** Dates and pricing for Rock Band game tracks are tentative and subject to change. **
 
*Available on-disc, via download and disc export. Internet connection and export key purchase required. Wii™ Shop Channel has more than 1,500 song tracks available for purchase on the Rock Band platform on-disc, via song import, and download. Not applicable to Nintendo DS™.

Website Links:
For more information, please visit:

Rock Band Website

Rock Band 3 is available for Xbox 360, PlayStation®3 system, Wii™ and Nintendo DS™. Xbox 360, PlayStation®3 system and Wii™ versions support downloadable content.

The Rock Band Music Store allows players to preview and purchase downloadable individual music tracks and packs from the vast selection of offerings available to date without ever leaving the game as they build their own custom Rock Band library.  The complete list of tracks can be found at www.rockband.com/songs. Additionally, players on the Xbox 360 can browse and purchase tracks in the standalone “Rock Band Music Store” application within their Xbox 360 dashboard, or they can be purchased online at Xbox.com.

Rock Band 3 is rated “T” for Teen (lyrics, suggestive themes) by the ESRB. Rock Band Blitz is rated “T” for Teen (fantasy violence, suggestive themes) the ESRB. Music downloads are not rated by the ESRB.

For more information on Rock Band 3 and Harmonix Music Systems please visitwww.rockband.com  and www.harmonixmusic.com.

© 2012 Harmonix Music Systems, Inc.  All Rights Reserved. Harmonix, Rock Band, Rock Band Blitz, and all related titles and logos are trademarks of Harmonix Music Systems, Inc.  Rock Band 3, Rock Band Blitz and other related products and services developed by Harmonix Music Systems, Inc. All other marks are the property of their owners.

Microsoft, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of Microsoft Corporation in the United States and/or other countries.

“PlayStation” is a registered trademark of Sony Computer Entertainment Inc.

Wii and Nintendo DS are trademarks of Nintendo. © 2006 Nintendo.

The War Z Creator Sends Open Letter to Community

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Here is a letter from Sergey Titov, Executive Producer of The War Z, to the gaming community. In the letter, he addresses some of the concerns regarding the controversy surrounding the game on Steam.

Dear fellow Survivors,

It has now been more than two months since we launched public access to The War Z. We’ve definitely had our ups and downs, and I thought that this Holiday break was the right time for me to try to step back a little and think about our journey since it started. This may be a little long, but I would appreciate if you could stay with me for a few minutes as I try to go over the highlights of the game as well as some of the hurdles and controversies, how we have addressed that and what our plans are.

First of all a very big and sincere “Thank You!” to all of you. We are really proud of the community we have formed with you guys. Every day we have hundreds of thousands of players on our servers, and this is a life-changing event for the team and me. We are blessed to have you as members of the community and we are well aware that without you the game would be nothing.  Along with that thanks, though, I need to admit that we failed to effectively communicate some of our plans and actions to both our existing players and to our new prospective players. This failure to communicate resulted in some very negative feedback from some members of our community, but while it might be easy to label them as “haters” or some other dismissive term, in all honesty this is my fault.  I became arrogant and blinded by the early success and quick growth of The War Z, our increasing number of players, numbers we were getting from surveys, etc., and I chose not to notice the concerns and questions raised by these members of the game community as well as others.  This failure is entirely on my shoulders and if anything I owe thanks to that vocal minority and admit that I should have paid attention sooner. I chose instead to concentrate on the bigger picture – my dream of turning The War Z from being a game developed by a small indie team into a large online venture, instead of addressing small things first and staying focused on the game issues. At the end my arrogance led us to the moment, when all those small things finally caught up and created a “perfect storm” that affected all of our community members.  For that I’m truly sorry and apologize to all of our community as well as the larger PC gaming community that is not yet playing The War Z.

I do not take this situation lightly, and last week events were especially humbling for me. I’ve experienced a range of emotions, most of which centered on regret for not having addressed some of the issues differently than we did, but we can’t change the past. The only thing we can do is to be sure that we won’t repeat the same mistakes in the future. I have realized that as the leader of this ship, I missed all early warnings that were saying, “Your community is not as happy as you think they are, you need to alter course.” I was too focused on how great we are and how a small independent team got their first game to over 700,000 users in a two-month period.  Though thatis something to be very proud of, allowing that to overshadow the existing community and their satisfaction was poor judgment.

I want to give you some insight into what our plans are for the future, but before we get to that, I’d like to clear the air with you on several important topics.

Community management and moderation – the problem

Even since the early Alpha launch, this game has always cultivated a large and loyal player base that is very active in the game. Again, thank you for this. Unfortunately, we weren’t prepared for this large success and the way we managed the community was not the way it should’ve been. We relied too much on forum moderators, whose primary role was to punish those who break rules, not to engage the community and guide conversations into productive discussions about problems. There wasn’t enough presence of the development team on forums, there wasn’t enough updates on development of UPCOMING features. We failed to communicate our position and messaging on the outside platforms such as Facebook, twitter and various online websites, and when we did this we chose to rely more on arrogance rather than being humble and trying to understand why people were saying negative things. We chose to tune out negative reactions to the game, not paying enough attention to them – and this, again, is my fault. We chose to rely too much on numbers – percentage of refund requests, number and dynamic of our daily and monthly active users, etc. Well, in hindsight – those things probably work well for more casual games, but the hardcore PC gaming community is much different and can be very vocal about what they feel. Even when the percentage of players with negative comments is small, as the community grows, even a small percentage can add up to be a very significant absolute number. And it’s not just a number – those are real people with real issues they are having with the game. OP Productions (publisher for War Z) and me personally have failed to address those issues effectively.

Community management and moderation – the solution!

We’re changing our community management procedures and rules right now. We’re going to reevaluate publishing and marketing team performance, and I will make sure that Hammerpoint Interactive developers will have a much stronger voice when it comes to community management and we won’t rely 100% on OP Productions to single handedly handle this. Lots of changes will be happening very fast in the weeks to come. One of the ideas that I proposed was to select 10 players from around the world who can represent the player community and invite them to our offices in Los Angeles, to meet the team, check out what we’re doing, and share with actual developers their concerns, wishes and thoughts on the game. We also will involve community, to a much higher degree, in the process of making our next map for the War Z (called “California”). We’ll be discussing many of the aspects of the map with you and asking for feedback.

We’re revisiting our forum policies; we’re going to bring on an additional community management team, additional moderators and we’ll train them how to respond to things properly. There will still be restrictions on harassment, trash talk, etc. But we’ll make sure that every opinion is heard. At the same time, I must also be cautious: we cannot address all issues and there cannot be only one voice. Please accept that. With hundreds of thousands of players playing, talking, chatting, voicing their strong opinions, there will always be diverging opinions. And some issues that are minor ones are sometimes brought to light by very vocal channels. I would even say there is sometimes a beginning of controversy because the game is now so popular. So there is sometimes a distortion between the severity of the issue and the attention it gets. But we will clearly implement steps to better listen to the community.

What is Foundation Release?

The most asked question of the last week was “is this the final release?”  My answer has always been that for an online game a “final” release means that the game is dead – so there’s really no such thing, you never stop developing, making changes to and adding new features to the game. This is how we came to call the current version of The War Z “Foundation Release.”  We launched the Foundation Release on December 17, 2012 as our first-stage release that we use as a foundation to build upon. It does include the core features and a fully playable environment. This is our version 1.0, and of course  we will continue to improve that version as time goes on.  Did we rush to get it done? That is a tough question, but to answer honestly I think that we all pushed very hard to be first to market and in time for the holidays. Our entire team was working late, long hours to iron out issues and include as many features as possible.  This is part of the reality of being a smaller, independent game developer. If we had a larger team and more funding we may have done things differently, but I’m not sure. I don’t think it was a mistake because our numbers have been strong since day one and, even with the recent negativity, our metrics are really solid and we’ve been continuing to grow.  The negative opinions are always the most vocal, but most players are really enjoying the game and we’ve been attracting more and more daily active players every week.  A lot of the gaming journalists that have been playing the game have also given us some great feedback. I realize that we will take a few hits from some of the traditional gaming press in terms of review scores, but I’m hoping that even they will consider that this game is a living project that will continue to evolve as time goes on. We are very proud of our Foundation Release, and we do stand behind it like we have stood behind any previous version.

What’s on the Horizon?

As for what will happen next with The War Z? We’re currently evaluating the relationship between Hammerpoint and OP Productions.  I firmly believe that Hammerpoint should be playing a more prominent role in publishing/game operating process. We’re in a process of adding new key members to our team, bringing on guys who have much more experience operating and growing successful online games and I know this is going to make a huge difference in terms of development.  We’ll be making some big decisions in terms of leadership for both companies and I will personally change how I handle many things.  Above all we will continue to develop and make this game the best that it can be.

I know that to some people my words won’t matter much. I understand that. I hope that will change as we move forward and deliver the features that our players have been waiting for. I can promise you that from now on things will be much more transparent, and we’ll provide better communication and engage our community to discuss upcoming features way before they appear in the game.

I do believe that we aren’t even close to uncovering the true potential for The War Z, and I hope that in the coming year, we’ll be able to regain trust from people who were alienated by our actions and we’ll be able to move forward and grow the game together.

Thank you for reading all this, thank you for supporting the game and thank you for helping us to change and realize what’s important as well as what is not.

I hope you are all having a happy holiday and I wish you the best for the New Year!

Sincerely,

Sergey Titov

Executive Producer, The War Z

World of Tanks Now in Korean Market

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27th December, 2012 – Wargaming announced today the launch of the company’s headlining free-to-play MMO World of Tanks in the Korean market. Following the results of the recent Supertest stage, the game will be available for players with the recently unveiled Update 8.2, introducing a pack of brand new American and British steel machines.

World of Tanks Supertest has been on air from December 3 to December 20, securing over 60,000 players and getting highly positive feedback from Korean testers who showed continuous interest in action-packed armored gameplay.

“It’s a great day for the whole team. World of Tanks has been a huge success globally, and the Supertest in Korea has shown that the game has the brightest prospects in the market,” said Chankuk Park, General Manager, Korea. “I’m sure that World of Tanks will be able to gain more and more gamer attention in Korea, thanks to the game’s profoundness both strategically and gameplay-wise.”

World of Tanks is officially available for Korean players from December 27, 2012. To get more details on World of Tanks in Korea, please visit – https://www.worldoftanks.kr.