Author - Jerry Paxton

Formula One Staying with Codemasters

Los Angeles, Calif. – March 13, 2012Codemasters® will remain the home of official FORMULA ONE games with the confirmation that it has extended its partnership with Formula One World Championship Limited in a further multi-year agreement to develop and publish multiple titles for video game consoles, personal computers, mobile devices and online platforms.

Bernie Ecclestone, Formula One group CEO, said, “Codemasters has created some of the best and most successful FORMULA ONE games to date.  We and the teams work closely with them and look forward to creating more award winning games together in the future.”

Rod Cousens, CEO of Codemasters said, “We got off to a strong start with FORMULA ONE but we harbour ambitions to do much more.  FORMULA ONE is in the front of our minds at Codemasters and we give it the focus and attention it deserves.  We have established close links across the sport and they know that, in Codemasters, they have a great partner.”

“We remain ambitious with our plans and want to take the series forward.  We want to take it to new geographies, make it available on new platforms, to new audiences.  We are taking FORMULA ONE to a new online platform this spring and our portfolio will be extended with a FORMULA ONE experience that will address a younger video game audience later in 2012.  Our teams are hard at it, creating world class FORMULA ONE games across multiple genres for players irrespective of location or gaming platform and now, for many years to come.”

Codemasters will continue to produce the official FORMULA ONE game for worldwide release; development will remain with the BAFTA award-winning studio team at Codemasters Birmingham.  The FORMULA ONE portfolio will be expanded with F1 ONLINE THE GAME™, a free-to-play online management and racing game, which will go live this spring.  An additional and all-new FORMULA ONE experience for a family audience is due this holiday season with details to be announced.

Battlefield 3: Close Quarters Screenshots

Here are some new screens from the upcoming Battlefield 3: Close Quarters!

About BATTLEFIELD 3: CLOSE QUARTERS

Battlefield 3: Close Quarters is a themed expansion pack bringing the team play of Battlefield 3 to tight indoor environments. The frantic close quarters infantry combat showcases the wide spectrum of battles that only Battlefield 3 can deliver, from huge open environments to intimate indoor gunplay. Battlefield 3: Close Quarters is amplified by unprecedented high definition destruction, new ways to play, added persistence, and new weapons including the ACW-R carbine, the M417 sniper rifle, the L86LSW machine gun and the M5K tactical machine pistol.

Screenshots

The Old Republic is Free this Weekend

Now, even more gamers can experience the massively multiplayer online game that is taking the world by storm! Starting this Thursday, players around the world will be able to jump in and experience Star Wars™: The Old Republic™ in the first Weekend Pass Free* Trial. This limited time opportunity will give individuals who don’t already have a previously-active Star Wars: The Old Republic account a chance to experience the groundbreaking, story-driven MMO from EA, BioWare and LucasArts for up to four days for free, with no payment method required.

Individuals who take part in the Weekend Pass will be able to experience the opening adventures of each of the eight character classes in the game, exploring both their Origin World and may even have the opportunity to visit their faction’s Capital World. Additionally, Weekend Pass players will have the chance to face off against other players in PvP Warzones, or join up with friends and play through a couple of early faction-specific Flashpoints in the game, The Esseles and The Black Talon.

Star Wars: The Old Republic is one of the most critically acclaimed MMOs of all time, having won MSNBC’s “Game of the Year” award, “Editor’s Choice” awards from IGN, PC Gamer and “Best MMO of 2011” awards from Game Informer, Gamespy.com, Massively, Ten Ton Hammer and more.  The game is set thousands of years before the classic Star Wars™ movies, with the Galactic Republic and Sith Empire locked in the middle of an epic, galactic war.  Players choose one of eight iconic Star Wars character classes, including the Jedi Knight, Jedi Consular, Smuggler, Trooper, Sith Warrior, Sith Inquisitor, Bounty Hunter and Imperial Agent, becoming the hero or villain of their own personal Star Wars saga.

The Weekend Pass Free Trial opens Thursday, March 15, 12:01AM CDT and ends on Monday, March 19th at 2:00AM CDT. To learn more, visit www.StarWarsTheOldRepublic.com/weekendpass. Players can begin registering and creating their accounts on March 15.

Be sure to check back to www.StarWarsTheOldRepublic.com, as well as our Facebook and Twitter for all the latest updates.

Elder Scrolls Lawsuit Settled

ZeniMax® Media Inc. today announced that a settlement has been reached in the lawsuit it filed over Mojang’s applications for ownership of the ‘Scrolls’ trademark. The lawsuit was filed by ZeniMax when Mojang submitted applications covering a range of ‘Scrolls’ trademarks for use in video games and other media. In its complaint, ZeniMax cited a conflict with its longstanding trademark for ‘The Elder Scrolls’, the name of its highly-successful video game franchise published by ZeniMax Media’s publishing arm, Bethesda® Softworks.

Under the terms of the settlement, all ownership rights to the ‘Scrolls’ trademark will transfer to ZeniMax, and Mojang will assign to ZeniMax ownership of any pending “Scrolls’ trademark applications. ZeniMax has licensed the ‘Scrolls’ mark to Mojang to be used solely in conjunction with its existing Scrolls digital card game and any  add-on material it makes to that game.  The terms of the settlement bar Mojang from using the Scrolls mark for any sequel to the current card game, or any other video game.

“We are pleased to have settled this matter with Mojang amicably,” said Robert Altman, Chairman and CEO of ZeniMax. “The Elder Scrolls is an important brand to us, and with this settlement we were able to protect our valuable property rights while allowing Mojang to release their digital card game under the name they preferred.”

Armored Core V Off to Manufacture

SAN JOSE, Calif., (March 12, 2012) NAMCO BANDAI Games America Inc. today announced ARMORED CORE® V has been approved for manufacturing to arrive heavily armed and armored in stores on March 20, 2012 in North America and on March 23, 2012 in Europe for the Xbox 360® video game and entertainment system from Microsoft and PlayStation®3 computer entertainment system.

ARMORED CORE V® revolutionizes the series with massive online multiplayer battles designed around huge team-based skirmishes on a grand scale, a robust offline mode, and a completely new atmosphere. Featuring ACs or “Armored Cores” that are customized for more strategic gameplay, ARMORED CORE V focuses on tactics and effectively utilizing the geography of a level to maximize the devastating effects of attacks. Players will be able to customize their Armored Core with countless unlockable parts creating their own personal weapons of mass destruction.

“We all know FromSoftware has a great track record of developing quality, highly immersive and addictive games, and ARMORED CORE V® will continue that tradition with new layers of strategy,” said Carlson Choi, Vice President of Marketing, NAMCO BANDAI Games America Inc..

Developed by the acclaimed FromSoftware, Inc., the ARMORED CORE® franchise is renowned for its intense AC battles and customization, with ARMORED CORE V® offering 10-player multiplayer battles and over 500 parts to customize ACs into personalized war machines.

ARMORED CORE V® will be available throughout North America on March 20, 2012.  Fans pre-ordering the title from GameStop® stores across North America, as well as GameStop.com, will gain exclusive access to the ‘HEAVY ASSAULT PACK’ while supplies last, while fans who pre-order through Amazon.com will get access to the ‘RECON PACK’.  The packs will include additional weapons and parts that will help give players a competitive advantage on day one in the innovative and sophisticated online multiplayer battles of ARMORED CORE V.

For more information on the game, as well as information on additional pre-order promotions, please visit: http://www.namco.com/console/armored-core-5 and http://www.facebook.com/armoredcore.

Mass Effect 3 Leaves Me Angry – A Review (PC)

So I just finished playing through Mass Effect 3 and thought I would write up my thoughts on this last in the first Mass Effect trilogy (not counting the mobile games). I am still decompressing a bit from a very intense gameplay experience, so there will be a lot of stream-of-consciousness typing here. Pardon me in advance. I will start this review by summing up Mass Effect 3 like so:

Mass Effect 3 is 40 hours of incredible story, ending with 10 minutes that invalidates the entire experience and will anger you. A lot.

I will save the seriously-spoiling details for after a warning below, so sit-tight. After firing up the game on my three-monitor PC gaming rig, I discovered that Mass Effect 3 does not support my widescreen resolution of 5760×1080. The menu and UI elements were all stretched in a strange way and it was not playable because of this. I turned my resolution back to 1920×1080 and finally got to begin my gaming experience. I don’t recall having this problem in Mass Effect 2, but I digress.

Mass Effect 3’s gameplay has been infused with a cover system which, on the consoles, works very well. Using keyboard and mouse on the PC, however, it seems that the developers believed that computer gamers like to use their spacebars for doing everything. Spacebar controls using things, engaging cover, jumping over objects, and sprinting. Hit spacebar too close to an object and you will duck behind it. Double click the spacebar while holding a direction key and you will Kirk-roll in that direction – unless, you are standing too close to cover and you have a good chance of utilizing it. Problem is, that you don’t always want to move to cover. Sometimes you want to run to a position or dodge. Using the spacebar for so many controls makes accurately-predicting what your character is about to do problematic when the heat of battle and fog of war take hold.

Graphically, Mass Effect 3 is just as nice to look at as Mass Effect 2. Not much has changed in this area. Sound design is also more of the same. Additionally, all the voice actors do a nice job of reprising their characters.

What positive things can be said about the game? Well, you will have a great time playing through Mass Effect 3 – awesome story arcs, character interactions, dialog choices. Just phenomenal. Seriously, a great gaming experience. Until the end.

The disappointing part of Mass Effect 3 is that you spend so much time planning out your dialog options, squad choices, etc that all of it ends up being practically meaningless. After about 40 hours of intense and exciting gameplay, no matter what you do, you end up with 3 possible endings. Endings which re-use the same cut-scenes (minus a few details in each iteration) and leave you feeling used and abused in a not-so-nice way. BioWare and Electronic Arts touted this game series as being all about player choice and character interaction. The last ten minutes of Mass Effect 3 completely ruins not only all of your choices in this game, but also your choices in the previous two games. This is a huge bait-and-switch on the part of BioWare and left me wondering what happened in the dev cycle to cause this.

 

*********SERIOUSLY-ANGERING SPOILERS AHEAD!!!!*********

 

In Mass Effect 2, you had a really well-crafted, choose-your-own-adventure end campaign of selecting crew members to do specific tasks and getting a great resolution showing the outcomes for each of them (despite the melodramatic “human reaper” thingy). So, gearing up for the final assault on the Reaper transport beam I found my first squad selection. I thought for several minutes – who shall I choose? What are the possible outcomes of doing so – fully-expecting another riveting end campaign sequence where these characters that I had grown to care about could survive or not. I selected two squad-mates and began the assault towards the beam. I kept waiting for more decisions – tasking crew members with certain things, action involving them were, depending on who I had brought along, they would live or die or affect the mission on a serious level. It never happened. Instead, I just kept fighting. Fighting and defending areas in some very intense combat. Enjoyable, but straight-forward. I reached my final run towards the beam in the face of a huge Reaper firing its beam cannons and, surprise, everyone is dead – including my two squadmates. You live, barely, and in a Modern Warfare 3 style moment, hobble towards the beam and get sucked up into the Citadel. There you meet Andersen, who also got into the beam, and the Illusive Man. No matter what you choose to do in the next five or so minutes, you finally get to the end…

You finally get to meet the entity controlling the Citadel. This entity takes the form of a child who is killed in the first portion of the game and haunts Shepard’s dreams. The entity claims it is the Citadel and created the “cycle” system where young races get to flourish and older races are killed off and turned into Reapers who then go lie in wait for another 50,000 years to go by – only to start the process over again. The reason this entity crafted the cycle system is because, given enough time, synthetic life will wipe out all organic life in the galaxy… So it created synthetic Reapers to kill organic life every 50,000 years… Hmmm…

So in order to stop synthetics from killing organics, you create synthetics to kill organics?!?

This is the part where your head should explode like it just got read “the Chewbacca defense”.

Then, you are given three choices: Kill all synthetic life, merge with the synthetic life so that organics and synthetics become as one, or try to control the Reapers and lead them away. All of these lead to the same basic cut-scenes, and there is no happy ending for Shepard (even in one where he seems to have possibly survived in a Crank-style moment). Worse yet, you get no real update on the outcomes of your squad-mates and NPC associations. Additionally, the Mass Relays are blown up in ALL of these choices. This means that, while FTL travel exists, there is no feasible way to jump across the galaxy and visit other planets. Additionally, there is this strange cut-scene of the Normandy getting chased by an energy field and breaking up, only to crash land on a jungle world. Why is this happening to the Normandy? Why are they not fighting Reapers in orbit like the rest of EVERY fleet in the galaxy (I rallied all of them). It just doesn’t make sense. I am so damned confused as to why I invested 40 hours into this experience – not to mention countless hours in the first two games.

Now, before you get all “the GEEK is taking this way to serious” on me, hear me out (and I appreciate your reading this): If Mass Effect 3 were billed as a shooter game or developed by the makers of “Extreme Rodeo”, I could overlook the whole mess of an ending. No problem. But, BioWare has gone to great lengths in touting that Mass Effect is all about player choice and character interaction. And, in large part, the game is! I was very happy with the game until the last twenty minutes or so. It actually feels like it becomes another game. I don’t know if this was an issue with development time or what. It just feels tacked-on and poorly thought out – worse yet, it invalidates all my choices I made over the 40 hours of playtime. I am very disappointed with this.

Here is the next rub…

After doing one of these three endings. Shepard is most-likely dead, Mass Relays destroyed, Normandy crashed and no word on the fate of your friends. You then find yourself back on the ship as if nothing happened. You get some cheesy “don’t forget to drink your Ovaltine” style message about continuing the adventure in multiplayer and DLC. But… Why would I want to do that?!? I know what happens. The character is dead, species cut-off from themselves, and no fricken updated on how my squad-mates turned out after taking so much time to help them through the adventure?!? There is absolutely no reason to spend money on a DLC knowing that there is no hope for the endgame.

Anyhow, thanks for reading my review/rant on this game which, if you shut the computer off right when Shepard makes it to the Beam, is pretty damned good. Just don’t play past that point and pretend that  what you are doing matters in the game’s storyline. Make up your own ending – it will be light-years better than what BioWare cooked up for the last ten minutes of the game.

EA Unveils New Battlefield 3 Content

REDWOOD CITY, Calif. – March 7, 2012 – The Battlefield™ army is over 12 Million strong and growing every day as Battlefield 3™ and its first expansion, Battlefield 3: Back to Karkand continues to recruit gamers around the world with its dynamic sandbox gameplay and state-of-the-art technology. Today, DICE, an Electronic Arts Inc. (NASDAQ: EA) studio, demonstrates its ongoing commitment to fans by unveiling three new themed digital expansion packs* that will enhance the superior Battlefield experience with fresh and innovative gameplay, new modes, unique environments and more ways to wage all-out-war on the battlefield. Powered by the Frostbite™ 2 engine, the next expansion packs are: Battlefield 3: Close Quarters in June, Battlefield 3: Armored Kill in the fall, and Battlefield 3: End Game in the winter.

  • Battlefield 3: Close Quarters – In Battlefield 3: Close Quarters, players are dropped into a frantic, infantry-only theatre of war. Frostbite 2 high definition destruction makes the environment come alive as everything from furniture to plaster gets shot to pieces. Players will feel the intensity of the world exploding around them as rubble and broken pieces pile up on the floor, while tight level design and vertical gameplay create a highly competitive environment. Battlefield 3: Close Quarters also introduces new weapons, assignments and unique dog tags to bring back to the base game.
  • Battlefield 3: Armored KillFollowing the tight infantry gameplay of Battlefield 3: Close Quarters, DICE will release Battlefield 3: Armored Kill that ups the ante for vehicular mayhem as only Battlefield can do. Featuring new driveable tanks, ATVs, mobile artillery and more, Battlefield 3: Armored Kill also delivers huge battlefields for an all-out vehicle assault, including the biggest map in Battlefield history.
  • Battlefield 3: End Game – The fourth expansion pack will ship in the winter but details remain tightly guarded.
  • Battlefield 3: Back to Karkand Battlefield 3: Back to Karkand is available now for download for $14.99 or 1200 Microsoft points and features four of the most beloved Battlefield 2™ maps (Strike at Karkand, Gulf of Oman, Wake Island and Sharqi Peninsula), all fully re-imagined utilizing the power of the Frostbite 2 engine.

Patrick Bach, Executive Producer, Battlefield 3 said, “Instead of delivering piecemeal map packs, we’re giving players a completely new experience with every themed expansion pack to keep the action fresh. Our expansions are designed to excite our large and active fan base while attracting new recruits with gameplay that is dynamic and unpredictable every time.”

Battlefield 3 is supported by a robust, and completely free social platform called Battlelog that invites players to compete, communicate and play with friends. Gamers track personal stats, compare against other players and join a platoon in an effort to dominate the battlefield. To add to the competitive fervor, a fully integrated rent-a-server program for console players will be available for gamers to play online with friends the way they want to play in either private, public, ranked or unranked matches. For more information about these enhancements and future plans for Battlelog, please visit www.battlefield.com.