Tag Archives: EA

Mass Effect 2 review scores

Having traveled to Bioware’s offices in Edmonton, Canada, last December, to write a cover story on Mass Effect 2 for Play Magazine, I was really impressed with the near final title. I am now giddy to see the early scores coming in so high.

My associate at IGN, Eric Brudvig, penned this review, scoring the game a 9.6, and hailing the sequel as fulfilling the promises of the first one, while pushing the standard concept of videogames forward. Check out Eric’s review here. “From the very first scene, you will be hooked. And the farther you dive into this epic action role-playing game, the better it gets,” he says. The Official Xbox Magazine gave Mass Effect2 a 9.5 out of 10 and IGN Australia handed out a 9.3 out of 10.

When I visited Bioware’s offices in December 2009, I was blown away by the drastic improvements made in the shooting aspects of the game, the smoother, smarter presentation, and the overall level polish of the controls. In the three levels I played I faced up against a nasty mech boss, explored the new vessel, the SSV Normandy SR-2, and unkocked the secret of the new Krogan.

If you have watched any TV for the last week, you’ll have seen several new commercials for Mass Effect 2. The latest one is the biggest and best, airing during the NFC championship game between the Minnesota Vikings and the New Orleans Saints. Created using “hype” quotes from magazines such as Edge, Game Informer, etc., and using clever cuts aimed at Shepard’s ability to recruit rough, fringe characters to join his suicide mission into the darkest part of the universe, the commercial makes Mass Effect 2 look like a real kick-ass game. Time Magazine, not known for having any real idea of what the difference is between Super Mario 64 and Ford Racing, came in with this interesting quote. “It’s the Avatar of video games – except it’s better written.”

Thankfully, the commercials aren’t false representations and neither is IGN’s review. Mass Effect 2, exclusive to the Xbox 360 and PC for now, is going to be one of the best games of 2010.

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The Decade in Review: Videogames 2000-2009, Part 2

By Douglass C. Perry

When we look back 20 years from now, the first decade of the 21st century will look obvious to us, like a paint-by-numbers drawing for kids. It’s almost incalculable how many little triggers have shaped our current place in the games race. But there more than a handful of events, dozens of key games, and entire years that pushed this one-time cottage industry into the full-blown billion dollar industry it is now. While this isn’t the definitive historical account of single thing that happened between the years 2000 and 2009, this Decade in Review is an insider’s look at the decade filled with significant events. This is part 2 of the feature, The Decade in Review. Check here for part 1.

January 11, 2005: The Best Thing About GameCube

Making up for its poor third-party relations on the N64, Nintendo signed a multi-title, multi-year deal with Capcom, securing the Resident Evil franchise for the GameCube. While all of the previous games (RE1-RE3) were updated and released on GameCube to no real fanfare (outside of insanely excited Nintendo fans), Capcom rekindled the sagging survival-horror genre with the remarkable and visionary Resident Evil 4. The action-packed game blended scare tactics with high-level action scenes, quick-time events, and a new story that, while still cheesy in many respects, breathed life into the series.

March 22, 2005: A God Appears

On the heels of Capcom’s Resident Evil revitalization, David Jaffe and Sony’s Santa Monica Studios burst onto the scene with little pre-hype fanfare (due to the ambitious and prickly Jaffe team), but immediately stole the spotlight, stunning gamers with a Greek myth-based action game that maximized every aspect of the PS2 in its final years of life. Introducing Kratos, the vengeance-filled semi God, Sony mixed platforming, quick time events, and a high-impact combat system like nothing else before it. God of War becomes the one of the definitive action games of all time.

March 24, 2005: Sony launches PSP

Seeing that Nintendo’s game Boy has yet to see a substantial rival, Sony engineers the beautiful, sleek, and expensive PSP, the ultimate cool games/music/movie gadget.

November 4, 2005: Microsoft Defines Next Gen Gaming

Jumping the gun by shipping a year earlier than Sony’s PS3 and Nintendo’s Wii, Microsoft stole the hardware spotlight by defining the next-generation with high-definition graphics, connected multiplayer functions, and a virtual, online marketplace. Introducing achievements, a multi-folder interface, an online marketplace, and improving on its already established online gaming service model, Microsoft stole Sony’s thunder and ended its uncontested two-generation rule. Full retail games like Call of Duty 2 and downloadable games like Galaxy Wars paved the way for Microsoft’s insurrection. The American console maker would then pick off Sony’s premiere third-party exclusive titles one by one (Devil May Cry, Final Fantasy, Air Combat, Grand Theft Auto, even Metal Gear Solid). However, consumers exposed Microsoft’s hardware issues (the “Red Ring of Death”), which, along with a media battle between HD-DVD and Sony’s Blu-ray, have tainted opinions about the Xbox 360.

November 8, 2005: Guitar Hero Changes Everything

After quirky-cool endeavors Frequency and Amplitude made gamers feel cool on PS2, Harmonix teamed with Konami to sell millions of copies of Karaoke Revolution, the world’s first sing-a-long videogame. But its best and biggest partnership with Red Octane would revolutionize the game industry. Bravely confronting the statistically proven industry notion that expensive peripherals didn’t sell in high numbers, Red Octane gave the industry’s old idea the finger with Guitar Hero. Merging Harmonix’s innovative music gameplay with Red Octane’s functional, sturdy plastic guitar, the duo would blow past Konami’s musical endeavors, and then blow past everyone else. The rest of the story — Guitar Hero 5, Lego Rock Band, DJ Hero, and The Beatles Rock Band–nearly explains itself.

2005: Epic Floods Next Gen Middleware

Quietly in 2005 and loudly in 2006, Epic Games established itself as the defacto software engine for the new generation of consoles with its Unreal Engine. In the previous generation, a handful of developers created middleware for consoles: Id Software (with Id Tech), and Criterion (with RenderWare) to name a few, but Epic marketed and sold the Unreal Engine heavier, harder, and more convincingly than any other studio. And every time Epic showed game journalists Gears of War, the company’s new in-house game for Xbox 360, a dozen more developers would sign up.

2006: The Music Wars Begin

In May 2006, Activision acquired Guitar Hero publisher, Red Octane for $99.9 million. Then in September 2006, MTV Networks acquired Harmonix, the creative software studio behind Guitar Hero, for $175 million. In November 2007, Harmonix, under publisher MTV Networks and distributor Electronic Arts, released Rock Band, the direct competitor to Guitar Hero, complete with plastic guitar, microphone, and drum kit. Activision and MTV/EA would fiercely compete to out-do one another with new games, features, and exclusive bands, such as with Rock Band The Beatles, in the not-so-distant future.

Fall 2006: PS3 and Nintendo Wii Launch

One year after Microsoft’s Xbox 360 launch, Sony’s newly launched PlayStation 3 had the looks of a lost system. For a Blu-ray player, the PS3 was an economically priced system. For a console, its high price tag was reminiscent of the 3DO–way too expensive. Sony’s gamble on winning a media/storage war started well before mass consumers were even aware they needed a Blu-ray player–and before the world had decided which it wanted more, HD-DVD or Blu-ray. The result? Sony’s powerful new PS3 would start slow and remain in third place behind Microsoft and Nintendo in the console race.

While the PS3 launched November 11, the oft-laughed at, low-end Nintendo Wii launched November 19 with the free Wii Sports bundle. To everyone’s surprise (except Nintendo), the Wii captured the imaginations of consumers worldwide. The Wii, with the equivalent of Xbox 1 hardware and maximum 480p output, would go on to topple Xbox 360 sales, steal the console marketplace crown, and recode the next generation with its non-stop sales to the casual market, females, families, and weight-conscious gamers. If Microsoft defined the next generation with HD graphics and connectedness, Nintendo’s Wii rewrote it with its wireless, interactive Wiimote and its simple, accessible games, broadening the game market in a way Microsoft and Sony could only wish for.

June 29, 2007: Apple Launches the iPhone

Following its string of successes with the iPod, Apple released the unprecedented touch-sensitive interface and app-filled smart phone, the iPhone. While the device sold millions and remained the coolest gadget in the world for a good year, it wasn’t until Jul 12, 2008 when Apple launched its online app store that videogame developers were introduced to the full potential of a publisher-free videogame marketplace. With the app store in place, hundreds more developers started making apps in their garages. Just like old times.

July 11-13, 2007: Good-bye E3, Hello…Business Summit?

Booth babes: Did they make or break E3? (Image courtesy of CNET)

After escalating costs, the expansion of t-shirt-throwing barkers, endless parades of booth babes, stage shows, and a general circus mentality growing each year at E3, a majority of game publishers led by EA, agreed to end E3 as we knew it. In its place appeared a multi-venue, splintered, no-frills “event” known as The E3 Media and Business Summit. To put it mildly, the majority of attendees voiced their opinion that the new E3 was a poor substitution for the old one.

September 12, 2007: The Wii Takes Over

Despite launching one year after the Xbox 360, owning a kooky name, and delivering hardware that wasn’t as powerful as the PS3 or the Xbox 360, The Wii took over the console market in sales. The Financial Times reported September 12, 2007 that the Nintendo Wii had surpassed the Xbox 360 and had become the console market leader, the first time Nintendo had done so since the Super NES. (Sales based on NPD Group, GfK and Enterbrain tracking numbers for North America, Europe, and Japan.) Nintendo fans go berserk (and have remained giddily proud ever since).

October 11, 2007: EA Purchases BioWare, Pandemic

EA takes another big gulp out of the development world. One wonders why Microsoft didn’t buy BioWare, after its long partnerships and Mass Effect. But it took a hungrier, more ambitious Redwood City publisher to take over the reigns of the biggest Western RPG maker in the world, one famous for its work on Star Wars: Knights of the Old Republic, Jade Empire, and Mass Effect, not to mention earlier works with Interplay such as Baldur’s Gate and Neverwinter Nights. Oh yeah, and EA got Pandemic too.

Dec 3, 2007: Activision Merges with Vivendi

The Activision merger with Vivendi created “Activision Blizzard,” a publisher that would soon become the biggest independent game publisher in the world, nudging long-time king EA into second place. The deal would be legally completed on July 10, 2008.

Fall 2007: Gamers Rejoice Part 2

In a collective burst of creative output, videogame developers harnessed the new console hardware with dozens of original titles and exceptional sequels on every system. Gamers scored in every genre and on every system. Titles such as BioShock, Call of Duty 4: Modern Warfare, Crysis, Halo 3, Skate, Forza Motorsport 2, Uncharted: Drake’s Fortune, Pac-Man Championship Edition, Puzzle Quest: Challenge of the Warlords, Assassin’s Creed, Super Mario Galaxy, God of War 2, Metroid Prime 3: Corruption, Rock Band, The Legend of Zelda: Phantom Hourglass, Mass Effect, and The Orange Box, just to name a few, stole gamers’ hearts and emptied their wallets.

February 2008: EA’s $2 Billion Move to Acquire Take-Two

In an opportunistic bid just prior to the release of Grand Theft Auto IV, Electronic Arts proposes an unsolicited bid to buy Take-Two Interactive for $2 billion dollars, or $25 a share. After an initial refusal, EA upped the bid to $26 per share, but Take-Two rejects the offer again. The press went hog wild with the story because of all the opportunisties to speculate on how EA would handle Rockstar, which games would get killed, etc. Analysts practically begged Take-Two to accept the offer, but Take-Two’s “take” on the offer was simple: “We’re worth more.” The biggest news? EA would have surpassed Activision Blizzard as the biggest independent softwre developer in the world with the acquisition. Somewhere, Activision’s Bobby Kotick is giggling madly in a room filled with plastic guitars, skateboards, posters of Spider-Man, and World War II guns, with money signs burning brightly in his eyes.

March 2008: The Indie Movement Arrives (Again)

While indie gamers have been around since Nolan Bushnell’s Pong started it all, a perfect storm of marketplace scenarios came to light in 2007 and 2008, creating a perfect environment for indie games to flourish. The world finally noticed in a big way at the Game Developers’ Conference in 2008. Jonathan Blow’s Braid, 2D Boy’s The World of Goo, and a dozen other quirky, creative, and low-budget titles created more than just a lot of media buzz, they showed the world new and different ways of thinking about and playing games.

The Games of 2008

While we can exalt in the monumental barrage of games that flowed through game stores in 2007, 2008 featured distinct breakthroughs. Bethesda’s award-winning first-person RPG Fallout 3 captured the essence of the beloved Fallout RPG series and brought its epic sense of story and size to the IP. Rockstar stunned the world with its updated, realistic vision of New York with an online, multiplayer Grand Theft Auto IV, garnering perfect scores and generating record-breaking sales. And Will Wright’s quirky god-game Spore hit the streets, generating buzz and good scores, but sales that did not match Wright’s previous hit, The Sims. With other breakthrough games including LittleBigPlanet, Metal Gear Solid 4: Guns of the Patriots, Left 4 Dead, Gears of War 2, Dead Space, and Prince of Persia, game publishers warded off the beginning of the biggest recession since the Great Depression.

February 12, 2009: Midway Goes Bankrupt

Confronting a $240 million debt, Mortal Kombat publisher files Chapter 11. Meanwhile, the last Midway-made Mortal Kombat, Mortal Kombat vs. DC, ships 2 million units. The last of the Old School arcade publishers, Midway’s closure was cause for a moment of profound silence, followed by, “Get over here!”

March 27, 2009: Square Enix Secures Acquisition of Eidos

Ever since I’ve been in the business of writing about videogames, Eidos has been on the table for purchase. After succumbing to too many Tomb Raider failures (from TR4-TR:Angel of Darkness), Eidos never really climbed back up to its previous heights of success in development or on Wall Street. During that time, nearly every publisher in the world has engaged in talks to purchase the English publisher. But no one in their right mind thought Japanese giant Square Enix would be the one. Anyone for a Final Tomb Raider Fantasy?

March 24, 2009: Could OnLive Change Everything?

OnLive CEO Steve Perlman and COO Mike McGarvey introduced the cloud-based computing online service, OnLive. The service is designed to eliminate the need to continually upgrade PCs or to buy new consoles. EA, Epic Games, Take-Two, Ubisoft, THQ and several others show initial support, but direct issues such as eliminating lag and cost structure posed problems, while indirect worries such as the next generation of consoles led by Sony, Nintendo, and Microsoft also weigh in.

June 1, 2009: Microsoft, Sony Reveal Motion Controllers

At E3 2009 (which had returned to the LA Convention Center), Microsoft unveiled the potential next step in controller-less gaming, Project Natal. Combining the use of an RGB camera, depth sensor, microphone, and proprietary software, Microsoft discussed the importance of eliminating the barrier between gamers from games (a la Nintendo’s Wii). At Sony’s press conference, Dr. Richard Marks introduced Sony’s own proprietary engineering prototype which combined the abilities of the EyeToy and a motion sensor. Neither project would ship in 2009.

June 24, 2009 Bethesda Acquires Id Software

After quietly announcing it had transformed from a developer into a publisher, ZeniMax Media Inc., the parent company of Bethesda Softworks, acquired industry pioneer Id Software. Id’s departure from the conservative creative culture at Activision and acceptance at Bethesda’s well-funded, new studio-friendly system was a surprise and a shift whose repercussions have yet to be determined.

November 2009: Call of Duty: Modern Warfare 2 Smashes Records

Infinity Ward’s first-person shooter Call of Duty: Modern Warfare 2 took in $550 million during its first five days, beating Grand Theft Auto IV’s video game record, while setting a single-day record with 2.2 million unique Xbox Live users playing the game on November 10. Modern Warfare 2’s remarkably fast-paced single-player campaign is joined by a new Spec-Ops mode, and a highly improved, highly desired multiplayer game. Christmas will never be the same again.

***

Surely that’s not everything–not every single thing–that happened. What about…? If I forgot, missed, or ignored an event worth posting, write and let me know! I’ll see if I can post it in the story.  Missed part 1 of The Decade in Review: Videogames 2000-2009, part 1? Check it out now.

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The Decade in Review: Videogames 2000-2009, Part 1

By Douglass C. Perry

When we look back 20 years from now, the first decade of the 21st century will look obvious to us, like a paint-by-numbers drawing for kids. It’s almost incalculable how many little triggers have shaped our current place in the games race. But there more than a handful of events, dozens of key games, and entire years that pushed this one-time cottage industry into the full-blown billion dollar industry it is now. While this isn’t the definitive historical account of single thing that happened between the years 2000 and 2009, this Decade in Review is an insider’s look at what happened. See “Part 2 of The Decade in Review: Videogames 2000-2009” here.

The End of an Era

The decade started with a tumultuous bang. After the Sega Dreamcast roared into the world’s consciousness on September 9, 1999, breaking sales records, introducing online gaming to consoles, and introducing David (Visual Concepts) to Goliath (Madden), the Japanese hardware maker shocked everyone again in 2001 by declaring its console was kaput.

Perhaps more remarkable was that Nintendo’s biggest competitor in the 1990s, the creator of Sonic the Hedgehog, and EA’s biggest partner, was re-focusing its energies to become a “console agnostic” software producer, meaning Sonic and his pals would appear side by side with Nintendo’s mascot, Mario. To the gaming world, this was like Bill Clinton announcing he was Republican, Bill Gates admitting he stole the Mac’s operating system, or saying you didn’t really like The Empire Strikes Back–all of it anathema.

Sony’s Big Empty PS2 Launch

Sony Computer Entertainment American launched the black, asymmetrical, and interesting (it was neither beautiful nor ugly, it just kinda “was”) PlayStation 2 in Japan in spring 2000 with lots of Sony-built hype, but few significant games to back it up (Tekken Tag Tournament and Ridge Racer V just didn’t cut it). The even bigger North American launch was amazing in that it packed 28-launch titles, only two of which were truly memorable, Madden NFL 2001 and SSX (originally proposed as a Dreamcast game). Sony scrambled to get 1 million consoles to the US, some flying on planes at the last minute.

Sony’s Stunning 2001 Line-Up

So while Sony’s launch year was a bust in many regards, replete with lots of faulty aliasing and sketchy titles, Sony (and its partners) made plans for 2001. Sony’s fall 2001 PS2 line-up was remarkable, perhaps the greatest line-up of a single system ever. In many ways it secured Sony’s first-place spot in that console generation. In the fall 2001, Sony and its partners launched Metal Gear Solid 2: Sons of Liberty, Ico, Final Fantasy X, Baldur’s Gate: Dark Alliance, Grand Theft Auto III, Onimusha, Red Faction, Gran Turismo 3: A-spec, Tony Hawk’s Pro Skater 3, Devil May Cry, SSX Tricky, Twisted Metal Black (which admittedly came out in the summer), Jak and Daxter, NBA Street, Klonoa: Lunatea’s Veil, Half-Life, Silent Hill 2, and Midnight Club, among many others. The knock-out punch was thought to be Metal Gear Solid, but in fact in was Grand Theft Auto III, which swept the message boards and radio waves, and became the PS2’s exclusive killer app for the next four years.

September 11, 2001

The al-Qaeda-backed hijacking that led to the destruction of four commercial airlines and the devastation of the World Trade Center’s Twin Towers in New York affected the entire world. In the video game business, publishers with games based in New York, removed the Twin Towers from the skyline of their games (i.e. Spider-Man 2). The grim repercussions stole the industry’s light step, killing four-day PR stunts and junkets (some of which were too long and crazy, anyway), forcing marketers to edit creative use of violent language, and heightening American’s fears of Middle Eastern religious groups, the subject of which would appear in games to come.

Grand Theft Auto III Steals the Show

Grand Theft Auto III launches; and with it Rockstar Games brings a whole new way of looking at game design, game production, and a maturing gaming audience. GTA III brought open-world gaming–sandbox design–to the forefront of game development, but it was Rockstar’s magic touch of high-cost development, mature themes, good story-telling, enormous geography, stellar, hand-picked soundtracks, and most importantly, humor–that parodied American civic life–that made the Grand Theft Auto series so revolutionary, not to mention one of the best selling series of all time. Activision, Midway, and several other companies tried their best to imitate it, but between 2001 and 2005, none came close. Pandemic’s Mercenaries, Vivendi’s Scarface, and Activision’s Spider-Man 2 came in at a distant second.

Halo Captures a Generation

When Microsoft entered the videogame business in 2001, it tried buying developers across the world. Its big catch was Bungie Studios, which was in development with the first-person shooter Halo (originally for the Mac). With Halo, Bungie revolutionized FPSs on the consoles. The Halo franchise won over millions and millions of college students who spent endless nights playing linked systems and Master Chief strangely displaced a generation of confused, lone college women. The Halo franchise went on to break previous opening day retail sales records and remain the number one selling game on Xbox during its four-year life-cycle.

2001: Titus Acquires Interplay

French publisher Titus Interactive, best known for its phenomenal failure, Superman 64, completes its acquisition Interplay. French gamers are oblivious. American RPG fans openly weep across the nation.

2002: Square and Disney Raise a Kingdom

In 2002, after navigating high-level political discussions and crashing into license cul-de-sacs, Square demonstrated its creative genius again with its fully licensed Disney action-RPG, Kingdom Hearts. One part Final Fantasy (without being Final Fantasy), and the rest a bamboozling assortment of Disney characters, Kingdom Hearts, up until the recent Batman Arkham Asylum–became the pinnacle of innovative licensed work.

2002: Titus Fumbles Interplay

Interplay’s shares descend drastically, and Interplay is de-listed from NASDAQ. American RPG fans claw their eyes out, wander the streets blind.

September 20, 2002: Square and Enix Merge

In one of the biggest mergers in Japanese game history, Square, makers of the popular Final Fantasy franchise, and Enix, makers of the Dragon Quest franchise, join in holy matrimony. The new company is called Square Enix, and its formation has as much to do with the crumbling Japanese economy and staying solvent as anything else. Years after this merger, Square will make yet another purchase of note.

September 12, 2003: Valve Launches Steam
Valve’s digital distribution platform, Steam, might have launched in September 2003, but it wouldn’t be until Half-Life 2 released in 2004 and third parties joined the party in 2007 that Steam gained traction and reached profitability. By carrying big third-party companies such as Eidos, Capcom, and Id Software, and seeing financial successes with The Orange Box, Call of Duty 4: Modern Warfare, and BioShock, Steam took the leadership role in digital distribution.

December 8, 2003: Black Day, Indeed

Interplay lays off the Black Isle Studios staff. A spat of former Black Isle staff members bitterly recalls the final days of their studio’s collapse. American RPG fans walk off cliffs, in front of cars, into the mouths of sharks.

September 1, 2004: Acclaim (Finally) Calls it Quits

One of the oldest publishers in the arcade and video game business, and makers of titles Shadowman, Burnout, NFL Quarterback Club, WWF Attitude, Re-Volt, Extreme-G, Vexx, Fur Fighters, Dave Mirra’s Freestyle BMX, and many others, Acclaim finally throws in the towel. After its multiple comebacks, all of its ghastly Mary-Kate and Ashley “games,” and the last, gasping hope at re-kindling Turok (once a great series), Acclaim Entertainment filed Chapter 7 bankruptcy in fall 2004, purportedly owing $100 million to its debtors. Nobody, not even Acclaim employees, weep a single tear.

2004: EA Buys NFL License, Kills NFL 2K Series

In a move that crushed the healthy competition between annual football developers EA and Visual Concepts (and football-based videogames in general), EA out-bought its competition. EA convinced the NFL to an exclusive five-year licensing deal granting the Redwood Shores publisher the sole rights to the NFL’s teams, stadiums, and players. The move followed Visual Concepts/Take-Two’s risky move to sell its game at just $19.99, undercutting EA’s Madden sales with a superior game at a lower price. EA went on to produce three years of substandard Madden games in the new generation of systems, proving true the adage that competition is healthy for any market.

The Fall of 2004: Heavyweight Sequels Reign Supreme

The year 2004 was one of the greatest all-encompassing creative achievements for the game industry. In the fall of 2004, heavyweight games were in abundance and every system had its killer-app lined up. After an alleged security breach forced developer Valve to stall the release of Half-Life 2 in 2003, the Seattle-based developer delivered the wildly popular sequel on the PC in fall 2004, garnering dozens of high scores and game-of-the-year awards. Bungie followed up its first Xbox success story with Halo 2 to high scores, incredible sales, and a technologically advanced online system that revolutionized console multiplayer games. Rockstar Games brought its biggest, grimmest (and subsequently most controversial) game in the Grand Theft Auto series, GTA San Andreas. GTA San Andreas brought in the highest ratings and sales for the franchise, but also produced the hidden Hot Coffee sex scenario that caused characters like Jack Thompson to have their day in the sun (you know, before he lost his license to practice, soon thereafter). While these titles initially garnered the lion’s share of press, awards, and sales, Blizzard’s World of Warcraft silently took over the PC, wooing millions of casual gamers to subscribe to its highly addictive MMORPG, which went on to become the most successful MMORPG ever.

November 21, 2004: Nintendo launches the DS

Ever marching to its own drum beat, Nintendo launches the dual screen (DS) handheld, a modern new take on the Game Boy, which doesn’t instantly take off. It wasn’t until Brain Age and Nintendogs were gobbled up like candy in Japan, Europe, and North America did the system surpass sales of major consoles.

See “Part 2 of The Decade in Review: Videogames 2000-2009” here.

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Recession: publishers slash projections

With EA and Ubisoft appearing as the most recent publishers to slash projections for 2010, analysts who only look at the bottom line miss a lot of things, from developing IP, changing tastes in games, and slower than expected hardware sales.

Don’t the analysts get it? There is a recession going on, a really big one, and it’s affecting everyone’s pocketbooks.

Activision’s Bobby Kotick says his company will focus on quality not quantity in the upcoming years, which is a direct result of his overly conservative approach to game development and high sales of Modern Warfare 2.  We’ll see how well his old franchises due in a few years when something new and better comes along and Activision is left high and dry without new IPs, and everyone is just sick to the gills (if they aren’t already) with Guitar Hero 101, Tony Hawk 19, Call of Duty 54, and Marvel Ultimate Alliance 2,000,001.

This is a time to cut back, due to the economy; that’s true. But it’s also time to create new games in new areas such as smart phones and DLC, and to maximize efforts on the Xbox 360 and PS3, as developers can really put innovation and polish on consoles that are well understood.

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The Monetization Game: Moore calls current gen a burning platform

playheader

This past Saturday I had the chance to moderate the keynote panel at Play: The Berkeley Digital Media Conference, an annual Haas Business School conference that covers a variety of tech, media, and business issues. It was a gorgeous day to be back at Cal where I graduated, and in a nice added touch, Cal stomped UCLA down in LA.

The keynote panel was entitled “The Monetization Game,” and the panelists included Peter Moore, president of EA Sports, Neil Young, president of ngmoco, and Kai Hwuang, co-founder of RedOctane, plus little ol’ me.  The topic was as broad as they come: How is the video game industry changing the way it’s monetizing the sales of games?

I brought an outline that ranged from discussing the emergence of social games, smart phone games, retail versus digital distribution, next generation consoles, the recession, death of the music genre, and more. we had one hour to discuss it all, and we covered almost everything in front of a 90% packed auditorium. IGN, Games Radar, and Kotaku covered it.

Here are their stories:

IGN: EA: Core Business Model a ‘Burning Platform’

Kotaku: Talking Points Brought to you Mostly By Peter Moore

Kotaku: Guitar Hero, Madden, Eliminate Play the Money Game

GamesRadar’s page was broken tonight. I’ll update their link when it’s back up.

There should be video of the conference available in a few days, too. I’ll post the link when it’s ready.

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Gamescom 09: Rock Band Unveils Sgt. Pepper’s and Rubber Soul DLC (All Tracks Revealed)

From Gamescom in Cologne, Germany, Harmonix CEO and co-founder Alex Rigopulos today confirmed that The Beatles: Rock Band will not only see the full Abbey Road album become available via DLC on October 10, 2009, but following it will be the full albums Sgt. Pepper’s Lonely Hearts Club Band in November and Rubber Soul in December. Beatles fans, rejoice!

Hey, wait, that's not Abbey Road!

Hey wait, that's not Abbey Road!

To sweeten the announcement, Rigopulos said that tracks from Queen, Nirvana, Tom Petty, Elton John, Iggy Pop, The White Stripes, Pantera, Talking Heads, Korn, The Raconteurs and other artists will be available in a suite of options for Rock Band owners.

Listed below are the details for the three DLC Beatles albums.

Abbey Road (1969); Release Date: October 20, 2009; Cost: $16.98 (or 1360 Microsoft Points for Xbox 360) for album; $1.99 (or 160 Microsoft Points for Xbox 360) for individual tracks;

  • “Come Together”
  • “Something”
  • “Maxwell’s Silver Hammer”
  • “Oh! Darling”
  • “Octopus’s Garden”
  • “I Want You (She’s So Heavy)”
  • “Here Comes The Sun”
  • “Because”
  • “You Never Give Me Your Money”
  • “Sun King”
  • “Mean Mr. Mustard”
  • “Polythene Pam”
  • “She Came In Through The Bathroom Window”
  • “Golden Slumbers”
  • “Carry That Weight”
  • “The End”
  • “Her Majesty”

Buyers of the full Abbey Road album will have the option to play the famous 16-minute B-side medley as a single continuous track, including “You Never Give Me Your Money,” “Sun King,” “Mean Mr. Mustard,” “Polythene Pam,” “She Came In Through The Bathroom Window,” “Golden Slumbers,” “Carry That Weight” and “The End.”

Party on, Paul!

Sgt. Pepper’s Lonely Hearts Club Band (1967); Release Date: November 2009

  • “Sgt. Pepper’s Lonely Hearts Club Band”
  • “With A Little Help From My Friends”
  • “Lucy In The Sky With Diamonds”
  • “Getting Better”
  • “Fixing A Hole”
  • “She’s Leaving Home”
  • “Being For The Benefit of Mr Kite”
  • “Within You Without You
  • “When I’m Sixty Four”
  • “Lovely Rita”
  • “Good Morning Good Morning”
  • “Sgt. Pepper’s Lonely Hearts Club Band (Reprise)”
  • “A Day In The Life”

One more drum solo, Ringo!

Rubber Soul (1965); Release Date: December 2009

  • “Drive My Car”
  • “Norwegian Wood (This Bird Has Flown)”
  • “You Won’t See Me”
  • “Nowhere Man”
  • “Think For Yourself”
  • “The Word”
  • “Michelle”
  • “What Goes On”
  • “Girl”
  • “I’m Looking Through You”
  • “In My Life”
  • “Wait”
  • “If I Needed Someone”
  • “Run For Your Life”

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Brutal Legend Demo Slated for September

Electronic Arts today announced it will offer a free demo download of Brutal Legend on PSN and XBLA this September. Tim Schafer’s outrageous game is slated for October 13 in North America and October 16 in Europe.

If you value all that is right in this unholy world, you will download the metal goodness.

brutallegend_themouthofmadness_view

“We just couldn’t wait,” said Schafer, president of Double Fine Productions. “Villagers have surrounded our offices with torches, demanding the game. So we’re releasing a demo and hope that this taste of metal will keep the mob at bay until Brutal Legend comes out this Rocktober.”

For more on the Brutal Legend demo, go to brutallegend.com/demo.

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