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Posts Tagged ‘First-Person Shooter’

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It’s the oldest and most heinous crimes a gamer can commit. But who can claim to having never encountered the inexorable pull, when in a heated multiplayer battle of wits with friends in close proximity, to let their eyes wander — with feigned casualness — beyond their range of view? Or perhaps you were ignited with righteous fury when your friend’s almost prescient awareness of your positioning planted the seed of accusation in your mind, that they were committing the basest of gaming sins… screenwatching.

Spit and curse their name forevermore, a plague upon their mouses, etc.

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You might recall the trial of ex-Bungie composer, Marty O’Donnell, who was fired without apparent reason from Bungie in April this year. Having played a significant role in the creation of the Halo and Destiny soundtracks, O’Donnell was found to have been wronged and received $95,000 in damages due to unpaid leave and wages.

However, Venturebeat is now reporting that unpaid leave and wages wasn’t the only outstanding issue between Bungie and O’Donnell, and this one has particular relevance given the nearing release date of Destiny. In a separate case, O’Donnell was also suing Bungie for the loss of his shares within the company, some 336,375 of Series B-1 Preferred Stock and a further 48,000 common stock.

This was linked to his contractual agreement with Bungie, which stated that he relinquished his unvested stocks upon voluntary resignation, a point O’Donnell obviously disputed. O’Donnell was able to prove, through an arbitration claim, that he “demonstrated substantial likleihood” that he was one of the seven founders of Bungie, and has had his stocks reinstated.

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No, this isn't really happening. Yet somehow what is happening is worse.

No, this isn’t really happening. Yet somehow what is happening is worse.

I have rewritten this article a number of times in an attempt to make it more rational and fair, but it is difficult to contain the anger I am feeling towards ZeniMax Media, Bethesda Softworks, and id Software’s latest attempt to ruin Quake Live. In what can only be described as a pathetic attempt to commercialise the game ahead of its upcoming release on Steam, numerous fundamental changes to gameplay are being introduced as a default rule set for all public servers and “classic” Quake (i.e. the current, time-honed rule set) is being locked behind a pay wall.

As if ZeniMax preventing John Carmack from delivering his traditional keynote address at QuakeCon this year (a result of the company’s ongoing lawsuit filed against Oculus VR) wasn’t bad enough, they have now decided to sully the image of the father of eSports and one of the most iconic franchises in all of gaming.

Sure, I can pay $35.99 per year to continue playing conventional Quake Live (or simply play Quake III which I already own and don’t need to subscribe to), but the way in which the brand of Quake is being treated with absolutely ridiculous modifications that fundamentally undermine the core deathmatch experience that Quake embodies is simply unacceptable. While the proposed changes have not yet come into force and remain a leaked “rumour”, they have all but been confirmed by the developers and are clearly a desperate attempt to emulate some of the success that shooters such as Call of Duty and Counter-Strike enjoy by mimicking elements of their gameplay. Yes, you read that correctly: fast-paced arena shooter Quake Live is trying to copy slower, team-based tactical shooters by introducing things like selecting loadouts before the start of games. And all of this simply to capitalise on what they believe “new” players on Steam will want. LoadoutsLOADOUTS. Wow, id Software… what has happened to you? [Is anybody else terrified of what lies beyond the jump? – Ed.]

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Yesterday at Gamescom we sat down with Jonty Barnes (the director of production for Destiny) and Jessie van Dijk (the lead concept artist) to talk about the recent beta, the team’s nerves, and wizards that come from the moon! The chaps at Bungie have always been an easy-going bunch of people, so it was nice to learn that this online, company persona of theirs translates into real life. Our interview (and really, it was more like a friendly chat about their upcoming game) was heaps of fun, and it offered a glimpse into the thoughts and feelings of a development team that’s about to launch one of the biggest games in the industry’s history. In that regard it was a thoroughly refreshing and honest fifteen minutes. A lot of the time, developers are held on very tight leashes by the PR people who sit next to them, but in this case there was really very little that was off limits for discussion.

If you’re excited for Destiny, or you’re just a Bungie fan (and we know many of you wonderful readers are total Bungie fans – we don’t blame you) then hit the jump and give our candid chit-chat a read.

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After the infamous Daikatana debacle, John Romero has been lying relatively low for the past 14 years. While still active in game development, he has spent most of that time working on mobile and handheld platforms. Now it seems he’s returning to his roots with a yet-to-be-named shooter. Whilst speaking on the Super Joystiq Podcast, Romero said, “I haven’t made a shooter since 2000. So I’m basically starting to work on another one.” His wife and business partner Brenda Romero has also stated that John is working with a concept artist on character designs.

Despite his negative reputation concerning a certain advertisement [There's more to his negative reputation than just that ad, obviously. But honestly, who cares about negative reputations when Romero helped create Doom and Quake? – Ed.], I for one am happy about the news and am eager to see what the Icon of Sin himself will come up with. Welcome back, John.

Source: Joystiq

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So, how many hours did you spend on leveling up that guardian of yours in the Destiny beta? Maybe you tried out all three of the classes? Perhaps you made sure to reach the level cap of eight as you explored the excellent beta and destroyed many, many things along the way? Regardless, Bungie has confirmed that all progress made in last month’s Destiny beta will be wiped, with players unable to carry characters across into the final retail version when it releases this September.

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Happy Monday everyone!

At 19:00 today, Activision will be transmitting footage of Call of Duty: Advanced Warfare‘s multiplayer gameplay all the way from Gamescom in Germany directly into your vision-sockets. You’ll be able to watch said footage right here, somewhere below the words you’re reading right now.

If you’d like to see the future of Call of Duty (which we’re assuming is very much like the present of Call of Duty – i.e. a series of scripted events in between shooting things in the face) and presumably the future of warfare (obviously) and also the future of Kevin Spacey, be sure to bookmark this page and return here this evening.

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In a world where remakes, remasters and reduxes are the New Old New, 4A Games thought that they were doing PC gamers a favour by offering existing owners of Metro 2033 and Metro:Last Light 50% off pre-ordering their Redux versions. The Redux completely overhauls the former using the Last Light‘s engine, while the latter gets some minor improvements.

You can also purchase each individually, meaning that if you just want the Metro 2033 Redux and already own the original, it comes to $12.95. While I’m not thrilled with the current trend of re-releasing old titles, 4A Game’s approach — though not perfect (Pre-order only, 4A Games? Really? You’ve done this before.) — is one of the better offers I’ve seen.

But perhaps not; there’s a lot of Steam users — whom the discount is directed at — that feel the Redux content should be free and that the discount being pre-order only is manipulative. The outcry has been so vehement that 4A Games felt compelled to issue a statement about their reasoning behind the Redux pricing.

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It’s been a century since the Great War (later downgraded to simply the First World War) broke out, but despite being arguably the most significant conflict in all of human history, it gets relatively little attention from game developers. There’s a lot of material with which to make a solid shooter experience, yet FPSes typically fall back on either World War II or zombie themes. But what if we threw history out the window and took some drastic liberties with a World War I-themed shooter? By, say, throwing zombies and other supernatural monstrosities into the mix? Well, somebody already did that. Back in 2009, as a matter of fact, and the result was NecroVisioN.

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You can file this one under “H” for “Holy crap this is stupid”. A Californian bloke called Douglas Ladore has filed a class action lawsuit against Sony, stating that Killzone: Shadow Fall had “deceptive marketing” insofar as its graphics are concerned. Ladore is alleging that Sony’s claim that the game runs at native 1080p is false, when the multiplayer portion of the game actually uses a technique that upscales the resolution from 960×1080 as opposed to 1920×1080.

The reason the multiplayer portion of Killzone: Shadow Fall does this is in order to output a higher frames per second count. The single-player portion runs in native 1080p, but at a variable frame rate. As any hardcore online shooter fan will tell you, a higher frame rate is all important. Developer Guerrilla Games employed some very clever programing in order to pull this off in the multiplayer portion; you can read about it over on Eurogamer’s Digital Foundry piece.

Clearly smelling a quick buck, Ladore’s class action lawsuit was filed with attorney firm Edelson PC. That firm is no stranger to gaming industry lawsuits and is responsible for several in the past against EA, Sony, and Gearbox for Aliens: Colonial Marines.

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