News
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Absolutely smashes the competition.
Nintendo has sold more than four times as many games as its nearest competitor in Japan this year.
A Japanese sales tracking blog, translated by 1Up, has published a list of Japan’s most successful publishers of 2010 to date.
Nintendo comes in first with nearly 13 million games sold. There’s then a huge drop-off to Square Enix in second place at four million sales. The full top 20 is listed below.
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Absolutely smashes the competition.
Nintendo has sold more than four times as many games as its nearest competitor in Japan this year.
A Japanese sales tracking blog, translated by 1Up, has published a list of Japan’s most successful publishers of 2010 to date.
Nintendo comes in first with nearly 13 million games sold. There’s then a huge drop-off to Square Enix in second place at four million sales. The full top 20 is listed below.
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News
Treyarch responds to Call of Duty: Black Ops glitch hysteria (Call of Duty: Black Ops)
Nov 10, 2010
Above: It’s time for some real talk, baby. Treyarch’s David Vonderhaar tells it like it is
Call of Duty: Black Ops multiplayer design director David Vonderhaar really hates players who exploit glitches, especially ones who like to post videos of their exploits on the internet. In a recent post on the official Black Ops forums, Vonderhaar expressed his strong disdain for glitchers who post videos on YouTube or Vimeo. “We’re not interested in making mini-celebrities out of douche-bags,” said Vonderhaar. You can read more from the frustrated designer’s statement inside… … -
Above: In addition to fixing many glitches, the new PC patch adds a useful map waypoint for your companions
When we played Fallout: New Vegas for our review, we experienced many crashes, stalling, and a fair share of bugs. It wasn’t enough to stop us from enjoying all the fun that New Vegas had to offer, though. That’s why we’re excited the latest patch for the PC version of New Vegas offers more fixes. It also adds a several useful additions to the companion system… … -
News
First look at the World of Warcraft’s charity pets (World of Warcraft: The Burning Crusade)
Nov 10, 2010Blizzard has recently released the first images of the new World of Warcraft in-game pets that will be coming to the Blizzard Pet Store. See more of the extra cute version of raid boss Ragnaros and the tiny Moonkin Hatchlings inside… …
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News
First look at World of Warcraft’s charity pets (World of Warcraft: The Burning Crusade)
Nov 10, 2010Blizzard has recently released the first images of the new World of Warcraft in-game pets that will be coming to the Blizzard Pet Store. See more of the extra cute version of raid boss Ragnaros and the tiny Moonkin Hatchlings inside… …
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Dev will fight to include knickers, tentacles.
Outrageous Xbox 360 on-rails shooter Gal Gun has had its release delayed following intervention from Microsoft.
According to Andriasang, the platform holder has taken offence at certain aspects of the ludicrous shoot ’em up, which sees you blasting questionably proportioned schoolgirls with your ‘Ecstasy Shot’ while on a quest to find true love.
First announced earlier this year at the Tokyo Game Show, the game’s mooted January 2011 release date is apparently now on hold.
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Activision Blizzard CEO says Tim Schafer’s company simply owed publisher money, prompting lawsuit over metal-infused action RTS.
Double Fine’s Brutal Legend was among the handful of games that Activision decided not to publish following its merger with Vivendi in 2008. However, the game received a new set of legs when EA Partners picked it up, at least until Activision sued Double Fine, claiming it still had rights to the project. By 2009, the suit was settled and the game saw release, but that didn’t stop Double Fine head Tim Schafer from calling Activision boss Bobby Kotick “a dick.”
For his part, Activision’s oft-maligned executive has remained largely silent on the issue, save for defending the publisher’s position on why Brutal Legend was dropped. In a recent interview with Joystiq, Kotick further defended Activision’s actions, saying that the lawsuit came about by the publisher simply attempting to recuperate the money it fronted to Double Fine to create the game.
“I don’t know him. I never met him,” Kotick said of Schafer. “I had no involvement in Vivendi’s decision to go into business with him. I had very limited knowledge of what we were even doing with him. The guy went off and signed a deal with Electronic Arts for millions of dollars and owed Vivendi money.”
“Vivendi had advanced him like $15 or $20 million dollars,” he said. “He missed all the milestones, missed all the deadlines, as Tim has a reputation of doing. I don’t know if it was a decision not to publish it. I don’t even really know where we were in the negotiation and discussions about what was going to happen to the product. Unbeknownst to everybody, they didn’t have the rights to sell.”
“So all we’d said is, ‘Look: If you go and do a deal with somebody else, pay back the money that was advanced to you.’ That was all we were looking for. We ultimately got a fraction of the money that had been advanced to him, and as far as I know, that was the end of it. But I don’t even know if there was a lawsuit from my recollection,” he continued.
Kotick went on to note that he bears no personal grudge against Schafer, saying only that Activision did not feel Brutal Legend would be a commercial success.
“So I think that maybe nobody was able to clearly articulate that this is not a judgment about Tim Schafer,” he said. “There’s no personal animosity between Bobby Kotick and I don’t know the guy. Never met him. I could honestly tell you, sitting here, I never saw Brutal Legend and so the judgment of the people who I trust and respect about the quality of the game, and whether or not audiences would be excited and enthusiastic about this game, was ‘No.'”
Though Brutal Legend did go on to become a critical success, its commercial fortunes were dubious. In announcing Double Fine’s transition to small game development in July, Schafer confirmed that work on a sequel had been canceled.
Read and Post Comments | Get the full article at GameSpot
“Kotick defends Brutal Legend fallout” was posted by Tom Magrino on Tue, 09 Nov 2010 15:28:58 -0800 -
Capcom celebrates action arcade game’s 25th anniversary with new online installment developed by Seed9.
Ghosts ‘n Goblins is going online. Capcom has confirmed a deal that will see Arthur take his unending quest against the undead into uncharted territory next year.
Ghosts ‘n Goblins Online, which has been confirmed for release only in Korea, will be developed by Seed9. The studio’s previous work includes Tomak: Save the Earth on the PlayStation 2 and the PC online shooter Bumpin’ Heroes.
A teaser trailer for the game showed protagonist Arthur in multiple suits of armor, dispatching opponents with melee attacks and combos, which are uncommon traits for the series. The clip also showed more familiar faces, from minor enemies to Firebrand, the red gargoyle and star of the spin-off Gargoyle’s Quest series.
This is not the first time the series has attempted the jump to online. But like so many leaps in the notoriously difficult arcade series, it met with failure. In 2003, Capcom announced that the massively multiplayer title Ghouls ‘n Ghosts Online was in development for multiple platforms at Taiwanese developer Game Factory. The cel-shaded take on the series had an early 2004 beta test announced, but a final launch of the game never materialized.
With series like Lost Planet and Dead Rising, Capcom has made a point of developing games to maximize worldwide appeal. But the Japanese publisher is taking a much narrower approach with its current forays into online-focused games, announcing both Ghosts ‘n Goblins Online and Mega Man Online only for the Korean market.
Read and Post Comments | Get the full article at GameSpot
“Ghosts ‘n Goblins Online confirmed for Korea” was posted by Brendan Sinclair on Tue, 09 Nov 2010 14:08:48 -0800 -
Fund internal teams, says World of Goo dev.
The co-creator of indie hit World of Goo has called on major publishers to create internal teams to work on smaller, more innovative projects.
Former EA employee and current 2D Boy boss Ron Carmel made his comments during his keynote address at the Montreal International Games Summit, Gamasutra reports.
“We need a medium-sized design studio. Something that is larger than a typical indie, but has the same propensity for talent density, focus and risk-taking,” said Carmel.