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Sat, May 19, 2012
3:10 am
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GameSpy’s Free Agent is your advance recon into the world of free-to-play games. His mission: jump into a free game every week and put in some hours to see how much fun can be had without spending a cent, then try out some paid items to see if they’re worth the asking price. This week, he’s getting a history lesson on both F2P and shooters with id Software’s F2P blast from the past, Quake Live. But will he rocket jump into the fray with greatest of ease, or will his wallet get repeatedly fragged until it ragequits existence?

No Money Down

My first Quake Live match was a bit of a wakeup call. And by “a bit,” I mean “the kind encountered by someone who’s spent the last 30 years in a coma.” I had no idea how much my fast-paced arena FPS muscles had atrophied until I sluggishly meandered right into rocket after rocket in a blistering round of CTF. Honestly, it was pretty embarrassing. Even so, it also etched another none-too-subtle point into my brain: the modern shooter landscape — F2P or not — is pretty much entirely bereft of this sort of thing.


No, I’m not trying to turn this into yet another war of words between old and new-school shooter fans. But iron sharpens iron, and I entered the fray with the equivalent of a blade that’d been honed on a cat scratcher. There is, however, a bright side to my bellyflop: Quake Live is pure Quake to its very core. Live is, after all, a repurposed version of Quake III: Arena, so the speed, iconic weapons, and over-the-top level selection are present and accounted for. Almost all of that stuff is open from the get-go, too. Meanwhile, standard modes — team deathmatch, free-for-all, duel, CTF, and clan arena — round out the package quite nicely. Clan arena especially ended up ensnaring me in a diabolical web of, “Oh, just five more minutes,” with its mix of surprisingly tactical team play and rapid-fire bursts of round-based chaos.

With the exception of some of the more outlandish maps and a few non-traditional modes (Harvester, Freeze Tag, Red Rover, Attack and Defend, Domination, 1-Flag CTF), Live was pretty much my playground from the moment I installed its browser plug-in. In that respect, Quake Live is pretty much the free-to-play dream: near-instant fun for nary a nickel, dime, arm, leg, or firstborn child. I simply signed up, picked my poison from a fairly intuitive match browser, and, after a brief YouTube-style ad, I was fragging away light as a feather — in large part because I wasn’t weighed down by the lingering guilt of some ill-advised purchase.


In that respect, Quake Live’s old-school heritage pairs up well with its shiny new business model. It’s incapable of charging for weapon unlocks, perks, and things of that sort, simply because Quake III was designed long before those things even existed. Somewhat amazingly, it didn’t even ask me to pony up for character skins. I had access to nearly 60 intergalactic gluttons for punishment — from space bikers to eyeball monsters — right off the bat. Really, the only thing that screamed “You are missing out!” was the option to sample a few Domination matches.

Insert Coin

Thanks to the giant, always-present Pro membership ad in the browser’s upper right-hand corner, it wasn’t very hard to sign up. In addition to unlocking a handful of maps and the aforementioned modes, a $4-per-month (nearly $50 annually) Pro subscription granted me the ability to start my own matches instead of simply hopping into the queue for somebody else’s and hoping for the best. The range of customization options at my disposal proved almost intoxicating as well. I became an equal parts loved and feared deity of map managing, forging lopsided weapon stats and even using my vast array of sliders to alter the very forces of friction, just because I could. I’m not sure I’ve ever seen such minute attention to detail in an F2P game.


But then the whole system falls apart. See, there aren’t actually any microtransactions in Quake Live; you’re either a subscriber or you aren’t — a have or a have-not. And while countless volumes have been written about power and inequality over the course of human history, Quake Live’s book report is just one game-browser page long. Generally, scrolling through it yields one or two premium/pro mode matches — which, far more often than not, are too underpopulated to actually get a match off the ground. Meanwhile, I tried starting a game of the Live-exclusive Freeze Tag mode, only for my server to get the cold shoulder for 15 minutes until it automatically shut down. The bottom line? There simply aren’t enough premium/pro players to make these things feasible.

Oh, but wait, Quake Live offers the option for Pros to invite five whole standard players to a pro/premium mode or map. Gee, that’s enough for nearly half a game! Thanks so much for that, id.

Free or Flee?

Quake Live is an excellent free experience, nailing the meat-and-potatoes basics of fleet-footed arena-based shooting without walling off anything truly essential. However, if you’d like to broaden your mode horizons and have the option to customize matches to your heart’s content, a $4/month Pro subscription is pretty much your only option. Just be prepared to sigh loudly as potential combatants opt to play yet another round of team deathmatch instead.

Spy Guy says: Far be it from me to complain about a setup where the free version is better than the paid one! Good old-fashioned Quake III may not be the shiniest shooter around, but it remains one of the best. Have you tried it? How do your twitch skills hold up after all these years?

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Fri, May 18, 2012
9:35 pm
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Welcome back to Game Scoop!, IGN’s weekly show that attacks your funny bone for massive damage. Your guides this week will be Daemon Hatfield, Greg Miller, Anthony Gallegos, and Ryan Clements.

This week: Diablo III, what gamers want from next-generation consoles, and new characters confirmed for PlayStation All-Stars Battle Royale.

Want to download this podcast automatically each week? Subscribe here.

Please to enjoy:

Inquiring minds: e-mail us your questions.

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Fri, May 18, 2012
8:47 pm
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 pottedPlant7p The point of Kickstarter for games is to get the game development funded without a publisher fronting the money, setting deadlines, conditions, etc., that normally happens. A publisher wants more control because they’re fronting millions of dollars that they may or may not get back. Crowdsourcing works around that, paying for development without the same strings attached.

 

Selling the game is something else; EA is making a special offer to make sure they offer it in their online store. Steam is a store. Impulse is a store. You get the idea. The benefit to game makers is they don’t have to deal with the business aspect (processing payments, hosting, etc). That frees them up to do more development and/or get on with their lives. Certainly, the hope is that people other than those who funded the kickstarter will buy the game! And some of the kickstarter folks pitch in major money – hundreds, even thousands of dollars. I don’t think any of the major games I’ve seen say, “Hey, we’ll release the game for free if successfully funded!”

 

Also: EA doesn’t have the marketshare to ask for exclusitivity. Valve does.

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Fri, May 18, 2012
8:33 pm
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What does being a “hero” mean, anyway? I admire people who work at cat shelters, people who work towards a cure for cancer, hey, even the people who craft intriguing experiences for us in our gaming existences – the term can be applied any which way. I’m not sure I agree with The Elder Scrolls Online’s idea of a “hero,” though. In a video interview with GameInformer, director Matt Firor worryingly states that TESO’s main story will make players feel like heroes through a “100% solo” main story.

I mean, he brings up some good points. As he tells Game Informer, “The last thing you want to do is have the final confrontation… and then see like 15 guys behind you waiting because they’re on the same quest.”

“We have a whole part of the game that is 100 percent solo, which is the main story. The world focuses on you – you are the hero, everything you do is solo and the world reacts to you that way.”

Okay, I get his point; I don’t want half the world crashing my boss-slaughtering party, but still, it’d be nice to bring a friend or two. This reminds me of WoW’s use of “phasing,” the history of which is colored with trouble – though none of it’s necessarily as purposefully isolating as this. Given that my fondest memories of MMO worlds has been playing with, you know, people and stuff, this strikes me as a really odd design decision. Yes, being the hero was a big deal in the single-player Elder Scrolls games, but when you have a thousand badasses running around in a multiplayer universe, being heroic becomes less of a draw. Honestly, if being a hero means having the game dump me into a separate instance for key story developments, I think I’d rather be the underachieving nobody with friends.

Still, we’ll have to wait till next year see just how far ZeniMax takes this feature. In the meantime, where do you feel The Elder Scrolls Online is going? How big of a deal is heroism to you?

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Fri, May 18, 2012
6:22 pm
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38 Studios’ massively multiplayer online game currently codenamed Project Copernicus is scheduled to arrive in June 2013. The news comes from Rhode Island governor Lincoln Chafee, who revealed the date today during a press conference attended by Joystiq discussing the future of embattled Providence-based 38 Studios.


How often does a state official announce a release date?!

Further details on the game were not revealed, as Chafee simply stated, “What I understand is Copernicus is June ’13.” Requests to 38 Studios for confirmation of the date were not returned as of press time.

Also during the briefing today, Chafee announced that 38 Studios’ $1.125 million check to the state of Rhode Island has cleared. This fulfills the company’s first obligated payment on the game studio’s controversial 2010 $75 million loan from the Rhode Island Economic Development Corporation (RIEDC).

38 Studios founder Curt Schilling offered his first public comments on the issues surrounding the company last night through Facebook.

“To all the prayers and well wishes to the team and families at 38, God Bless and thank you! We will find a way, and the strength, to endure,” he wrote.

The RIEDC board Wednesday held an emergency meeting to discuss whether to provide additional assistance to 38 Studios to keep the company in business. While the board made no ruling on the matter, it is expected to consider the topic again on Monday.

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Fri, May 18, 2012
5:35 pm
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Earlier this week, a source told IGN Germany that Yager Development, which is presently finishing up Spec Ops: The Line for its June release, had been tapped to develop Dead Island 2. This is not the case, says Guido Eickmeyer, development director with the original game’s publisher, Deep Silver.


Dead Island 2 is not in development, at least not yet.

“We are neither working with Yager on Dead Island 2 nor do we have any contractual agreement with Yager about any project at this point,” he said.

The developer did not rule out working with Yager in the future, saying there is a “legitimate chance” the companies will one day team up. He even went as far as to say a future relationship could be on a project related to the Dead Island franchise.

Eickmeyer went on to explain that Deep Silver does not have Dead Island 2 “in concept or production with external partners” and that it is currently considering options for a sequel.

Dead Island was developed by Polish shop Techland and shipped in September 2011 to generally positive review scores. The game shipped 3 million copies and welcomed various add-on packs. Speculation about a follow-up sparked in November, when Techland filed a trademark application for Dead World.

Though a sequel to Dead Island is currently out of sight, a movie based on the property may see the light of day. Film studio Lionsgate optioned the rights from Deep Silver after the game shipped last year. Development of the Dead Island film will be led by The Mummy producer Sean Daniel and Stefan Sonnenfeld, who did postproduction work on various Pirates of the Caribbean films and X-Men: The Last Stand.

For more on Dead Island, check out GameSpot’s review.

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Fri, May 18, 2012
4:06 pm
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Like me, you may have taken interest in the announcement from Ubisoft yesterday that it will open the Far Cry 3 multiplayer beta this summer. You also might have noticed that the announcement lacked mention of a PC version. A simple oversight? I contacted Ubisoft for clarification and received the bad news that I’ll pass along to you: there are no plans for a Far Cry 3 beta on PC.

Freedom. That’s what I remember most fondly about Far Cry, the franchise that got Crytek and its CryEngine off to an impressive start on PC back in 2004. The immersive sandbox shooter has been in the hands of Ubisoft Montreal since 2008′s Far Cry 2, and it appears it will continue to drift away from its PC roots with Far Cry 3.

Asked if a Far Cry 3 PC beta, multiplayer or otherwise, is planned, an Ubisoft representative told me simply, “Not at this time.”

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Fri, May 18, 2012
1:30 pm
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What a week! We’ve been blown away by Max Payne, played Dragon’s Dogma to death and put bullets through the bad guys in Ghost Recon: Future Soldier, but nothing could’ve prepared us for Krupa taking one for the team and breaking his leg in two places. True, it’s feels a bit extreme to bust limbs just to get time off to play Diablo III, but some people will go to any length for the love of games, eh?

Physical injuries aside, on this week’s podcast the team talk about:

  • Diablo III launches, servers fall over
  • Minecraft makes a million
  • Bioshock Infinite, Tomb Raider delayed

    The honour of being selected for this week’s Trailer of the Week goes to The Last of Us, the new trailer for which looks something like this:

    Remember, you can listen to the podcast right here, right now:

    Or download later to listen whenever suits you:


    Remember, if you’ve got something to say to the IGN UK team, grab us on Twitter page, our Facebook page, or via email at ignukfeedback@ign.com.

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    Fri, May 18, 2012
    1:05 am
    Under IGN
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    Enter Podcast Beyond, your link to the IGN PlayStation crew that pushes news, opinions and utter hilarity straight to your ears (and subsequently, your brain).

    Greg’s seen The Last of Us in action, and holy cow, it’s rad. Today, the boys talk at length about why Last of Us looks impressive, what we want out of it, and how Clements needs to sort his life out. There’s also Diablo III speak and PlayStation Vita talk.

    Beyond, punkhead.

    Send us your thoughts on Podcast Beyond.

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    Thu, May 17, 2012
    10:59 pm
    Under Gamespot
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     gatz900 that had to have been a hard decision for the company. On one hand, if they don’t pay the loan, they’ll default, which will carry harsh consequences. By at least paying off the debt, they’ll have a bit of hope of receiving further credit, which may help stave off bankruptcy. On the other hand, they want to pay their employees for their work. They had to choose the lessor of 2 evils here.

     

    If they paid their employees instead, assuming that money was enough to cover the wages, the loan goes into default, and that would severely hinder their credit options, and will likely lead them to bankruptcy. 

     

    By paying off the loan, they keep the credit line open and they can keep hoping for help. Not saying it’s a good idea at all to take on more debt, but it might need to be done to keep the company running. If they do go bankrupt, though, and let’s say they go Chapter 7, then the employee wages/salaries are considered a higher priority creditor, and are second in line to get paid after creditors with secured loans for PPE.

     

    So the choices to me were, 1.) default now and risk a quicker bankruptcy, or 2.) pay employees later, try to get some help before the next payment is due, and if they do enter chapter 7, then the wages they didn’t pay will be pretty high up on the list.

     

    (This is all generally speaking and it’s also coming from Business Legal Studies and Finance senior, so I’m not an expert….yet)

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