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Posts Tagged ‘Modern Warfare’

Xbox 360 | Ex-Infinity Ward heads asking for $36 million in suit

March 5th, 2010 No comments

Jason West and Vince Zampella alleging publisher trumped up HR charges, conducted “Orwellian” investigation in order to avoid paying royalties, giving them control over Modern Warfare franchise.

The basics of Jason West and Vince Zampella’s lawsuit against their former employer Activision were laid out in a press release from their legal representation this morning, but the announcement lacked some colorful details from the actual court filing. The developers’ attorneys have provided GameSpot with a copy of the suit, which paints a more fleshed out picture of Activision’s alleged misdeeds.

“This lawsuit is solely and regrettably the result of the astonishing arrogance and unbridled greed of defendant Activision,” the suit begins, before getting to the accusations at the heart of the dispute. The developers are accusing Activision of launching a bogus investigation into the pair’s activities specifically for the purpose of firing them and evading contractual obligations, as well as royalty payments set to begin March 31.

In detailing the investigation that led to their exit from the company, West and Zampella claim that Activision refused to tell them what they were being investigated for, “insisting instead in Orwellian fashion that West and Zampella ‘already have a clear understanding of what they have or have not done.’” The publisher’s investigators are accused of using strongarm tactics, including a six-hour “interrogation” in a windowless conference room over the President’s Day weekend.

Additionally, West and Zampella said Activision representatives interviewed other Infinity Ward employees so doggedly it drove them to tears, and then told the pair they would be guilty of insubordination–grounds for termination–if they attempted to console the employees. The suit also claims that Activision insisted that West and Zampella turn over their personal computers, cell phones, and other such devices for review. When the pair cited their right to privacy, they were told that asserting that right would be considered insubordination.

Beyond the investigation and the way it was conducted, West and Zampella are also accusing Activision of trying to back out of a 2008 agreement with the developers. Under the terms of that deal, West and Zampella would extend their contracts until October of 2011 and deliver the finished version of Modern Warfare 2 by November 15, 2009.

In return, the publisher promised to give the pair creative control over any Call of Duty game set after the Vietnam era (including near-future and far-future versions) or using the Modern Warfare brand. West and Zampella also claim the agreement gave them the right to run Infinity Ward independently of Activision (while remaining a wholly owned subsidiary of the publisher), to develop a new intellectual property after finishing Modern Warfare 2, as well as increased compensation in the form of stock options and royalties for all Call of Duty games, as well as non-Call of Duty games that are built using Infinity Ward’s Modern Warfare engine.

“Activision has adopted the corporate strategy of forcing Messrs. West and Zampella to sue for their pay–in the hopes of either getting away with not having to pay them anything, or maximizing its leverage to reduce that pay,” the suit alleges. “Such actions are not surprising, given that Activision is run by a CEO who has been publicly quoted as believing the best way to run a videogame studio is to engender a culture of ’skepticism, pessimism, and fear,’ and who prefers to pay his lawyers instead of his employees.”

West and Zampella are demanding $36 million in damages (as of the date of the filing), future royalties, legal fees, and a judicial determination of their rights to creative control of the Modern Warfare brand, as well as their rights over the Call of Duty brand, as stated in the 2008 agreement.

Read and Post Comments | Get the full article at GameSpot


Xbox 360 | Ex-Infinity Ward heads asking for $36 million in suit” was posted by Brendan Sinclair on Thu, 04 Mar 2010 17:41:48 -0800

Indoctrinating the Veterans of a Virtual War [Weekend Reader]

February 28th, 2010 No comments

In the past year, 70,000 men and women enlisted in the U.S. Army. Sixty-seven times that amount – 4.7 million – played Modern Warfare 2 on a console or PC, released one day before Veteran’s Day.

In the latest edition of Foreign Policy, P.W. Singer examines the growing phenomenon of “militainment,” a type of game content that draws praise from actual soldiers and officers as much as it gives them pause in its simplification of a deadly job, and bloodless lack of consequence.

The article is an objective treatment of the subject, spending much of its time describing the history of the genre and the surge in the military’s budgeting for computer simulation training. It has an obvious benefit, one top commanders believe in: “Combat veterans live longer,” said Col. Matthew Caffrey, a professor of war gaming and planning at the Air Command and Staff College. “One reason we use war games is to make virtual vets.”

But demonstrators who object to recruiters using video games to lure teens aren’t the only ones troubled by the simulations’ reduced presentation of war. It’s possible that, in the transition from militainment and game training to live fire with consequences, we can see the age-old argument about violence and desensitization writ large. Managing that, and managing young soldiers’ expectations of what they will face and its aftermath, must become a priority. Because it’s clear that military games are here for good.

Meet the Sims … and Shoot Them [Foreign Policy, March/April 2010]

Not everything about militainment is controversial: Who is going to complain, after all, about trying to find a better way to save soldiers’ lives, help trauma victims, or prevent sexual harassment? And as Maj. Gen. John Custer told Training & Simulation Journal, the world has changed: “You have to realize what generation you’re trying to teach. You know what? PowerPoint is not the way to go.”

But there are many concerns about what these dramatic changes mean for war’s future. With only so many hours in the day, some in the military worry that video games are beginning to edge out real-world training. Navy Capt. Stephen David complained in the service’s in-house journal that the virtual vets arriving aboard his ship lacked “the requisite familiarity with even the most basic shiphandling skills.” Others raise what is called the “O’Brien Effect,” referring to the time talk-show host Conan O’Brien challenged tennis champion Serena Williams to a match, only to defeat her on the Nintendo Wii. At some point, piloting a plane in combat is different from piloting a computer workstation, just as hitting a real tennis ball is not the same as hitting the Wii version.

The real danger of militainment, though, might be in how it risks changing the perceptions of war. “You lose an avatar; just reboot the game,” is how Ken Robinson, the Special Forces veteran who produced Army 360, put it in Training & Simulation Journal. “In real life, you lose your guy; you’ve lost your guy. And then you’ve got to bury him, and then you’ve got to call his wife.”

This is not just an issue for the military, but also for a broader public that has less and less to do with actual war. As Celeste Zappala of Philadelphia, a mother who lost her son in Iraq, told Salon, “I’ve always believed when people participate in virtual violence, it makes the victims of violence become less empathetic and less real, and people become immune to the real pain people suffer.” But for most parents, having to send their children to war is not something they worry about, even as it becomes something that more of them play at.

At the same time, the nexus of video gaming, war, and militainment is growing even fuzzier with the rapid growth in unmanned systems that use video-gaming technology to conduct actual military operations (the United States now has some 7,000 unmanned systems in its aerial inventory and another 12,000 on the ground). Indeed, the executive at robot-maker Foster-Miller worries that it is becoming too fuzzy. “It’s a Nintendo issue,” he told me. “You get kids used to playing Grand Theft Auto moving on to armed robots. Are you going to feel guilt after killing someone?”

With more and more soldiers sitting at a robot’s computer controls, experiencing no real danger other than carpal tunnel syndrome, the experience of war is not merely distanced from risk, but now fully disconnected from it. One Air Force officer speaking to Wired’s Noah Shachtman about his experiences in the Iraq war, which he fought from a cubicle hundreds of miles away, described the feeling: “It’s like a video game…. It can get a little bloodthirsty. But it’s fucking cool.”

A commander of a Predator drone squadron based in Nevada probably best summed up to me the quandaries, for both the military and the public. A former F-15 pilot, the officer described the new generation of unmanned systems operators with awe. Years of video gaming had made them “naturals” in the fast-moving, multitasking skills required for modern warfare. But there was also a cost. “The video-game generation is worse at distorting the reality of it [war] from the virtual nature. They don’t have that sense of what’s really going on,” he told me. This might be the essence of this new era of militainment: a greater fidelity to detail, but perhaps a greater distortion in the end.

Every day, this officer heads off to virtual war. But when he comes home, he doesn’t let his own children play the many war games aimed at them. “We do the car ones instead.”

- P.W. Singer

Weekend Reader is Kotaku’s look at the critical thinking in, and of video games. It appears Sundays at noon. Please take the time to read the full article cited before getting involved in the debate here.


Wii dominates Amazon’s video game best sellers of 2009

January 1st, 2010 No comments

Online retailer Amazon has tallied up sales in its Video Games category for the year 2009, and the results are overwhelmingly in favor of the Nintendo Wii, with nine out of the top ten spots going to Nintendo’s console, various official accessories, and games. The best-selling game on the list is New Super Mario Bros. Wii at spot number 5, a feat made even more impressive by the fact that the game came out in November — selling more copies in under two months than most games sold all year. But above that it’s all Wii gear, from the Nunchuk and the MotionPlus addon to the console itself at the top.

Modern Warfare 2 is the only non-Nintendo title in the top ten, and it’s specifically the Xbox 360 version, while the PS3 version comes in at number 13. There are only two titles exclusive to another console on the list: Halo 3: ODST for Microsoft at 16, and Uncharted 2 for Sony at 18. But that’s not much to cheer about: even the Wii Wheel beat them both. It’s fair to say Nintendo can declare Wii-ctory on Amazon in 2009. See the full list below.

[Via Kotaku]

Continue reading Wii dominates Amazon’s video game best sellers of 2009

JoystiqWii dominates Amazon’s video game best sellers of 2009 originally appeared on Joystiq on Thu, 31 Dec 2009 23:35:00 EST. Please see our terms for use of feeds.

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Modder Makes Remote Play On PS3 A Little More Useful [Mods]

December 31st, 2009 No comments

The prospect of “remote play” – whereby you can play select content from your PS3 on your PSP – is an exciting one, but also one that’s been sadly under-utilised by Sony and developers. Enter the mod scene.

This is the PS3 Wireless Visual Interface, by techknott. Which allows you to do anything and everything you’d normally do on your PS3 on your PSP.

Sounds amazing, but it’s really quite simple; all the device does is stream the PS3’s data directly via a 1.2GHz transmitter, which it then replicates on its own screen and speakers. There are compromises to be had doing this, sure, from graphics to poor sound to slight lag, but hey, you want portability, you’ve always got to be willing to make a trade-off.

What this means is that unlike Sony’s official remote play function, which for PS3 games has to be supported by developers, the WVI streams everything. Even Modern Warfare 2.

techknott’s – PS3 WVI (youtube video and pics included) [ben heck, via Engadget]


A Frag Without the Fest: If Chess Was a Shooter [Feature]

December 29th, 2009 No comments

First-person shooters are great and all. But they’re no where near the size of real-world military conflicts.

In reality, they play more like isolated firefights than all-out war, according to CJ Heine, lead designer at Zipper Interactive.

“The scale has always been missing,” he says.

For example, when you see tracer fire and hear gunshots in other games, it’s usually simulated by the computer “to make the player feel like they’re in a larger battle than they really are,” says Heine.

So he and his team have built what they believe to be a better mousetrap; one that places a human command behind every bullet, air strike, and commotion taking place on screen.

“It’s actual combat between real players,” Heine explains, speaking of MAG, the upcoming multiplayer-only shooter for PlayStation 3. But not only are the game’s actions authentic, the number of simultaneous players it accommodates is staggering: 256 to be exact, a figure that dwarfs the size of previous console shooters.

But my Modern Warfare 2 plays just fine. Why, then, would I want more numbers? What’s in it for me, I ask the designer. Added purpose and broader scope comes the reply. “I think MAG is an evolution of the shooter,” Heine responds. “Running with 256 players actually allows us to recreate the scale and intensity of widespread combat without relying on artificially placed sounds or effects.”

Okay, but what about lag? Some games stutter with only 16 or 32 players online. Sounds like Sony will need a Google-size server farm to manage that many players for a single session. Either that or compromise the gameplay.

While the answer to enable more players would seem to be more hardware, Zipper Interactive says their “new server architecture” allows them to meet the demands of 256 players without the need of costly additional servers.

It’s unclear exactly what they’ve done to ensure stability. And geographical latency is inevitable. But many early previewers have reported surprisingly smooth connections. “Whatever Zipper did with their servers, it’s
working,” said one beta tester.

There is no “I” in team
If you’re one of those independent types or bratty tennis stars that hates team sports, MAG probably isn’t for you. With so many players on screen at the same time, games would quickly spiral out of control without organization, making Unreal Tournament played in a tight corridor look like child’s play.

To provide the much-needed structure, players are divided into 8-person squads, with 4 squads forming a platoon of 32 players, and 4 platoons forming a company of 128 players. Accordingly, group leaders are critical to the success of the team, says Heine-especially a company’s Officer in Charge.

“In many ways, the OIC is similar to a platoon eader in that they cannot personally assign any objectives (like a squad leader),” he says. “But they do control powerful game-changing abilities that can turn the tide of a battle when used properly, such as altering the respawn rates of friendly or enemy forces, communicating the tactical abilities used by squad and platoon leaders, or preventing opposing tactics from being used.”

Translation: In MAG, you’re forced to work as a team. Since there’s no computer-aided actions to guide you to victory, you’ll live or die on the decisions made by your fellow gamers. And if your commanding officer is a douche, your team is screwed. It sounds bad, but it makes for some crazy good unity.

“Just watching the reactions in the beta over the last few months, each company has a vocal set of players, all declaring that their faction is the best or easiest to play with,” says Heine. “It’s great to see the players latching on and creating their own rivalries.”

To advance the ranks into leadership roles and create your own company, you’ll need to earn the trust of your peers by completing objectives, making valuable contributions, and earning experience points over time. This isn’t to say you can go on solo missions, such as sneaking behind enemy lines and sabotaging their supplies. You just can’t be bohemian about it.

“Well-organized squads with good leadership and communication are going to make the difference between a win and a loss more often than the efforts of any one individual player,” asserts Heine.

In the year 2025
Set 15 years in the future, MAG takes place in a fully globalized and diplomatic planet Earth.

But greed and utopia can never co-exist, so the demilitarized world quickly sees a rise in demand for enterprising mercenaries known as Private Military Companies to do its killing.

At first, these companies bade for contracts in a civil manner, much like a commercial firm would, explains Heine. At some point, however, “competitive tensions and minor conflicts escalated into full scale war,” he adds. How convenient for you, Mr. or Ms. gamer.

With the world in turmoil, and weaponry in the hands of opposing private contractors, players will need to choose which company-otherwise known as factions-they wish to fight for before. For veterans, there’s Valor Company, which outfits its troopers with standard-styled military gear. For James Bond lovers, there’s Raven Industries, which relies on high-tech gadgetry to win its battles. And lastly, the S.V.E.R. company-a group of misfit militia-
men with a chip on their shoulder.

But not only do factions give the game a sense of individuality, according to Heine, they dictate how aggressive or defensive teams are in their attack. “Each faction has a unique visual style and reason for fighting, but the differences in weapons, equipment, and missions have the biggest impact on gameplay,” he says. ” Ultimately, factions create a sense of allegiance within MAG, which is rare for a shooter.”

What exactly should you expect from the gameplay then? Look no further than SOCOM, Zipper’s previous breakthrough series for PlayStation 2. “At the core, MAG and SOCOM are similar in that they’re both squad-based military shooters,” Heine admits. “Players already familiar with SOCOM will understand the importance of teamwork and have a set of skills, such as fire discipline, which translate over to MAG pretty well.”

But as previously mentioned, it’s a much bigger party this time-not to mention being a first-person shooter as opposed to SOCOM’s third-person perspective. “MAG takes team based gameplay and elevates it,” says Heine. “As seen in beta, most objectives are fiercely contested by full squads, and some level of teamwork is usually required to have any success with the objectives.”

More specifically, you’ll be destroying enemy bases, ordering commands on the fly with the d-pad, or engaging the front lines using standard first-person shooter controls. For a bird’s-eye view of all 256 players on screen, you can hit the map button to survey individuals battles and assign new objectives our counterattacks.

Slower is better?
First-person shooters are traditionally known for their quickness. Turn a corner. Bust a cap in some guy’s melon. Move on. If it wasn’t already obvious, MAG is not that kind of game.

Your deftness with a firearm is still required, and headshots are still present. Only here you’ll need to plan your attack, since you’ll be commanding or working with upwards of 127 teammates as your opponents do the same.

Aware of how daunting that task may initial seem to some, Zipper has prepared concentrated modes to acclimatize new comers. “If players aren’t quite ready to deal with this many players or levels of leadership, we have other gametypes for 64 or 128 players,” Heine reassures.

The irony here is that MAG’s huge numbers will either make or break the game for some. Since users dictate pace, as opposed to the game itself, MAG plays slower than most. To put it nicely, methodical. As a result, enthusiast gamers seemingly aren’t jamming the pre-order lines to play once the game debuts next month.

“For a shooter-based console game just six weeks prior to launch, MAG’s popularity numbers are a little lower than desired,” says Scott Mucci of GamerMetrics, which tracks interest levels and behavior of some 46 million online gamers. In fairness, this could be because of a recently released juggernaut, Mucci adds.

“Fans of the shooter genre are most likely still focused on Modern Warfare 2,” he offers, also noting that the highly anticipated Mass Effect 2 releases the same day.

Whatever the reasoning for the so-so anticipation, it’s hard not to notice MAG’s draw: filling spacious maps with 256 simultaneous players. MMO without the RPG. Or “massive action game”-take your pick.

Just don’t blame me if you get stuck with a broken team.

MAG arrives Jan. 26 exclusively for PS3. The game is rated “Teen” and retails for $40.

Blake Snow is a freelance writer from Crecente’s neighboring state of Utah. His curious work has appeared on MSNBC, the Wall Street Journal, and GamePro among others. He is currently reading Game Over by David Sheff and thinks you should too.


Slate’s ‘Game Club’ kicks off third year

December 18th, 2009 No comments

Out of the handful of mainstream media outlets that handle video games in a capacity beyond when controversy strikes or the occasional blockbuster’s release, Slate.com’s “Game Club” annually gets together for a critical discussion on the year in games. This year’s crew includes Chris Suellentrop, Leigh Alexander, Mitch Krpata and Jamin Brophy-Warren, and covers everything from the beauty and simplicity of Canabalt to the “shocking and meaningless” Modern Warfare 2 airport scene (their words).

Rather than present a top 10 list list some mainstream publications choose (we’re looking at you, Time Magazine!), the group discusses various themes that pervaded some of their favorite (and less than favorite) games of 2009. You might call it “game criticism,” but we just call it “an interesting read.”

JoystiqSlate’s ‘Game Club’ kicks off third year originally appeared on Joystiq on Fri, 18 Dec 2009 01:00:00 EST. Please see our terms for use of feeds.

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PSN Thursday: Classic Call of Duty, Bayonetta demo beckon

December 3rd, 2009 No comments

If you hadn’t already used that totally legit Japanese PSN account to scoop up the demo of Platinum Games’ Bayonetta, today’s your chance to play the official US preview of the game. If you’ve already played Japan’s demo, well, you’ve played this one. PS3 also gets the original Call of Duty, in the event that you must play COD but are waiting for the Javelin glitch in Modern Warfare 2 to be fixed before engaging in any more of its multiplayer.

There’s also a batch of add-on content for PS3 titles, including Tekken 6 — and, as promised, that one’s free. So is festive LittleBigPlanet costume content in the form of a Santa suit for Sackboy. Oh, and we can’t forget: PSP Minis (yes, they live!).

Choose your platform to view the corresponding release list:

(Note: Continue past the break to view both release lists.)

Continue reading PSN Thursday: Classic Call of Duty, Bayonetta demo beckon

JoystiqPSN Thursday: Classic Call of Duty, Bayonetta demo beckon originally appeared on Joystiq on Thu, 03 Dec 2009 18:15:00 EST. Please see our terms for use of feeds.

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Study scrutinizes shooters for violations of war crime laws

November 24th, 2009 No comments

Two Swiss humanitarian organizations recently examined 20 shooting-centric video games to determine whether they allowed players to break the wartime guidelines laid out by the Geneva Convention — rules which prohibit torture, destroying “protected objects” (such as churches or mosques), or, say, shooting a bunch of people who are waiting to catch a plane. The games observed, which include 24: The Game, Call of Duty 4 and 5 (we assume they meant Modern Warfare 2) and Metal Gear Solid, were largely panned for allowing the player to simply ignore the Geneva Convention’s statutes.

According to a BBC report on the study, the two groups explained that while players of these titles may never become soldiers, these war crime violations could “influence what people believe war is like and how soldiers conduct themselves in the real world.”

In short, you should feel bad about your recent airport murder spree in Modern Warfare 2. Not for the moral implications of killing dozens and dozens of innocent people, mind you — but because it was against the rules.

JoystiqStudy scrutinizes shooters for violations of war crime laws originally appeared on Joystiq on Tue, 24 Nov 2009 12:15:00 EST. Please see our terms for use of feeds.

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PlayStation 3 | Modern Warfare 2 smashes UK sales records

November 16th, 2009 No comments

Modern Warfare 2 sells 1.78 million copies in its first week of sale in the UK, grossing £67.4 million.

Get the full article at GameSpot


PlayStation 3 | Modern Warfare 2 smashes UK sales records” was posted by Nick Akerman on Mon, 16 Nov 2009 05:37:08 -0800

The Best of Big Download: November 9-15

November 16th, 2009 No comments

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We played Modern Warfare 2 for the PC and lived to tell about it! But that wasn’t the only thing that happened in the PC gaming world last week. As we do every week, let’s look at the last seven days on Joystiq’s PC-centric sister site, Big Download.
Exclusive features

Continue reading The Best of Big Download: November 9-15

JoystiqThe Best of Big Download: November 9-15 originally appeared on Joystiq on Sun, 15 Nov 2009 23:59:00 EST. Please see our terms for use of feeds.

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