Daily News Spin March 6, 2001 (Tuesday)
Cyberlore does Star Trek
Activision has officially announced Star Trek: Borg Assimilator,
a game in which you use Borg nano-technology to swallow pristine
environments and subvert their culture. Insert corporate metaphor
here. Another Star Trek game, huh? After Star Trek: Armada, Star
Trek: New Worlds, and the ongoing fumbling of Starfleet Command
II, does anyone without commemorative Spock's Death plates on his
fireplace mantel care?
But wait, there's more. The most significant detail of this announcement
is that the game is being developed by Cyberlore, the fellows who
created Majesty. Majesty was one of the most innovative real time
strategy games of 2000, a year that say plenty of RTS innovation.
Early
screenshots of Borg Assimilator posted on Avault reveal some
potential design similarities. The press release also mentions that
Assimilator will incorporate "unique design innovations pioneered
by Cyberlore Studios". This is the best news for the license
since the Starfleet Battles board game rules were used for Starfleet
Command.
Consider too Bridge
Commander in development by Larry Holland's Totally Games, the
creators of LucasArts' X-Wing series. It's about time the Star Trek
license was handed over to developers with that vision thing rather
than mercenaries chasing the fast bucks blindly faithful fans shell
out for any dreck with a Star Trek logo on the box.
Worst thing for a multiplayer game: Success
Brad Wardell returns with a new
column looking at how success spoils the fun for multiplayer
games.
Agree? Disagree? Post
your thoughts in our forum.
EA wants you!
Ever wondered how game companies compete for talented developers?
Fast Company has an
article about how EA attempts to make sure they have the best
developers on staff.
....So Hare and his team designed an email called "Get in the
Game" and sent it to the 18,000 people who had agreed to receive
correspondence. The email was a fun pitch with colorful graphics
that outlined the various positions that EA was offering and the
qualities it was looking for in candidates. It also included an
enticing "sneak peak" video clip of its soon-to-be-released, highly
anticipated Madden 2001, a game also developed in Orlando, and,
Hare believed, a compelling selling point for why people might
want to work at that studio.
The Madden preview was as slick and as riveting as a movie trailer,
complete with sound effects, grunting football players, impressive
real-life 3D animation, and a dramatic soundtrack: "O Fortuna,"
from Carl Orff's Carmina Burana -- music to get anyone's blood
boiling. And it must have done just that for those people who
saw the video clip and then clicked on a link to get more information
from EA's Florida studio. "We had close to 3,000 people jump from
passive candidates to active ones by going to the Florida link,"
says Rueff. "The Orlando studio was blown away."
It's an article aimed at business types, so there's not a lot there
about games or game creation.
Infogrames wants to be the "Friends" of gaming
The LA Times has an
article looking at Infogrames and their plan to climb to profitability
as well as their history. It was either open a pizza place or a
game company back in the early '80's, and games won.
Our industry has missed an opportunity to target a broader market,"
said Jason Bell, Infogrames' senior vice president of publishing.
"We want to create non-weird, non-nerdy forms of entertainment,
the equivalent of 'Friends' for the interactive entertainment
industry."
In July, Infogrames opened a Los Angeles office to tap into the
Hollywood scene. With Bell as the point man, Infogrames nabbed
the gaming licenses for the movies "La Femme Nikita" and "Men
in Black," as well as for the Peanuts comic strip. Infogrames
also is negotiating for the gaming rights to "M:I-2" and "The
Terminator."
It's an interesting read if you're interested in the background
of these companies.
Website malaise
Fuckedcompany is reporting
a rumor that 20 have been laid off at UGO, which could signal problems
for a number of websites in their network (Shacknews, Old Man Murray,
Evil Avatar, Voodoo Extreme, Stratics, and on and on).
Lum the Mad's site also reported this rumor and Lum penned an interesting
editorial about the whole situation.
We've got mail
Now that we've been around for a few months, we're getting enough
legitimate email to revive our Astonishing Letters section, which
used to consist mainly of emails we just invented. This week, the
designer of Shadow Watch offers a
gracious response to Bruce
Geryk's anti-Shadow Watch polemic. Also, an unruly mob simmers.
3am
Have we mentioned that we love SSG's Warlords: Battlecry? By "we",
we mean Tom. Mark doesn't like the graphics and is busy playing
Ground Control, which has stuff like dynamic lighting and lens flare.
So we were glad to hear from SSG's Mick Robertson, who announced
that some new
RPG scenarios have been posted. These scenarios are the rough
equivalent of those puzzle missions in Red Alert -- no base building
and therefore a limited pool of units. But whereas they were really
annoying in Red Alert, they're a great way to flex your favorite
heroes in Warlords: Battlecry; hence, they're called RPG scenarios.
Designed by a fan named "Llewrend", the scenarios are
difficult, but they aren't as sadistic as "How Good is Your
Hero?", an insidious challenge created by Warlords' designer,
Steve Fawkner. You can find all of them, along with plenty of other
scenarios, on the Warlords:
Battlecry scenario download page.
Click here
to read yesterday's news
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