Posts tagged 2k Games

Borderlands lands Oct. 20

2K Games confirms hard launch date for Gearbox’s cel-shaded “role-playing shooter” in North America; game will ship in UK, EU, and AU on October 23.

At last month’s Electronic Entertainment Expo, Gearbox Software revealed that its eagerly anticipated “role-playing shooter” Borderlands would ship in October. Now, with retail lines being drawn in the holiday-quarter sand, 2K Games has locked down the PC, PlayStation 3, and Xbox 360 title’s exact launch date: October 20 in North America and October 23 in the UK, mainland Europe, Australia, and other territories.

In an interview with GameSpot, 2K Games president Christoph Hartmann said his company is unfazed by the prospect of launching an untested IP within weeks of high-profile sequels like Uncharted 2, due October 13.

“I don’t think we have to be afraid of competition or shy of what’s out there,” said Hartmann, confidently. “I think this holiday season is a little bit lighter in triple-A games than last year. It’s actually a good holiday to put something out. … There’s always risk and opportunity. The risk is you have a hard time standing out against established IP. The opportunity is you have a lot of traffic here and it can be a much bigger product at retail than it would be otherwise.”

The finalization of Borderlands’ release date marks the end of the vehicle-centric, sci-fi action-RPG’s windy road to release. Announced in summer 2007 as “Mad Max meets Diablo,” the game was touted as having the most unique weapons ever–more than 500,000 randomly generated guns scattered in caches in the game’s open world. However, anticipation turned into frustration when its initial late-2008 release date slipped into 2009. Also, concerns were (initially) raised when the game’s new visual style–viewable below–was introduced this spring.

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Borderlands lands Oct. 20” was posted by Tor Thorsen on Wed, 22 Jul 2009 14:00:17 -0700

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Crosshairs Interview–2K Games on Mafia II

Denby Grace, producer from 2K Games, chats to us about Mafia II.

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Crosshairs Interview–2K Games on Mafia II” was posted by JKoz on Mon, 20 Jul 2009 17:02:32 -0700

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Gearbox was mystery developer behind Duke Begins

Court filings reveal Brothers in Arms studio had been tapped for now-shelved Duke Nukem project.

Last month, court filings in the Take-Two Interactive lawsuit against Duke Nukem Forever developer 3D Realms (incorporated as Apogee Software) revealed another game featuring the first-person shooter icon was in the works at a “well-known game developer” as early as 2007. That mystery developer appears to have been revealed as Brothers in Arms developer Gearbox in the dispute’s latest filing.

As reported by ShackNews and confirmed by GameSpot, a Take-Two response to Apogee’s countersuit drops mention of the Borderlands and Aliens first-person shooter studio in a reference to the original three-company contract for Duke Begins.

The suit reads, “Under the 2007 Agreement, any modification to the development schedule for the Duke Begins game, following Final Concept Approval (as defined in the 2007 Agreement), is permitted without Apogee’s consent provided that both 2K Games and Gearbox (as defined in the 2007 Agreement) consent to the change.”

Gearbox has a fair amount of work on its plate even without Duke Begins. The studio is at work on Borderlands for Take-Two in preparation of an October launch, as well as the sci-fi first-person shooter Aliens: Colonial Marines for Sega. Looking further out, Gearbox also has its War Hero project, for which the studio registered a number of trademarks last month.

Take-Two acknowledges elsewhere in its filing that development on Duke Begins has been shelved “for the time being,” but disputes that the project was put on hold to delay royalty payments that would have been owed to Apogee.

The current legal impasse between the two companies stems from the fact that Take-Two holds the publishing rights for Duke Nukem Forever, preventing Apogee from taking it to another company. Since Apogee owns the Duke Nukem IP, Take-Two can’t commission another studio to make a game without the developer’s consent.

According to a May 18 statement from Apogee, Take-Two tried to buy the Duke Nukem IP outright earlier this year. However, according to the developer, “Take-Two’s proposal was unacceptable to 3DR for many reasons, including no upfront money, no guaranteed minimum payment, and no guarantee to complete the DNF game.”

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Gearbox was mystery developer behind Duke Begins” was posted by Brendan Sinclair on Tue, 14 Jul 2009 10:57:19 -0700

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BioShock 2 delayed

[UPDATE] 2K Games pushes 2K Marin and codeveloped dystopian shooter out of its current fiscal year, CEO confirms 360, PS3, PC launch during first half of 2010; new multiplatform GTA in doubt for fiscal 2010.

With BioShock 2 just four months away from its previously announced November 3 release on the Xbox 360, PlayStation 3, and PC, Arkane Studios made the somewhat surprising announcement last week that it had been tapped to lend design, animation, and art work on 2K Games’ dystopian shooter. As it would turn out, the French developer is going to have more than just a handful of months to assist 2K Marin, 2K Australia, and Digital Extremes on the production.

Take-Two Interactive today announced that it has pushed BioShock 2 into its 2010 fiscal year, which begins November 1, 2009, and runs through October 31, 2010. According to the publisher, BioShock 2 was delayed “in order to provide additional development time for the title.” As the game would have secured retailer purchases before its November 3 consumer street date, Take-Two had previously considered BioShock 2 as a part of its current fiscal year.

Unsurprisingly, Take-Two also took the opportunity to lower its revenue projections for the remainder of its current fiscal year. The publisher now expects to bring in $120 million to $130 million during its in-progress quarter, with fourth-quarter sales revised downward to $350 million to $400 million.

For the full fiscal year ending October 31, Take-Two expects revenues of $960 million to $1.0 billion, with a per-share loss of $0.80 to $0.95. Previously, the company had expected to take in $1.05 billion and $1.15 billion dollars in revenues, a number that was itself revised after Take-Two delayed Mafia II and Red Dead Redemption to its fiscal-year 2010 in May.

“We recognize that our revised outlook for the balance of fiscal year 2009, due to both internal and external factors, is a disappointment,” Take-Two chairman Strauss Zelnick said in a statement. “That said, we concluded that moving the release of BioShock 2 into fiscal year 2010 was the right decision for the product. We believe the result will be a more compelling consumer experience and a better performing product in the marketplace. At the same time, near-term retail conditions have proven to be more challenging for our business than the assumptions built into our prior outlook.”

Following today’s announcement, Take-Two held a conference call with investors to discuss BioShock 2’s delay and its ramifications on the publisher’s fiscal-year outlook.

“We believe the value of the BioShock franchise will be maximized in the long term by taking this step,” Take-Two CEO Strauss Zelnick said as part of today’s conference call. Zelnick also said that today’s revision was partly due to softness in the publisher’s baseball business.

“Our goals for fiscal 2010 include operating the company on a profitable basis without the release of a new Grand Theft Auto multiplatform release,” said Take-Two CEO Ben Feder. Feder also confirmed that BioShock 2 is expected during the first half of 2010.

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BioShock 2 delayed” was posted by Tom Magrino on Mon, 13 Jul 2009 13:41:48 -0700

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BioShock 2 zaps fourth dev house

2K Games taps Arx Fatalis creator Arkane Studios to lend “design, animation, and art” expertise to story-driven FPS.

BioShock 2 is due to hit store shelves on November 3 for the Xbox 360, PlayStation 3, and PC, and 2K Marin has had no shortage of help in seeing that happen. Along with tapping original BioShock collaborator 2K Australia for the game’s technological component, 2K Games signed on Dark Sector developer Digital Extremes to craft the game’s multiplayer component.

Now, BioShock 2 has picked up a fourth developer, as Arkane Studios revealed that it will be lending “design, animation, and art” assistance to the title. Based in Lyon, France, with offices in Austin, Texas, Arkane Studios is perhaps best known for 2002’s well-regarded Arx Fatalis. Arkane also handled the original edition of Ubisoft’s Dark Messiah of Might and Magic for the PC, which debuted to a measurably positive reception in 2006.

“Under the direction and leadership of 2K Marin, Arkane is assisting in the creation of levels that embody the aesthetic and gameplay ideals that make BioShock such a unique and exciting experience,” commented 2K Marin producer Alyssa Finley on the collaboration. It is unclear when Arkane Studios was added to the project, and 2K Games had not responded to GameSpot’s request for comment as of press time.

For more on BioShock 2, check out GameSpot’s previous coverage.

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BioShock 2 zaps fourth dev house” was posted by Tom Magrino on Fri, 10 Jul 2009 09:55:26 -0700

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2K Games and Bethesda Softworks Announce BioShock and The Elder Scrolls IV: Oblivion Bundle Now Available (BioShock)


2K Games and Bethesda Softworks, a ZeniMax Media company, announced today that the BioShock and The Elder Scrolls IV: Oblivion Bundle is now available at retail outlets across North America.
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Shippin’ Out July 5-11: The Bigs 2, Tales of Monkey Island

2K Sports’ baseball slugger and Telltale’s cartoon pirate adventure episode sail into retail while BioShock/Oblivion bundle and ARMA II report for duty.

After a July 4th weekend that saw a myriad of fireworks spangle the sky, gamers may find that this week’s game selection is especially bleak by comparison, with only a handful of new releases.

One new game, at least, will allow Americans to celebrate one of their country’s iconic mainstays: baseball. In 2K Sports’ latest baseball game, The Bigs 2, players will notice several modifications over its predecessor, including a wheelhouse pitching mechanic, an updated rookie challenge mode, and regular Season mode. The E-rated game will be available on the Xbox 360, PlayStation 2, PlayStation 3, Nintendo Wii, and PlayStation Portable.

Telltale Games will release the first chapter of its episodic adventure series Tales of Monkey Island for the PC and Wii this week exclusively as a digital download. The upcoming chapter from the Monkey Island franchise will feature original cartoony characters such as pirate Guybrush Threepwood and the ghost LeChuck. The first chapter, Launch of the Screaming Narwhal, will come out this week, with each of the following four chapters to be released every month for the next four months. Chapter one will initially be available only on WiiWare and the publisher’s website.

2K Games will release a new bundle of the dystopic first-person shooter BioShock and fantasy RPG Elder Scrolls IV: Oblivion. The BioShock & The Elder Scrolls IV: Oblivion Bundle will bring together two commercially and critically acclaimed titles, with BioShock and Elder Scrolls IV: Oblivion both shipping more than 1.5 million copies less than three weeks after release.

Rounding out the pack is 505 Games’ modern first-person shooter ARMA II. The game has already been available in Europe and for worldwide download on Steam, but will finally hit North American shelves in physical form this week. The follow-up to ArmA: Armed Assault, this successor features new characters, improved AI, and an online multiplayer mode.

For further details on the week’s games, visit GameSpot’s new releases page. The full list of downloadable games on the PlayStation Store, Xbox Live Marketplace, and the Wii Shop Channel will be revealed later this week. Release dates are based on retailer listings and are subject to change.

JUNE 5, 2009
No new releases scheduled

JUNE 6, 2009
No new releases scheduled

JUNE 7, 2009
ARMA II–PC–505 Games
The Bigs 2–PS2, PS3, PSP, Wii, X360–2K Sports
BioShock & The Elder Scrolls IV: Oblivion Bundle–PC, X360–2K Games
CID The Dummy–PC, PS2, PSP–Oxygen Interactive
Tales of Monkey Island Chapter 1: Launch of the Screaming Narwhal–PC, Wii–Telltale

JUNE 8, 2009
No new releases scheduled

JUNE 9, 2009
No new releases scheduled

JUNE 10, 2009
The Hardy Boys: The Perfect Crime–PC–Dreamcatcher

JUNE 11, 2009
No new releases scheduled

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Shippin’ Out July 5-11: The Bigs 2, Tales of Monkey Island” was posted by Matthew Peters on Sun, 05 Jul 2009 12:00:00 -0700

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Take-Two was developing new Duke Nukem for ‘10 – Report

Legal documents from countersuit contend publisher had commissioned “well-known” third-party developer to make a new title called “Duke Begins”; project allegedly stopped this past April.

Like most legal battles, the courtroom struggle between Duke Nukem Forever developer 3D Realms and publisher Take-Two Interactive is progressing at a gradual pace. One month after Take-Two sued 3D Realms, the latter’s parent company, Apogee Software Ltd., filed a countersuit on Friday in the US District Court of Southern New York, which was spotted by GamePolitics. (The company also uses the Apogee name for its handheld and classic game division, relaunched in 2008.) Besides denying most of the initial suit’s claims, the new filing also revealed that Take-Two was working on its own new Duke Nukem game.

Though briefly mentioned in the main body of the suit, the game and its origins are best described in the background information at the 20-page filing’s end. It says that as part of an October 22, 2007, agreement, “Apogee granted [Take-Two subsidiary] 2K Games the exclusive rights to develop and publish a new videogame based on Apogee’s Duke Nukem franchise.” Later on in the suit, the studio is identified as a “third-party” shop, not one of Take-Two internal studios.

According to Apogee’s filing, the new game was given the working title of “Duke Begins,” possibly hinting at a Batman Begins-style reboot or prequel. 2K Games had reportedly commissioned a “well-known game developer” to start work on the game within two months of the October 2007 filing, with Apogee retaining approval rights. A similar arrangement saw 3D Realms oversee Human Head Studios’ development of the 2006 relaunch of Prey, published for the PC and Xbox 360 by 2K Games.

The suit says the original launch date for Duke Begins was mid-2010 under a development schedule approved by Apogee. The agreement would see royalties from the game be used to pay back a $2.5 million loan Take-Two made to Apogee to complete Duke Nukem Forever, which would presumably be released before Duke Begins. However, a clause in the agreement hinted that DNF–first announced in April 1997–could be released as late as October 2012 before Apogee would be forced to repay the loan.

However, Duke Begins was never to see the light of day. Apogee’s suit contends that, “upon information and belief”–which is legalese for “as far as we know”–Take-Two “halted or otherwise canceled all development for by the third-party game developer on the Duke Begins game in April 2009.” The company contends that any such move was done without its consent and has “materially harmed Apogee” due to loss of royalty revenue.

The October 2007 agreement also saw Take-Two relinquish publishing rights to both a Duke Nukem Forever sequel and a game based on a potential film based on the risque shooter series. However, the current legal impasse between the two companies stems from the fact that Take-Two holds the publishing rights for Duke Nukem Forever, preventing Apogee from taking it to another company. Since Apogee owns the Duke Nukem IP, Take-Two can’t commission another studio to make a game without the developer’s consent.

According to a May 18 statement from Apogee, Take-Two tried to buy the Duke Nukem IP outright earlier this year. However, according to the developer, “Take-Two’s proposal was unacceptable to 3DR for many reasons, including no upfront money, no guaranteed minimum payment, and no guarantee to complete the DNF game.”

Apogee’s counterclaim also reveals that all the agreements were only for a PC version of Duke Nukem Forever. Until May 1, 2009, the companies were negotiating an agreement for Apogee to develop a 360 version of the game–which obviously fell through.

Finally, Apogee also laid out the blame for Duke Nukem Forever’s 12-year development period. The culprits were “personnel changes over the years, software and hardware technology changes and upgrades, gameplay changes and enhancements, and switching from the Quake II engine to the Unreal engine during the project.” Apogee contends, though, that the delays didn’t matter, since “a completion date has never been set by either Apogee or Take-Two or otherwise contractually agreed between Apogee or Take-Two.”

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Take-Two was developing new Duke Nukem for ‘10 – Report” was posted by Tor Thorsen on Mon, 22 Jun 2009 17:16:59 -0700

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UK Release Confirmed for BioShock & The Elder Scrolls IV: Oblivion Bundle (BioShock)


Following this morning’s revelation that 2K Games and Bethesda Softworks are set to deliver a very high-profile double-pack for Xbox 360 and PC in the US, confirmation has now arrived of a UK release. The BioShock & The Elder Scrolls IV: Oblivion Bundle will make it’s way to UK stores this July, with a very respectable price-tag.
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Mafia II Updated Impressions

Action and drama combine in this narrative-driven mob tale from 2K Games.

Though numbers count for only so much, the nearly 700-page script that is behind the narrative of 2K Games’ upcoming open-world action game Mafia II should be a good indication that the team’s focus on telling a compelling story is perhaps the primary goal. More telling is the fact that the team at 2K Czech (one of 2K Games’ newest development studios) isn’t even creating a multiplayer mode in the game. Instead, the team seems determined to raise the bar for video game storytelling while still making a game that’s a lot of fun to play. We had a chance to see the latest slice of Mafia II behind closed doors at 2K’s E3 press room.

You play as Vito, an Italy native and former soldier whose only goal in life is to make a living for himself in America. Of course, this being a mob tale, Vito’s path through life has resulted in taking a job within organized crime. That said, this isn’t a game about Vito’s rise to the top of the Mafia; rather, it seems the devs are aiming for a more plausible and human story, one producers liken closer to Goodfellas than The Godfather.

The demo showed during the presentation took place about three to four hours into the game, with Vito taking his car across the snowy streets of Empire City, the fictional town in which Mafia II takes place. Producers said that there are elements of real-life cities found in the design of Empire City and the 20 neighborhoods that make up the city will have their own distinct look and feel. It’s worth noting that Mafia II takes place during a 10-year span beginning in the mid-1940s and ending in the mid-1950s. Those eras will be defined not just by their look (with period-style autos to drive and old-school advertisements spread around town) but also by the music playing in the background (including licensed music from that particular time period).

After sliding around on the icy roads of Empire City, Vito made it to his destination and on to the next mission. The mission in question called for Vito and his crew–the wisecracking Joe and the ice-cold Henry (who, unlike Vito, is a “made man”)–to take out a small-time hood nicknamed the Fat Man, who has been operating an illegal distillery but refusing to pay his protection money to the local Don. It doesn’t take much imagination to figure out what happens next.

As Vito, Joe, and Henry discuss the plan to take out the Fat Man, you get a sense for the tight dialogue and attention to detail that the development team has paid to each of the characters. Vito isn’t a reluctant mobster, for example; as a former soldier, he’s killed before and, as the Fat Man would soon find out, he has no compunction about killing again. The tightly wired Henry is also more than he seems, and the interaction between the three characters looks set to be a continuing source of entertainment throughout the game.

Once the Fat Man arrives on the scene, the three Mobsters open up on him and his crew with a hail of machine-gun fire while perched in a building across the street. After devastating the crew and exploding the Fat Man’s cars (and thus his means for escape), Vito and Friends head into the distillery to chase him down and finish him off.

Chasing down the Fat Man through the distillery, Vito will run into plenty of enemies to fight his way through. Although you don’t have direct control over Joe or Henry, the producers said that they’ve put a lot of work into making sure that your buddies aren’t a hindrance; as a result, they’ll follow your lead, charging in with guns blazing where appropriate and taking cover when you hide. We saw a mixture of weapons in the game, everything from pistols and machine guns to shotguns and explosives such as Molotov cocktails (which, for perhaps obvious reasons, can be especially destructive when used in a distillery).

After trading some more bullets, the trio eventually catches up with the Fat Man, who’s found cornered, trembling, and begging for his life. What transpires is a scene that’s as strong in narrative as anything that we’ve seen in the genre this year: Henry jams his gun into the Fat Man’s mouth, the camera shifts to Henry’s face, and a single gunshot is heard. The camera then shifts to a shot of a smoking revolver being held by the Fat Man, at which point Henry tumbles to the ground with a bullet of his own. Joe and Vito, not believing what has just happened, unload on the Fat Man with a slew of bullets, resulting in one of the more dramatic death throes we’ve seen in a while, with some extremely effective camera angles that add to the overall tension of the scene.

At this moment, the gameplay mission shifts from a simple hit to keeping Henry alive. Joe, being the strongest of the group, hauls Henry up on his shoulders as the three begin their escape out of the building. As Vito, your job is to run interference, taking out any enemies who happen to be in your way. Once out of the distillery, the pressure is really on; as you pile your injured friend into the car, the whine of a police siren becomes audible and your goal becomes to try to get the injured Henry to a Mob-friendly doctor in the area.

After another car chase, the trio eventually ends up on a bridge that’s been roadblocked by the cops. With the police closing in, Henry bleeding out, and Joe panicking, the responsibility for escape is placed squarely upon Vito’s shoulders. How does he pull it off? We don’t know; it was precisely at that cliffhanger moment that our guided demo of Mafia II ended.

The game’s open-world design promises a rich world to explore. Combine that with characters that are likable (if not exactly lovable), and a story that looks to have plenty of memorable moments, and it appears that Mafia II is on track for success. The original Mafia was a minor cult classic; here’s hoping that its successor is an upgrade in every possible way. Stay tuned for much more on the game in the coming months.

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Mafia II Updated Impressions” was posted by Brian Ekberg on Thu, 04 Jun 2009 17:32:47 -0700

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