Posts tagged Critical Reception

Battlefield 1943 recruits 600,000

EA claims Dice’s multiplayer-only WWII shooter secured day-one, week-one sales records worldwide on Xbox Live, North America on PSN.

By many accounts, EA Dice delivered on its multiplayer-only installment in the burgeoning Battlefield franchise two weeks ago, attracting a strong critical reception for the Xbox 360 and PlayStation 3 downloadable game. However, Battlefield 1943’s launch was marred by significant instability, especially on Microsoft’s console, as EA scrambled to add additional play servers after drastically underestimating gamers’ enthusiasm for the online title.

Today, EA put that enthusiasm into perspective, announcing that Battlefield 1943 had sold more than 600,000 copies across the Xbox 360 and PS3 editions of the game since its July 8 launch. That sales tally, the publisher notes, secures the title for “fastest selling day one and week one download-only game” worldwide on Xbox Live and in North America for the PSN. Battlefield 1943 is available for $15 (MSP1,200).

Upon its initial offering, Battlefield 1943 featured three maps, where 24 combatants could engage on land, air, and sea. EA Dice offered a fourth map–the air-combat-heavy Coral Sea–on the condition that the player community achieve a total of 43 million kills. This feat was accomplished on Xbox Live five days after launch, with the PSN milestone secured on day eight.

A PC edition of Battlefield 1943 is expected in September. For more information, check out GameSpot’s previous coverage of Battlefield 1943.

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Battlefield 1943 recruits 600,000” was posted by Tom Magrino on Thu, 23 Jul 2009 10:00:44 -0700

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Drifting in Need for Speed: Shift

While critical reception for the Need for Speed series has certainly fluctuated over the years, EA’s long-running racing franchise has managed to excel in one area time and time again: the ability to keep people guessing about what the next game will offer. Need for Speed: Shift is the latest in the series to keep fans on their toes, foregoing the heavy narration and exaggerated physics of last year’s Undercover in favor of realism, realism, and more realism. But even as the series moves from police barricades to clean takeovers, time trials and circuit races aren’t the only thing you’ll see in Shift. Yesterday, EA dropped by the GameSpot office to show–among other things–the new drifting events.

Drifting appeared in Need for Speed as recently as 2007’s ProStreet, so this particular racing discipline is hardly new to the series. But along with a new development team in Slightly Mad Studios, Shift uses an entirely new physics engine, so the way cars feel and handle as you glide through these prolonged curves is an altogether different experience from drifting in previous games.

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The way it all works is fairly simple. Certain location in the game, be it Silverstone Circuit or the streets of London, offer a number drifting-specific layouts that feature a handful of wide curves on a point-to-point course. As you approach these curves, you jam on the handbrake button and watch as your rear-wheel drive car tails to the side, and from there it’s a delicate balance of counter-steering and light breaking or accelerating in order to keep your vehicle skidding sideways while maintaining momentum. Down the line, more technically advanced courses add straight-aways filled with obstacles like hay bales to negotiate with.

You’re ultimately judged by a combination of how quickly you complete the course and how much drifting you actually do. On the track you’ll see the usual green line that lets you know the ideal path to take through a corner, plus a much thicker, drift-specific line that acts as a sort of scoring zone to tell you where you’ll need to stay in order to achieve maximum points. The physics during these events have also been tuned to allow for easier drifting, so if for some reason you decide to drive through the corners as though they were a normal track, you’ll find yourself skidding around without much effort.

That being said, there’s still a distinct learning curve to these events. On my first attempt at drifting–which took place in a Toyota Corolla GTS–I found myself overdoing it with the handbreak, resulting in disastrous 180s and occasional confrontations with the wall. But as I continued to plug away at it, I got a better feel for how much to counter-steer and when to best hit the gas during the turn. I was still pretty awful at it, mind you, but I definitely gained a better appreciation for what it takes to really master these events.

Slightly Mad Studios must be confident in players’ ability to figure out drifting, because these events haven’t been relegated to quick race options; they’re right there in the career mode alongside all the other traditional events. Your success in drifting is just as important as any time trial if you want to get the most out of your racing career in Shift. How does that work, exactly? Funny you should ask. The progression of your career as a racer was the other focus of yesterday’s demo. All that information will be coming to you next Tuesday, so stay tuned.

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Drifting in Need for Speed: Shift” was posted by shaunmc on Thu, 16 Jul 2009 13:47:28 -0700

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APB dev prepping new MMOG – Report

Realtime Worlds founder Dave Jones tells UK conference that his studio will announce new, “ambitious” online game in 2010.

Back in 2003, DMA Design and Grand Theft Auto creator Dave Jones joined with Sony Europe managing director Ian Hetherington and Nintendo of America director of development and acquisition Tony Harman to found Realtime Worlds. At the time, Hetherington noted that Realtime Worlds had two titles in development and that “fans of GTA and next-generation racing games will not be disappointed.”

Of the first, Hetherington was clearly referring to APB, a persistent-world online shooter that Electronic Arts will be distributing in early 2010. The second title was presumed to be Crackdown, an open-world Xbox 360-exclusive action platformer that garnered a positive critical reception when it debuted in 2007. As it turns out, though, that wasn’t necessarily the case.

As reported by UK-based GI.biz, Dave Jones said as part of the GameHorizon conference in Newcastle, UK, today that Realtime Worlds’ first game has yet to be announced. Jones reportedly said that the developer initially secured $30 million to fund the unnamed game. However, because the title was so “ambitious,” the studio opted to first launch APB.

Realtime Worlds subsequently found an additional $50 million in backing in 2008, shortly before repurchasing APB’s publishing rights from Webzen.

Of the new game, Jones reportedly confirmed that it will be a massively multiplayer online game. Additional details on the title were not revealed, however, with Jones said to have noted that Realtime Worlds will officially announce the project in 2010.

Last week, Realtime Worlds announced that the studio now employs 250 staff, with the Dundee, Scotland-based developer intending to increase that number to 300 by 2010. Realtime Worlds is currently looking to fill some 40 positions, one of which is for a design lead on the unannounced MMOG.

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APB dev prepping new MMOG – Report” was posted by Tom Magrino on Tue, 23 Jun 2009 15:51:36 -0700

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