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Posted by Rock, Paper, Shotgun Jul 30 2012 09:12 GMT
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When the first Brits crawled out of the primordial soup that is Blackpool’s unpleasant beachfront, one oozing cataract of a creature looked at his fellows and gurgled, “It’d probably be sensible to have one legally enforceable age rating system for games.” It’s not clear whether any of the pioneering pustule’s amorphous companions even disagreed but the fact remains that it wasn’t until the dwindling days of July 2012 that the plan came to fruition. As of today, ratings using the Pegi system are legally enforceable and the BBFC certification for games has been dropped. The diagrams indicating areas of concern will stay, which is good, because they warn about things like drugs, sex and spiders.

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Posted by Rock, Paper, Shotgun Jul 30 2012 08:00 GMT
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Skyscraper is an odd word. Natural, perhaps, that it came into use but extremely strange that it’s now a standardised part of the lexicon. It’s as if the common term for a mine was a landwounder or, for a dam, riverblocker. Except those are more literal. There’s a poetry to skyscraper, so how about calling an oil rig a seaspoiler or a turbine a windwrestler? That brings us, not so neatly, to Windforge, a side-scrolling crafting, fighting and exploration game that allows the player to build ships. Sky ships. It’s then possible to ram those ships into things at high speed. Video awaits!

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Posted by Joystiq Jul 29 2012 20:00 GMT
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Baldur's Gate: Enhanced Edition will support cross-platform co-op, allowing the iPad to function with Android, Mac and PC, creative director Trent Oster tweeted. To be precise:

"#bgee will have co-op multiplayer and will work across platforms. iPad can play with Android, Mac and PC. On happy gaming family."

Baldur's Gate: Enhanced Edition will launch September 18 for PC, in September for iOS and Mac, and at an unannounced time for Android devices. It is available for pre-order now, for $18 rather than the full $20 if purchased once it officially launches.

Posted by Rock, Paper, Shotgun Jul 29 2012 11:50 GMT
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Sundays. Sundays are for making quips about pig-racing. Sundays are for watching the rain dry up. Sundays are for pondering the future, and the past, and the flavour of videogames.

  • Quite a few people forwarded me this article about the end of 38 Studios this morning. If you are interested in what went wrong, then this is one of those classic tales of misfortune mixing with poor-judgment: “Schilling knew he’d been treated well during his baseball career, and wanted his staff at 38 Studios to feel the same. That meant gold-plated healthcare, for which employees had no paycheck deductions, and top-notch 401(k)s, with the company matching to the legal limit. As 38 Studios grew from 20 employees in 2006 to 42 in 2007 to 65 in 2008, there were plenty of other goodies along the way: free gym memberships, two homes the company rented to temporarily house new out-of-state hires (though that perk was short-lived), and, one year at Christmas, new laptop computers for every employee. Gifts like the computers came out of Schilling’s pocket — he says he spent as much as $2.5 million on that sort of largesse over the years.” It’s all very sad.

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Posted by Rock, Paper, Shotgun Jul 29 2012 10:19 GMT
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Hello youse,

Today I invite you to celebrate my birthday with me, and before we finish I’ll try to get our list of Some Games underway. I want to thank everyone for their reaction to last week’s column. The main reason why it’s an honour to write on a site like RPS is that the quality of comment is usually so very high. You are a bunch of smart-arse clever-clogsies and I like you all very much.

Oh, and by the way… Descent 2nd Edition is out.

DESCENT 2ND EDITION

This week I dropped into one of my local board game shops, just for a wander. That’s what I always say – “Just for a wander”. After last week’s column, though, I told myself that I would NOT be buying any new games. But, forgive me – this week I had no chance, because Descent 2nd Edition was on the shelf, and I did not expect to see that.

I did not expect to see that sitting there.

Now, I’d been told that I would probably be sent a review copy of the game, but I was happy to shell out the 65 quid there and then so that I could take it home. Here’s how I see it – I played Descent 1st Edition like crazy. I got my money’s worth and more. I was comfortable with just laying out that cash for the new edition sight unseen, play unplayed.

I played it that same night.

I played it twice that same night.

I played it twice, in about two and a half hours, that same night.

Anyone who has any experience with First Edition is probably now, at this point, calling me a liar. The first edition of this dungeon-crawler was an enormous, slow-moving thing. A group of heroes fighting an evil overlord for five hours (or more) in a series of tactical, grindy battles in a dungeon full of re-spawning monsters. I’ve played many a session of First Edition where we didn’t even get to finish the scenario. We’d have to call it, because we would be (no joke) falling asleep at the table. This, you would think, is the mark of a deeply flawed game. But our group loved it, regardless. We learned to love its many issues.

Second Edition is still Descent, but it feels like a very different game. And when I say “a very different game” I actually mean “a game so different it’s pretty much a different game, by which I mean actually a different game”. It still wears Descent’s beautiful old rags, but under the rags is the buff, hard body of a muscular new dungeon battle game.

I haven’t put enough time into Second Edition yet to call this anything like a review – I’ll continue with my coverage of the game next week, but here are my first impressions, in handy bullet-points.

  • The game plays quick. The rules are so streamlined that the game can be explained in minutes and the bones rolling a few minutes later.
  • Setting up First Edition used to be a hassle. Second Edition is much easier. There’s less “stuff” and less exploration. The scenarios are smaller too. This is now a game that doesn’t have to be “planned for” on a “special night” like you would plan sex during a marriage.
  • Combat is so clean and quick that you start to wonder what all that weird First Edition clunky crap was all about. There is no slowdown for people doing sums, working out their hits. It can be read fast and the hits applied fast.
  • The miniatures are beautiful. Great quality.
  • The class system (more of that next week) offers a lot of variety. In fact, “variety” is the key word of Second Edition.
  • The scenario book is thick, and full of great stuff. Where Descent quests were once theme-light slaughterfests, there is now narrative and variety in objectives. (There’s that word “variety” again.)
  • The overlord’s job is far easier. His cards can be played on the heroes without any mechanical fuss, and he can focus on moving and attacking with his monsters. This makes the game more fun for everyone at the table.

There’s something major I need to mention here. There was a massive flaw with First Edition that made the game far less fun than it could have been. In First Edition, the Overlord gets rewarded for killing hero players. After death, the hero returns to full health and comes back into the dungeon in a later turn. What this actually meant was that the Overlord always focused his attacks on the easiest to kill member of the hero group. To play the game properly as a competitive thing, as intended, the Overlord always defaulted to bullying one or two players. Where was the point in attacking some tough, high HP hero? He’d take ages to kill, and would then be back at full strength soon after. Pointless. It was always a much better idea to start chasing some poor wizard around the dungeon, as the other heroes tried to keep skeleton archers from popping him with arrows.

Second Edition deals with this beautifully. First of all, the scenarios are objective-based, meaning that hunting heroes is rarely a priority. But the main difference is how death is handled. There is no death. Instead heroes are “knocked out”. Every time a hero gets knocked out they can choose to “Stand Up” in their turn if they’re not revived by another hero first. Whenever a hero comes round from being KO’d, they need to roll to see how much health and fatigue they recover. They will be back in the game, but they will be weakened. I absolutely love this. I love it.

Speaking as someone who always played the Overlord in sessions of First Edition, I was never comfortable with that whole bullying thing. It just felt shitty to be letting loose on one player so often. But you couldn’t choose not to do it. You couldn’t choose to let the weak player live just this once to keep everyone at the table happier. That would change your role to something along the lines of an RPG’s GM, and that’s not the point of Descent at all. I would often hear of people playing the game that way and it would blow my mind. “Oh, when I Overlord I always GM things a bit. Sometimes I choose not to play a card that would win the game for me if I feel that the heroes deserve their victory.” What bullshit is that? If you want to GM, play an RPG, don’t waste time on Descent. Descent is a board game about a bastard trying to beat a bunch of good guys by being as much of a bastard as possible.

Second Edition lets you do this fairly, in a way that feels good. And it’s all because of that KO system. Whether you put down a weak character or a tough character, they’re both getting back up weaker than they started, and almost ready to go down again. Suddenly everyone is equally as vulnerable. I mean, think about it – an adventure could start with some low HP wizard being the vulnerable one, right? A few KO’s later the big tough warrior is the one with the low HP, shitting himself at every trap card you play. That’s such a massive shift that when it hit me during play it completely sold me on Second Edition.

Oh, and it’s so… so… beautiful.

I’ve loved what I’ve played so far. More next week once I’ve looked into the campaign elements of the game.

SOME GAMES

As we start to compile and discuss this list of Some Games, some board games that will do, some board games that are enough, I ask you to keep adding input. If you disagree with my additions, tell me why. The list can change. If you have anecdotes about playing the games, or variants you use, or cool additions you’ve made, write them down in the comments. I can add the best to the page for each game. We’ll try to create a beautiful thing.

There can be no doubt in my mind about which game I’d put into the list first. Many of you suggested it last week, and there is a huge reason why it’s one of the perfect games to have if you’re only going to have some games.

Last week, in the comments section, Stromko said this about COSMIC ENCOUNTER:

“It’s a complex game with great replayability, but it isn’t hard to teach and doesn’t take long to play (usually). I find it less stressful and easier to do well at than something like Settlers of Catan. There are aspects of luck, such as what cards you have available, and how effective your alien powers are in the current situation, but luck has a place I think. Games where you aren’t given a set amount of resources provide a chance for less experienced or weaker players to win.”

While I don’t agree that Cosmic Encounter is necessarily complex, the replayability factor is inarguable. And that whole luck thing, that chaos thing giving inexperience players a leg up? Absolutely. That’s a big tick in the accessibility box. Pantsman (look, that’s his name, okay?) totally smashes it with this:

“Cosmic Encounter – Combines great social dynamics (bargaining, bluffing, backstabbing) with a rule-set of practically limitless variability to create glorious chaos. Takes a while to explain but easy to understand once you get into the swing of it. Always gets people shouting, pointing, laughing, and glaring. My brother almost broke up with his girlfriend when she sided with me instead of him for a shared victory, probably my favourite moment in my entire board-gaming experience.”

Cosmic Encounter, as I’ve said a million times, could be the greatest board game of all time. But that’s not enough to make it onto our list. If you’re only going to have some games, those games need to last. They need to be great forever.

I can’t tell you how many times I’ve played Cosmic Encounter, but I can tell you that it is a different animal every single time you let it out of the box. A simple space conquest game, about establishing colonies on your opponent’s planets, becomes a hilarious, unpredictable riot of a thing when the different alien powers crash into each other. And there are a LOT of aliens in the box, and a lot of powers. Here’s a board game that you can’t prepare for. You have to just deal out the aliens, reveal them, and then try to work out how to approach controlling a surreal new universe.

“Practically limitless variability.”

Yes, Pantsman. Yes. Exactly. Exactly, man of pants.

I put it to you all that the first of our games, the first of some games, must be Cosmic Encounter.

What do you say?


Posted by Rock, Paper, Shotgun Jul 28 2012 14:00 GMT
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Music describing whether our royalty is a human being or not, films about hunting for drugs in toilets and the entire bloody concept of industry aren’t our only exports, you know. Britain is also one of the leading producers of information regarding what games are cheap right now, as is evidenced by my ongoing record of the discounts over at SavyGamer.co.uk. That link to the Olympics was a bit of a stretch. I’m sorry. I don’t get to do the national pride thing very often, I’ll be returning to my usual cynical self soon. In the meantime, why not read this week’s bargain bucket? It’s right here: (more…)


Posted by Rock, Paper, Shotgun Jul 28 2012 12:00 GMT
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As the Kickstarter Katchup grows, I’m scanning the budget to see if I can hire a personal assistant. With 29 tabs open for projects, if Chrome crashes at this point I’m going to walk out the front door and just keep walking. Just for the sake of my sanity, I’m going to have to keep some of the entries shorter, but give them a click if it sounds like something you want to know more about. If there’s a project you’re just aghast we haven’t included, email me via my name above and I’ll take a look – but, you know, try to do it nicely.

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Posted by Rock, Paper, Shotgun Jul 28 2012 09:07 GMT
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Do you enjoy meticulously tweaking the most microscopically tiny details of giant robots? If I cut you, will you bleed gears and heat sinks and perfectly balanced 47-ton rocket pods? Then perhaps M.A.V. – a customization-centric game of mechanized madness from one-man show Bombdog Studios – will strike your fancy. Its creator notes that he’s worked on both Borderlands games and cites Armored Core and the tragically under-appreciated Chromehounds as longtime favorites. Unsurprisingly, the current (read: pre-alpha) result wears its influences on its semi-cel-shaded sleeve. You can check out a demo of Bombdog’s progress so far right here, but obviously, there’s still a long way to go.

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Posted by IGN Jul 27 2012 22:01 GMT
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The PC version of Drinkbox Studios' quirky puzzle-platformer will be released on Steam in just a few weeks.

Posted by Joystiq Jul 27 2012 22:30 GMT
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This is a weekly column from freelancer Rowan Kaiser, which focuses on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. The more I read about, think about, and play Diablo 3 at high levels, the more baffled I am by some of developer Blizzard Entertainment's decisions. An examination of the design of Diablo 3, when combined with the company's public statements on the project, indicate confusion over the goals of Diablo 3, as if there was no conceptual development of Diablo 3 as an overall experience.

Not having been present when decisions were made, I can't speak to the reasons behind Blizzard's choices. But however they were made, those choices have manifested in distinct, negative ways - which should have been easily predicted, yet oddly weren't.

Posted by Rock, Paper, Shotgun Jul 27 2012 20:00 GMT
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Worlds is a curious thing. It’s a cartoonish, cell-shaded, third-person stealth game, with lots of violence. Like a sort of lo-fi Splinter Cell. Before today it was only available in French, but has just been translated into English. There’s a video below, so you can get a bit more of a grasp on what the game is about, and a demo over here for an even more vivid impression. In it you play an interdimensional espionage agent who is tasked with stopping different worlds being aware of each other’s existence.

I think that’s got to be worth a look, eh?(more…)


Posted by Rock, Paper, Shotgun Jul 27 2012 16:00 GMT
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Given its original state at release, it’s a credit to Knights of the Old Republic 2 that people still look back on it with such fondness. Part epic adventure, part brutal deconstruction of Star Wars and many of its most familiar tropes, and unfortunately, only part finished by the time it hit shelves, it was definitely a ride. Now, that ride can be completed properly, with the Sith Lords Restored Content mod hitting v1.8 and declaring its mission finally over.

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Posted by IGN Jul 27 2012 15:25 GMT
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The games are upon us. So who would really win in a race: Sonic or Usain Bolt?

Posted by Rock, Paper, Shotgun Jul 27 2012 13:00 GMT
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That’s as in “A Row With Saints”, of course. You won’t see Johnny Gat downing a beer with Musashi in the new Total War: Shogun 2: Saints and Heroes Elite Unit Pack, as much as that would shake things up. Nor are there any latex nuns, unless they’re just hiding.

With this DLC pack, you will however get the likes of Tadakatsu’s Tetsubo Warriors (“As strong as Oni”), Hanzo’s Shadows (“Can climb walls very fast”), Gozen’s Hime Heroines (“Excellent morale”) and The Spears of Shizugatake (“Vulnerable to Yari and Naginata”) fighting for you on the battlefield. There may even be a trailer to show off what this looks like…

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Posted by IGN Jul 27 2012 11:41 GMT
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Bethesda has revealed a wealth of pre-order exclusives for Dishonored. Which one takes your fancy?

Posted by Rock, Paper, Shotgun Jul 27 2012 10:00 GMT
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Paradox have announced that they will be publishing a new manage-baddies-in-dungeon sort of title from Cyanide. The game, which will be called Impire, features the machinations of micreant Imps, who must be kept happy if your realm of evil is to be kept in working order. The central character is a “demon imp” who can be customised up as you play. Needless to say, your demon imp and his minions will fight waves of baddies handsome good guys as they arrive in your subterranean realm, and you can also send raiding parties to the surface for loot.

The game will feature co-op options, and should appear early next year. First trailer below.(more…)


Posted by Rock, Paper, Shotgun Jul 27 2012 09:00 GMT
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Blood Knights! They’re like normal knights, but much blooder. That’s (I am guessing) the design philosophy behind freshly announced action-slasher Blood Knights, which is being cooked up by Jack Keane devs Deck 13. They explain that their game is “a full blooded Vampire-Action-RPG that features intense combat, tons of weapons, items as well as vampiric abilities that put players in total control over their enemies and let them feel the powers that vampires wield in the Blood Knights universe.” Not only that but it even “features a plot focusing on Jeremy, a vampire hunter who was viciously attacked and bitten during on one of his dangerous missions and is now bound by blood to the sexy, but mysterious, ‘vampiress’, Alysa.” Sexy! Jeremy!

You can see more sexy and Jeremy, below. Mm.(more…)


Posted by Rock, Paper, Shotgun Jul 27 2012 08:00 GMT
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It has become a familiar refrain among racing-game blog posts to lament the DIRT series’ slide away from World Rally sort of action, and towards the EXTREME world of offroad sport, or whatever it’s called nowadays. But they aren’t the only people operating in the theatre of four-wheeled danger, no, because Black Bean are actually still making the World Rally series, the third iteration of which impends on our release horizon. The game is due on October 12th, and you can glimpse a bit of in action below. That looks more like, eh?(more…)


Posted by IGN Jul 26 2012 21:55 GMT
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Checking out Guild Wars 2's intelligent inventors, and a look at the crafting system.

Posted by Joystiq Jul 26 2012 20:00 GMT
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The PC version of Baldur's Gate: Enhanced Edition will be released on September 18, Overhaul Games revealed following a countdown. The iOS and Mac versions will be released in September; the Android tablet version is TBA. In addition, the developer has revealed some of the new content that the Enhanced Edition will contain, namely new characters and a new adventure.

The new character in our gallery, Neera, is "a half-elf wild mage slowly coming to terms with her enormous magical potential." Neera brings with her a new "romantic" adventure, a new area and up to four hours of extra gameplay. The Enhanced Edition also includes The Black Pits, which tasks players with engaging in arena combat at the behest of Baeloth, the "mad drow" who built the pits as a brutal form of entertainment.

Pre-orders for Baldur's Gate: Enhanced Edition are now open on the official site. Those who pre-order get the game for $17.99, two bucks off the usual price of $19.99.

Posted by IGN Jul 26 2012 19:05 GMT
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New details on a remake of the classic RPG game, complete with pricing and release date.

Posted by Joystiq Jul 26 2012 20:00 GMT
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Baldur's Gate: Enhanced Edition will be released on September 18, Overhaul Games revealed following a countdown. In addition, the developer has revealed some of the new content that the Enhanced Edition will contain, namely a new character and a new adventure.

The new character, Neera, is "a half-elf wild mage slowly coming to terms with her enormous magical potential." Neera brings with her a new "romantic" adventure, a new area and up to four hours of extra gameplay. The Enhanced Edition also includes The Black Pits, which tasks players with engaging in arena combat at the behest of Baeloth, the "mad drow" who built the pits as a brutal form of entertainment.

Pre-orders for Baldur's Gate: Enhanced Edition are now open on the official site. Those who pre-order get the game for $17.99, two bucks off the usual price of $19.99.

Posted by Rock, Paper, Shotgun Jul 26 2012 19:00 GMT
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Grid-based asynchronous battles await in Insomnia’s first Facebook game, which is now available to play. I like every word in that sentence except ‘Facebook’, although I also dislike ‘first’ if it appears below one of my posts, orphaned from the rest of the English language. I didn’t get on with Resistance but Ratchet & Clank was a fun time and Outernauts’ character designs have more in common with that series. Nathan dubbed the game “space Pokemon” and that seems accurate, with alien creatures to capture, train and pit against one another. It looks quite decent, but takes the approach of having players pay or wait to take action, which means that now I’ve run out of energy I’ll probably forget to ever go back. Trailer and brief thoughts below.

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Posted by Rock, Paper, Shotgun Jul 26 2012 17:00 GMT
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I’m not sure I should be encouraging this recent habit of indies releasing a single screenshot of their in-development games. When major publishers do that we roll our eyes and shout things like, “THEY’RE ADVERTS FOR YOUR GAMES, YOU IDIOTS – JUST RELEASE DOZENS OF THEM.” Of course, Brian Fargo, and now Stoic are both showing the very first in-game image of a project they recently Kickstarted, likely putting them out before they themselves are ready – there’s a sense of obligation to share things much sooner when you’re funded by a few thousand strangers who want to play the game. And in this first picture of The Banner Saga in action (if you don’t count this one), we can literally see it in action.

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Posted by IGN Jul 26 2012 16:32 GMT
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Square Enix has revealed that Final Fantasy XIV’s sweeping version 2.0 update finally has an official name: A Realm Reborn.

Posted by IGN Jul 26 2012 15:53 GMT
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We want to take you and three of your mates with us to gamescom in Germany to get exclusive hands-on time with 2K's latest epic.

Posted by Rock, Paper, Shotgun Jul 26 2012 14:00 GMT
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Happenings are afoot in the realm of casual gaming. Zynga, the leading casual gaming company, has seen its share price dropping. Not only that, but it has announced its intention to enter the tricky world of real-world money gambling. Things are, quite clearly, not working out as intended. And yet free-to-play casual gaming was supposed to be the most important thing to have happened in gaming since home consoles.

So what’s going on?(more…)


Posted by IGN Jul 26 2012 10:52 GMT
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City Interactive's sniper sequel has suffered yet another delay, pushing release to the crowded start of 2013.

Posted by Rock, Paper, Shotgun Jul 26 2012 08:00 GMT
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Like the headline says, I have something of a conspiracy theory going here. Let’s review the evidence: 1) Valve has never released an official threequel. This, clearly, is because that would put it one step closer to the number eight. 2) I have never seen Windows 8 and Gabe Newell in the same room together. (This could also mean that Gabe Newell is Windows 8.) 3) Search Steam for “metro.” It turns up a series about a Russian nuclear apocalypse. Coincidence? I don’t have to answer that question. 4) When someone mentions Windows 8, Newell makes this face. 5) He recently said some things. He used the word “catastrophe”.

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Posted by Joystiq Jul 26 2012 02:30 GMT
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Despite experiencing stronger revenues in Q2 2012 than in Q2 2011, Zynga reported a $22.8 million net loss for the quarter and lowered its outlook for the rest of the year to adjust for "delays in launching new games, a faster decline in existing web games due in part to a more challenging environment on the Facebook web platform, and reduced expectations for Draw Something."

The social megalith reported revenue income of $332.4 million for the period, up 16 percent over the same period last year, which sounds good until you get to the company's net loss of $22.8 million -- compare that with the $1.3 million in profit reported in Q2 2011.

Addressing investors, Zynga CEO and founder Mark Pincus lauded his company's successful launch of Bubble Safari, as well as The Ville's increasing popularity. "We also faced new short-term challenges which led to a sequential decline in bookings," Pincus said. "Despite this, we're optimistic about the long-term growth prospects on mobile where we have a window of opportunity to drive the same kind of social gaming revolution that we enabled on the web."

Zynga's stock fell during trading as a result of its lowered outlook for the rest of 2012, hitting a low of $4.88 per share before closing the day up at $5.08 a share.