Posted 10/18/08 at 12:39:24 AM by Nathan Grayson

(Yes, PC gaming news has been kind of WAR-heavy lately. For those who don't play WAR, and can only wonder what it's good for, skip to the bottom of this article for something fun.)
Warhammer Online may be on a collision course with Blizzard's 18-wheeler, WoW: Wrath of the Lich King, but Mythic doesn't plan to flinch out of this game of information super highway chicken.
"Let’s start with what we know is some truly exciting news. I’m happy to announce that in December, the Black Guard and the Knight of the Blazing Sun will officially be part of WAR," said Mythic CEO Mark Jacobs in his first Warhammer State of The Game.
"When they were cut from the game launch plans earlier this year, I said that the Black Guard and the Knight would be part of WAR only when they were great and deserved their place alongside all of WAR’s other compelling classes."
"I also said that we would not charge any additional fees for this new content or put it in a separate expansion pack; that’s not how we operate. We’ve kept to that plan and with the introduction of these two classes, Mythic shows that once again we are happy to keep giving players more value for their subscription dollars than any other MMORPG developer."
New classes? For free? Sure, the classes were set to be in the original game, but we're pretty ok with this.
(Here's a story about mega-famous game designers who dropped out of college. It's really interesting!)
Posted 10/17/08 at 10:20:19 PM by Nathan Grayson

As per usual, the NPD Group kept its giant, cyclopian eye glued to videogame sales for the month of September*. However, as per never before, the Group also decided to compile its weekly retail PC game sales into a colossal monthly communion, full of surprises and intrigue.
Hot Wheels: Beat That set the standard for September, issuing forth a challenge to all other games. 17 games did, in fact, beat that, with at least two unquestionably better games also beating it, but in reverse.
Spore and Warhammer Online: Age of Reckoning took top honors, selling 406,000 and 274,000 units respectively. NPD, sadly, did not divulge digits for any more of the 20 games listed.
It should also be noted that NPD only covers retail sales, so any sales generated by Steam, Direct 2 Drive, or other such outlets do not count.
PC Game Sales (September)
1. Spore / EA Maxis / $50 (Average)
2. Warhammer Online: Age of Reckoning / EA Mythic / $49 (Average)
3. The Sims 2 Apartment Life Expansion Pack / EA Maxis / $30 (Average)
4. Warhammer Online: Age of Reckoning Collector's Edition / EA Mythic / $80 (Average)
5. Spore Galactic Edition / EA Maxis / $79 (Average)
6. World Of Warcraft: Battle Chest / Blizzard / $37 (Average)
7. Crysis Warhead / Crytek (Publisher: EA) / $29 (Average)
8. The Sims 2 Double Deluxe / EA Maxis / $30 (Average)
9. World Of Warcraft / Blizzard / $20 (Average)
10. Spore Creature Creator / EA Maxis / $10 (Average)
11. World Of Warcraft: Burning Crusade / Blizzard / $28 (Average)
12. Civilization IV: Colonization / Firaxis / $29 (Average)
13. Warcraft III Battle Chest / Blizzard / $39 (Average)
14. Civilization IV / Firaxis / $27 (Average)
15. The Sims 2 IKEA Home Stuff Expansion / EA Maxis / $20 (Average)
16. Diablo Battle Chest / Blizzard / $39 (Average)
17. StarCraft Battle Chest / Blizzard / $20 (Average)
18. Hot Wheels: Beat That / Activision / $15 (Average)
19. Crysis / Crytek (Publisher: EA) / $38 (Average)
20. S.T.A.L.K.E.R.: Clear Sky / GSC Game World / $39 (Average)
Jump past the break for overall software sales, with games included. (Exciting preview: Apple fails.)
Posted 10/16/08 at 07:38:19 PM by Nathan Grayson

Well, that was quick. Speaking with GamesIndustry.biz, Blizzard COO Paul Sams claimed that Warhammer Online was no 18-hour raid boss. The battle's over, and the spoils of waaaagh clutter Blizzard's side of the field.
"The good news is that we've seen a significant number of people, well over half, that cited Warhammer as their reason for leaving - they've already returned," Sams said over the deafening roars of BlizzCon.
But, regardless of whether the game's a direct competitor or merely Led Zep to Blizzard's Beatles, Sams handed out Warhammer Online's participation ribbon with an air of humility -- hedging his bets on the MMO's future success.
"I think Warhammer is best positioned to succeed out of the various products that have come out thus far since World of Warcraft has come out. It seems to be a good game, certainly a great company, Mythic and Mark [Jacobs] over there and his team, they're very, very talented," he explained.
"But I think without EA they would have struggled as well, because EA fortunately for them has a lot of money and so they were able to put forward a lot of marketing dollars and were able to support the huge infrastructure that they require for these kinds of games. It's a tough road and as I said, if we had not had the benefits of the trust of our customers because of the years of delivering for them, I think that we could have been in trouble a few times. There have been big challenges and mistakes that we've made and we've been fortunate enough to get by them."
So MPC readers, who's pocketing your subscription money at the end of each month? WoW or WAR?
Both? Don't go down that road, folks. It's a slippery slope.
Posted 10/10/08 at 11:10:09 PM by Nathan Grayson

Quality may not always happily skip hand-in-hand with sales (See: Psychonauts, and then go buy it, please), but when it does, we wear unnaturally large smiles, ecstatic that there's justice in this cold, depressing world. You can imagine, then, that our pearly whites are on the verge of breaking free from our unhinged jaws thanks to Mythic's announcement that Warhammer Online: Age of Reckoning has lured 750,000 players into its overtly war-packed world.
"Thanks to our players, the war between the Realms continues to escalate at an incredible pace," said Mythic co-founder and general manager Mark Jacobs.
And he's not just spouting nonsense from his PR-approved book of hyperbole either; Warhammer's 750k sprint has topped those of both World of Warcraft and Age of Conan, who reached similar numbers within three months and two months, respectively.
But don't start ordering Waaaagh Kool-Aid as a refreshment for WoW's funeral just yet. It should be noted that boxed copies of Warhammer Online came with a free one month voucher, cancelling out the game's subscription fee for a limited time. With the game's money vacuum soon to be fully operational, will players stick around for another month?
We sure hope so. Warhammer seems genuinely different from other MMOs, and it'd be a shame to see it sink. Also, gaming just wouldn't be fun anymore if we couldn't constantly tell our friends "It's 'hammer time," before darting off for a play session.
Posted 09/25/08 at 08:24:40 PM by Nathan Grayson

When Mythic proclaimed its intent to only credit Warhammer dev team members who were on board at or around the game's launch, it more or less shot controversy a lashy eyed "Oh, I'm digging you" look. But seeing as Mythic has bigger battles to fight, the developer decided this was one sh***storm it couldn't afford to weather. Thus, the Warhammer Online developer has provided -- but not credited the writers of -- this list of steps to resolve the crediting controversy:
- In-game and manual credits will be reserved for the launch team.
- Mythic will create an online database listing the name and title of everyone who contributed to a project, regardless of current employment status. Additionally, the studio will make best efforts to provide this information for its previous online games
Step three, which apparently wasn't important enough to make the list, involves partying-up with the IGDA to "promote fair and accurate trade reporting across the industry."
Overall, though, we couldn't be happier with Mythic's decision. Great job, guys!
Posted 09/23/08 at 10:31:26 PM by Nathan Grayson

This is freaking brilliant. Warhammer Online, as with any MMO, is home to a number of -- in this case, preternaturally quick -- gold spammers. But unlike those other MMOs, whose developers only emerge, spit a "Get off my lawn!" at the gold-amassing fiends, and then stomp back into their lairs, far too uncaring to actually latch the gate behind them, Mythic is taking a different approach.
"Since WAR launched we have been banning these jerks like crazy," Mythic co-founder Mark Jacobs wrote in his blog. "As of Saturday Night, we had banned about 400 of them. My CSRs have a zero tolerance policy. We don’t wait and let them stay in the game and ban them en-masse, my guys ban their useless, time-consuming butts right away. We have a strike team whose sole job it is to get these guys off our servers as quickly as possible."
But that's not even the best part. Jacobs continued:
"This weekend, we unveiled a new wrinkle in the fight against them, the public ban message. Players on our Phoenix Throne server have been treated to special messages when a gold seller/spammer is banned. I’ve given them a wide leash to come up with creative messages to tell the entire community who has been banned and we keep it within the Warhammer universe."
"Messages like 'Tchar’zanek has ordered the slaughter of [Spammer] and all others of his kind who weaken the Raven Host by providing wealth and power to the unworthy' have been seen all weekend. We will continue this policy and expand it to the other servers. We are in for a real fight against these bottom feeders and it will be a long and costly battle but it’s one we are going to take to them and this is only the first step."
We don't know about you, but we've never tossed our hard-earned dollars into a spammer's alchemic pot, and we sure as hell aren't starting now. Now if you'll excuse us, we must return to killing everything that moves and rooting through fresh remains. Ah, nothing like an honest day's work to set the mind at ease.
Posted 09/03/08 at 08:24:52 PM by Nathan Grayson
Man, advertising sucks.
We've all been there: you're softly striding through a craggy cavern, imperceptibly thin rays of light squeezing their way through cracks in the ceiling. Your eyes pierce through the black just in time for you to notice a vaguely cylindrical enemy galloping your way. Steel clangs against claws and fangs, and your foe slumps to the ground. A thick liquid oozes from the beast's mangled form, but the scent of blood is curiously absent. You decide to take a closer look, and dab your fingers in the liquid. One tentative lick later, you realize what the cave-dweller was dispensing -- the smooth taste of Coca-Cola! Visibly excited, you bottle up a sample. And with that, it's quest complete. Time to head back to Doct R. Peppyre's place for your brand new, Sunkist-orange tabard. Awesome!
But then, while emerging from the cave, you spot a poster on a nearby tree. Turns out, it's a blatant ad for McDonald's. "What the hell?" You wonder aloud. Then, sense of immersion annihilated, you rage-quit the game.
Obviously, the above situation is completely ludicrous. In-game advertising is never so out-of-place or in-your-face. And, in a fairly roundabout way, that's the point I'm trying to make: in-game advertising isn't as bad as gamers seem to think. Given a decent context, true-to-life ads can even make a game more immersive, while also putting extra cash into publishers' pockets.
But what's your take? Are in-game ads a detriment to your experience, or is Human Billboard your favorite race/class combination?
Well, today's Roundup is loyal only to you, fair reader, but could use some extra money and aims its commentary straight at the pleasure center of your brain. Inside, you'll find the latest news on a public E3, the oft-delayed Firefly MMO, EA's secret plans, and more.

It's all after the break.
Posted 08/21/08 at 08:39:20 PM by Nathan Grayson
"Mwahahaha," I cackled gleefully as I skewered a yet another hapless Storm Trooper in the recent Star Wars: The Force Unleashed demo. "Help!" the poor soldier's cry echoed off the walls. But I didn't care. With a flick of my character's wrist, my foe's armor was put to its final test: a steel reinforced ceiling. My grin only widened when gravity yanked the Storm Trooper out of his skyward flight, planting him on the cold floor with a satisfying crack.
I'm a maniacal jerk.
Or at least I was -- in the game. Actually, "irl," I'd say I'm a fairly mild-mannered person. But unless you consider cheaply-constructed, mass-produced action figures to be an artistic medium, videogames are the only medium that allows us to act out our (seemingly sick) fantasies. Gaming's greatest detractors fault our hobby for being violent, and I'm not inclined to disagree with them. But hey, over-the-top violence goes hand-in-hand with interactivity. With the aforementioned action figures, many of us staged tumultuous battles, with swords, guns, fists -- everything -- in an almost primal manner. And it was fun.
Fact is, people are inclined towards violence. We wolf down popcorn while watching actors pretend to put bullets in each others' brains; we slow down traffic for a gander at a car accident. Our media expresses this -- caters to it, even. But society goes on. Few of our sane population are lugging around shotguns or holding up convenience stores with trusty stabbin' knives. Sure, circumstances cause people to do some pretty awful things, but generally out of necessity -- not for fun. And really, that's why videogame violence is great. It's catharsis -- a harmless arena in which we can live out our horrific, Trooper-smashing fantasies.
So, what's the most sadistic, cringe-worthy thing you've ever done in a game? To take things a notch further, think about the gamess you typically play. How many of them aren't in some way violent?
Today's Roundup features games that are, as you'd expect, violent, but one in particular uses its controversial brand of destruction to further a greater cause. In addition, you'll find Clive Barker's pie-in-the-sky dreams for the horror genre, hardware manufacturers' dirty little piracy-related secret, and more. It's all after the break.






