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Maximum IT
NewsWarner Bros Offering Made-to-order DVDs from Its Film Archive

The economy is tanking and so is the market for film DVDs. All slumps warrant that businesses make the most of their resources. Warner Bros has resolved to do exactly that: it is going to milk old movie titles in its archive for some extra cash. The film studio has begun selling 150 old movies as part of its new DVD-on-demand service. Movie buffs can choose between made-to-order DVDs and digital downloads.

It plans to add 20 movies and TV shows to its DVD-on-demand service every month. The new service will let Warner Bros squeeze some extra cash from its film archive without having to worry about the demand. As DVDs will only be produced when demanded, there is no risk of superfluous production.

Each made-to-order DVD will set you back by $19.95 (exclusive of shipping charges). If you have altogether abolished the old-fashioned habit of purchasing DVDs, you can download these movies for $15 per title.

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NewsF.E.A.R. 2: Project Origin Demo Now Encountering and Assaulting PCs

“Huh?! Oh – hello there. Sorry if we seem a tad shaken; we’ve been playing the newly released F.E.A.R. 2: Project Origin demo, and the default control scheme must’ve jammed our pretzeled fingers right into an alt-tab. Guess we should have seen that coming after the first F.E.A.R.’s somewhat cumbersome default controls, but then, we can’t lean around corners anymore, so forgive us for our lack of vision.

Now then, we’re just going to hop back into the game and—hey! Is that crying? Oh my, we think it’s a little girl. And she’s all alone, her tears softly landing atop the spilled jars of strawberry jam she was clearly trying to sell. Talk to you later, everyone; we’re off to become some little girl’s hero!”

--Nathan Grayson (1989-2009)

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NewsExclusive: F.E.A.R. 2: Project Origin Interview

F.E.A.R. was, without a doubt, one of 2005's best first-person shooters -- deftly mixing balls-to-the-wall, head-exploding action with pee-your-pants level horror. Even better, its sequel, F.E.A.R. 2: Project Origin, is poised to top its award-winning older brother in every conceivable way. We were lucky enough to engage in a quick email exchange with Craig Hubbard, F.E.A.R. 2's Principal Game Designer, and we're posting it here for you today. 

MPC: Is this the end of the F.E.A.R. story? Are we going for a trilogy?

Craig Hubbard, Principal Game Designer: As you’d probably expect, our immediate focus is getting the game done. Beyond that, who can say?

MPC: Was the story arc planned from the beginning, or has it evolved as it’s moved along?

CH: It evolved quite a bit, but that’s normal. What works on paper doesn’t always pan out when you implement it, so you have to make adjustments and do what’s right for the game. We also decided to take out the subplot about the unicorn who lost its horn. It was very emotionally resonant, but didn’t really fit the tone.

MPC: What’s the biggest problem you had with the original F.E.A.R.? How do you aim to correct it in the sequel?

CH: The biggest complaint people had with F.E.A.R. was that the environments were repetitive and bland. The sequel has much more varied and interesting settings.

MPC: Are you developing the game simultaneously for consoles and PC? What’s the game’s lead platform?

CH: The team knew how to make PC games but hadn’t done a console title before, so it was easier to ensure that decisions made for the consoles would work on the PC rather than the other way around. When the project started, we didn’t have our tech up and running on PS3 yet, so Xbox 360 ended up being the lead platform by default but we are still developing for all three platforms at the same time.

Continue reading for Hubbard's opinions on DRM, game engines, AI, and the British Empire. 

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NewsGaming Roundup 9/8/08: Hey Denton, Look!

"With great power, there must also come great responsibility"
-- Uncle Ben, Spider-Man

"With great power and great responsibility, there must also come walls of text."
-- Far too many videogames

It's atrocious, too. Last night, I was forced to read my way through the opening of a game released only a week ago. The game's gloriously rendered prison cell bars would likely have even the rottenest of holding cells in jealous fits, yet mere moments after I moved beyond those gnarled steel beams, I was assailed by a text tutorial of such ridiculous length that it would've benefitted from a rabbit-ear feature.

"This is next-gen?" I wondered aloud.

We can polish graphics to such a sheen that even the most mundane objects wrap their tendrils securely around our eyes and never let go, yet integrating a tutorial with actual gameplay is an insurmountable task? The very thought is absurd, and doesn't exactly get me pumped to play the rest of the game. After all, if gameplay matters so little that the designers couldn't even be bothered to, you know, teach me through interactivity -- a little quirk that I hear makes games sorta cool -- then why should I expect anything better from the rest of their game? It's like popping a Porsche chassis over a Flintstones car; take the thing for a spin and your next stop will be the used-car dealership.

So, which ripe-smelling, antiquated videogame "features" do you think should be given the boot? Are there any that you'd actually like to see stick around?

Today's Roundup is all about the future -- no artifacts from 1993 here. Inside, you'll find only the latest news concerning Deus Ex 3, F.E.A.R. 2 (Yep, that's the name, now), and two separate plans to "save" PC gaming.


Catch it all after the break.

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