Activision Announces Partnership with Metallica for First Ever
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Reality Inspired Games: Expanding the Lens of Games’ Claims to Authenticity
Reality Inspired Games: Expanding the Lens of Games’ Claims to Authenticity Robyn McMillan, Darshana Jayemanne, Iain Donald School of Design and Informatics, Division of Games and Arts University of Abertay Bell Street, Dundee DD1 1HG +44 1382 308000 [email protected] [email protected] [email protected] ABSTRACT This paper considers the potentials of contemporary games staking claims to realism through documentary and journalistic techniques as part of a wide-ranging cultural and technological phenomenon– ‘Reality Inspired Games’ or RIGs (Maurin, 2018). We argue that RIGs employ design techniques and strategies of legitimation that are valuable to the reactive development cycles in the indie sector, whilst also being beneficial for academic research and development. Through examining traditional documentary and the concept of Bruzzi’s performative documentary (2006) we highlight how this concept may allow developers to negotiate performativity and authenticity in their videogames. We discuss examples of such games in the realm of indie productions, such as That Dragon, Cancer (2016), This War of Mine (2014), and My Child Lebensborn (2018) and Bury Me, My Love (2017). All of which represent new ground for game design, documentary and journalistic techniques that have influenced our work on the MacMillan project. Keywords Reality Inspired Games, Documentary, Performativity, Indie “Much like photographs, paintings, literature and music are capable of transmitting the full range of the human experience from one human to another, so too can games. Due to their interactivity, games are capable of a higher form of communication, one which actively engages the participant and makes them a part of the experience rather than a passive observer” (Brathwaite & Sharp, 2010, p315). -
Activision Signs Multi-Year Agreement with Legendary Game Designer Peter Molyneux
Activision Signs Multi-Year Agreement with Legendary Game Designer Peter Molyneux Santa Monica, CA - March 4, 2003 - Activision, Inc. (Nasdaq: ATVI) announced today that the company has signed an agreement with legendary U.K.- based game designer Peter Molyneux. Under the terms of the agreement, the company has secured the exclusive worldwide rights to Molyneux's new project tentatively titled The Movies for the PC and all video game console platforms. The agreement also grants Activision the option to publish sequels and add-on products to the title. The Movies currently is being developed by Molyneux's Lionhead Studios, whose last title, Black and White, sold almost 2 million units worldwide. Black and White topped PC sell-through charts around the globe and was a #1 best-selling game in the United Kingdom and Germany. Slated for release in 2004, The Movies gives gamers the opportunity to run their own Hollywood movie studio from the silent days of the 1920s, through the advent of new technologies into the present and beyond. The game puts players in charge of a Hollywood dream factory where they decide which movies to make and the stars to make them. The player selects the scripts, directors, sets and movie stars before shooting the action and watching their finished movie on opening night. Players can manage the money, egos, tears & tantrums on their way to living the Hollywood dream. "Peter is undoubtedly one of the most talented video game designers in the world, and Lionhead is one of the very few development studios with the knowledge and resources to develop a game that will allow players to fulfill the fantasy of building a movie empire," states Larry Goldberg, executive vice president of Activision Worldwide Studios. -
PRICES REALIZED DETAIL - Animation Auction 52A, Auction Date: 12/1/2012
26901 Agoura Road, Suite 150, Calabasas Hills, CA 91301 Tel: 310.859.7701 Fax: 310.859.3842 PRICES REALIZED DETAIL - Animation Auction 52A, Auction Date: 12/1/2012 LOT ITEM PRICE 4 X-MEN “OLD SOLDIERS”, (2) ORIGINAL PRODUCTION CELS AND BACKGROUND $275 FEATURING “CAPTAIN AMERICA” & “WOLVERINE”. 5 X-MEN “OLD SOLDIERS”, (2) ORIGINAL PRODUCTION CELS AND BACKGROUND $200 FEATURING “CAPTAIN AMERICA” & “WOLVERINE” FIGHTING BAD GUYS. 6 X-MEN “PHOENIX SAGA (PART 3) CRY OF THE BANSHEE”, ORIGINAL PRODUCTION CEL $100 AND BACKGROUND FEATURING “ERIK THE REDD”. 8 X-MEN OVERSIZED ORIGINAL PRODUCTION CEL AND BACKGROUND FEATURING $150 “GAMBIT”, “ROGUE”, “PROFESSOR X” & “JUBILEE”. 9 X-MEN “WEAPON X, LIES, AND VIDEOTAPE”, (3) ORIGINAL PRODUCTION CELS AND $225 BACKGROUND FEATURING “WOLVERINE” IN WEAPON X CHAMBER. 16 X-MEN ORIGINAL PRODUCTION CEL AND BACKGROUND FEATURING “BEAST”. $100 17 X-MEN (2) ORIGINAL PRODUCTION CELS AND BACKGROUND FEATURING “NASTY BOYS”, $100 “SLAB” & “HAIRBAG”. 21 X-MEN (3) ORIGINAL PRODUCTION CELS AND BACKGROUND FEATURING “STORM”. $100 23 X-MEN (2) ORIGINAL PRODUCTION CELS AND (2) SKETCHES FEATURING CYCLOPS’ $125 VISION OF JEAN GREY AS “PHOENIX”. 24 X-MEN (2) ORIGINAL PRODUCTION CELS AND BACKGROUND FEATURING “CAPTAIN $150 AMERICA” AND “WOLVERINE”. 25 X-MEN (9) ORIGINAL PRODUCTION CELS AND PAN BACKGROUND FEATURING “CAPTAIN $175 AMERICA” AND “WOLVERINE”. 27 X-MEN (3) ORIGINAL PRODUCTION CELS AND BACKGROUND FEATURING “STORM”, $100 “ROGUE” AND “DARKSTAR” FLYING. 31 X-MEN THE ANIMATED SERIES, (2) ORIGINAL PRODUCTION CELS AND BACKGROUND $100 FEATURING “PROFESSOR X” AND “2 SENTINELS”. 35 X-MEN (2) ORIGINAL PRODUCTION PAN CELS AND BACKGROUND FEATURING $100 “WOLVERINE”, “ROGUE” AND “NIGHTCRAWLER”. -
Activision Case Study
RIVERSTAR.COM ACTIVISION CASE STUDY Entertainment Publisher uses RiverStar to Streamline Returns CHALLENGE Activision inherited the Guitar Hero brand through their acquisition of ABOUT ACTIVISION RedOctane. Activision was unfamiliar with warranty replacements required Headquartered in Santa Monica, California, from hardware games and for that reason, relied on legacy processes Activision Blizzard, Inc. is the world’s developed by RedOctane. Because RedOctane’s processes were mostly largest pure-play interactive entertainment manual, with no troubleshooting, Activision customers would be referred to software publisher with leading market RedOctane’s website for warranty support. For some games, the customer had positions across all categories of the growing to email a copy of the receipt, further delaying the time to process the claim. interactive entertainment software industry. The customer could call RedOctane for warranty support, but due to limited Activision is the video game publisher that resources, call handle times were very high. The resulting outcome was a large is best known for game franchises such as number of dissatisfied customers with the RedOctane warranty process. World of Warcraft, Guitar Hero, Tony Hawk With the growing popularity of gaming products with hardware components Ride and Call of Duty. With global operations and a pipeline of new hardware games on the horizon, Activision was tasked in 13 countries, Activision has grown into a with creating a new process that would be automated throughout the $5 billion video game powerhouse. company to provide a better customer experience. The Guitar Hero franchise continues to In addition to working with new warranty support processes, the Guitar Hero redefine gaming by delivering innovative World Tour game was released just before the busy 2008 holiday season. -
MI6 Confirms Activision's 007 Status - Quantum of Solace(TM) Video Game Makes Retail Debut
MI6 Confirms Activision's 007 Status - Quantum of Solace(TM) Video Game Makes Retail Debut Quantum of Solace Theme Song to Rock Guitar Hero(R) World Tour in November SANTA MONICA, Calif., Oct 31, 2008 /PRNewswire-FirstCall via COMTEX News Network/ -- Can't wait for the new movie to step into the shoes of James Bond? Activision Publishing, Inc. (Nasdaq: ATVI) today announced that the Quantum of Solace(TM) video game, based on the eagerly anticipated "Quantum of Solace" and prior "Casino Royale" James Bond films, is dashing into European retail outlets today, and will be available in North American stores on November 4, 2008. Developed under license from EON Productions Ltd and Metro-Goldwyn-Mayer Studios Inc. (MGM), the Quantum of Solace video game equips players with the weapons, espionage and hand-to-hand combat skills and overall charm needed to survive the covert lifestyle of legendary 007 secret agent James Bond. "Activision's Quantum of Solace video game marks the first time players can become the newly re-imagined, dangerous and cunningly efficient James Bond as portrayed by Daniel Craig," said Rob Kostich, Head of Marketing for Licensed Properties, Activision Publishing. "We're extremely pleased to release the game day and date with the new movie, so for those of us waiting for the new era in Bond gaming, Quantum of Solace has arrived." The Quantum of Solace video game balances a unique variety of gameplay elements, blending intense first-person action with a new third-person cover combat system, enabling players to strategically choose the best combat tactics for each situation. -
Operation Dark Divide’
Call of Duty: Black Ops 4 Kicks off New Content Season With ‘Operation Dark Divide’ September 23, 2019 Free Heroic-Themed Content Across Multiplayer and Blackout with a new Limited Time Mode, “Heavy Metal Heroes” New Personalization Items, Map Updates and Gear Available for Fans Starting Today New Zombies Experience, ‘Tag Der Toten ,’ Concludes Decade-Long Fan-Favorite Aether Story Black Ops Pass Owners Gain Access to Two Additional Multiplayer Maps, Including One New Villain “Lair” and a Reimagined Black Ops Classic, “Launch” SANTA MONICA, Calif.--(BUSINESS WIRE)--Sep. 23, 2019-- The new content season for Call of Duty®: Black Ops 4 – Operation Dark Divide – is available now on Playstation®4, with other platforms to follow. Operation Dark Divide delivers a unique experience with content inspired by heroes and villains, while embracing the epic world of the Black Ops universe. The new content package contains two Multiplayer maps, a new Blackout mode and a variety of hero-themed personalization items and gear. Additionally, Treyarch will conclude the Aether storyline – one that has been more than ten years in the making and the most epic Zombies adventure in Black Ops’ history – with ‘ Tag Der Toten.’ “For our final operation of the Black Ops Season, the team at Treyarch had a blast creating the ultimate battle between good and evil, imagined through alternate universe versions of our Specialist characters as heroes and villains,” said Dan Bunting, Co-Studio Head, Treyarch. “In addition to the heroic experiences of the operation, we can’t wait to share the epic final chapter of the Zombies Aether story – the end of an adventure more than ten years in the making.” Mark Gordon, Co-Studio Head, Treyarch, continued, “Having introduced Zombies as an easter egg in Call of Duty®: World at War, this final chapter for the Aether storyline marks an emotional moment for us as developers. -
Firm Ecologies: Life Science and Video Game Industries in Liverpool
Firm Ecologies: Life Science and Video Game Industries in Liverpool Thesis submitted in accordance with the requirements of the University of Liverpool for the degree of Doctor in Philosophy by Dane Kevan Anderton. September 2014 1 Abstract This research examines the life science and video games industries in Liverpool. Previous research on agglomerations and cities tends to focus on epicentres or high concentration places such as Silicon Valley or global cities such as London and Tokyo, neglecting the northern post-industrial cities such as Liverpool, Leeds or Newcastle. Equally, many studies tend to focus in on one particular industry, whereas this research examines two key knowledge economy sectors in one place. Petilis (2012) argues that the cluster literature has become overemphasised and lacks analytical ability in the investigation of smaller firms and highly diverse concentrations of activity. An alternative ecological perspective is used in this thesis, which is considered more reflexive and flexible to the composition of the agglomerations seen outside the epicentres of the global economy. Using the heterarchical approach, as outlined by Grabher (2001), this research investigates the emergence and organisation of Liverpool’s life science and video game industries. It reveals the changing composition of the industries in Liverpool and how firms are connected into wider production networks beyond Liverpool. Finally, the research analyses how the two industries are situated in the anatomy of the city. The key findings are generated from a mixed methodology utilizing qualitative semi-structure interviews with owner-managers, industry informants and supporting institutions. Secondary quantitative data has been used gathered from annual reports, company websites, industry association and office for national statistics. -
How the Top 5 Games Companies Went Global
White paper How the Top 5 Games Companies Went Global Alpha St Andrew’s House St Andrew’s Road Every company had to start somewhere. Some were founded by a well-respected Cambridge CB4 1DL businessman or businesswoman and received a raft of initial investment. Others started United Kingdom out in somebody’s garage, and yet have still ended up dominating their market globally. @thisisalphalive In fact, there is a surprising correlation between the garage-start-up company and the names that have become global giants. That list includes Amazon, Apple, Disney and Google, and there are many more started in a one-person office. thisisalpha.com The question of how these companies have built from such small beginnings to positions of global dominance is a significant one. Other businesses at differing stages are keen to emulate them. There are, of course, many factors underlying such success. Great product is one; great business strategy another. But that isn’t enough to get you across continents. Successful global expansion comes down to effective localisation, and the top five global players can tell us a lot about undertaking the process correctly. The Best of the Best Let’s take the top five firms in the Games sector. It’s worth differentiating between the pure games developers or publishers and those who also provide hardware or other software, such as Sony, Nintendo and Microsoft. Much of the latter firms’ revenue comes from these other sources, so the top five games firms we will look at are the pure publishers and developers whose revenue is the highest. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
Annual Financial Report and Audited Consolidated Financial Statements for the Year Ended December 31, 2008 Tuesday March 03, 2009
Annual Financial Report and Audited Consolidated Financial Statements for the Year Ended December 31, 2008 Tuesday March 03, 2009 VIVENDI Société anonyme with a Management Board and Supervisory Board with a share capital of €6,436,133,182 Head Office: 42 avenue de Friedland – 75380 PARIS CEDEX 08 – FRANCE IMPORTANT NOTICE: READERS ARE STRONGLY ADVISED TO READ THE IMPORTANT DISCLAIMERS AT THE END OF THIS FINANCIAL REPORT. Annual Financial Report and Audited Consolidated Financial Statements for the Year Ended December 31, 2008 Vivendi /2 TABLE OF CONTENTS Tuesday March 03, 2009 SELECTED KEY CONSOLIDATED FINANCIAL DATA.........................................................................................................................................5 I – 2008 FINANCIAL REPORT ................................................................................................................................................................................6 SUMMARY OF THE 2008, 2007 AND 2006 MAIN DEVELOPMENTS................................................................................................................6 1 2008 MAIN DEVELOPMENTS......................................................................................................................................................................7 1.1 MAIN DEVELOPMENTS IN 2008 .......................................................................................................................................................................7 1.2 MAIN DEVELOPMENTS SINCE DECEMBER -
LAST RESORT Kim Eastland
Equipment/Possessions: Putty*—Excellent strength adhesion, HAWKEYE™ causes Remarkable damage to open ARROWS. Hawkeye carries 36 arrows in Clint Francis Barton machinery his quiver. Twelve are standard, target- Hypersonic—Excellent potency knockout Adventurer tipped arrows that inflict Excellent slugfest tip, stuns for five rounds Fighting: GOOD damage. Six have triple-bladed razor Flame-Killer—Amazing smothering effect heads (Excellent Hack'n Slash damage); or damage to flaming creatures. Agility: REMARKABLE he never aims these to strike a living crea- Strength: GOOD ture but uses them, instead, to shred tires, * This type of arrow can be attached to a Endurance: EXCELLENT pin people to trees, etc. The other 18 light rope or cable. The light rope is Excel- Reason: TYPICAL arrows are chosen from a large variety of lent Material and has a maximum range of 5 areas. The cable is Incredible Material Intuition: GOOD special and exotic arrows. Whenever Hawkeye leaves his base of operations, and has a maximum range of 3 areas. Psyche: TYPICAL he must specify what type and how many Talents: Hawkeye has received train- Health: 70 of each of these exotic arrows he is carry- ing under Captain America in martial arts, Karma: 22 ing. Some types of special arrows are and as such can stun and slam any oppo- listed below. Players can design others Resources: TYPICAL nent in combat. Hawkeye receives one with the judge's permission. column shift to the right when using any Popularity: 45 Explosive—Amazing grenade damage weapon that requires an agility FEAT roll. Powers: Tear gas—Excellent potency Background: Hawkeye was trained in EXTRAORDINARY VISION. -
Game Developers Conference Europe Wrap, New Women’S Group Forms, Licensed to Steal Super Genre Break Out, and More
>> PRODUCT REVIEWS SPEEDTREE RT 1.7 * SPACEPILOT OCTOBER 2005 THE LEADING GAME INDUSTRY MAGAZINE >>POSTMORTEM >>WALKING THE PLANK >>INNER PRODUCT ART & ARTIFICE IN DANIEL JAMES ON DEBUG? RELEASE? RESIDENT EVIL 4 CASUAL MMO GOLD LET’S DEVELOP! Thanks to our publishers for helping us create a new world of video games. GameTapTM and many of the video game industry’s leading publishers have joined together to create a new world where you can play hundreds of the greatest games right from your broadband-connected PC. It’s gaming freedom like never before. START PLAYING AT GAMETAP.COM TM & © 2005 Turner Broadcasting System, Inc. A Time Warner Company. Patent Pending. All Rights Reserved. GTP1-05-116-104_mstrA_v2.indd 1 9/7/05 10:58:02 PM []CONTENTS OCTOBER 2005 VOLUME 12, NUMBER 9 FEATURES 11 TOP 20 PUBLISHERS Who’s the top dog on the publishing block? Ranked by their revenues, the quality of the games they release, developer ratings, and other factors pertinent to serious professionals, our annual Top 20 list calls attention to the definitive movers and shakers in the publishing world. 11 By Tristan Donovan 21 INTERVIEW: A PIRATE’S LIFE What do pirates, cowboys, and massively multiplayer online games have in common? They all have Daniel James on their side. CEO of Three Rings, James’ mission has been to create an addictive MMO (or two) that has the pick-up-put- down rhythm of a casual game. In this interview, James discusses the barriers to distributing and charging for such 21 games, the beauty of the web, and the trouble with executables.