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18
Jun

Remember: Never share your ESO account details with anyone

art_houseburning1

The ESO team at Robot Entertainment ban hundreds of players at a time for account stealing and people logging into shared accounts. Make sure you NEVER log into any account other than your own or you will be banned and you will lose your rank.

The number of threads on the Age Community website about account stealing has increased recently and I encourage readers to be vigilant about thier ESO account usage.

Dont get caught out, play by the rules and enjoy the ESO expierence.

 

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16
Jun

Halo Wars fatality system – new blog

halowars

Once upon a time there was an idea at Ensemble to include a fatality kills system into Halo Wars (think Mortal Combat, Street Fighter). Charles Tinney an animator on Halo Wars talks about what these might of looked like and includes some animation drawings and video. Surprisingly the videos are in Quicktime format, despite the Halo Wars website being a Microsoft owned site!

Heres an extract and a link below:

There are two animations I want to focus on in this production diary. I want to highlight these because I took time to thumbnail and choreograph them; which is typically something I don’t have time to do at a video game studio. So, I really tried to get it right. Both of these are exploratory animations developed to have a loose visual guideline for what the fatality system would look like. Fatalities in Halo Wars happen when one awesome melee powerhouse, such as the Arbiter, kills one of the other infantry units.

 http://www.halowars.com/news/devblog/archive/2009/06/12/Animation-Exploration.aspx

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15
Jun

Gamesindustry.biz interviews Peter Molyneux and Phil Spencer – says Ensemble and other studios “wernt the core focus of MGS”

ensemble_studios_logo

The good folks at Gamesindustry.biz have a new interview between newly created “Creative Director Europe” Peter Molyneux and Phil Spencer. Indeed if you didnt know, studio head at Lionhead Peter Moloyneux has recently been promoted to look after all of the Microsoft studios in Europe along with Lionhead.

One question in the interview was as follows and refers to the reasons behind removing some studios (Ensemble, Flight Sim and cuts at Rare) to focus on Live, Natal and other “core focuses”.

Q: The past six to 12 months saw studios close and staff laid off across Microsoft. Is Peter’s new position an effort to refocus Microsoft Game Studios after such a significant shake-up internally?

Phil Spencer: That’s exactly right. I moved into the role of head of worldwide studios when I came back from London and one of the first things I did was try to think of all the strategic initiatives that all the different studios thought they were on and I drew this chart and had ten or eleven different things on there. And I recognised from that, as an organisation we need to focus. We have great talent in the organisation but we need to make sure that talent is really focused on fewer things that we can do extremely well.

The downsizing that we went through was more about removing things that weren’t a core focus of the organisation and creating scale and space for us as leaders to think deeply in the areas that are going to be critical in terms of our long-term success. Live is a crucial area for us, for example. And since that time we’ve hired a significant number of people back into the organisation and I expect we will refill all of those positions and even more. The acquisition of Big Park was perfect, we’ve been working with them for over a year on Joy Ride and what we found was a studio of people that were really committed to online, free-to-play, micro-transactions and building new IP. It made sense for us to work together more closely and that’s why we went through the acquisition. It’s about getting focus behind the initiatives that really matter.

So there you have it.. it basically confirms from other MGS leaders what Shane Kim was talking about a few weeks ago when he said that the talent at Ensemble didnt fit into the areas they wanted to explore.

You can read the full interview here:

http://www.gamesindustry.biz/articles/microsofts-peter-molyneux-and-phil-spencer

And more on the original Shame Kim interview about the ES closure over here:

http://remember-ensemblestudios.com/?p=640

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12
Jun

New Halo Wars map information – Beasley’s Plateau

halowars

Need help negotiating around Beasleys Plateau? Confused about when you should attack the large group of rebels in the middle? Well fear not as Programmer Chris Stark and designer Justin Rouse lay down thier top tips in the latest map blog! :

http://www.halowars.com/GameInfo/maps/beasleys.aspx

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10
Jun

Age 3 Patches have been released!

age3tad_header

Quick heads up to Age of Empires players who have been awaiting the latest round of patches this time from Robot Entertainment, the patch is now available for auto download and manual download on the AgeCommunity website. Information can be found below:

Patch Notes:

Age of Empires III: 1.13
Age of Empires III: The War Chiefs 1.05
Age of Empires III: The Asian Dynasties 1.02

Download:

Click here and choose your game from the list

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10
Jun

Players invited to discuss Title Update 3 for Halo Wars on official community forum

halowars

Never say the Robots dont listen! Tim “Timotron” Deen has kicked off a discussion thread on the HaloWars.com forums to announce some of the intentions Robot has for balancing the game in Halo Wars title update 3. The changes suggested so far are as follows:

1.  Gauss warthog gauss cannon damage bonus against units with heavy armor (Scorpions, Wraiths, Scarabs, Locusts) reduced so that tanks will stay as a viable option to counter warthogs.

2.  Warthog build time slightly increased to restrict how fast players can mass and replace warthogs during the game.

3.  Anders bonus to tech build rate reduced to further balance the leader.

4.  Base turrets attack and health boosted slightly to increase turret viability in early and late game.

5.  Elephant health increased to improve survivability and viability as a unit.

6.  Grenade/ Plasma grenade / RPG damage against medium armor (warthogs, ghosts, choppers, wolverines and cobras) increased to both better balance marines/ grunts against warthogs and to improve marines overall against players who try to turtle with wolverines and cobras.

7.  Recycle basic cost return fixed to be 50% for constructed buildings.  (While a technically a bug, this directly impacts many slightly exploitive strategies)

Any thoughts? You can let Robot know by posting in the official thread over here:

http://www.halowars.com/forums/1/618956/ShowThread.aspx

See you in the discussion!

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10
Jun

Robots react to community feedback with Halo Wars title update 3

halowars

A third title update is underway at Robot Entertainment and is once again aimed at addressing issues raised by the community at www.halowars.com . Community Manager “Aloysius” announced on the website today that title update 3 will fix some the most talked about issues including the nerfing of the Warthogs. Team killing will also be getting a review. You can find the full statement below, stay tuned for more Halo Wars title update news!

“We’ve been listening to fan feedback since our release of Title Update #2 and DLC pack #1 Strategic Options and are pleased to announce that we are working on title Update #3. TU #3 is aimed at balance changes and a few bug fixes. We’re looking in to a variety of things such as reducing the effectiveness of Warthogs, friendly fire/team killing and a few other balance issues. We’re also planning on making Invisible Unit’s health bars invisible, among other fixes.

Stay tuned for more details on the upcoming Title Update, including more details on the balance changes. “

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7
Jun

Graeme Devine working at Apple’s iPhone group on mystery project

graeme

Graeme Devine who was Ensemble’s Lead Designer and Lead Writer for Halo Wars has now confirmed that he is working for Apple in the companies iPhone group. It seems yet another ex-Microsoft employee is working for products on Apple’s iPhone along with the Bettner brothers (NewToy) and FuzzyCube software.

What is Graeme working on at Apple? Well we wont have much longer to wait to find out as he is currently preparing for the WWDC on Monday. Perhaps he will be leading a new in house Apple games unit? Who knows, but hes certainly someone to be looking out for at the WWDC.

More news tomorrow when we should find out what hes up to! Good luck at the WWDC Graeme!

Link: http://kotaku.com/5281682/halo-wars-7th-guest-dev-lands-job-at-apple

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4
Jun

DevelopMag writes about Shane Kim’s statement “Ensemble wasn’t the right studio for Natal”

ensemble_studios_logo

To continue from my last blog post where I picked up on Shane Kim’s explanation about the cutting loose of Ensemble Studios a magazine has stepped forward to formally express the same viewpoint. I would direct Ensemble fans to the link below for a write up by a professional magazine.

http://www.developmag.com/news/32096/Report-Axed-Ensemble-not-the-right-studio-for-Natal

Update: Here’s IGN following suit :

http://ve3d.ign.com/articles/news/47943/Ensemble-Studios-Denied-Natal

It is possible more information develops on this over the next few days and I shall keep readers informed. I will be adding these news articles into the press archives.

As mentioned before, I think Microsoft made a big mistake in not having faith in the Ensemble guys, those prototypes we saw could of been made into great Natal games.

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3
Jun

Lead Designer talks Halo Wars bases

halowars

Lead Halo Wars designer at Robot Entertainment Dave Pottinger today blogs about the reasoning behind the socket based bases found in Halo Wars. The forums have often had questions like “How come I cant place buildings anywhere on the map” and “How come the game doesn’t look like it did at E3 2007?” Halo Wars was completed in 2009 so its inevitable there would be some differences between the released version and the E3 2007 demo. However it is always interesting to know how ideas and changes developed and the reasoning behind the changes.

Think of it as a look into a Robots head, here’s Dave Pottinger with the low down and a link to the full blog post at the bottom:

“Most strategy games are noted for their deep city building and economic elements. WTF Halo Wars??? Why don’t you have an Age of Empires-like infrastructure game where the truly skilled players can “out econ” the newbies? The fairly un-sexy answer is that we just wanted a faster game with a larger focus on combat. Okay, fair enough. Let’s look at the iterations that base building went through to achieve those goals.”

http://www.halowars.com/news/devblog/archive/2009/05/18/How-to-Build-a-Base-in-the-26th-Century.aspx

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