Posts Tagged ‘realtime worlds’

APB Gets List Of Stuff To Be Improved

Despite some middling reviews, and a certain amount of internet grumbling, all is not lost for APB. It is set to be improved over the coming months, at least according to this post by the lead systems designer. Things that are to come under scrutiny include issues with camping, problems with cheaters, changes to rulesets, the improvement of vehicle handling, the look and feel of combat, the accuracy of match-making, and the strategic nature of missions. Which I am guessing encompasses most of what people have mentioned being concerned with. We’ll look forward to seeing how this stuff is addressed in forthcoming patches.

APB Statement From Realtime Worlds

Neil Castle, the community officer at Realtime Worlds, has got in touch to deliver an official statement about the APB review embargo issue which we looked at earlier today. You can read the statement below.
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APB Review Embargo Set Week After Release

Two naive customers unaware of the game's state, yesterday.

Review embargoes are a very normal part of games journalism. Companies will put restrictions on when publications are allowed to talk about games before they’re released. For previews this is done to control the dissemination of information. For reviews it’s to allow certain publications to have an exclusive, or more muckily, because they don’t want negative reviews to appear too much in advance of the game’s release. It’s potentially murky territory, but since it’s their game, they get to choose the conditions in which they make them available to magazines and websites before commercial release. It’s not unusual for everyone to be told, “Reviews of game X may be published at 5pm on the 26th”, and then you’ll see all the sites have their reviews appear at once.

What’s far more rare is a company attempting to control the publications of reviews after a game has been released. Especially not ten days after. This is what Realtime Worlds are astonishingly trying to enforce for APB.

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48 Hours (+2): APB Pricing Plan

When the examiner said he'd failed the driving test, he figured 'fuck it'.

The APB Pricing model has been revealed and it’s not quite what we were expecting. Previously it was stated it would be subscription free. And it still kinda be. Basically, buying the game comes with 50 hours of actual shoot-and-driveage. After that, there’s other options, varying from seven dollars for an extra 20 hours, to a play-as-much-as-your-want (gasp!) monthly subscription fee for ten dollars. I’m going to quote the full current FAQ answer below, because there’s some stuff which is worth highlighting and talking about. Join me!
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APB: New Wave Of Beta

Realtime Worlds send word that “Massive” online shooter APB is taking another round of beta test signups to expand the testing. You can sign up here. It’s still a closed beta with limited places, so there’s no guarantee of getting it, but it’s got to be worth a shot.

“We’re looking forward to welcoming thousands of new players to San Paro in the coming weeks.” said Dave Jones, Creative Director at Realtime Worlds, “As APB enters this final stage of closed beta testing, we’re anticipating a huge surge of interest with gamers from all over the world applying to take part and provide invaluable feedback to the development team preparing us for launch.”

APB: Actual Game Footage

The first not-filmed-by-wobblecam game footage trailer of urban crime no-subscription fee MMO-shooter APB turned up on Gamespot this morning, and I’ve posted it below. It’s got cars crashing and smashing, dudes getting shot, doors getting, er, opened, and a funny joke about dancing in MMOs at the end. Well, it’s kind of a joke, I suppose.
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No Money No Problems: APB Is Sub-Free

Good news everyone! All Points Bulletin, the upcoming cops’n’robbers MMO from Dave Jones, he of GTA and Crackdown fame, will not have a subscription fee. That’s right – it’s doing the Guild Wars thing, or at least something like it.
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Develop ’09: VG247 Vs Mr Jones On APB

Internet info-king Pat Garratt of VG247 has bagged an interview with APB mastermind – the man who created the GTA series – Dave Jones. The Realtime Worlds bossman talked at length about the mechanics of the game, and even has a few words about the GTA series. You can watch it below.

APB, in case you weren’t paying attention, is a forthcoming 100-man online gang combat game set in a contemporary city, and one of the most intriguing developments in the MMO space for several years. It was also, if our own John Walker’s account is to be believed, the most exciting game shown at E3. You probably want to watch this one, eh? (In other Develop news, Kieron says: “The Unreal Flesh Engine sex stuff is the best stuff of the show. I couldn’t believe it. Bosoms will never be the same again.”)
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RPS At E3: APB – The Most Important Game At E3

A gang, in a street, yesterday.

Of everything I saw at E3, APB stood out as the project with the greatest concentration of inspiration. Ignore the surprisingly crappy images that have been released so far – this one deserves your attention. During the presentation a colleague sat next to me leant in and said, “Bloody hell.” A minute or so later I replied, “This is the first original idea I’ve seen all week.” It’s very easy to think of APB as an online GTA. It certainly is a game focused around either committing or preventing crimes in an open city. But what makes APB stand out is just how damned smart it is.

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EA To Publish APB, Trailer

EA have announced that they’ll be publishing Realtime Worlds’ gang-war MMO, All Points Bulletin. Creator Dave Jones is keen to compare the game to GTA or Call Of Duty. “WoW’s great, and it’s attracting huge numbers, but let’s face it there’s probably still more players on GTA and Call of Duty in terms of online,” Jones told Gamasutra. It’s looking pretty slick, and it’s hard to see it not being awesome. (Jones is, after all, a key brain behind the original GTA concept, and a pretty distinguished designer in the subsequent years.) The game is due “early 2010″ – and is PC-only, apparently. Woo!
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