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<item><title>Interview: Crackdown 2 lead designer Steve Iannetta</title><link>http://www.joystiq.com/2009/10/19/interview-crackdown-2-lead-designer-steve-iannetta/</link><guid isPermaLink="true">http://www.joystiq.com/2009/10/19/interview-crackdown-2-lead-designer-steve-iannetta/</guid><comments>http://www.joystiq.com/2009/10/19/interview-crackdown-2-lead-designer-steve-iannetta/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/10/crackdown2tgs8interv580.jpg" /><br /></div>
In 2010, the agents are returning to action, this time with a new development team at the helm. Following a demo of <a style="font-style: italic;" href="http://www.joystiq.com/tag/Crackdown-2/">Crackdown 2</a>'s single-player in action and a multiplayer deathmatch session, Ruffian Games' lead designer Steve Iannetta took time to discuss everything from new concepts and features in the sequel, the media's reaction to the RealTime Worlds "controversy" and evolving the co-operative world of Pacific City.<br />%Gallery-74365%]]></description><category>crackdown</category></item>
<item><title>Interview: Microsoft Game Studios' Phil Spencer</title><link>http://www.joystiq.com/2009/10/14/interview-microsoft-game-studios-phil-spencer/</link><guid isPermaLink="true">http://www.joystiq.com/2009/10/14/interview-microsoft-game-studios-phil-spencer/</guid><comments>http://www.joystiq.com/2009/10/14/interview-microsoft-game-studios-phil-spencer/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="4" hspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/natalguitarhero580pxheaderimg.jpg" alt="" /></div>
If given the choice of becoming a (presumably) anthropomorphic vegetable, Phil Spencer would opt for an eggplant. Sure, we spoke to the confident head of Microsoft Game Studios about other things -- <span style="font-style: italic;">Halo</span>, <a href="http://www.joystiq.com/2009/09/25/tgs-2009-body-on-project-natal-with-space-invaders-extreme/"><span style="font-style: italic;">Project Natal</span></a>, <span style="font-style: italic;">Fable</span>, <span style="font-style: italic;">Crackdown</span>, the Xbox 360's successor, <span style="font-style: italic;">blah blah blah</span> -- but with that profound scoop out of the way, there's barely any reason to read this interview.<br /> <br /> Mind you, the part where Spencer suggests that alternate forms of input (whether in addition to or in substitute of traditional controllers) might become a common expectation is pretty interesting. You should definitely read that.<br /> <span style="font-weight: bold;"><br /> Joystiq: We just came out of the Tokyo Game Show <a href="http://www.joystiq.com/2009/09/24/tgs-2009-xbox-360-creator-panel-discussion-recap/">panel discussion</a> for Project Natal ...</span><br /> <br /> Phil Spencer: The creators panel.<br /> <br /> <span style="font-weight: bold;">Yes, the creators panel. Hideo Kojima was there; they brainstormed about all these games. How much focus is Microsoft Game Studios placing on Natal development internally in comparison to other projects?</span><br /> <br /> It's a big focus for us in first party. As a first party, I think it's our duty, it's our responsibility to look at the new technologies that we bring to our platform. We did this with Live. We did at launch of 360. When we look at Project Natal as an opportunity for first party to truly innovate on our platform, creating new experiences, new intellectual property, we're very focused. A large percentage of the studio right now is thinking about Natal as part of what they're doing.]]></description><category>crackdown</category></item>
<item><title>Preview: Crackdown 2</title><link>http://www.joystiq.com/2009/09/30/preview-crackdown-2/</link><guid isPermaLink="true">http://www.joystiq.com/2009/09/30/preview-crackdown-2/</guid><comments>http://www.joystiq.com/2009/09/30/preview-crackdown-2/#comments</comments><description><![CDATA[<div align="center"><img hspace="0" border="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/crackdown2headerimgtgs2009580px.jpg" /><br /></div>
A hands-on preview of <span style="font-style: italic;">Crackdown 2</span> at TGS last week came with a catch: deathmatch only. No matter how much potential for greatness a game might possess, it's hard to gauge its true character when limited to a boring multiplayer mode. That's not to say that my time with <em><a href="http://www.joystiq.com/tag/Crackdown-2/">Crackdown 2</a></em> was entirely boring -- <em>it wasn't</em> -- but simply playing the most generic mode of all didn't raise my enthusiasm beyond a mild passing interest.<br /><br />While I wasn't able to play the game's single-player campaign, I was shown a rough portion of it in action. Ruffian lead designer Steve Iannetta and producer James Cope showcased the game's new weapons and enemies (the mutated citizens of Pacific City that were simply referred to as "The Freaks"). Unlike the deathmatch portion of the preview session, this part <em>was</em> interesting.<br />%Gallery-74365%]]></description><category>crackdown</category></item>
<item><title>TGS 2009: Watch a Crackdown 2 deathmatch</title><link>http://www.joystiq.com/2009/09/25/tgs-2009-watch-a-crackdown-2-deathmatch/</link><guid isPermaLink="true">http://www.joystiq.com/2009/09/25/tgs-2009-watch-a-crackdown-2-deathmatch/</guid><comments>http://www.joystiq.com/2009/09/25/tgs-2009-watch-a-crackdown-2-deathmatch/#comments</comments><description><![CDATA[<div style="text-align: center;"><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="580" height="346" id="viddler_b58e9402"><param name="movie" value="http://www.viddler.com/simple/b58e9402/" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><param name="flashvars" value="tubemogulid=TD-Q0P-W10" /><embed src="http://www.viddler.com/simple/b58e9402/" width="580" height="346" flashvars="tubemogulid=TD-Q0P-W10" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler_b58e9402"></embed></object></div>
One of the biggest surprises to come out of <a href="http://www.joystiq.com/tag/TGS-2009/">TGS 2009</a> is the presence of <em><a href="http://www.joystiq.com/tag/Crackdown-2/">Crackdown 2</a></em> -- and it's playable! While the Ruffian Games developed sequel was only just <a href="http://www.joystiq.com/2009/06/01/crackdown-2-announced-for-xbox-360/">announced at E3</a>, Microsoft decided to let press in Tokyo step into an early build of the new Pacific City. Some textures were missing, and a few glitches popped up, but it was to be expected in what we were told was a game "roughly at 60 percent" complete.<br /> <br />Stay tuned, we'll post our impressions soon, along with an interview with Ruffian lead designer Steve Iannetta. (Oh, and just in case you were wondering: <em>we mopped the floor</em> with the competition.)<br />%Gallery-74365%]]></description><category>crackdown</category></item>
<item><title>Overheard@TGS: Putting the 'crack' in Crackdown 2</title><link>http://www.joystiq.com/2009/09/25/overheard-tgs-putting-the-crack-in-crackdown-2/</link><guid isPermaLink="true">http://www.joystiq.com/2009/09/25/overheard-tgs-putting-the-crack-in-crackdown-2/</guid><comments>http://www.joystiq.com/2009/09/25/overheard-tgs-putting-the-crack-in-crackdown-2/#comments</comments><description><![CDATA[<div align="center"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/crackdown2tgs132222.jpg" /><br /></div>
During a behind-closed-doors presentation of <em>Crackdown 2</em>, <a href="http://www.joystiq.com/tag/Ruffian-Games/">Ruffian Games</a> lead designer Steve Iannetta broke it down like this: "The orbs are the 'crack,' in <em>Crackdown</em>."<br /><br />It's true, and Iannetta says that orb fiends will not be disappointed when they go hunting for the returning collectible in <em><a href="http://www.joystiq.com/tag/Crackdown-2/">Crackdown 2</a></em>. Stay tuned for gameplay footage and our hands-on impressions of the upcoming sandbox title.<br />%Gallery-74365%]]></description><category>crackdown</category></item>
<item><title>New Crackdown 2 screens -- zombies included [updated]</title><link>http://www.joystiq.com/2009/09/24/new-crackdown-2-screens-zombies-included/</link><guid isPermaLink="true">http://www.joystiq.com/2009/09/24/new-crackdown-2-screens-zombies-included/</guid><comments>http://www.joystiq.com/2009/09/24/new-crackdown-2-screens-zombies-included/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.joystiq.com/photos/crackdown-2-tgs-2009-2/2315179/full/"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/crackdown2headerimgtgs2009580px.jpg" /></a><br /></div>
<div align="center"> <small><em>Click to embiggen</em></small><br /></div>
Is it still kosher to assume zombies are what's being featured in these <a href="http://www.joystiq.com/tag/crackdown-2"><em>Crackdown 2</em></a> screens? We saw a glimpse of the ... let's call them "mutated" enemies in the <a href="http://www.joystiq.com/2009/06/02/the-agency-is-recruiting-again-first-crackdown-2-trailer/">trailer released back at E3</a>, but we'd yet to see them being <em>punched</em>, <em>kicked</em>, and <em>exploded</em> so vociferously before. With any luck, we'll nab some new gameplay video -- or maybe just <em>impressions</em> of new gameplay video -- when we check out the game this week at the <a href="http://www.joystiq.com/tag/tokyo-game-show">Tokyo Game Show</a>. <br /><br /><strong>Update:</strong> After spotting 10 unlisted <em>Crackdown 2</em> images on <a href="http://www.flickr.com/photos/ruffiangames">Ruffian's Flickr page</a>, we were asked by Microsoft to remove the screens due to an exclusivity agreement with Game Informer magazine. In the interest of playing nice, we've complied with the request. We'll have the images back on Joystiq as soon as possible, we assure you ... though a Google Images search might net you results a bit sooner.<br />%Gallery-74365%]]></description><category>crackdown</category></item>
<item><title>Crackdown shows up in Psych, writers obviously not familiar with video games</title><link>http://xbox.joystiq.com/2009/09/10/crackdown-shows-up-in-psych-writers-obviously-not-familiar-with/</link><guid isPermaLink="true">http://xbox.joystiq.com/2009/09/10/crackdown-shows-up-in-psych-writers-obviously-not-familiar-with/</guid><comments>http://xbox.joystiq.com/2009/09/10/crackdown-shows-up-in-psych-writers-obviously-not-familiar-with/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.viddler.com/explore/Psychout/videos/1/"><img hspace="0" height="305" border="0" width="580" vspace="0" alt="" src="http://www.blogcdn.com/xbox.joystiq.com/media/2009/09/crackdownlasergun580.jpg" /></a><br /></div>
Video games often find their way into other forms of media, with cameos of <a href="http://nintendo.joystiq.com/2009/08/31/dead-space-extraction-guest-stars-in-recent-episode-of-true-blo/">upcoming software in vampire shows</a> or how our consoles will one day <a href="http://www.engadget.com/2007/07/07/anyone-see-the-xbox-360-robot-in-transformers/">rise up and destroy us all</a>. In nearly every instance, TV show and film writers prove they aren't familiar with how games work or ditch logic for a silly premise. During the August 28 episode of <em><a href="http://www.hulu.com/search?query=Psych">Psych</a></em>, we saw it happen again.<br /><br />When faux psychic detective Shawn Spencer (James Roday) visits his father (played by Corbin Bernsen, above) for advice, we find the retired officer red-eyed and fixated on the console, waving a plastic toy gun as the game's controller. Although the game isn't named, we can see it's <em><a href="http://xbox.joystiq.com/tag/Crackdown/">Crackdown</a></em>, which Bernsen's character claims "lets you feel like a cop, without all the guilt after you shoot someone."<br /><br />It's a funny cameo that weaves itself nicely into the episode's story, but goes a little crazy with the wacky video game accessory. Besides, everyone knows <a style="font-style: italic;" href="http://xbox.joystiq.com/tag/Crackdown-2/">Crackdown 2</a> uses no controller and will be completely mapped to a player's body when <a href="http://xbox.joystiq.com/tag/Natal/">Natal</a> hits stores* in 2010. Check out a clip of all the episode's video game related gags after the break.<br /><br /><small>*We kid. We hope.</small><br /><br />[Thanks, <a href="http://www.viddler.com/explore/Psychout/videos/1/">PsychOut</a>]]]></description><category>crackdown</category></item>
<item><title>Microsoft explains why Ruffian is the right choice for Crackdown 2</title><link>http://www.joystiq.com/2009/09/07/microsoft-explains-why-ruffian-is-the-right-choice-for-crackdown/</link><guid isPermaLink="true">http://www.joystiq.com/2009/09/07/microsoft-explains-why-ruffian-is-the-right-choice-for-crackdown/</guid><comments>http://www.joystiq.com/2009/09/07/microsoft-explains-why-ruffian-is-the-right-choice-for-crackdown/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.develop-online.net/news/32782/MS-Ruffian-the-right-team-for-Crackdown-2"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/ruffiangameslogoheaderimg580px.jpg" /></a><br /></div>
Before Microsoft revealed that Ruffian Games would be developing the <a href="http://www.joystiq.com/2009/06/01/crackdown-2-announced-for-xbox-360/">upcoming <em>Crackdown</em> sequel</a>, the original game's developer, Realtime Worlds, expressed some skepticism towards the idea. "I very much doubt that Microsoft would harm an otherwise fruitful existing development relationship by gambling on funding <em>Crackdown 2</em> with a startup on RTW's doorstep, for obvious reasons," <a href="http://xbox.joystiq.com/2008/12/20/realtime-worlds-wed-be-gutted-if-ms-gave-crackdown-2-to-anot/">RTW's Colin MacDonald</a> said last year. Things weren't so cut and dry for self-accused <em>Crackdown</em> fanboy (and Microsoft exec) Phil Spencer, who recently told <a href="http://www.develop-online.net/news/32782/MS-Ruffian-the-right-team-for-Crackdown-2">Develop</a>, "When Billy Thomson, the lead designer of the game [<em>Crackdown 1</em>], left Realtime Worlds, there was an opportunity." <br /><br />Apparently, it would seem Mr. Spencer believes Realtime Worlds is simply too busy developing <a href="http://www.joystiq.com/tag/apb"><em>APB</em></a> to give a <em>Crackdown</em> sequel the attention it deserves. "I wanted to make sure that anything we work on is correctly nurtured ... we had to find the right team who really understood what game it is &ndash; and that was Billy [Thompson] and the team at Ruffian." <em>Crackdown 2</em> will be the first game developed by <a href="http://xbox.joystiq.com/2009/01/20/former-gta-fable-2-and-crackdown-devs-for-ruffian-games/">Ruffian Games</a> since the studio's inception late last year.]]></description><category>crackdown</category></item>
<item><title>Realtime Worlds celebrates new office opening, ever-expanding staff</title><link>http://www.joystiq.com/2009/08/28/realtime-worlds-celebrates-new-office-opening-ever-expanding-st/</link><guid isPermaLink="true">http://www.joystiq.com/2009/08/28/realtime-worlds-celebrates-new-office-opening-ever-expanding-st/</guid><comments>http://www.joystiq.com/2009/08/28/realtime-worlds-celebrates-new-office-opening-ever-expanding-st/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.gamesindustry.biz/articles/realtime-worlds-offices-8-000-more-square-feet-of-dundee-assimilated"><img hspace="0" border="0" vspace="0" src="http://www.blogcdn.com/www.joystiq.com/media/2009/08/realtimeworldsofficewcrackdown580px.jpg" alt="" /></a><br /></div>
Like the Scottish equivalent of George and Weezie, <a href="http://www.joystiq.com/tag/crackdown"><em>Crackdown</em></a> developer Realtime Worlds is movin' on up. Rather than a <em>deeeluxe</em> apartment in the sky, the company has just opened an 8,000 sq. ft. office, adding to its already existing 26,000 sq. ft. location. Quite a feat considering the company moved into its current studio less than three years ago and has only ever shipped one game.<br /><br />"We've had tremendous commercial and critical success, and have done the lion's share of the work towards a successful launch of our online title <a href="http://www.joystiq.com/tag/apb"><em>APB</em></a>," studio manager Colin MacDonald says in the <a href="http://www.gamesindustry.biz/articles/realtime-worlds-offices-8-000-more-square-feet-of-dundee-assimilated">press release</a>, referring to the company's upcoming PC MMO. Considering the down economy and flood of <a href="http://www.joystiq.com/tag/layoffs">layoffs</a> we saw earlier in the year, it's always good to see some expansion -- RTW is looking to reach over 300 employees by years end. And <em>you</em> could be one of them, as the company wants to remind everyone that "over 40 vacancies" exist in the careers section at the <a href="http://www.realtimeworlds.com">Realtime Worlds website</a>. You live in Scotland, right?]]></description><category>crackdown</category></item>
<item><title>1.5 million copies of Crackdown sold is 'breaking even' for Realtime Worlds</title><link>http://www.joystiq.com/2009/07/16/1-5-million-copies-of-crackdown-sold-is-breaking-even-for-real/</link><guid isPermaLink="true">http://www.joystiq.com/2009/07/16/1-5-million-copies-of-crackdown-sold-is-breaking-even-for-real/</guid><comments>http://www.joystiq.com/2009/07/16/1-5-million-copies-of-crackdown-sold-is-breaking-even-for-real/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.gamasutra.com/php-bin/news_index.php?story=24441"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/07/crackdown071609.jpg" alt="" /></a><br /></div>
During a recent interview with <a href="http://www.gamasutra.com/php-bin/news_index.php?story=24441">Gamasutra</a>, Realtime Worlds CEO David Jones talked about the success of the first <a href="http://www.joystiq.com/tag/crackdown"><em>Crackdown</em></a>. Well, okay, maybe it wasn't a really huge success or anything, even though 1.5 million copies of <a href="http://xbox.joystiq.com/2007/02/15/ms-defends-crackdown-halo-3-beta-decision/"><strike>the <em>Halo 3 </em>beta</strike></a> <em>Crackdown</em> were snatched up by consumers. It turns out that Realtime Worlds only broke even, which it partially blames on <a href="http://www.joystiq.com/2009/04/29/extensive-overview-of-gamestop-reveals-rising-profits-world-dom/">GameStop's used game sales</a>. <br /><br />"With <em>Crackdown</em> we sold about 1.5 million copies, but even at that we pretty much only managed to break even," Jones said. "It was due to the amount of factors that were out of our control as the developer, influences such as GameStop's amazing used-game sales; we know 1.5 million new copies were sold, but it's likely there were 2.5, three million sold when you include used." Hey, that sounds like <a href="http://www.joystiq.com/2009/07/07/three-million-people-played-dead-space/">another game</a> we've heard about recently! Hopefully this whole <a href="http://www.joystiq.com/2009/06/01/full-xbox-360-game-downloads-arriving-in-august/">game downloading thing</a> will help with some of those trade-ins. Not that it's Realtime Worlds' <a href="http://www.joystiq.com/tag/ruffian-games">problem to worry about</a> any more.]]></description><category>crackdown</category></item>
<item><title>Major crackdown on foreclosure rescue and mortgage scams continue</title><link>http://www.walletpop.com/2009/07/15/major-crackdown-on-foreclosure-rescue-and-mortgage-scams-continu/</link><guid isPermaLink="true">http://www.walletpop.com/2009/07/15/major-crackdown-on-foreclosure-rescue-and-mortgage-scams-continu/</guid><comments>http://www.walletpop.com/2009/07/15/major-crackdown-on-foreclosure-rescue-and-mortgage-scams-continu/#comments</comments><description><![CDATA[<img align="right" src="http://www.blogcdn.com/www.walletpop.com/blog/media/2009/07/federal-trade-commission-ftc-logo_jpg.png" alt="" />A collection of 25 federal and state agencies have lodged a total of 189 actions against individuals and companies who allegedly deceived consumers into paying for bogus foreclosure rescue and mortgage modification programs, <a href="http://www.ftc.gov/opa/2009/07/loanlies.shtm">the Federal Trade Commission announced</a>.<br /><br />The crackdown, called "Operation Loan Lies," was announced by Federal Trade Commission Chairman Jon Leibowitz and California Attorney General Edmund G. Brown Jr. The scams were run nationwide, federal officials said, and originated in Southern California.<br /><br />"These con artists see the high foreclosure rates as an opportunity to prey on people in distress," Leibowitz said in a prepared statement. "They promise to rescue homeowners in troubled financial waters, but after they take their money they throw them an anchor instead of a lifeline."<br /><br />The FTC announced four new lawsuits for a total of 14 against mortgage foreclosure rescue and loan modification scams since April. In all, 23 state attorneys general and other agencies are participating in the operation.<br /><br />In these types of scams, homeowners are typically charged a fee -- often equal to a month's mortgage payment -- with the promise of mortgage renegotiation. Rarely is there any follow-up or refund under supposed guarantees.<br /><br />To help educate consumers about these types of scams, the FTC released the video "Real People, Real Stories."<br /><br />Here is the FTC's description of some of the cases filed:<br /><br />
<ul> <object width="425" height="355" title="Real People, Real Stories: Avoid Foreclosure Rescue Scams"><param name="movie" value="http://www.ftc.gov/bcp/edu/multimedia/video/credit/mortgage/hope-now.swf" /> <param name="wmode" value="transparent" /> <param name="quality" value="high" /> <param name="allowFullScreen" value="true" /> <embed src=" http://www.ftc.gov/bcp/edu/multimedia/video/credit/mortgage/hope-now.swf" width="425" height="355" quality="high" wmode="transparent" allowfullscreen="true" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash"></embed> </object>
    <li>The FTC and the states of California and Missouri charged that <strong>US Foreclosure Relief</strong> falsely claimed years of experience and a high success rate and promised quick results. Instead, homeowners paid the defendants thousands of dollars for services they never received. </li>
    <li><strong>Lucas Law Center</strong> allegedly used an attorney to circumvent state prohibitions against receiving a fee before providing any services; the defendants charged up to $3,995 in advance. In addition to falsely representing that they would obtain mortgage loan modifications, the defendants told some homeowners to stop paying their mortgage in order to pay the defendants' fee. </li>
    <li><strong>Loss Mitigation Services</strong> marketed primarily through direct mail solicitation. The defendants allegedly targeted consumers whose mortgage payments have increased, who have made late payments, and whose homes were in foreclosure. They charged up to $5,500 in advance and promised that a loan modification was assured or virtually assured if consumers hired them. </li>
    <li>The FTC alleged that Internet company <strong>Apply2Save</strong> charged consumers up-front fees of up to $995, claiming they could obtain a loan modification in 30 to 90 days. In fact, they did not obtain loan modifications for most consumers and were unable to stop foreclosures.</li>
</ul>
Copies of the actual litigation as well as tips about these types of scams are <a href="http://www.ftc.gov/opa/2009/07/loanlies.shtm">available on the FTC site.</a> A list of the <a href="http://www.ftc.gov/os/2009/07/090715casesummary.pdf">state actions can be found here</a>.]]></description><category>crackdown</category></item>
<item><title>Realtime Worlds explains shift to MMOs, says online market is 'untapped'</title><link>http://www.joystiq.com/2009/07/15/realtime-worlds-explains-shift-to-mmos-says-online-market-is-u/</link><guid isPermaLink="true">http://www.joystiq.com/2009/07/15/realtime-worlds-explains-shift-to-mmos-says-online-market-is-u/</guid><comments>http://www.joystiq.com/2009/07/15/realtime-worlds-explains-shift-to-mmos-says-online-market-is-u/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.joystiq.com/photos/apb/2069393/full/"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/07/apb_e32009_580pxheaderimg.jpg" /></a><br /></div>
<div align="center"><small>(<em>click to MMO-size</em>)</small><br /></div>
<br /><a href="http://www.joystiq.com/tag/crackdown"><em>Crackdown</em></a> developer Realtime Worlds -- currently working on upcoming MMO <a href="http://www.joystiq.com/tag/apb"><em>All Points Bulletin</em></a> -- is pretty excited about cashing in on the online market. During his keynote at the Develop conference this week, RTW exec David Jones explained his company's shift to MMO development as one with the intention of heading where "the big dollars are." <br /><br />"Online ... is very, very much untapped -- it's kind of like winding the clock back 10 or 15 years," he said during the speech. Jones apparently cited <a href="http://www.joystiq.com/tag/call-of-duty-4"><em>Call of Duty 4</em></a> and <a href="http://www.joystiq.com/tag/halo-3"><em>Halo 3</em></a> as examples of games where players "invest hours" in the single-player campaign but "ten times that online" -- but isn't your game PC-only, Mr. Jones? We're not so sure, considering Jones' repeated references to "next-gen technology" throughout the keynote, <a href="http://www.joystiq.com/2009/06/09/interview-ej-moreland-lead-designer-of-apb/">100-person servers</a> for online play, and the recent <a href="http://www.joystiq.com/2009/06/01/ea-publishing-realtime-worlds-all-points-bulletin/">EA partnership</a> announcement -- though we'd be a lot more inclined to believe it if even a single MMO existed on current-gen consoles in any real capacity. When we asked RTW for comment on the possibility of <em>APB</em> coming to consoles, a representative told us, "There's no update on that front." Hey, we tried, right?]]></description><category>crackdown</category></item>
<item><title>Crackdown 2 spotted on iPhone</title><link>http://xbox.joystiq.com/2009/07/14/crackdown-2-spotted-on-iphone/</link><guid isPermaLink="true">http://xbox.joystiq.com/2009/07/14/crackdown-2-spotted-on-iphone/</guid><comments>http://xbox.joystiq.com/2009/07/14/crackdown-2-spotted-on-iphone/#comments</comments><description><![CDATA[<div align="center"><a href="http://blog.ruffiangames.com/?p=276"><img width="580" vspace="0" hspace="0" height="350" border="1" align="middle" src="http://www.blogcdn.com/xbox.joystiq.com/media/2009/07/crackdown-iphone-cover.jpg" alt="" /></a><br /></div>
<em>Get it</em>? It's not an <a href="http://xbox.joystiq.com/tag/@iphone">iPhone</a> version of <a href="http://xbox.joystiq.com/tag/crackdown-2"><em>Crackdown 2</em></a>. It's literally an iPhone with <em>Crackdown 2</em> emblazoned across its shiny, shiny surface. It's a joke, see? The offending iPhone was spotted on the <a href="http://blog.ruffiangames.com/?p=276">Ruffian blog</a>, which noted it belonged to an unnamed executive producer at Microsoft.<br /><br />Certainly, it's not quite as cool as a portable version of <em>Crackdown 2</em> -- assuming it was a <em>good</em> portable version, anyway -- but it's cool nonetheless. At any rate, with the complete absence of any concrete <em>Crackdown 2</em> details, we suppose it wil have to do for now.]]></description><category>crackdown</category></item>
<item><title>Realtime Worlds to announce second MMO project next year</title><link>http://www.massively.com/2009/06/23/realtime-worlds-to-announce-second-mmo-project-next-year/</link><guid isPermaLink="true">http://www.massively.com/2009/06/23/realtime-worlds-to-announce-second-mmo-project-next-year/</guid><comments>http://www.massively.com/2009/06/23/realtime-worlds-to-announce-second-mmo-project-next-year/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.gamesindustry.biz/articles/realtime-to-announce-second-mmo-next-year"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/www.massively.com/media/2009/06/rtwnextproject580.jpg"  alt="" /></a><br /></div>
Not one, but two MMOs are to come out of <a href="http://www.realtimeworlds.com">Realtime Worlds</a>, the Scotland based developer of <em><a href="http://www.apb.com">All Points Bulletin</a></em>.  Even more intriguingly, this second MMO is actually the company's original MMO project!<br /><br />According to Realtime's CEO, Dave Jones, <a href="http://www.gamesindustry.biz/articles/realtime-to-announce-second-mmo-next-year">during his keynote speech</a> at <a href="http://www.gamehorizonconference.com//index.php">GameHorizon</a>, their original investment drive of 30 million dollars was actually for their new product, this unnamed MMO.  However, due to the ambitious nature of the project, <em><a href="http://www.massively.com/category/all-points-bulletin">All Points Bulletin</a></em> was moved forwards in the production list to give the company a solid foundation before moving onwards.  <br /><br />While all details of this next project remain a mystery, Jones has said that the company is very excited to move fowards with this next project, their original MMO project.  While we can't first hand attest to how ambitious this project is, we believe that actually moving your project backwards just so you can get another MMO out first really says something about how ambitious the project is.]]></description><category>crackdown</category></item>
<item><title>Crackdown 2 features 4-player co-op, 16-player online</title><link>http://www.joystiq.com/2009/06/02/crackdown-2-features-4-player-co-op-16-player-online/</link><guid isPermaLink="true">http://www.joystiq.com/2009/06/02/crackdown-2-features-4-player-co-op-16-player-online/</guid><comments>http://www.joystiq.com/2009/06/02/crackdown-2-features-4-player-co-op-16-player-online/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.xbox.com/en-US/games/c/crackdown2/"><img hspace="0" vspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/06/ms4-001-612009-5802px.jpg" /></a></div>
Details <a href="http://www.xbox.com/en-US/games/c/crackdown2/">posted to Xbox.com</a> reveal that Ruffian Games' <a href="http://www.joystiq.com/2009/06/01/crackdown-2-announced-for-xbox-360/">sequel to </a><em><a href="javascript:void(0);/*1243960869987*/">Crackdown</a> </em>-- the sleeper open-world, super-powered crime fighting game -- will feature cooperative four-player gameplay. The original game featured two-player, drop-in, drop-out co-op. Also noted: 16-player online multiplayer -- though not confirmed, this is presumably competitive and team-based. If you haven't done it yet, <a href="http://www.joystiq.com/2009/06/02/the-agency-is-recruiting-again-first-crackdown-2-trailer/">watch the official reveal trailer</a>.<br /><br />[Thanks, Erluti!]]]></description><category>crackdown</category></item>
<item><title>The Agency is recruiting again: First Crackdown 2 trailer</title><link>http://www.joystiq.com/2009/06/02/the-agency-is-recruiting-again-first-crackdown-2-trailer/</link><guid isPermaLink="true">http://www.joystiq.com/2009/06/02/the-agency-is-recruiting-again-first-crackdown-2-trailer/</guid><comments>http://www.joystiq.com/2009/06/02/the-agency-is-recruiting-again-first-crackdown-2-trailer/#comments</comments><description><![CDATA[<center><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="580" height="346" id="viddler_9f891559"><param name="movie" value="http://www.viddler.com/simple/9f891559/" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><param name="flashvars" value="tubemogulid=TD-Q0P-W10" /><embed src="http://www.viddler.com/simple/9f891559/" width="580" height="346" flashvars="tubemogulid=TD-Q0P-W10" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler_9f891559"></embed></object></center> "The city is infected. You are the cure."<br /><br />So begins the first trailer for <a href="http://joystiq.com/tag/crackdown-2"><em>Crackdown 2</em></a>. The trailer subsequently showcases one of the Agency's supercops doing what he does best. If you've played the first <em>Crackdown</em>, you'll know that what an Agent does best is basically to be a complete and total badass. The only difference is that this time, it looks like the Agents just might have met their match. We won't spoil it for you, so just go ahead and give it a watch.]]></description><category>crackdown</category></item>
<item><title>Crackdown 2 announced for Xbox 360</title><link>http://www.joystiq.com/2009/06/01/crackdown-2-announced-for-xbox-360/</link><guid isPermaLink="true">http://www.joystiq.com/2009/06/01/crackdown-2-announced-for-xbox-360/</guid><comments>http://www.joystiq.com/2009/06/01/crackdown-2-announced-for-xbox-360/#comments</comments><description><![CDATA[<div align="center"><img hspace="0" vspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/06/ms4-001-612009-5802px.jpg" /><br /></div>
Microsoft answered many an open-world action game fan's prayers today by <em>finally </em>confirming <em>Crackdown 2 </em>for Xbox 360. The game -- which has <a href="http://xbox.joystiq.com/2008/02/08/microsoft-crackdown-2-still-a-possibility/">been rumored for some time</a> -- was shown in trailer form during the company's pre-e3 press conference, currently underway in LA. <br /><br />The footage appeared to be an in-game cinematic and showed a monster emerging from a sewer. We noticed that, while the game's art style is reminiscent of the original's, it did appear slightly more realistic. Also <a href="http://www.joystiq.com/2008/12/19/rumor-whispers-of-crackdown-2-surround-new-studio/">as rumored</a>, the game is being developed by Ruffian Games, a studio comprised of many former Realtime Worlds staffers who worked on the first game. No release timeframe was teased. We'll do our best to crack down Microsoft's PR walls and get more info on the game over the next four days.]]></description><category>crackdown</category></item>
<item><title>GTA MMO would be a profitable venture, analyst suggests</title><link>http://www.massively.com/2009/05/29/gta-mmo-would-be-a-profitable-venture-analyst-suggests/</link><guid isPermaLink="true">http://www.massively.com/2009/05/29/gta-mmo-would-be-a-profitable-venture-analyst-suggests/</guid><comments>http://www.massively.com/2009/05/29/gta-mmo-would-be-a-profitable-venture-analyst-suggests/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.gamasutra.com/php-bin/news_index.php?story=23777"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.massively.com/media/2009/05/gtaonlinegama.jpg"  alt="" /></a><br /></div>
In a <a href="http://www.gamasutra.com/php-bin/news_index.php?story=23777">recent set of statements to Gamasutra</a>, Mike Hickey, an analyst with <a href="http://www.janco.com/">Janco Partners</a>, brought up the profitability of an MMO set within the <a href="http://www.rockstargames.com/IV/"><em>Grand Theft Auto</em></a> franchise.<br /><br />While Hickey notes that success would only be possible if <a href="http://www.take2games.com/">Take-Two</a> partnered up with another company who had a well designed infrastructure and MMO experience, the whole paragraph is certainly a nod in the direction of online crime games at large -- a genre relatively untapped in the MMO landscape.<br /><br />Certainly a <em>Grand Theft Auto</em> MMO would be the new gorilla of the online space, one can't easily forget about the stylized and anticipated offering from <a href="http://crackdownoncrime.com/"><em>Crackdown</em></a> developer Realtime Worlds, <a href="http://www.apb.com/"><em>All Points Bulletin</em></a>.  A GTA MMO would certainly be nice, but <a href="http://www.massively.com/category/all-points-bulletin"><em>APB</em></a> will certainly be setting the bar for all upcoming crime MMOs, regardless of a GTA entry into the scene.]]></description><category>crackdown</category></item>
<item><title>Ruffian Games expands team by 15, 'itching' to reveal first project</title><link>http://www.joystiq.com/2009/05/22/ruffian-games-expands-team-by-15-itching-to-reveal-first-proj/</link><guid isPermaLink="true">http://www.joystiq.com/2009/05/22/ruffian-games-expands-team-by-15-itching-to-reveal-first-proj/</guid><comments>http://www.joystiq.com/2009/05/22/ruffian-games-expands-team-by-15-itching-to-reveal-first-proj/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.gamesindustry.biz/articles/ruffian-announces-team-growth"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/05/gam_ruffiangameslogo_580.jpg" alt="" /></a><br /></div>
While many other development <a href="http://www.joystiq.com/tag/layoffs">studios are withering</a> beneath the sweltering heat of the recession, it seems at least one studio is blossoming -- <a href="http://www.joystiq.com/tag/ruffian-games">Ruffian Games</a>, founded earlier this year by a number of former <em>Fable II</em>, <em>Crackdown</em> and <em>GTA</em> devs, recently announced that it had <a href="http://www.gamesindustry.biz/articles/ruffian-announces-team-growth">bolstered its staff with 15 new recruits</a>. <br /><br />This is great news for the unorthodoxly expanding studio (and for the recently employed developers), but we still don't know what Ruffian is working on. Apparently, this fact bothers them as much as it bothers us -- studio head Gaz Liddon said, "Now we're in full production, we're itching to share the fantastic work these guys have been producing," adding that he hoped said sharing "won't be too far away." We hope so too, as our attention span is pretty limited as far as -- Hey, a butterfly! Neat!]]></description><category>crackdown</category></item>
<item><title>Blizzard legal censures Shakes and Fidget</title><link>http://www.wow.com/2009/05/11/blizzard-legal-censures-shakes-and-fidget/</link><guid isPermaLink="true">http://www.wow.com/2009/05/11/blizzard-legal-censures-shakes-and-fidget/</guid><comments>http://www.wow.com/2009/05/11/blizzard-legal-censures-shakes-and-fidget/#comments</comments><description><![CDATA[<a href="http://www.shakes-and-fidget.com/"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/www.wow.com/media/2009/05/shakesandfidget.jpg"  alt="" /></a>First <a href="http://www.wow.com/2009/05/06/two-more-wow-related-iphone-apps-off-the-app-store/">the legal crackdown on fan-made iPhone apps</a>, and now this: German-based webcomic <a href="http://www.shakes-and-fidget.com/">Shakes and Fidget</a>, a longtime sight in <a href="http://www.wow.com/category/sunday-morning-funnies/">our Sunday Morning Funnies column</a>, has apparently been <a href="http://www.shakesandfidget.com/SaF-Statement.jpg">smacked with a cease-and-desist</a> by Blizzard.  Our German isn't that great (and we've reached out to the comic's creators for further comment), but <a href="http://www.shakes-and-fidget.com/phpbb/viewtopic.php?p=15220#15220">a translation of this forum page</a> tells us that Activision-Blizzard's legal department suggested to them that there was enough similarity between the official game and the unofficial comic to cause a problem, and while they believe that they're covered <a href="http://en.wikipedia.org/wiki/Parody">under parody laws</a>, they decided to take the "offending" comics offline anyway, and are apparently currently working on editing them so that they can be put back up without any issues.<br /><br />Obviously, since the comics are offline, we have no idea what material Blizzard objected to -- you could argue that depictions of certain gear created by Blizzard artists in the game or specific names are under trademark and thus could be protected under copyright law.  But even then, Shakes and Fidget is <a href="http://www.darklegacycomics.com/187.html">one</a> <a href="http://www.lfgcomic.com/page/250">of many, many</a> <a href="http://www.tehgladiators.com/?p=72">fan-made</a> <a href="http://woweh.com/?p=351">webcomics</a> to obviously depict <em>World of Warcraft</em> and Blizzard-designed items specific to the game, and we haven't yet heard of any other webcomics that have been approached in this way.<br /><br />Still, as they might say in Germany, <em>wir riechen eine ratte</em>.  Without knowing the exact nature of the comics that Blizzard had an issue with, this seems like a complete overreach on their part, especially considering that it's some of their biggest fans who are making these comics, and that many artists have portrayed many videogames in webcomics without anyone confusing the issue of whether they were official or not.  We'll keep an eye out for more information (and we've also contacted Blizzard for comment) -- if you know of any other webcomics or fan artists who've been approached by Blizzard in this way, <a href="http://www.wow.com/contact/comments">definitely let us know</a>.<br /><br /><em>Thanks, Henry!</em>]]></description><category>crackdown</category></item>
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