Splinter Cell, Far Cry 2 designer departs from Ubisoft
It's a time of great upheaval within the game's industry, and in line with the current trend for change, developer Clint Hocking has announced he will be parting company with Ubisoft. This might not seem like such a big deal in the wake of the Infinity Ward-furor over employee bonuses, but Hocking was one of the company’s most creative developers. Spending nearly a decade at Ubisoft, he played a major role in the creation of the Splinter Cell series and went on to become lead designer on Far Cry 2. And although the latter title polarized opinion, Hocking’s absence will certainly be felt by the company.
After ‘fiddling around more or less constantly with the unreal level editor’, Hocking managed to secure a job at Ubisoft after sending them his resume ‘just for a lark’. Now, ten years down the line, he explained that the time had come for him to ‘bid farewell’ to his cushy-position at Ubisoft (which he described as ‘tragically comforting’).
‘I need to walk on hot coals and sleep on a bed of nails. I need to chew on broken glass. I need to drink paint. This post has gotten long enough and I am still afraid to come to the point, but what I really need more than anything is to write these words: I gave notice of my resignation to Ubisoft on Monday, April 26th, 2010.’ Hocking’s next move remains unclear, but now that he has broken free from the corporate shackles of Ubisoft, let’s hope his best work is yet to come. [Joystiq]
Sega Outlines Alpha Protocol DRM
With PC gamers continuing to view DRM like it’s the kryptonite of videogames, Sega reckon they have come up with solution everyone can live with. Outlining the DRM feature which will guard their forthcoming third-person-action-RPG Alpha Protocol, they company explained how players would not need a constant internet connection and, potentially, would not be hampered by a limited number of installations.
Dubbed Unlioc: SoftAnchor, the system allows player to have up to five installations active at one time, with each installation requiring a one off online activation. However, if you’re lucky enough to have the game installed on five computers, you won’t lose one of your online activations if one of your computers crashes or if you need to reinstall the operating system. All you need to do is deactivate one of your old installations – something which can be done from any computer with a working internet connection.
The only problem is that this isn’t much good if - for whatever reason - you don’t happen to have a working internet connection. However, compared to what’s gone before, this ‘one of activation, limitless installation’ system seems like a much fairer deal, and lets hope Ubisoft decide to follow suit with something similar. For a full rundown check out Sega’s blog. [Eurogamer]
Bungie: Halo Reach Beta ‘not fully operational yet’
If you’ve already been getting stuck into Halo: Reach’s online Beta, Bungie warn that ‘it’s not quite fully operational’ as they strive to iron out a few imperfections. Players should expect a ‘suboptimal performance’ according to the Bungie Website. ‘Once again, thanks for being patient. Unless of course you weren't patient at all and you made like a million posts to the feedback forum to complain about the outage even though there were already like a million posts already made complaining about the outage. If you were that guy, thanks for nothing!’.
Clearly it’s been a long night . ‘We're not out of the woods just yet. If you experience any problems connecting or getting into games, please let us know about it. Politely, of course’. Halo Reach’s online multiplayer went live yesterday and can be played by anyone with a copy of ODST. [VG247]