Showing posts with label Brent Hecht. Show all posts
Showing posts with label Brent Hecht. Show all posts

Thursday, October 20, 2011

Black Ops .. Win or Fail ?

So Call of Duty Black Ops has been out for a while now.. some people love it and some people hate it..

Me .. ? I'm on the fence so to speak .. why..?

I don't know so maybe writing it down in Blog form may help .. and it may not either.

So Black ops was released back In November 2010 .. I was one of those fools that headed out at the ungodly hour of 10 pm at night to try and secure a copy.

Me and Friend make our way to the local excuse that is the Supermarket to stand in line.. we turn up and there is a fair few people in there already about 70 or so and this is at 11pm. By 12am its heaving to about 200 + so we manage to bag a copy and head home with the game Ive been waiting for what feels like a day and an age and Install to the HD ..

It boots up ..so far so good.. I head online ..Nuketown is up 1st.. and the obvious set ups for nOObs is there so I pick the SMG class and proceed to get my ass handed to me.. I think to myself I cannot play this like MW2 so take it slow and do better and laugh at the people who choose the sniper class STILL trying to quickscope .. I chuckle to myself FUCK YOU BIATCHES .. No scoping is dead..

Anyway I keep playing getting used to the mechanics but it just doesn't feel right or look right..is it because of the "Solid" more organic mechanics of MW2 still..the Graphics of MW2 looking good still to this day.

Either way I plod on But the cracks start to show after a week or so ..Horrendous lag.. the maps not being all that great .. Ballistic knife being terrible due to some weird and down right game robbing hit detection and that bastard stuttering this outing suffers from on every occasion along with some weird glitches.. and don't get me started on the sound !

Many a time I have seen a target in the distance and try to track them through ADS for them to just jump about 10 meters in the opposite direction .. or even worse disappear even though there is nothing for them to hide behind etc.

Well seeing as this has turned into a rant of sorts ..lets focus on the positives.. if you can call them that

First up Class selection .. not sure what to think in all honesty as it doeslet you choose what you want but cosmetic stuff like face paint and fancy red dots for you scope just don't cut it really for me along ..although Shotguns as a primary now is a good move.

I was looking forward to hardcore free for all but turned out to be pile of shite .. so CORE modes are the norm for me if i am ever to play .

I decided to trade it at the back end of December due to the frustrations pointed out and didn't look back ..then I seen my friends playing and felt a urge to play it again all the time but they seen the light as well in a sense and have almost gave up on it .. but they do still play now and again but feel the same frustrations as myself and the patches IMO don't seem to have done much except nerf a few guns.

Sure I was supposed to mention positives but not sure there is ..

I think in a sense it does win as I do feel the urge to want to play it but when I do after borrowing a copy ..I just feel all the old frustrations come back and don't want too and then it fails...and comes the vicious circle of wanting to play because everyone else is and then the FAIL that the game is kicks in ..and so on and so on .

Hopefully MW3 if it is actually a reality ..may restore my faith in the COD franchise but as such Black Ops has killed it ..

Wednesday, October 12, 2011

Command and Conquer 3: Mod Wars

Command & Conquer is a popular series of real-time strategy war games. Command & Conquer 3: Tiberium Wars is one of the series’ most successful titles. Here are some mods to enhance your C&C 3 experience and continue your work for Kane.

Alternate Warfare by ravagecn Alternate Warfare by ravagecn Ravagecn’s highly rated C&C 3 mod, Alternate Warfare, sets the player in an alternate Cold War era battlefield. As the general, you are given access to a vast arsenal of experimental weapons. Additionally, the conflicts range in size from regional unrest to full-scale nuclear war. Download this mod! It is regarded as one of the more epic C&C 3 mods to date.

AlternateWarfare1

AlternateWarfare2

AlternateWarfare3



Download C&C 3 Alternate Warfare

Mideast Crisis 2 by ISOTX This mod completely overhauls the original C&C campaign, changing the setting to focus on conflict in the Middle East. A very prevalent group of C&C developers put a lot of hours into this mod, creating a realistic multi-faceted campaign. The main focus of this mod is referred to as “occupation warfare” emphasizing the importance of budgeting wartime funding, ammunition and other limited resources.

Mideast1

Mideast2

Mideast3



Download C&C 3 Mideast Crisis 2

Talon Mod by Talon Clan This mod totes itself as the return to strategic thinking for C&C 3. With Talon Mod, you will no longer have instant victory by spamming tanks, rather, this mod encourages strategic planning and using a variety of units. This mod focuses less on adding new shiny things to the game, and more on creating more deep and immersive gameplay. If the original C&C3 campaign was just too easy for you, give Talon Mod a try.

Talon1

Talon2

Talon3



Download C&C 3 Talon Mod

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Related Posts

   1. More Countries To Conquer In Civ 5
   2. Monday Mod: Star Wars: Empire At War – Republic At War
   3. Half Life 2 Wars: Antlions vs. Combine
   4. Monday Mod: Red Alert 3 – Shock Therapy
   5. Play Dune 2 Again: Acquire More Spice

This entry was posted in Strategy and tagged Command & Conquer series, Mods. Bookmark the permalink.

GameSpy's Battlefield 3 Questions and Concerns

In July 2010, Electronic Arts and DICE revealed Battlefield 3 was in development. While you would expect such a major franchise announcement to be delivered on stage at a blockbuster industry event like E3 – complete with laser lights, smoke machine, and eye-popping teaser trailer – it was actually made in a brief marketing promo for Medal of Honor pre-orders. If you missed it, which you probably did, here it is in all its two-sentence glory:

"People who own the Medal of Honor Limited Edition will receive an invitation to the beta for another highly-anticipated EA shooter, Battlefield 3. Battlefield 3 is the latest entry in the award-winning shooter franchise from DICE in Stockholm, Sweden."

Woohoo! Battlefield 3, baby! Ahem. We've seen bigger reveals from EA for its Facebook games. Seriously.

The underwhelming reveal would be the first of a handful of peculiar decisions made by EA and DICE over the past year, and as amazing as the jet-infused, Frostbite 2-powered, 64-player PC version of Battlefield 3 looks, those decisions have created some serious questions/concerns about the game.


Origin Over Steam

Whattayamean no Steam?
Battlefield 3 is PC first. It's a message we've heard from DICE since day one… well, more like day 30, but you get the picture. That's why it's so surprising the anticipated shooter will not be sold on the biggest digital PC gaming distribution hub in the world, Valve's Steam.

EA claims Valve's restrictive terms of service are to blame (a claim we've actually heard repeated by Minecraft creator Markus "Notch" Persson of all people), but regardless of why, not only will gamers not be able to download Battlefield 3 from Steam, they'll be forced to download EA's untested Origin client in order to play Battlefield 3 no matter where they buy the game – even if it's a hard copy. That fact created even more of an Internet ruckus when gamers got a closer look at Origin's scary original end-user license agreement (EULA), which read like the legal definition of spyware:

    You agree that EA may collect, use, store and transmit technical and related information that identifies your computer (including the Internet Protocol Address), operating system, Application usage (including but not limited to successful installation and/or removal), software, software usage and peripheral hardware, that may be gathered periodically to facilitate the provision of software updates, dynamically served content, product support and other services to you, including online services. EA may also use this information combined with personal information for marketing purposes and to improve our products and services. We may also share that data with our third party service providers in a form that does not personally identify you.

After the online outcry, the publisher tweaked the language of the Origin EULA, stating, in part: "EA would never sell your personally identifiable information to anyone, nor would it ever use spyware or install spyware on users' machines."

Funny, I don't feel reassured.

Preliminary Verdict: This could turn into a launch day train wreck. Forget about the scary EULA, EA and DICE already have enough trouble launching online games on their existing backend (see Battlefield: Bad Company 2). Throw in the new backend they've created for Battlefield 3 and EA's untested Origin client, and we could have a recipe for disaster. To borrow a line from Han Solo, I've got a bad feeling about this. And to think this potential catastrophe could have been avoided simply by releasing the game on Steam, complete with Valve's reliable, tested, and trusted Steamworks.


No SDK, Hell, Not Even a Map Editor

You'll get nothing and like it.
Battlefield 2 was released in 2005. Six years later, modding teams like the folks behind Project Reality: BF2 and Forgotten Hope are still releasing major updates for their stellar modifications. Given the passionate modding community's effort to keep Battlefield 2 fresh all these years later, you would think DICE would put releasing an SDK at the top of its Battlefield 3 To Do list. Unforgivably, DICE has decided not to release modding tools with BF3.

The studio cited the complexities of Frostbite 2, the potential for hacks, and time constraints as the reasons why it won't be releasing an SDK, none of which satisfied PC gamers. The studio has softened its stance of late, though, saying that it will do its best to throw the modding community a bone, or at least a digital treat. Before you get your hopes up, those statements have been bracketed by "no promises."

Preliminary Verdict: Like the decision not to sell BF3 on Steam, this one just doesn't make sense. Calling Battlefield 3 PC first and then choosing not to include an SDK or even a map editor with the game is an unfortunate contradiction.


Pay to Play

If you don't pre-order, get ready to pay to go back to Karkand.
"We don't ever want to charge for our maps and insisted to EA that this attitude was crucial when it came to keeping our community happy and playing together. We're owned by EA but we're still very much DICE."

Those are the words of DICE Senior Producer Patrick Bach. He made the comment shortly after the launch of Battlefield: Bad Company 2 in March 2010, stating that his studio didn't want to follow Call of Duty down the $15 map pack path. All that will go out the window on launch day for Battlefield 3.

In pimping pre-orders for BF3, DICE and EA have included the Back to Karkand map pack, featuring four of the most beloved battlegrounds from the Battlefield franchise: Strike at Karkand, Wake Island, Gulf of Oman, and Sharqi Peninsula. Those maps are free for those who pre-order the game. But if you pick up Battlefield 3 on launch day or after, you'll have to pay anywhere from $10 to $15 to get Back to Karkand.

DICE has yet to announce pricing, and while the map pack is a terrific pre-order bonus, it will also be a huge cash cow for EA on launch day, as literally millions of gamers will realize they don't have access to four of the game's best maps and go scrambling for their credit cards.

Preliminary Verdict: Yup, it appears DICE's "we'll never charge for maps" policy is out the window with Battlefield 3, and in this gamer's mind, the franchise will be worse for it.


The Game Isn't Ready

Can't... move... laaaag!
Millions of gamers flocked to DICE's recently concluded Battlefield 3 multiplayer beta (with the count reportedly as high as 12 million simultaneous players combined across all platforms), diving into a decidedly un-Battlefield experience. The Battlefield franchise sets itself apart with massive maps, vehicles, teamwork, and more players. All of those things were missing during the game's Operation Metro, Rush mode-focused beta. With a new engine, new backend, new out-of-game server browser/social network, the Origin client, and the return of 64-players and jets, you would think DICE would want to put its key features through their paces in the beta to work out the kinks. Strangely, it didn't do that until opening up the Caspian Border map to PC gamers during the final weekend of the beta.

And it's not as if Operation Metro was a highly polished experience. Terrain stability, poor hit detection, and a variety of other bugs and glitches impacted the multiplayer experience. And what's up with that Killcam? What is this, COD? Yes, it was a beta, and that's exactly where you would want these issues to be discovered and addressed. The question is, why not do it on the larger, vehicle-filled, 64-player maps?

Preliminary Verdict: We've still got just over two weeks before launch, so DICE does still have a small chunk of time to crunch and work out the kinks. But let's be honest, the studio has a checkered history with launches, and it would be a surprise if Battlefield 3 really was ready for prime time on October 25. I just hope the studio has learned from its previous launch missteps and will at least show improvement for what's being billed as the potential game of the year. Given the $100 million marketing hype behind the game, a launch day stumble would be especially painful.


I've been playing Battlefield since the first wing-riding days of Battlefield 1942 back in 2002. Ah, memories. It's one of the reasons why I'm so excited about Battlefield 3's potential and critical of the decisions that DICE and EA have made leading up to the game's launch. Will it end up being worthy of the hype? In the end, I think it will. But I can't help but feel that day won't come until a solid month after launch.


Spy Guy says: You might recall a similar questions/concerns preview piece we published for Rage, a few weeks back, an article that turned out to be surprisingly prescient. What do you think of these types of previews, and would you like to see more of them in the future?

Fanatec Racing Peripheral Review

To play a hardcore PC driving sim like iRacing or rFactor with a control pad or -- even more disgustingly -- a keyboard, is like taking a Ferrari for a test drive in a speed-limited school zone; a disgusting waste of a potentially amazing experience. To truly immerse yourself in the delights of these professional-level sims requires a steering wheel and pedals, and Fanatec has established itself as one of the premium brands in the business. They've turned their Germaneering experience to a sexy new product in the CSR Wheel and CSR Elite pedals, and as an owner of their earlier wheels I just had to take this package for a test drive.

The Wheel Deal

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The key new feature of this wheel is its support for Xbox 360, evident by the prominent Forza 4 branding plastered all over it. This makes it a very rare creature indeed, being the only wheel on the market that is on friendly terms with the PS3, 360 and PC. It uses a wireless connection to communicate to the 360, while a USB cable is used for PC and PS3 use. This focus on 360 compatibility has seen the face of the wheel change dramatically from the earlier 911 GT3 RS wheel I own, and from which the CSR has evolved. The buttons are now clearly labeled to represent the 360 controller's buttons, while an analogue stick makes its debut. This is fantastic for Forza players, but if you want to use the CSR on your PC there's one major problem with the button renovation -- they're now much, much harder to reach while driving.

You'll need extra-long thumbs to reach the buttons and you'll probably resort to taking your hand off the wheel to activate them. This strange decision is the one major flaw in an otherwise excellent design, so you'll need to ask yourself how often you need to use your buttons if you're thinking of upgrading. Thankfully the new shifter paddles alleviate these issues somewhat -- they're big and clicky, much better than previous Fanatec paddles.

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The second major change is a total redesign of the wheel's ergonomics. Where the earlier 911 wheels looked more at home in a gentleman's Mercedes Benz, the CRS has been raised on pit lane, force fed a diet of pure adrenaline and kerosene. It looks much more like a real racing car's wheel, and is comprised primarily of plastic and aluminum. Unlike the GT3 it's got just a couple of patches of leather at the 9 and 3 o'clock positions, so I had to adjust my 10 and 2 positioning to better fit the wheel. Not only does it look better, the new lightweight construction has a major impact on the way the wheel feels. The CSR might be packing the same Mabuchi RS 550 Motor for force feedback effects, but it feels very different. I strapped it into my beautiful Obutto racing frame for a spot of iRacing, and was immediately impressed by how alive if felt in comparison to the already excellent 911 GT3 RS. When the wheel starts kicking like a bucking bronco as you start to snap into oversteer, it feels much more powerful; the engine has less weight in the wheel to drive, so more of the oomph gets transmitted to the driver. The wheel also rotates more easily, making corrections through the full 900 degree of range snappier and more responsive. This reason alone has made me swap out the CSR as my full time weapon of choice.

Pedal to the Metal

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Debuting with the CSR is a new set of pedals from Fanatec, the CSR Elite Pedals. Like the ClubSport Pedals that Fanatec is famous for, this cheaper version uses the famous load cell technology for the brake. This means that the brake pedal works based on the amount of foot pressure, like a real car, as opposed to the moving brake position used in Logitech and Thrustmaster products. Unlike the CSP's, the load cell adjusting dial now has markings, making it easy to see what level you've tuned them to.

$50 cheaper than the CSPs, at $149.95, the CSR Elite pedals have cut costs by swapping out the all-metal construction of the CSPs with a hybrid aluminum/plastic design. Given the immense pressure pedals go through in the heat of battle I'm a little concerned about how the plastic will hold up over time. The gas pedal is also extremely light, needing a featherweight touch to activate. They've got one major strength though -- the ability to be configured in a more realistic hanging configuration, which the CSPs can't do without some major modding. Still, the light gas pedal and plastic construction leaves me still more than happy with my CSP purchase.

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The H-shifter and sequential shifter have also seen some love, now using a metallic construction that feels much more sturdy and is reassuringly cool to the touch. Despite the tougher build quality, the sensation of swapping gears still feels a little bit soft, a problem it has in common with its ancestor. Finding first gear can sometimes be a little tricky, but it's still a decent shifter kit for the price.

Tools of the Trade: New Weapons and Gadgets of Assassin's Creed: Revelations

Much of Assassin's Creed: Revelations has us rejoining the formerly fresh-faced Ezio a couple of decades after we last saw him. He's rocking a worldly beard and a much darker costume when he arrives in Istanbul (occasionally known as Constantinople, or so a song told me,) where the local Assassins are only too eager to introduce him to some of their more entertaining innovations. We recently had a chance to play about a third of the game, but rather than spoiling the hell out of the plot I thought it'd be more fun to talk about some of these additions to the Assassin's toy box.

"...the hookblade allows for much more rapid scaling of buildings..."
First among these is the hookblade, which does exactly what it says on the tin. A wrist mounted grapple, the hookblade allows for much more rapid scaling of buildings and, even better, enables Ezio to utilize ziplines that have been strung between rooftops all over town. Not only does this make traversal of the city about 30% faster, but opens up new combat options like dropping off the line to assassinate a target below. This new mobility is brilliantly showcased in several set-piece sequences, including a subterranean ravine full of inconveniently collapsing scaffolds, or a race down a canal to catch up to a boat full of fleeing Templars. Actually, the hookblade is an instrument of such shocking utility that it's almost baffling that word of the thing has never made its way to Rome. I realize in the ancient world the Istanbul Assassins couldn't just shoot off a text message telling their buddies to try duct taping a hook to their arm, but they could have at least sent a note.

The city's new transportation system made getting to work a breeze.


"Bombs are the second major addition to the series..."
Bombs are the second major addition to the series, and easily the feature that offers the most opportunity for creative (or just plain sadistic) use. Now, bombs initially seem an uncharacteristic thing to be employed by a secret society that prizes subtlety and finesse over brute force, but in Revelations they can be surprisingly subtle tools. Assembled from bits and parts found or bought around the city, dozens of components make for literally hundreds of possible bomb combinations. Several different powders can be found or created, and depending on their potency will provide either small, focused blasts, or large explosions that will scatter the bomb's contents over a wide area. A smaller cherry bomb can make for an excellent localized distraction, while a larger charge might be used to scatter a load of caltrops all over a street or rooftop to impede pursuit.

Casings offer other effects prior to explosion. A more standard fuse shell will provide a time delay, but others provide more interesting possibilities. A tripwire offers almost endless opportunities for booby-trapping, including the classic tactic of attaching a grenade to the body of an already dispatched opponent, which will go off when one of their friends comes to investigate. Leaving a trapped body near a convenient haystack is an excellent way of clearing an area of guards without ever showing your face.

Whatcha doin' Ezio? Just hangin' round.


The sticky pouch has to be my personal favorite, and I think the opinion will be especially shared by any Halo fan. They can be used to create sticky bombs, which will either fasten themselves to a surface, or more entertainingly, a civilian or guard. This naturally causes a few moments of panic in the victim before the bomb goes off and deploys its contents, which is particularly gratifying when the poor sap runs toward their buddies for help.

"...make a blood bomb for that "Carrie at the prom" effect."
The most important aspect of bomb making is what you choose to fill it with in addition to powder. Simple explosives are enough fun on their own, but not nearly so amusing as filling one with pyrite coins to create a money bomb. Toss one of those into a crowded square and the resulting frenzy of greed will create a distraction that would enable a pink, breakdancing gorilla to walk through the middle of town unnoticed. Or, if you happen to come across lamb's blood at some point, go ahead and make a blood bomb for that "Carrie at the prom" effect. Even the most stoic guard will be a little bit distracted when subjected to a loud noise and a sudden abundance of gore covering everyone and everything around them. Or you could just fill a bunch of sticky bombs with skunk oil and go around attaching them to random passersby. No, it may not accomplish much, but I think I could do that all day.

Happy wife, happy life. Unhappy wife, kick in the face.


Revelations has a compelling plot, but it's surprisingly easy to get distracted from it with so many gadgets and toys to screw around with. I'm greatly anticipating the resolution of Ezio's story, but I'm surprised to find myself just as much looking forward antagonizing Templars with improvised gadgets like an ancient griefer MacGuyver.

GDC Online: PopCap Interview

John Vechey helped start PopCap Games in Seattle back in 2000. The maker of Plants Vs. Zombies was purchased by mega-publisher Electronic Arts in July for some $750 million. He'll be delivering a keynote at GDC Online, and we caught up with him in advance to ask a few questions…

GameSpy: Why do gamers love PopCap games?

    John: You know, when we first started, Bejewelled was kind of ragged on, because people were like, 'it's not even a game'. And we were like, 'Ah, it's pretty fun. People are playing it.' And from our side of things, we're gamers—we're making things for ourselves.

    Why do people who love good stories love Pixar? Well, because they're telling good stories. That's probably why gamers love our games and non-gamers love our games, because we're making them so that anyone can find that fun we find in it.


GameSpy: They do seem to appeal universally.

    "...there was this game that we worked on for a couple years, that was like PopCap meets NetHack."
    John: I think it's because we first focus on making games for us. And then we spend a huge amount of effort to make that fun accessible for everyone. A game that can't meet both those demands equally…we cancel. So we'll have games that we worked on for a couple years – there was this game that we worked on for a couple years, that was like PopCap meets NetHack. And it's a super-fun game for us, but we could never get everything to gel in a way where a person who doesn't play games can really get the fun out of it.


Who'd have thought such a simple concept could grow so big?
GameSpy: Should we expect larger productions from PopCap?

    John: We're always trying to do different things. Increase our production value, Bejewelled 3, which we released last year had huge production value. We did full high-def mode, multiple game modes, it was gigantic. Now, as we become more and more social – first as a platform, that scope goes down again, but only for us to increase it more and more. I don't think we'll be getting into—we're not doing Battlefield 4.



"You know, we've had a lot of interest from Hollywood."
GameSpy: Another company, Rovio, has the ambition to go transmedia. Are we going to see PopCap doing Bejewelled plushies and Plants vs. Zombies feature films?

    John: You know, we've had a lot of interest from Hollywood. We've just hired someone to explore merchandising for us. So I definitely think we're going to do more of it. "Transmedia," I think is like metrics-driven-game-design: it's like, 'okay, cool in theory, but it's not really how the world works.' So yeah, are we going to try to give our customers cool plushies if they want them? Yes. Is that our new company strategy? No, we're a game company. I think that's where we're a little different than Rovio, even, I think Rovio would admit this as well, Rovio is the Angry Birds company. Their whole focus – and they're doing an amazing job of it – is to be the Angry Birds company. And one of the best ways to do that outside of platform expansion is to kind of accent the brand with all those other things. And they've done a great job of it. You know, we made a decision a long time ago to not be the Bejewelled company. To be PopCap. To be a greater games company. And it doesn't make any one strategy better or worse, but they're definitely different.


GameSpy: You were acquired by EA. Are they going to ruin you?
"So, is EA going to f%$k it up? I don't think so..."

    John: I don't think they're going to ruin us. I think it's ours to f$1k up, I mean honestly. One of the things we liked about EA is they've done a fair amount of acquisitions in the last decade, they've screwed up a couple of them, and they've gotten a lot of them right. And more recently, their track-record of getting them right has been increasing more and more. I myself feel, my co-founders, our CEO, the executives at PopCap are just as in-charge as they were before. So, is EA going to f%$k it up? I don't think so, because really, I think it's ours to screw up. And if it gets screwed up, it's really on us.


Digital crack the whole family can enjoy!
GameSpy: You're rich now. Is it true you still drive a Prius?

    John: I actually bought a Volt in February of this year. I don't think a Volt is hippie. I think a Prius gives you more hippie cred, Volt gives me like electric car cred. I never use the gas part of the Volt. I love my Prius, though. It's one of my favorite cars.


"...the challenge that PopCap is going to have is 'how do we handle 200 million people per day playing our games?'"
GameSpy: What are you most excited about?

    John: PopCap has been a very conservative company. We've never been great at scale. And so one of things that in the future I think we're really going to have to challenge ourselves with is scale – from both a users and technology standpoint, as well as a scale from consumer marketing. So in the next five years, I think you're going to see us transform, instead of a company that has 5 million play Bejewelled Blitz per day – that's a lot of people when you compare it to your neighborhood bookstore – but I think the challenge that PopCap is going to have is 'how do we handle 200 million people per day playing our games?' That's going to be our challenge over the next five years.


GameSpy: Did we leave anything out?

    John: A lot of people ask, 'how does it feel to not own your company anymore?' or 'how is it to be rich?' And it's always a complicated answer that I don't think people have a full appreciation for. I still feel like it's my company. Except now I fell more stress, because I feel like the rest of EA is my company, too. It's one of the great things about John Riccitiello that he did, he instilled that 'hey, there's a creative leadership at this company, and you guys are part of it. Not only do we not want to screw you up, but we also want you to be a part of EA, and to help influence the rest of EA.' So I now feel like this gigantic burden to like, not let Frank Gibeau down, or the BioWare guys, or DICE. I'm like, 'wow, we've got to make sure we're bringing it—cause they are.' You know, I see Battlefield 3, and I'm so giddy about it. And I want to make sure they feel just as giddy about our stuff.



Spy Guy says: It's so refreshing to speak to a developer who hasn't had the f-word media trained out of him. John's obviously a rather switched on dude – what do you think PopCap should focus on in this EA-stage of its life?