23 Realtime Worlds devs re-hired for MyWorld
8 CommentsTwenty three former Realtime Worlds employees have been offered their jobs back. They’ve been asked to resume work on Project: MyWorld, following interest in the social game from investors.
As we recently reported, Realtime Worlds had entered into administration on the back of the poor performance of their urban sandbox MMO, APB. Today, Realtime Worlds released APB’s player statistics for the first time, and it’s not doing quite as badly as everyone thought.
Twenty three former Realtime Worlds employees have been offered their jobs back. They’ve been asked to resume work on Project: MyWorld, following interest in the social game from investors.
Following yesterday’s news that Realtime Worlds had entered into administration, we got lots of comments lamenting the death of their urban sandbox MMO. As if in response, they’ve upt up a public test world with a mass of new features. We’ve got the meatiest chunks of the patch notes below. And it seems the developers are listening to customer complaints – improving the well known weaknesses within the game. Radical weapon rebalancing, improved vehicle handling, and new weapon audio are all on the patch notes. Have you played the test version? We’d love to know how the improvements feel in-game.
Realtime Worlds, the scottish development studio behind Crackdown, APB, and the newly announced MyWorld, has entered administration. The company now has a short period of time to find more cash or it’ll be forced to close.
I’m about to show you a video, but first, let’s have a moment of silence for the APB fans. Just, you know, bow your head or something.
Alright, here’s Realtime Worlds’ new game you can explore “early next year.”
An official Realtime Worlds poster has outlined the company’s plans for APB in a lengthy forum post on the official forums. They’re proposing a pretty startling revamp of many of the game’s key faults. Read on for the details.
In APB, Realtime Worlds’ online cops vs robbers shooter, a creative clan of enforcers has recreated the look of the London Metropolitan Police Force with the game’s advanced character creator.
The first time any of us are presented with a character editor, we are compelled by primal urges to slide every slider up to maximum, producing “maximum face”. Then we mock them, laugh at how silly they look, etc. APB would like you – via an online poll – to do that to a human being.
There are moments in APB where I found my heart pounding out of my chest, beating faster than my assault rifle could empty ammunition. APB’s San Paro is a online city where the criminals fight the police on the streets, both sides player-controlled. When it works, it’s incredibly exciting. The problem is, it doesn’t work.
Trust me, I’m Machiavelli: We kick off season two of our podcast with talk of our new site. Tim, Tom, Graham and Craig discuss why Guild Wars 2 will be genuinely different, the crushing disappointment of APB, the cleverest thing about Portal 2, how drama works in The Old Republic, why Bethesda should use the Rage engine for the next Elder Scrolls, the ridiculous inconsistencies of Singularity, and how the PC fared against the consoles at E3. The true identity of the podcat is also revealed. One Twitter question demanded a photo of where we record our podcast, so there’s a grainy phone pic below the fold.
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