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Richard Garriott Seeks to Reclaim Ultima from EA Using Unconventional Legal Strategies

**Richard Garriott’s Desire to Regain the Ultima Series: A New Era for the Classic RPG**

Richard Garriott, the celebrated game designer, astronaut, and owner of a Texas castle, has proclaimed his plan to reassert control over the legendary *Ultima* series, a foundational aspect of role-playing games (RPGs) that he sold to Electronic Arts (EA) during the 1990s. In a recent statement to *Inside Games*, Garriott conveyed his dissatisfaction with EA’s oversight of the series, which has not seen a mainline release since 1999. His ambitious initiative to reclaim the series may come to fruition as early as next year, leveraging a unique copyright clause rather than a standard acquisition.

The motivation behind Garriott’s announcement is his concern regarding EA’s recent actions involving the *Ultima* trademarks. After several trademark applications by EA, Garriott expressed urgency and a history of unsuccessful partnerships with the company related to rejuvenating *Ultima*. “Every decade or so, I attempted to collaborate with EA on a revival of *Ultima*,” he remarked, emphasizing the ongoing collapse of negotiations that once seemed promising.

Garriott’s approach to recovering the *Ultima* series is rooted in copyright legislation, specifically a clause that enables original creators to regain rights to their creations after 35 years. Since Garriott sold Origin Systems, his studio, to EA in 1992, he believes this law can be utilized to initiate development on fresh *Ultima* content. Yet, one significant constraint persists: while he may have the ability to create a new *Ultima* game, EA holds the trademark for the series, implying that any new entry would necessitate distinct branding.

This unorthodox strategy aligns perfectly with Garriott’s character. He has consistently been recognized for his trailblazing mindset, both in gaming and his personal pursuits. The *Ultima* series, which thrived from the late 1970s through the 1990s, introduced many foundational aspects of contemporary RPGs. Garriott founded Origin Systems following the success of *Ultima III*, and after its acquisition by EA for $30 million, he directed resources toward endeavors that mirrored his distinct worldview, including space travel and the building of a medieval castle in Texas.

Despite the ambiguity surrounding the specifics of EA’s recent trademark filings and what a potential *Ultima* game might involve, Garriott remains hopeful. He invites fans to attend his upcoming appearance at Dragon Con in Atlanta, where he intends to share further insights and plans regarding the future of the beloved franchise.

In conclusion, Richard Garriott’s pursuit to reclaim *Ultima* not only reflects his deep connection to the series but also signifies a possible revival of one of gaming’s most treasured franchises. As he navigates the intricacies of copyright and trademark legislation, the gaming community eagerly anticipates the opportunities that lie ahead.

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Vanillaware Advocates for PC Releases of Their Other Titles; Fans Encouraged to Engage with Publishers

Vanillaware might not be a household name to some of you, but it’s got a library that hangs up there with the best of them. Odin Sphere, Dragon’s Crown, 13 Sentinels: Aegis Rim, all games that I have seen their biggest supports plead for you to play them on sites like Dwitter and Bluesky. Only problem for us lot is that none of them are on PC. Well, most of them, as just this week it was announced that one of their earlier titles Muramasa: The Demon Blade will finally be coming to PC. And, as it seemingly turns out, Vanillaware would like more of their games to be made available on PC… it’s just not up to them.

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Entropy: A Fresh RPG Drawn from Vagrant Story Located in a Gloomy Realm

**Entropy: An In-Depth Exploration of Lovely Hellscape’s Upcoming RPG**

In the universe of video games, where imagination and narrative converge, *Entropy* emerges as an intriguing entry into the RPG category, crafted by Lovely Hellscape, the minds behind *Dread Delusion*. Set in a realm where existence is frequently ephemeral and the grotesque is commonplace, players will traverse a meticulously designed world brimming with peril and dark humor.

At the core of *Entropy* lies a somber theme, centered on the tale of Keir, a magician who tragically fell during a mission to retrieve an old man’s beloved pipe. This narrative thread underscores the harsh reality of the game, highlighting that even the most tenacious characters face severe ramifications. Players embark on their adventure in Draenog, a city that is initially regarded as a refuge from the malevolent dangers lurking beyond its boundaries. However, the façade of safety is shattered as reanimated corpses invade the city square, plunging players into disarray. Equipped with little more than makeshift weapons, players swiftly realize that survival relies on quick wits and collaboration, as they confront overwhelming odds in a fight against the undead.

The fundamental mechanics of *Entropy* involve reconstructing and managing a party from an array of varied characters, including drifters and warriors for hire. This feature allows for a mixture of tactical gameplay and character development, as each member plays a crucial role in the group’s survival, albeit at the potential cost of their own lives should they perish in combat. The game underscores the significance of cautious emotional investment, as every death is irrevocable, adding gravity to each choice made during play.

As players journey through the wilderness, they will face not just terrifying creatures but also the repercussions of a widespread plague that erodes the very foundations of society. This thematic aspect further enriches the story, reinforcing the concepts of scarcity and suspicion in a world where the known can rapidly turn into the unknown.

Visually, *Entropy* heavily references the aesthetics of ’90s RPGs, with *Vagrant Story* serving as a significant influence. Players can partake in strategic combat that emphasizes positioning and targeting enemies’ limbs, a gameplay feature that adds layers of depth. While the visuals may lack the soft, ethereal lighting characteristic of *Vagrant Story*, they compensate with a unique, gritty ambiance that mirrors the protagonist’s struggles in a decaying kingdom.

Character design by Artyom Trakhanov enhances the game’s atmosphere, encapsulating the grotesque beauty of the environment and its denizens. The artistic style contributes to an experience that feels both nostalgic for retro RPG enthusiasts and innovative in its execution.

*Entropy* distinguishes itself from other titles in the genre, adopting a more complex approach to darkness compared to games like *Fear & Hunger*. While it presents its fair share of obstacles, the game maintains a sense of heart, offering players chances for connections and growth amid the turmoil. For those keen on experiencing what *Entropy* has to offer, the game was made available for players to explore during June’s Next Fest, with plans for Early Access scheduled for August.

In summary, *Entropy* promises to be an immersive and captivating RPG filled with danger, intricate storytelling, and unforgettable characters. As players gear up to dive into this haunting yet beautiful and brutal world, they can expect an experience that combines nostalgia with innovative gameplay, marking it as a title to keep an eye on in the upcoming months.

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Weekly News Summary: The Sunday Papers

Sundays are for testing the limits of the hunger for street furniture in your community.

Since moving into the new flat, we’ve been taking things left behind by the previous owner down to the street one-by-one. A lamp here, a side table there, a splash of shelving. So far, everything has been taken by neighbours and passersby. But, after a week of rain where we couldn’t take anything out without it getting drenched (and losing any chance of being taken), we’ve a glut of things to put out. With my sister coming to stay on Monday, it all has to go in one. Will my neighbors be left unable to choose between an office chair, a wobbly step ladder, and yet more shelving? Time will tell.

Still, while I sit beside the living room window, watching to see if anyone carries off the loose kitchen cabinet unit, I’ll need something to read…

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“Concerns Expressed Regarding Split-Screen PlayStation Plus Prerequisites for Halo: Campaign Evolved on PS5: ‘Obligatory Dual Online DRM for Couch Co-Op'”

**Halo: Campaign Evolved – A New Chapter for PlayStation 5 with Controversial Demands**

The legendary series, *Halo*, has successfully arrived on the PlayStation 5 for the first time with *Halo: Campaign Evolved*. Nonetheless, this launch brings a series of contentious demands that have the gaming community speculating about the consequences. A recent update on Halo Waypoint disclosed that players will require not only a PlayStation Plus subscription but also must connect their accounts to a Microsoft account, even for offline gameplay.

During a community Q&A led by John Junyszek, the senior community manager at Halo Studios, the demands are outlined for various platforms. The details emphasize stark differences between Xbox Series X/S and PlayStation 5 regarding access and account prerequisites, raising alarm among players who anticipated a more straightforward gaming journey.

### Requirement Overview

1. **Xbox Series X/S:**
– For split-screen gaming on an Xbox console, each participant must possess an individual Microsoft account.
– To join online co-op, only one participant needs to maintain an active Xbox Game Pass subscription.

2. **PlayStation 5:**
– Both participants must hold distinct PlayStation Plus subscriptions and be connected to a Microsoft account, even for split-screen co-op sessions.
– These active subscriptions are also essential for accessing online co-op.

3. **Steam:**
– Players are required to associate their Microsoft accounts to engage in the game.

### Community Feedback

The response to these stipulations has ignited considerable backlash on social media. Players conveyed their displeasure regarding the perceived double online DRM (Digital Rights Management) restrictions enforced by the PS5 version. A tweet from the account Does It Play criticized the necessity for both online subscriptions, declaring, “Next Halo has forced DOUBLE ONLINE DRM even for couch co-op!” They reflected on an easier past when saves could be effortlessly transferred without such limitations, suggesting that contemporary practices complicate what was once a straightforward experience.

### The Matter of Account Linking

While linking to a Microsoft account is not a novel concept and has been part of cross-platform capabilities, the requirement of having an active PlayStation Plus subscription for offline gameplay is deemed excessive. This demand echoes previous criticisms directed at Sony when a similar requirement was put forth for *Helldivers 2* on Steam. The reasoning behind these stringent mandates—whether influenced by Sony or Microsoft—remains uncertain. Nevertheless, the community’s sentiment suggests that such requirements are unreasonable.

### Final Thoughts

As *Halo: Campaign Evolved* debuts on the PS5, the additional layers of account mandates may dissuade players from relishing what is otherwise a beloved series. The need for dual subscriptions to engage in offline co-op is perceived as an overreach and could affect player reception. The gaming community is keenly awaiting more information, hopeful for adjustments to improve the accessibility and enjoyment of the title without burdensome prerequisites.

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CD Projekt Red’s CEO Emphasizes Importance of Completing Post-Cyberpunk Redemption with The Witcher 4

I think despite the mess that was the launch of Cyberpunk 2077, it wouldn’t be right to say that CD Projekt Red’s reputation was completely tarnished. It is still a game with a lot of cultural relevancy, and nobody can shut up about The Witcher 3 to such a degree that it’s even getting a brand new expansion more than 10 years after the last one came out. Even still, it doesn’t sound like joint CEO Michał Nowakowski is entirely convinced that the studio has managed to complete its redemption arc.

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“Establishment of ‘Diana Police’ Group to Ensure Pragmata’s Diana Maintains a Childlike Persona”

Despite being a dad game, a pseudo-genre that has its fair share of problems in the way it depicts father-child relationships, Pragmata generally seemed to approach all of this fairly well. The consensus seems to be that space man Hugh was genuinely kind of a nice guy, and that his relationship with Diana was actually quite sweet. But as it turns out, the game’s lead devs had to get a bit of a helping hand in writing Diana specifically, resulting in a group of women coming in to help as part of the “Diana Police.”

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Bobby Prince, the composer behind Doom and Duke Nukem, has died at the age of 81.

**In Memoriam: Bobby Prince, Trailblazer of Game Music**

This week, the gaming community grieved the passing of Bobby Prince, an iconic composer and sound designer celebrated for his significant contributions to classic PC games. Prince departed at the age of 81, leaving a remarkable legacy that helped define the soundscapes of legendary titles such as *Doom*, *Wolfenstein*, *Duke Nukem*, and *Commander Keen*.

Initially a lawyer, Prince unearthed his passion for music composition through usenet forums on Prodigy, specifically engaging in discussions about MIDI and digital composing. His entrance into the gaming world commenced when he noticed a post by Scott Miller, founder of Apogee/3D Realms, looking for a composer for a company jingle. After contacting and showcasing his talent with an early shareware version of *Commander Keen*, Prince was invited to Dallas, where he formed a profound creative bond with the team – a bond that extended far beyond just creating an opening title theme.

Prince’s early works established the foundation for the emerging genre of PC game music. The unforgettable soundtrack of *Duke Nukem II* and the pioneering sounds of *Wolfenstein 3D* are just a glimpse of his contributions that enchanted players. However, it was his work on *Doom* that truly established his reputation as a gaming legend. The game’s soundtrack, filled with heavy, Pantera-inspired riffs, has become emblematic of gaming culture, so much so that it was selected for preservation by the Library of Congress in May 2023. Prince’s groundbreaking sound design for the original *Doom* featured chilling sound effects, like moans and snarls, crafting an immersive, otherworldly atmosphere.

Reflections from peers emphasize the significant influence Prince had not only through his music but also as an individual. Miller aptly remarked, “We lost a legend. Music in PC games was emerging tech with numerous companies offering competing sound cards. Bobby existed on the forefront of game music for several years. A pioneer. An innovator. And above all, a tremendously kind person to everyone who encountered him.”

Anyone who experienced the shareware era likely encountered Prince’s inventive audio. He willingly shared his knowledge, contributing articles to gaming magazines and serving as a speaker at the Game Developers Conference in its formative years. His expertise in mastering and navigating early computer composition technology has established him as a revered figure in the history of gaming.

Bobby Prince’s legacy will surely reverberate within the gaming community for years ahead. His compositions have not only enhanced the experiences of innumerable gamers but have also established high standards for game music that endure to this day. As we reflect on Prince, we honor the joy and creativity he infused into the realm of gaming, ensuring that his music will continue to inspire future generations.

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Analyzing How Croakwood Addresses Town-Building Challenges Similar to Anno While Mitigating Stress and Pressure

If, like me, you walk through this world forever thinking about Chicken Run, you too may expect at any moment to discover the animal kingdom is actually made up of industrious town-building critters. Though, hopefully they’re not looking to attack and tie us up if ever they’re rumbled. Especially when the towns they’re making look as delightful as those in frog townbuilder Croakwood. I could watch their hustle and bustle all day.

The next game from Parkitect developer Texel Raptor, Croakwood puts you in the role of mayor and town planner for a small community of frogs. Hidden under the canopy of leaves and trees surrounding a small pond, the amphibian settlement would be easy to miss as you stroll through their wood. Especially when you consider the frogs themselves are only a few centimeters tall.

But there’s more going on in this townbuilder than meets the eye, as the developers have been exploring ways to capture the challenge of a demanding management game without introducing the stress and pressure that traditionally comes with them.

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Xbox Plans to Accelerate Development of New Fallout and Elder Scrolls Games Amid Speculations of Corporate Restructuring

As reports suggesting major changes are brewing at Xbox, likely involving mass layoffs, continue to swirl, the console maker’s current boss’ plans for the future apparently involve pushing out new Fallout and Elder Scrolls games in speedier fashion. Asha Sharma’s desire to whip out new entries in flagship series reportedly comes as Microsoft are considering spinning out or restructuring Xbox as a subsidiary.

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