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The legal battle between Viacom and the creators of Rock Band rages on, with the latest blow being delivered straight to Viacom’s wallet.
Viacom and Harmonix have been in and out of courtrooms for months, trying (and failing) to work out an issue that stems from bonuses paid during the parent company’s acquisition of the small games developer. Both companies are trying to wring high, multi-million dollar settlements out of the other due to this disagreement, but it looks like Viacom is the big loser this morning.
In documents released this week, it was revealed that a private arbitrator ruled that Viacom owes Harmonix and its shareholders a whopping $383 million in unpaid bonuses - a number with which Viacom naturally disagrees.
Here’s a breakdown: In 2006, Viacom acquired Harmonix (and Rock Band). The deal required that Viacom pay big bonuses to Harmonix, with $175 million paid upfront and $150 million paid for Rock Band sales in 2007. However, the company paid no bonuses at all in 2008, and actually demanded that Harmonix return the previous two bonuses. Viacom had to give up Harmonix due to the Rock Band franchise losing money, but Harmonix filed a suit claiming that Viacom still owed $550 million in promised bonuses.
Now we’re just watching the drama unfold. Viacom plans to fight the ruling, which was issued December 19, and is claiming that some evidence was “improperly excluded” from the arbitration hearings.
This one probably has a few months to go and it’s unclear who exactly is right, but Viacom is certainly on the ropes for now. We’ll keep you posted as new details emerge.
[L.A. Times]
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Sega’s decision to push the game out of its normal schedule results in a big win for players.
The Yakuza series, at first, was updated like clockwork. Sega’s initial design for the franchise was a new sequel almost every year, with Yakuza landing in 2006, Yakuza 2 hitting 2008, 3 released in 2009 and 4 in 2010. It’s a release schedule that shouldn’t be unfamiliar to gamers, especially in 2011, the year of thirds.
But Sega elected to push Yakuza 5 out of its release schedule, which at the time had some gamers concerned about the project’s viability. But Sega’s intent with the extra development time is becoming more clear now that some details on the game have been released to the public.
The producer of Yakuza 5, Masayoshi Yokoyama, has indicated that this game is intended to be the San Andreas of its franchise, i.e. a game that dramatically expands on the precedents set in previous games and creates an entirely new experience in the process. Some things remain, like the core gameplay and the fact that the game is a PS3 exclusive, but almost everything else is being rebuilt from the ground up.
The intent of the developers is to include five complete cities in Yakuza 5 – if you’ve played any of the previous titles, Yokoyama indicated that each city will be similar in scale to Sotenbori or Ryuku. He likens the development process to creating five games at the same time, and I wouldn’t doubt him for a second – cities are very hard to build.
There’s still not much info regarding when Yakuza 5 will actually hit shelves, but for now you can assume it’s quite a ways away. Late 2012 or early 2013 are probably the best-case scenarios.
But, it looks like the game that does land will be a more powerful, more interesting and more impressive version of the franchise.
What do you think about Yakuza’s extended development time? Worth it, or too long to wait?
[1UP]
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Two teenage killers are sentenced to life in prison after one of the pair confesses the crime to a World of Warcraft guildmate.
Kruse Wellwood and Cameron Moffat were arrested in 2010 for the rape and murder of one of their teenage classmates. The crime, and young age of the suspects, shocked the Victoria suburbs, as each bit of evidence released to the public has painted a horrifying picture of sadistic teens without remorse.
What’s strange, however, is where that evidence came from.
Once news of the girl’s began to take the focus in local media, the boys became increasingly aware of their online presence. Kruse wanted to share his story and thought that World of Warcraft would be the safest place, since he assumed Blizzard didn’t keep a backlog of chats. He confessed using in-game chat, but unfortunately for him Blizz is more than serious about helping local law enforcement and the confession was quickly entered into evidence.
Using the chat and other online evidence, the prosecution had little more to do than present it to a jury. The case is an interesting tale of the way in which digital media affects our lives – by compiling WoW chat logs, search histories and visited web pages the prosecution was able to come up with 1.4 billion sheets of paper’s worth of evidence.
If you want to read about the case (warning: the original article is graphic), you can check out the full piece at Vanity Fair. It tells the story of two awful people and how games helped to bring them to justice.
Via Massively
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