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  • Exclusive: Playstation's Peter Dille and Level Up Discuss GameStop's 64-36 First Week Sales Split For Grand Theft Auto IV

    N'Gai Croal | May 14, 2008 11:20 AM
     

    On Monday, GameStop exclusively revealed to Level Up that during the first week that Grand Theft Auto IV was available in its U.S. stores, 64 percent of all copies sold were for Xbox 360 and 36 percent for Playstation 3. We sought reaction from both Microsoft and Sony to GameStop's results and our impromptu analysis, a portion of which we shared with you on Monday. Today, we're publishing our conversations with the two console manufacturers in their entirety. We spoke by phone with Peter Dille, senior vice president for marketing at Playstation. Here's what he had to say:

    GameStop has exclusively provided me with the percentage split on their first week sales figures for GTA IV. According to them, 64 percent of the copies they sold were for Xbox 360, and 36 percent were for PS3. So given that Grand Theft Auto has primarily been associated with PlayStation platform since GTA III in 2001, are you surprised that the PS3 wasn't able to corral a higher share?

    I'll take a couple steps back. First of all, we're not in a position to share retailer specific information. I'm not sure if you got that from Microsoft or Rockstar or GameStop themselves.

    No, I got it from GameStop.

    Okay. It's our experience that GameStop probably does a little bit better with the early adopter crowd. There's a larger installed base right now on Xbox 360 than on PS3. So it's not surprising that there's going to be more selling on Xbox 360 than PS3. Having said that, we're really excited about the ratio. If I had an installed base advantage of 3-1, I wouldn't be crowing too much about a 60-40 sales advantage. We think it's not as high as what GameStop's telling you, if you look at [the full picture on] the national level. They're outselling us, but not by that same margin, and it's because of their installed base lead. With an installed base lead that's close to 3-1, if you're bragging about a 60-40 software split, it's clear evidence that the Playstation 3 consumer is overindexing on GTA IV, and the Playstation brand loyalty that we've been talking about is bearing itself out in the marketplace as we speak.

    So when you were looking at the release of the game, you didn't think that the history of GTA on Playstation was necessarily going to bring you guys to 50 percent parity or more [in terms of GTA IV market share]?

    To read the rest of our conversation with Dille in its entirety, click on the link below. 

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  • Exclusive: Xbox's Aaron Greenberg and Level Up Discuss GameStop's 64-36 First Week Sales Split For Grand Theft Auto IV

    N'Gai Croal | May 14, 2008 11:15 AM
     

    On Monday, GameStop exclusively revealed to Level Up that during the first week that Grand Theft Auto IV was available in its U.S. stores, 64 percent of all copies sold were for Xbox 360 and 36 percent for Playstation 3. We sought reaction from both Microsoft and Sony to GameStop's results and our impromptu analysis, a portion of which we shared with you on Monday. Today, we're publishing our conversations with the two console manufacturers in their entirety. First up is Aaron Greenberg, director of product management at Microsoft. Here's what he told us via email:

    GameStop has exclusively provided me with the percentage split on their first week sales figures for Grand Theft Auto IV. According to them, 64 percent of the copies of GTA IV sold were for Xbox 360, while 36 percent were for PS3. Given that Grand Theft Auto has been primarily associated with Playstation platforms since Grand Theft Auto III in 2001, are you surprised that the Xbox 360 was able to corral this high a share?

    I think many people have been surprised to see how well GTA IV is selling on Xbox 360 given the history of the franchise. These sales results add GTA IV to a long list of franchises that have switched over from Playstation to find a new home on Xbox 360 similar to what happened last year with titles like Madden and Guitar Hero. As you have covered on Level Up in the past, the majority of third party franchises are being developed first on our platform so they end up playing best on Xbox 360 and when you combine that with Xbox Live, we expect this trend to continue as more multiplatform releases hit the market. With that said, it is fantastic to hear that we beat PS3 two to one on Grand Theft Auto sales from a major retailer like GameStop.

    Do you expect this gap to widen or narrow over the rest of the year, and why?

    It's tough to say, I think GTA IV will have a much longer tail than some of the other blockbuster titles that have released on our platform. I expect that even this holiday as a lot of new console buyers enter the market we will see GTA IV remain a top title they purchase for the console. Then you also have to consider the excitement and buzz that will be generated when Rockstar starts to promote more details around the exclusive episodes coming to Xbox 360. However, it is clear that there is going to be a completely new Grand Theft Auto IV experience coming to Xbox 360 this fall and I think it is fair to expect that it is going to be a driving factor for another big round of sales of the game.

    I did a little math of my own with the help of NPD, which says that through the end of March 2008, 9.9 million Xbox 360s and 4.1 million PS3s have been sold in the U.S. That's a total of 14 million units, of which 70.7 percent are Xbox 360 and 29.3 percent are PS3. When I compare this to GameStop's split of GTA IV sales--64 percent on Xbox 360 and 36 percent on PS3--it's clear that GTA IV underperformed on Xbox 360 relative to Microsoft's pre-April installed base, while it exceeded expectations on PS3 relative to Sony's pre-April installed base. What's your reaction to this, and to what do you attribute this result?

    To read the rest of what Greenberg had to say, click on the link below. 

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  • 180 Degrees: How Vic Davis Forged a Template For Indie Success With Armageddon Empires, Part II

    N'Gai Croal | May 13, 2008 01:45 PM
     Diagram of the influenza virus, courtesy Chris Bickel/Science

    In Part I of Bill Harris' 180 Degrees column, he and Armageddon Empires' creator Vic Davis discussed how Davis got into game development, as well as the gamer interest and sales pattern for AE during its first three months of release. In today's second and final installment, the two examine the impact of influential journalists and outlets had on AE's sales in the months that followed. Finally, Harris steps back from his interview to extract some lessons that are invaluable to understanding how independent developers must approach their publicity and marketing campaigns differently from their peers at the big publishers--what Harris calls "the infection vector." Enjoy.

    ***

    Part Three: Post-Release, Four to Six Months

    At the end of October, Armageddon Empires was selected as "Indie Pick of the Month" in Games for Windows magazine. With that mention, page views on the website went up sixty percent in one week.

    Yes, it was a real boost. Breaking the downward trend was a huge morale booster. The sales benefit was not immediately noticeable and still pretty modest, but it was a definite turning point. I'm still trying to figure out a model for how customers come to make their purchase decision for AE. You could probably identify sub-groups of customers... those who bought within the first 48 hours, those who spend a week with the demo, those who needed to hear something positive from a third party, and those who are still on the fence but might revisit it when their gaming backlog gets whittled down...that type of thing.

    Then, in December, there were three prominent mentions. First, in the "Tom vs. Bruce" feature in Games for Windows. A week later, Kieron Gillen posted a highly favorable review at Eurogamer. At almost the same time, Tom Chick put AE as #4 in his top games of 2007 list.

    There was more. In early January, Gamasutra/AIGameDev.com gave Armageddon Empires the "Best A.I. in an Independent Game" award, and Bill Trotter posted another highly favorable review at The Wargamer.

    Here's what page views and sales look like with the second three months added (the arrow marks three months from launch):

    To read the second and final part of Harris' column in full, click on the link below. 

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  • Scoop: GameStop Reveals That When It Comes to Grand Theft Auto IV, Xbox 360 Has a 2-1 Advantage Over Playstation 3 In First Week Sales

    N'Gai Croal | May 12, 2008 04:30 PM
     

    Before the April 29th launch of Grand Theft Auto, industry observers declared their intentions to use the sales as a way of determining the state of the ongoing battle between the Xbox 360 and the Playstation 3. After all, the Xbox 360 has the installed base advantage, with 9.9 million units sold since its November 2005 debut as compared to 4.1 million units of PS3 since its arrival November 2006, according to the market researchers at the NPD Group. What's more, savvy gamers would certainly know that Xbox 360 would be the exclusive home for Rockstar Games' planned-but-as-yet-unrevealed downloadable content. But the last five major Grand Theft Auto games either premiered on or remained exclusive to PS2 and PSP, and the bulk of those sales took place on PlayStation platforms. So could consumers' perception that GTA is somehow a PlayStation franchise give Sony the edge in unit sales, or at least enable the installed base-lagging PS3 to punch above its weight and take a greater share of GTA IV units sold than its market share would suggest?

    We won't have a complete answer about how things shook out here in the United States until later this week, when the NPD Group releases its sales data for the month of April. But thanks to the kind folks at GameStop--North America's largest specialty videogame retailer--we've got a partial answer. According to sales information that GameStop has released exclusively to Level Up, 64 percent of the copies of Grand Theft Auto IV sold during the first week were for Xbox 360, while 36 percent were sold on PS3. Put another way, that's a roughly 2 to 1 sales advantage for Xbox 360.

    To read the rest of our exclusive report about the first week sales split for Grand Theft Auto IV at GameStop, along with reactions from both Microsoft and Sony, click on the link below. 

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  • Things You May Have Missed: Will Criterion Games' Alex Ward Ever Say Never Again? We Think Not.

    N'Gai Croal | May 9, 2008 01:20 PM
     Promo image for the 1983 film "Never Say Never Again," courtesy The Nostalgia Factory 

    When we saw the news this morning that Criterion Games' much-debated-then-much-praised Burnout Paradise would be coming to PC, we were more than a little surprised. That's because in the past, the studio's creative director Alex Ward has made some playfully disparaging comments about gaming on PCs. So as we were Googling for one of his previous statements on the matter to throw into this morning's High Score post, we came across a statement that he had made previously to...us. Here's the exchange we had on the subject back in the fall of 2006:

    What about PC gamers? You've been critical of the PC in the past. What would you say to someone who's finished F.E.A.R., they've finished Half-Life 2, they've finished Quake IV. They've seen their little brother rocking out with Black on the console, and they want to know, "When is Alex Ward going to show me some love?"

    Never. I'm just being totally honest. I could lie, right, and say "Maybe you'll see a PC game from us in the future." No.

    To see the rest of what Ward told us back in Fall 2006, along with some screenshots and the full text of the press release, click on the link below.

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  • Objection: What's Missing From Mainstream Reviews of Videogames? Oh, That's Right--Gameplay

    N'Gai Croal | May 5, 2008 02:15 PM
     

    Anyone who's been a faithful reader of Level Up knows we have some pet themes to which we keep returning. Among them: games are not a fundamentally narrative medium; we all "see" games with our hands; we videogame journalists need to develop a critical vocabulary that will enable us to better explain the unique qualities of this art form. This week, we managed to smuggle some of that thinking into the pages of NEWSWEEK by means of a page-long essay on Grand Theft Auto IV, in which we wrote:

    When I write a post about videogames on my NEWSWEEK.com blog, Level Up, my target audience is the sizable one that's already knowledgeable about the medium. The real challenge, however, comes when I return to the pages of the magazine. It's not easy to explain a game like Grand Theft Auto IV to an audience that's not native to this art form. Yes, I said art: to draw an analogy or three, Grand Theft Auto is to videogames what "The Sopranos" was to television--a sprawling, operatic crime series that has elevated the genre and made its creator very rich in the process (Rockstar Games took in more than $1 billion in the United States for the last three GTA games alone). But on the TV show, you only watch Tony and his minions kill their enemies. In Grand Theft Auto IV, you also direct and star in a story that unfolds over as many as 100 hours, depending on your skill as a gamer.

    The experience is hard enough to sum up that I'm tempted to put novices at ease by writing something like this: a first-person, here's-what-I-did-in-the-game introduction, followed by a colorful précis of the Grand Theft Auto IV story and characters, then a recitation of the numerous landmarks and radio stations that give this skewed facsimile of New York City--called Liberty City in the game--its authentic flavor. The problem with this approach is that it doesn't begin to give you a feel for what it's actually like to play the game. Just as the majority of movie reviewers still struggle to find a meaningful critical and technical language with which to discuss actors' performances, we who write about videogames have yet to find a vocabulary that enables us to thoroughly engage the medium. One that will allow us to examine the mechanics, visuals, sounds and narrative elements of videogames not in isolation, but in concert.

    When we wrote those two paragraphs, we did so specifically in response to several reviews of GTA IV that we'd read in the mainstream press, where the need to distill a game's essence for non-initiates is the most acute. Take, for instance, the ecstatic review that ran in the New York Times. Only two almost-throwaway sentences--"The point of the main plot is to guide Niko through the city’s criminal underworld. Gang leaders and thugs set missions for him to complete, and his success moves the story along toward a conclusion that seems as dark as its beginning"--describe the main thrust of the game. The rest of the review, though artfully written, starts with that "here's-some-of-what-I-did" intro we mentioned in our excerpt, and then follows it up with a laundry list of adjectives, characters, locations and narrative elements.

    To read the rest of our post, click on the link below.

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  • War of Wordcraft: After Repeated Shots From Activision CEO, Electronic Arts Finally Fires Back

    N'Gai Croal | May 5, 2008 12:03 AM
     

    When the CEO of the world's largest videogame publisher takes repeated shots at the runner-up, even a journalist must eventually take note and seek comment. That's exactly what we did after noticing three separate statements in which Activision CEO Bobby Kotick had taken a dig at Electronic Arts, including an accusation that EA has been "taking the soul" out of a lot of the studios it purchased. To address this string of criticism, we sent some questions over to Jeff Brown, EA's vice president of corporate communications, for the company's official response. Here's what he wrote back:

    In a recent Q&A with Portfolio, Activision CEO Bobby Kotick had the following exchange with the interviewer:

    Is there a key to Activision's growth?

    It's about really being considerate of the culture in the game studios that Activision buys. That's the biggest difference between us and any of our competitors. We built a model that celebrates entrepreneurial, opportunistic, independent values. It's almost the opposite of Electronic Arts, which has commoditized development. It did a very good job of taking the soul out of a lot of the studios it acquired.

    What was the reaction of the executives at Electronic Arts when they read that quote?

    The truth is, everyone laughed. In the past year EA has made radical changes to decentralize the company and put creative control back in the hands of development teams. It's too early to declare victory but if you talk to people like Patrick Soderlund at dice in Stockholm, Mark Jacobs at Mythic in Virginia or Josh Resnick at Pandemic--they'll probably tell you that it's working. They get a lot of resources and creative freedom. That freedom has already contributed new start-ups like Dead Space, Mirror's Edge and Boom Blox and there's a lot of others to be announced soon.

    EA CEO John Riccitiello has made numerous recent remarks about EA's shift away from a command-and-control model towards a city-state model, in which individual studios and teams have more control over their own destiny. Do remarks like this suggest that he has more to do to change the perception of EA among his peers, or is something else at work? Which studios would you point to at EA that still have their souls intact?

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  • Just the FAQs: Solving the Puzzle of Rubik's World With Some of the People Behind the Game

    N'Gai Croal | Apr 30, 2008 05:01 PM
     

    To get some more information on tomorrow's announcement of the Rubik's World title for Wii and DS, which will be published in the fall by The Game Factory, we conducted two separate interviews. We spoke first with the game's Dutch developers: Two Tribes managing director Martijn Reuvers, and the company's creative director Collin van Ginkel, who also serves as lead designer on Rubik's World. We also spoke with with David Hedley-Jones, senior vice president for the Rubik brand at Seven Towns, which owns the Rubik's Cube IP. Here's what they had to say:

    Whose idea was it to make a Rubik's Cube game?

    David Hedley-Jones, senior vice president for the Rubik brand at Seven Towns, credits The Game Factory with the original vision for this licensed videogame. "Game Factory approached us," he says. "They were obviously aware that there's a whole new craze going on about Rubik, which has been building over the last four or five years, reaching a critical mass last year in 2007 and carrying on this year as well. It's a great time to get involved with a brand and an iconic image that's appealing to a whole new young generation."

    I want to know more about the game, but this Rubik's Cube revival is interesting. Did Seven Towns drive that, or did it happen more organically?

    "It was fairly organic, to be honest," says Hedley-Jones, citing the slew of programs at the turn of the century that looked back at significant pop culture events, many of which devoted time to the Rubik's Cube. He also points to the independent World Cube Association, which bills itself as an organization which "governs competitions for all puzzles labeled as Rubik puzzles, and all other puzzles that are played by twisting the sides, so-called 'twisty puzzles'." He adds: "It's also been featured a lot in movies and advertising in particular over the last five or six years, which obviously creates a great brand awareness."

    Advertising? You mean like that Playstation 3 launch commercial?

    Absolutely. "They came to us and asked us if they could use the Cube in their advert," says Hedley-Jones. And in a wonderfully recursive example of life imitating art imitating life, Game Factory publicist Damien Sarrazin told us that when his company and developer Two Tribes went to pitch the Rubik's World concept to Seven Towns, one of the pieces of video they showed was that very same PS3 ad. "The commercial with the PS3, where you see actually the Cube being deconstructed, is the ancillary idea of our game concept," Sarrazin says.

    I'd like to hear from the developers now, thank you very much. Are they Rubik's Cube experts?

    To read today's installment of Just the FAQs in its entirety, click on the link below.

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  • Scoop: Rubik's World to be Officially Announced Tomorrow For Nintendo's Wii and DS

    N'Gai Croal | Apr 30, 2008 04:55 PM

    At Nintendo's media event in San Francisco a few weeks ago, we made the acquaintance of The Game Factory publicist Damien Sarrazin. He was there to show off the first of an intriguing series of relaxation games for Nintendo's DS handheld. But as we chatted, Sarrazin casually mentioned another title that had yet to be revealed, this one involving the Rubik's Cube license. The combination of a mainstream brand and an unannounced title was too intoxicating for the Level Up staff to resist, so like Activision and Aerosmith, we locked up this announcement exclusively. We've also scored an interview with the game's developer (Two Tribes) and the owners of the Rubik's Cube intellectual property (Seven Towns), which you can peruse by clicking here.

    To read the Game Factory press release that will be crossing the wires tomorrow, click on the link below.

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  • The Guitar Heroes at Red Octane Lock Up Aerosmith With An Exclusive Arrangement, Leaving Harmonix and Rock Band to Dream On

    N'Gai Croal | Apr 29, 2008 09:10 AM
     Aerosmith singer Steve Tyler in concert

    With the rising popularity of rhythm games like SingStar, Guitar Hero and Rock Band, is it only a matter of time before some acts start going exclusive in exchange for more loot. Ever since Harmonix and MTV Games revealed last year that they would be offering full-length albums for download in Rock Band, followed by Red Octane and Activision's announcement that they planned to build an entire Guitar Hero game around a single band like Guitar Hero: Aerosmith, we've wondered whether the game makers were locking up exclusive rights to featured acts. It hasn't been easy finding out, because the relevant developers and publishers have been surprisingly reticent to discuss this matter.

    Still, we persevered, and with an assist from NEWSWEEK business reporter Ashley Harris, we've learned that Aerosmith is indeed exclusive to Guitar Hero for an unspecified period of time. "It's an exclusive deal for this game," Aerosmith publicist Marcee Rondon told Harris. We confirmed this with Tim Riley, Activision's vice president of music affairs, who told us through Activision PR that "I can say that we do have the band exclusively, and their catalogue should be exclusive to us beyond the one or two tracks they had licensed out to Rock Band before we made our deal." (According to MTV's Rhythm Game Track Finder, it's one song: "Train Kept a Rollin'.")

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  • Just the FAQs: Departing EA Chief Creative Officer Tells Level Up 'After Twenty-Five Years at EA, I'm Ready to be a Forty-Year Old'

    N'Gai Croal | Apr 28, 2008 04:30 PM
     Electronic Arts' famed "Can A Computer Make You Cry?" print ad, which departing exec Bing Gordon helped create 

    Once we got wind last week of William 'Bing' Gordon's impending departure from Electronic Arts, we quickly sought a pre-briefing, to which the PR teams at both Electronic Arts and Kleiner Perkins Caulfield & Byers graciously assented. We spoke by phone yesterday evening with Gordon, whose laconic California drawl belies one of the industry's most colorful and outspoken characters. Last night's chat, however, found him in a more contemplative mood, as he looked back at his tenure at EA--where he's credited with everything from creating the EA Sports brand to founding EA's studio system--and forward at the challenges and opportunities that lie ahead as he enters the dizzying world of venture capital. To give you a sample of our conversation as quickly as possible, we've given Gordon the Just the FAQs treatment, but we plan to publish a more complete Q&A from our wide-ranging conversation in the days to come.

    Why did Gordon decide to leave Electronic Arts for Kleiner Perkins Caulfield & Byers?

    Three reasons. First, he's comfortable with the partners at Kleiner Perkins. "I've known the leading partners at Kleiner since John Doerr and Brook Byers made a founding investment in Electronic Arts in '82," Gordon told us. "Then Brook went on the board, and Brook was kind of the cool guy on the board; deeply believes in entertainment and entrepreneurial possibilities. So he shaped my thinking about what a board member can be."

    Over the last decade, Gordon has stopped by Kleiner Perkins from time to time to see what they've been up to. This, he says, resulted in him being invited to join the boards of such Kleiner Perkins investments as Amazon and Audible. "I kind of have 25 years with them. Like 'em; get my best reading list from them. So that's kind of the first thing: long experience and love for the Kleiner way of doing things."

    What's the second reason?

    With an empty nest looming as his daughters go off to college, he's been wondering about the second act in his American life. "I've got 15 more years to do something—might be cool to do something else" says Gordon of his thought process. "The first thing that popped into my head was Kleiner. Just unbidden, popped into my mind."

    And the third?

    To read the rest of today's installment of Just the FAQs, click on the link below.

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  • Scoop: New Videogame Publisher Launching In NYC With Veterans From GT Interactive and Take-Two, Speaks Exclusively With Level Up

    N'Gai Croal | Apr 23, 2008 02:12 PM
     

    Whether it's the Knicks and the Lakers, the Brooklyn Dodgers and the L.A. Dodgers or Biggie and Tupac, there's always been a rivalry between New York and California. But when it comes to videogames, NY might as well be bringing a knife to a gunfight. Sure, we've got Take-Two, or as we like to call it, The House That Rockstar Built. There's Vicarious Visions, those masters of handheld development. Kaos Studios, which worked on Battlefield for EA and just did Frontlines: Fuel of War for THQ, is also located in our fair state, as are smaller developers like Gamelab, which brought us Diner Dash.

    But compared to Northern California (Electronic Arts, Lucasarts, Sega and Namco's U.S. HQs, etc.), which even stole 2K Games from us, and Southern California (Activision, THQ, Warner Bros Interactive, Disney Interactive, Brash Entertainment and more) and, well, it's clear where NYC's interactive inferiority complex comes from. So when we got wind that a brand new publisher was debuting not only in our adoptive state, but a mere subway ride away from Level Up's midtown HQ, we pulled out all the stops to bring you this news--and an exclusive interview with the company's CEO--first.

    The publisher in question is GreenScreen Interactive. "It was initially founded by Ryan Brant, Mark Seremet and Susan Cummings," CEO Ron Chaimowitz told us yesterday during an exclusive interview at his SoHo offices. "Mark and Ryan were founders of take-Two Interactive, and Susan was at Take-Two and actually worked with Ryan to build the 2K label very successfully from zero to $400 million over four years." Chaimowitz is himself no slouch, having co-founded GT Interactive Software in 1993 and published such well-known titles as Doom, Quake, Duke Nukem and Unreal.

    To read the rest of our post on GreenScreen Interactive as well as the full text of the company's press release, click on the link below.

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  • The Law and the Short of It: Level Up's New Legal Affairs Columnist Justin Blankenship Examines Recent Developments On the EA-Take-Two Front

    N'Gai Croal | Apr 23, 2008 12:15 AM
     

    As we said in today's announcement, former guest poster Justin Blankenship has graciously agreed to join Level Up's select stable of monthly columnists. In his first post, he applied the insights he gained during his 2001-2004 tenure in the Federal Trade Commission's Mergers 2 division in Washington, D.C., to suss out the antitrust implications of Electronic Arts' intended purchase of Take-Two Interactive. Blankenship declared that the the FTC would likely take a hard look at the deal, and while some were skeptical of his analysis, he was proven right last week when his former employer issued a Second Request for more information on the proposed deal. In his debut monthly column, Blankenship returns to the EA/Take-Two imbroglio to answer some questions that others raised in response to his earlier post and shed some light on the thought process behind the FTC's recent decision. read on.

    First of all, thank you to everyone who read my piece about EA's potential acquisition of Take Two, and especially to those of you who took the time to cover the piece or otherwise comment on it. Now that the FTC has issued a Second Request to EA and is clearly taking a hard look at the merger, this seems like a good time to recap where this deal is, and follow up on some interesting points that were raised.

    1. "What is a 'Second Request' and what does this mean for EA/Take Two?"

    A little background on how the merger review process works is helpful here. Under a law called the Hart-Scott-Rodino Antitrust Improvements Act of 1976 (HSR), any merger or tender offer that exceeds a certain monetary threshold is required to file a Notification and Report Form with both the FTC and the Antitrust Division at the Department of Justice. The Form includes a description of the deal, the parties to the deal, and attaches certain documents relevant to the deal for government review.

    Most importantly, the HSR filing starts a 30-day clock running for the government to review the deal during which it is illegal to consummate the merger. The vast majority of deals go through after this 30-day period, or even earlier if the parties have requested an "early termination" of the waiting period.

    A much smaller percentage of deals, however, present some competitive concerns that require that the government investigation extend beyond the 30-day waiting period. Those deals receive what's called a "Second Request"--which is what EA got on April 17th.

    To read Blankenship's column in its entirety, click on the link below.

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  • Announcement: With Apologies to Arianna Huffington and Simon Carless, Level Up Starts Rolling Out Its Lineup of Regular Columnists

    N'Gai Croal | Apr 23, 2008 12:10 AM
     DVD cover for the 1995 film "The Usual Suspects," courtesy MGM

    Over the Christmas break, we took some time to reflect on what changes or additions we could make to improve the blog. One of those concepts was Page 110, which debuted today. Another, which has also been some time in coming, was to add monthly columnists. We've always done our best to incorporate other voices into the mix here at Level Up, whether it's people who work in the videogame industry in some capacity in Outsourced, or interested outside observers in P2P. But in those cases where our blog opened up conversations among ourselves and a handful of gifted, thoughtful writers, we felt compelled to expose those voices to our modest but influential audience--you.

    Our first official column, titled The Law and the Short of It, is penned by someone who should be no stranger to close readers of Level Up: Justin Blankenship, former Federal Trade Commission lawyer and current stay-at-home father. From Fall 2001 until early 2004, Blankenship worked in the FTC's Mergers 2 division in Washington, D.C., which reviewed mergers in the chemical, technology, and entertainment fields for potential violations of Section 7 of the Clayton Act, in search of potential anti-competitive concerns that would hurt consumers. So as part of his division's jurisdiction, he examined similar mergers while at the FTC. Blankenship sent us an email expressing his opinion that the FTC would take a hard look at the EA Sports/2K Sports part of this deal for antitrust reasons; we requested that he expand his thoughtful email into a full post, and based on his superlative work, we asked him to join our first wave of monthly columnists. Click here to read Blankenship's debut column, and be sure to check back later today for the premiere of our second opinionator.

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  • As The Electronic Arts/Take-Two Saga Continues to Twist and Turn, Level Up Looks to Wedbush Morgan Analyst Michael Pachter For an Explanation

    N'Gai Croal | Apr 18, 2008 01:24 PM
     

    Senator? You can have my answer now, if you like. My final offer is this: nothing. Not even the fee for the gaming license, which I would appreciate if you would put up personally.
    --Michael Corleone in "The Godfather: Part II"

    For a deal that's yet to be consummated, there's been a whole lot of activity surrounding Electronic Arts' proposed acquisition of Take-Two. First came the news that the Federal Trade Commission had requested further information and additional time to complete its review of the deal--the "hard look" at the deal that Level Up's own guest poster and former FTC lawyer Justin Blankenship had predicted. Next, at its shareholders meeting last night, Take-Two's board continued to urge its stock owners to reject EA's tender offer.

    Finally, this morning, EA announced that it had extended the deadline for its tender offer to May 16th--while reducing the value of its offer from $26 per share to $25.74 to reflect the additional shares of restricted stock that have been granted to Take-Two management. To make sense of all of the head-spinning feints and counter-moves, we shot an email over to the omnipresent Wedbush Morgan analyst Michael Pachter. Here's what he had to say:

    What should we make of Electronic Arts' decision to extend its tender offer to Take-Two shareholders to May 16th, 2008?

    They extended because they fully intend to wage a proxy battle over the next month. That will essentially involve nominating a new board and soliciting the vote of 50.01 percent ofall shareholders (including those who could not vote yesterday because they bought after February 19). If they win the proxy battle, they will take control of Take-Two.

    Is there anything significant about that date?

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republican gop convention periscope mccain

John McCain's choice to manage the GOP convention this summer is lobbyist Doug Goodyear, whose firm once represented Burma's repressive regime.

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