Tag Archives: tripwire interactive
Wed, Aug 03, 2011 | 00:55 BST
Red Orchestra 2 pre-purchase open at ten percent off, with beta access
Pre-purchase for the hardest of hardcore multiplayer shooters have opened, with a neat discount for those who get in ahead of Red Orchestra 2: Heroes of Stalingrad’s launch at the end of the month.
Wed, Jun 22, 2011 | 04:52 BST
Red Orchestra: Heroes of Stalingrad dated
Tripwire Interactive will release the sequel to the most hardcore of hardcore shooters on August 30.
Mon, Jun 20, 2011 | 00:59 BST
Red Orchestra 2 to sport VAC and Punkbuster
Super hardcore shooter Red Orchestra: Heroes of Stalingrad is going to be almost as tough on cheaters as it is on newbs fresh from Modern Warfare 2, using both Valve Anti-Cheat and Punkbuster.
Tue, May 10, 2011 | 06:28 BST
Darkest Hour mod gets new vehicles, maps, weapons in hefty update
If you’ve got a copy of Red Orchestra: Ostfront 41-45, then you’ve also got a copy of the Darkest Hour mod, and you’re in luck! It’s just been patched.
Tue, Oct 13, 2009 | 09:29 BST
Valve “absolutely not” exploiting indies with Steam, says Tripwire
Tripwire boss John Gibson has claimed that Valve is “absolutely not” exploiting independent developers, countering comments to the contrary made by Gearbox’s Randy Pitchford last week.
“Is Valve exploiting independent developers? In short: absolutely not,” said Gibson, writing on Gamasutra.
“Without pulling any punches, I can say with certainty that if it weren’t for Steam, there would be no Tripwire Interactive right now.”
Pitchford described Steam as a “money grab” last week, saying, “Valve is exploiting a lot of people in a way that’s not totally fair.”
Gibson explained that Steam gave Tripwire a route to market when disc-based pubs were offering unworkable deals.
“In the early days, when we were shopping our first game Red Orchestra: Ostfront 41-45 around to traditional brick-and-mortar publishers, we were shocked at how terrible their proposals were,” he said.
“We were getting pitched offers like, ‘We’ll give you a 15 percent royalty rate, take the IP rights to your game, and slap a $1.5 million administrative fee on top of your recoupment costs.’ And deals like this were being offered for a game we funded ourselves!
“With deals like those, we were wondering how any third-party developer could be successful in the game industry. Under the terms of that deal, we would have needed to sell hundreds of thousands of units before we would have seen one cent of royalties. Enter Steam.”
Read it all. Interesting stuff.





Microsoft is commited to Japan