Quick heads up: We’ll be opening registration for QuakeCon 2011 this Thursday at 7:00 pm CST (8:00 pm EST). At that time, you’ll be able to register online for the exhibit hall, BYOC, and premium packages.
This year’s fragfest takes place August 4-7 at the Hilton Anatole in Dallas, TX. We’ll have plenty of news before then — stayed tuned to our official Twitter and Facebook pages, and here on Bethesda Blog.
We’re excited to announce our RAGE Graffiti Contest and Sweepstakes on the official Facebook page for RAGE. Inspired by the graffiti found in the game, one lucky winner’s graffiti design will make it into the final versions of RAGE. In addition to bragging rights, this winner will also win a free trip to QuakeCon 2011, taking place August 4 – 7 in Dallas, Texas, and a brand new iPad.
The artistically challenged can also enter the sweepstakes where the winner will also win a trip to QuakeCon 2011 and an iPad.
Folks can enter both the contest and sweeps between now and May 31st at 11:59 PM EST. You must be 18 and up and living within the Continental US to enter. For more details, including the full rules, visit RAGE’s Facebook page.
Today we’re happy to announce that QuakeCon 2011 is dated and ready for for your calendars.
What’s QuakeCon? Why, it’s only the world’s largest LAN party! What’s a LAN? Well, it’s where you play games with your computers all on the same network for super-fast and social gaming. What’s a party? Oh come on, don’t be an id-iot.
The thing about QuakeCon is that it’s way more than just a simple LAN get-together. We’ll have our latest and greatest games there to show, as well as tons of other exciting things to check out at the Expo Floor. On top of that, industry guests hold panels where they talk about games and interesting things at many hours of the day. It’s a veritable dark carnival of gaming entertainment.
If you’ve never attended, the atmosphere in the BYOC — that’s “Bring Your Own Computer” for the uninitiated — is like the best possible lazy Sunday spent with like-minded gamers. You order a pizza, you check out a tournament, you play a little Quake or Fallout. It’s basically a big weekend hang-out session — and you’re invited!
In addition to the new gameplay footage at Machinima, which Nick shared earlier in the week, there’s been plenty of great news and coverage for Hunted coming out of PAX and GamesCom. Here’s a quick look at some of the highlights.
“Graphically, Hunted is very pretty looking, and the gameplay, at least for ranged combat, feels highly polished already. The only minor gripe so far is that steering characters left and right, especially when running, is a bit stiff. Otherwise, this is looking like it could be a surprise hit in 2011 and is a game I am definitely excited about.”
Before QuakeCon, we announced that two lucky attendees would be driving home in a 2011 Ford Shelby Mustang GT500 (courtesy of one of the show’s sponsors, Ventrillo). Recently I caught up with one of the winners, Adam Roth (shown above, right). A resident of Dallas, Adam works as an engineer, and he spends his free time building PCs and playing first-person shooters.
QuakeCon is over, GamesCom is over, but PAX is still ahead of us. It’s a busy time of the year, so we’d better catch up on our reading now.
Construction specialists Todd Howard, Tim Willits, Jason West and Vince Zampella sat down to talk about Building Blockbusters at QuakeCon. As the panel was moderated by Adam Sessler, it’s only natural that G4TV has a full recording. And speaking of Todd, Eurogamer also grabbed him for a long interview at the show, covering numerous topics of interest. Read it here.
Another headline panel at the show was Richard Garriott and John Carmack’s Rocket Talk, covering their unique adventures and shared interest in space. Wired followed up on the panel by interviewing the pair, a meaty transcript worth checking out.
This month at GamesCom and QuakeCon, we let both press and fans play Brink against human-controlled opponents for the first time — with both groups coming away impressed — so impressed that consumer areas, we saw players coming back for seconds and thirds.