Hơ hơ cái đấy là chắc chắn rồi, chả lẽ nó bỏ tiền mua để nhân viên ngắm hợp đồng à... Sắp tới ngày 5/6 rồi, ngày Fallout fan sẽ bị thổi tung bởi "bụi phóng xạ" (fallout) hay ngán ngẩm tiếc nuối đây???
-Tin mới từ web của Fallout 3 : Bethesda phát triển riêng cho một Fallout 3 hoàn toàn mới ... Game Spy xào lại bài của ai đó không rõ .... Fallout fans can finally breathe a sigh of relief, as Interplay and Bethesda announced today that they have signed an agreement that will see the Morrowind creator take on the challenge of developing and publishing one of the most anticipated sequels on the RPG market, Fallout 3. Apart from being in charge of the Fallout 3 development, Executive producer Todd Howard also oversees the next chapter of The Elder Scrolls and claims that "[w]e are overjoyed. Fallout is one of my favorite games, and we plan to develop a visually stunning and original game for Fallout 3 with all the hallmarks of a great RPG: player choice, engaging story, and non-linearity." Fallout puts the player in the role of a Vault-dweller, who has, since its original 1997 release, ventured from his secluded, underground survival post into a post-apocalyptic world of mutants, radiation, gangs and violence. Bethesda, well versed in the RPG genre through its million-selling Morrowind series, is ecstatic about the new project. Bethesda Softworks President Vlatko Andonov echoes the sentiment, "We're extremely excited about this opportunity and what it means both for Bethesda and for Fallout fans around the world. Fallout is one the great RPG franchises. Millions of Fallout games have been sold worldwide, and fans have been eagerly awaiting the release of a Fallout 3 title. Bethesda's proven expertise in this genre, building on our experience and the tremendous success we have enjoyed with our cutting-edge Elder Scrolls series, will enable us to create the next chapter of Fallout that is worthy of the franchise." The past few months have been a troubled time for the once-famed developer/publisher Interplay, with Chairman and Chief Executive Officer Herve Caen mostly recently admitting that the company was following various leads to solve its financial problems. Caen commented, "This is a good agreement for both companies and for gamers. Although several parties had a high level of interest in licensing Fallout, we are most impressed by Bethesda's execution of role-playing titles. Bethesda is an ideal steward of the Fallout franchise." Apart from licensing the worldwide rights to the Fallout franchise, Interplay has recently claimed that they would be branching out into the MMO genre with a Fallout title. As it currently stands, this avenue is still being exploited by Interplay outside of their new deal with Bethesda. In light of this new development, we decided to get in touch with Bethesda Softworks Public Relations head Pete Hines and asked a few questions about the announcement in order to get more details about Fallout 3. GameSpy: Since you now have the rights for the franchise on console, is Fallout 3 also coming to consoles? Pete Hines: Our intent is to develop and publish the game for a number of platforms. GameSpy: Interplay said a few weeks ago that they were going to try and make a Fallout MMO. Is this part of the Bethesda plans as well? Pete Hines: It is not related to the MMO thing. GameSpy: Is this newly announced deal specifically for Fallout 3, or will it involve a Fallout "spinoff" for the consoles? Are you aware of Interplay still having plans for the Fallout MMO? Pete Hines: Well, we have all rights to Fallout outside of the MMO rights. Our plans, as stated in the release, are to develop Fallout 3, and we have the rights to do future sequels to Fallout 3. GameSpy: So are you working with the previous Interplay "Van Buren" assets and developers, or are you starting from scratch with a new engine and assets? Pete Hines: Too early to talk about that kind of thing. GameSpy: Will Fallout 3 follow in the footsteps of its predecessor in style of game play? Pete Hines: Again, too specific. GameSpy: How long have you been in negotiations with Interplay for the Fallout franchise? Pete Hines: I actually don't know. It's something we've talked about doing for a while internally. As far as the actual negotiations with Interplay, I'm not sure how long the negotiations were. GameSpy: What initially made you decide to make Fallout 3? Will the storyline be a continuation of previous titles? Pete Hines: Um, just one of those things we'd always wanted to do, really. We just thought it was a great fit for what we do well. Again, too early to talk about storylines and things like that. GameSpy: Who is the team involved in putting Fallout 3 together? Pete Hines: Too early to talk about the team. We're in the early stages of pre-production, putting together our team list, etc. GameSpy: Finally, will Fallout 3 be from a first- or third-person perspective like the Morrowind series, or isometric, like its predecessors? Pete Hines: Too early to say, but I imagine it'll probably lean towards using technology that we're developing. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Game Spy tung ảnh của người lồng tiếng cho Fallout 3 , bây giờ mới công bố ( X( quá muộn so với hiện nay ) His voice in the tutorial was easily the highlight of the Batman Begins game In the proud tradition of getting actors with strong, dramatic lungs to portray its characters, Bethesda just announced that Liam Neeson will voice a lead role in Fallout 3. The stately Irishman will be portraying the main character's father, and, in Bethesda's words, "will appear prominently throughout the game." Which implies that he doesn't get killed in the beginning, unlike Patrick Stewart in The Elder Scrolls IV: Oblivion. Executive Producer Todd Howard comments, "This role was written with Liam in mind, and provides the dramatic tone for the entire game." Neeson himself quips, "It's been a pleasure bringing the father to life and working with the wonderfully talented people at Bethesda on Fallout 3. I hope the fans of the franchise and the game will be excited by the results." We wonder if this role will continue his streak of playing teaching roles (Aslan in Chronicles of Narnia, Ducard in Batman Begins, Godfrey in Kingdom of Heaven, Professor Kinsey in Kinsey). His voice in the tutorial was easily the highlight of the Batman Begins game Additionally, Bethesda has also released a new piece of concept art for Fallout 3 on its website. The image of a post-apocalyptic US Capitol Building in Washington, D.C. implies that Fallout 3 might take place on the East Coast this time. We'll keep you updated with more Fallout 3 news as it gets released. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Vai trò của Todd Howard ( Giám đốc điều hành Bethada ) trong game Fallout 3 First, I just want to say that I think this thread is amazing, really one of the best we’ve ever had on our forums. And, in general, I’m pretty amazed at the sheer amount of discussion going on in these forums. We’ve only had the Fallout stuff open for a little while and it’s almost at what, 60k posts? So, I figured, that level of activity certainly warranted a post from me. I thought to myself, yeh , I post on the forums, but then I checked and realized my last post was in…2004. Jesus. That’s pretty crappy on my part. I guess there’s two reasons for that, one, I’m pretty frickin busy all the time, and two, I get quoted and heard from enough that I don’t know that hearing more from me is really helpful. I think it’s more important that you hear from other people on the team who don’t get microphones shoved in their faces by the press. The bad news is, when it’s the press regurgitating what you say, it often comes out wrong, so I guess it’s better if I just post and say it myself. Ok, so here goes the rapid typing and rambling from me, I bet this ends up too long, but what the hell, it’s been 3 years: 1) Who am I and what do I do? Todd Howard, “person-in-charge” of Fallout 3’s development. I’ve worked on most of our stuff, but the one’s that I “created/was in-charge-of” would be Future Shock, SkyNET, Redguard, Morrowind, and Oblivion. 2) What are your inspirations… Oh, whatever. You guys just ask these questions because you’re subversively trying to get a better understanding of who we are and what makes us tick, because that will give you insight into what Fallout 3 is and what’s going to make it tick, so I’m not going to answer the questions, since I think you guys have proven you deserve something more, straight from “the horse’s mouth”. Obviously I can’t talk about the game itself yet, but I can give you a look into how I/we approached it. When we first got the license in 2004, I was pretty ecstatic, I pushed pretty hard for us to get it, because I really liked the first game and thought Fallout would be a great fit for us, it has all the big things I love about RPGs – player freedom, big world, go do what you want type of stuff. But once you have it – you obviously get to work on how to approach an icon like Fallout. And it’s much harder then you think, because it’s certainly a game that has grown in its legacy as time goes on, it’s hard to sift through what its “essence” or “soul” is, because it’s aged, and people often discuss it in nostalgic tones. I obviously replayed the games, and Fallout 1 remains the truest inspiration for what we’re doing, but again, it can be hard to get at the “soul” of it, because of its aging. So I look to things like the first game’s manual. The fiction and tone of it. There is also a great, great section in the Fallout 1 hintbook, “One Woman’s Path through the Desert”, which is a journal of going through the game, as if it was real. In some ways, that section is a better look into the game then the game itself. I also read old-reviews, because they gave me a better understanding of how those games felt then. Again, removing the aging. I obviously looked at all the PA movies – Boy and his Dog, Mad Max, Strangelove, etc. Though I find the actual PA movies end up fairly generic, and don’t capture what is special about the Fallout world, and that’s not the world that you end up with, but the world of 2077 that gets destroyed, and then built upon. I became far more interested in the “pre-war” world, then the “post-war” world. I also looked a lot at my own reactions to other franchises that have had long gaps and were reborn/updated again in another era. Mostly movies, and such, The Lord of the Rings, Superman, Batman, etc, etc. Now, I’m a recovering comic book junkie, so I’ll probably be throwing around a lot of superhero references, and I hope they make sense. Speaking of which, I’d really like to sell a bunch of long-boxes from my basement if anyone wants them, you just can’t have my signed Frank Miller Dark Knight. Speaking of Dark Knight, Batman remains my favorite (one day I’m gonna rock the house with an open-ended gotham city Batman game, mark my words). The recent Batman and Superman movies, or even their earlier counterparts are pretty good examples of classic iconic franchises that were reborn again. I love…love…Batman Begins. Chris Nolan is a @#$*!^& genius. See the Prestige if you haven’t. Now, I have problems as a huge Batman fan with it, but the pure “soul” of Batman beats in the heart of that movie, and Nolan’s current “I believe in Harvey Dent” tease from The Dark Knight is further proof of his genius. I also love the first Superman movie, and I think I draw many parallels from Bryan Singer doing Superman Returns, which tries to follow Superman 1 and 2 and ignore 3 and 4, to our own situation. Reg Richard Donner’s Superman, one of my mantras, and it’s a word he used for making that movie, is “verisimilitude”. Look it up if you don’t know what it means. Donner made a sign of it and put it up (maybe I’ll do the same). I want to bring that to Fallout, I want to make it real again, and come alive like it’s the first time you’ve ever seen it. Treat it with respect, and don’t cheese it up. I wish I could give you real, true, insight into what we put into our games, and this is not me just trying to sell you, or smooth you over, because I’m Ok, really, if you don’t love what we do. We’re fans, we’re passionate about what we do. We go on a crusade to make the best game we can. We make the game we would run to the store and buy, we argue, we debate, we scream, we stay up all night, we clap and cheer the highs and curse the lows. One day we’ll find a way to make you a fly on the wall in one of our design meetings – they’re pretty damn inspiring. And I wish you knew all the faces of the 80 people busting ass to make this game great. The secret superstars you don’t know of like Istvan Pely, Mike Lipari, and Scott Franke. I could go on and on. I’m often asked about the fans and our forums, and I think you all want to know if your opinions are heard or it you’re shouting into a black hole. And I can assure you that we have these forums so we can hear from you. And yes, we read most of it. It’s like a car crash you just have to watch sometimes, lots of violence and parts exploding, but there is something awesome in its power. Your opinions do matter, and we want them. We are influenced by what gets said about us on these forums, in the press, the letters we get and so forth. Speaking of letters, we do get a lot, and the letters are different then the forum posts. One of the popular letters we get is from someone who’s had a life-changing experience, or gone through a bad time, and had to write us to tell us how much Morrowind/Oblivion meant to them. That it became a real world to them, that they got to escape and play a stronger/different person then they are in real life, and it helped them. You have to pretty jaded to not have that affect you. And that’s why you come to these forums and that’s why people outside of RPGs and/or Fallout may think you are crazy. Because they are not just games, they are worlds, and for the time you play them they are as real as anything you have experienced in life, they become part of you and you care. That’s why you and I are both here. To say we care about Fallout would be an epic understatement. We are excited/humbled to be the ones to bring it back. I know we don’t have all the right answers, or the one’s you would make when it comes to how it should be or look. We can only do what we think is right and what makes us the most excited, and that’s what we’ve done. We’ve left no stone unturned in trying to find Fallout’s “soul”, but those decisions are ours, not yours. I just hope you give the game a look and decide if that soul is there for you. I think I know what it feels like to adopt kids now, because we adopted Fallout and for the last 3 years we have been doing our best to care for it, and now I love it like it had been our child forever; and soon, very soon, we can show him to the world again. I think he’s got something to say, and I think it’s important. You may not agree, you may be too cynical to look at it objectively anymore, but I’m going to guess that you’re reading this forum because Fallout really does matter, and it does mean something far more to you then just “a game.” So for my final superhero reference, I leave you with this quote from Christopher Reeve; insert Fallout: “I’ve seen first hand how Superman actually transforms people’s lives. I have seen children dying of brain tumors who wanted as their last request to be able to talk to me, and have gone to their graves with a peace brought on by knowing that their belief in this kind of character is intact. I’ve seen that Superman really matters. They’re connecting with something very basic: the ability to overcome obstacles, the ability to persevere, the ability to understand difficulty and to turn your back on it.” Till next time, Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Tiền thân của Fallout 3 là Interplay vẫn sống nhưng giờ họ từ bỏ làm game ... Với tổng số game Fallout đang có họ vẫn đủ sống và chẳng lo ngại gì cho việc tái xuất giang hồ của mình ... Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Bản Fax báo cáo công bố tình hình tài chính mới của Interplay ( tiền thân Fallout 3 ) trong năm 2007 gần đây về sự lỗ lãi ... -----BEGIN PRIVACY-ENHANCED MESSAGE----- Proc-Type: 2001,MIC-CLEAR Originator-Name: webmaster@www.sec.gov Originator-Key-Asymmetric: MFgwCgYEVQgBAQICAf8DSgAwRwJAW2sNKK9AVtBzYZmr6aGjlWyK3XmZv3dTINen TWSM7vrzLADbmYQaionwg5sDW3P6oaM5D3tdezXMm7z1T+B+twIDAQAB MIC-Info: RSA-MD5,RSA, IABZ1vEA3e6IN+3pCNt5aAku058/LuzFBmPHdOh9n++X5SuZMYHO2fp+er8ewdbb Ga4kj5poZ8Ty/dfqZHLlSA== <SEC-DOCUMENT>0001170918-07-000441.txt : 20070521 <SEC-HEADER>0001170918-07-000441.hdr.sgml : 20070521 <ACCEPTANCE-DATETIME>20070521164118 ACCESSION NUMBER: 0001170918-07-000441 CONFORMED SUBMISSION TYPE: 10-Q PUBLIC DOCUMENT COUNT: 4 CONFORMED PERIOD OF REPORT: 20070331 FILED AS OF DATE: 20070521 DATE AS OF CHANGE: 20070521 FILER: COMPANY DATA: COMPANY CONFORMED NAME: INTERPLAY ENTERTAINMENT CORP CENTRAL INDEX KEY: 0001057232 STANDARD INDUSTRIAL CLASSIFICATION: SERVICES-PREPACKAGED SOFTWARE [7372] IRS NUMBER: 330102707 STATE OF INCORPORATION: DE FISCAL YEAR END: 1231 FILING VALUES: FORM TYPE: 10-Q SEC ACT: 1934 Act SEC FILE NUMBER: 000-24363 FILM NUMBER: 07868318 BUSINESS ADDRESS: STREET 1: 1682 LANGLEY AVE CITY: IRVINE STATE: CA ZIP: 92614 BUSINESS PHONE: 3104321958 MAIL ADDRESS: STREET 1: 1682 LANGLEY AVE CITY: IRVINE STATE: CA ZIP: 92614 </SEC-HEADER> <DOCUMENT> <TYPE>10-Q <SEQUENCE>1 <FILENAME>fm10q-033107.txt <TEXT> UNITED STATES SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D.C. 20549 FORM 10-Q [X] QUARTERLY REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE SECURITIES EXCHANGE ACT OF 1934 FOR THE QUARTERLY PERIOD ENDED MARCH 31, 2007 or [_] TRANSITION REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE SECURITIES AND EXCHANGE ACT OF 1934 For the transition period from __________ to __________ Commission File Number 0-24363 INTERPLAY ENTERTAINMENT CORP. (Exact name of the registrant as specified in its charter) DELAWARE 33-0102707 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 100 N. CRESCENT DRIVE, BEVERLY HILLS, CALIFORNIA 90210 (Address of principal executive offices) (310) 432-1958 (Registrant's telephone number, including area code) Indicate by check mark whether the registrant: (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. Yes [X] No [_] Indicate by check mark whether the registrant is a large accelerated filer, an accelerated filer, or a non-accelerated filer. See definition of "accelerated filer and large accelerated filer" in Rule 12b-2 of the Exchange Act. Large accelerated filer [ ] Accelerated filer [ ] Non- accelerated filer [X] Indicate by check mark whether the registrant is shell company ( as defined in Rule 12b-2 of the Exchange Act) Yes [ ] No [X] Indicate the number of shares outstanding of each of the issuer's classes of common stock as of the latest practicable date. CLASS ISSUED AND OUTSTANDING AT MARCH 31, 2007 ----- ---------------------------------------- Common Stock, $0.001 par value 103,855,634 As of March 31, 2007, 103,855,634 shares of Common Stock of the Registrant were issued and outstanding. This includes 4,658,216 shares of Treasury Stock. <PAGE> INTERPLAY ENTERTAINMENT CORP. AND SUBSIDIARIES FORM 10-Q MARCH 31, 2007 TABLE OF CONTENTS -------------- Page Number ----------- PART I. FINANCIAL INFORMATION Item 1. Financial Statements Condensed Consolidated Balance Sheets as of March 31, 2007 (unaudited) and December 31, 2006 3 Condensed Consolidated Statements of Operations for the Three Months ended March 31, 2007 and 2006 (unaudited) 4 Condensed Consolidated Statements of Cash Flows for the Three Months ended March 31, 2007 and 2006 (unaudited) 5 Notes to Condensed Consolidated Financial Statements (unaudited) 6 Item 2. Management's Discussion and Analysis of Financial Condition and Results of Operations 10 Item 3. Quantitative and Qualitative Disclosures About Market Risk 15 Item 4. Controls and Procedures 15 PART II. OTHER INFORMATION Item 1. Legal Proceedings 16 Item 1A Risk Factors 16 Item 3. Defaults Upon Senior Securities 22 Item 6. Exhibits 22 SIGNATURES 23 2 <PAGE> PART I - FINANCIAL INFORMATION ITEM 1. FINANCIAL STATEMENTS <TABLE> INTERPLAY ENTERTAINMENT CORP. AND SUBSIDIARIES CONDENSED CONSOLIDATED BALANCE SHEETS <CAPTION> MARCH 31, DECEMBER 31, ASSETS 2007 2006 ------------- ------------- (unaudited) <S> <C> <C> Current Assets: Cash ........................................... $ 6,000 $ 50,000 Trade receivables, net of allowances of $17,000 and $17,000 respectively ............. 134,000 227,000 Inventories .................................... 8,000 8,000 Deposits ....................................... 4,000 4,000 Prepaid expenses ............................... 12,000 6,000 Other receivables .............................. 11,000 17,000 ------------- ------------- Total current assets ........................ 175,000 312,000 Property and equipment, net ......................... 2,000 3,000 Other assets ........................................ 8,000 8,000 ------------- ------------- Total assets ................................ $ 185,000 $ 323,000 ============= ============= LIABILITIES AND STOCKHOLDERS' DEFICIT Current liabilities: Note Payable ................................... $ 1,435,000 $ 1,427,000 Accounts payable subject to judgments .......... 1,653,000 1,653,000 Account payable - other ........................ 3,720,000 4,006,000 Accrued royalties .............................. 170,000 170,000 Deferred income ................................ 415,000 460,000 Note payable to officer and directors .......... 702,000 694,000 ------------- ------------- Total current liabilities ................... 8,095,000 8,410,000 ------------- ------------- Commitments and contingencies Stockholders' Deficit: Preferred stock, $0.001 par value 5,000,000 shares authorized; no shares issued or outstanding, Common stock, $0.001 par value 150,000,000 shares authorized; 103,855,634 shares issued and outstanding ...................... 104,000 104,000 Paid-in capital ................................ 121,968,000 121,964,000 Accumulated deficit ............................ (129,976,000) (130,205,000) Accumulated other comprehensive income (loss) .. (6,000) 50,000 Treasury stock of 4,658,216 shares ............. 0 0 ------------- ------------- Total stockholders' deficit ................. (7,910,000) (8,087,000) ------------- ------------- Total liabilities and stockholders' deficit . $ 185,000 $ 323,000 ============= ============= </TABLE> See accompanying notes. 3 <PAGE> <TABLE> INTERPLAY ENTERTAINMENT CORP. AND SUBSIDIARIES CONDENSED CONSOLIDATED STATEMENTS OF OPERATIONS (Unaudited) <CAPTION> THREE MONTHS ENDED MARCH 31, ------------------------------ 2007 2006 ------------- ------------- <S> <C> <C> Net revenue from licensing ............................... $ 0 $ 38,000 Net revenues from distributors ........................... 79,000 68,000 ------------- ------------- Total net revenues ............................... 79,000 106,000 Cost of goods sold ....................................... 4,000 6,000 ------------- ------------- Gross profit ..................................... 75,000 100,000 ------------- ------------- Operating expenses: Marketing and sales ................................... 93,000 147,000 General and administrative ............................ 301,000 415,000 ------------- ------------- Total operating expenses ......................... 394,000 562,000 ------------- ------------- Operating (loss) income .................................. (319,000) (462,000) ------------- ------------- Other income (expense): Interest expense ..................................... (30,000) (25,000) Reversal of prior years recorded liabilities ......... 435,000 0 Other ................................................ 143,000 (42,000) ------------- ------------- Total other income (expense) ..................... 548,000 (67,000) Income before benefit for income taxes ................... 229,000 (529,000) Benefit for income taxes ................................. -- -- ------------- ------------- Net income (loss) available to common stockholders $ 229,000 $ (529,000) ============= ============= Net income (loss) per common share: Basic ............................................ $ .002 $ (.006) ============= ============= Diluted .......................................... $ .002 $ (.006) ============= ============= Shares used in calculating net income (loss) per common share: Basic ............................................ 99,197,418 89,197,418 ============= ============= Diluted .......................................... 104,096,268 89,197,148 ============= ============= </TABLE> See accompanying notes. 4 <PAGE> <TABLE> INTERPLAY ENTERTAINMENT CORP. AND SUBSIDIARIES CONDENSED CONSOLIDATED STATEMENTS OF CHANGES IN CASH FLOWS (Unaudited) <CAPTION> THREE MONTHS ENDED MARCH 31, ---------------------- 2007 2006 --------- --------- <S> <C> <C> Cash flows from operating activities: Net (loss) income .......................................... $ 229,000 $(529,000) Adjustments to reconcile net (loss) income to cash (used) provided by operating activities: Depreciation and amortization ........................... 1,000 1,000 Additional Paid in Capital - Option Expense ............. 4,000 Reversal of prior year recorded liabilities ............. (435,000) Abandonment of property and equipment .................. -- (1,000) Changes in operating assets and liabilities: Trade receivables from related parties ............... 93,000 (6,000) Trade receivables, net ............................... -- 267,000 Inventories .......................................... -- (1,000) Prepaid licenses and royalties ....................... -- -- Prepaid expenses ..................................... (6,000) 39,000 Other current assets, net ............................ 6,000 8,000 Other assets ......................................... -- (46,000) Accounts payable ..................................... 157,000 106,000 Accrued royalties .................................... -- 3,000 Note Payable Officers ................................ 8,000 Deferred revenue ..................................... (45,000) Advances from distributor ............................ -- 68,000 Accumulated other compensation income ................ (56,000) 9,000 --------- --------- Net cash provided by (used in) operating activities (44,000) (82,000) --------- --------- Cash flows from investing activities: Purchase of property and equipment ......................... -- -- --------- --------- Net cash used in investing activities ............. -- -- --------- --------- Cash flows from financing activities: Repayment of current debt .................................. -- -- --------- --------- Net cash provided by (used in) financing activities -- -- --------- --------- Effect of exchange rate changes on cash ....................... -- -- --------- --------- Net increase (decrease) in cash ......................... (44,000) (82,000) Cash, beginning of period ..................................... 50,000 122,000 --------- --------- Cash, end of period ........................................... $ 6,000 $ 40,000 ========= ========= Supplemental cash flow information: Cash paid for: Interest ................................................ $ 0 $ 0 ========= ========= Taxes ................................................... $ 0 $ 0 ========= ========= </TABLE> See accompanying notes. 5 <PAGE> INTERPLAY ENTERTAINMENT AND SUBSIDIARIES NOTES TO CONSOLIDATED CONDENSED FINANCIAL STATEMENTS THREE MONTHS ENDED MARCH 31, 2007 (UNAUDITED) NOTE 1. BASIS OF PRESENTATION The accompanying unaudited condensed consolidated financial statements of Interplay Entertainment Corp. (which we refer to as the "Company" in these Notes) and its subsidiaries reflect all adjustments (consisting only of normal recurring adjustments) that, in the opinion of management, are necessary for a fair presentation of the results for the interim period in accordance with instructions for Form 10-Q and Rule 10-01 of Regulation S-X. Accordingly, they do not include all information and footnotes required by accounting principles generally accepted in the United States ("GAAP") for complete financial statements. The results of operations for the current interim period are not necessarily indicative of results to be expected for the current year or any other period. The balance sheet at December 31, 2006 has been derived from the audited consolidated financial statements at that date, but does not include all information and footnotes required by GAAP for complete financial statements. These condensed consolidated financial statements should be read in conjunction with the consolidated financial statements and notes thereto included in the Company's Annual Report on Form 10-K for the year ended December 31, 2006 as filed with the U.S. Securities and Exchange Commission ("SEC"). FACTORS AFFECTING FUTURE PERFORMANCE AND GOING CONCERN STATUS The Company's independent public accountant included a "going concern" explanatory paragraph in his audit report on the December 31, 2006 consolidated financial statements which were prepared assuming that the Company will continue as a going concern. To reduce working capital needs, the Company has implemented various measures including a reduction of personnel, a reduction of fixed overhead commitments and cancellation or suspension of development on future titles. Management will continue to pursue various alternatives to improve future operating results and further expense reductions, some of which may have a long-term adverse impact on the Company's ability to generate successful future business activities. In addition, the Company continues to seek, external sources of funding including, but not limited to, a sale or merger of the Company, a private placement or public offering of the Company's capital stock, the sale of selected assets, the licensing of certain product rights in selected territories, selected distribution agreements, and/or other strategic transactions sufficient to provide short-term funding, and potentially achieve the Company's long-term strategic objectives. Although the Company has had some success in licensing certain of its products in the past, no assurance can be given that the Company will do so in the future. The Company anticipates its current cash reserves, plus its expected generation of cash from existing operations, and assuming full receipt of the deferred consideration from the sale of "Fallout" (see Note 6) will only be sufficient to fund its anticipated expenditures through the end of first quarter of fiscal 2008. Consequently, the Company expects that it will need to obtain additional financing or income. However, no assurance can be given that alternative sources of funding can be obtained on acceptable terms, or at all. These conditions, combined with the Company's historical operating losses and its deficits in stockholders' equity and working capital, raise substantial doubt about the Company's ability to continue as a going concern. The accompanying consolidated financial statements do not include any adjustments to reflect the possible future effects on the recoverability and classification of assets and liabilities that might result from the outcome of this uncertainty. INVOLUNTARY BANKRUPTCY On November 1, 2006 an involuntary petition under Chapter 7 of the Bankruptcy Code was filed in Federal Court by several of the Company's creditors. Involuntary bankruptcy is a process where a court appointed trustee is empowered to liquidate the non exempt property, if any, of the debtor. The Company is opposing the petition. 6 <PAGE> USE OF ESTIMATES The preparation of financial statements in conformity with GAAP requires management to make estimates and assumptions that affect the reported amounts of assets and liabilities and disclosure of contingent assets and liabilities at the date of the condensed consolidated financial statements and the reported amounts of revenues and expenses during the reporting period. Actual results could differ from those estimates. Significant estimates made in preparing the condensed consolidated financial statements include, among others, sales returns and allowances, cash flows used to evaluate the recoverability of prepaid licenses and royalties, channel exposure and long-lived assets, and certain accrued liabilities related to litigation and the probability of what creditors can collect on previously recorded accruals and payables. PRINCIPLES OF CONSOLIDATION The accompanying consolidated financial statements include the accounts of Interplay Entertainment Corp. and its wholly-owned subsidiaries, Interplay Productions Limited (U.K.), Interplay OEM, Inc., Interplay Co., Ltd., (Japan) the business of which was closed during the 4th quarter 2006 (immaterial to consolidated results) and Games On-line. All significant inter-company accounts and transactions have been eliminated. NOTE 2. COMMITMENTS AND CONTINGENCIES The Company is involved in various legal proceedings, claims, and litigation arising in the ordinary course of Business, including disputes arising over the ownership of intellectual property rights and collection matters. On October 24, 2002, Synnex Information Technologies Inc ("Synnex") initiated legal proceedings against the Company for various claims related to a breach of a distributorship agreement. Synnex obtained a $172,000 judgment against the Company. On or about October 9, 2003, Warner Brothers Entertainment, Inc. ("Warner") filed suit against the Company in the Superior Court for the State of California, County of Orange, alleging default on an Amended and Restated Secured Convertible Promissory Note held by Warner dated April 30, 2002, with an original principal sum of $2.0 million. As of March 31,2007 The Company owed a remaining balance of approximately $389,813 payable in one remaining installment which was fully paid in May, 2007. In April 2004, Arden Realty Finance IV LLC ("Arden") filed an unlawful detainer action against the Company in the Superior Court for the State of California, County of Orange, alleging the Company's default under its corporate lease agreement. At the time the suit was filed, the alleged outstanding rent totaled $432,000. The Company was unable to pay the rent, and vacated the office space during the month of June 2004. On June 3, 2004, Arden obtained a judgment of approximately $588,000 exclusive of interest. In addition the Company is in the process of resolving a prior claim with the landlord in the approximate amount of $148,000, exclusive of interest. The Company has negotiated a forbearance agreement whereby Arden agreed to accept payments commencing in January 2005 in the amount of $60,000 per month until the full amount is paid. The Company has been in default of the forbearance agreement. On or about November 1, 2006, Arden filed an involuntary bankruptcy petition against the Company. The petition is pending before the bankruptcy court and the Company is opposing it. Monte Cristo Multimedia, a French video game developer and publisher, filed a breach of contract complaint against the Company in the Superior Court for the State of California, County of Orange, on August 6, 2002, alleging damages in the amount of $886,000 plus interest, in connection with an exclusive distribution agreement. This claim was settled for $100,000, payable in twelve installments, however, the Company was unable to satisfy its payment obligations and consequently, Monte Cristo has filed a stipulated judgment against the Company in the amount of $100,000 additional interest has accrued in the amount of $26,548, the total outstanding balance at March 31,2007 is $126,548 7 <PAGE> In August 2003, Reflexive Entertainment, Inc. filed an action against the Company for failure to pay development fees in the Orange County Superior Court that was settled in July 2004. The Company was unable to make the payments and Reflexive sought and obtained judgment against the company for approximately $110,000. On or about November 1, 2006, Reflexive joined Arden in the filing of an involuntary bankruptcy petition against the Company. The petition is pending before the bankruptcy court and the Company is opposing it. On March 27, 2003, KDG France SAS ("KDG") filed an action against Interplay OEM, Inc. and Herve Caen for failure to pay royalties. On December 29, 2003 a settlement agreement was entered into whereby Herve Caen was dismissed from the action. Further the settlement was entered into with Interplay OEM only in the amount of $170,000, however KDG reserved its rights to proceed against the Company if the settlement payment was not made. As of this date the settlement payment was not made. The Company received notice from the Internal Revenue Service ("IRS") that it owed approximately $136,000 pursuant to section 166 and section 186 of the Internal Revenue Code in payroll tax penalties, and interest for late filing and late payment of payroll taxes. Approximately $136,000 has been accrued as of March 31, 2007 and was fully paid in April, 2007. The Company received notice from the Employment Development Department (EDD) that it owes approximately $105,000 in payroll taxes, interest and penalties for the periods ending 2003, 2004 and 2005 which has been accrued for on March 31, 2007 and was fully paid in April 2007. The Company was unable to meet certain 2004 payroll obligations to its employees, as a result several employees filed claims with the State of California Labor Board ("Labor Board"). The Labor Board has fined the Company approximately $10,000 for failure to meet its payroll obligations and obtained in August 2005 judgments totaling $118,000 in favor of former employees of the Company , since this time $44,000 of the claims have been settled leaving, a balance of $74,000. On or about November 1, 2006, two employees joined Arden and Reflexive in the filing of an involuntary bankruptcy petition against the Company. The petition is pending before the bankruptcy court and the Company is opposing it. The Company's property, general liability, auto, fiduciary liability, workers compensation and employment practices liability, was cancelled in 2004. The Company subsequently entered into a new workers compensation insurance plan. The Labor Board fined the Company approximately $79,000 for having lost workers compensation insurance for a period of time. The Company has fully paid the Labor Board in April, 2007. The Company received notice from the California State Board of Equalization of a balance due in the amount of $73,000 for a prior year audit. The Company has engaged an independent specialized accounting firm to appeal the prior year audit calculations and submit a settlement proposal to the California State Board of Equalization. On September 14, 2005, Network Commercial Service, Inc. ("NCS") filed an action against the Company alleging breach of contract relating to the provision of copying equipment. NCS subsequently obtained a judgment against the company for approximately $140,000. On April 22, 2005, Mark Strecker filed an action against the Company for various claims alleging unpaid services in the amount of $35,000. Mark Strecker obtained a $35,000 judgment against the Company. On May 19, 2005 DZN, The Design Corporation filed an action against the Company for various advertising services in the amount of $38,000. DZN obtained a $38,000 judgment against the Company. On February 2, 2006 Michael Sigel filed an action against the Company for unauthorized use of image. Although the Company was never served with the lawsuit, a judgment has been issued by a Florida court granting legal fees to Mr. Sigel for an amount of $15,000. On March 7, 2006, Parallax Software Corp. entered a judgment against the Company for a material breach of a settlement agreement related to royalties owed in the amount of $219,000. The Company has accrued in the Company's financial statements for the liabilities related to the aforementioned litigation. If any of the creditors execute their judgments against the Company, the results will negatively affect the Company's cash flow, which could restrict the Company's operations and cause material restraints to its business. 8 <PAGE> NOTE 3. SEGMENT AND GEOGRAPHICAL INFORMATION The Company operates in one principal business segment, which is managed primarily from the Company's U.S. headquarters. Net revenues by geographic regions were as follows: THREE MONTHS ENDED MARCH 31, ---------------------------------------- 2007 2006 ------------------ ------------------ AMOUNT PERCENT AMOUNT PERCENT ------- ------- ------- ------- (Dollars in thousands) North America ...................... $ 2 3% $ 44 42% Europe ............................. 77 97 0 0 Rest of World ...................... 0 0 15 14 OEM, royalty and licensing .......................... 0 0 47 44 ------- ------- ------- ------- $ 79 100% $ 106 100% ======= ======= ======= ======= NOTE 4. REVERSAL OF CERTAIN PRIOR YEAR ACCRUALS AND ACCOUNTS PAYABLES During the quarter ended March 31, 2007 the Company has reversed certain accruals and accounts payables of approximately $435,000. It is the Company's policy to reverse outstanding accruals and accounts payables that have been outstanding for over 3 years and no effort has been made by the vendor or claimant for that period of time to collect the outstanding balances. NOTE 5. EMPLOYEE STOCK OPTIONS STOCK-BASED COMPENSATION Effective January 1, 2006 the Company adopted SFAS No. 123(R), "SHARE-BASED PAYMENT" ("SFAS 123R"), which requires the measurement and recognition of compensation cost at fair value for all share-based payments, including stock options and restricted stock awards. The Company adopted SFAS 123R using the modified prospective transition method and, as a result, did not retroactively adjust results from prior periods. Under this transition method, stock-based compensation is recognized for: (1) expense related to the remaining non-vested portion of all stock awards granted prior to January 1, 2006 based on the grant date fair value estimated in accordance with the original provisions of SFAS No. 123, ACCOUNTING FOR STOCK-BASED COMPENSATION ("SFAS 123") and the same straight-line attribution method used to determine the pro forma disclosures under SFAS 123; and (2) expense related to all stock awards granted on or subsequent to January 1, 2006, based on the grant date fair value estimated in accordance with the provisions of SFAS 123R. At March 31, 2007, the Company has one stock-based employee compensation plan. Stock-based employee compensation cost approximated $4,000 as reflected in net income for the quarter ended March 31, 2007. No employee stock options were granted during the quarter ended March 31, 2007. 9 <PAGE> NOTE 6. SUBSEQUENT EVENT On April 4, 2007, the Company entered into, an Asset Purchase Agreement (the "APA") and a Trademark License Agreement (the "License Back") with Bethesda Softworks LLC, a video game developer and publisher ("Bethesda"), regarding "FALLOUT", an intellectual property which was owned by the Company (the "IP"). Although such agreements were signed on April 4, 2007 they were agreed not to be binding until closing which occurred on April 9, 2007. Under the APA, the Company sold all of its rights to the IP to Bethesda for a total amount of $5,750,000.00 payable to the Company, subject to various conditions, in three cash installments. The first installment of $2,000,000.00 was paid following closing when $200,000.00 was paid to the Company and $1,800,000.00 was deposited into an escrow account to satisfy various liabilities. The Company expects to have fulfilled its obligations under the APA and to receive full payment during the third quarter of 2007. The Company had previously, on June 29, 2004, entered into, an exclusive licensing agreement with Bethesda, regarding the IP which was superseded by the APA. Under the License Back the Company obtained an exclusive license, under certain conditions, to use the IP for the purpose of developing an Interplay branded Fallout Massively Multiplayer Online Game ("MMOG"). ITEM 2. MANAGEMENT'S DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS CAUTIONARY STATEMENT Interplay Entertainment Corp., which we refer to in this Report as "we," "us," or "our," is a developer, publisher and licensor of interactive entertainment software and intellectual properties for both core gamers and the mass market. The information contained in this Form 10-Q is intended to update the information contained in our Annual Report on Form 10-K for the year ended December 31, 2005, as amended, and presumes that readers have access to, and will have read, the "Item 7. Management's Discussion and Analysis of Financial Condition and Results of Operations" and other information contained in such Form 10-K, as amended. This Report on Form 10-Q contains certain forward-looking statements within the meaning of Section 27A of the Securities Act of 1933 and Section 21E of the Securities Exchange Act of 1934 and such forward-looking statements are subject to the safe harbors created thereby. For this purpose, any statements contained in this Form 10-Q, except for historical information, may be deemed to be forward-looking statements. Without limiting the generality of the foregoing, words such as "may," "will," "expect," "believe," "anticipate," "intend," "could," "should," "estimate" or "continue" or the negative or other variations thereof or comparable terminology are intended to help identify forward-looking statements. In addition, any statements that refer to expectations, projections or other characterizations of future events or circumstances are forward-looking statements. The forward-looking statements included herein are based on current expectations that involve a number of risks and uncertainties, as well as on certain assumptions. For example, any statements regarding future cash flow, revenue or expense expectations, including those forward-looking statements in "Item 2. Management's Discussion and Analysis of Financial Condition and Results of Operations", financing activities, future cash flows, cash constraints, sales or mergers and cost reduction measures are forward-looking statements and there can be no assurance that we will effect any or all of these objectives in the future. Specifically, the forward-looking statements in this Item 2 assume that we will continue as a going concern. Risks and Uncertainties that may affect our future results are discussed in more detail in the section titled "Risk Factors" in Item 1A of part II of this Form 10-Q. Assumptions relating to our forward-looking statements involve judgments with respect to, among other things, future economic, competitive and market conditions and future business decisions, all of which are difficult or impossible to predict accurately and many of which are beyond our control. Although we believe that the assumptions underlying the forward-looking statements are reasonable, our industry, business and operations are subject to substantial risks, and the inclusion of such information should not be regarded as a representation by management that any particular objective or plans will be achieved. In addition, risks, uncertainties and assumptions change as events or circumstances change. We disclaim any obligation to publicly release the results of any revisions to these forward-looking statements which may be made to reflect events or circumstances occurring subsequent to the filing of this Form 10-Q with the SEC or otherwise to revise or update any oral or written forward-looking statement that may be made from time to time by us or on our behalf. 10 <PAGE> MANAGEMENT'S DISCUSSION OF CRITICAL ACCOUNTING POLICIES Our discussion and analysis of our financial condition and results of operations are based upon our condensed consolidated financial statements, which have been prepared in accordance with accounting principles generally accepted in the United States. The preparation of these condensed consolidated financial statements requires us to make estimates and judgments that affect the reported amounts of assets, liabilities, revenues and expenses, and related disclosure of contingent assets and liabilities. On an on-going basis, we evaluate our estimates, including, among others, those related to revenue recognition, prepaid licenses and royalties and software development costs. We base our estimates on historical experience and on various other assumptions that are believed to be reasonable under the circumstances, the results of which form the basis for making judgments about the carrying values of assets and liabilities that are not readily apparent from other sources. Actual results may differ from these estimates under different assumptions or conditions. RESULTS OF OPERATIONS The following table sets forth certain selected consolidated statements of operations data, segment data and platform data for the periods indicated in dollars and as a percentage of total net revenues: <TABLE> <CAPTION> THREE MONTHS ENDED MARCH 31, 2007 2006 --------------------- --------------------- % OF NET % OF NET AMOUNT REVENUES AMOUNT REVENUES -------- -------- -------- -------- (Dollars in thousands) <S> <C> <C> <C> <C> Net revenues ........................... $ 79 100% $ 106 100% Cost of goods sold ..................... 4 5% 6 6% -------- -------- -------- -------- Gross profit ...................... 75 95% 100 94% -------- -------- -------- -------- Operating expenses: Marketing and sales ............... 93 117% 147 138% General and administrative ........ 301 381% 415 392% Product development ............... 0 0% 0 0% -------- -------- -------- -------- Total operating expenses .......... 394 498% 562 530% -------- -------- -------- -------- Operating income (loss) ................ (319) (403)% (462) (436)% Other (expense) income ................. 548 693% (67) (63)% -------- -------- -------- -------- Net income (loss) ...................... $ 229 290% $ (529) (499)% ======== ======== ======== ======== Net revenues by geographic region: North America ..................... $ 2 3% $ 44 5% International ..................... 77 97% 15 88% OEM, royalty and licensing ........ 0 0% 47 7% -------- -------- -------- -------- 79 100% 106 100% ======== ======== ======== ======== Net revenues by platform: Personal computer ................. $ 71 90% $ 21 17% Video game console ................ 8 10% 38 77% OEM, royalty and licensing ........ 0 0% 47 6% -------- -------- -------- -------- 79 100% 106 100% ======== ======== ======== ======== </TABLE> 11 <PAGE> NORTH AMERICAN, INTERNATIONAL AND OEM, ROYALTY AND LICENSING NET REVENUES Geographically, our net revenues for the three months ended March 31, 2007 and 2006 breakdown as follows: (in thousands) 2007 2006 CHANGE % CHANGE -------- -------- -------- -------- North America ................... $ 2 $ 44 $ (42) (95)% International ................... 77 15 62 413 % OEM, Royalty & Licensing ........ 0 47 (47) (100)% Net Revenues .................... $ 79 $ 106 $ (27) (26)% Net revenues for the three months ended March 31, 2007 were $79,000, a decrease of 26% compared to the same period in 2006. This decrease resulted from a 95% decrease in North American net revenues, a 100% decrease in OEM, royalty and licensing net revenues, and a 413% increase in International net revenues. North American net revenues for the three months ended March 31, 2007 were $2,000. The decrease in North American net revenues in 2007 was mainly due to a 95% decrease in back catalog sales. OEM, royalty and licensing net revenues for the three months ended March 31, 2007 were $0, a decrease of $47,000 as compared to the same period in 2006. There were no OEM Licensing deals during the first quarter of 2007. International net revenu es for the three months ended March 31, 2007 were $77,000. The increase in international net revenues for the three months ended March 31, 2007 was mainly due to an 80% increase in back catalog sales. PLATFORM NET REVENUES Our platform net revenues for the three months ended March 31, 2007 and 2006 breakdown as follows: (in thousands) 2007 2006 CHANGE % CHANGE -------- -------- -------- -------- Personal Computer ............... $ 71 $ 21 $ 50 238% Video Game Console .............. 8 38 (30) (79)% OEM, Royalty & Licensing ........ 0 47 (47) (100)% Net Revenues .................... 79 106 (27) (25)% PC net revenues for the three months ended March 31, 2007 were $71,000, an increase of 238% compared to the same period in 2006. The increase in PC net revenues in 2007 was primarily due to higher back catalog sales. Video game console net revenues were $8,000, a decrease of 79% for the three months ended March 31, 2007 compared to the same period in 2006, due to lower back catalog sales. COST OF GOODS SOLD; GROSS PROFIT MARGIN Our net revenues, cost of goods sold and gross margin for the three months ended March 31, 2007 and 2006 breakdown as follows: (in thousands) 2007 2006 CHANGE % CHANGE -------- -------- -------- -------- Net Revenues .................... $ 79 $ 106 $ (27) (25)% Cost of Goods Sold .............. 4 6 (2) (33)% Gross Profit Margin ............. 75 100 (25) (25)% Cost of goods sold related to PC and video game console net revenues represents the manufacturing and related costs of interactive entertainment software products, including costs of media, manuals, duplication, packaging materials, assembly, freight and royalties paid to developers, licensors and hardware manufacturers. Cost of goods sold related to royalty-based net revenues primarily represents third party licensing fees and royalties paid by us. Typically, cost of goods sold as a percentage of net revenues for video game console products is higher than cost of goods sold as a percentage of net revenues for PC based products due to the relatively higher manufacturing and royalty costs associated with video game console and affiliate label products. We also include in the cost of goods sold the amortization of prepaid royalty 12 <PAGE> and license fees paid to third party software developers. We expense prepaid royalties over a period of six months commencing with the initial shipment of the title at a rate based upon the number of units shipped. We evaluate the likelihood of future realization of prepaid royalties and license fees quarterly, on a product-by-product basis, and charge the cost of goods sold for any amounts that we deem unlikely to realize through future product sales. Our cost of goods sold decreased 33% to $4,000 in the three months ended March 31, 2007 compared to the same period in 2006. Our gross margin remained the same at 94% for the 2007 period from 94% in the 2006 period. MARKETING AND SALES Our marketing and sales expense for the three months ended March 31, 2007 and 2006 breakdown as follows: (in thousands) 2007 2006 CHANGE % CHANGE -------- -------- -------- -------- Marketing and Sales ............. $ 93 $ 147 $ (54) (37)% Marketing and sales expenses primarily consist of advertising and retail marketing support, sales commissions, marketing and sales personnel, customer support services and other related operating expenses. Marketing and sales expenses for the three months ended March 31, 2007 were $93,000 a 37% decrease compared to the 2006 period. GENERAL AND ADMINISTRATIVE Our general and administrative expense for the three months ended March 31, 2007 and 2006 breakdown as follows: (in thousands) 2007 2006 CHANGE % CHANGE -------- -------- -------- -------- General and Administrative ...... $ 301 $ 415 $ (114) (27)% General and administrative expenses primarily consist of administrative personnel expenses, facilities costs, professional fees, bad debt expenses and other related operating expenses. General and administrative expenses for the three months ended March 31, 2007 were $301,000 a 27% decrease as compared to the same period in 2006. The decrease is mainly due to a $114,000 decrease in officer, director compensation, personnel costs and general expenses. OTHER EXPENSE (INCOME), NET Our other expense (income) for the three months ended March 31, 2007 and 2006 breakdown as follows: (in thousands) 2007 2006 CHANGE % CHANGE -------- -------- -------- -------- Other Expense ( Income) ......... $ (548) $ 67 $ (615) 917% Other income consists primarily of reversals of certain prior year payables in the amount of $435,000, recognition of expired contract in the amount of $50,000, reversal of reserves, foreign currency exchange transaction gains and losses, and interest expense on debt in the amount of $63,000. Other income for the three months ended March 31, 2007 was $548,000, a 917% increase as compared to the same period in 2006. LIQUIDITY AND CAPITAL RESOURCES As of March 31, 2007, we had a working capital deficit of approximately $7.9 million, and our cash balance was approximately $6,000. We currently have no cash reserves and are only able to pay current liabilities. We cannot continue in our current form without obtaining additional financing or income. We have substantially reduced our operating expenses and have licensed certain rights to one of our Intellectual Properties, Earthworm Jim, to a third party. We have sold one of our Intellectual Properties, Fallout, to a third party while obtaining a License back to allow us to create, develop and exploit a "Fallout" Massively Multiplayer Online Game (MMOG). 13 <PAGE> If we do not receive sufficient financing or income we may (i) liquidate assets, (ii) sell the company (iii) seek protection from our creditors including the filing of voluntary bankruptcy,, and/or (iv) continue operations, but incur material harm to our business, operations or financial conditions. These conditions, combined with our historical operating losses and our deficits in stockholders' equity and working capital, raise substantial doubt about our ability to continue as a going concern. Additionally, we have reduced our fixed overhead commitments, and cancelled or suspended development on future titles and scaled back certain marketing programs associated with the cancelled projects. Management will continue to pursue various alternatives to improve future operating results. We continue to seek external sources of funding, including but not limited to, incurring debt, the sale of assets or stock, the licensing of certain product rights in selected territories, selected distribution agreements, and/or other strategic transactions sufficient to provide short-term funding, and potentially achieve our long-term strategic objectives. We have been operating without a credit facility since October 2001, which has adversely affected cash flow. Although we are now able to pay our current liabilities, we continue to face difficulties in paying our historical vendors, and employees, and have pending lawsuits as a result of our continuing cash flow difficulties. We expect these difficulties to improve during 2007 assuming full receipt of the deferred consideration from the sale of "Fallout". Historically, we have funded our operations primarily through cash flow from operations, including royalty and distribution fee advances. Our primary capital needs have historically been working capital requirements necessary to fund our operations. Our operating activities used cash of $44,000 during the three months ended March 31, 2007, primarily attributable to licensing and distribution net of expenditures. We entered into various licensing agreements during the first quarter of 2007 under which we licensed others to exploit games that we have intellectual property rights to. We expect in the remainder of 2007 to enter into similar license arrangements to generate cash for the Company's operations. Currently the Company has no internal development of new titles. The Company is planning to exploit its license of "Fallout" on Massively Multiplayer Online Gaming (MMOG) and is reviewing the financial avenues for funding MMOG. If operating revenues are not sufficient to fund our operations, no assurance can be given that alternative sources of funding could be obtained on acceptable terms, or at all. These conditions, combined with our deficits in stockholders' equity and working capital, raise substantial doubt about our ability to continue as a going concern. The accompanying condensed consolidated financial statements do not include any adjustments to reflect the possible future effects on the recoverability and classification of assets and liabilities that may result from the outcome of this uncertainty. There can be no guarantee that we will be able to meet all contractual obligations or liabilities in the future, including payroll obligations. OFF BALANCE SHEET ARRANGEMENTS We do not have any off-balance sheet arrangements under which we have obligations under a guaranteed contract that has any of the characteristics identified in paragraph 3 of FASB Interpretation No. 45 "Guarantors Accounting and Disclosure Requirements for Guarantees, Including Indirect Guarantees of Indebtedness of Others". We do not have any retained or contingent interest in assets transferred to an unconsolidated entity or similar arrangement that serves as credit, liquidity or market risk support to such entity for such assets. We also do not have any obligation, including a contingent obligation, under a contract that would be accounted for as a derivative instrument. We have no obligations, including a contingent obligation arising out of a variable interest (as referenced in FASB Interpretation No. 46, Consolidation of Variable Interest Entities, as amended) in an unconsolidated entity that is held by, and material to, us, where such entity provides financing, liquidity, market risk or credit risk support to, or engages in leasing, hedging or research and development services with us. 14 <PAGE> CONTRACTUAL OBLIGATIONS The following table summarizes certain of our contractual obligations under non-cancelable contracts and other commitments at March 31, 2007, and the effect such obligations are expected to have on our liquidity and cash flow in future periods. (in thousands) LESS THAN 1 - 3 3 - 5 MORE THAN CONTRACTUAL OBLIGATIONS Total 1 YEAR YEARS YEARS 5 YEARS - ------------------------- -------- -------- -------- -------- -------- Lease Commitments (1) ... 11 -- 11 -- -- -------- -------- -------- -------- -------- Total .................. 11 -- 11 -- -- (1) We have a lease commitment at the Beverly Hills office through April 2008. We also have a lease commitment at our French representation office through February 28, 2008 with an option for the Company to take up to an additional 6 years. Our current cash reserves plus our expected cash from existing operations assuming full receipt of the deferred consideration from the sale of "Fallout" will only be sufficient to fund our anticipated expenditures to March 31, 2008. We will need to continue to consummate certain sales of assets and/or raise additional financing to meet our contractual obligations. ITEM 3. QUANTITATIVE AND QUALITATIVE DISCLOSURES ABOUT MARKET RISK We do not have any derivative financial instruments as of March 31, 2007. However, we are exposed to certain market risks arising from transactions in the normal course of business, principally the risk associated with foreign currency fluctuations. We do not hedge our interest rate risk, or our risk associated with foreign currency fluctuations. INTEREST RATE RISK Currently, we do not have a line of credit, but we anticipate we may establish a line of credit in the future. FOREIGN CURRENCY RISK Our earnings are affected by fluctuations in the value of our foreign subsidiary's functional currency, and by fluctuations in the value of the functional currency of our foreign receivables. We recognized gains of $ 40,000 and $2,500 during the three months ended March 31, 2007 and 2006 respectively, primarily in connection with foreign exchange fluctuations in the timing of payments received on accounts receivable which have been from Interplay Productions Ltd. ITEM 4. CONTROLS AND PROCEDURES As of the end of the period covered by this report, we carried out an evaluation, under the supervision and with the participation of our Chief Executive Officer and interim Chief Financial Officer of the effectiveness of the design and operation of our disclosure controls and procedures. Based upon this evaluation, our Chief Executive Officer and interim Chief Financial Officer concluded that our disclosure controls and procedures were effective, at the reasonable assurance level, in ensuring that information required to be disclosed is recorded, processed, summarized and reported within the time period specified in the SEC's rules and forms and in timely alerting him to material information required to be included in this report. There were no changes made in our internal controls over financial reporting that occurred during the quarter ended March 31, 2007 that have materially affected or are reasonably likely to materially affect these controls. Our management, including the Chief Executive Officer and Interim Chief Financial Officer, does not expect that our disclosure controls and procedures or our internal control over financial reporting will necessarily prevent all fraud and material errors. An internal control system, no matter how well conceived and operated, can provide only reasonable, not absolute, assurance that the objectives of the control system are met. 15 <PAGE> Further, the design of a control system must reflect the fact that there are resource constraints, and the benefits of controls must be considered relative to their costs. Because of the inherent limitations on all internal control systems, our internal control system can provide only reasonable assurance of achieving its objectives and no evaluation of controls can provide absolute assurance that all control issues and instances of fraud, if any, within our Company have been detected. These inherent limitations include the realities that judgments in decision-making can be faulty, and that breakdowns can occur because of simple error or mistake. Additionally, controls can be circumvented by the individual acts of some persons, by collusion of two or more people, and/or by management override of the control. The design of any system of internal control is also based in part upon certain assumptions about the likelihood of future events, and there can be no can provide only reasonable, not absolute assurance that any design will succeed in achieving its stated goals under all potential future conditions. Over time, controls may become inadequate because of changes in circumstances, and/or the degree of compliance with the policies and procedures may deteriorate. PART II - OTHER INFORMATION ITEM 1. LEGAL PROCEEDINGS The information required in this Item 1 is incorporated herein by reference to the information in "Note 2. Commitments and Contingencies" to our condensed consolidated financial statements located in Item 1, Part 1 of this Report. ITEM 1A. RISK FACTORS RISK FACTORS Our future operating results depend upon many factors and are subject to various risks and uncertainties. These major risks and uncertainties are discussed below. There may be additional risks and uncertainties which we do not believe are currently material or are not yet known to us but which may become such in the future. Some of the risks and uncertainties which may cause our operating results to vary from anticipated results or which may materially and adversely affect our operating results are as follows: RISKS RELATED TO OUR FINANCIAL RESULTS WE CURRENTLY HAVE A NUMBER OF OBLIGATIONS THAT WE ARE UNABLE TO MEET WITHOUT GENERATING ADDITIONAL INCOME OR RAISING ADDITIONAL CAPITAL. IF WE CANNOT GENERATE ADDITIONAL INCOME OR RAISE ADDITIONAL CAPITAL IN THE NEAR FUTURE, WE MAY BECOME INSOLVENT, FAIL TO OBTAIN APPROPRIATE RELIEF FROM BANKRUPTCY, AND/OR BE MADE BANKRUPT AND/OR OUR STOCK MAY BECOME ILLIQUID OR WORTHLESS. As of March 31, 2007, our cash balance was approximately $6,000 and our outstanding and current liabilities totaled approximately $8.1 million. In particular, we have some significant creditors that comprise a substantial proportion of outstanding obligations, including many that have obtained judgments against us that we might not be able to satisfy. If we do not receive sufficient financing or sufficient funds from our operations we may (i) liquidate assets, (ii) seek or be forced into bankruptcy and/or obtain appropriate relief from bankruptcy and/or, (iii) continue operations, but incur material harm to our business, operations or financial condition. These measures could have a material adverse effect on our ability to continue as a going concern. Additionally, because of our financial condition, our Board of Directors has a duty to our creditors that may conflict with the interests of our stockholders. When a Delaware corporation is operating in the vicinity of insolvency, the Delaware courts have imposed upon the corporation's directors a fiduciary duty to the corporation's creditors. Our Board of Directors may be required to make decisions that favor the interests of creditors at the expense of our stockholders to fulfill its fiduciary duty. For instance, we may be required to preserve our assets to maximize the repayment of debts versus employing the assets to further grow our business and increase shareholder value. If we cannot generate enough income from our operations or are unable to locate additional funds through financing, we will not have sufficient resources to continue operations. WE HAVE A HISTORY OF LOSSES, AND MAY HAVE TO FURTHER REDUCE OUR COSTS BY CURTAILING FUTURE OPERATIONS TO CONTINUE AS A BUSINESS. For the three months ended March 31, 2007, our net income from operations was $229,000 but we have incurred significant net losses in previous years. Although for the year ended December 31, 2006, our net income was $3.1 million, 16 <PAGE> $4.5 million of our revenue was recognized from the reversals of certain settlements, reversal of reserves and prior year payables, (which did not generate cash flow). As of March 31, 2007 we had an accumulated deficit of $130 million. Our ability to fund our capital requirements out of our available cash and cash generated from our operations depends on a number of factors. Some of these factors include the progress of our licensees' product distributions and licensing of our intellectual property, the rate of growth of our business, and our commercial success. If we cannot generate positive cash flow from operations, we will have to continue to reduce our costs and raise working capital from other sources. These measures could include selling or consolidating certain operations or assets, and delaying, canceling or scaling back product development and marketing programs. These measures could materially and adversely affect our ability to publish successful titles, and may not be enough to permit us to operate profitability, or at all. OUR ABILITY TO EFFECT A FINANCING TRANSACTION TO FUND OUR OPERATIONS COULD ADVERSELY AFFECT THE VALUE OF YOUR STOCK. We expect to consummate a financing transaction to receive additional liquidity. This additional financing may take the form of raising additional capital through public or private equity offerings or debt financing. To the extent we raise additional capital by issuing equity securities, we cannot be certain that additional capital will be available to us on favorable terms and our stockholders will likely experience substantial dilution. Our certificate of incorporation provides for the issuance of preferred stock however we currently do not have any preferred stock issued and outstanding. Any new equity securities issued may have greater rights, preferences or privileges than our existing common stock. Material shortage of capital will require us to take drastic steps such as reducing our level of operations, disposing of selected assets, effecting financings on less than favorable terms or seeking protection under federal bankruptcy laws. RISKS RELATED TO OUR BUSINESS TITUS INTERACTIVE SA (PLACED IN INVOLUNTARY BANKRUPTCY IN JANUARY, 2005) CONTROLS A MAJORITY OF OUR VOTING STOCK AND CAN ELECT A MAJORITY OF OUR BOARD OF DIRECTORS AND PREVENT AN ACQUISITION OF US THAT IS FAVORABLE TO OUR OTHER STOCKHOLDERS. ALTERNATIVELY, TITUS CAN ALSO CAUSE A SALE OF CONTROL OF OUR COMPANY THAT MAY NOT BE FAVORABLE TO OUR OTHER STOCKHOLDERS. Titus owns approximately 58 million shares of common stock and has majority ownership. As a consequence, Titus can control substantially all matters requiring stockholder approval, including the election of directors, subject to our stockholders' cumulative voting rights, and the approval of mergers or other business combination transactions. At our 2003 and 2002 annual stockholders meetings, Titus exercised its voting power to elect a majority of our Board of Directors. Our Chief Executive Officer and interim Chief Financial Officer, Herve Caen, was a director of various Titus affiliates. This concentration of voting power could discourage or prevent a change in control that otherwise could result in a premium in the price of our common stock. Further, Titus' bankruptcy could lead to a sale by its liquidator or other representative in bankruptcy, of shares Titus holds in us, and/or a sale of Titus itself which would result in a sale of control of our Company and such a sale may not be favorable to our other stockholders. Such a sale, including if it involves a dispersion of shares to multiple stockholders, further could have the effect of making any business combination, or a sale of all of our shares as a whole, more difficult. THE LACK OF ANY CREDIT AGREEMENT HAS RESULTED IN A SUBSTANTIAL REDUCTION IN THE CASH AVAILABLE TO FINANCE OUR OPERATIONS. We are currently operating without a credit agreement or credit facility. There can be no assurance that we will be able to enter into a new credit agreement or that if we do enter into a new credit agreement, it will be on terms favorable to us. WE CONTINUE TO OPERATE WITHOUT A CHIEF FINANCIAL OFFICER, WHICH MAY AFFECT OUR ABILITY TO MANAGE OUR FINANCIAL OPERATIONS. We are presently without a CFO, and Mr. Caen assumed the position of interim-CFO and continues as CFO . OUR BUSINESS AND INDUSTRY IS BOTH SEASONAL AND CYCLICAL. IF WE FAIL TO DELIVER OUR PRODUCTS AT THE RIGHT TIMES, OUR SALES WILL SUFFER. 17 <PAGE> Our business is highly seasonal, with the highest levels of consumer demand occurring in the fourth quarter. Our industry is also cyclical. The timing of hardware platform introduction is often tied to the year-end season and is not within our control. As new platforms are being introduced into our industry, consumers often choose to defer game software purchases until such new platforms are available, which would cause sales of our products on current platforms to decline. This decline may not be offset by increased sales of products for the new platform. THE UNPREDICTABILITY OF FUTURE RESULTS MAY CAUSE OUR STOCK PRICE TO REMAIN DEPRESSED OR TO DECLINE FURTHER. Our operating results have fluctuated in the past and may fluctuate in the future due to several factors, some of which are beyond our control. These factors include: o demand for our products and our competitors' products; o the size and rate of growth of the market for interactive entertainment software; o changes in personal computer and video game console platforms; o the timing of announcements of new products by us and our competitors and the number of new products and product enhancements released by us and our competitors; o changes in our product mix; o the number of our products that are returned; and o the level of our international and original equipment manufacturer royalty and licensing net revenues. Many factors make it difficult to accurately predict the quarter in which we will ship our products. Some of these factors include: o the uncertainties associated with the interactive entertainment software development process; o approvals required from content and technology licensors; and o the timing of the release and market penetration of new game hardware platforms. THERE ARE HIGH FIXED COSTS TO DEVELOPING OUR PRODUCTS. IF OUR REVENUES DECLINE BECAUSE OF DELAYS IN THE DISTRIBUTION OF OUR PRODUCTS, OR IF THERE ARE SIGNIFICANT DEFECTS OR DISSATISFACTION WITH OUR PRODUCTS, OUR BUSINESS COULD BE HARMED. Although for the year ended December 31, 2006, our net income was $3.1 million, $4.5 million was from one time non recurring events, and we have incurred significant net losses in previous years and $4.5 million did not generate cash flow. Our losses in the past stemmed partly from the significant costs we incurred to develop our entertainment software products, product returns and price concessions. Moreover, a significant portion of our operating expenses is relatively fixed, with planned expenditures based largely on sales forecasts. At the same time, most of our products have a relatively short life cycle and sell for a limited period of time after their initial release, usually less than one year. Relatively fixed costs and short windows in which to earn revenues mean that sales of new products are important in enabling us to recover our development costs, to fund operations and to replace declining net revenues from older products. Our failure to accurately assess the commercial success of our new products, and our delays in licensing existing products could reduce our net. IF OUR PRODUCTS DO NOT ACHIEVE BROAD MARKET ACCEPTANCE, OUR BUSINESS COULD BE HARMED SIGNIFICANTLY. Consumer preferences for interactive entertainment software are always changing and are extremely difficult to predict. Historically, few interactive entertainment software products have achieved continued market acceptance. Instead, a limited number of releases have become "hits" and have accounted for a substantial portion of revenues in our industry. Further, publishers with a history of producing hit titles have enjoyed a significant marketing advantage because of their heightened brand recognition and consumer loyalty. We expect the importance of introducing hit titles to increase in the future. We cannot assure you that our licensing of products will achieve significant market acceptance, or that we will be able to sustain this acceptance for a significant length of time if we achieve it. 18 <PAGE> We believe that our future revenue will continue to depend on the successful production of hit titles on a continuous basis by us or our licensees. Because we and our licensees introduce a relatively limited number of new products in a given period, the failure of one or more of these products to achieve market acceptance could cause material harm to our business. Further, if our or are licensees' products do not achieve market acceptance, we could be forced to accept substantial product returns or grant significant pricing concessions to maintain our or our licensees' relationship with retailers and our or our licensees' access to distribution channels. If we or our licensees are forced to accept significant product returns or grant significant pricing concessions, our business and financial results could suffer material harm. WE HAVE A LIMITED NUMBER OF KEY MANAGEMENT AND OTHER PERSONNEL. THE LOSS OF ANY SINGLE MEMBER OF MANAGEMENT OR KEY PERSON OR THE FAILURE TO HIRE AND INTEGRATE CAPABLE NEW KEY PERSONNEL COULD HARM OUR BUSINESS. Our business requires extensive time and creative effort to produce and market. Our future success also will depend upon our ability to attract, motivate and retain qualified employees and contractors, particularly software design and development personnel. Competition for highly skilled employees is intense, and we may fail to attract and retain such personnel. Alternatively, we may incur increased costs in order to attract and retain skilled employees. Our executive management team currently consists of CEO and interim CFO Herve Caen. Our failure to recruit or retain the services of key personnel, including competent executive management, or to attract and retain additional qualified employees could cause material harm to our business. OUR INTERNATIONAL SALES EXPOSE US TO RISKS OF UNSTABLE FOREIGN ECONOMIES, DIFFICULTIES IN COLLECTION OF REVENUES, INCREASED COSTS OF ADMINISTERING INTERNATIONAL BUSINESS TRANSACTIONS AND FLUCTUATIONS IN EXCHANGE RATES. Our net revenues from international sales accounted for approximately 97% of our total net revenues for the quarter ending March 31, 2007 and 66% and 57% of our total net revenues for years ended December 31, 2006 and 2005, respectively. To the extent our resources allow, we intend to continue to expand our direct and indirect sales, marketing and product localization activities worldwide. Our international sales are subject to a number of inherent risks, including the following: o recessions in foreign economies may reduce purchases of our products; o translating and localizing products for international markets is time consuming and expensive; o accounts receivable are more difficult to collect and when they are collectible, they may take longer to collect; o regulatory requirements may change unexpectedly; o it is difficult and costly to staff and manage foreign operations; o fluctuations in foreign currency exchange rates; o political and economic instability; and o delays in market penetration of new platforms in foreign territories. These factors may cause material declines in our future international net revenues and, consequently, could cause material harm to our business. A SIGNIFICANT, CONTINUING RISK WE FACE FROM OUR INTERNATIONAL SALES AND OPERATIONS STEMS FROM CURRENCY EXCHANGE RATE FLUCTUATIONS. BECAUSE WE DO NOT ENGAGE IN CURRENCY HEDGING ACTIVITIES, FLUCTUATIONS IN CURRENCY EXCHANGE RATES HAVE CAUSED SIGNIFICANT REDUCTIONS IN OUR NET REVENUES FROM INTERNATIONAL SALES AND LICENSING DUE TO THE LOSS IN VALUE UPON CONVERSION INTO U.S. DOLLARS. WE MAY SUFFER SIMILAR LOSSES IN THE FUTURE. OUR OR OUR LICENSEES' CUSTOMERS HAVE THE ABILITY TO RETURN PRODUCTS OR TO RECEIVE PRICING CONCESSIONS AND SUCH RETURNS AND CONCESSIONS COULD REDUCE OUR NET REVENUES AND RESULTS OF OPERATIONS. We are exposed to the risk of product returns and pricing concessions with respect to our or our licensees' distributors. Our or our licensees' distributors allow retailers to return defective, shelf-worn and damaged products in accordance with negotiated terms, and also offer a 90-day limited warranty to end users that products will be free from manufacturing defects. In addition, our or our licensees' provide pricing concessions to customers to manage customers' inventory levels in the distribution channel. Our or our licensees' distributors could be forced to accept substantial product returns and provide pricing concessions to maintain relationships with retailers and their access to distribution channels. 19 <PAGE> RISKS RELATED TO OUR INDUSTRY INADEQUATE INTELLECTUAL PROPERTY PROTECTIONS COULD PREVENT US FROM ENFORCING OR DEFENDING OUR PROPRIETARY TECHNOLOGY. We regard our software as proprietary and rely on a combination of patent, copyright, trademark and trade secret laws, employee and third party nondisclosure agreements and other methods to protect our proprietary rights. We own or license various copyrights and trademarks, and hold the rights to one patent application related to one of our titles. While we provide "shrink-wrap" license agreements or limitations on use with our software, it is uncertain to what extent these agreements and limitations are enforceable. We are aware that some unauthorized copying occurs within the computer software industry, and if a significantly greater amount of unauthorized copying of our interactive entertainment software products were to occur, it could cause material harm to our business and financial results. POLICING UNAUTHORIZED USE OF OUR PRODUCTS IS DIFFICULT, AND SOFTWARE PIRACY CAN BE A PERSISTENT PROBLEM, ESPECIALLY IN SOME INTERNATIONAL MARKETS. FURTHER, THE LAWS OF SOME COUNTRIES WHERE OUR PRODUCTS ARE OR MAY BE DISTRIBUTED EITHER DO NOT PROTECT OUR PRODUCTS AND INTELLECTUAL PROPERTY RIGHTS TO THE SAME EXTENT AS THE LAWS OF THE UNITED STATES, OR ARE WEAKLY ENFORCED. LEGAL PROTECTION OF OUR RIGHTS MAY BE INEFFECTIVE IN SUCH COUNTRIES, AND AS WE LEVERAGE OUR SOFTWARE PRODUCTS USING EMERGING TECHNOLOGIES SUCH AS THE INTERNET AND ONLINE SERVICES, OUR ABILITY TO PROTECT OUR INTELLECTUAL PROPERTY RIGHTS AND TO AVOID INFRINGING OTHERS' INTELLECTUAL PROPERTY RIGHTS MAY DIMINISH. WE CANNOT ASSURE YOU THAT EXISTING INTELLECTUAL PROPERTY LAWS WILL PROVIDE ADEQUATE PROTECTION FOR OUR PRODUCTS IN CONNECTION WITH THESE EMERGING TECHNOLOGIES. WE LACK RESOURCES TO DEFEND PROPRIETARY TECHNOLOGY. WE MAY UNINTENTIONALLY INFRINGE ON THE INTELLECTUAL PROPERTY RIGHTS OF OTHERS, WHICH COULD EXPOSE US TO SUBSTANTIAL DAMAGES OR RESTRICT OUR OPERATIONS. o As the number of interactive entertainment software products increases and the features and content of these products continue to overlap, software developers increasingly may become subject to infringement claims. Although we believe that we make reasonable efforts to ensure that our products do not violate the intellectual property rights of others, it is possible that third parties still may claim infringement. From time to time, we receive communications from third parties regarding such claims. Existing or future infringement claims against us, whether valid or not, may be time consuming and expensive to defend. Intellectual property litigation or claims could force us to do one or more of the following:cease selling, incorporating or using products or services that incorporate the challenged intellectual property; o obtain a license from the holder of the infringed intellectual property, which license, if available at all, may not be available on commercially favorable terms; or o redesign our interactive entertainment software products, possibly in a manner that reduces their commercial appeal. Any of these actions may cause material harm to our business and financial results. OUR BUSINESS IS INTENSELY COMPETITIVE AND PROFITABILITY IS INCREASINGLY DRIVEN BY A FEW KEY TITLE RELEASES. IF WE ARE UNABLE TO DELIVER KEY TITLES, OUR BUSINESS MAY BE HARMED. Competition in our industry is intense. New videogame products are regularly introduced. Increasingly, profits and revenues in our industry are dominated by certain key product releases and are increasingly produced in conjunction with the latest consumer and media trends. Many of our competitors may have more finances and other resources for the development of product titles than we do. If our competitors develop more successful products, or if we do not continue to develop consistently high-quality products, our revenue will decline. 20 <PAGE> IF WE FAIL TO ANTICIPATE CHANGES IN VIDEO GAME PLATFORMS AND TECHNOLOGY, OUR BUSINESS MAY BE HARMED. The interactive entertainment software industry is subject to rapid technological change. New technologies could render our current products or products in development obsolete or unmarketable. Some of these new technologies include: o operating systems; o new media formats o releases of new video game consoles; o new video game systems by Sony, Microsoft, Nintendo and others. We must continually anticipate and assess the emergence of, and market acceptance of, new interactive entertainment software platforms well in advance of the time the platform is introduced to consumers. Because product development cycles are difficult to predict, we must make substantial product development and other investments in a particular platform well in advance of introduction of the platform. If the platforms for which we develop new software products or modify existing products are not released on a timely basis or do not attain significant market penetration, or if we develop products for a delayed or unsuccessful platform, our business and financial results could suffer material harm. New interactive entertainment software platforms and technologies also may undermine demand for products based on older technologies. Our success will depend in part on our ability to adapt our products to those emerging game platforms that gain widespread consumer acceptance. Our business and financial results may suffer material harm if we fail to: o anticipate future technologies and platforms and the rate of market penetration of those technologies and platforms; o obtain licenses to develop products for those platforms on favorable terms; or o create software for those new platforms on a timely basis. OUR SOFTWARE MAY BE SUBJECT TO GOVERNMENTAL RESTRICTIONS OR RATING SYSTEMS. Legislation is periodically introduced at the state and federal levels in the United States and in foreign countries to establish a system for providing consumers with information about graphic violence and sexually explicit material contained in interactive entertainment software products. In addition, many foreign countries have laws that permit governmental entities to censor the content of interactive entertainment software. We believe that mandatory government-run rating systems eventually will be adopted in many countries that are significant markets or potential markets for our products. We may be required to modify our products to comply with new regulations, which could delay the release of our products in those countries. Due to the uncertainties regarding such rating systems, confusion in the marketplace may occur, and we are unable to predict what effect, if any, such rating systems would have on our business. In addition to such regulations, certain retailers have in the past declined to stock some of our products because they believed that the content of the packaging artwork or the products would be offensive to the retailer's customer base. While to date these actions have not caused material harm to our business, we cannot assure you that similar actions by our distributors or retailers in the future would not cause material harm to our business. RISKS RELATED TO OUR STOCK SOME PROVISIONS OF OUR CHARTER DOCUMENTS MAY MAKE TAKEOVER ATTEMPTS DIFFICULT, WHICH COULD DEPRESS THE PRICE OF OUR STOCK AND INHIBIT OUR ABILITY TO RECEIVE A PREMIUM PRICE FOR YOUR SHARES. Our Certificate of Incorporation, as amended, provides for 5,000,000 authorized shares of Preferred Stock. Our Board of Directors has the authority, without any action by the stockholders, to issue up to 4,280,576 shares of preferred stock and to fix the rights and preferences of such shares. 719,424 shares of Series A Preferred Stock was issued to Titus in the past, which amount has been fully converted into our common stock. In addition, our certificate of incorporation and bylaws contain provisions that: o eliminate the ability of stockholders to act by written consent and to call a special meeting of stockholders; and 21 <PAGE> o require stockholders to give advance notice if they wish to nominate directors or submit proposals for stockholder approval. These provisions may have the effect of delaying, deferring or preventing a change in control, may discourage bids for our common stock at a premium over its market price and may adversely affect the market price, and the voting and other rights of the holders, of our common stock. OUR COMMON STOCK MAY BE SUBJECT TO THE "PENNY STOCK" RULES WHICH COULD ADVERSELY AFFECT THE MARKET PRICE OF OUR COMMON STOCK. "Penny stocks" generally include equity securities with a price of less than $5.00 per share, which are not traded on a national stock exchange or on NASDAQ, and are issued by a company that has tangible net assets of less than $2,000,000 if the company has been operating for at least three years. The "penny stock" rules require, among other things, broker dealers to satisfy special sales practice requirements, including making individualized written suitability determinations and receiving a purchaser's written consent prior to any transaction. In addition, additional disclosure in connection with trades in the common stock are required, including the delivery of a disclosure schedule prescribed by the SEC relating to the "penny stock" market. These additional burdens imposed on broker-dealers may discourage them from effecting transactions in our common stock, which may make it more difficult for an investor to sell their shares and adversely affect the market price of our common stock. OUR STOCK IS VOLATILE The trading price of our common stock has previously fluctuated and could continue to fluctuate in response to factors that are largely beyond our control, and which may not be directly related to the actual operating performance of our business, including: o general conditions in the computer, software, entertainment, media or electronics industries; o changes in earnings estimates or buy/sell recommendations by analysts; o investor perceptions and expectations regarding our products, plans and strategic position and those of our competitors and customers; and o price and trading volume volatility of the broader public markets, particularly the high technology sections of the market. ITEM 3. DEFAULTS UPON SENIOR SECURITIES We have received several notices of default on payment on principal and interest from Warner Bros. Entertainment Inc. on an Amended and Restated Secured Convertible Promissory Note, dated April 30, 2002, with an original principal sum of $2,000,000. As of the date of this filing, the balance of the amount due under the note has been paid in full. ITEM 6. EXHIBITS (a) Exhibits - The following exhibits, other than exhibit 32.1 which is being furnished herewith, are filed as part of this report: EXHIBIT NUMBER EXHIBIT TITLE ------- ----------------------------------------------------- 31.1 Certificate of Herve Caen, Chief Executive Officer of Interplay Entertainment Corp. pursuant to Rule 13a-14(a) of the Securities and Exchange Act of 1934, as amended. 31.2 Certificate of Herve Caen, Interim Chief Financial Officer of Interplay Entertainment Corp. pursuant to Rule 13a-14(a) of the Securities and Exchange Act of 1934, as amended. 32.1 Certificate of Herve Caen, Chief Executive Officer and Interim Chief Financial Officer of Interplay Entertainment Corp. pursuant to Rule 13a-14(b) of the Securities and Exchange Act of 1934, as amended. 22 <PAGE> SIGNATURES Pursuant to the requirements of the Securities Exchange Act of 1934, the registrant has duly caused this report to be signed on its behalf by the undersigned thereunto duly authorized. INTERPLAY ENTERTAINMENT CORP. Date: May 21, 2007 By: /S/ HERVE CAEN ------------------------------------ Herve Caen, Chief Executive Officer and Interim Chief Financial Officer (Principal Executive and Financial and Accounting Officer) 23 </TEXT> </DOCUMENT> <DOCUMENT> <TYPE>EX-31 <SEQUENCE>2 <FILENAME>ex31-1m.txt <DESCRIPTION>EX-31.1 <TEXT> EXHIBIT 31.1 Certification of CEO Pursuant to Securities Exchange Act Rules 13a-15(e) and 15d-14(e) as Adopted Pursuant to Section 302 of the Sarbanes-Oxley Act of 2002 I, Herve Caen, certify that: 1. I have reviewed this quarterly report on Form 10-Q of Interplay Entertainment Corp.; 2. Based on my knowledge, this report does not contain any untrue statement of a material fact or omit to state a material fact necessary to make the statements made, in light of the circumstances under which such statements were made, not misleading with respect to the period covered by this report; 3. Based on my knowledge, the financial statements, and other financial information included in this report, fairly present in all material respects the financial condition, results of operations and cash flows of the registrant as of, and for, the periods presented in this report; 4. The registrant's other certifying officer and I are responsible for establishing and maintaining disclosure controls and procedures (as defined in Exchange Act Rules 13a-15(e) and 15d-15(e)) for the registrant and have: a) Designed such disclosure controls and procedures, or caused such disclosure controls and procedures to be designed under our supervision, to ensure that material information relating to the registrant, including its consolidated subsidiaries, is made known to us by others within those entities, particularly during the period in which this report is being prepared; b) Evaluated the effectiveness of the registrant's disclosure controls and procedures and presented in this report our conclusions about the effectiveness of the disclosure controls and procedures, as of the end of the period covered by this report based on such evaluation; and c) Disclosed in this report any change in the registrant's internal control over financial reporting that occurred during the registrant's most recent fiscal quarter (the registrant's fourth fiscal quarter in the case of an annual report) that has materially affected, or is reasonably likely to materially affect, the registrant's internal control over financial reporting; and 5. The registrant's other certifying officer and I have disclosed, based on our most recent evaluation of internal control over financial reporting, to the registrant's auditors and the audit committee of the registrant's board of directors (or persons performing the equivalent functions): a) All significant deficiencies and material weaknesses in the design or operation of internal control over financial reporting which are reasonably likely to adversely affect the registrant's ability to record, process, summarize and report financial information; and b) Any fraud, whether or not material, that involves management or other employees who have a significant role in the registrant's internal control over financial reporting. Date: May 21, 2007 /s/ Herve Caen --------------------------- Herve Caen Chief Executive Officer </TEXT> </DOCUMENT> <DOCUMENT> <TYPE>EX-31 <SEQUENCE>3 <FILENAME>ex31-2m.txt <DESCRIPTION>EX-31.2 <TEXT> EXHIBIT 31.2 Certification of Interim CFO Pursuant to Securities Exchange Act Rules 13a-15(e) and 15d-15(a) as Adopted Pursuant to Section 302 of the Sarbanes-Oxley Act of 2002 I, Herve Caen, certify that: 1. I have reviewed this quarterly report on Form 10-Q of Interplay Entertainment Corp.; 2. Based on my knowledge, this report does not contain any untrue statement of a material fact or omit to state a material fact necessary to make the statements made, in light of the circumstances under which such statements were made, not misleading with respect to the period covered by this report; 3. Based on my knowledge, the financial statements, and other financial information included in this report, fairly present in all material respects the financial condition, results of operations and cash flows of the registrant as of, and for, the periods presented in this report; 4. The registrant's other certifying officer and I are responsible for establishing and maintaining disclosure controls and procedures (as defined in Exchange Act Rules 13a-15(e) and 15d-15(e)) for the registrant and have: a) Designed such disclosure controls and procedures, or caused such disclosure controls and procedures to be designed under our supervision, to ensure that material information relating to the registrant, including its consolidated subsidiaries, is made known to us by others within those entities, particularly during the period in which this report is being prepared; b) Evaluated the effectiveness of the registrant's disclosure controls and procedures and presented in this report our conclusions about the effectiveness of the disclosure controls and procedures, as of the end of the period covered by this report based on such evaluation; and c) Disclosed in this report any change in the registrant's internal control over financial reporting that occurred during the registrant's most recent fiscal quarter (the registrant's fourth fiscal quarter in the case of an annual report) that has materially affected, or is reasonably likely to materially affect, the registrant's internal control over financial reporting; and 5. The registrant's other certifying officer and I have disclosed, based on our most recent evaluation of internal control over financial reporting, to the registrant's auditors and the audit committee of the registrant's board of directors (or persons performing the equivalent functions): a) All significant deficiencies and material weaknesses in the design or operation of internal control over financial reporting which are reasonably likely to adversely affect the registrant's ability to record, process, summarize and report financial information; and b) Any fraud, whether or not material, that involves management or other employees who have a significant role in the registrant's internal control over financial reporting. Date: May 21, 2007 /s/ Herve Caen ------------------------------- Herve Caen Interim Chief Financial Officer </TEXT> </DOCUMENT> <DOCUMENT> <TYPE>EX-32 <SEQUENCE>4 <FILENAME>ex32-1m.txt <DESCRIPTION>EX-32.1 <TEXT> EXHIBIT 32.1 CERTIFICATION PURSUANT TO SECURITIES EXCHANGE ACT RULES 13a-14(b) AND 15d-14(b) AS ADOPTED PURSUANT SECTION 906 OF THE SARBANES-OXLEY ACT OF 2002 (SUBSECTIONS (a) AND (b) OF SECTION 1350, CHAPTER 63 OF TITLE 18, UNITED STATES CODE) Pursuant to section 906 of the Sarbanes-Oxley Act of 2002 (subsections (a) and (b) of section 1350, chapter 63 of Title 18, United States Code), the undersigned officer of Interplay Entertainment Corp., a Delaware corporation (the "Company"), does hereby certify with respect to the Quarterly Report of the Company on Form 10-Q for the quarter ended March 31, 2007 as filed with the U.S. Securities and Exchange Commission (the "10-Q Report") that, to the best of the undersigned's knowledge: (1) the 10-Q Report fully complies with the requirements of section 13(a) or 15(d) of the Securities Exchange Act of 1934; and (2) the information contained in the 10-Q Report fairly presents, in all material respects, the financial condition and results of operations of the Company. Date: May 21, 2007 /S/ HERVE CAEN ------------------------------- Herve Caen Chief Executive Officer and Interim Chief Financial Officer </TEXT> </DOCUMENT> </SEC-DOCUMENT> -----END PRIVACY-ENHANCED MESSAGE----- Địa chỉ link tham khảo tại : http://www.sec.gov/Archives/edgar/data/1057232/000117091807000441/0001170918-07-000441.txt Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Phỏng vấn Todd Howard ( lên dự án cho Fallout 3 ) những vấn đề chính cần quan tâm .... For this week’s Media Consumption, a column that looks at the media and art diets of our favourite industry personalities, we spoke to Todd Howard, executive producer for Bethesda’s The Elder Scrolls series, as well as the upcoming Fallout 3. The game was originally in development under the name Van Buren by Black Isle Studios, before lay-offs by parent company Interplay lead to the cancellation of the title in December of 2003. Shortly after, the rights to the series were sold to Bethesda, who reportedly started work on the game in July of 2004. The reaction from both fans and creators alike was mixed at best, with original Fallout co-designer Leonard Boyarsky commenting that the sale felt like “our ex-wife had sold our children that she had legal custody of”. Howard is unconcerned about this, however. “I wouldn't say doing Fallout has any more pressure then doing Elder Scrolls,” he says. “Most of the pressure comes from ourselves, trying to make a better game than our last.” Vice president of PR and marketing Pete Hines recently told Gamasutra that the team was “a fairly good ways into the process”, and noted that “Fallout is not a quick two year process, and we are already several years into the project”. Howard confirms this, stating that development on the game has “been full steam for a while now, and preproduction is coming to an end and we hope to show it off soon”. “There's certainly a lot of people who want to see it,” he continues, “so that's always a good sign. I just hope people ‘get it’ for what it is, and for what it isn't.” We spoke to Howard recently to ask him about the portion controlled servings that go into his media diet at the moment. Sounds: "Well, I'm incredibly late to the iPod generation, and recently got one, so I've broken through to the whole iTunes things and have been sampling a large number of things, from Gnarls Barkley to Social Distortion. It's so easy to browse new music, sample it, and buy what you like in small chunks. I've bought more music in the last few months than I've bought in the last five years. In general I listen to classic rock stuff, like Springsteen and the Stones. Born to Run and Darkness on the Edge of Town are still my favourites - they are very raw albums, and not overly produced. The songs have great imagery and storytelling, while still rocking. I pretty much like all of Bruce's stuff, even the new stuff. It's nice to see an artist continue to grow, and not overly repeat himself. With the Stones, I love the live album Stripped. I've also been listening to a lot of music for Fallout 3 - stuff from the '40s." Moving Pictures: "Lord of the Rings, Star Wars, and Raiders of the Lost Ark: those are my all time favorites. Recently I've come to really respect and admire Chris Nolan, who did Memento, Batman Begins, and The Prestige. The Prestige was the last "great" movie I've seen. His movies seem to challenge you on another level. Outside of his excellent visual storytelling in all his movies, even Insomnia, he directs his characters with subtle enough performances to give you insight into something much deeper, while not hitting you over the head repeatedly with it. Oh, and [I enjoyed] Borat." Words: "I don't have the time to read as much as I'd like, only when I'm on a long vacation or something do I find the time. Last book I read was Cormac McCarthy's The Road, which is absolutely brilliant. That book will stay with you long after you read it. I've made it required reading for a lot of people here. There's great Fallout type stuff in there: a post-apocalyptic world with people struggling to survive. It's a very harsh story." Games: "The Ultima series is still my favorite, and probably is still my biggest inspiration as far as presenting a fully realized world in a game. Ultima 4 to 7 are so ahead of their time it's just unbelievable. In regards to storytelling and visual storytelling [I take] a lot [of influence from other mediums]. Movies can still push the visuals without ever wondering, "Will this run fast enough?", and so most of the new ground is still being broken there. Overall though, I still look to other games for gameplay ideas, as it's pretty easy to pick something up that is done and out and mess with it, if it has an idea you are already thinking about. It could be any game. I even played Barbie Horse Adventure to see how their horses worked. Embarrassing, but you get my point. Lately I’ve been playing smatterings of stuff from Gears of War to Viva Piñata. I’m making my way through Rainbow Six: Vegas right now. I also get addicted to NCAA Football every year, too; I had my online ranking in the top 200 for a while. I think regardless of the genre, there's something you can take away from every game provided it's well made. So many little ideas in how UI works, or player reward." Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Todd Howard nói rằng dự án Fallout 3 Van Buren ( qua bản Demo ) đã bị hủy để cho ra đời 1 Fallout 3 thật sự mới .... The past year has been miserable for Fallout fans. 2003 ended on a low note with Interplay's closre of Black Isle Studios and the cessation of development on "Van Buren," the company's code name for Fallout 3. 2004 opened with the ignominious release of the Xbox and PlayStation 2 game Fallout: Brotherhood of Steel. Hardcore PC gamers greeted it with hostility, critics were lukewarm, and console gamers reacted with resolute indifference. Sales were even poorer than those of Baldur's Gate: Dark Alliance 2, Interplay's other tent-pole release. Together, the one-two punch of the two games' failures pushed the already listing Interplay closer to financial insolvency. The company was sued by former business partners, threatened with eviction by its landlords, and even temporarily shut down by the California Department of Labor. When Interplay released its last quarterly earnings report two weeks ago, it revealed that it would run out of cash by the end of July if it did not receive outside funding. Even though Interplay CEO Herve Caen had floated the idea of a Fallout MMORPG, a new console Fallout, and bringing back Fallout 3, Interplay's dire finances caused many to despair that the franchise would die alongside its owners. Others thought Caen would finally be forced to license Fallout, possibly to Troika or Obsidian Entertainment, two studios founded by former developers of the game. As it turns out, the latter group was right. This week, Interplay announced that Bethesda Softworks would develop and publish Fallout 3 and other Fallout games for PCs, consoles, and all other platforms. Interplay will technically retain ownership of the Fallout brand and still holds the rights to a Fallout MMORPG. But while the announcement sparked elation in some gamers, others fretted. Many forum-posters worried that Fallout 3 would merely become "Morrowind with guns," while others feared for the game's perk system, its uniquely dark humor, and its unapologetically mature content. Still others expressed concern that Bethesda's intention to develop the game for PCs and consoles could dilute its role-playing elements a la Deus Ex: Invisible War. To help address Fallout fans' fears and to comment on one of the past year's most surprising publishing deals, GameSpot talked with Bethesda Softworks' Todd Howard. An Elder Scrolls designer since 1996, Howard was project lead of The Elder Scrolls III: Morrowind and has since become executive producer of the award-winning RPG series. He will also oversee development of Fallout 3, upon which preproduction has already begun... THE DEAL GameSpot: It's been widely rumored that Interplay has been shopping the Fallout license for months. When did you first hear about it? Todd Howard: We've been interested in it, well, forever. We just love the work they did on the first two games. GS: Was it just the Fallout brand that attracted you, or are you a fan of the series itself? Have you played either of the first two games? TH: I've played the first two many times but only dabbled with Tactics and Brotherhood of Steel. What I really love about the first two is the overall atmosphere, tone, and role-playing. Those two games really let me choose to play a certain character--and the level of immersion was outstanding. I was that guy on the screen wandering the wastelands trying to survive and helping humanity survive. And you could play it so many times and in so many different ways. The character system and the choices you could make were fantastic. GS: Did you go to Interplay, or did Interplay come to you? TH: We went to them first. GS: How long did the negotiations last? TH: Not long. It seemed like a great fit from the beginning. GS: Do you know what other companies were in the bidding? Many people thought the Fallout license would end up with its former developers at Obsidian or Troika. TH: I honestly don't know anything about that. GS: Are you also vying for rights to the Fallout MMORPG? If not, why not? TH: Interplay wanted to hold onto those rights, and it doesn't really fit with what we would do anyway, so we all agreed they should keep them. GS: Will Interplay's retention of "all online gaming rights for the Fallout franchise" affect whether or not Fallout 3 has an online component? TH: No. They only keep rights for a persistent online massively multiplayer game. We could still have a multiplayer or online component to our titles. GS: Will Fallout 3 feature the Interplay logo on the box? TH: I'm not sure. We're a long, long way from worrying about what logos are on the box. THE GAME GS: Will Bethesda's Fallout 3 retain any elements of the "Van Buren" game that was in development at Black Isle Studios? Reports are that it was nearly complete. TH: No, we're going to start fresh. GS: Will it have the same storyline as the Black Isle Studios’ Fallout 3? TH: Unknown right now. I doubt it though. GS: Do you have any plans to involve any former Black Isle Studios developers in the game's development? TH: No firm plans, but anything's possible at this stage. GS: Your release said that Fallout 3 will be developed alongside the next Morrowind. Will they be based on the same engine? TH: We've been developing some new technology for a long time now that could be used in many games, so we plan on using that. It is not the Morrowind engine. GS: Morrowind was a first-person, real-time, action RPG. Fallout and its sequel were isometric-view, third-person, turn-based RPGs. What will Fallout 3 be? TH: Too early to say. We're looking at many options. GS: Fallout had many unique elements for an RPG, including its extensive (and iconic) perk system and darkly comic tone. Will those be present in the sequel? TH: Oh, yes. Most definitely. "Bloody Mess" is the best perk ever, where your enemies die in ultraviolent ways. GS: Morrowind is a huge game with a sprawling environment. Will Fallout 3 have a world of similar scale? TH: Too early to say yet. GS: What impact will developing Fallout have on continued work on the Morrowind franchise? TH: We've been working on some new Elder Scrolls stuff for a while now that has yet to be announced, and [we] have been expanding our group and prepping for our "second project," and this is it. It really helps to have multiple projects going for a studio, as it allows us to move staff around at key times. So, if anything, it helps our Elder Scrolls development as well. GS: Will Interplay have any say in the project's development? TH: We have total control over it. That being said, I think there are people there who have very good insight into the franchise, and their experience can help. RELEASE PLANS GS: Fallout is one of the most beloved franchises of all time. Are you worried about meeting gamers' high expectations? TH: I worry about meeting our own expectations. We take this stuff as seriously as anyone and are more critical of what we do than the fans. We're very careful in how we handle franchises. I think people can look at how we've treated the Elder Scrolls and know that we'll give the same care to Fallout. We pride ourselves in keeping franchises relevant and bringing something fresh to the market with each game. That being said, I'm sure there's a vocal minority that wants to kill us for even attempting to do it. But they wanted to kill Peter Jackson too, so you have to ignore that and just do something great that you'd love to play. GS: Pete Hines, your director of marketing, has said that preproduction on the title is already under way. How much work as been done on the game so far? TH: We're in the "messing with stuff" phase. Nothing is pinned down until we play it. And then we always change it. GS: Bethesda's license agreement is for PCs, consoles, handhelds, and other media. Which platform will Fallout 3 arrive on first? TH: Way too early to say. We always like to hit as many as possible at the same time, but that's not always possible. GS: There is some concern in the PC gaming community that if Fallout 3 is developed for both the PC and consoles, it won't have the same depth as other PC RPGs. What can you say to allay this concern? TH: Play Morrowind on PC, and then play it on Xbox. Anyone who says a console game can't have depth hasn't played enough of them. The platform is 100 percent irrelevant. GS: According to your Web site, Bethesda is hiring developers to create RPGs for "future-generation consoles." Given the Elder Scrolls' long development cycle, should we expect to see Fallout 3 on a next-generation console? Or is it far along enough in development to be released on current-generation consoles? TH: I can't say what platforms it will or won't be on yet. We hope to hit as many as them as we can. GS: When can we expect to see Fallout 3? TH: When it's done (trademark of id Software). Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Ngày về còn rất gần ... Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Sáng nay , lúc 7h VN mạng thông tin truy cập website chính thức của game Fallout 3 đã ngừng hoạt động ?!! Hiện tại rất nhiều người đã hỏi Bethasda về sự kiện này nhưng đến giờ vấn chưa có câu trả lời cụ thể nguyên nhân tại sao mạng vào web bị đình trệ ...tính đến giờ phút này ngay cả người post bài lên cũng chưa thể truy cập vào website . Bộ chẳng lẽ ... xập rồi sao ????? Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
check sáng giờ, tục nhất là tui không thấy con số đếm ngày tới ngày ra mắt Teaser nữa (đúng ra phải có con số 5)
-Tin mới từ web của Fallout 3 : Đúng 21H Việt Nam lúc tối website Fallout3 mới hoạt động lại , trả lời động thái này Bestheda cho hay do tiến hành việc rà xoát lại mạng cục bộ nên đã gây ra hiện tượng bị mất trên , tuy nhiên mặc dù vậy cũng không chừa khả năng trong những ngày kế tiếp tất nhiên hiện tượng đó có thể lặp lại khoảng vài lần nếu như nó không quá gần ngày tung ra đoạn Trailer quyết định sự sống chết của game . Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Tony Postma người phát triển cho dự án của Fallout 3 nói gì ? Tell us a little about yourself, what have you accomplished in life? Well, lets see...I got my education and degree from Art Center College of Design in transportation design, tried to do the freelance thing for about a year, then signed on to Interplay to work for an old boss of mine, Ali Atabek, whom I worked for at Mindcraft Software a few years earlier. I did concept design and 2D (i.e. DPaint!) art at Interplay for about 2 1/2 years then I went over to South Park studios and have been on the animated TV show ever since. I work in the storyboard/character/background and prop design dept.. We create all the visuals for the show. The variety of work and the pace at which we operate is much more compatible with my creative style, video games just take too long... heh I've also been actively working freelance doing everything from product design to conceptual work in film/TV and (of course) video games. I'm also pursuing photography a little more seriously as possibility for profession. What are your favorite computer games/board games and why? That's a BIG list....um here are a few: Battlefield 2 , Counterstrike, Half Life 1&2, the original Ultimas 1-4,FarCry, Guitar Hero 1&2, Star Wars Galaxies (canceling soon tho, bummed), City of Heroes/Villains (also getting out), Gran Turismo 1-4, Iko, Shadow of the Colossus, um....geez, I really cant think of all the games I've enjoyed playing. I have a tendency to pick games that I refer to as "transportational" in that they take you away to imagined spaces and do so with convincing graphics, design, and sound...I lean towards games with a more of a realistic appeal, not too many cute, cartoony titles...except maybe PaRappa. Really looking forward to the MMO Age of Conan. I nostalgically yearn to play paper-n-pencil games like D&D, Star Frontiers, Champions...but I honestly think it just wouldn't be the same experience as when I was younger. What hobbies do you have besides computer games? Um...I enjoy drawing, traveling/road trips, photography, buying and reading books, snowboarding, rollerblading, driving and working on my cars (road racing and drag racing), airsoft (sorta like paintball), listening to music, going out to eat...I've been spending less and less time playing computer games lately as all my other hobbies (and work) take me away from the games..another sad but inevitable consequence of age. What are your favorite bands/artists (music) ? Another HUGE list...let's just say I own and enjoy music in ALL genres (jazz, blues, rock, hip/hop, country, world...) except top 40, any post 2002-or-so hip hop/rap, any of that new angry Emo/Death/Goth demon voice rock stuff...Most Rap-rock....I'll just say I went to see Wolfmother for my birthday, just bought the "Conan the Barbarian" soundtrack and a CD with whaling songs and sea shanties and Im really looking forward to the next Bryan Ferry concert coming to LA. I really love music in the way it can "transport" my imagination to another place/time or just revisit a long lost memory, so it can really help when I'm drawing. Tell us a little about your role in the making of Fallout 1/2/3 (Van Buren)/Tactics ? On Fallout 1 (and to a lesser extent, 2) I was strictly involved in the conceptual design of the look and feel, particularly the user interface. The team already had an idea of using retro-atom age imagery and objects, so I kept my concepts in that vein. I really wanted the interface to look and function like a "real" device, so I researched and imagined it to be like some computer or car stereo with a removable face plate but with 1950' vacuum tubes, bakelite plastics and glass CRT's. I also came up with the idea that the maps would be from found objects like postcards and period signage picked up from the sands of the desert. Unfortunately while I was concepting for Fallout, the majority of my time was as concept/2D for M.A.X. Mechanized Assault and eXploration (and later M.A.X. 2). I also did concept art for Shattered Steel, a few Star Trek titles, and quite a few of Interplay's other games and didn't spend as much time on Fallout as I would have wanted. I like to work in a lot of different capacities, but I think I might have spread myself too thin then. What's your favourite Fallout memory? Like I mentioned before, I didn't spend enough time with the Fallout team to generate many "memories", but I do remember getting pretty excited when I saw some of the 3D artist's first couple of passes at the TV style "guts" of the interface and animations of the interface functionality in ALIAS....It was EXACTLY like I imagined it...they did a fantastic job. What specifically inspired Fallout for you? What were the biggest influences? Urban and Sub-urban America of the 40'-50's....the cars, the signage, the art, the architecture...all of it. I already had a few books with photos and documentation of the period. Also the comic books "Big Guy and Rusty, the Boy Robot" and "Mister X" by Dean Motter help with the machinery and the mood. Pop Culture played a big role in Fallout, what pop culture influences you? I have a profound attraction to modernist furniture and architecture of the 20'-60's, the Tiki/Polynesian pop of the 50's-60's. Disneyland. Vintage automobiles/hotrods...RAT FINK....amateur photography pre-80's. I'm sort of caught up in the imagery and sights from an era that was on it's way out just as I was arriving. How was it to be a part of the Fallout team? Wish I could really say, I was on the other side of the building No, but the times I did meet with Tim Cain and Leonard Boyarsky and few others of the team, it was always great to collaborate and bat ideas around. It also kept the development progress as a pleasant surprise for me. Were there things that you wished you had added to either Fallouts? I wish I had been on the project's ground floor...to really establish and ground the look-n-feel and continue that work through to the end, of pre-production anyways. What were you favourite places in fallout and why? I didn't exactly play the game (shame on me :-[ ) but i did like the design and final illustration of the Vault map that Leonard and I did...came out real retro-sweet. What is your hope for future Fallout games? Would you like to be a part of a future Fo team? That's tough....I'm so detached from the game. Probably a return to the visual core, the retro-aesthetic of the original Fallout. I heard/read that subsequent titles started to drift from the original visually. If I could contribute in any future Fallout projects, it would have to be with the original team (Tim,Leonard,Jason) heading up the project....that's the only way I see it working and remaining a cohesive vision. Who would you bring with you in a future Fallout team and why? See question 12... In your opinion, what are the key ingredients that every RPG should have? Fun, lots of fantastic graphics, cool places to visit, interesting NPCs to interact with, deep and involving music/sounds, and more FUN!!! Right? Should be that easy... I mean really, it's all about having a brilliant time while at the machine. It should be deep enough for the hardcore gamer, and simple enough for the casual player. Action packed, grand, EPIC, yet full of subtle beauty. On the other hand, I wish, and this is totally my personal taste, that RPG developers would investigate genres other than the sword and sorcery, kill the dragon stuff. I know it's super popular and it does very well financially, but to me I think it's kind of played-out. Probably why I liked the idea when I got the call to work on Fallout. Where do you see computer RPGs going? Up and up! Deeper, more fantastical worlds...ever more beautiful graphics, real world physics....the whole shebang. Maybe even an AI as complex or spontaneous as a "flesh" opponent. I really think the future in RPG, MMORPG and just computer games in general is that it will transcend the experience that was once provided for by movies...well most movies anyways. It's happening to me already. I go to maybe 6-8 films a year while easily spending more time on video games. How does the fan base hinder/help the projects that you've worked on? Working on a TV show with a very vocal and varied fan base, you get to see both sides of the coin (or maybe SWORD is the better metaphor). Many fans want to revisit old jokes, catch phrases or characters time and time again...with no room for innovation or progress. Worse yet, the fan that requests to hybridize your concept (put some Matrix,Star Wars, SG-1 reference in) because they think it would be "cool" regardless of story or plot..Yet you have to sprinkle in some of that "old magic" to keep them happy and laughing (and ultimately paying the bills)...so I suppose the same would be for video games, give em something new and different, with a little bit something old mixed in.. Thankfully, I just listen to my art director/ inner voice and work from there. When planning the story how do you go through the process of integrating themes and story with the constraints on software? Heh, that's one of the reasons I'm happily in concept development....hardware constraints aren't my problem. I get a request or imagine something, draw it out..and if the team wants to use it, they hustle to figure out how....ive tried drawing in polygons, let's just say it wern't pretty. If you could make any computer game that you wanted, which would it be and why? I've always wanted to see/work on a game about "The Shadow" pulp/comics/radio...or some 40's detective noir...big fan of the Neuromancer book (I remember the Apple game), so a game that fleshes that world out..maybe an Ninja/Shogun period epic...an action game based on Asian/African/Aboriginal mythologies. I'm not sure, I just want to be involved in projects different than what has been. Where do you see yourself in 10 years? Hopefully I'm still on this planet, making stuff that people will enjoy. Any last word to the Fallout fan base? Thanks for reading! Thanks for playing! Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
lần đầu tiên đc chơi fallout là năm lớp 5 hay 6 jì đó - ba tui đi TP mua về cho tui chơi, trò đầu tiên tui chơi đó, hồi đó dek biết tiếng Anh vô chơi có 1 màn đầu cả năm trời, chả biết đi đâu làm jì, mấy năm sau có dịp đí TP mua đc cái chĩ dẫn về nhà chơi đc, ghiền tới giờ lun, năm nay tui học 12 rùi
mai la co ban test roài chả biết cấu hình thế nào đây cầu mong hỗ trợ cho onboard để con còn được chơi
Hả? Blue_1988 với wakkanvn nói gì vậy? Mai chỉ có đoạn phim teaser chừng 1 - 2 phút thôi, chứ không phải bản demo đâu
Hô Hô Hô ! Có mấy đứa tưởng bở kìa , không dễ đâu . Đây chỉ là biết để phán đoán cho sự sống chết của game Fallout 3 thui .
:p :p :p các bác thông cảm! em đợi lâu quá nên hơi nôn nóng (gần 10 năm roài còn gì tính thừ FO 2 đến h)