Thursday, July 25, 2013

Activision Buys Back $5.83 Billion Stake from Vivendi

Activision Blizzard has today announced it will buy back approximately $5.83 billion in shares (around 429 million Company shares) from Vivendi. In addition to this, a separate investment group led by Activision Blizzard CEO Bobby Kotick and co-chairman Brian Kelly will purchase a further 172 million Company shares for approximately $2.34 billion.

Once the transaction is complete Vivendi will no longer be the majority shareholder, with its stake reduced to 83 million shares (around 12% of total). Activision Blizzard will be an independent company with the majority of its shares owned by the public.

“These transactions together represent a tremendous opportunity for Activision Blizzard and all its shareholders, including Vivendi,” said Kotick in a statement. “We should emerge even stronger—an independent company with a best-in-class franchise portfolio and the focus and flexibility to drive long-term shareholder value and expand our leadership position as one of the world's most important entertainment companies. The transactions announced today will allow us to take advantage of attractive financing markets while still retaining more than $3 billion cash on hand to preserve financial stability.”

In July last year, as news began to emerge that Vivendi was looking to offload all or part of its majority stake in Activision Blizzard, the most likely buyer was reported to be Activision Blizzard itself.

Vivendi, which is said to owe $17.3 billion in net debt, was reported on Monday to be considering yanking around $3 billion from Activision’s cash reserves by way of a “special dividend.” The move would have netted about $2 billion for Vivendi.

 Luke is Games Editor at IGN AU. You can find him on IGN here or on Twitter @MrLukeReilly, or chat with him and the rest of the Australian team by joining the IGN Australia Facebook community.


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Sony Announces Quarterly Indie Developer Events

Sony has announced it will begin hosting quarterly indie developer events at its London offices later this year.

Develop reports that the events will be used as an opportunity to update developers about what changes are coming to the PlayStation 4, PlayStation 3 and PlayStation Vita platforms, as well as get feedback about the state of the PSN.

Though it'll be targeted at European developers due to the location, Sony has confirmed that the development community from around the world will be welcome should they wish to attend. There's no firm start date for the scheme, though if things can be organised in time there's a chance it may kick off in September.

We are seeing incredible numbers of new companies coming to the platform.

Sony Computer Entertainment Europe senior account manager Agostino Simonetta explained, "You know we do these things very regularly with all our partners, but with the indie community, it is so vast and they are spread out, that it is hard for me to go and work with developer days in the Middle East.

"So while we do these things, we want to make sure it is that on a regular basis. With the great success we are having actually of indie developers registering, we are seeing incredible numbers of new companies coming to the platform. There is a real sense that PS4 - and Vita as well, PS3 still has a long life - that this is a great opportunity for them to come back to console.

"We are really accelerating and changing the way we approach this. So before was more of a narrow cast, now there is a real opportunity for us to go what I call broadcast - a lot more visibility to be able to answer the questions."

Regarding why Sony has decided now is the time to start the venture, Simonetta explained the huge influx of interest from indie developers warranted recognition.

"I can tell you I have been there for four years, and one of my colleagues has been in third-party relations for ten years, and we've never seen anything like this. And this is not just PS4, it applies to Vita and PS3 as well," he said.

Luke Karmali is IGN's UK Junior Editor. You too can revel in mediocrity by following him on IGN and on Twitter.


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Ex-Blizzard, Relic and SOE Developers Form Studio

Veteran MMO developers from Blizzard, Sony Online Entertainment and Relic have joined forces to create a new studio called Molten Games.

According to Games Industry, the fledging studio was formed by Paul Della Bitta, who was Blizzard's former senior director of global community development and eSports, and Blaine Smith who was lead designer for PoxNora at SOE and Company of Heroes Online at Relic. Della Bitta will now serve as Molten's chief product officer, while Smith takes up the VP of creative development role.

The studio's first project is set to be a free-to-play online PC title with triple-A production values and quality, thanks to a multi-million dollar funding package from NCSoft. Della Bitta told Games Industry, "AAA to us is really an identifier for quality. With the advent of mobile and social games, some gamers are starting to associate free-to-play with games that don't have the depth or overall quality level that was expected of a PC or console title of the past. This is a game that you would have happily paid $60 for at retail. We're just trying to take advantage of the free-to-play model, but we want people to have the same expectation of quality they would if they went and bought a $60 console game at the store.

"We remember the games and the dev studios back in the day," he continued. "We played a lot of Valve and Blizzard games before I worked there. These were studios that were made up of gamers just making great games they enjoyed playing. And we're trying to follow in those footsteps."

More details about Molten Games' first title will be announced at a later date.

Luke Karmali is IGN's UK Junior Editor and has played more MMOs than you can crippled a social life with. You too can revel in mediocrity by following him on IGN and on Twitter.


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The Amazing Spider-Man 4 May be a Spin-Off Movie

Director Marc Webb has hinted that the fourth entry in his Amazing Spider-Man movies may not focus on the lycra-clad web-slinger.

Speaking to Crave Online at Comic-Con, Webb explained that as the rebooted series of films was conceived as a trilogy, he already had a story planned out.

"This was conceived of as a trilogy, so there was a defined architecture to the story we were telling and we had sort of a rough outline of what was going to happen," he admitted. "I think [for] the fourth movie, what we've discovered is there are so many ancillary characters, that have enormous, cinematic potential that there may be other ways to exploit those characters, in a way that is exciting and fun and worthwhile. It might not just be a Spider-Man movie.

"You know, what was fun about the comics is that there's an entire sort of encyclopedia of characters and stories and histories and nuances and idiosyncrasies and off-shoots. I think that that is something that seems to be really successful and has a lot of potential so it's sort of, as yet, undefined, but intentionally so."

The existence of a fourth Amazing Spider-Man movie was outed back in June, when Sony revealed release dates for both it and the third film. Both are still a fair way off - The Amazing Spider-Man 3 won't swing onto screens until June 10, 2016, while the fourth is currently slated for May 4, 2018.

Obviously a lot can happen between now and when the movie starts shooting, but it's interesting to hear what Webb's already got in mind for the future of the franchise. If there are any villains or ancillary characters you'd like to see take centre stage in the movie when it eventually appears, be sure to let us know in the comments.

Luke Karmali is IGN's UK Junior Editor. You too can revel in mediocrity by following him on IGN and on Twitter.


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Borderlands 2 Isn't Getting Another Season Pass

Gearbox has confirmed that there won't be a second Season Pass offered for Borderlands 2, as gamers prefer the freedom of choosing which bundles they download.

Speaking to Polygon, the developer reiterated that it won't be offering all future DLC for a one-time fee, despite just announcing a new level cap, missions and raid bosses.

In a statement, Gearbox explained, "In April we celebrated the success of Borderlands 2 by thanking our most passionate fans, the Season Pass holders, by including the first Ultimate Vault Hunter Upgrade Pack in the Season Pass. We were excited to give Season Pass holders $45 of value instead of the original promise of $40.

Fans are happy with an a la cart menu for DLC because they can pick and choose the content that they most want.

"Through the course of our grand experiment, we've also learned that fans are happy with an a la cart menu for DLC because they can pick and choose the content that they most want to buy and really customize their Borderlands 2 experience.

"They're voting with their wallets — and we are grateful that there are enough of them asking that we can justify the cost of developing the content."

The original Borderlands 2 Season Pass included four add-on campaigns, which many assumed meant there would be no more DLC for the title following the recent release of Tiny Tina's Assault on Dragon Keep. While this has turned out not to be the case, it does seem you're going to have to pick and choose which future DLC bundles you go for on a case-by-case basis

.

Would you have liked Gearbox to make another Season Pass available, or do you prefer being selective with what downloadable content you buy? Let us know your thoughts in the comments.

Luke Karmali is IGN's UK Junior Editor. You too can revel in mediocrity by following him on IGN and on Twitter.


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How the Modders Conquered Skyrim

The greatest secret of the Glorious PC Master Race is that – shh - most games on PC and games on consoles are basically the same, whether you're herding it along with a keyboard or a games controller. But the PC modding communities for games like Skyrim are the exception to that rule: talented individuals (or teams) working long hours to create all manner of extra content and gameplay tweaks, while console players must wait like Dickens characters for their next serving of official DLC. The PC is an immeasurably better place to play Skyrim than on console, and its modding community is why.

The jump-off for Skyrim's legions of modders is the Creation Kit - a suite of world-building tools that let players and would-be designers play around with the game's toybox of items, characters and dungeons. The Creation Kit is free to download (as are its equivalents for other Bethesda games) and very powerful: depending on your skill level you can create anything from simple dungeons to fully-voiced, ten-hour questlines with new animations, weapons, spells and lighting effects. Or, if you're Scott Caunce, you can cover everything in palm trees.

Tropical Skyrim is one of most famous mods, after being picked up around the web by different games outlets for taking a (metaphorical) fleet of snow ploughs to Skyrim's blustery landscape and turning it into an exotic paradise of palm fronds and swooping tropical birds.

"I've never been able to resist the urge to delve into a game's files and change whatever I can," says Caunce, the mod's creator, who got properly into modding with Oblivion. As the modding tools from one Bethesda game to the next are largely similar, building new jungles, deserts and volcanoes in Oblivion was good training for his work in Skyrim. "When I first got to use Skyrim's Creation Kit, I was almost as excited as when I got the game itself," he says. "I was able to jump straight in."

Creating a new world is more than just making an island and dumping trees on it.

Transforming Skyrim from a bitter winter wonderland into a Sandals resort was labour intensive - although according to Caunce, not for the reasons people expect. Swapping out pine trees for palm trees is just a case of swapping the models and textures of one for the other. The elbow grease gets slathered on the tiny details - removing the blowing snow effects, the icicles hanging from roofs, Skyrim's bleached arctic colour palette and so on. It's a lot of work for one person.

"The question of why I don't create a new world space [complete with quests and NPCs] is one I'm asked frequently. The answer is simple: I don't have the time,” he says. “Creating a new world is more than just making an island and dumping trees on it. You need new buildings, new NPCs, lots of hand-placed objects, new voices, new dungeons and so on. That's a lot of work for a solo modder, so I simply decided to replace Skyrim. [That way], all I needed to do was focus on what I do best: the environment."

But when the Nexus community pulls together to create something, you really can end up with the sort of mods Caunce is describing: projects that really play like official DLC. Moonpath to Elsweyr, the Skyrim Nexus' most popular quest mod with a whopping 310,000 unique downloads, was made by a team of more than ten people. Rather than simply stitching together existing dungeons sections and some retextured items, Moonpath adds new story, convincing dialogue and voice acting, armours, animations, enemies - even an airship.

I enjoyed making a velociraptor, so, hey, why not put that in?

"I started modding because I wanted to learn something new," says Tomas Sala, Moonpath's creative lead. "I got a good feeling for all the tools and created [Moonpath's] desert and waterways. Then it became a bit of an all-consuming rush to mod some basic quests and storylines - not based on any pre-determined path, but on what environments would be cool to make. A sinkhole in the jungle, an airship mooring, a bit of desert and so on. At some point I got into creating custom character models, and I enjoyed making a velociraptor, so, hey, why not put that in? I loved the Sload concept in the original Bethesda concept art, so why not add that? And best of all, I'd done a fantasy airship model in the past, and I thought that would be really cool. So, I put it in, and created the airship storyline around it."

The result feels professional. After hitching a ride on a cart outside a tavern in Falkreath, your character journeys with a Khajiit caravan along one of their mystical moonpaths - secret routes the cat-people use to travel through Tamriel undetected. Along the way you'll fight off tropical spiders, investigate a Thalmor invasion, battle that Sload and maybe pick up a new companion. If Bethesda released Moonpath as DLC, people would buy it.

Not every successful Nexus project is as grand in scope. In fact, the most downloaded file on the Skyrim Nexus isn't a new questline or a world overhaul at all. SkyUI, with over two million unique downloads, is instead a fix for one of Skyrim's most grating design flaws: that horrible menu system that makes rooting through your inventory like looking for a needle in a huge bag full of other, sharper needles.

"I'm sure almost everyone sees a few subjective flaws in each game they play," says Sebastian Jeckel, one of SkyUI's two co-creators. "So if there's minor thing that annoys you and it turns out changing it is in your grasp, you just do it."

Jeckel started modding Bethesda games with Morrowind, building new dungeons and areas ("I'm not an artist, but I'm good at arranging existing components"). But it was the mechanics of the games that interested him most, leading to his joining a team that created a gameplay enhancement suite for Fallout 3: FO3 Wanderer's Edition - itself a successful project, with over half a million unique downloads. Jeckel - a computer science student - describes his time in the modding community as a learning experience.

"[SkyUI] involved reverse engineering and a lot of low-level programming, which was something I had always wanted to learn but had no practical experience with. To get this experience, you need a project. There was a high demand for a UI mod among the Skyrim community, so it was this mix of demand, challenge and learning experience that motivated me to start work. The fact that people want and like something you made is rewarding. It gives you a sense of purpose."

At the eye of this storm of creativity is the modding community website Nexus Mods.

At the eye of this storm of creativity is the modding community website Nexus Mods. While Bethesda recently added mods to the Steam Workshop, making Steam a potential one-stop shop for all your Skyrim needs, millions of users have been making use of the Nexus Mods portals for years; uploading and downloading mods, taking screenshots, leaving comments and debating and critiquing on its forums - a social network for communities modding nearly two dozen games including Far Cry 3, The Witcher 2, XCOM, Dragon Age and the entire recent Bethesda back catalogue. The site holds almost 100,000 files by more than 30,000 authors. At the time of writing, Nexusmods has clocked more than 570 million downloads. And it was all started by a 15-year-old.

Robin Scott started building what would eventually become the Nexus in 2001, starting a fansite called Morrowind Chronicles with a friend, in part to practice making websites. As other popular mod sites crumpled under the weight of server costs, Scott stepped up. By 2005, the site had 80,000 members.

From there the site grew exponentially with the release of each Bethesda game: 500,000 members with the release of Oblivion; 900,000 after Fallout 3; 2,250,000 by the release of Fallout: New Vegas. By the time Skyrim blew in like a cold breeze, Scott had hired his first member of staff to cope with the demand. The sheer volume of people uploading and downloading mods - 7 million page views per day - broke the site at the end of 2011, leading to what Scott calls "a very sleepless month".

That those spikes in numbers follow the release of Bethesda games is no coincidence; Bethesda's practice of releasing deep modding tools for its Elder Scrolls and Fallout games is one that's almost unique among triple-A publishers. For Scott, however, building a game with mods in mind is a no-brainer.

Bethesda provides the tools and leaves its fans to do the rest.

"The current developer trend with modding seems to be to release the game, release a few patches, then think about modding," he says. "It's almost pointless - by that time, people have uninstalled your game and moved on. It's the early modding adoption policy that Bethesda took with their games that has led to their prolific success within the modding community. I don't understand why [more] developers don't do this. Most developers just don't understand what a good modding community can do for a game. They're short-sighted, essentially."

Scott describes Bethesda's relationships with its legions of modders as very "hands-off". Bethesda provides the tools and leaves its fans to do the rest - the only stipulation being that you cannot sell the mods you make. This leads to an interesting question: for all the talent on show, what kind of person would willingly plough not just ten or twenty hours, but hundreds of hours into their projects without the promise of compensation?

"[They're] very talented, dedicated, generous people, for sure," says Scott. "Some do it for fame or glory, some do it as a good project to put on their CVs to game developers, while others simply do it for the joy of working on their creation and seeing others enjoy it."

"It amazes even me," agrees Moonpath's Sala. "I think the communities are what push modders. The instant feeback from users is really special. So, one night a user would mention the jungles [in Moonpath] felt too confined, then I would add a new area and blow that user's mind. There's nothing like it in my experience - it's like prototyping and entertaining in real time. It's addictive."

"I never even thought about what the absolute numbers meant for a long time," SkyUI's Jeckel recalls. "Of course you could think, 'at 50 cents per download, I'd be rich', but... ah, damn." You can see his point.

But for the rest of Skyrim's PC following, Bethesda's no-charge policy is a gift. If you're tired of trudging around the same old Skyrim, through the same old snow, bellowing at the same old dragons, Skyrim's modders have built a whole alternate dimension of tropical birds, secret moonpaths and fastidiously organised satchels for you to explore - and it's all out there for free.

You can find all the mods mentioned in this article on Skyrim Nexus. Feel like having a tinker with the game yourself? Download the Creation Kit via Steam here.

Rich Wordsworth is a freelance games writer and is watching you through your Kinect. He writes regularly for Official PlayStation, Edge and Play. You can follow him on IGN,Twitter and the streets of London (but he'll always know).


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Comic Book Reviews for 7/24/13

We're back! We survived Comic-Con! It was a joyous time, but now it's back to the real world. This week, Marvel released Hunger, a new mini-series that finds the Earth 616 Galactus chomping his way through the Ultimate Universe. In addition, we got a Hawkeye annual, the next chapter of Wolverine and the X-Men's Hellfire Saga, and the launch of the Superior Spider-Man's new team-up book.

At DC, Trinity War continued in Justice League Dark, Alex Maleev drew a Batman book, and Batman/Superman continued to impress. Plus, the Rocketeer and the Spirit teamed up for the first time ever!

You might notice we're down a reviewer this week, so feel free to fill in the gaps by contributing reviews on your IGN blogs!

Join in on the IGN Community reviews!

DC COMICS

All-Star Western #22

All-Star-Western_22_FullWritten by Justin Gray & Jimmy Palmiotti | Art by Moritat

"I suppose it should have been obvious that if Booster Gold could wind up back in Jonah Hex's era, it would only be a matter of time before Hex himself was dragged into the future. Hex fans who miss the straightforward days of the character's pre-New 52 series might grimace at the thought of Hex parading about 21st Century Gotham, but Jimmy Palmiotti and Justin Gray are able to mine a great deal of fun out of this latest twist on the 'man out of time' formula." -Jesse

Click to read the entire review!

Final Score:

8.5

Aquaman #22

Aquaman_22_FullWritten by Geoff Johns | Art by Paul Pelletier

"It turns out Gypsy Danger from Pacific Rim isn’t the only one who can use a colossal ship as a weapon. Aquaman takes on the Dead King in a glorious underwater battle, and as each blow is struck, another answer is given to who this icy old man is and why he’s here. Of course, with each answer, we get a dozen new questions, so while this is a fun issue, it does get a tad tedious when the Dead King plays the “I know something you don’t know!” game the whole time. This 'Death of a King' arc has been rocking Aquaman’s world, and with the close of this action packed chapter, it turns topsy-turvy once more." -Joshua

Click to read the entire review!

Final Score:

8.0

Batman/Superman #2

Batman_Superman_2_FullWritten by Greg Pak | Art by Jae Lee

"With last issue’s twist being enough to make your brain cramp up with confusion, it’s a relief that writer Greg Pak smoothly picks up from there and continues to develop an intriguing supernatural story. It’s an even bigger relief that Pak has started Batman/Superman out with such an atypical and ambitious story instead of something more run-of-the-mill. The result is a character-focused adventure to some place unknown yet familiar and undeniably cool." -Joshua

Click to read the entire review!

Final Score:

8.5

Batman: The Dark Knight #22

Batman_The-Dark-Knight_22-673x1024Written by Gregg Hurwitz | Art by Alex Maleev

"Batman: The Dark Knight continues to boast some of the most high-profile artists of the many Batman titles. Issue #22 welcomes Alex Maleev on board for a Clayface-focused storyline that loosely follows up on the villain's recent return in the pages of Batman. But a new artist and a new storyline can't quite help this series shake off its ongoing storytelling woes." -Jesse

Click to read the entire review!

Final Score:

6.2

Catwoman #22

Catwoman_22-674x1024Written by Ann Nocenti | Art by Rafa Sandoval

"Every now and then, you come across a comic book that defies your expectations. Sometimes, there's a plot twist so brilliant, you find yourself reeling in its wake. Other times, the strength of the narrative sneaks up on you, silently and subtly, so that when you turn the very last page, you're just a little bit different than when you started reading the first. Catwoman #22, written by Ann Nocenti, is not one of those books. It defies your expectations, but in a way that leaves you scratching your head and asking, 'What on Earth did I just read?'" -Melissa

Click to read the entire review!

Final Score:

5.5

Constantine #5

Constantine_5Written by Ray Fawkes | Art by Renato Guedes

"First thing's first -- don't read Constantine #5 until you've read Justice League Dark #22. This Trinity War tie-in issue spins directly out of the third chapter as Constantine and Shazam venture off on their own. But while there's some entertainment value to be had in the oddball pairing, this issue doesn't seem to have much to add to the larger Trinity War picture." -Jesse

Click to read the entire review!

Final Score:

6.5

The Flash #22

The-Flash_22-674x1024Written by Francis Manapul & Brian Buccellato | Art by Francis Manapul

"Francis Manapul and Brian Buccellato, the creative team behind The Flash, are starting to get on my nerves. We're 22 issues in, and I'm starting to run out of ways to describe how beautifully crafted this book is. Visually, The Flash #22 is as stunning as we've come to expect from this duo, and the story is picking up speed as Barry Allen careens into a confrontation with the man who's been hunting down the people who'd been trapped in the Speed Force. Barry and Iris West now both have targets painted on their backs, and their proximity might prove to be problematic for his relationship with Patty Spivot." -Melissa

Click to read the entire review!

Final Score:

9.0

The Green Team: Teen Trillionaires #3

The-Green-Team_Teen-Trillionaires_3-674x1024Written by Art Baltazar & Franco | Art by Ig Guara

"We're three issues in and it's not quite clear what kind of book The Green Team: Teen Trillionaires is trying to be. While it's understandable that a title that stars an entire cast of unknown characters needs time to build personalities and the world in which they inhabit, The Green Team has gotten off to a slow start. Though we've seen plenty of action in the second and third issues, we're no further to fleshing out the characters beyond the broad brush strokes writers Art Baltazar and Franco laid out for us in the very first installment." -Melissa

Click to read the entire review!

Final Score:

6.0

Justice League Dark #22

Justice-League-Dark_22-649x1024Written by Jeff Lemire | Art by Mikel Janin

"Justice League Dark writer Jeff Lemire picks up where Geoff Johns left off and does a nice job introducing yet another character while moving events forward at a brisk pace. Yet for all that happens here, this issue lacks any substantial step forward. You get the sense that, like the villain says, pieces are being moved to set something up, but there’s not a clear sense of the threat or what anyone stands to lose should they fail to stop it." -Joshua

Click to read the entire review!

Final Score:

7.0

Larfleeze #2

Larfleeze_2-665x1024Written by Keith Giffen & J.M. DeMatteis | Art by Scott Kolins

"Larfleeze #1 was a refreshingly humorous and upbeat take on the character, a bright spot in the epic drama that is the Green Lantern franchise. The second chapter still has the same sense of humor and whacky art style, but it’s missing one crucial element: Larfleeze. This issue centers mostly on his manservant, Pulsar Stargrave, and while he is enjoyable, he doesn’t have enough going on to supplant Larfleeze as the lead in his own book." -Joshua

Click to read the entire review!

Final Score:

7.7

Red Hood and the Outlaws #22

Red-Hood-and-the-Outlaws_22-665x1024Written by James Tynion IV | Art by Julius Gopez

"I want to love Red Hood and the Outlaws. I really do. The series brings together an unexpected group of misfits, who are all lost until they find each other. It's a great premise, but unfortunately, no matter what writer has been at the reins, it has sadly failed to live up to its potential (with a few bright moments during the previous writer Scott Lobdell's run). James Tynion IV has been in the unfortunate position of inheriting the problems born during Lobdell's time on the title, but he's yet to find a way out of it. Red Hood and the Outlaws #22 is mired in the same overblown, burdensome mythology that has tortured the title since its first issues." -Melissa

Click to read the entire review!

Final Score:

6.0

Superman #22

Superman_22-665x1024Written by Scott Lobdell | Art by Eddy Barrows

"Well, isn’t that surprising? A pretty good issue of Superman! A heap of credit goes to the team of Eddy Barrows, Daniel HDR, Eber Ferreira, and Geraldo Borges, who absolutely kill it on art. Together they’ve got a very Ivan Reis/Gary Frank vibe going on and I totally dig it. They make Superman still look iconic despite his youthful New 52 age, while also making the villains as creepy as they ought to be. Great art can make a big difference, and for this title, it makes a ginormous one." -Joshua

Click to read the entire review!

Final Score:

7.5

Talon #10

Talon_10-665x1024Written by James Tynion IV | Art by Miguel Sepulveda & Szymon Kudranski

"Talon has waded through another of those brief crossovers that always seem to crop up among the smaller Batman and Superman-centric titles, and now the focus on the ongoing conflict between Calvin Rose, Bane's army, and the Court of Owls can resume. At this point I wish the cover were a little more indicative of the contents of this issue. I want to see what happens when Bane challenges the Court for control of Gotham. Even with Casey and her daughter in the Court's custody, Calvin's role within the series is beginning to lose its impetus." -Jesse

Click to read the entire review!

Final Score:

6.3


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