That was four years ago. Their games now have no copy protection that frustrates legitimate customers. It frustrates peoples pirate the game because they get no tech support and no multiplayer.When I published with them, they used securom. It was hacked within a week of release.
I've had some less than desirable experiences with them, so excuse my lack of infatuation.
I'm curious as to what your goal is with DRM though. Is the goal to make as little piracy as possible happen, or is it to maximize sales regardless of piracy?
Would it be better to have say, 1000 people play a pirated version and 5000 buy the game, or 10,000 play a pirated version and 6000 buy the game?
We can't know what the resulting numbers would be with any approach. Personally I think the more frustrated legitimate customers there are, the fewer sales will be made, because people who are frustrated aren't going to spread word about the game.
It's impossible to stop pirating of the singleplayer unless it requires an internet connection while playing. I also wonder if there are any stories of indie games that were ruined because they didn't enforce strict DRM, and where it's reasonable to think they would have done better with strict DRM.
I think the best approach to curbing piracy is to give people other reasons to buy the game. Like being able to play multiplayer, get tech support, and something more in the game. That takes some creativity.