Brink trailer showcases acrobatic, lanky dudes

12
Mar/10
0


Whomever compiled this Brink trailer must have enjoyed themself some Metal Gear Solid: The Twin Snakes, because we swear we’ve only seen dudes stylishly dodge projectiles like that in a Hideo Kojima game. But, we digress.

There are plenty of other noteworthy things, but if you’re looking for actual in-game footage, you won’t find it throughout the three minutes of video above. But, hey, if the CG is any indication, there will be lots of action to look forward to in Brink. That and curiously tall, acrobatic gentlemen wearing a variety of neat masks.

JoystiqBrink trailer showcases acrobatic, lanky dudes originally appeared on Joystiq on Fri, 12 Mar 2010 19:30:00 EST. Please see our terms for use of feeds.

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GDC hands-on: Deadliest Warrior (XBLA)

12
Mar/10
0

Okay, honesty time. Most of the preparation for my GDC appointment to check out Pipework Foundation’s TV-to-game adaptation Deadliest Warrior was spent thinking up jokes about the game’s cast of anachronistic characters. “So, what are we looking at,” I would snidely remark, “Templars? Cavemen? Wizards? Robots? Robot Cavemen? Grizzly bears?” To which Pipework would politely laugh, as I would insist, “No, seriously. What’s the grizzly bear situation?”

I was prepared to be underwhelmed by the game, so I’d attempt to cajole an entire preview out of this line of questioning. Fortunately, this precaution wasn’t necessary, as Deadliest Warrior looks to be a surprisingly competent, enjoyable fighting game, and a welcome addition to the Xbox Live Arcade lineup. Here’s the takeaway: Think Bushido Blade; but instead of being stuck with controlling boring ol’ samurai, there are ninjas, Spartans, Apache, knights and four other yet-to-be-announced warriors (Including, hopefully, wizards).

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JoystiqGDC hands-on: Deadliest Warrior (XBLA) originally appeared on Joystiq on Fri, 12 Mar 2010 18:57:00 EST. Please see our terms for use of feeds.

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Liked Battle Chess? Meet Battle vs. Chess

12
Mar/10
0

Battle vs. Chess appears to bring Battle Chess to a new generation, with a similar hook and a name that just skirts a potential copyright lawsuit. With “upbeat combat visuals & mechanics,” the game sounds like a modern update of the classic chess game that let us watch chess pieces beat the stuffing out of each other. There don’t appear to be any videos showing BvC’s animations. The real draw of the original Battle Chess was each piece had a unique way of dispatching its foe — a modern update would hopefully have more varied animations.

The title is being developed for several platforms, including PC, Mac, DS, Wii and Xbox 360. Battle vs. Chess touts that it uses the Fritz! chess algorithm software and it is currently making moves for a May 2010 release.

JoystiqLiked Battle Chess? Meet Battle vs. Chess originally appeared on Joystiq on Fri, 12 Mar 2010 16:00:00 EST. Please see our terms for use of feeds.

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Hands-on: Splinter Cell: Conviction

11
Mar/10
0

The last time we were in control of Sam Fisher — aka the X10 demo — he was sneaking, shooting and (neck) snapping his way through a mansion in Malta, tracking down the man he believed had information about his daughter Sarah’s killer. Recently, I played through a new section of Splinter Cell: Conviction, which picked up right where the previous demo abruptly ended — with a a team of Third Echelon forces breaking up Sam’s one-man operation.

Forced to surrender, Sam’s put on a plane and “brought home” for questioning about a plot to bring down Washington, DC with an EMP attack. Handling the transport is Black Arrow, a private military contractor, and it’s this outfit’s private airbase that serves as the setting for the game’s second level. It presented me with new challenges, specifically staying out of site in some really wide-open spaces. I was reminded of Metal Gear Solid more than once, what with patrolling guards, stacked crates and roaming flood lights to negotiate.

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JoystiqHands-on: Splinter Cell: Conviction originally appeared on Joystiq on Thu, 11 Mar 2010 12:00:00 EST. Please see our terms for use of feeds.

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THQ developing downloadable games based on ‘core’ brands

11
Mar/10
0

“Very aggressive” is the phrase THQ executive VP of Core Games Danny Bilson used to describe his company’s plans for downloadable titles across the Xbox Live Arcade, PlayStation Network and PC platforms during a GDC 2010 interview with Joystiq. With two studios dedicated to the downloadable space — THQ Digital Studios Phoenix (formerly Rainbow Studios) and THQ Digital Studios UK (formerly Juice Games) — Bilson told us THQ plans to release “up to six” downloadable titles within the next year, some based on the company’s biggest brands.

“We’re going to be building stuff on some of our core brands,” Bilson said, noting the plan is to create downloadable titles within the same universe as THQ’s major franchises in order to improve brand awareness. Surprisingly, Bilson’s plans include “giving away” some of the upcoming downloadable games, although he did not specify how this idea would be executed.

Bilson’s theory is that by getting players “involved” in its franchises via downloadable titles, THQ can help drive pre-orders and awareness for their big-budget (in relation) retail counterparts. While he would not specify which THQ franchises would get downloadable titles, we were told the plan is to roll out this strategy on “two or three” of THQ’s biggest franchises (? la Square Enix’s upcoming Lara Croft game from developer Crystal Dynamics).

But the plan doesn’t end there: Similar to the approach taken by Microsoft’s Fable II: Pub Games experiment, downloadable releases based on THQ’s major brands will unlock content within the retail releases, teasing players with potential advantages to purchasing retail releases; retail games will also unlock content in downloadable titles, to help drive players to explore more content within that franchise’s universe. “You’re going to see some of our core brands built out in different kinds of gameplay to get people involved in the brands and drive awareness towards a launch.”

JoystiqTHQ developing downloadable games based on ‘core’ brands originally appeared on Joystiq on Thu, 11 Mar 2010 10:58:00 EST. Please see our terms for use of feeds.

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Interview: Microsoft on integrating Xbox Live into Windows Phone 7 Series

10
Mar/10
0

Windows Phone 7 isn’t just Microsoft’s attempt to compete against Apple’s iPhone. It’s also the introduction of the first portable Xbox platform. During GDC today, we talked to Xbox Live GM Ron Pessner and XNA Game Studio manager Michael Klucher about how games integrate into the mobile platform and what gamers and developers can expect in the future.

For the purpose of this interview, Pessner and Klucher merged into one entity (they spoke over each other a lot!) to answer our questions:

Microsoft plans to separate games that do and don’t support Xbox Live functionality on Windows Phone. Are there any concerns that this will turn off indie developers?

Pessner and Klucher: The short answer is “no.” The way that we built the Phone and Marketplace experience makes it very easy to search for what you’re looking for. With XNA Game Studio 4.0, you can use the same set of tools to build an Xbox Live game or non-Xbox Live game on the platform. The benefit that developers get for working with Game Studio is everything we just described.

We also are very interested in seeing concept submissions from the indie community, and we’re out talking to a lot of independent developers. Fortunately, we’re working with a lot of these folks in context of the console today, and many of the console titles that have come to us through the Indie Channel or Xbox Live Arcade, we think will also make fantastic mobile titles. So we’re reaching back out to these developers and accepting submissions for ideas as a way to help make those Xbox Live titles. It’s up to the developer in terms of what they want to do on the platform, but we’re really excited with the response we’ve seen so far.

Continue reading Interview: Microsoft on integrating Xbox Live into Windows Phone 7 Series

JoystiqInterview: Microsoft on integrating Xbox Live into Windows Phone 7 Series originally appeared on Joystiq on Wed, 10 Mar 2010 18:00:00 EST. Please see our terms for use of feeds.

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Runic Games ‘putting serious effort’ into console Torchlight

10
Mar/10
0

Speaking to The Rumble Pack, Runic Games CEO Max Schaefer declared that his company is actively pursuing a console port of its PC action RPG, Torchlight. “We’re going to put some serious effort into it — pretty quick — getting Torchlight onto consoles,” said Schaefer. “There’s a lot of really cool things about the console world, too, that would work well with our game,” he added, “So, we are definitely going to be going in that direction.” He offered no specifics on the project, saying only that the company is “talking to a million people” and that it’s “something we definitely want to do.

We were quite taken with Torchlight when it released on PC last year — the game landed more than a few of our staff’s best of 2009 lists — so here’s hoping we’ll get some more details soon.

JoystiqRunic Games ‘putting serious effort’ into console Torchlight originally appeared on Joystiq on Wed, 10 Mar 2010 17:00:00 EST. Please see our terms for use of feeds.

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Eminem & Jay-Z all mixed up in new DJ Hero DLC pack

10
Mar/10
0


Scr-scr-scratched through all of DJ Hero’s tracks? Activision has announced a new DLC mix pack featuring Renegade Edition headliners Eminem and Jay-Z. The collection is scheduled to drop on Xbox Live, PSN and Wii this month and includes:

  • “Shake That” by Eminem mixed with “Show Me What You Got” by Jay-Z
  • “Without Me” by Eminem mixed with “Encore” by Jay-Z
  • “Can I Get A…” by Jay-Z mixed with “Lose Yourself” by Eminem

The new tracks will be available on March 18 on Xbox Live for 640 ($8) and March 25 on PSN for $7.99. The tracks will not be sold separately for Xbox 360 or PS3. Each track, however, will be available for the Wii version on March 25 as a downloadable single for 300 Wii Points ($3); $9 for all three.

JoystiqEminem & Jay-Z all mixed up in new DJ Hero DLC pack originally appeared on Joystiq on Wed, 10 Mar 2010 15:00:00 EST. Please see our terms for use of feeds.

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Capy porting Clash of Heroes to PSN and XBLA

10
Mar/10
0

If, for some reason, you didn’t purchase and love Might and Magic: Clash of Heroes on DS — or even if you did — you’ll have the opportunity to buy the puzzle RPG on two new systems this year, in glorious hand-drawn HD. Capybara Games has revealed a new PSN/XBLA version of Clash of Heroes, with totally redrawn graphics that eschew the 16-bit look of the DS original for more realistic proportions and a generally sharper look.

In addition, new equippable artifacts are being added, and the existing ones tweaked, to improve balance in multiplayer. Even better, you’ll now be able to go back and replay segments of the game after completing them. Capy expects to release Clash of Heroes in late summer.

[Via GameSetWatch]

JoystiqCapy porting Clash of Heroes to PSN and XBLA originally appeared on Joystiq on Wed, 10 Mar 2010 14:20:00 EST. Please see our terms for use of feeds.

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Interview: Mafia II producer Denby Grace

10
Mar/10
0

Three delays later, Mafia II looks like it’s finally (finally!) getting ready to launch. It’s been a long journey, and we spoke with 2K senior producer Denby Grace during GDC about the development time and what we can expect from the ambitious crime saga:

We’ve been waiting a very long time for this game haven’t we?

Denby Grace, senior producer: The reason for the delay is polish. You’ll see the game looks great as you play today. It’s just not quite perfect, which is what we at 2K generally strive for. It’s what we want to be known for, the quality of our games. Just having come so long, it would be foolish to release it too early.

Are there any specific reasons for the delay? What needed to be polished?

Technically there are a few things: the framerate isn’t quite on the money yet. It’s just the whole experience. One of the things we’re spending a lot of time doing is focus testing. We’re testing about twenty people a week. And it’s getting that difficulty curve right. We want it to be hard, but we don’t want it to be impossible like Mafia I. I don’t know if you played the first game, but there was one mission when we shipped the game. Literally everyone failed until we released a patch. So we’re really, really conscious about delivering a really balanced, proper difficulty curve. And then it’s just bugs. It’s an open world: ten square miles, fifty vehicles, a hundred environments. There were quite a lot of bugs in it!

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JoystiqInterview: Mafia II producer Denby Grace originally appeared on Joystiq on Wed, 10 Mar 2010 03:00:00 EST. Please see our terms for use of feeds.

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