- On the community's early judgment: "People are trying to understand a game that's inherently interactive [by watching a video] ... All I can say is try the demo."
- On clipping and texture issues: "There's glitches in all games. It's really interesting to me because, as an example, there's gonna be things you can always improve. To me, framerate's not really that essential in cutscenes and it never has been for us ... I don't think Too Human's inconsistent from any of our previous games ... So there's clipping. Oh noes. Bottom line is, does it affect gameplay and by how much? Are there ways to improve Too Human? For sure, but the overall big picture? Happy, extremely happy."
- On the Valkyrie death scene: Dyack estimated it was a 15 and a 1/2 second scene. "If it's a sign that people love the game so much that they just want to get back in and play, could we make it skippable? Sure, it's an easy change. Is it something we ever would have anticipated since we thought it was faster than going to get your body or losing experience [which does not happen in Too Human] ... is that a change we can make in the future? Sure."
- On comparisons to Diablo: "There's this tactical element. People think, 'oh, this is like Diablo with a bit of action. In Diablo I can just go up to an enemy and pound him away [until it dies] and move on to the next one, if you had the better loot, you usually win. In Too Human, if you don't use your tactics, it is a new kind of genre-bender, you're gonna die. And we're looking at some of the feedback and a lot of people are dying. [laughs]"
- On future downloadable content: "I think that's gonna be unique to people who pre-order it, that's a one-time thing. But we've got tons of ideas that will far exceed the pre-order bonus."
Interview: Dyack addresses Too Human complaints
Continue reading Interview: Dyack addresses Too Human complaints
Joystiq X08 interview: NHL 09 producer Andy Agostini

In an interview with Joystiq at Microsoft's X08 in Toronto, NHL 09 producer Andy Agostini discussds the Be a Pro mode, annual creativity and the hardships of updating rosters after a title ships.
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Denis Dyack talks to X3F on the origin of Silicon Knights
In case you missed it, check out the Dyack-guided studio tour from yesterday. You can catch up on all things Baldur on X3F's Too Human page.
Joystiq interview: Guitar Hero World Tour's Brian Bright

So I noticed when you were going through the track maker during the press conference that it didn't look like you could record vocals. Is it possible to do that?
You can record vocals while you're playing, so that you can create real songs, voice and all. If you also add a keyboard track to the song, this will act as the vocal melody. Obviously, it won't read what words you're saying, you'll just be able to hum along. But you can do the same with any singing game available now.
Continue reading Joystiq interview: Guitar Hero World Tour's Brian Bright
X08: Cliff Bleszinski talks Gears of War 2

X08 Toronto allowed invited gamers in the Greater Toronto Area (yes, the GTA) to participate in a showcase of upcoming Xbox 360 retail and Arcade releases. Gears of War 2 was a surprise showing with a multiplayer build from E3 2008. Everyone was on the edge of their seat. Jump in for a few choice comments from Cliff Bleszinski, perfect for those of your reading this in a library and unable to listen to the actual interview!
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Joystiq interview: Nintendo spins 'core' gamer appeal, more

If the company's ambivalence during its own pre-E3 presser wasn't enough to convince us of Nintendo's indifference toward core gamers, our sit down during the show with Nintendo spokesman Charlie Scibetta proved that while the organization may preach that "hardcore" gamers play a critical role in Nintendo's strategy, its actions paint a different picture altogether.
Continue reading Joystiq interview: Nintendo spins 'core' gamer appeal, more
The unbearable smallness of E3 2008, in pictures
Joystiq interview: Bethesda's Todd Howard on Fallout 3

Here's the meat and bones from our time with Bethesda's Todd Howard, and you can listen to the full audio interview below. After the break, find out some tidbits like the size of the world, how many radio stations are in the game, and why you won't be dual-wielding or buying horse armor. Oh, and be sure to pay attention to the exploding pants achievement.
Continue reading Joystiq interview: Bethesda's Todd Howard on Fallout 3
Fallout 3 Vault-Tec phone number decoded
Pete Hines from Bethesda shattered our crystalline dreams yesterday when he told us that the Vault-Tec 800 number for Fallout 3 means... absolutely nothing. He and Todd Howard had argued about it, and Pete wanted it to actually have something hidden inside for fans, but he got vetoed.Although Bethesda would love for rabid Fallout fans to kick down the door of a 68 year old woman's house in Texas in search of hidden editions of the game, it just ain't happenin'. Listen to the actual audio dialogue below which busted up our hopes for a Rain Man level math secret hidden in the phone message.
The real-life Fallout 3 Pip-boy peripheral that almost was

We spent time with Bethesda's Todd Howard beyond locked doors and found out about some of the dark secrets behind Fallout 3, including the massive real-life Pip-boy that would have had a screen built into it to allow you to interact with the game. Or possibly hold your PSP on your wrist to become a PiPSP-boy. Find out more after the breakage.
Continue reading The real-life Fallout 3 Pip-boy peripheral that almost was
Midway at E3: Mortal Kombat vs. DC Universe

After the break, find our hands on with the game, as well as details from our chat with Lebaron. When MK vs. DC comes out, you'll finally be able to find out whether Liu Kang's kicks can catch the Flash in the jaw.
Continue reading Midway at E3: Mortal Kombat vs. DC Universe
Joystiq interviews Rock Band 2's Dan Teasdale

Continue reading Joystiq interviews Rock Band 2's Dan Teasdale
Joystiq interview: Sonic Unleashed producer on nighttime stages, Werehog Sonic, more

Joystiq: We're most interested in the day and night gameplay, specifically when Sonic changes into an unleashed beast. We're wondering if this will play out in real-time as players go through a stage, or are there set stages specifically for night time?
Patrick Riley: Certain parts of the action stages are built for both day and night gameplay. When in these areas and when in the villages, in-game time will pass and Sonic will transform. However, we're making sure that the player won't be "stuck" in a form they don't want and it will be easy to automatically advance the clock. Other parts of the action stages are built specifically for day or night gameplay. While Sonic is in these areas, in-game time will not pass.
How many stages are there? We've seen "Greece" and "Europe" but what other themes are there?
We'll be talking about the number of environments later but there are plenty we haven't touched on at all, and of course we'll be reserving some of them to be found by the players. In addition to Greece and Europe, however, players will visit China and Africa, as well. There are daytime and nighttime stages in each environment, in addition to unlockable mini-stages. Players will explore numerous locations throughout the globe, each of which has been rendered like never before in a Sonic game.
Joystiq interview: Mercenaries 2 senior producer Jonathan Zamkoff
We spent some time with the eagerly awaited Mercenaries 2: World in Flames at Electronic Arts recently, and we can safely say that it's a lot of fun blowing crap up in this game. In fact, if they dropped the storyline (you're chasing a druglord) altogether and called this game Blowing Sh*t Up!, we'd still buy it.Senior Producer Jonathan Zamkoff answered several of our questions about the game after we took a breath to check for scorch marks and shrapnel wounds. We'll be spending a lot more hands-on time with this one at E3, so look for more coverage next week. In the meantime, check after the break to find out why they hope driving won't suck in this one... although they don't explain why this screenshot looks like Motorstorm 2: Save Your Own Ass.
Continue reading Joystiq interview: Mercenaries 2 senior producer Jonathan Zamkoff
Joystiq interview: Treyarch's Jeremy Luyties on James Bond

Continue reading Joystiq interview: Treyarch's Jeremy Luyties on James Bond





















