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Interview: Dyack addresses Too Human complaints

Continuing with their week-long series, nos amis at X3F talked with Silicon Knights President Denis Dyack over some of Too Human's biggest perceived faults. Part 1 of today's video interview is embedded above. Some highlights:
  • 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."
Check out part two of the interview after the break.

Continue reading Interview: Dyack addresses Too Human complaints

Joystiq X08 interview: NHL 09 producer Andy Agostini


Who says a sports franchise can't reinvent itself? For EA Sports, the NHL game franchise has done just that over the last three versions. After introducing the analog control mechanic in NHL 07 along with the AHL teams and Create-a-Play feature in NHL 08, it would appear the franchise has gone as far as it can. Well, sports fans, NHL 09 attempts to break the mold once again with its Be a Pro mode. The mode is instantly recognizable to fans of FIFA 08 but different because it's spread across seasons in NHL 09, rather than single games.

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.



[MP3] Download this interview in MP3 format

Denis Dyack talks to X3F on the origin of Silicon Knights


Our friends at X3F have posted the first part of their 1-on-1 interview with Denis Dyack, where he talks about the history of Silicon Knights, from its previous legal entanglements with Crystal Dynamics over the Legacy of Kain IP, through the prerequisite Eternal Darkness discussion (Spoiler: There's no talk of a sequel) and how they found themselves developing a Metal Gear Solid port for GameCube.

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

We spent almost at an entire day at the Activision booth at Leipzig, playing and chatting with developers. They had a decent bunch of games to show to us, though the big attraction was Guitar Hero: World Tour. Before getting a go on the drums and guitar (check back later for our full hands-on) we had a natter with project director Brian Bright to learn more about some of the game's more web 2.0 features.

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


During the X08 event in Toronto last night, Joystiq was able to sit down with Epic Games lead designer Cliff Bleszinski and talk chop about Gears of War 2. Cliff discussed the pacing and intensity of Horde Mode, the trouble with too many players in co-op and his quick impressions of Too Human.

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!


[MP3] Download this interview in MP3 format

Continue reading X08: Cliff Bleszinski talks Gears of War 2

Joystiq interview: Nintendo spins 'core' gamer appeal, more


E3's oddly intoxicating cocktail of libation and lack of sleep can often give those in attendance a unique perspective on the industry. However, as we wandered into Nintendo's coolly lit corner of the LA convention center, we were quickly reminded that this is an outfit with a perspective all of its own.

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

After last year's detour to Santa Monica, E3 returned this year to its traditional home at the L.A. Convention Center. But the more things stay the same, the more they change, as they say (if they're a bit confused). Despite the return to the old location, much of this year's E3 had an empty, ghost town feeling when compared to E3s past. The general lack of participating developers and publishers, combined with the strict, invite-only attendee list combined to make a show that seemed incredibly small in the incredibly large convention center. To see just how small, check out our "E3, then and now" gallery, which compare scenes from previous E3s to similar scenes from this year's show.

Gallery: E3, then and now

The unbearable smallness of E3 2008, in picturesThen ...... and NowThen ...... and Now

Joystiq interview: Bethesda's Todd Howard on Fallout 3


Hopefully we're not in danger of providing Fallout 3 overload, and if you haven't gotten the idea yet, we're really looking forward to this game. It's literally a cool science fiction series skin slapped on top of Oblivion, but we're not complaining about that. Blowing away mutants in the wasteland? Yes, please.

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


Writing about video games can often expose you to those heartbreaking stories of things in development that almost made it, but never appeared. Things like the Phantom game console, Shenmue Online, and the years-in-the-making Duke Nukem Forever.

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


Scorpion vs. Batman. Catwoman vs. Subzero. These aren't exactly matchups players have always dreamed of, but Midway is going to do their best to cram two disparate universes into one with Mortal Kombat vs. DC Universe, the very first Mortal Kombat game on the next-gen systems. Here at E3, Joystiq got to sit down with Brian Lebaron, senior designer for the game, and we talked about why it's OK to set the Flash on fire, why Bizarro probably won't be in the game, and what Midway is doing to Toasty uppercut the fighting genre.

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


In the madness of E3, we got 10 minutes with Rock Band 2's Senior Designer Dan Teasdale. We rattled off a bunch of questions and jotted down his basic answers. Full quotes? We don't have time for full quotes! Check out the rapid-fire Q&A after the break.

Continue reading Joystiq interviews Rock Band 2's Dan Teasdale

Joystiq interview: Sonic Unleashed producer on nighttime stages, Werehog Sonic, more

We've been wondering what everyone's favorite Sega mascot, Sonic, has been up to lately. Since Sega's Gamers Day in May, the company has been pretty quiet regarding Sonic Unleashed -- the latest console adventure for the speeding hedgehog. To find out, we caught up with the US Producer for Sonic Unleashed, Patrick Riley, to see what sort of information he could tell us. As it turns out, we've got tons more info on the blue hero. Here's but a small taste; we've got the full interview after the break.

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.

Continue reading Joystiq interview: Sonic Unleashed producer on nighttime stages, Werehog Sonic, more

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.

Gallery: Mercenaries 2: 7/10/2008

Continue reading Joystiq interview: Mercenaries 2 senior producer Jonathan Zamkoff

Joystiq interview: Treyarch's Jeremy Luyties on James Bond


During out whirlwhind tour through the new Quantum of Solace game, we were able to spend a few minutes speaking with Treyarch's Jeremy Luyties, who serves as design director on the title. Luyties has worked on everything from Return to Castle Wolfenstein to Call of Duty 3 to the heavily Bond-influenced classic No One Lives Forever. Find out what secrets he spilled about the new Bond title after the break.

Gallery: Quantum of Solace: The Game

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

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