Peter Molyneux explains Fable 3 menu, morphing systems
click to visit the new Albion
Peter Molyneux has made it clear that Fable 3 is ditching as much of the 2D interface from Fable 2 as possible. Speaking at GDC, he finally showed us exactly how Lionhead will achieve this. According to Molyneux, Microsoft user research revealed that a majority of Fable 3 players understood fewer than half of the features in the game. "We're creating content that people literally don't care about," said Molyneux.
To help rectify this, Fable 3's menu system is managed entirely from within the game world. When players pause the game, their character is instantly warped to a chamber with different rooms that serve different functions. Molyneux specifically demonstrated the dressing room, where players will change clothes. Molyneux contrasted the process with that of Fable 2, in which changing outfits was like "going in the morning and choosing index cards to choose what you wear."
Gallery: Fable 3 (GDC 2010)
Nintendo's Yoshio Sakamoto reveals Metroid: Other M's cinematic inspirations

One of Sakamoto's greatest inspirations seems to be film, noting directors Dario Argento, Luc Besson, John Woo and Brian de Palma as key figures. In particular, he found Argento's "Deep Red" to have a profound impact. Argento's manipulation of mood through music and timing is something he found moving; the use of foreshadowing helped transcend the film beyond other horror films.
Other M will take these various inspirations by becoming a "synthesis of everything I've learned," Sakamoto told the audience. A new trailer screened for GDC attendees highlighted various cinematic moments in the upcoming Wii game, including a CG reimagination of Super Metroid's climatic ending. Sakamoto pointed out the return of Metroid Fusion's Adam, reminding the audience that foreshadowing will play a key role in creating suspense in the interquel. Considering the subsequent applause, it seems clear that Metroid fans approve of this new direction.
Harmonix gets its 'Brain Stewed' by Green Day: Rock Band
The one track we were most looking forward to from Green Day: Rock Band was, of course, "Brain Stew/Jaded" from the outfit's 1995 album. It's a powerful, triumphant tune -- and, apparently, it's also super hard. The Harmonix crew attempted the song during last night's "Rock Band Bar Night" event at GDC, and -- well, it ended in tears. Or rather, jeers.
You can check out some off-screen footage of their tremendous failure above, or footage of them actually playing the game past the jump. To be fair, the drummer didn't see the flurry of notes coming at him, due to his attempt to refresh himself with some libations. You know who else was enjoying a few beverages? The drunk dude who kept trying to throw the devil horns up in front of our camera while we were filming. Really, drunk dude? Really?
EA: No Project Natal support for Tiger Woods PGA Tour 11

"We are always evaluating new technologies and Natal would be a perfect fit for the Tiger Woods PGA Tour franchise," an EA spokesperson told Joystiq, "however we are simply not in a position to do so with Tiger Woods PGA Tour 11."
There you have it: Natal is a "perfect fit," but Tiger Woods 11 won't have that functionality. Our guess? The Natal dev kits haven't shipped and a post-release implementation patch would not be cost effective.
Impressions: Pirates Plund-Arrr

Unfortunately for Majesco and developer Boomzap, PSN and XBLA have spoiled us with a number of high-quality downloadable beat 'em ups for under $20. By skipping WiiWare and releasing as a retail game, Pirates Plund-Arrr seems a bit too pricey for its genre.
Still, if you've been hankering for a four player co-op brawler on the Wii, Pirates Plund-Arrr delivers the action and humor we've come to expect from the genre. The title alone is representative of the spirit of the game. Boomzap has taken every opportunity to inject pirate lingo and iconography into a colorful, well-animated world.
Gallery: Pirates Plund-Arr
Interview: Sony's Scott Rohde on PlayStation Move

Our complete interview with Rohde follows:
It's obviously going to take internal resources to develop games for PlayStation Move. How can you guarantee that this won't take away from the resources devoted to traditional hardcore games?
Scott Rohde: The bottom line is, you know Worldwide Studios is a huge organization. I'm not sure exactly where it sits among other global publishers, but it's right up there. There's a lot of resources put into product development. I'm pretty proud of the roll that we've been on -- with Uncharted 2 kind of sweeping the awards recently.
There's plenty of resources to go around. It's our heritage: we're never going to compromise our core; great exclusive games. This is a new initiative to us. Some teams are looking into how they might incorporate motion control into some existing plans; others are totally focused on making the best sequels to the games we all love. It's not something I'm worried about.
Epic giving Unreal Engine 3 devs free Steam SDK update
Carrying on in the longstanding Epic Games tradition of offering up free upgrades to existing products, the developer, publisher and game engine creator announced this morning that it will be adding Steamworks support to Unreal Engine 3. "With Valve offering these services free of charge, the idea of providing the Steamworks SDK [software development kit] to all Unreal Engine licensees was a no-brainer," Epic VP Mark Rein notes in the announcement.
As it turns out, Valve offered up the development tools to UE3 developers (via Epic) without charging a single penny. That said, this isn't just a philanthropic gesture on Epic's part, but rather a strategy aimed at targeting the large stable of games powered by Unreal Engine. "Epic's technology is one of the most widely used engines in the industry and has powered many of the best games created in the past 10 years, on multiple platforms," Valve prez Gabe Newell proclaims.
That's really the crux of it -- bring in the Unreal Engine 3 users and they might stick around to purchase some other games on Steam. It's a bit of a sneaky trap (and a smart business move to boot), but it's one we wouldn't exactly be upset about falling for.
As it turns out, Valve offered up the development tools to UE3 developers (via Epic) without charging a single penny. That said, this isn't just a philanthropic gesture on Epic's part, but rather a strategy aimed at targeting the large stable of games powered by Unreal Engine. "Epic's technology is one of the most widely used engines in the industry and has powered many of the best games created in the past 10 years, on multiple platforms," Valve prez Gabe Newell proclaims.
That's really the crux of it -- bring in the Unreal Engine 3 users and they might stick around to purchase some other games on Steam. It's a bit of a sneaky trap (and a smart business move to boot), but it's one we wouldn't exactly be upset about falling for.
Lengthy MGS: Peace Walker gameplay video floats in

We also get to see the "Sonic Eye" and "Analyzer" tools in action (a radar device and an item used to determine the stats of potential recruits), as well as the ninja-inspired "Stealth Mat," which allows Naked Snake to hide in plain sight while he's holding it up. Check it out after the break!
Hands-on: Splinter Cell: Conviction
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.
Gallery: Splinter Cell: Conviction (03-11-10)
Lord of the Rings: Aragorn's Quest makes 'Move' to PS3

[Wii version]
Warner Bros. Interactive has revealed that, in addition to the previously announced PS2, PSP, DS and Wii releases, it's putting Lord of the Rings: Aragorn's Quest on PS3 -- with PlayStation Move support. The kid-friendly LOTR game will now be released this fall (delayed again!) on all five platforms, with the Wii version developed by Headstrong Games (yes, that Headstrong Games) and the others by TT Fusion. Of course, the Wii and PS3 versions will be the only ones with motion control, and they will also be the only versions featuring two-player co-op (with the second player controlling Gandalf).The PS3 version won't be an exact port of the Wii one, but it's the same idea -- a game for which the Wii was originally the lead platform, now spreading to the PS3 thanks to the existence of a very Wii-like motion controller. It may be the first, but this is definitely not the last time we'll see this!
Bad Company 2 to offer free March 30 'mapathy' cure
Oh man, EA's pursuit of Modern Warfare 2 just got hot, as DICE has announced via the Battlefield Blog that on March 30 -- the same day the Stimulus Package DLC will boost Modern Warfare 2's map count -- Battlefield: Bad Company 2's VIP members will receive the free "VIP Map Pack 2," which adds a Conquest mode scenario to the Arica Harbor map and Rush mode to Laguna Presa.
Both maps aren't new to the game, however neither has been available for play in the "unlocked" game modes noted above. So, that kinda qualifies as a "map pack," right? Regardless, it's free, as DICE boldly proclaims in its jab at Activision and Infinity Ward: "How to avoid 'mapathy' without paying!"
[Thanks, Qwaint]
Both maps aren't new to the game, however neither has been available for play in the "unlocked" game modes noted above. So, that kinda qualifies as a "map pack," right? Regardless, it's free, as DICE boldly proclaims in its jab at Activision and Infinity Ward: "How to avoid 'mapathy' without paying!"
[Thanks, Qwaint]
THQ developing downloadable games based on 'core' 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 (à 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 related retail titles; 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."
Majesco cooks up Crafting Mama for DS

In a series of 40 projects, players will create things like birdhouses, quilts, kaleidoscopes and adorable new aprons for Mama to wear, as well as Mama dolls. Of course, these creations will all be realized through the familiar touch-based minigames, played alone and in multiplayer, which so many of us have grown to love in the utterly populous Cooking Mama game franchise. It's kind of crazy that a company can announce a game about making quilts and birdhouses, and we can already pretty much imagine how to play it!
Majesco plans a fall 2010 release for Crafting Mama, but we suspect the publisher is at least considering bumping that up a bit.
PlayStation Move: the everything you need to know post
- "PlayStation Move" is official name of motion controller
- We touched it: PlayStation Move from every angle
- Interview: Sony's Scott Rohde on PlayStation Move
Gallery: PlayStation Move (Joystiq's Photos)
That's it, you ask? Oh, no -- wait till you see what we've lined up for you after the break!
Green Day: Rock Band releases June 8 worldwide
That's right, folks -- Harmonix has just revealed that Green Day: Rock Band will be available for all come June 8 on Xbox 360, PS3 and Wii. Up to 6 players (3 mics; 3 instruments) will progress through the career of the trio, unlocking collectible images (more than 100, apparently) and some 40 minutes of "rare and unreleased" footage from interviews, outtakes and performances along the way.
As alluded to above, GD:RB will also sport the same vocal harmonizing feature that made The Beatles: Rock Band such a delight for mic hogs and comes loaded with 47 Green Day tracks, including "Brain Stew," "Jaded," "Hitchin' a Ride," "American Idiot," "Wake Me Up When September Ends" and "Boulevard of Broken Dreams."
Oh, and if you're looking to export these tunes, worry not: all 47 tracks are fully exportable to a console hard drive and playable in Rock Band, Rock Band 2 and the recently announced Rock Band 3. The export fee is $9.99 via Xbox Live or PSN. The export features is not available for the Wii system. Additionally, if you've picked up the six Green Day tunes already available as DLC, you can play them in the new game with added harmonies, "unique" visuals and more "exclusive archival material."
Green Day: Rock Band will be available as a standalone game for Xbox 360 and PS3 for $59.99, while Wii owners will get a bit of a price break at $49.99. A special edition Green Day: Rock Band Plus will also come to Xbox 360 and PS3 for $69.99 and includes fancy packaging, an "export" feature (we assume, a voucher to export the disc tracks to the hard drive) and the six previously released Green Day DLC tracks.
Update: The GameStop pre-order bonus for the standalone game is an export voucher (for Xbox 360 or PS3). Essentially, pre-order GD:RB from GameStop, and you can export all 47 tracks to your console hard drive for free.
As alluded to above, GD:RB will also sport the same vocal harmonizing feature that made The Beatles: Rock Band such a delight for mic hogs and comes loaded with 47 Green Day tracks, including "Brain Stew," "Jaded," "Hitchin' a Ride," "American Idiot," "Wake Me Up When September Ends" and "Boulevard of Broken Dreams."
Oh, and if you're looking to export these tunes, worry not: all 47 tracks are fully exportable to a console hard drive and playable in Rock Band, Rock Band 2 and the recently announced Rock Band 3. The export fee is $9.99 via Xbox Live or PSN. The export features is not available for the Wii system. Additionally, if you've picked up the six Green Day tunes already available as DLC, you can play them in the new game with added harmonies, "unique" visuals and more "exclusive archival material."
Green Day: Rock Band will be available as a standalone game for Xbox 360 and PS3 for $59.99, while Wii owners will get a bit of a price break at $49.99. A special edition Green Day: Rock Band Plus will also come to Xbox 360 and PS3 for $69.99 and includes fancy packaging, an "export" feature (we assume, a voucher to export the disc tracks to the hard drive) and the six previously released Green Day DLC tracks.
Update: The GameStop pre-order bonus for the standalone game is an export voucher (for Xbox 360 or PS3). Essentially, pre-order GD:RB from GameStop, and you can export all 47 tracks to your console hard drive for free.



















