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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title>The Political Game: E3 is dead</title><link>http://www.joystiq.com/2008/07/18/the-political-game-e3-is-dead/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/18/the-political-game-e3-is-dead/</guid><comments>http://www.joystiq.com/2008/07/18/the-political-game-e3-is-dead/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a></p><font color="gray"><em>Each week Dennis McCauley contributes <a href="http://joystiq.com/tag/thepoliticalgame/">The Political Game</a>, a column on the collision of politics and video games</em>:<br /></font>
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For more than a decade the Electronic Entertainment Expo was a must-see event for game retailers and media types. While it's true that in recent years E3 had become an exercise in wretched excess, that was, in fact, a large part of its charm. By day E3 featured massive, massively noisy game displays laid out end to end to end in the cavernous main halls of the Los Angeles Convention Center . By night dozens of game industry parties kept L.A.'s bartenders and sushi makers off the unemployment lines and gave a generation of scruffy game journalists an all-too-brief taste of the good life. In 2006, its final year as an extravaganza, a reported 80,000 people streamed past E3's exhibits.<br /><br />But beyond that, E3 put the modern video game business on the map. You could be certain of national T.V. coverage from all of the major networks. The top newspapers were there as well. The media coverage of the show's bright lights, booth babes and nonstop bells and whistles made mainstream America sit up and take notice of a form of entertainment it had previously held to be child's play, and for geeky children at that. Of course, the gaming press went absolutely nuts during E3 week, pushing screen shots and trailers and interviews and whatever else it could get hold of to millions of eager readers.<br /><br />To paraphrase Mick Jagger, I used to love you, E3, but it's all over now.<br /><br />After the 2006 show game publishers decided they were spending too much money. Doug Lowenstein, the respected ESA president who started E3 in the mid-90's, read the writing on the wall, polished up his resume, and moved on to greener pastures. In between Doug's departure and the arrival of his replacement, Michael Gallagher, the ESA threw together a low budget, patchwork show in Santa Monica for 2007. For a variety of reasons, it bombed.<br /><br />
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            <h2><strong>"Compared to E3's better times, it was the equivalent of holding the show in a closet."</strong></h2>
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With the show back in L.A. this year, attendees were hoping to recapture some of that old E3 glory, but it was not to be. If anything, this year's show was worse than Santa Monica. Not only was it poorly planned and poorly executed, but holding it in the LACC was a cruel, if unintentional joke. E3 veterans who recalled the glory days when the massive confines of South Hall and West Hall were filled to the brim with towering game exhibits stared blankly at the locked doors of those once-bustling rooms. This year's show floor, such as it was, amounted to four rows of small booths in a drab room off the Convention Center's main hallway. Compared to E3's better times, it was the equivalent of holding the show in a closet. One major industry figure I spoke to quipped that the Into the Pixel game art exhibit had more square footage devoted to it than the show floor. At one point in mid-show I stood next to a former high level game company exec who waved his hand at the nearly vacant lobby outside West Hall and summed up his feelings in a single word: "Appalling." Ubisoft North America president Laurent Detoc, told the San Francisco Chronicle, "E3 this year is terrible. The world used to come to E3. Now it's like a pipe-fitters show in the basement."<br /><br /> I can't disagree.<br /><br /> But it wasn't just a couple of money guys complaining. Game industry worker bees complained that scheduling press conferences on the same days that the expo was open led to no-show appointments as some overbooked media types opted for the press conferences instead of their scheduled meetings. And then there was the embarrassment of having only 50 people show up for Gov. Rick Perry's keynote. Or less than a hundred for the ESA CEO's state-of-the-industry speech. And, without the big E3 buzz, the national media stayed away in droves. It didn't help that there were no major announcements or surprises to speak of at the show. GTA on the DS? Cool. Got any game play footage? No?<br /><br /> Never mind.<br /><br />
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            <h2><strong>"It didn't help that there were no major announcements or surprises to speak of at the show."</strong></h2>
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You can lay some of this, of course, at the feet of the ESA, which operates the show. On the other hand, it was the game publishers who wanted to spend less money on E3. As the saying goes, you get what you pay for. Without the substantial E3 revenues of the big years, the ESA was forced to raise its membership dues, reportedly by as much as 400%. And some publishers(Activision, Vivendi, LucasArts, id, Crave to date) have bailed because of that. Don't be surprised if a few more jump ship now that the show is over, leaving the ESA in even worse financial straits. Eventually the lack of revenue, be it from E3 or membership dues, translates to cutting back on the services that the ESA provides to the industry: lobbying, IP protection and free speech issues.<br /><br /> So, were game publishers better off with an expensive E3 and a healthy ESA to represent their interests or with a terminally ill E3 and a fragmented, underfunded ESA?<br /><br /> The answer seems obvious. What's also obvious is that you can go ahead and schedule that trip to the beach you were planning for next July. You won't be coming to Los Angeles.<br /><br /> E3 is dead.<br /><br /><font color="gray"><hr width="100%" size="2" /><em>Dennis McCauley is Editor of </em><em><a href="http://gamepolitics.com/">GamePolitics.com</a></em><em> and writes about games for the Philadelphia Inquirer. Opinions expressed in The Political Game are his own. Reach him at <img width="162" vspace="0" hspace="0" height="14" border="0" alt=""  src="http://www.blogsmithmedia.com/www.joystiq.com/media/2006/11/dennis_mccauley_email.png" valign="absmiddle" /></em></font><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/18/the-political-game-e3-is-dead/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1260829/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/18/the-political-game-e3-is-dead/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>E3</category><category>E3-2008</category><category>Political-Game</category><category>PoliticalGame</category><dc:creator>Dennis McCauley</dc:creator><dc:date>2008-07-18T22:50:00+00:00</dc:date></item><item><title>Spotted@E3: Igarashi hard at work on next Castlevania sequel</title><link>http://www.joystiq.com/2008/07/18/spotted-e3-igarashi-hard-at-work-on-next-castlevania-sequel/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/18/spotted-e3-igarashi-hard-at-work-on-next-castlevania-sequel/</guid><comments>http://www.joystiq.com/2008/07/18/spotted-e3-igarashi-hard-at-work-on-next-castlevania-sequel/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/arcade/" rel="tag">Arcade</a>, <a href="http://www.joystiq.com/category/wii/" rel="tag">Nintendo Wii</a>, <a href="http://www.joystiq.com/category/e3/" rel="tag">E3</a></p><div align="center"><img hspace="0" vspace="4" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/igarashisleeping.jpg"  alt="" /><br />
<div align="left">The poor guy must have been tuckered out from carrying that whip around all day. The last three press events we've been to that he was at, he was wearing the same white shirt, cowboy hat, boot and whip getup. Do you think he opens his closet in the morning and just has dozens of duplicates of that outfit all lined up and ready to go?<br /><br />We just hope he's not tired from all the <a href="http://www.joystiq.com/tag/castlevania-judgment/"><em>Castlevania Judgement</em></a> Wii-mote shaking action. That can really take quite a toll on the body.</div>
</div><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/18/spotted-e3-igarashi-hard-at-work-on-next-castlevania-sequel/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1260400/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/18/spotted-e3-igarashi-hard-at-work-on-next-castlevania-sequel/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>Castlevania</category><category>E3</category><category>E3-2008</category><category>Iga</category><category>Igarashi</category><category>Koji-Igarashi</category><category>Konami</category><dc:creator>Kevin Kelly</dc:creator><dc:date>2008-07-18T12:30:00+00:00</dc:date></item><item><title>Live from the Joystiq Post-E3 2008 Party!</title><link>http://www.joystiq.com/2008/07/17/live-from-the-joystiq-post-e3-2008-party/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/17/live-from-the-joystiq-post-e3-2008-party/</guid><comments>http://www.joystiq.com/2008/07/17/live-from-the-joystiq-post-e3-2008-party/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/meta-about-joystiq/" rel="tag">Meta (about Joystiq)</a>, <a href="http://www.joystiq.com/category/e3/" rel="tag">E3</a>, <a href="http://www.joystiq.com/category/galleries/" rel="tag">Galleries</a></p><div align="center"><small><em><a href="http://www.joystiq.com/photos/joystiq-post-e3-2008-party/930914/full/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/joyparty.2008.490.jpg" /></a><br />click to party-size!</em></small></div>
Yes, we are actually live blogging our own party -- we have an addiction. Stay tuned for images and updates from the party with special guest The Who [<strong>Update:</strong> Turns out The Who couldn't make it, but we do have <em>Rock Band 2</em>] and if you're within 100 miles, <a href="http://www.joystiq.com/2008/07/17/the-joystiq-meetup-how-to-get-there/"><em>get over here</em></a><em>!</em> <br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/joystiq-post-e3-2008-party/">Joystiq Post-E3 2008 Party</a></strong></p><a href="http://www.joystiq.com/photos/joystiq-post-e3-2008-party/931000/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/img_3308_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/joystiq-post-e3-2008-party/930999/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/img_3305_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/joystiq-post-e3-2008-party/930998/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/img_3310_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/joystiq-post-e3-2008-party/930997/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/img_3309_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/joystiq-post-e3-2008-party/930995/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/img_3303_thumbnail.jpg" alt="" title="" /></a></div><span style="font-weight: bold;">6:35PM PST: </span>Yes, <span style="font-style: italic;">Rock band 2 </span>is in the house. And so is another surprise special guest ... Naughty Dog! They've brought some goodies of their own to give away, including two very special items: a copy of <span style="font-style: italic;">Uncharted: Drake's Fortune </span>signed by the entire development team <span style="font-style: italic;">and </span>a Naughty Dog staff T-shirt -- also signed by the entire NDI crew!<br /><br />
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<div style="text-align: left;"><span style="font-weight: bold;">6:43PM PST:<span style="font-style: italic;"> </span></span>Aaaaand more surprises -- the Nyko gang booked it here from the L.A. convention center with <span style="font-style: italic;">boxes </span>full of Wii, PS3, and 360 accessories to give away to our most special-est guests ... you!<br />
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<div style="text-align: left;"><span style="font-weight: bold;">7:04PM PST:<span style="font-style: italic;"> </span></span><span style="font-style: italic;"></span>Mucho cool stuff spotted so far. 'Stiq reader Eric Dobson brought in his home-made Master Chief Spartan helmet. Ed "SpaceGhost2k" Webb, creator of the most excellet (custom) Joystiq faceplate for Xbox 360 (among many others) stopped by to show off his work, which we'll be giving away on the site in the near future. <br /><br />
<div style="text-align: center;"><img vspace="4" hspace="4" border="1" alt=""  src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/img_3301.490.jpg" /><br /><img vspace="4" hspace="4" border="1" alt=""  src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/img_3309.490.jpg" /><br /></div>
<span style="font-weight: bold;">7:07PM PST:<span style="font-style: italic;"> </span></span><span style="font-style: italic;"></span>This one reader demanded we take his picture so he could see it on the site. Who are we to deny our readers?<br /><br />
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<br /><span style="font-weight: bold;">7:21PM PST:<span style="font-style: italic;"> </span></span><span style="font-style: italic;"></span>Kyle Orland just passed along word to the Official Joystiq Live Blogging Desk of the Joystiq post-E3 2008 Party that there is a ratio of approximately .33 women to ever one man at our event. Girl gamers, where are you? Oh, another fun fact: the 19 pizzas we ordered? Gone in two minutes.<br /><br /><span style="font-weight: bold;">7:40PM PST:<span style="font-style: italic;"> </span></span><span style="font-style: italic;"></span>The Joystiq House band (Randy, Ross, Barb, and special guest Arne Meyer of Naughty Dog) hits the ... virtual stage to perform "Chop Suey" by System of a Down. We fail. Oh, someone turned on the "no fail" option. Thanks!<br /><br />
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<span style="font-weight: bold;">8:11:<span style="font-style: italic;"> </span></span><span style="font-style: italic;"></span>Amidst the chaos, we'd like to give a very special shout out to longtime Joystiq reader, EJ, who was kind enough to stop by the gathering, toating an Xbox 360 sporting a metric ton of DLC. Thanks!!<br /><br /><span style="font-weight: bold;">8:29:<span style="font-style: italic;"> </span></span><span style="font-style: italic;"></span>We're not just sharing our video game spoils, oh no, as someone just slipped into the seat next to us and asked if he could plug his iPhone into our laptop for a little extra juice. Share and share alike, we always say.<br /><br /><span style="font-weight: bold;">8:44:</span> We're starting to notice a trend: the rate of dispersial of the crowd is proportional to the rate in which we give away swag. We're into the 170s with our raffle, which means we've given away about 170 games and 170 pieces of random swag (t-shirts, tchochkes, etc.). Gone early on was the five-piece <span style="font-style: italic;">Raving Rabbids. </span>We still have <span style="font-style: italic;">Sneak King</span> available, and that is shocking. <span style="font-weight: bold;">SHOCKING</span>, I tells ya.<br /><br /><span style="font-weight: bold;">8:47: </span>We hear <span style="font-style: italic;">Wrath of the Lich King </span>has gone beta. No more liveblogging, time to actually blog!<br /><br /><span style="font-weight: bold;">8:58</span>: And we're back. In case you're curious, here's the <a href="http://www.joystiq.com/2008/07/17/wrath-of-the-lich-king-goes-beta/">beta news</a>.<br /><br /><span style="font-weight: bold;">9:08: </span>We have a winner. Partygoer #186 just won himself the signed <span style="font-style: italic;">Uncharted </span>and Naughty Dog staff shirt. To quote the lucky winner: "You guys just made my life."<br /><br /><span style="font-weight: bold;">9:19: </span>The swag is gone. We repeat: the swag is gone. Even <span style="font-style: italic;">Sneak King.<br /><br /></span><span style="font-weight: bold;">9:50: </span>The Joystiq Podcast crew has taken the stage to "rock us hard!" (or something to that effect). They've announced that they are to be called The Blueberry Muffin Tops! Everyone is cheering. It's electric. Chris, Justin, and Ludwig are being joined on the drums by Ross Miller himself. They're picking a song ... it's "Pump It Up" by Elvis Costello!<br /><br /><span style="font-weight: bold;">10:00: </span>What a performance (and only one controller-sleep-mode-induced song pause)! Someone grabbed a video. We're putting it up. Okay, Chris is thanking the crowd and ... that's it. The Joystiq post-E3 2008 Party is a wrap. We want to thank everyone who came out to hang out. Thanks to Harmonix for blowing our minds with <span style="font-style: italic;">Rock Band 2</span>, Nyko for the peripherals, and Naughty Dog for showing up -- and providing the excellent <span style="font-style: italic;">Uncharted</span> swag. Also, thanks to the NOS folks for keeping everyone caffeinated. In conclusion: it was like a good dog. It was good. G'night!<br /><br /><br style="font-weight: bold;" /><span style="font-style: italic;"></span><br /> <center><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="490" height="410" id="viddler_df6c0926"><param name="movie" value="http://www.viddler.com/player/df6c0926/" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><embed src="http://www.viddler.com/player/df6c0926/" width="490" height="410" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler_df6c0926" ></embed></object></center><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/17/live-from-the-joystiq-post-e3-2008-party/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1259778/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/17/live-from-the-joystiq-post-e3-2008-party/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>e3</category><category>e3-2008</category><category>joystiqfeatures</category><dc:creator>Ross Miller</dc:creator><dc:date>2008-07-17T21:07:00+00:00</dc:date></item><item><title>Castle Crashers, Galaga Legions, more on XBLA in 4-6 weeks</title><link>http://www.joystiq.com/2008/07/17/castle-crashers-galaga-legions-more-on-xbla-in-4-6-weeks/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/17/castle-crashers-galaga-legions-more-on-xbla-in-4-6-weeks/</guid><comments>http://www.joystiq.com/2008/07/17/castle-crashers-galaga-legions-more-on-xbla-in-4-6-weeks/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/e3/" rel="tag">E3</a></p><div align="center"><img width="490" vspace="4" hspace="4" height="276" border="1" align="middle" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/xbla-treasure-e3-08-490-1.jpg" /><br /></div>
During our guided demo of Microsoft's upcoming stable of XBLA games, Microsoft's <a href="http://www.joystiq.com/2008/07/16/microsofts-scott-austin-talks-xbox-delisting-and-delays/">Scott Austin</a> informed us that all the games on display would be available in the next four to six weeks on Xbox Live Arcade. All of 'em. If you've been reading the impressions on Joystiq, you'll know that this a reason to be excited. For the record, the XBLA games being shown by Microsoft are:<br />
<ul>
    <li><a href="http://www.joystiq.com/2008/04/24/bionic-commando-rearmed-multiplayer-video-blowout/"><em>Bionic Commando Rearmed</em></a></li>
    <li><a href="http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-castle-crashers/"><em>Castle Crashers</em></a></li>
    <li><a href="http://www.joystiq.com/tag/galaga-legions"><em>Galaga Legions</em></a></li>
    <li><a href="http://www.joystiq.com/tag/braid"><em>Braid</em></a></li>
    <li><a href="http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-geometry-wars-2/"><em>Geometry Wars 2</em></a></li>
</ul>
We expected Microsoft to show off some cool XBLA games at E3, but we weren't expecting four to six weeks of <em>win</em>.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/17/castle-crashers-galaga-legions-more-on-xbla-in-4-6-weeks/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1259564/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/17/castle-crashers-galaga-legions-more-on-xbla-in-4-6-weeks/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>bionic-commando</category><category>bionic-commando-rearmed</category><category>braid</category><category>breaking</category><category>breakingnews</category><category>castle-crashers</category><category>e3</category><category>e3-08</category><category>e3-2008</category><category>e308</category><category>galaga</category><category>galaga-legions</category><category>geometry-wars</category><category>geometry-wars-2</category><category>xbla</category><category>xbox-live-arcade</category><dc:creator>Richard Mitchell</dc:creator><dc:date>2008-07-17T19:00:00+00:00</dc:date></item><item><title>The Joystiq Meetup: how to get there</title><link>http://www.joystiq.com/2008/07/17/the-joystiq-meetup-how-to-get-there/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/17/the-joystiq-meetup-how-to-get-there/</guid><comments>http://www.joystiq.com/2008/07/17/the-joystiq-meetup-how-to-get-there/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/meta-about-joystiq/" rel="tag">Meta (about Joystiq)</a>, <a href="http://www.joystiq.com/category/e3/" rel="tag">E3</a></p><div style="text-align: center;"><img hspace="0" vspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/joystiqmappage.jpg" /><br /></div>
If you're interested in getting your hand on some of our over 200 lbs. of schwaggage, imbibing in free food and drink, and oh, meeting your favorite damn video game bloggers in the blogosphere, then get yourself to our <a href="http://www.joystiq.com/2008/07/08/joystiq-reader-meetup-in-santa-monica-next-thursday-july-17th/">Second Post-E3 Joystiq Meetup and Schwag-Off[TM]</a>. Find out how to get there after the break, and set your GPS to FUN.<br /><br />The Joystiq Meetup is from 6 PM to 10 PM at <a href="http://www.mahalo.com/">Mahalo</a> Headquarters in Santa Monica, located at 902 Colorado Ave. Santa Monica, CA 90401 (<a href="http://maps.google.com/maps?q=902+Colorado+Ave.+Santa+Monica+90401&amp;ie=UTF8&amp;oe=utf-8&amp;client=firefox-a&amp;ll=34.018181,-118.48712&amp;spn=0.011116,0.02223&amp;t=h&amp;z=16&amp;iwloc=addr">map</a>).<br /><br />Driving from the Convention Center: Get to the 10 Freeway and head west. Exit on Lincoln Blvd and take a right, then take a right pretty soon after that onto Colorado. It'll be on your right hand side and you can park out front in the parking lot.<br /><br />Bussing if from the Convention Center: Head to the bus stop at Grand Avenue and 11th St. (on the southwest corner) and pick up the Santa Monica 10 Bus. It'll take between 30 and 60 minutes, and it's only $1.75 for a one-way ticket. A short walk south on 11th street will get you to Colorado, then you hand a right and you're almost there. It's less than half a mile from the stop.<br /><br />From points elsewhere: Check out the Metro Transit Authority <a href="http://www.metro.net/">website</a> and plan your route, or else open up your own Portal and zap yourself over. <br /><br />Getting back home: Either take the Metro Bus 4 back to the Convention Center, or hook up with someone hot at the meetup and get them to drive you home, Night Ranger. <br /><br />We'll see you there.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/17/the-joystiq-meetup-how-to-get-there/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1259658/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/17/the-joystiq-meetup-how-to-get-there/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>E3</category><category>E3-2008</category><category>Joystiq-meetup</category><category>Schwag</category><dc:creator>Kevin Kelly</dc:creator><dc:date>2008-07-17T18:15:00+00:00</dc:date></item><item><title>Joystiq E3 hands-on: Ratchet and Clank: Quest for Booty</title><link>http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-ratchet-and-clank-quest-for-booty/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-ratchet-and-clank-quest-for-booty/</guid><comments>http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-ratchet-and-clank-quest-for-booty/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a></p><div style="text-align: center;"><a href="http://www.joystiq.com/photos/ratchet-and-clank-quest-for-booty/929332/full/"><img vspace="4" hspace="0" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/rc-qb-490.jpg"  alt="" /></a><br /><span style="font-style: italic;">click to embiggen</span></div>
Insomniac's <em>Ratchet and Clank: Quest for Booty</em> is the first (and possibly only) episodic DLC for the series. Community Relations Manager James Stevenson told us during a hands-on session that <em>RC:QB</em> is an "experiment" and that it could serve as either the start of an episodic series or just a transition between two disc-based titles. <br /><br />The 3 to 4 hour game is built on the <em>Tools of Destruction</em> engine with some better lighting. Other than a new grapple feature, which is used for puzzle solving and world interaction, the game is in many ways an extension of the <em>Ratchet and Clank </em>series. Stevenson said the game was planned to be "more heavily focused" on platforming elements instead of the guns (although those are available as the game progresses). <br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/ratchet-and-clank-quest-for-booty/">Ratchet &amp; Clank Quest for Booty</a></strong></p><a href="http://www.joystiq.com/photos/ratchet-and-clank-quest-for-booty/929332/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/rcbooty05_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/ratchet-and-clank-quest-for-booty/929331/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/rcbooty04_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/ratchet-and-clank-quest-for-booty/929330/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/rcbooty03_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/ratchet-and-clank-quest-for-booty/929329/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/rcbooty02_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/ratchet-and-clank-quest-for-booty/929328/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/rcbooty01_thumbnail.jpg" alt="" title="" /></a></div>The game features NPC interaction that, although it has no gameplay effects, can add a bit of humor. Stevenson explained that if you tell someone you sell "crotchetizers," that he'll reply there is no need for them on the island, and villagers you walk by will wave and call you "that crotchetizer guy."<br /> <br /> Overall, whether you will enjoy the game comes down to whether or not you like the <em>Ratchet </em>series and don't mind earning your arsenarl of weaponry.<em> Quest for Booty </em>is set to plunder on September 30 for $14.99<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-ratchet-and-clank-quest-for-booty/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1259443/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-ratchet-and-clank-quest-for-booty/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>e3</category><category>e3-2008</category><category>insomniac</category><category>josytiqfeatures</category><category>quest-for-booty</category><category>ratchet-and-clank</category><category>ratchet-and-clank-quest-for-booty</category><category>sony</category><dc:creator>Ross Miller</dc:creator><dc:date>2008-07-17T18:01:00+00:00</dc:date></item><item><title>Joystiq E3 hands-on: Silent Hill: Homecoming</title><link>http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-silent-hill-homecoming/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-silent-hill-homecoming/</guid><comments>http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-silent-hill-homecoming/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/adventure/" rel="tag">Adventure</a>, <a href="http://www.joystiq.com/category/e3/" rel="tag">E3</a></p><div style="text-align: center;"><img width="490" vspace="4" hspace="4" height="367" border="1" align="middle" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/shh-e3-2008-01.jpg"  alt="" /><br /></div>
A few things. First, I love the <a href="http://www.joystiq.com/tag/silent-hill"><em>Silent Hill</em></a> series. Second, E3 really isn't the venue for demoing a <em>Silent Hill</em> game. Even in Konami's relatively quiet meeting room, it was impossible to hear any dialogue or music in <em>Silent Hill: Homecoming</em> -- headphones were available, but they were broken ... grrr. Considering that the soundscape of any given <em>Silent Hill</em> game is responsible for half of the atmosphere (arguably more), it makes it hard to judge how the game <em>feels</em>. So, you'll just have to settle for a look at how the game plays.<br /><br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/silent-hill-homecoming-5-21-08/">Silent Hill: Homecoming (5-21-08)</a></strong></p><a href="http://www.joystiq.com/photos/silent-hill-homecoming-5-21-08/818447/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/05/shh5-12-38_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/silent-hill-homecoming-5-21-08/818446/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/05/shh5-12-29_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/silent-hill-homecoming-5-21-08/818445/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/05/shh5-19-08_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/silent-hill-homecoming-5-21-08/818444/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/05/shh5-12-83_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/silent-hill-homecoming-5-21-08/818443/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/05/shh5-12-55_thumbnail.jpg" alt="" title="" /></a></div><br /><br />As the first console <span style="font-style: italic;">Silent Hill </span>title not developed internally by Konami, and as the first <span style="font-style: italic;">Silent Hill</span> title to make its debut on console in nearly four years, <span style="font-style: italic;">Silent Hill<span style="font-style: italic;">: Homecoming</span></span> has a lot to live up to. Developed by a western studio, Double Helix (formerly The Collective), fans are understandably worried about how their cherished franchise will be treated. As I said, I love <span style="font-style: italic;">Silent Hill</span>, so I was eager to see what Double Helix had cooked up.<br /><br />My demo began as protagonist Alex Shepherd first arrives in<span style="font-style: italic;"> </span>Silent Hill. As is usually the case for the poor souls in the <span style="font-style: italic;">Silent Hill</span> series, Alex arrives in the town looking for something, in this case his little brother. Of course, the second Alex gives chase, his brother vanishes, leaving Alex to sort out the bread crumb trail left behind. Typical <span style="font-style: italic;">Silent Hill</span> fare.<br /><br />Unlike previous entries in the series, the game uses a completely free camera and controls more or less like an FPS. The left stick moves Alex forwards and backwards and strafes left and right, while the right stick turns both the camera and Alex. Honestly, the controls were a little frustrating. I repeatedly found myself running into walls and getting stuck. Since pressing away from the wall the would simply make Alex walk toward the camera, I had to spend a few seconds adjusting the camera to correct the view. This might not be a big deal in large environments, but in small, cramped rooms -- which are all over the place in <span style="font-style: italic;">Silent Hill</span> games -- it got annoying fast.<br /><br />
<div style="text-align: center;"><a href="http://www.joystiq.com/photos/silent-hill-homecoming-5-21-08/818445/full/"><img width="490" vspace="4" hspace="4" height="275" border="1" align="middle"  src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/shh5-19-08-415.jpg" alt="" /></a><br /><font size="1"><em>click to embiggen</em></font><br /></div>
<br />Combat in <span style="font-style: italic;">Homecoming</span> handles more or less the way it always has: lock on to the enemy and start swinging. Alex can perform quick, weak strikes and slow, heavy strikes depending on which button is pressed. A new feature in the game is the ability to dodge. Alex can quickly shift from side to side or crouch down out of harm's way. Attacking immediately after dodging produces a quick counter attack. In theory, you could wait for an opponent to strike, duck out of the way and follow up with a sharp upward swing of the ax. I had trouble using these counters effectively though. An interesting cosmetic addition, enemies are deformed in real time when attacked. In an encounter with one of the game's trademark nurses, my ax carved several huge gashes into the monsters face. It made me smile, though she wasn't quite as pleased about it.<br /><br /><span style="font-style: italic;"></span>Another new feature -- one that reminded me of <span style="font-style: italic;">Resident Evil 4</span> -- is on screen prompts. These come in two flavors. In one instance, Alex will simply be cued to perform an action, such as chopping down a barricade with an ax. Pressing the A button pulls back the camera for a more dramatic view of Alex's chopping prowess. The second flavor is quick time events. These are presented when you need to escape from a monster. If one of the giant Swarm bugs latches on to Alex's face, for example, the game will prompt you to start mashing a particular button to pull that sucker off and smash it against the floor.<br /><br />
<div align="center"><a href="http://www.joystiq.com/photos/silent-hill-homecoming-5-21-08/818441/full/"><img width="490" vspace="4" hspace="4" height="275" border="1" align="middle" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/shh5-12-8-415.jpg"  alt="" /></a><br /><font size="1"><em>click to embiggen</em></font><br /></div>
<br />The small section of the game I saw looked nice enough, adequately dilapidated and grimy (my demo unit actually crashed before I had a chance to see the transition to the Otherworld, unfortunately). Alex's character model was also well detailed and well animated. Put simply, it looks every bit like a <span style="font-style: italic;">Silent Hill</span> game with some current gen polish. There is the new addition of physics based objects that react appropriately when Alex interacts with one. I can personally say that I did accidentally knock a vase off of a table while playing. It actually made me nervous too. Thankfully, no monsters were around to hear it.<br /><br />Speaking of monsters, the ones I saw looked great, especially Smog, a shambling beast with slimy skin and an exposed rib cage that opened to reveal a putrescent pair of lungs. These lungs inflate just before Smog attacks the player with noxious gas. The lungs serve as the monster's weak point, incidentally. There was another monster that actually made me jump. It resembled a human walking on its arms and legs like a spider. I should also mention that its arms and legs were actually giant <span style="font-style: italic;">knives</span> and its head looked like it was on backwards. That's important. The monster ambushed me during an elevator ride, crawling on the outside of the car and tearing holes in the walls. Thankfully the monster is seemed to be allergic to bullets. Oh, and Pyramid Head makes a return appearance as well, for what it's worth.<br /><br />
<div align="center"><img width="490" vspace="4" hspace="4" height="341" border="1" align="middle" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/sh-homecoming-phead-omg.jpg" alt="" /><br /></div>
<br />Summing everything up, <span style="font-style: italic;">Homecoming</span> looks like a respectable entry in the series. If the plot holds up its end of the bargain, and if gamers warm up to the controls, <span style="font-style: italic;">Homecoming</span> could even be a <span style="font-style: italic;">good</span> entry in the series. All the pieces are there, now it's up to Double Helix to make sure they all fit together.<span style="font-style: italic;"></span><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-silent-hill-homecoming/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1259173/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-silent-hill-homecoming/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>double-helix</category><category>e3</category><category>e3-08</category><category>e3-2008</category><category>e308</category><category>joystiqfeatures</category><category>konami</category><category>silent-hill</category><category>silent-hill-5</category><category>the-collective</category><dc:creator>Richard Mitchell</dc:creator><dc:date>2008-07-17T17:30:00+00:00</dc:date></item><item><title>How Mirror's Edge fights simulation sickness</title><link>http://www.joystiq.com/2008/07/17/how-mirrors-edge-fights-simulation-sickness/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/17/how-mirrors-edge-fights-simulation-sickness/</guid><comments>http://www.joystiq.com/2008/07/17/how-mirrors-edge-fights-simulation-sickness/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/adventure/" rel="tag">Adventure</a>, <a href="http://www.joystiq.com/category/e3/" rel="tag">E3</a></p><div align="center"><a href="http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-mirrors-edge/"><img vspace="4" hspace="0" border="0" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/miror-blip-4900.jpg" /></a></div>
In case you're curious as to how DICE is planning to fight against simulation sickness in <em>Mirror's Edge</em> (not motion sickness, since you're not actually moving), an EA spokesperson provided a number of explanations during <a href="http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-mirrors-edge/">our hands-on with the game</a>. For starters a little white blip is now placed the middle of the screen. It turns blue when it's charged for the slow motion action, but more importantly, it serves to focus the viewer's eyes. <br /><br />The rep told us that they interviewed ballerinas to see how they perform spins without feeling sick. Their trick is to focus on a certain object or spot on the floor, which inspired the devs to add the dot. For those who find it distracting and obnoxious, there is an option to turn it off.<br /><br />Also removed was the head bobbing found in the earlier GDC menu. The rep said they are now viewing the game from your eyes and not your head. Finally, the developers of the game told us that the use of the sides of the screens provides a sense of peripheral vision in the game. We were told they hadn't decided whether or not to use letterbox widescreen for 4:3-resolution television screens.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-mirrors-edge/>Read</a> | <a href="http://www.joystiq.com/2008/07/17/how-mirrors-edge-fights-simulation-sickness/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1259496/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/17/how-mirrors-edge-fights-simulation-sickness/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>dice</category><category>e3</category><category>e3-2008</category><category>ea</category><category>electronic-arts</category><category>mirrors-edge</category><category>motion-sickness</category><category>simulation-sickness</category><dc:creator>Ross Miller</dc:creator><dc:date>2008-07-17T17:15:00+00:00</dc:date></item><item><title>Spotted in Silent Hill Homecoming: Pyramid Head</title><link>http://www.joystiq.com/2008/07/17/spotted-in-silent-hill-homecoming-pyramid-head/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/17/spotted-in-silent-hill-homecoming-pyramid-head/</guid><comments>http://www.joystiq.com/2008/07/17/spotted-in-silent-hill-homecoming-pyramid-head/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/e3/" rel="tag">E3</a></p><div align="center"><img width="490" vspace="4" hspace="4" height="341" border="1" align="middle" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/sh-homecoming-phead-omg.jpg" /><br /></div>
There are two things we know about Pyramid Head. One, he is a physical manifestation of guilt. Two, he generally causes the physical manifestation of <em>crap in your pants</em>. Oh, actually, there is a third thing we know about Pyramid Head: he makes an appearance in <a href="http://www.joystiq.com/tag/silent-hill"><em>Silent Hill Homecoming</em></a>. This raises the question: what is protagonist Alex Shepherd guilty of? Our guess is that he feels guilty about the desperate fan service required to keep gamers interested in this series.<br /><br />Stay tuned for hands on impressions.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/17/spotted-in-silent-hill-homecoming-pyramid-head/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1258819/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/17/spotted-in-silent-hill-homecoming-pyramid-head/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>collective</category><category>double-helix</category><category>e3</category><category>e3-2008</category><category>e308</category><category>foundation-9</category><category>konami</category><category>silent-hill</category><category>silent-hill-homecoming</category><dc:creator>Richard Mitchell</dc:creator><dc:date>2008-07-17T12:30:00+00:00</dc:date></item><item><title>Spore space phase is 15-20 hours, has one ending</title><link>http://www.joystiq.com/2008/07/17/spore-space-phase-is-15-20-hours-has-one-ending/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/17/spore-space-phase-is-15-20-hours-has-one-ending/</guid><comments>http://www.joystiq.com/2008/07/17/spore-space-phase-is-15-20-hours-has-one-ending/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/mac/" rel="tag">Mac</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a>, <a href="http://www.joystiq.com/category/simulations/" rel="tag">Simulations</a></p><div align="center"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/spore-ending-490.jpg" /></div>
<span style="float: left; margin-right: 10px; margin-top: 7px;"> <script> var digg_url = 'http://digg.com/gaming_news/Spore_space_phase_is_15_20_hours_has_one_ending'; </script> <script src="http://digg.com/api/diggthis.js"></script></span>Will Wright's <em>Spore</em> is aiming to set precedents in many ways, and it's also set to break a long-standing Maxis tradition: the game ends. Producer Thomas Vu told us that the space phase of the game is what he considers the RPG phase, with 15 to 20 hours of gameplay and -- prepare to be floored -- one ending. No matter how your species lives its existence, it always ends the same way as you make your way to the center of the universe.<br /><br />Unsurprisingly, Vu said the game has a twist ending. Also unsurprisingly, he was mum on what that twist is. We'll have more from our exhaustive session with <em>Spore</em> later this week.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/17/spore-space-phase-is-15-20-hours-has-one-ending/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1258715/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/17/spore-space-phase-is-15-20-hours-has-one-ending/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>e3</category><category>e3-2008</category><category>maxis</category><category>spore</category><dc:creator>Ross Miller</dc:creator><dc:date>2008-07-17T07:30:00+00:00</dc:date></item><item><title>Duke Nukem Trilogy trailer redefines awesome</title><link>http://www.joystiq.com/2008/07/17/duke-nukem-trilogy-trailer-redefines-awesome/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/17/duke-nukem-trilogy-trailer-redefines-awesome/</guid><comments>http://www.joystiq.com/2008/07/17/duke-nukem-trilogy-trailer-redefines-awesome/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ds/" rel="tag">Nintendo DS</a>, <a href="http://www.joystiq.com/category/psp/" rel="tag">Sony PSP</a></p><div align="center"><a href="http://www.gametrailers.com/player/36747.html?type=flv"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/dukenukemcrotchshot.jpg" /></a></div>
Unfortunately, the redefinition is "something that sucks." We give credit to Apogee and 3D Realms for releasing a <span style="font-style: italic;"><a href="http://www.joystiq.com/tag/duke-nukem-trilogy">Duke Nukem Trilogy</a> </span>trailer without pre-rendered footage. In fact, it doesn't have <em>any</em> footage. Instead, you get flashing logos, people in gas masks, <em>rawking</em> metal guitar and a close-up of Duke's crotch (which we've spoiled in the image above -- and no, <a href="http://www.joystiq.com/photos/joystiq-rock-band-bash-e3-2008/927172/full/">not this one</a>). Educate yourself in the video, tucked safely away after the break.<br /><br />[Thanks, Patrick]<br /><br /><center><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="490" height="400">	<param name="allowScriptAccess" value="sameDomain" /> 	<param name="allowFullScreen" value="true" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=36746"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=36746" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="490" height="400"></embed> </object></center><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/17/duke-nukem-trilogy-trailer-redefines-awesome/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1258761/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/17/duke-nukem-trilogy-trailer-redefines-awesome/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>duke-nukem</category><category>duke-nukem-trilogy</category><category>e3</category><category>e3-2008</category><dc:creator>Ross Miller</dc:creator><dc:date>2008-07-17T06:00:00+00:00</dc:date></item><item><title>Harmonix: No Freezepop in RB2, maybe in the DLC</title><link>http://www.joystiq.com/2008/07/17/harmonix-no-freezepop-in-rb2-maybe-in-the-dlc/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/17/harmonix-no-freezepop-in-rb2-maybe-in-the-dlc/</guid><comments>http://www.joystiq.com/2008/07/17/harmonix-no-freezepop-in-rb2-maybe-in-the-dlc/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/e3/" rel="tag">E3</a>, <a href="http://www.joystiq.com/category/rhythm/" rel="tag">Rhythm</a></p><center><object width="490" height="397"><param name="movie" value="http://www.youtube.com/v/BVIhIc_DfaM&amp;hl=en&amp;fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/BVIhIc_DfaM&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object></center><br />Bad news for <a href="http://www.freezepop.com/">Freezepop</a> fans (like us here at Joystiq) -- the synthpop trio, of which Kasson Crooker, Senior Producer at <em>Rock Band </em>creators Harmonix, is a member, does not have a song in their latest game, <a href="http://www.joystiq.com/tag/rock-band-2"><em>Rock Band 2</em></a>. And that's a shame -- they've had a new song on the disc in every Harmonix game since <em>FreQuency</em> (including <a href="http://www.joystiq.com/2007/11/06/harmonix-releases-ipod-game-phase/"><em>Phase</em>, their iPod game</a>), which makes this the first Harmonix game <a href="http://www.joystiq.com/2008/07/14/rock-band-2-on-disc-track-list-revealed-features-over-80-songs/">without a new Freezepop tune</a>.<br /><br />Shocked at this revelation, we confronted Harmonix at the<em> Rock Band</em> event this evening, and they confirmed that yes, there is no Freezepop song on the disc in <em>RB2</em>. The reason given to us was that Freezepop hasn't recorded any new music lately, and that they didn't have anything new to put out. But our source at Harmonix did say to look out for some Freezepop DLC -- they may be planning, we were told, a two or three-song downloadable pack of "sweet and cold and fruity and plastic-y" music.<br /><br />There's a rub, though: there <span style="font-style: italic;">is</span> a new Freezepop song in the recently released <a href="http://www.joystiq.com/2008/03/19/guitar-hero-on-tour-and-guitar-grip-ds-peripheral-revealed/"><em>Guitar Hero: On Tour</em> DS game</a>. <span style="font-style: italic;">Guitar Hero</span>, as you may know, was originally created by Harmonix, but since <span style="font-style: italic;">GH3</span> has been owned by Activision and developed by Neversoft. Are Liz Enthusiasm and her two compadres jumping ship?<br /><br /><strong>Update:</strong> Commenter skie <a href="http://community.livejournal.com/freezepop4ever/167761.html">reads Liz' livejournal</a>.  Apparently the band never got paid for any of their songs in the Harmonix games since <em>Guitar Hero</em>, but they did get paid for the <em>GH:OT</em> appearance.  They say they want to open themselves up to as many different fans as possible, and that means showing up in other companies' games.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/17/harmonix-no-freezepop-in-rb2-maybe-in-the-dlc/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1258716/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/17/harmonix-no-freezepop-in-rb2-maybe-in-the-dlc/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>e3</category><category>e3-2008</category><category>freezepop</category><category>guitar-hero</category><category>harmonix</category><category>rock-band</category><category>rock-band-2</category><category>set-list</category><dc:creator>Mike Schramm</dc:creator><dc:date>2008-07-17T04:00:00+00:00</dc:date></item><item><title>Joystiq E3 hands-on: Geometry Wars 2</title><link>http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-geometry-wars-2/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-geometry-wars-2/</guid><comments>http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-geometry-wars-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/arcade/" rel="tag">Arcade</a>, <a href="http://www.joystiq.com/category/retro/" rel="tag">Retro</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/e3/" rel="tag">E3</a></p><div align="center"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/x3f_gwre2_8.jpg" /><br /></div>
Some would say <a href="http://www.joystiq.com/2005/11/20/and-the-best-xbox-360-launch-title-is/"><em>Geometry Wars Retro Evolved</em> was Xbox 360's best launch game</a> -- it beat early hyped games like <em>Perfect Dark Zero</em>, <em>Call of Duty 2</em>, and <em>Kameo</em> to win the heart of 360 early adopters, despite the fact that it was 2D and a cheap XBLA version of a game that had previously been included with <em>Project Gotham Racing 2.</em> It held the record for a long time as the system's most-downloaded game, and that title was well-deserved, considering that a lot of $60 games haven't held a candle to the kind of frantic fun you can find pushing that little red ship around the board.<br /><br />Now Bizarre Creations is attempting to follow up with <em>Geometry Wars 2</em>, and after our playthrough at E3, we're sold. Not only has the developer filled out the game with multiplayer and co-op modes, but Bizarre has figured out a way to make the super simple, yet extremely fun gameplay go deeper than ever before.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/geometry-wars-retro-evolved-2-3/">Geometry Wars: Retro Evolved 2</a></strong></p><a href="http://www.joystiq.com/photos/geometry-wars-retro-evolved-2-3/920234/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/gwre2-10_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/geometry-wars-retro-evolved-2-3/920233/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/gwre2-09_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/geometry-wars-retro-evolved-2-3/920232/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/gwre2-08_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/geometry-wars-retro-evolved-2-3/920231/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/gwre2-07_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/geometry-wars-retro-evolved-2-3/920230/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/gwre2-06_thumbnail.jpg" alt="" title="" /></a></div><br /><br />Controls work exactly the same way as the first game, as they should: you move with the left analog stick, and shoot with the right. But along with the standard mode from the first game (called just "Evolved", and now available in co-op multiplayer), Bizarre has somehow dreamed up five more ways to play this game, and almost all of them are just as fun as the original.<br /><br />There is a timed mode, something that isn't too surprising -- the first game was regulated by lives, and so it's fairly easy to think of a timed twist on that gameplay.<br /><br />
<div style="text-align: center;"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/gwre2_screen_3.jpg" /><br /></div>
<br />But the other modes are more different. King was probably the most fun mode we played -- in that mode, there are circles on the board, and you can only fire your weapon from within those circles. And of course, those circles appear and disappear at random, so the game is not only about just getting away from the shapes coming at you, but also getting back into the circles to shoot back. Co-op in the mode is nuts, as you have to coordinate moving to the different circles with your partner, and there's a nice wave of panic as a horde of enemies fly at you while you realize the only circle on the board is the one behind them.<br /><br />Wave is another mode -- we were told that Bizarre noticed that players were using the wall to dodge enemies, so they decided to create a mode that forces you to the middle of the area. Waves of bad guys in single file will sweep across the screen, and sometimes they'll even block the whole way across, so that you have to shoot your way out just to get past them.<br /><br />
<div style="text-align: center;"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/gwre2_screen_7.jpg" /><br /></div>
<br />Pacifism <a href="http://www.youtube.com/watch?v=ToxIqr51gfs">was an achievement</a> in the original game, and here it's been turned into a game mode: your gun doesn't work, and the only way to stay alive is just to dodge enemies for as long as you can. And finally, Sequence is the "puzzle mode" of <span style="font-style: italic;">Geometry Wars 2</span> -- enemies come at you from the same place every time, so expert players will be able to record better and better times and scores in that mode.<br /><br />
<div style="text-align: center;"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/x3f_gwre2_4.jpg" /><br /></div>
<br />And there are a few new enemies in the game -- "gates" are little shapes that look like floating free weights, and when you cross the line in between them, the orange shapes on both sides explode and destroy other enemies. These are put to good use in the Pacifism mode. You can't shoot, but you can explode enemies with the gates, and it's a fun addition even with the standard controls.<br /><br />
<div style="text-align: center;"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/x3f_gwre2_9.jpg" /><br /></div>
<br />The only thing we didn't get to check out was the sound -- the music of <span style="font-style: italic;">Geometry Wars</span> really added to the chaos, and it was too loud in the demo area to hear it correctly.<br /><br />But otherwise, Bizarre has really done a terrific job of capturing the fun of the original game, and tweaking it in ways that add a lot to the depth. The first <span style="font-style: italic;">Geometry Wars</span> really broke out past its retro graphics and arcade status to compete with full price games for gamers' attention, and every indication is that <span style="font-style: italic;">Geometry Wars 2</span> will do the same on August 6th when it drops.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-geometry-wars-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1258331/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/17/joystiq-e3-hands-on-geometry-wars-2/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>e3</category><category>e3-2008</category><category>geometry-wars-2</category><category>joystiqfeatures</category><category>microsoft</category><category>xbla</category><category>xbox-live</category><dc:creator>Mike Schramm</dc:creator><dc:date>2008-07-17T01:30:00+00:00</dc:date></item><item><title>PlayStation Home's public areas region locked</title><link>http://www.joystiq.com/2008/07/17/playstation-homes-public-areas-region-locked/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/17/playstation-homes-public-areas-region-locked/</guid><comments>http://www.joystiq.com/2008/07/17/playstation-homes-public-areas-region-locked/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a></p><div align="center"><a href="http://www.ps3fanboy.com/2008/07/16/home-will-be-region-locked/"><img vspace="4" hspace="0" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/ps-home-locked.jpg" alt="" /></a></div>
Looking to go virtual bowling with your <a href="http://www.joystiq.com/bloggers/ludwig-kietzmann">South African</a> friends in PlayStation Home? Think again! According to a Sony representative at E3, Home will be region locked. While you can visit anyone's private apartment, all public pavilions are restricted by your geographical area.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.ps3fanboy.com/2008/07/16/home-will-be-region-locked/>Read</a> | <a href="http://www.joystiq.com/2008/07/17/playstation-homes-public-areas-region-locked/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1258433/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/17/playstation-homes-public-areas-region-locked/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>breakingnews</category><category>e3</category><category>e3-2008</category><category>home</category><category>ps-home</category><dc:creator>Ross Miller</dc:creator><dc:date>2008-07-17T00:00:00+00:00</dc:date></item><item><title>Joystiq live at Rock Band Bash 2008 ... with The Who</title><link>http://www.joystiq.com/2008/07/16/joystiq-live-at-the-rock-band-e3-2008-concert/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/16/joystiq-live-at-the-rock-band-e3-2008-concert/</guid><comments>http://www.joystiq.com/2008/07/16/joystiq-live-at-the-rock-band-e3-2008-concert/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/rhythm/" rel="tag">Rhythm</a></p><div align="center"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/rock-badn-bash-490.jpg" /></div>
We're live at the E3 2008 Rock Band bash. "Who" is the special guest band tonight? We have <a href="http://www.joystiq.com/2008/07/16/the-who-headlining-the-rock-band-2-party-tonight/">no clue yet</a>, but we'll be updating the gallery with all the pics of the event we can publish, including some of the Joystiq crew making <strike>fools</strike> rock stars of themselves live on a <em>Rock Band 2 </em>stage. <strong>Update: </strong>We've decked out the gallery with pics from -- you guessed it -- The Who. Now we can try to enjoy ourselves a bit.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/joystiq-rock-band-bash-e3-2008/">Joystiq @ The Who Rock Band concert</a></strong></p><a href="http://www.joystiq.com/photos/joystiq-rock-band-bash-e3-2008/928290/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/dsc_0413_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/joystiq-rock-band-bash-e3-2008/928289/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/dsc_0397_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/joystiq-rock-band-bash-e3-2008/928288/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/dsc_0412_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/joystiq-rock-band-bash-e3-2008/928287/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/dsc_0427_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/joystiq-rock-band-bash-e3-2008/928286/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/dsc_0408_thumbnail.jpg" alt="" title="" /></a></div><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/16/joystiq-live-at-the-rock-band-e3-2008-concert/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1258587/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/16/joystiq-live-at-the-rock-band-e3-2008-concert/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>e3</category><category>e3-2008</category><category>joystiqfeatures</category><category>rock-band</category><category>the-who</category><category>who</category><dc:creator>Ross Miller</dc:creator><dc:date>2008-07-16T23:59:00+00:00</dc:date></item><item><title>Liveblog from Nintendo's 2008 E3 Developer Roundtable</title><link>http://www.joystiq.com/2008/07/16/liveblog-from-nintendos-2008-e3-developer-roundtable/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/16/liveblog-from-nintendos-2008-e3-developer-roundtable/</guid><comments>http://www.joystiq.com/2008/07/16/liveblog-from-nintendos-2008-e3-developer-roundtable/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ds/" rel="tag">Nintendo DS</a>, <a href="http://www.joystiq.com/category/wii/" rel="tag">Nintendo Wii</a></p><div align="center">
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We've heard rumblings that something big might be announced at this post-press conference event, but it's far from a sure thing. Keep it here.<br /><br /><strong>5:44 PM PDT</strong> There are roughly 100 members of the press gathered on the green plush seats of the L.A. Convention Center's Theater 411. No music in the background this time, just the low chatter of dozens and dozens of journalists.<br /><br /><strong>5:49 </strong>A few latecomers are straggling in, but it looks like it will be far from a capacity crowd. About half the seats are empty.<br /><br /><strong>5:54</strong> The lack of background music is a little disturbing. We find ourselves humming Bill Joel's "No Man's Land" under our breaths for no apparent reason ...<br /><br /><span style="font-weight: bold;">5:55</span> On stage there are two large LCDs, four Wiis, four chairs, a bunch of Remotes and Nunchuks, a drum stool, and a Balance Board. Begin the rampant speculation!<br /><br />
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<br /><span style="font-weight: bold;">5:58</span> Comment of the moment: "pleasebekidicaruspleasebekidicaruspleasebekidicaruspleasebekidicarus..."<br /><br /><span style="font-weight: bold;">6:01</span> Eric Walter with Nintendo PR welcomes us. Photos are OK, no video allowed, and audio for note-taking purposes only. Journalism geekery over.<br /><br /><span style="font-weight: bold;">6:02</span> Bill Trinnen from the Nintendo treehouse comes to the stage. They're presenting the three key titles of E3: <span style="font-style: italic;">Animal Crossing: City Folk, Wii Sports Resort</span> and <span style="font-style: italic;">Wii Music</span>. The producer on all three is Mr. Tasia Yeguchi, or something spelled similarly.<br /><br /><span style="font-weight: bold;">6:04</span> "As you can see, my name is not Shigeru Miyamoto," says Yeguchi. This gets a smattering of laughs.<br /><br style="font-weight: bold;" /><span style="font-weight: bold;">6:05</span> The translator will also be playing th game. He apologizes for any mistakes in translating caused by his play, and vice versa. More lulz.<br /><br />
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<br /><span style="font-weight: bold;">6:07</span> Yeguchi's going to focus on the new stuff that's not in the old Animal Crossings. One event that's coming backfrom the Gamecube version is Halloween, and Jingle, the reinder that comes during the holidays. Two new events as well: A visitor that hides painted eggs, and a "Carnival." Have they been taking notes from Take Two's <span style="font-style: italic;">Carnival Games</span>?<br /><br /><span style="font-weight: bold;">6:09</span> Furntiure and wallpaper and such will be updated through WiiConnect24. On screen, our toe-headed character walks around another new feature: the city! There's a salon for hairstyles and whatnot, an auction house, a fashion store, the "Happy Room Academy Office." and a theatre where you can catch a comedy show.<br /><br /><span style="font-weight: bold;">6:10</span> The city is like a shared space where friends can visit, even when you're not there. YOu can interact indirectly. That's SO much better than interacting directly, don'tcha think?<br /><br /><span style="font-weight: bold;">6:12</span> Yeguchi is talking up the new WiiSpeak feature, as shown at the media briefing. It's a conversation from various locations "as if they were in the same room." Because it sits on the TV, you can have group conversations, which is different that what you get with a traditional headset mike. TAKE THAT, MICROSOFT!<br /><br /><span style="font-weight: bold;">6:14 </span>Diving into the "enhanced user creativity." This time you can edit not just the front of your shirt, but also the back and each sleeve. OMG MEGATON! Seriously, editing with the Wii Remote looks pretty neat.<br /><br /><span style="font-weight: bold;">6:15</span> On screen, Mabel asks if we think our design "Loud! Proud!" or "Simple, subtle." The other animals in the town will give feedback based on this decision.<br /><br /><span style="font-weight: bold;">6:17</span> You can save screenshots to SD cards, for easy transfer to a PC or to other Wii owners through the Wii Message Board. Nice that you can bypass the on-board storage totally, we suppose.<br /><br />
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<br /><span style="font-weight: bold;">6:18</span> Q&amp;A time. In <span style="font-style: italic;">WIld World</span>, if one player left a town, everyone was disconnected. This time around there's the same system, and so the same problem. But this time around you can do more stuff together, like take in a show and such. Still, Yeguchi is sorry for not fixing the problem.<br /><br /><span style="font-weight: bold;">6:21</span> You can port your characters and items from the DS to the Wii! If you don't have Wi-Fi in the house, you can move the character to the DS, and move the character to your friend's Wii physically, using the DS. It's like a wireless flash drive!<br /><br /><span style="font-weight: bold;">6:23</span> In Japan, those without Wi-Fi can download the new furniture and such in certain real-world locations, then upload them to their Wii. They're hoping to recreate this in America too. We suppose 7-11 should be hearing something about this soon?<br /><br /><span style="font-weight: bold;">6:26</span> Will the NES games be returning? Maybe Virtual Console titles, playable with friends online? The answer is ... no. They want people to stay in the <span style="font-style: italic;">Animal Crossing</span> world ... if you want Virtual Console games, please play them on the Virtual Console, Yeguchi says. FINE! We didn't want to play Virtual Console games in <span style="font-style: italic;">Animal Crossing</span> ANYWAY! *sniff*<br /><br /><span style="font-weight: bold;">6:31</span> They thought about interconnecting with the Forecast Channel, but they were worried that some regions would be too rainy/not rainy enough, leading to too rainy/not rainy enough Animal Crossing cities. The game relies on seasonal changes, so they figured it would be better to keep the seasons consistent in the game. Seasons are still inverted for those in the southern hemisphere. We didn't even know this was a problem!<br /><br />
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<br /><span style="font-weight: bold;">6:33</span> Moving on to <span style="font-style: italic;">Wii Sports Resort</span>. Wii Sports contained typical, serious sports. With Resort, they changed it up with a tropical island setting and make the game "filled with some sports and lesisure activities that refelct the nature of the locale." Sounds good to us, but swordfighting on the beach? Really?<br /><br /><span style="font-weight: bold;">6:34</span> JC from the Nitnendo Treehouse (not Fletcher) shows off how the movement of the Remote correspond to movement of the Frisbee in the Mii's hand. Looks very precise and relatively lag free, from our vantage point. JC gets some mild applause for a decent throw.<br /><br style="font-weight: bold;" /><span style="font-weight: bold;">6:36</span> JC tries a forehand throw that goes way off. Just like in the real world, you might be able to throw it, but not very <span style="font-style: italic;">well</span>, Yeguchi says. Some developers at NCL have gotten a perfect score. <br /><br />
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<br /><span style="font-weight: bold;">6:37</span> The audience is getting into it a bit. "Get it... yay!" It is rather endearing.<br /><br /><span style="font-weight: bold;">6:39</span> On to waterskiing, which uses the Remote and Nunchuck, leaning back and forth to navigate through hoops in the water. Twisting the Remote works the throttle for a speed boost. Without Wii Motion Plus, this would not be possible. The audience groans sympathetically as JC crashes into a bouy and his Mii falls into the water.<br /><br /><span style="font-weight: bold;">6:42</span> On to swordfighting, JC points at the screen to calibrate the Remote and takes some practice swings at pieces of wood. Other games on the Wii had sword fighting, but none of them could recreate this realistic motion, says Yeguchi. We have to agree ... just thinking of Red Steel's sword controls still gives us nightmares.<br /><br />
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<br /><span style="font-weight: bold;">6:43</span> It's not just about swinging... the B button can be used to block. You can't win just by wildly flailing around, says Yeugchi. You have to watch the opponent, block, and then attack when the opponent has left themself open. Reminds us of the stick-and-move style of Punch-Out, a bit.<br /><br /><span style="font-weight: bold;">6:46</span> Q&amp;A time. Someone asks if third party developers had access to WiiMotionPlus before today. Yeguchi doesn't know. Someone else asks about what kind of tech is actually in the WiiMotionPlus, and whether Yeguchi is worried that everyone needs one to play. WiiMotionPlus measures angles of rotation, and adds that to the accelerometer data from the Remote itself.<br /><br /><span style="font-weight: bold;">6:49</span> As for multiplayer, they hope you'll purchase more WiiMotionPlus units, but there are pass-the-remote games, like Bowling in Wii Sports, so multiple WiiMotionPlus accesories aren't <span style="font-style: italic;">always</span> needed.<br /><br /><span style="font-weight: bold;">6:52</span> Yeguchi can't say exactly how many mini-games will be in the final game, but he'd "like to have ten." We'd like to have a million dollars, but ...<br /><br /><span style="font-weight: bold;">6:54</span> Is this an admission the Wii Remote isn't good enough? When they were working on Wii Sports, Yeguchi says, they always wanted more, but they realized they could create a fantastic product with what they had. Or, as Donald Rumsfeld might say, You go to launch with the Wii Remote you have, not the Wii Remote you might wish you had.<br /><br /><span style="font-weight: bold;">6:58</span> Is WiiMotionPlus going to become the deafult Wii control scheme sometime in the future? Perhaps WiiMotionPlus will be built in to the Remote? Yeguchi says they're always looking into things like these, but there's no definite answer for today.<br /><br /><span style="font-weight: bold;">6:59</span> Is WiiMotionPlus too sensitive? Is it going to make the games too hard for some? Yeguchi says developers could, for instance, track the head of the racquet in Tennis for real topspin and backspin. The developers then have to ask themselves, "Is this easy to play? Just because iit's realistic, is this somethingwe want to do?" Nintendo always tries to keep a balance between too hard and too soft, with a low difficulty hurdle at the beginning and depth later on to keep everyone happy.<br /><br />
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<br /><span style="font-weight: bold;">7:02</span> Shigeru Miyamoto comes on stage to demo <span style="font-style: italic;">Wii Music</span>. He's clad in a retro Super Mario World undershirt, a stylish black cowboy shirt, black jeans and brown cowboy boots.<br /><br /><span style="font-weight: bold;">7:04</span> Miyamoto briefly goes over the basics that he discussed at the press conference: Other rhythm games require precise matching of notes, but they were trying for something different.<br /><br /><span style="font-weight: bold;">7:06</span> Miyamoto plays guitar, but he says he's terrified of playing in front of other people, because he's scared of missing notes and making a bad noise. In jazz, however, they do rapid play, and "I'm sure they make plenty of mistakes. In the end, it's not a mistake, it's an ad lib." Light laughter from the audience. Oh Miyamoto. You ham.<br /><br /><span style="font-weight: bold;">7:07</span> Miyamoto chooses Yankee Doodle, a "perfect song for an American audience." The hamminess continues!<br /><br /><span style="font-weight: bold;">7:08</span> The demo has "only" 26 of the 60+ instruments that will be in the final game. when 26 insturments gets an "only," that's pretty impressive, from where we're sitting.<br /><br />
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<br /><span style="font-weight: bold;">7:10</span> Miyamoto plays one guitar rendition that sounds just like the real song, then another that is a total mess of random notes and steel drum notes. I t sounds surprisingly still OK, in its way. Quickly on to the vibraphone, and harpisichord. It sounds likea real harpsichord, all right! The tinny toy piano gets lots of laughs.<br /><br /><span style="font-weight: bold;">7:11</span> The vocal track sounds like K.K. Rider from Animal Crossing. The dog suit reminds us of those AWFUL christmas albums composed totally of dogs barking. ARGH!<br /><br /><span style="font-weight: bold;">7:12</span> Miyamoto and the translator do some rapid fire back and forth on the mouth harp and the harpsichord. They're still on the music selection screen. This isn't even the real game yet!<br /><br /><span style="font-weight: bold;">7:14</span> JC comes up for a three-player jam on the original <span style="font-style: italic;">Super Mario Bros.</span> theme. Miyamoto gets some laughs with the beat box character on melody. His "Whoo!" sounds just like Michael Jackson. Miyamoto asks us to notice how they don't have to watch the screen as they play. TAKE THAT, OTHER RHYTHM GAMES!<br /><br />
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<br style="font-weight: bold;" /><span style="font-weight: bold;">7:15</span> You can change the arrangement, the tempo, and record it all to a music video to share with your friends on WiiConnect24. Some 5-8 year old children of the development staff came in to try the game. "Children of that age could not pull themselves away from this gam," says Miyamoto. They also can't drag themselves away from Barney the Dinosaur...<br /><br /><span style="font-weight: bold;">7:17</span> Miyamoto thinks that half of an elementary school music class could be dvoted to this. Mothers can also jump in to the game easily. And those in between, we wonder?<br /><br /><span style="font-weight: bold;">7:19</span> Aaron Rosenbeck comes up to show off the separate drumming mode. Using the buttons and the Nunchuk/Remote and the Wii Balance board, he can control a nine-piece drum set. He's definitely an experienced Wii drummer, effortlessly putting together nice set.<br /><br /><span style="font-weight: bold;">7:20</span> There will be a lesson structure built in to the game that Miyamoto says can teah anyone how to play the drums "in a few weeks." He hopes we'll get more drummers and a lot more kids interested in music. Just what we need ... even MORE drummers joining the Rock Band/Guitar Hero/Rock Revolution army of drummers.<br /><br />
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<div style="text-align: left;"><span style="font-weight: bold;">7:24</span> Q &amp; A time. Someone asks if the drum mode is an extension of the similar mode in the Japanese game <span style="font-style: italic;">Rhythm Tengoku</span>. "To be honest, it's not so related at all." It was created specifically with the Wii in mind.<br /><br /><span style="font-weight: bold;">7:26</span> The 50 songs in the game will include a wide variety of public domain songs, but also licensed music, says Miyamoto. They're "not really thinking" about digital distribution of song downloads, instead focusing on using WiiConnect24 to share music videos. <br /><br />
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<br /><span style="font-weight: bold;">7:29</span> Someone has the temerity to ask if this is really more of a musical toy than a game. HOW DARE HE! Miyamoto says the questioner is right, and "that's why it's more interesting than a video game." The audience laughs and applauds at this verbal bitchslap.<br /><br /><span style="font-weight: bold;">7:31 </span>Staff from <span style="font-style: italic;">Wave Race 64</span> are working on the waterskiing game from <span style="font-style: italic;">Wii Sports Resort</span>. Yeguchi was the director of that game. The team is going to create a game that "surpasses <span style="font-style: italic;">Wave Race</span>," according to Yeguchi. Miyamoto adds that it will "exceed <span style="font-style: italic;">Wave Race</span> in depth." Bold words.<br /><br /><span style="font-weight: bold;">7:37</span> Miyamoto and Yeguchi address a question about "core gamers" and whether or not these games will appeal to them. In a nutshell, they respond that they hope anyone will enjoy these games, and that a "core gamer" is someone that enjoys games, regardless of genre, as long as they're good.<br /><br /><span style="font-weight: bold;">7:38</span> In response to a question about whether or not a new <span style="font-style: italic;">Pikmin</span> is in the works, Miyamoto says he'll announced the new game when he's ready. Apparently he's ready now. "We're making Pikmin," the translator says. OMG MEGATONZ! Huge applause from the audience.<br /><br /><span style="font-weight: bold;">7:40 </span>Motion plus offers no new functionality for new games. And with that, the event is over. Trinnen says he hopes we found it illuminating. Well, there was that Pikmin thing, we guess ...<br /></div>
</div><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/16/liveblog-from-nintendos-2008-e3-developer-roundtable/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1258518/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/16/liveblog-from-nintendos-2008-e3-developer-roundtable/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>E3</category><category>e3-2008</category><category>liveblog</category><category>nintendo</category><dc:creator>Kyle Orland</dc:creator><dc:date>2008-07-16T22:31:00+00:00</dc:date></item><item><title>Overheard@E3: 'The pie will be mine'</title><link>http://www.joystiq.com/2008/07/16/overheard-e3-the-pie-will-be-mine/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/16/overheard-e3-the-pie-will-be-mine/</guid><comments>http://www.joystiq.com/2008/07/16/overheard-e3-the-pie-will-be-mine/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a></p><div align="center"><img vspace="4" hspace="0" border="0" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/vault-boy-pie-490.jpg" /></div>
In an interview today (we'll have more from this later), <em>Fallout 3</em> executive producer Todd Howard let us in on a little Bethesda family tradition. After the release of its games, the team holds a speed run contest to see who can get through the title the fastest (without cheating, of course). For <em>Oblivion</em>, Howard lost to the QA lead, who managed to best the <em>Elder Scrolls </em>RPG in 1 hour and 15 minutes. <br /><br />"But this time [with <em>Fallout 3</em>]," he said, "the pie will be mine."<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/16/overheard-e3-the-pie-will-be-mine/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1258400/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/16/overheard-e3-the-pie-will-be-mine/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>bethesda</category><category>e3</category><category>e3-2008</category><category>elder-scrolls</category><category>fallout</category><category>oblivion</category><category>pie</category><dc:creator>Ross Miller</dc:creator><dc:date>2008-07-16T21:45:00+00:00</dc:date></item><item><title>Don't Panic! Stephen Fry provides LittleBigPlanet narration</title><link>http://www.joystiq.com/2008/07/16/dont-panic-stephen-fry-provides-littlebigplanet-narration/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/16/dont-panic-stephen-fry-provides-littlebigplanet-narration/</guid><comments>http://www.joystiq.com/2008/07/16/dont-panic-stephen-fry-provides-littlebigplanet-narration/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/casual/" rel="tag">Casual</a></p><div align="center"><img vspace="4" hspace="4" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/lbp-and-h2g2-490.jpg"  alt="" /></div>
Don't panic, but famed British comedian and noted <em>Hitchhiker's Guide to the Galaxy</em> voice (he's done the audio books and narrated the movie) Stephen Fry will provide narration for <em>LittleBigPlanet</em>. Media Molecule's Alex Evans made the announcement during a press briefing for the game, although he had the TV muted at the time. Seems fitting for when we make our <a href="http://en.wikipedia.org/wiki/Whole_Sort_of_General_Mish_Mash">whole sort of general mishmash</a>.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/16/dont-panic-stephen-fry-provides-littlebigplanet-narration/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1258311/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/16/dont-panic-stephen-fry-provides-littlebigplanet-narration/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>e3</category><category>e3-2008</category><category>h2g2</category><category>hitchhikers-guide-to-galaxy</category><category>lbp</category><category>little-big-planet</category><category>littlebigplanet</category><category>stephen-fry</category><dc:creator>Ross Miller</dc:creator><dc:date>2008-07-16T19:15:00+00:00</dc:date></item><item><title>'Strong possibility' Spore creations will be exportable to Maya</title><link>http://www.joystiq.com/2008/07/16/strong-possibilty-spore-creations-will-be-exportable-to-maya/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/16/strong-possibilty-spore-creations-will-be-exportable-to-maya/</guid><comments>http://www.joystiq.com/2008/07/16/strong-possibilty-spore-creations-will-be-exportable-to-maya/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/mac/" rel="tag">Mac</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a></p><div align="center"><img vspace="4" hspace="0" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/maya-spore-490.jpg" alt="" /></div>
While taking us through an exhaustive hands-on with <em><a href="http://www.joystiq.com/tag/Spore/">Spore</a></em>, Maxis producer Thomas Vu told us that there was a "strong possibility" that the company would allow you to export your creations - creatures, buildings and vehicles - from the game into 3D modeling/animation program Maya. Vu said it wouldn't be a stretch for other 3D-creation apps (e.g. Lightwave, 3D Studio Max) to be made compatible, too. <br /><br />Also likely exportable is the music you create in the game, although Vu was not sure what format. What would be holding the feature back, explained Vu, was if it "didn't fit <em>Spore</em>," i.e. how do we define the title? As a game, an app? He suggested that if community interest was strong enough they'd likely put it in. You hear that, community? Make our dreams as aspiring animators that much closer to fruition. We'll have more from our exhaustive session with <em>Spore</em> later this week.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/16/strong-possibilty-spore-creations-will-be-exportable-to-maya/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1258366/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/16/strong-possibilty-spore-creations-will-be-exportable-to-maya/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>3d</category><category>3d-modeling</category><category>autodesk</category><category>e3</category><category>e3-2008</category><category>ea</category><category>electronic-arts</category><category>maxis</category><category>maya</category><category>spore</category><dc:creator>Ross Miller</dc:creator><dc:date>2008-07-16T18:45:00+00:00</dc:date></item><item><title>Xbox Live Arcade in talks with unnamed board game IP partner</title><link>http://www.joystiq.com/2008/07/16/xbox-live-arcade-in-talks-with-unnamed-board-game-ip-partner/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/16/xbox-live-arcade-in-talks-with-unnamed-board-game-ip-partner/</guid><comments>http://www.joystiq.com/2008/07/16/xbox-live-arcade-in-talks-with-unnamed-board-game-ip-partner/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/arcade/" rel="tag">Arcade</a>, <a href="http://www.joystiq.com/category/retro/" rel="tag">Retro</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/e3/" rel="tag">E3</a>, <a href="http://www.joystiq.com/category/casual/" rel="tag">Casual</a></p><div align="center"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/candyland.jpg" /><br /></div>
Scott Austin, Microsoft Director of Digitally Distributed Games, tells us that there are talks in progress with "a potential partner who has lots of board game IP." He says that XBLA's boardgames are considered evergreen content by Microsoft -- games like <em>Catan</em> and <em>Carcassone</em> sell well all the time -- and that Microsoft is definitely looking to include more traditional board games in the Arcade. They expect the same kind of evergreen popularity for their <a href="http://www.xbox360fanboy.com/2008/07/14/e308-dashboard-overhaul-and-avatars/">Xbox Live Primetime</a> service, which will combine online gaming on XBL with a television-style format.<br /><br />We asked Austin if the potential partner in question was a maker of more complex board games -- a D&amp;D-esque board game like <em><a href="http://www.daysofwonder.com/battlelore/en/">BattleLore</a> </em>or <a href="http://www.fantasyflightgames.com/runebound.html"><em>Runebound</em></a> would likely work very well on Xbox Live -- but he was not forthcoming. For all we know a deal is being struck with a more traditional board game maker like Parker Brothers. Either way, fans of board games on Xbox Live will definitely have more to look forward to.<br /><br /><strong>Update:</strong> The relationship between potential board game content and the Xbox Live Primetime service was clarified.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/07/16/xbox-live-arcade-in-talks-with-unnamed-board-game-ip-partner/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1258243/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/16/xbox-live-arcade-in-talks-with-unnamed-board-game-ip-partner/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>board-game</category><category>e3</category><category>e3-2008</category><category>scott-austin</category><category>xbla</category><dc:creator>Mike Schramm</dc:creator><dc:date>2008-07-16T18:30:00+00:00</dc:date></item></channel></rss>