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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Halfbrick shares Fruit Ninja sales numbers, how to succeed on the App store]]></title><link>http://www.joystiq.com/2010/05/10/halfbrick-shares-fruit-ninja-sales-numbers-how-to-succeed-on-th/</link><guid isPermaLink="true">http://www.joystiq.com/2010/05/10/halfbrick-shares-fruit-ninja-sales-numbers-how-to-succeed-on-th/</guid><comments>http://www.joystiq.com/2010/05/10/halfbrick-shares-fruit-ninja-sales-numbers-how-to-succeed-on-th/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" border="1" vspace="0" src="http://www.blogcdn.com/www.joystiq.com/media/2010/05/iphonefruitninja5805102010.jpg" alt="" /></div>
iPhone and iPod Touch gamers have likely already heard of <a href="http://www.fruitninja.com"><em>Fruit Ninja</em></a>, a game where you <em>coldly murder</em> different offerings from nature's bounty -- by tapping and slicing across the screen, you cut down watermelons and the like. It's a pretty simple game and at only $.99, it's quickly climbed the charts of the most popular Apps in the US, Canada, Australia, Germany, France, Denmark and Sweden. So we decided to grill Halbrick's creator and lead designer of <em>Fruit Ninja</em>, Luke Muscat, on all things iPhone. <br />
<br />
<strong>Joystiq: You sent out a press release before the weekend claiming 140,000 copies sold of your iPhone/iPod Touch game, Fruit Ninja. What's the current total at?</strong><br />
<br />
Luke Muscat: Over 200,000 now. That's a pretty big milestone for us, we are very happy to have achieved such great success in a market that can be pretty unpredictable. If you're reading this and have purchased the game - you rule the App store!<p><a href="http://www.joystiq.com/2010/05/10/halfbrick-shares-fruit-ninja-sales-numbers-how-to-succeed-on-th/" rel="bookmark">Continue reading <em>Halfbrick shares Fruit Ninja sales numbers, how to succeed on the App store</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/05/10/halfbrick-shares-fruit-ninja-sales-numbers-how-to-succeed-on-th/">Halfbrick shares Fruit Ninja sales numbers, how to succeed on the App store</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 10 May 2010 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/05/10/halfbrick-shares-fruit-ninja-sales-numbers-how-to-succeed-on-th/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19471045/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/05/10/halfbrick-shares-fruit-ninja-sales-numbers-how-to-succeed-on-th/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Apple</category><category>fruit-ninja</category><category>halfbrick</category><category>halfbrick-studios</category><category>interview</category><category>Interviews</category><category>iphone</category><category>ipod</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Mon, 10 May 2010 16:30:00 EST</pubDate></item><item><title><![CDATA[Big, huge interview: Big Huge Games head Tim Train]]></title><link>http://www.joystiq.com/2010/04/29/big-huge-interview-big-huge-games-head-tim-train/</link><guid isPermaLink="true">http://www.joystiq.com/2010/04/29/big-huge-interview-big-huge-games-head-tim-train/</guid><comments>http://www.joystiq.com/2010/04/29/big-huge-interview-big-huge-games-head-tim-train/#comments</comments><description><![CDATA[<div style="text-align: center; "><a href="http://www.joystiq.com/photos/tim-train-explains-the-near-death-of-his-studio-big-huge-games/full/#2940131"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/04/bighugegameslogo_580.jpg" /></a></div>
When 38 Studios isn't busy <a href="http://www.joystiq.com/2010/04/27/former-nintendo-vp-denise-kaigler-joins-38-studios/">hiring former Nintendo execs</a>, Curt Schilling's Massachusetts-based MMO developer is <a href="http://www.joystiq.com/2009/05/27/curt-schillings-38-studios-acquires-thqs-big-huge-games/">buying up close-to-death development studios</a> -- take, for instance, <a href="http://www.joystiq.com/tag/big-huge-games">Big Huge Games</a>. Tim Train, the studio's president, illuminated the near-death experience that Big Huge had in a talk at <a href="http://www.joystiq.com/tag/pax-east">PAX East</a> earlier this year (slides from said speech can be found below). <br />
<br />
He explained how, with just a handful of days left and termination letters ready to send out, 38 Studios swept in and saved Big Huge and the vast majority of its staff. We found his story so interesting, we thought we'd follow up with Train and have him explain it once more, as well as speak about other topics. Will Big Huge ever produce another digital board game? Unfortunately, it looks like you could be waiting on that for quite some time. Hit the break for the whole thing.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/tim-train-explains-the-near-death-of-his-studio-big-huge-games/">Tim Train explains the near death of his studio, Big Huge Games</a></strong></p><a href="http://www.joystiq.com/photos/tim-train-explains-the-near-death-of-his-studio-big-huge-games/#2940131"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/img2578_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/tim-train-explains-the-near-death-of-his-studio-big-huge-games/#2940133"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/img2579_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/tim-train-explains-the-near-death-of-his-studio-big-huge-games/#2940134"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/img2580_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/tim-train-explains-the-near-death-of-his-studio-big-huge-games/#2940136"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/img2581_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/tim-train-explains-the-near-death-of-his-studio-big-huge-games/#2940137"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/img2582_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/04/29/big-huge-interview-big-huge-games-head-tim-train/" rel="bookmark">Continue reading <em>Big, huge interview: Big Huge Games head Tim Train</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/04/29/big-huge-interview-big-huge-games-head-tim-train/">Big, huge interview: Big Huge Games head Tim Train</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 29 Apr 2010 18:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/04/29/big-huge-interview-big-huge-games-head-tim-train/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19458926/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/29/big-huge-interview-big-huge-games-head-tim-train/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>38-studios</category><category>ascendant</category><category>big-huge-games</category><category>catan</category><category>copernicus</category><category>copernicus-mmo</category><category>curt-schilling</category><category>god-the-game</category><category>interview</category><category>interviews</category><category>kingdoms-of-amalur-reckoning</category><category>klaus-teuber</category><category>project-mercury</category><category>ra-salvatore</category><category>settlers-of-catan</category><category>tim-train</category><category>todd-mcfarlane</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 29 Apr 2010 18:30:00 EST</pubDate></item><item><title><![CDATA[Interview: Skate 3's Chris "Cuz" Perry]]></title><link>http://www.joystiq.com/2010/04/01/interview-skate-3s-chris-cuz-perry/</link><guid isPermaLink="true">http://www.joystiq.com/2010/04/01/interview-skate-3s-chris-cuz-perry/</guid><comments>http://www.joystiq.com/2010/04/01/interview-skate-3s-chris-cuz-perry/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/photos/skate-3/full/#2743465"><img hspace="0" vspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/skate3int03312010.jpg" alt="" /></a></div>
At PAX East, we managed to bend the ear of Chris "Cuz" Perry, one of the <em>Skate</em> series' producers -- you know, the dude from those<span style="text-decoration: underline;"> </span><a href="http://www.joystiq.com/2010/01/29/skate-3-dev-diary-explains-the-origins-of-port-carverton/">developer diary</a> <a href="http://www.joystiq.com/2010/03/24/video-skate-3-ramps-up-user-created-content/">videos</a>? Yeah, him. He was rocking the <a href="http://www.joystiq.com/tag/skate-3"><em>Skate 3</em></a> booth, showing off the game, so we did what we do best: cornered him and started firing off questions. See what he had to say below!<br />
<br />
<strong>Could you tell us what your name and position is?</strong><br />
<br />
My full name is Chris Perry and I'm a producer on <em>Skate</em>.<br />
<br />
<strong>You guys really kept up support for <em>Skate 2</em> through DLC long after the game came out. Is that something you plan to do with <em>Skate 3</em>?</strong><br />
<br />
Official policy is that we can't talk about that, but it sounds like it's a good idea!<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/skate-3/">Skate 3</a></strong></p><a href="http://www.joystiq.com/photos/skate-3/#2429105"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/11/skate3_1st_look_2-1152009-1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/skate-3/#2429106"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/11/skate3_1st_look_4-1152009-2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/skate-3/#2429107"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/11/skate3_1st_look_5-1152009-3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/skate-3/#2429108"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/11/skate3_1st_look_6-1152009-4_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/skate-3/#2429109"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/11/skate3_1st_look_9-1152009-5_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/04/01/interview-skate-3s-chris-cuz-perry/" rel="bookmark">Continue reading <em>Interview: Skate 3's Chris "Cuz" Perry</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/04/01/interview-skate-3s-chris-cuz-perry/">Interview: Skate 3's Chris "Cuz" Perry</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 01 Apr 2010 12:28:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/04/01/interview-skate-3s-chris-cuz-perry/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19416823/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/01/interview-skate-3s-chris-cuz-perry/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ea-black-box</category><category>interview</category><category>Interviews</category><category>Microsoft</category><category>pax-east</category><category>pax-east-2010</category><category>skate</category><category>skate-3</category><category>skateboarding</category><category>sports</category><category>Xbox-360</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Thu, 01 Apr 2010 12:28:00 EST</pubDate></item><item><title><![CDATA[Interview: Prince of Persia: The Forgotten Sands' Michael McIntyre]]></title><link>http://www.joystiq.com/2010/03/31/interview-prince-of-persia-the-forgotten-sands-michael-mcinty/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/31/interview-prince-of-persia-the-forgotten-sands-michael-mcinty/</guid><comments>http://www.joystiq.com/2010/03/31/interview-prince-of-persia-the-forgotten-sands-michael-mcinty/#comments</comments><description><![CDATA[<div style="text-align: center; "><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/11/poplogo1130.jpg" /></div>
Positioned as a new sequel to fan favorite <em>Prince of Persia: The Sands of Time</em>, Ubisoft Montreal's <em><a href="http://www.joystiq.com/tag/prince-of-persia-the-forgotten-sands">Prince of Persia: The Forgotten Sands</a></em> is a clear return to tradition. It diverges from 2008's <a href="http://www.joystiq.com/tag/prince-of-persia">cel-shaded scurrier</a> in more ways than one: platforming is more difficult; the time rewind is back; and the adventure is entirely linear. Though the game <a href="http://www.joystiq.com/2010/03/26/hands-on-prince-of-persia-the-forgotten-sands-360/">showed promise</a> at PAX East 2010, we couldn't help but ask Level Design Director Michael McIntyre what this familiar entry means for fans and the franchise.<br />
<br />
<strong>Joystiq: Prince of Persia: The Forgotten Sands -- how is that being positioned to fans of 2008's game? Is it an apology?<br />
</strong><br />
Michael McIntyre: Oh, not at all. Actually, this project was started before that game even released, so we had no idea how that game was going to be received. We knew that the PoP 2008 was a daring take on the Prince of Persia franchise. but we knew that there would be people that definitely liked it and we just weren't certain what fans of Sands of Time would take it, even though we knew it was quite different from Sands of Time. So, there was already an early plan to do a Sands of Time-type game, not at the same time but it was already in progress.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/prince-of-persia-the-forgotten-sands/">Prince of Persia: The Forgotten Sands</a></strong></p><a href="http://www.joystiq.com/photos/prince-of-persia-the-forgotten-sands/#2533033"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/12/pop-tfs03_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/prince-of-persia-the-forgotten-sands/#2533032"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/12/pop-tfs02_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/prince-of-persia-the-forgotten-sands/#2533031"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/12/pop-tfs01_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/prince-of-persia-the-forgotten-sands/#2850814"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/poptmscreenshots36437210886543948_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/prince-of-persia-the-forgotten-sands/#2850815"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/poptmscreenshots374372108954494_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/03/31/interview-prince-of-persia-the-forgotten-sands-michael-mcinty/" rel="bookmark">Continue reading <em>Interview: Prince of Persia: The Forgotten Sands' Michael McIntyre</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/31/interview-prince-of-persia-the-forgotten-sands-michael-mcinty/">Interview: Prince of Persia: The Forgotten Sands' Michael McIntyre</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 31 Mar 2010 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/31/interview-prince-of-persia-the-forgotten-sands-michael-mcinty/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19416912/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/31/interview-prince-of-persia-the-forgotten-sands-michael-mcinty/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>interviews</category><category>michael-mcintyre</category><category>Microsoft</category><category>pax-east-2010</category><category>prince-of-persia</category><category>prince-of-persia-the-forgotten-sands</category><category>ubisoft</category><category>ubisoft-montreal</category><category>ubisoft-quebec</category><category>Xbox-360</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Wed, 31 Mar 2010 16:00:00 EST</pubDate></item><item><title><![CDATA[Interview: EGM Now's Steve Harris]]></title><link>http://www.joystiq.com/2009/09/11/interview-egm-nows-steve-harris/</link><guid isPermaLink="true">http://www.joystiq.com/2009/09/11/interview-egm-nows-steve-harris/</guid><comments>http://www.joystiq.com/2009/09/11/interview-egm-nows-steve-harris/#comments</comments><description><![CDATA[<div align="center"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/egmnumberone580px.jpg" /><br /></div>
Following <a href="http://www.joystiq.com/2009/01/06/official-ugo-buys-1up-egm-dead/">the closure of <em>Electronic Gaming Monthly</em></a> by parent company Ziff Davis Media earlier this year (after nearly 20 years in the game industry), the magazine's original founder <a href="http://www.joystiq.com/2009/05/29/egm-sold-to-original-founder-resuming-publication-this-year/">Steve Harris repurchased the rights</a> and promised a rebirth for EGM. We ran into Harris at <a href="http://www.joystiq.com/tag/e3-2009">E3 2009</a> and cajoled him into speaking with us about his purchase. (He was a bit busy with business at E3, as you might imagine, thus we're talking a few months later.) <br /><br />Though we're still a little ways off from the mag's December 1 "return," he gave us a few hints of what to expect, his explanation of how <em>EGM Now</em> will succeed financially where "old <em>EGM</em>" failed, and a few of his favorite games on the current-gen systems. <br /><br />Hit the break for the whole thing.<p><a href="http://www.joystiq.com/2009/09/11/interview-egm-nows-steve-harris/" rel="bookmark">Continue reading <em>Interview: EGM Now's Steve Harris</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/09/11/interview-egm-nows-steve-harris/">Interview: EGM Now's Steve Harris</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 11 Sep 2009 15:25:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/09/11/interview-egm-nows-steve-harris/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19157484/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/09/11/interview-egm-nows-steve-harris/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>e3-2009</category><category>egm</category><category>egm-now</category><category>electronic-gaming-monthly</category><category>interview</category><category>interviews</category><category>journalism</category><category>magazine</category><category>steve-harris</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Fri, 11 Sep 2009 15:25:00 EST</pubDate></item><item><title><![CDATA[Interview: Shaimus ]]></title><link>http://www.joystiq.com/2009/07/18/interview-shaimus/</link><guid isPermaLink="true">http://www.joystiq.com/2009/07/18/interview-shaimus/</guid><comments>http://www.joystiq.com/2009/07/18/interview-shaimus/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.shaimus.com/"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/07/shaimusmain1a.jpg" alt="" /></a><br /></div>
<a href="http://www.shaimus.com/">Shaimus</a> is a band born out of Harmonix, featuring former employees Phil Beaudreau and Johannes "Rash" Raasina, and has been lucky enough to have songs in both <a href="http://www.joystiq.com/tag/guitar-hero"><span style="font-style: italic;">Guitar Hero</span></a> ("All Of This") and <a href="http://www.joystiq.com/tag/rock-band-2"><span style="font-style: italic;">Rock Band 2</span></a> ("Like a Fool'). They recently launched a <a href="http://www.shaimus.com/tstiwlih.html">new album</a>, and we caught up with them at one of their Los Angeles shows to see what it's like being a rock band in a video game about ... rock bands.<br /><br />Read the interview after the break, and check out one of their free tunes <a href="http://www.shaimus.com/turn/">right here</a>.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/shaimus/">Shaimus</a></strong></p><a href="http://www.joystiq.com/photos/shaimus/#2151285"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/07/shaimusshow17_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/shaimus/#2151284"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/07/shaimusshow37_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/shaimus/#2151283"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/07/shaimusshow27_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/shaimus/#2151282"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/07/shaimusshow26_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/shaimus/#2151281"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/07/shaimusshow34_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2009/07/18/interview-shaimus/" rel="bookmark">Continue reading <em>Interview: Shaimus </em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/07/18/interview-shaimus/">Interview: Shaimus </a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 18 Jul 2009 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.shaimus.com/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/07/18/interview-shaimus/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19071787/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/07/18/interview-shaimus/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Guitar-Hero</category><category>Harmonix</category><category>interviews</category><category>music</category><category>rhythm</category><category>Rock-Band</category><category>Rock-Band-2</category><category>Shaimus</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Sat, 18 Jul 2009 19:00:00 EST</pubDate></item><item><title><![CDATA[Codemasters talks Overlord, working with Wii]]></title><link>http://www.joystiq.com/2009/02/09/codemasters-talks-overlord-working-with-wii/</link><guid isPermaLink="true">http://www.joystiq.com/2009/02/09/codemasters-talks-overlord-working-with-wii/</guid><comments>http://www.joystiq.com/2009/02/09/codemasters-talks-overlord-working-with-wii/#comments</comments><description><![CDATA[<div align="center"><a href="http://multiplayerblog.mtv.com/2009/02/09/codemasters-new-overlord-wii-game-is-for-the-hardcore/"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/02/overlorddarklegend02092009.jpg" /></a><br /></div>
It might not be a good time to port your game to the Wii right now. With <a href="http://www.joystiq.com/tag/dead-rising"><em>Dead Rising</em></a> causing many jaws to <a href="http://www.joystiq.com/2009/02/09/dont-stare-directly-into-the-dead-rising-wii-maintenence-tunne/">hit the floor in disgust</a>, confidence isn't in ready supply. Enter <a href="http://www.joystiq.com/tag/overlord-dark-legend"><em>Overlord: Dark Legend</em></a> brand manager Dan Robinson, who doesn't want you to think his game is just being <em>slapped together</em>.<br /><br />Codemasters "realized quite early on if we just did a port of '<em>Overlord</em>' or '<em>Overlord 2</em>' onto the Wii, we'd get slighted," Robinson told <a href="http://multiplayerblog.mtv.com/2009/02/09/codemasters-new-overlord-wii-game-is-for-the-hardcore/">MTV Multiplayer</a>. The most important thing for his company is that "the game works with the control system." He explained that when making a game on a Nintendo console, a developer has to "make sure that it hits all the buttons that Nintendo fanboys want," because it can be "dead in the water before you've even started." Viewing the Wii as something more than a system to make a quick buck on ... that is a good start! <br /><br />Codemasters, like <a href="http://www.joystiq.com/tag/sega">Sega</a>, is looking for that hardcore buck, too. "I think it's definitely more of a hardcore game than you've got on the Wii at the moment," he said. "I think this gives us an opportunity to show them that the Wii can actually do games like this, and it actually works and it can make good fun." Casual players need not feel left out, however, as he thinks there are "elements of it" that will appeal to them.<br /><br /><em>Overlord: Dark Legend</em> is currently slated for release this summer.<br /><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/02/09/codemasters-talks-overlord-working-with-wii/">Codemasters talks Overlord, working with Wii</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 09 Feb 2009 18:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://multiplayerblog.mtv.com/2009/02/09/codemasters-new-overlord-wii-game-is-for-the-hardcore/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/02/09/codemasters-talks-overlord-working-with-wii/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1455037/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/02/09/codemasters-talks-overlord-working-with-wii/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>codemasters</category><category>fantasy</category><category>interview</category><category>interviews</category><category>overlord</category><category>overlord-dark-legend</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Mon, 09 Feb 2009 18:15:00 EST</pubDate></item><item><title><![CDATA[Joystiq interviews GameFly about Shacknews acquisition]]></title><link>http://www.joystiq.com/2009/02/04/joystiq-interviews-gamefly-about-shacknews-acqusition/</link><guid isPermaLink="true">http://www.joystiq.com/2009/02/04/joystiq-interviews-gamefly-about-shacknews-acqusition/</guid><comments>http://www.joystiq.com/2009/02/04/joystiq-interviews-gamefly-about-shacknews-acqusition/#comments</comments><description><![CDATA[<div align="center"><img width="580" vspace="4" hspace="0" height="289" border="1" align="top" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/02/shacknewsgamefly.jpg" /><br /></div>
We caught up with <a href="http://joystiq.com/tag/gamefly">GameFly</a> today regarding its surprising <a href="http://www.joystiq.com/2009/02/03/gamefly-purchases-shacknews/">purchase</a> of Shacknews, along with all related sites. Speaking with GameFly co-founder Sean Spector, we asked him what the plans are for the respected site and how it fits into GameFly's business. We also made sure to ask if there are any expected layoffs and how it plans to succeed where companies like <a href="http://joystiq.com/tag/gametap">GameTap</a> have <a href="http://www.joystiq.com/2008/05/28/gametap-fires-editorial-department-read-and-watch-sections-to-s/">failed</a>.<br /><br /><span style="font-weight: bold;">Joystiq: So, first question: </span><em style="font-weight: bold;">Why</em><span style="font-weight: bold;">?</span><br /><br />Sean Spector: We just feel there is for our users and our members, and as well the gamer community at large, that there's a growing need for quality game content. The guys at Shacknews have done a really good job of building a site and content that gamers seem to respond to.<br /><br style="font-weight: bold;" /><span style="font-weight: bold;">Is it confirmed that the entire Shacknews staff is staying on? No layoffs?</span><br /><br />SS: Steven Gibson, the founder, is not staying on. That was one of the reasons for him to want to sell the site. He's been doing it for 14 years and wanted to, sort of, take a vacation from the site. He and I are going to be talking on a regular basis. He's a really good guy, it's his baby, and I want to do it justice. Nick and Chris, who are the two journalists staying on, they are GameFly employees. Maarten, who has been doing the technical development for the last several years will stay on, probably as a consultant.<p><a href="http://www.joystiq.com/2009/02/04/joystiq-interviews-gamefly-about-shacknews-acqusition/" rel="bookmark">Continue reading <em>Joystiq interviews GameFly about Shacknews acquisition</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/02/04/joystiq-interviews-gamefly-about-shacknews-acqusition/">Joystiq interviews GameFly about Shacknews acquisition</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 04 Feb 2009 16:32:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/02/04/joystiq-interviews-gamefly-about-shacknews-acqusition/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1450335/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/02/04/joystiq-interviews-gamefly-about-shacknews-acqusition/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gamefly</category><category>interview</category><category>interviews</category><category>sean-spector</category><category>shacknews</category><dc:creator><![CDATA[Alexander Sliwinski]]></dc:creator><pubDate>Wed, 04 Feb 2009 16:32:00 EST</pubDate></item><item><title><![CDATA[Nintendo's new marketing exec gets the profile treatment]]></title><link>http://www.joystiq.com/2007/11/01/nintendos-new-marketing-exec-gets-the-profile-treatment/</link><guid isPermaLink="true">http://www.joystiq.com/2007/11/01/nintendos-new-marketing-exec-gets-the-profile-treatment/</guid><comments>http://www.joystiq.com/2007/11/01/nintendos-new-marketing-exec-gets-the-profile-treatment/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a></p><a href="http://publications.mediapost.com/index.cfm?fuseaction=Articles.showArticleHomePage&amp;art_aid=70172"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2007/11/cammie_dunaway_sm.jpg"  alt="" /></a>When word hit that <a href="http://www.joystiq.com/2007/10/11/kaplan-hits-the-road-jack/">Perrin</a> and <a href="http://www.joystiq.com/2007/09/14/harrison-on-the-way-out-taking-beatles-jokes-with-him/">George</a> (and Beth) were hitting the road, Nintendo quickly found a few good bodies to take their place. Taking over the role of chief marketing officer is Cammie Dunaway, who spent some time with Yahoo! and Frito-Lay. Seeing as how this is her first foray into the gaming industry, we all don't know much about her.<br /><br />Well, thanks to MediaPost, we're given a bit more information about her. Like how her young son is in love with <em>Pokemon</em>, as she states <span class="articleText">"I've seen the excitement on my nine-year-old son's (Davis) face when he's playing a Pokemon game on his DS and spots someone else at the airport playing, too. They become instant friends." A marketer through-and-through, eh? Dunaway will be leaving her position at Yahoo! and starting at Nintendo come Monday.</span><br /><br />[Via <a href="http://www.joystiq.com/2007/11/01/get-to-know-nintendos-new-marketing-chief/">Joystiq</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/11/01/nintendos-new-marketing-exec-gets-the-profile-treatment/">Nintendo's new marketing exec gets the profile treatment</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 01 Nov 2007 17:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://publications.mediapost.com/index.cfm?fuseaction=Articles.showArticleHomePage&amp;art_aid=70172>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/11/01/nintendos-new-marketing-exec-gets-the-profile-treatment/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1027561/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/11/01/nintendos-new-marketing-exec-gets-the-profile-treatment/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cammie-dunaway</category><category>interviews</category><category>marketing</category><category>pokemon</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Thu, 01 Nov 2007 17:30:00 EST</pubDate></item><item><title><![CDATA[Joystiq interview: Spider-Man: Friend or Foe producer Jamie Bafus]]></title><link>http://www.joystiq.com/2007/10/08/joystiq-interview-spider-man-friend-or-foe-producer-jamie-bafu/</link><guid isPermaLink="true">http://www.joystiq.com/2007/10/08/joystiq-interview-spider-man-friend-or-foe-producer-jamie-bafu/</guid><comments>http://www.joystiq.com/2007/10/08/joystiq-interview-spider-man-friend-or-foe-producer-jamie-bafu/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps2/" rel="tag">Sony PlayStation 2</a>, <a href="http://www.joystiq.com/category/wii/" rel="tag">Nintendo Wii</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div align="center"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2007/10/spideyfof.jpg" alt="" /><br /></div>
From from the beginning, we haven't quite understood<span style="font-style: italic;"> <a href="http://www.joystiq.com/search/?q=Spider-Man%3A%20Friend%20or%20Foe">Spider-Man: Friend or Foe</a></span>. Is it a movie game? Is it standalone? Is it for kids, or can adults play too? We got in contact with producer Jamie Bafus to help us understand the rationale behind the new series.<strong><br /><br />A lot of people were confused when they saw <em>Spider-Man: Friend or Foe</em> announced so soon after <em>Spider-Man 3</em>. Can you tell us a little bit about the inception of the game, the vision for setting it apart from the movie games? <br /><br /></strong>The previous movie-based Spider-Man games were rated "T" which left out the huge base of younger Spider-Man fans. With <em>Spider-Man: Friend or Foe</em> we set out to make a Spider-Man game that was not only suitable for kids but also fun for gamers of all ages. <br /><br />When we were thinking of how to best create a family-friendly Spider-Man game, we liked the idea of combining all three movies together in one game, but we also had a concept for a team-up game which would have made it really difficult to follow the <em>Spider-Man</em> movie plots. So, we decided to pay homage to the movies in, what we think, are really fun ways and create something unique with the team-up aspect that we feel fans of all ages will want to play.<br /><br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/spider-man-friend-or-foe/">Spider-Man: Friend or Foe</a></strong></p><a href="http://www.joystiq.com/photos/spider-man-friend-or-foe/#310174"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/07/spider-man-friend-or-foe005_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/spider-man-friend-or-foe/#310173"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/07/spider-man-friend-or-foe004_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/spider-man-friend-or-foe/#310172"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/07/spider-man-friend-or-foe008_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/spider-man-friend-or-foe/#310171"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/07/spider-man-friend-or-foe002_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/spider-man-friend-or-foe/#310170"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/07/spider-man-friend-or-foe---_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2007/10/08/joystiq-interview-spider-man-friend-or-foe-producer-jamie-bafu/" rel="bookmark">Continue reading <em>Joystiq interview: Spider-Man: Friend or Foe producer Jamie Bafus</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/10/08/joystiq-interview-spider-man-friend-or-foe-producer-jamie-bafu/">Joystiq interview: Spider-Man: Friend or Foe producer Jamie Bafus</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 08 Oct 2007 15:58:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2007/10/08/joystiq-interview-spider-man-friend-or-foe-producer-jamie-bafu/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1008100/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/10/08/joystiq-interview-spider-man-friend-or-foe-producer-jamie-bafu/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>activision</category><category>interviews</category><category>PC</category><category>PS2</category><category>spiderman</category><category>spidermanfriendorfoe</category><category>Wii</category><category>Xbox-360</category><dc:creator><![CDATA[Justin McElroy]]></dc:creator><pubDate>Mon, 08 Oct 2007 15:58:00 EST</pubDate></item><item><title><![CDATA[Don't expect any Treasure games on PSN anytime soon]]></title><link>http://www.joystiq.com/2007/09/18/dont-expect-any-treasure-games-on-psn-anytime-soon/</link><guid isPermaLink="true">http://www.joystiq.com/2007/09/18/dont-expect-any-treasure-games-on-psn-anytime-soon/</guid><comments>http://www.joystiq.com/2007/09/18/dont-expect-any-treasure-games-on-psn-anytime-soon/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.joystiq.com/category/psn/" rel="tag">PlayStation Network</a></p><div align="center"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2007/09/treasure.jpg" alt="" /><br /></div>
On the cusp of <a href="http://www.joystiq.com/2007/09/16/ps3-poll-police-tokyo-game-showdown-edition/">Tokyo Game Show</a>, the <a href="http://www.1up.com/do/newsStory?cId=3162888">1up crew tracked down</a> Treasure president Masato Maegawa to ask him all sorts of questions regarding his company's future. Treasure, of course, is the company behind such great titles like <em>Ikaruga</em>,<em> Radiant Silvergun</em> and <em>Guardian Heroes</em>.<br /><br />While we're sure plenty of you would love to download any of those games via the <a href="http://www.joystiq.com/category/psn/">PlayStation Network</a>, it doesn't look like it'll be happening ... at least not for awhile, anyway. Maegawa said that Treasure is just now "fully up and running on developing for Xbox Live Arcade, so to move resources to PSN just now wouldn't make much sense."<br /><br />Ouch, did you hear that? That's the sound of my heart being crushed under Maegawa's steel-toed penny loafers. You'll rue the day for this decision, Maegawa. RUE!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/09/18/dont-expect-any-treasure-games-on-psn-anytime-soon/">Don't expect any Treasure games on PSN anytime soon</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 18 Sep 2007 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.1up.com/do/newsStory?cId=3162888>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/09/18/dont-expect-any-treasure-games-on-psn-anytime-soon/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/992118/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/09/18/dont-expect-any-treasure-games-on-psn-anytime-soon/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>1up</category><category>ikaruga</category><category>interviews</category><category>maegawa</category><category>playstation-network</category><category>psn</category><category>treasure</category><dc:creator><![CDATA[Chris Powell]]></dc:creator><pubDate>Tue, 18 Sep 2007 13:00:00 EST</pubDate></item><item><title><![CDATA[PS3 Fanboy interviews Uncharted's Amy Hennig]]></title><link>http://www.joystiq.com/2007/09/15/ps3-fanboy-interviews-uncharteds-elena-fischer/</link><guid isPermaLink="true">http://www.joystiq.com/2007/09/15/ps3-fanboy-interviews-uncharteds-elena-fischer/</guid><comments>http://www.joystiq.com/2007/09/15/ps3-fanboy-interviews-uncharteds-elena-fischer/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div align="center"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/09/425cistern-gut-punch.jpg" /><br /></div>
[<strong>Update:</strong> We're currently revising a few mishaps that occured during the transcription of the interview. Please stay tuned for an updated interview. Sorry for the mishap!]<br />Amy Hennig, lead designer of the upcoming PS3 adventure game <em>Uncharted</em>, sat down with PS3 Fanboy to talk about her upcoming game. Inspired by the old Indiana Jones of yore, she wants to bring much more than "<em>Tomb Raider</em> with a guy."<br /><br /><strong><em>Uncharted</em> is Naughty Dog's most ambitious title yet. Although its scale is larger than any previous game for the team, has anything been lost during the game's development?</strong><br />Always. You start off with a very ambitious plan, and think "well, that would've been nice," but "we'll do this." But, I think unless you shoot for the stars, you don't get here. I think there's a lot of features that we're going to include in the next one, if there is a next one. I'd like to do a lot more with physics, a greater variety of gameplay.<br /><br /><strong>Would you consider <em>Uncharted</em> to be an interactive movie?</strong><br />Well, that's got a stigma to it, doesn't it? When people say "interactive movie," it seems like it's not really an interactive game. We try to steer away from that. We sometimes try to steer away from the word "cinematic" because its pejorative. I think it's a video game: it's a video, and you play it. Hopefully, we straddled those definitions that people can appreciate.<br /><br /><p><a href="http://www.joystiq.com/2007/09/15/ps3-fanboy-interviews-uncharteds-elena-fischer/" rel="bookmark">Continue reading <em>PS3 Fanboy interviews Uncharted's Amy Hennig</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/09/15/ps3-fanboy-interviews-uncharteds-elena-fischer/">PS3 Fanboy interviews Uncharted's Amy Hennig</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 15 Sep 2007 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2007/09/15/ps3-fanboy-interviews-uncharteds-elena-fischer/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/987086/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/09/15/ps3-fanboy-interviews-uncharteds-elena-fischer/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>expire-images:2007-10-15</category><category>interviews</category><category>uncharted</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Sat, 15 Sep 2007 11:30:00 EST</pubDate></item><item><title><![CDATA[Joystiq interviews Fate by Numbers director Paul van der Meer]]></title><link>http://www.joystiq.com/2007/08/27/joystiq-interviews-fate-by-numbers-director-paul-van-der-meer/</link><guid isPermaLink="true">http://www.joystiq.com/2007/08/27/joystiq-interviews-fate-by-numbers-director-paul-van-der-meer/</guid><comments>http://www.joystiq.com/2007/08/27/joystiq-interviews-fate-by-numbers-director-paul-van-der-meer/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/retro/" rel="tag">Retro</a>, <a href="http://www.joystiq.com/category/adventure/" rel="tag">Adventure</a></p><center><object width="490" height="404"><param name="movie" value="http://www.youtube.com/v/ZfVCx4eVZC0"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/ZfVCx4eVZC0" type="application/x-shockwave-flash" wmode="transparent" width="490" height="404"></embed></object></center>If you're the sort that hungers for the golden age of the adventure game, you may find what you're looking for in <a href="http://www.fatebynumbers.com/"><em>Fate by Numbers</em></a>, a free, episodic FMV adventure that had its first episode released recently. The futuristic noir is not just unique because of its genre but also for the way it came to fruition, the end result of a graduate school project. We asked director Paul van der Meer to tell us a bit more about how he and his team created their game for just a hair over $2,000.<br /><br /><strong>First off, maybe you can tell us a bit about the inception of the game, how did this all get started?<br /></strong><br />The game was made by four students. Rudi Nagelhout (programming), Roy Heijdra (video composite), Winne Willems (producing) and me (game design). We started thinking about the game in our third year of our study, called Communication and Multimedia Design (Breda, the Netherlands). It's a creative study that combines technology with art and creativity.<br /><br />We knew we had to make a personal project at the end of it. But we thought we could make something bigger when we combined our forces. We couldn't do a film, since it wasn't a film school. But we're also gamers and we love games like <em>Gabriel Knight</em>, <em>Monkey Island</em>, <em>Broken Sword</em> and <em>Blade Runner</em>. We also liked FMV adventures and wondered if we could do something similar.<p><a href="http://www.joystiq.com/2007/08/27/joystiq-interviews-fate-by-numbers-director-paul-van-der-meer/" rel="bookmark">Continue reading <em>Joystiq interviews Fate by Numbers director Paul van der Meer</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/08/27/joystiq-interviews-fate-by-numbers-director-paul-van-der-meer/">Joystiq interviews Fate by Numbers director Paul van der Meer</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 27 Aug 2007 15:55:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.fatebynumbers.com/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/08/27/joystiq-interviews-fate-by-numbers-director-paul-van-der-meer/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/975012/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/08/27/joystiq-interviews-fate-by-numbers-director-paul-van-der-meer/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>adventure</category><category>fatebynumbers</category><category>fmv</category><category>interviews</category><category>PC</category><dc:creator><![CDATA[Justin McElroy]]></dc:creator><pubDate>Mon, 27 Aug 2007 15:55:00 EST</pubDate></item><item><title><![CDATA[Joystiq interviews Heavenly Sword's Rhianna Pratchett]]></title><link>http://www.joystiq.com/2007/07/30/joystiq-interviews-heavenly-swords-rhianna-pratchett/</link><guid isPermaLink="true">http://www.joystiq.com/2007/07/30/joystiq-interviews-heavenly-swords-rhianna-pratchett/</guid><comments>http://www.joystiq.com/2007/07/30/joystiq-interviews-heavenly-swords-rhianna-pratchett/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div align="left"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2007/07/heavenlyfunny.jpg" alt="" /><br /></div>
While at the <a href="http://www.developmag.com/">Develop Conference</a> we had the opportunity to sit down with Rhianna Pratchett, script writer and story designer for <em><a href="http://www.joystiq.com/tag/HeavenlySword/">Heavenly Sword</a>. </em>We discuss the story of the game, her inspiration, the role of storytelling in video games and, among other things, her dad's (author <a href="http://en.wikipedia.org/wiki/Terry_pratchett">Terry Pratchett</a>) influence on her work.<br /><strong><br />Why are you writing for games, in particular?<br /><br /></strong>I've always been a gamer, since I was about six and I started playing <em>Mazogs</em> on the ZX81. My dad was very techy and into computers, electronics, robots and that kind of thing. He'd bring something that clicked and whirred home and I was an only child so, of course, I was fascinated with whatever my dad was doing. Games were only really becoming commercial then and maybe he thought it was quite cute to get his six year old daughter playing a game where she would run around with a sword killing giant bugs. I asked him about <em>Mazogs</em> the other day and he said that he remembers me being rather frightened of the bug creatures, at first. Although once I found I could kill them, I was much happier! <br /><br />I got hooked from that and I would get all his hand-me-down machines. We would play lots of games together, mainly isometric adventure games. Or rather, he would play them and I would sit beside him drawing all the maps for him. When I was around eleven years old, a girl called Katie moved next door to me and we would play adventure games together (there was precious little else to do in our tiny, one-road village!) but this time it was <em>our</em> adventure. We played games like <em>Monkey Island</em>, <em>King's Quest</em>, even things like the old <em>Leisure Suit Larry</em> games (we'd have to guess all the 'are you 18?' questions - which were mainly, and rather bizarrely, about the American political process!) <br /><br />I studied journalism at university. I didn't really think about games writing back then, so I started off being a games journalist, in about '98 on a magazine called PC Zone, which was (and still is) quite a hardcore PC magazine. I also did some work for The Guardian for a couple of years. Then about four years ago, I started going freelance and then I got my first gig as a story editor for a game and it took off from there as I started to get more and more projects.<br /><br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/heavenly-sword-ps3/">Heavenly Sword (PS3)</a></strong></p><a href="http://www.joystiq.com/photos/heavenly-sword-ps3/#244550"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/05/hs-003_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/heavenly-sword-ps3/#244551"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/05/hs-001_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/heavenly-sword-ps3/#244552"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/05/hs-004_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/heavenly-sword-ps3/#244553"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/05/hs-002_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/heavenly-sword-ps3/#244554"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/05/hs-005_thumbnail.jpg" alt="" title="" /></a></div><br /><strong></strong><p><a href="http://www.joystiq.com/2007/07/30/joystiq-interviews-heavenly-swords-rhianna-pratchett/" rel="bookmark">Continue reading <em>Joystiq interviews Heavenly Sword's Rhianna Pratchett</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/07/30/joystiq-interviews-heavenly-swords-rhianna-pratchett/">Joystiq interviews Heavenly Sword's Rhianna Pratchett</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 30 Jul 2007 08:55:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2007/07/30/joystiq-interviews-heavenly-swords-rhianna-pratchett/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/951876/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/07/30/joystiq-interviews-heavenly-swords-rhianna-pratchett/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>DevelopConference</category><category>HeavenlySword</category><category>interviews</category><category>joystiqfeatures</category><category>RhiannaPratchett</category><dc:creator><![CDATA[Jem Alexander]]></dc:creator><pubDate>Mon, 30 Jul 2007 08:55:00 EST</pubDate></item><item><title><![CDATA[Craaazy Crazy Taxi interview]]></title><link>http://www.joystiq.com/2007/03/30/craaazy-crazy-taxi-interview/</link><guid isPermaLink="true">http://www.joystiq.com/2007/03/30/craaazy-crazy-taxi-interview/</guid><comments>http://www.joystiq.com/2007/03/30/craaazy-crazy-taxi-interview/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.joystiq.com/category/crazy-taxi/" rel="tag">Crazy Taxi</a></p><p align="center"><a href="http://www.1up.com/do/previewPage?cId=3158197"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/crazytaxib.jpg" /></a></p>
<p><a href="http://www.1up.com/do/previewPage?cId=3158197">1UP</a> interviewed Kenji Kanno, the Chief Game Design Manager of the upcoming <em>Crazy Taxi: Fare Wars</em>. Amazingly, the interview doesn't really ask many questions about the PSP game. Instead, it focuses on general industry and <em>Crazy Taxi</em> series questions. When asked about the most important part about the evolution of the series, Kanno answered, "I wouldn't use the word 'evolution' for this series because basically the whole point of the game is to have a lot of fun in a short period of time."</p>
<p>Sounds like the perfect kind of game for a portable!<br /></p>
<p>[Thanks Jonah]</p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/03/30/craaazy-crazy-taxi-interview/">Craaazy Crazy Taxi interview</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 30 Mar 2007 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.1up.com/do/previewPage?cId=3158197>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/30/craaazy-crazy-taxi-interview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/859682/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/30/craaazy-crazy-taxi-interview/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>1up</category><category>crazy taxi</category><category>crazy taxi: fare wars</category><category>CrazyTaxi</category><category>CrazyTaxi:FareWars</category><category>interview</category><category>interviews</category><category>kenji kanno</category><category>KenjiKanno</category><dc:creator><![CDATA[Steven Bailey]]></dc:creator><pubDate>Fri, 30 Mar 2007 15:00:00 EST</pubDate></item><item><title><![CDATA[Developers talk PSP's future]]></title><link>http://www.joystiq.com/2007/03/25/developers-talk-psps-future/</link><guid isPermaLink="true">http://www.joystiq.com/2007/03/25/developers-talk-psps-future/</guid><comments>http://www.joystiq.com/2007/03/25/developers-talk-psps-future/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><p><a href="http://psp.ign.com/articles/775/775176p1.html"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/terminatorpsp.jpg" />IGN</a> took some time on PSP's 2nd anniversary to ask several developers what they thought the future held for PSP. Here are some of the more interesting excerpts:</p>
<p><strong>Ready at Dawn</strong> (devs of <em>Daxter</em> and the upcoming PSP <em>God of War</em>)</p>
<p>"I think it's bringing a whole new crowd to handheld gaming, people that would have never played the type of games on previous handhelds."</p>
<p><strong>SCEA's <em>SOCOM</em> Team</strong></p>
<p><strong>"</strong>The PSP is a great platform, but very few publishers and developers are creating games that really take advantage of the platform. I really hope that this will change. We have many more great PSP games coming out and I hope you look forward to them. "</p>
<p>Continued after the jump ...</p><p><a href="http://www.joystiq.com/2007/03/25/developers-talk-psps-future/" rel="bookmark">Continue reading <em>Developers talk PSP's future</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/03/25/developers-talk-psps-future/">Developers talk PSP's future</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 25 Mar 2007 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://psp.ign.com/articles/775/775176p1.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/25/developers-talk-psps-future/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/859478/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/25/developers-talk-psps-future/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>future of PSP</category><category>FutureOfPsp</category><category>high impact studios</category><category>HighImpactStudios</category><category>ign</category><category>interviews</category><category>psp</category><category>q</category><category>q entertainment</category><category>QEntertainment</category><category>ready at dawn</category><category>ReadyAtDawn</category><category>sce japan</category><category>sce studios bend</category><category>sce studios san diego</category><category>SceJapan</category><category>SceStudiosBend</category><category>SceStudiosSanDiego</category><dc:creator><![CDATA[Steven Bailey]]></dc:creator><pubDate>Sun, 25 Mar 2007 11:30:00 EST</pubDate></item><item><title><![CDATA[More Ratchet &amp; Clank interviews than you can handle]]></title><link>http://www.joystiq.com/2007/02/10/more-ratchet-and-clank-interviews-than-you-can-handle/</link><guid isPermaLink="true">http://www.joystiq.com/2007/02/10/more-ratchet-and-clank-interviews-than-you-can-handle/</guid><comments>http://www.joystiq.com/2007/02/10/more-ratchet-and-clank-interviews-than-you-can-handle/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.joystiq.com/category/ratchet-and-clank/" rel="tag">Ratchet and Clank</a>, <a href="http://www.joystiq.com/category/video/" rel="tag">Video</a></p><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/02/rcreview1.jpg" /><br />Hope you're interested in <em>Ratchet &amp; Clank: Size Matters</em> because <a href="http://www.gametrailers.com/register.php?ref_id=137810">GameTrailers</a> has posted not one ... not two ... but SIX interviews from the game's developers. They discuss various elements of the game, from multiplayer to designing the game engine. See past the cut to get your dose of <em>Ratchet &amp; Clank</em> and then make sure you come back at 12:01AM on February 12th to see PSP Fanboy's review of the game. The game releases on <a href="http://www.amazon.com/gp/product/B000G79XQO/002-5813720-7043256?ie=UTF8&amp;tag=prey0f&amp;linkCode=xm2&amp;camp=1789&amp;creativeASIN=B000G79XQO">February 13th</a>.<p><a href="http://www.joystiq.com/2007/02/10/more-ratchet-and-clank-interviews-than-you-can-handle/" rel="bookmark">Continue reading <em>More Ratchet &amp; Clank interviews than you can handle</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/02/10/more-ratchet-and-clank-interviews-than-you-can-handle/">More Ratchet &amp; Clank interviews than you can handle</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 10 Feb 2007 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2007/02/10/more-ratchet-and-clank-interviews-than-you-can-handle/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/751848/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/02/10/more-ratchet-and-clank-interviews-than-you-can-handle/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>clank</category><category>gametrailers</category><category>high impact</category><category>HighImpact</category><category>interview</category><category>interviews</category><category>ratchet</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Sat, 10 Feb 2007 16:30:00 EST</pubDate></item><item><title><![CDATA[Bill Gates on the 360, IPTV, convergence]]></title><link>http://www.joystiq.com/2007/01/08/bill-gates-on-the-360-iptv-convergence/</link><guid isPermaLink="true">http://www.joystiq.com/2007/01/08/bill-gates-on-the-360-iptv-convergence/</guid><comments>http://www.joystiq.com/2007/01/08/bill-gates-on-the-360-iptv-convergence/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a></p><a href="http://www.engadget.com/2007/01/08/a-lunchtime-chat-with-bill-gates-at-ces/"><img width="425" vspace="4" hspace="0" height="283" border="1" alt="" src="http://www.joystiq.com/media/2007/01/chrisg_billg_twins.jpg" /></a><br />Chris Grant of <a href="http://www.joystiq.com">Joystiq</a> (he's the handsome lad pictured above), along with <a href="http://www.engadget.com">Engadget</a>'s Ryan Block as well as folks from Kotaku, Gizmodo, and ScobleShow, sat down with Bill Gates at CES yesterday to talk about, well, everything. The group <a href="http://www.engadget.com/2007/01/08/a-lunchtime-chat-with-bill-gates-at-ces/">covers</a> issues like net neutrality, vertical integration, and of course, the Xbox 360. On the 360 side of things, Bill evokes memories of the 1990s as he declares the 360 as controlling people's living rooms. With the introduction of IPTV, it would seem that the 360 has finally become the "set top box" holy grail that was sought after in the last decade of the 20th century. Gates also reveals that the majority of Microsoft's often touted 5 million Xbox Live subscribers are of the Gold variety. Other topics discussed include digital distribution, Microsoft's future, and why the 360 will have a larger downloadable library than the PC. It's a good read and 360 fanboys would do well to <a href="http://www.engadget.com/2007/01/08/a-lunchtime-chat-with-bill-gates-at-ces/">check it out</a>. For those averse to the printed word, check out a video of the conversation at <a href="http://www.podtech.net/scobleshow/technology/1309/exclusive-lunch-with-ces-bloggers-and-bill-gates">ScobleShow</a>.<br /><br />[Via <a href="http://www.joystiq.com/2007/01/08/our-lunchtime-chat-with-bill-gates-at-ces/">Joystiq</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/01/08/bill-gates-on-the-360-iptv-convergence/">Bill Gates on the 360, IPTV, convergence</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 08 Jan 2007 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.engadget.com/2007/01/08/a-lunchtime-chat-with-bill-gates-at-ces/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/01/08/bill-gates-on-the-360-iptv-convergence/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/731889/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/01/08/bill-gates-on-the-360-iptv-convergence/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bill gates</category><category>BillGates</category><category>ces</category><category>interview</category><category>interviews</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Mon, 08 Jan 2007 17:00:00 EST</pubDate></item><item><title><![CDATA[Conversation with Bizarre Creations]]></title><link>http://www.joystiq.com/2006/10/21/conversation-with-bizarre-creations/</link><guid isPermaLink="true">http://www.joystiq.com/2006/10/21/conversation-with-bizarre-creations/</guid><comments>http://www.joystiq.com/2006/10/21/conversation-with-bizarre-creations/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><a href="http://thrillskilla.wordpress.com/2006/10/20/developer-interview-bizarre-creations/"><img width="425" vspace="4" hspace="4" height="239" border="1" align="middle" src="http://www.blogcdn.com/www.joystiq.com/media/2006/10/gw.jpg" id="vimage_1" alt="" /></a><br />Mike from the Xbox Domain, <a href="http://thrillskilla.wordpress.com/2006/10/20/developer-interview-bizarre-creations/">re-visits</a> <em>Geometry Wars</em> with Bizarre Creations Community and Web Lead Ben Ward. Included in the conservation: Hints that a <em>GW</em> dash theme could be on the way and an unconvincing refusal to confirm the possibility of a sequel.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/10/21/conversation-with-bizarre-creations/">Conversation with Bizarre Creations</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 21 Oct 2006 19:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://thrillskilla.wordpress.com/2006/10/20/developer-interview-bizarre-creations/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/10/21/conversation-with-bizarre-creations/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/688755/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/10/21/conversation-with-bizarre-creations/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bizarre creations</category><category>BizarreCreations</category><category>geometry wars</category><category>GeometryWars</category><category>interviews</category><dc:creator><![CDATA[Ken Weeks]]></dc:creator><pubDate>Sat, 21 Oct 2006 19:30:00 EST</pubDate></item><item><title><![CDATA[CliffyB's got your jump button right here]]></title><link>http://www.joystiq.com/2006/10/05/cliffybs-got-your-jump-button-right-here/</link><guid isPermaLink="true">http://www.joystiq.com/2006/10/05/cliffybs-got-your-jump-button-right-here/</guid><comments>http://www.joystiq.com/2006/10/05/cliffybs-got-your-jump-button-right-here/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/gears-of-war/" rel="tag">Gears of War</a></p><a href="http://computerandvideogames.com/article.php?id=147014"><img width="225" vspace="4" hspace="4" height="169" border="1" align="right" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2006/03/cliffyBpic.jpg" /></a><a href="http://www.1up.com/do/blogEntry?bId=7482393&amp;publicUserId=5474264">F*** jump</a>.<br /><br />That's what he said and, in a recent <a href="http://computerandvideogames.com/article.php?id=147014">interview</a> with <em>CVG</em>, CliffyB elaborates on his original theory that <em>Gears of War</em> is more <em>Bionic Commando</em> than <em>Mario</em>. You are jumping ... just with a grappling hook ... and on a different plane. He explains, "<span class="text_article_body">In <em>GoW</em> you're essentially jumping but you're jumping on the X and Y axis. So you're leaping into the environment. If you were to look at a <em>GoW</em> battlefield from an overhead view, it would almost look like a <em>Sonic</em> or <em>Mario</em> level because that's how all the cover plays out."<br /><br /></span><span class="text_article_body">That's a pretty novel way of looking at the game's construction. </span><span class="text_article_body">Though Cliffy does his best to appear otherwise, he often reveals a thoughtful side. Our favorite part of the interview: when he eschews the sentiment that a Hollywood adaptation means your game has made it. "</span><span class="text_article_body">I love movies but I believe I'm working in the most exciting sector of the entertainment industry." Oh <em>snap</em>! Take that movies! But he still offered up his candidate for the role of Marcus: Clive Owen. Really? He seems like he would need to put on about 150 ell-bees of muscle. And what's all this about </span><span class="text_article_body">Scarlett Johansson?</span><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/10/05/cliffybs-got-your-jump-button-right-here/">CliffyB's got your jump button right here</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 05 Oct 2006 09:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://computerandvideogames.com/article.php?id=147014>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/10/05/cliffybs-got-your-jump-button-right-here/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/679653/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/10/05/cliffybs-got-your-jump-button-right-here/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>CliffyB</category><category>Epic Games</category><category>EpicGames</category><category>Gears</category><category>Gears of War</category><category>GearsOfWar</category><category>Interviews</category><dc:creator><![CDATA[Christopher Grant]]></dc:creator><pubDate>Thu, 05 Oct 2006 09:30:00 EST</pubDate></item><item><title><![CDATA[Gaming Nexus interviews Killzone director]]></title><link>http://www.joystiq.com/2006/09/16/gamingnexus-interviews-killzone-director/</link><guid isPermaLink="true">http://www.joystiq.com/2006/09/16/gamingnexus-interviews-killzone-director/</guid><comments>http://www.joystiq.com/2006/09/16/gamingnexus-interviews-killzone-director/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.joystiq.com/category/killzone/" rel="tag">Killzone</a></p><a href="http://www.gamingnexus.com/Default.aspx?Section=Article&amp;I=1195" target="_self"><img width="425" vspace="4" hspace="4" height="241" border="1" align="middle" src="http://www.blogcdn.com/www.joystiq.com/media/2006/09/killzone.jpg" id="vimage_1" alt="GamingNexus interviews Killzone director" /></a><br />The <em>Killzone</em> posts keep rolling in. We first <a href="http://www.joystiq.com/2006/09/12/killzone-demo-umds-spotted/">spotted the demo</a>, found out the <a href="http://www.joystiq.com/2006/09/16/november-opm-to-feature-killzone-demo/">November OPM will feature it</a> and have reviewed even <a href="http://www.joystiq.com/2006/09/15/psp-fanboy-review-killzone-liberation-demo/">reviewed the demo</a>, but now here's an <a href="http://www.gamingnexus.com">Gaming Nexus</a> interview with Mathijs de Jonge, the games lead designer and director.<br /><br />In the interview, Mathijs explains how the game ties in with its predecessor, how many levels to expect, vehicle use and says the game is nothing like <em>Metal Gear Solid</em>. It's kind of funny because I even made mention of the two game's looking very similar in my review.<br /><br />
<div style="margin: 0in 0in 0pt; line-height: 12pt;"><strong><span style="color: black;">GamingNexus: Killzone: Liberation is quite a departure from the original Killzone on the PlayStation 2. Why did you decide to switch from a first-person shooter to an overhead shooter?</span></strong></div>
<div style="margin: 0in 0in 0pt; line-height: 12pt;">MdJ : We wanted to create a new experience within the <em>Killzone </em>Universe. Pulling out the camera to a third person perspective was the thing that we thought would change the experience most. So when we started working on this game this was the very first we tried. Then we decided to stick with it as it gave us a lot of inspiration for new mechanics and areas of focus such as improving the AI system.<br /><br />(Via <a href="http://www.gamingnexus.com">Gaming Nexus</a>)<br /><br /></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/09/16/gamingnexus-interviews-killzone-director/">Gaming Nexus interviews Killzone director</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 16 Sep 2006 21:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamingnexus.com/Default.aspx?Section=Article&amp;I=1195>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/09/16/gamingnexus-interviews-killzone-director/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/669912/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/09/16/gamingnexus-interviews-killzone-director/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gaming</category><category>gear</category><category>interviews</category><category>killzone</category><category>liberation</category><category>metal</category><category>nexus</category><category>opm</category><category>solid</category><dc:creator><![CDATA[Chris Powell]]></dc:creator><pubDate>Sat, 16 Sep 2006 21:00:00 EST</pubDate></item><item><title><![CDATA[In the back of the bus with Shane Kim]]></title><link>http://www.joystiq.com/2006/05/13/in-the-back-of-the-bus-with-shane-kim/</link><guid isPermaLink="true">http://www.joystiq.com/2006/05/13/in-the-back-of-the-bus-with-shane-kim/</guid><comments>http://www.joystiq.com/2006/05/13/in-the-back-of-the-bus-with-shane-kim/#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/interviews/" rel="tag">Interviews</a>, <a href="http://www.joystiq.com/category/e3/" rel="tag">E3</a></p><img vspace="4" hspace="4" border="1" src="http://www.engadget.com/media/2006/05/shanek.jpg" alt="" /><br />I had a chance to chat with Microsoft Game Studios GM Shane Kim in the back of Microsoft's well-appointed Xbox 360 Blogger Bus. After three days locked in a PR room doing the same routine, Kim's answers are pretty standardized, so he didn't really reveal anything not covered in Joystiq's <a href="http://www.joystiq.com/2006/05/11/joystiq-video-shane-kim-general-manager-microsoft-game-studio/">previous sit-down</a>. (Then again, it's hard to ask clever questions when your mouth is stuffed with Red Vines). However, his mere presence in the backseat is evidence of Microsoft's commitment to building their online community via the blogosphere -- a commitment easily measured in the amount of Peanut M&amp;Ms, sodas and pizza they shoveled our way during the course of E3. I asked Shane why Sony and Nintendo would risk alienating alternative media, and he said I'd have to ask them. I told him I surely would, as soon as I finished the Red Vines. Will MS's transparent, yet tasty, attempt to influence blogs pay off, or is this post evidence that it already has?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/05/13/in-the-back-of-the-bus-with-shane-kim/">In the back of the bus with Shane Kim</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 13 May 2006 00:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2006/05/13/in-the-back-of-the-bus-with-shane-kim/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/617953/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/05/13/in-the-back-of-the-bus-with-shane-kim/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>community</category><category>E3</category><category>e32006</category><category>interviews</category><category>marketing</category><category>media</category><category>Microsoft</category><category>Shane Kim</category><category>ShaneKim</category><category>Xbox-360</category><dc:creator><![CDATA[Ken Weeks]]></dc:creator><pubDate>Sat, 13 May 2006 00:45:00 EST</pubDate></item><item><title><![CDATA[Microsoft wants Sony's (and Nintendo's) kids]]></title><link>http://www.joystiq.com/2006/04/29/microsoft-wants-sonys-and-nintendos-kids/</link><guid isPermaLink="true">http://www.joystiq.com/2006/04/29/microsoft-wants-sonys-and-nintendos-kids/</guid><comments>http://www.joystiq.com/2006/04/29/microsoft-wants-sonys-and-nintendos-kids/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><a href="http://cnet.com.au/games/xbox/0,39029621,40062121,00.htm"><img width="225" vspace="4" hspace="4" height="168"border="1" align="right" src="http://www.joystiq.com/media/2006/04/shanekim-1.jpg" alt="" /></a>I meant to get tothis <a href="http://cnet.com.au/games/xbox/0,39029621,40062121,00.htm">Shane Kim interview</a> last week, but it'sstill worth a read. Kim tells CNET Australia that&nbsp; Microsoft wants to be more like Sony in terms offamily-friendly and peripheral-based games. It turns out the orginal Xbox was too "hardcore" for his businesssense.<br /><br />Xbox Live Arcade has already gone a long way toward making the new Xbox more accessible to the casualgamer, but the kiddie market is cruel bloodsport. Does it bother you that the 360's success seemingly rests not onMaster Chief's capable shoulders, but on a talking paper mache donkey? Does your little brother even like talking papermache donkeys?<br /><br />With all the pressure management is placing on <em>Viva Pinata</em>, I feel sort of obligatedto buy a few copies and drop them off at the local daycare along with some licensed lunch pails. Hell, we may have tokneecap SpongeBob if things get ugly.<br /><br />[Thanks, <ahref="http://www.8bitninja.com/2006/04/21/microsoft-to-sharpen-family-friendly-edge/">Sense</a>]<ahref="http://www.joystiq.com/2006/04/21/microsoft-after-sonys-family-friendly-image/"></a><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/04/29/microsoft-wants-sonys-and-nintendos-kids/">Microsoft wants Sony's (and Nintendo's) kids</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 29 Apr 2006 12:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://cnet.com.au/games/xbox/0,39029621,40062121,00.htm>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/04/29/microsoft-wants-sonys-and-nintendos-kids/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/610956/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/04/29/microsoft-wants-sonys-and-nintendos-kids/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>interviews</category><category>kiddie</category><dc:creator><![CDATA[Ken Weeks]]></dc:creator><pubDate>Sat, 29 Apr 2006 12:30:00 EST</pubDate></item></channel></rss>