Source: Too Human in 10 hours – Wired
Behold: New Too Human previews hit
Source: Too Human in 10 hours – Wired
Halo Wars release strategy: 'when it's done'
First off, the game missed the recent Xbox Spring Showcase in May. Now Graham Somers, Ensemble's community manager, has uttered the words "when," "it's," and "done" one after another in an interview with Halo Wars Addict. Somers' answer came when asked if the game will hit in 2008 or 2009.
We have been seeing a pickup in new details on the game recently – which is promising – and will hopefully have something more solid to go on than those three dreaded words come E3 next month. That said, can someone please put a dollar in the jar labeled "WID" on their way out? Thanks.
[Via X3F]
Ninja Gaiden II demo sneaks into North America
Thus, Ninja Gaiden II was cleared to launch in North America just in time for its June 3 release date -- though it took Team Ninja much longer to convince the FTC that the game's demo was not some sort of digital assassin, sent to kill the internets. Luckily, that bit of confusion was resolved today, and the Ninja Gaiden II demo is now available on Xbox Live. Conveniently enough, we can think of no better way of venting our anger over the demo's North American delay than to dismember some minions with frightening bladed weaponry.
Microsoft to use SpeedTree for multiple projects in 2008

The agreement will see SpeedTree RT, which has already been incorporated into the Unreal Engine, used for multiple unannounced projects on the Xbox 360 and Games for Windows platforms. We can't venture any guesses as to what these titles may be, but we feel safe in our assumption that none of them will be set in Antarctica.
[Via GameDaily]
Read -- Press Release (PDF)
Joystiq's Top 10 of 2007: Mass Effect

Still, these are complaints that are best gotten over with in the first paragraph and promptly forgotten, for Mass Effect makes its rich story heard well above the incessant clacking of the Xbox 360's exhausted DVD drive. It may seem strange to place emphasis on the massive universe and nuanced characters over the increasingly vague term of "gameplay," but BioWare's craft has masterfully blurred the lines between plot and play. We can't remember the last time we preferred chatting to aliens as opposed to shooting them in... whatever approximates a face.

Joystiq impressions: Mass Effect

First thing's first: the game is visually stunning. The level of detail in the character models is pretty much a textbook example of what the current generation of video games should look like. Even since its showing at GDC in March, the facial features have improved by leaps and bounds. The eyes have depth and the lip syncing is about as spot on as you're likely to see in a video game. Of course, the real graphical treats are the various alien races, which benefit from not having to tread the edge of the Uncanny Valley. As such, the alien characters seem to have a bit more life and verve to them than even the excellently detailed human offerings. The environments, too, are topnotch.
Ensemble: Halo Wars demo before release

Joystiq interviews Bungie's Frank O'Connor: Peter Jackson details

During a late night Microsoft interview session last Friday, we had a few minutes to chat with Bungie's head writer and (handsome) public face, Frank O'Connor. As was the case with our previously mentioned Peter Molyneux interview, we only had four minutes before being shuffled off to the next interviewee. The next interviewee, as it turns out, was Peter Molyneux. We'll let you sort out this blog writing time paradox on your own. For now, it's time to focus on the subject at hand: Pimps at Sea. Oh, and we asked a few questions about Halo as well.
First of all, when did you actually start Halo 3's production? Was it almost immediately after Halo 2?
Some of it was even before, you know, some of the concepting and design stuff was done before then, but pretty much three years of development.
When you were doing Halo 2, was there a time when you were thinking Halo 1, Halo 2 and that was it, or were you always thinking trilogy?
We were thinking of a trilogy. I can't say that we felt that during Halo 1 but certainly during Halo 2. That became very apparent that there was more story to tell than could fit into a 10 hour, 11 hour game.
The last trilogy you did for Mac was the Marathon games. And Halo 1 you were originally doing for Mac ...
There's some symmetry there, yeah.
Continue reading Joystiq interviews Bungie's Frank O'Connor: Peter Jackson details
Surprise! Halo 3 soundtrack on the way
While speaking with Brian "Ske7ch" Jarrard about the chaos that is currently Bungie Studios -- what with all the finishing touches being crammed into Halo 3, you see -- he mentioned that Marty O'Donnell is busy implementing the music (which was missing from our E3 demonstration). Turning to the subject of music, we asked whether or not Bungie had plans to release the Halo 3 soundtrack as a standalone product. "I'm sure that's a safe bet," said Jarrard, adding, "It'll happen. Sure." So there you have it, a Halo 3 soundtrack to listen to on your Halo Zune while you play with your Halo ActionClix, action figures, comics, graphic novels, and maybe the actual game itself.Fable 2 seafaring nixed, ninjas added?

Whilst chatting with Peter Molyneux during a lightning fast, round robin interview session (8 tables, 8 Xbox luminaries, 4 minutes each: more at X3F), we learned two surprising things about Fable 2. First of all, we have bad news for all the would-be Fable 2 pirates: seafaring has been cut from the game. Molyneux told us that Lionhead had intended to allow players to become ship captains and sail the ocean blue, but eventually made the decision to cut the concept from the game. According to Molyneux, it's part of his job to cut things out of Fable 2 so that what is left -- the combat, for instance -- is really polished. Molyneux did inform us that the game will still contain pirates though, so that should serve as some consolation. As for the (possibly) good news: since we were on the subject of pirates, we cheekily asked Molyneux if Fable 2 will have ninjas. Molyneux responded, "Ninjas? Well, we aren't saying anything about that. It's funny you should ask that question." Why, Peter? Why is it funny that we should ask that question!? Tell us more!
So then, for those keeping score on Fable 2:
Death -- No
Seafaring -- No
Pirates -- Yes
Ninjas -- Mmmm ... could be.
Joystiq hands-on: Viva Piñata Party Animals

As a game designed to appeal to a younger audience, Viva Piñata had one fault that probably stood out the most: other than the cutesy characters, it wasn't really designed to appeal to a younger audience. The game is fairly complicated and requires some pretty intense micromanagement in later levels (at least it does if you want to advance). Furthermore, VP does almost nothing to capitalize on the children's property around which it is centered. The various piñatas, which are wacky and wisecracking characters on the children's program, are little more than grunting, mindless animals in the game. With Viva Piñata: Party Animals, Microsoft looks to take on all these problems at once. We took it for a spin at E3 to see what sets it apart.
Continue reading Joystiq hands-on: Viva Piñata Party Animals
Spotted in E3 Halo 3 demo: gravity hammer

We were lucky enough to snag a second look at Bungie's E3 presentation and, lo and behold, we were treated to a new weapon ... sort of. During the saved film portion of the presentation, we saw a Spartan soldier wielding what was clearly a gravity hammer, similar to the one wielded by Tartarus in Halo 2. While we didn't get to see the gravity hammer in action, we saw a still shot of a Spartan brandishing it and another of a Spartan with it slung over his back. Brian "Ske7ch" Jarrard of Bungie Studios suspiciously pointed the weapon out during a freeze frame and then promptly pointed out that he couldn't talk about it. He did this twice, so we get the feeling it may have been intentional. So, there you have it folks, hammers abound inHalo 3. Now all we need is a clever name for hammer whoring n00bs. Any suggestions?
[Image via Halopedia]
Molyneux: no death in Fable 2, but scars

After sampling the delights of Fable 2 (more on that soon) we had a little chat with Peter Molyneux about death. Specifically, we talked about how death would be treated in Fable 2. Typically, death in video games means loading the previous checkpoint or restarting a given level. According to Molyneux, such will not be the case in Fable 2. Instead, when overpowered and bested by an enemy, players will be left with a permanent reminder of their defeat: a scar.
Granted, the scars are cosmetic, but they do affect how NPCs perceive the main character. The idea apparently came to Molyneux after watching Casino Royale, in which James Bond undergoes particularly brutal torture during one scene and finds himself in the arms of a woman during the next. According to Molyneux, "in Hollywood, heroes always win the day." That's all well and good, but what if you don't like the idea of being disfigured?
Players will have two choices it seems: don't lose, or pay a hefty fee to keep your attackers from scarring you. Molyneux revealed that testers are willing to lay down hefty sums of gold -- 1000, which is enough to buy a hut -- in order to avoid scarring. So there you have it, you won't die in Fable 2 -- even bosses can't kill you, they just leave deeper scars -- but you'll pay a price (one way or another) for failing in combat.
Project Sylpheed demo now on Xbox Live Marketplace

If saucer-eyed pilots blasting each other to smithereens amidst the surprisingly colorful backdrop of space sounds like it'll float your cup of tea, be sure to check out the 613MB Project Sylpheed demo now available on the Xbox Live Marketplace. Update: The retail version is expected to arrive on July 10th at a pleasing $40 price.
Never mind the art, here's a Shadowrun preview

As the first game under the Windows Live brand to bring both PC and Xbox 360 gamers together, Shadowrun isn't the most casual-friendly title imaginable. So unexpectedly complex that after the initial training exercises and multiplayer matches, we were overwhelmed to say the least. A few hours and a dozen or so matches later, it hadn't fully connected, but the pieces were starting to fall into place.
Like we said in our previous coverage of the game, Shadowrun is about finding your niche and sticking to it. In other shooters, your niche can be as simple as controlling the rocket launcher or defending the flag. In Shadowrun, it's defined by the powers you equip, how you utilize them and what role you take in your group. Even if you consider yourself a sponge for tactical knowledge, a learning curve this high won't be conquered in your first hour of play. And for a high profile, predominantly multiplayer shooter, that could spell trouble for Microsoft and FASA Studios.
Continue reading Never mind the art, here's a Shadowrun preview






















