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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title>Grasshopper goes Unreal for EA horror franchise</title><link>http://www.joystiq.com/2008/10/06/grasshopper-goes-unreal-for-ea-horror-franchise/</link><guid isPermaLink="true">http://www.joystiq.com/2008/10/06/grasshopper-goes-unreal-for-ea-horror-franchise/</guid><comments>http://www.joystiq.com/2008/10/06/grasshopper-goes-unreal-for-ea-horror-franchise/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/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/action/" rel="tag">Action</a></p><img vspace="4" hspace="4" border="1" align="right" class="imagepadding" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/10/suda-ea-51-unreal-225.jpg"  alt="" />It may seem like a stretch, but we're keeping a close eye on every scrap of information surrounding the <a href="http://www.joystiq.com/2008/08/14/ea-publishing-new-action-horror-franchise-from-suda51-shinji/">collaboration</a> with Goichi "Suda51" Suda and <em>Resident Evil </em>creator Shinji Mikami (as well as Tetsuya Mizuguchi's Q Entertainment). Publisher Electronic Arts has announced (via press release) that Suda51's studio Grasshopper Manufacture has licensed Epic's Unreal Engine 3 for the multiplatform horror franchise. We're curious what the use of UE3 means for the Wii version of the game, given <a href="http://www.joystiq.com/2007/03/08/mark-rein-says-no-unreal-engine-3-for-wii/">Epic's non-support</a> of the console.<br /><br />Unfortunately, what's lacking in the press release is any information about the game itself. Said Epic VP Jay Wilbur, "Grasshopper Manufacture is one of the     most daring and innovative studios in the world, and we can't wait to     see what they're able to do with Unreal Engine 3." Welcome to the club, buddy.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/10/06/grasshopper-goes-unreal-for-ea-horror-franchise/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1334780/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/10/06/grasshopper-goes-unreal-for-ea-horror-franchise/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>ea</category><category>electronic-arts</category><category>epic</category><category>epic-games</category><category>goichi-suda</category><category>grasshoper</category><category>shinji-mikami</category><category>suda51</category><category>unreal</category><category>unreal-engine-3</category><category>unrealengine3</category><dc:creator>Ross Miller</dc:creator><dc:date>2008-10-06T22:30:00+00:00</dc:date></item><item><title>Ignition selects Unreal Engine 3 for 'groundbreaking' FPS</title><link>http://www.joystiq.com/2008/07/07/ignition-selects-unreal-engine-3-for-groundbreaking-fps/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/07/ignition-selects-unreal-engine-3-for-groundbreaking-fps/</guid><comments>http://www.joystiq.com/2008/07/07/ignition-selects-unreal-engine-3-for-groundbreaking-fps/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.gamesindustry.biz/articles/unreal-engine-3-licensed-by-ignition-entertainment-for-a--groundbreaking--new-fps"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/fresh_exciting_ignition.jpg" /></a><br /></div>
Yet another company has climbed on board the <a href="http://www.joystiq.com/tag/UnrealEngine/">Unreal Engine 3</a> bandwagon, as UK-headquartered <a href="http://www.joystiq.com/tag/ignition-entertainment">Ignition Entertainment</a> dropped word that it has licensed Epic's popular tech to help fuel what the company calls a "groundbreaking" new FPS.<br /><br />In development at Ignition's Florida studio, nothing is yet known of the project beyond that it will be based on an original, as-yet-undisclosed IP. Well, that's not entirely true, as the company does note that the game will be both "exciting" and "fresh," giving us hope that at long last someone will bring together two of our most fond loves, letting us shoot bad guys and raid the salad bar from the comfort of our living room.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.gamesindustry.biz/articles/unreal-engine-3-licensed-by-ignition-entertainment-for-a--groundbreaking--new-fps>Read</a> | <a href="http://www.joystiq.com/2008/07/07/ignition-selects-unreal-engine-3-for-groundbreaking-fps/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1247493/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/07/07/ignition-selects-unreal-engine-3-for-groundbreaking-fps/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>epic</category><category>ignition</category><category>ignition-entertainment</category><category>middleware</category><category>unreal-engine</category><category>unreal-engine-3</category><category>unrealengine</category><category>unrealengine3</category><dc:creator>Jason Dobson</dc:creator><dc:date>2008-07-07T13:30:00+00:00</dc:date></item><item><title>Mirror's Edge reflects on Unreal Engine 3</title><link>http://www.joystiq.com/2008/05/07/mirrors-edge-reflects-on-unreal-engine-3/</link><guid isPermaLink="true">http://www.joystiq.com/2008/05/07/mirrors-edge-reflects-on-unreal-engine-3/</guid><comments>http://www.joystiq.com/2008/05/07/mirrors-edge-reflects-on-unreal-engine-3/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a></p><div align="center"><a href="http://www.joystiq.com/photos/mirrors-edge/667430/full/"><img vspace="4" hspace="0" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/02/mirrors-edge-01-490.jpg" alt="" /></a><br /><em><small>click to embiggen<br /><br /></small></em></div>
Although they have an in-house engine for the <em>Battlefield </em>series (<a href="http://en.wikipedia.org/wiki/Frostbite_Engine">Frostbite</a>), EA DICE has gone with Epic's mega-popular Unreal Engine 3 for the Parkour-inspired <em>Mirror's Edge</em>. According to the development team (via Electronic Arts PR), the reason was that the <span style="font-style: italic;">Mirror's Edge</span> project began early on in Frostbite's development, so they decided to use the more-developed Unreal technology instead.<br /><br />DICE is also developing "a new lighting solution that truly makes Mirror's Edge stand-out visually." If you haven't had a chance to check out the trailer, <a href="http://www.joystiq.com/2008/05/06/see-killzone-2-mirrors-edge-in-playstation-day-footage/">do so now</a>. Full statement after the break.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/mirrors-edge/">Mirror's Edge</a></strong></p><a href="http://www.joystiq.com/photos/mirrors-edge/1082056/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/10/edge2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mirrors-edge/1082055/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/10/stormdrains2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mirrors-edge/1082054/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/10/stormdrains1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mirrors-edge/1082053/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/10/heat2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mirrors-edge/1082052/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/10/flight2_thumbnail.jpg" alt="" title="" /></a></div><br /><br />"With Mirror's Edge we deliberately set out to create something that was different from Battlefield. Frostbite is a very powerful engine but this project started a long time ago and at that time Frostbite was still being developed and was very closely supporting the Battlefield Bad Company team. <br /> <br /> "Because of this we made the decision to develop on UNREAL technology. In addition, because we have a very unique art-style in the game we have been developing a new lighting solution that truly makes Mirror's Edge stand-out visually."<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/05/07/mirrors-edge-reflects-on-unreal-engine-3/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1189190/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/05/07/mirrors-edge-reflects-on-unreal-engine-3/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>dice</category><category>ea-dice</category><category>epic</category><category>epic-games</category><category>mirrors-edge</category><category>unreal</category><category>unreal-engine-3</category><category>unrealengine3</category><dc:creator>Ross Miller</dc:creator><dc:date>2008-05-07T16:30:00+00:00</dc:date></item><item><title>More than 5 new EA titles to have Unreal Engine 3 under the hood</title><link>http://www.joystiq.com/2008/04/08/more-than-5-new-ea-titles-to-have-unreal-engine-3-under-the-hood/</link><guid isPermaLink="true">http://www.joystiq.com/2008/04/08/more-than-5-new-ea-titles-to-have-unreal-engine-3-under-the-hood/</guid><comments>http://www.joystiq.com/2008/04/08/more-than-5-new-ea-titles-to-have-unreal-engine-3-under-the-hood/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.businesswire.com/portal/site/google/?ndmViewId=news_view&amp;newsId=20080408005125&amp;newsLang=en"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/04/ea_unreal_hands.jpg" /></a><br /></div>
Electronic Arts likes what it has seen from <a href="http://www.joystiq.com/tag/unrealengine">Unreal Engine 3</a>, so much so that the company has extended its relationship with Epic, giving EA the rights to incorporate the popular middleware solution into more than five upcoming titles. <br /><br />As to what games this impacts EA won't say, only noting that each of the games are currently in development. The company first inked an agreement with Epic in 2006 to use the technology, which has since made its way into such recent titles as <a href="http://www.joystiq.com/tag/medalofhonorairborne/"><em>Medal of Honor Airborne</em></a> and last month's fist-pounding <a href="http://www.joystiq.com/tag/armyoftwo"><em>Army of Two</em></a>, proving once and for all that even great technology doesn't make the game.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.businesswire.com/portal/site/google/?ndmViewId=news_view&amp;newsId=20080408005125&amp;newsLang=en>Read</a> | <a href="http://www.joystiq.com/2008/04/08/more-than-5-new-ea-titles-to-have-unreal-engine-3-under-the-hood/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1161461/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/04/08/more-than-5-new-ea-titles-to-have-unreal-engine-3-under-the-hood/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>army-of-two</category><category>armyoftwo</category><category>ea</category><category>electronic-arts</category><category>electronicarts</category><category>epic</category><category>medal-of-honor-airborne</category><category>medalofhonorairborne</category><category>unreal-engine</category><category>unreal-engine-3</category><category>unrealengine</category><category>unrealengine3</category><dc:creator>Jason Dobson</dc:creator><dc:date>2008-04-08T09:30:00+00:00</dc:date></item><item><title>NCSoft licenses Unreal Engine 3 for two MMOs</title><link>http://www.joystiq.com/2008/03/25/ncsoft-licenses-unreal-engine-3-for-two-mmos/</link><guid isPermaLink="true">http://www.joystiq.com/2008/03/25/ncsoft-licenses-unreal-engine-3-for-two-mmos/</guid><comments>http://www.joystiq.com/2008/03/25/ncsoft-licenses-unreal-engine-3-for-two-mmos/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/mmo/" rel="tag">MMO</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.gamedaily.com/articles/news/ncsoft-licenses-unreal-engine-3/?biz=1"><img vspace="4" hspace="0" border="0" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/02/ncsoftlogoconsolegamesmovingtoitis.jpg" /></a><br /></div>
Mo' MMO news now, with <em>Guild Wars</em> publisher <a href="http://www.joystiq.com/tag/NCSoft/">NCSoft</a> <a href="http://www.gamedaily.com/articles/news/ncsoft-licenses-unreal-engine-3/?biz=1">announcing</a> its licensing of Epic's <em><a href="http://www.joystiq.com/tag/unreal">Unreal Engine 3</a></em> for use in two upcoming, still unannounced massively multiplayer titles. The company previously incorporated <em>Unreal</em> technology into <em>Lineage II</em> and giant-mech shooter, <em>Exteel</em>. Much like the rest of us, it seems the folks at NCSoft simply can't resist a well structured rendering pipeline. <br /><br />"Unreal Engine 3 has a well structured rendering pipeline, and its graphical quality is superb thanks to advanced lighting and shadowing systems," said Young-muk Choi, lead programmer for NCsoft's Development Unit. "Tools within the Unreal Editor empower us to instantly produce and optimize our outputs, and we especially love how the engine enables designers to easily prototype concepts without the need for programming." Jay Wilbur, VP of Epic Games, returned the press release back patting by saying, "We expect to be completely wowed by what they do with our latest technology." <br /><br />So do we, Mr. Wilbur. In fact, it'll take a lot to wow the millions who've already been thoroughly <a href="http://www.joystiq.com/tag/wow">WoW</a>'ed.<br /><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.gamedaily.com/articles/news/ncsoft-licenses-unreal-engine-3/?biz=1>Read</a> | <a href="http://www.joystiq.com/2008/03/25/ncsoft-licenses-unreal-engine-3-for-two-mmos/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1148692/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/03/25/ncsoft-licenses-unreal-engine-3-for-two-mmos/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>Epic</category><category>Epic-Games</category><category>NCSoft</category><category>Unreal</category><category>Unreal-Engine-3</category><category>unrealengine3</category><dc:creator>Ludwig Kietzmann</dc:creator><dc:date>2008-03-25T18:00:00+00:00</dc:date></item><item><title>GDC08 exclusive: Mova brings lifelike motion capture to Unreal Engine 3</title><link>http://www.joystiq.com/2008/02/19/gdc08-exclusive-mova-brings-lifelike-motion-capture-to-unreal-e/</link><guid isPermaLink="true">http://www.joystiq.com/2008/02/19/gdc08-exclusive-mova-brings-lifelike-motion-capture-to-unreal-e/</guid><comments>http://www.joystiq.com/2008/02/19/gdc08-exclusive-mova-brings-lifelike-motion-capture-to-unreal-e/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/gdc/" rel="tag">GDC</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div style="text-align: center;"><img vspace="4" hspace="0" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/02/contour2.jpg" alt="" /></div>
<span style="float: left; margin-right: 10px; margin-top: 7px;"> <script> var digg_url = 'http://digg.com/gaming_news/Incredible_facial_animation_video_running_in_real_time'; </script> <script src="http://digg.com/api/diggthis.js"></script></span> Traditional, point-based motion capture (the kind brought to you by <a href="http://www.joystiq.com/2007/03/08/seen-gdc-mocap-man-on-the-phone/">guys in black suits with reflective balls</a>) has been great for developers that want to capture basic skeletal motion for their in-game characters. But for realistic facial work, even setups with <a href="http://www.briancarpenter.com/mocapface.html">hundreds of reflective dots</a> leave developers with rough, blocky data that requires a lot of post-production work to even start approaching the <a href="http://en.wikipedia.org/wiki/Uncanny_Valley">uncanny valley</a>.<br /><br />Enter motion capture company <a href="http://www.mova.com">Mova</a>, whose Contour Reality Capture system uses an array of cameras to create 100,000 polygon facial models that are accurate to within a tenth of a millimeter -- no special reflective balls required. At this year's GDC, the company is trying to attract the game industry's attention by unveiling examples of their facial modeling running in real-time on the popular Unreal Engine 3. Continue reading for exclusive, real-time video of the technology and excerpts from an interview with the Mova founder Steve Perlman.<div style="text-align: center;">
<div style="text-align: left;">
<div style="text-align: center;"><br /><object type="application/x-shockwave-flash" width="489" height="274" data="http://www.vimeo.com/moogaloop.swf?clip_id=705449&amp;server=www.vimeo.com&amp;fullscreen=1&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF">	<param name="quality" value="best" />	<param name="allowfullscreen" value="true" />	<param name="scale" value="showAll" />	<param name="movie" value="http://www.vimeo.com/moogaloop.swf?clip_id=705449&amp;server=www.vimeo.com&amp;fullscreen=1&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF" /></object><br /></div>
<br />"This pushes Unreal Engine 3 to its very limit ... it's about as photo-real as you can get in real time."<br /><br />So says Steve Perlman, the man behind Apple's Quicktime, Microsoft's WebTV and the Mova Contour Reality Capture system that created the above real-time video, shown running on a dual NVIDIA 8800 GTXs with SLI. Frankly, we find it pretty hard to disagree with his assessment. From the little twitches of the eyelids to the extreme curl of the mouth to the weathered wrinkles in in the face, you'd be hard pressed to find a more realistic facial image running on any real-time system. Perlman says the company has been working privately with developers for some time to adapt the system for video game use.<br /><br /> "People have never had this kind of data available before in a game context ... their heads are spinning," he said. "What you're seeing right there is the result of, having time to wrap our heads around this thing and see how we're going to use it, and yes, we can in fact get a face that looks almost photo-real -- you know, not quite, but almost photo-real -- running in a game engine <em>today</em>."<br /><br />Believe it or not, though, the Contour system can create even more detailed animation when processing time isn't an issue. Check out the below video, which shows how Reality Capture data can look when pre-rendered for a movie or cut scene.<br /><br />
<div style="text-align: center;"><object type="application/x-shockwave-flash" width="490" height="490" data="http://www.vimeo.com/moogaloop.swf?clip_id=707292&amp;server=www.vimeo.com&amp;fullscreen=1&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF">	<param name="quality" value="best" />	<param name="allowfullscreen" value="true" />	<param name="scale" value="showAll" />	<param name="movie" value="http://www.vimeo.com/moogaloop.swf?clip_id=707292&amp;server=www.vimeo.com&amp;fullscreen=1&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF" /></object><br /></div>
<br /> "You can see the difference then between what's achievable in cinema and what's achievable right now in video games," Perlman says. "But next generation game machines, they'll be able to essentially show in real time what we can do currently in non-real-time using renderers. ... Next generation, you're going to have interactive sequences where people think there's a live person in the game."<br /><br />Perlman says the cost of a Contour motion-capture session isn't appreciably higher than that for a traditional marker-based capture session: anywhere from a few thousand to a few hundred thousand dollars, depending on the length and complexity of the shoot. The real savings, he says come in the post-production. "Unlike marker-based capture, which has a big manual clean-up process before you see results, with contour it's purely computational," Perlman said. "We've talked to people, and one of the reasons when they announce delays for complex games is because they're fighting to try and make the faces look good. With Contour, you send the guy in, he does a shoot, and we send you a face that looks nearly perfect. It's no longer one of the risk issues for your schedule."<br /><br />
<div style="text-align: center;"><img vspace="4" hspace="0" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/02/contour1.jpg" id="img2" alt="" /></div>
<br />The Contour system generates so much data, Perlman says, that the full value of the rendering won't be apparent until hardware speeds improve. "With markers, you kind of get the resolution of what those markers are and that's it," Perlman says. "When a next-generation game system comes out, or they decide they want to do something for a feature film, you can't really use the data. With Contour, it's actually capturing the data at much higher resolutions than any system in the world, even for feature films, can currently use. What we do is we store that data away ... and when a next generation video game machine comes out and they want the data at higher resolution, they can."<br /><br />Perlman couldn't reveal which companies are currently using this technology, but said he expects the first games with Contour captures could come out in 2008, depending on developer schedules. The system should be in "wide use" around the game industry by 2009, he said.<br /></div>
<br /></div><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.vimeo.com/705449>Read</a> | <a href="http://www.joystiq.com/2008/02/19/gdc08-exclusive-mova-brings-lifelike-motion-capture-to-unreal-e/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1118261/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/02/19/gdc08-exclusive-mova-brings-lifelike-motion-capture-to-unreal-e/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>breakingnews</category><category>contour</category><category>development</category><category>exclusive</category><category>facial models</category><category>FacialModels</category><category>GDC08</category><category>graphics</category><category>high-res</category><category>motion-capture</category><category>mova</category><category>polygons</category><category>real-time</category><category>RealityCapture</category><category>unreal-engine</category><category>UnrealEngine</category><category>UnrealEngine3</category><dc:creator>Kyle Orland</dc:creator><dc:date>2008-02-19T12:20:00+00:00</dc:date></item><item><title>2K invests heavily in Unreal Engine 3</title><link>http://www.joystiq.com/2008/02/12/2k-invests-heavy-into-unreal-engine-3/</link><guid isPermaLink="true">http://www.joystiq.com/2008/02/12/2k-invests-heavy-into-unreal-engine-3/</guid><comments>http://www.joystiq.com/2008/02/12/2k-invests-heavy-into-unreal-engine-3/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.gamedaily.com/articles/news/2k-games-licenses-unreal-engine-3/19368/?biz="><img width="490" vspace="4" hspace="0" height="422" border="1" align="top" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/02/unrealtoaster490.jpg"  alt="" /></a><br /></div>
Despite the <a href="http://www.joystiq.com/2008/01/24/subpoenas-place-other-ue3-licensees-in-midst-of-epic-silicon-kn/">issues some developers may be having</a>, Epic keeps finding customers more than happy to stuff the engine maker's mattresses with hundreds of thousands (millions?) of dollars for an Unreal Engine 3 license. Epic's cash deluge continues today with 2K Games' <a href="http://www.gamedaily.com/articles/news/2k-games-licenses-unreal-engine-3/19368/?biz=">announcement</a> that it's entering into a licensing deal to use UE3 for various unannounced games.<br /><br />2K Games' president stated the company has been happy with UE3 because it "enables games to perform exceptionally well on both console and the PC" and that, with Epic's support, they plan to continue producing "world-class" titles. While there's no word on what these unannounced games may be, 2K is currently on a development bender with <a href="http://www.joystiq.com/2008/01/08/take-two-brings-mafia-dev-illusion-softworks-into-the-family/"><em>Mafia II</em></a>, <a href="http://www.joystiq.com/2007/12/10/2k-pulls-wraps-off-don-king-presents-prizefighter/"><em>Prizefighter</em></a>, some sort of <a href="http://www.joystiq.com/2008/01/08/rumor-bioshock-prequel-to-bring-the-fall-of-rapture/"><em>BioShock</em> follow-up</a>, the <a href="http://www.joystiq.com/2007/12/17/take-two-opens-2k-marin-former-bioshock-devs-reportedly-on-staf/">mysterious project at 2K Marin</a>, and a few others in production<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.gamedaily.com/articles/news/2k-games-licenses-unreal-engine-3/19368/?biz=>Read</a> | <a href="http://www.joystiq.com/2008/02/12/2k-invests-heavy-into-unreal-engine-3/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1113128/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/02/12/2k-invests-heavy-into-unreal-engine-3/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>2k-games</category><category>2kgames</category><category>ue3</category><category>unreal-engine-3</category><category>unrealengine3</category><dc:creator>Alexander Sliwinski</dc:creator><dc:date>2008-02-12T18:00:00+00:00</dc:date></item><item><title>American McGee announces next 'twisted tale' project after Grimm</title><link>http://www.joystiq.com/2008/02/04/american-mcgee-announces-next-twisted-tale-project-after-grimm/</link><guid isPermaLink="true">http://www.joystiq.com/2008/02/04/american-mcgee-announces-next-twisted-tale-project-after-grimm/</guid><comments>http://www.joystiq.com/2008/02/04/american-mcgee-announces-next-twisted-tale-project-after-grimm/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.americanmcgee.com/wordpress/2008/01/28/something-new-something-wicked/"><img vspace="4" hspace="0" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/02/american_mcgee.jpg" alt="" /></a><br /></div>
We're not sure what it is about American McGee that makes him so fascinated about putting dark spins on Western tales. The former id Software developer and Electronic Arts' consultant found his niche in 2000 with <a href="http://www.joystiq.com/tag/Alice/"><em>Alice</em></a>, though since that release he's done little to make us believe that his name slapped on the front of a game's box carries any more weight than the UPC code on the back. <br /><br />His latest project is <a href="http://www.joystiq.com/tag/grimm/">a morose 24-episode take on the Brothers Grimm</a> in development at McGee's Shanghai studio Spicy Horse, a project that <a href="http://www.americanmcgee.com/wordpress/2008/01/28/something-new-something-wicked/">according to a blog post</a> by McGee is halfway completed. Excited, the developer has let the proverbial cat out of the equally proverbial bag by confirming work on another project. While details are light, McGee writes that the game will be built on Epic's <a href="http://www.joystiq.com/tag/unreal-engine-3/">UE3 engine</a>, and is a "big publisher, multi-platform, twisted tale project." This of course makes us think that McGee will once again be paying a visit to the children's section of the local library in search of inspiration. Might we suggest <em>Winnie the Pooh</em>, as nothing is quite as frighting as a vicious bear that's rumbly in his tumbly.<br /><br />   [via <a href="http://www.gamasutra.com/php-bin/news_index.php?story=17214">Gamasutra</a>]<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.americanmcgee.com/wordpress/2008/01/28/something-new-something-wicked/>Read</a> | <a href="http://www.joystiq.com/2008/02/04/american-mcgee-announces-next-twisted-tale-project-after-grimm/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1105717/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/02/04/american-mcgee-announces-next-twisted-tale-project-after-grimm/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>alice</category><category>american mcgee</category><category>AmericanMcgee</category><category>grimm</category><category>ue3</category><category>unreal engine 3</category><category>UnrealEngine3</category><dc:creator>Jason Dobson</dc:creator><dc:date>2008-02-04T10:25:00+00:00</dc:date></item><item><title>Unreal Engine to power Warner Bros's Chadam web cartoon</title><link>http://www.joystiq.com/2007/09/13/unreal-engine-to-power-warner-bross-chadam-web-cartoon/</link><guid isPermaLink="true">http://www.joystiq.com/2007/09/13/unreal-engine-to-power-warner-bross-chadam-web-cartoon/</guid><comments>http://www.joystiq.com/2007/09/13/unreal-engine-to-power-warner-bross-chadam-web-cartoon/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/adventure/" rel="tag">Adventure</a></p><div align="center"><a href="http://www.webwire.com/ViewPressRel.asp?aId=47380"><img vspace="4" hspace="0" border="0" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/09/chadam-by-pardee.jpg" alt="chadam" /></a></div>
This freakshow is getting its own internet 'toon: <em>Chadam</em>. That's <span style="font-style: italic;">his</span> name (and he should be recognizable to followers of Utah alt rockers The Used). The show is significant because its being created with Unreal Engine 3, simplifying the likely spinning off into game (and perhaps smoothing out that polygon dome). Producer extraordinaire Jason Hall (founder of <a href="http://www.joystiq.com/tag/Monolith/">Monolith</a>) is on board, taking a break from HDFILMS Inc, and will work closely with Chadam creator Alex Pardee to mold the 3D animation, with the end goal being to land the project on <em>real</em> TV. Warner Bros is the parent conglomerate behind the project and has frequently teamed with Hall, who once led its games division WBIE and dreamt up the concept for <em><a href="http://www.joystiq.com/tag/Condemned/">Condemned</a> </em>(both the game and <a target="_blank" href="http://www.joystiq.com/tag/condemned">movie</a>).<br /><br />Speaking of bugged-out dreams, <em>Chadam</em> will thrust viewers into the "hyper-stylized" world of Vulture, where the box-headed boy enjoys Neo-like status, able to manipulate the physical world with his mind, though apparently lacking in certain imaginative abilities. <em>(<span style="font-style: italic;">Dude, make yourself a new face</span>.)</em> The series will unfold as Chadam attempts to wish away the serial killer Viceroy, discovering the nature of self along the way.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.webwire.com/ViewPressRel.asp?aId=47380>Read</a> | <a href="http://www.joystiq.com/2007/09/13/unreal-engine-to-power-warner-bross-chadam-web-cartoon/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/988848/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2007/09/13/unreal-engine-to-power-warner-bross-chadam-web-cartoon/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>AlexPardee</category><category>Chadam</category><category>ChadamMihlberger</category><category>JasonHall</category><category>UnrealEngine3</category><category>WarnerBros</category><category>WBTVG</category><dc:creator>James Ransom-Wiley</dc:creator><dc:date>2007-09-13T15:29:00+00:00</dc:date></item><item><title>Stranglehold slips again on PC, PS3</title><link>http://www.joystiq.com/2007/08/31/stranglehold-slips-again-on-pc-ps3/</link><guid isPermaLink="true">http://www.joystiq.com/2007/08/31/stranglehold-slips-again-on-pc-ps3/</guid><comments>http://www.joystiq.com/2007/08/31/stranglehold-slips-again-on-pc-ps3/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a></p><div align="center"><a href="http://www.shacknews.com/onearticle.x/48737"><img vspace="4" hspace="0" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/08/stranglehold490.jpg" alt="" /></a><br /></div>
Guy with two guns epic <a href="http://www.joystiq.com/tag/stranglehold"><em>Stranglehold</em> </a>is still struggling to get a grip on the PS3 and PC, with both versions facing delays just as the Xbox 360 version sees completion. Inspector Tequila's seething vendetta against neatly stacked grocery stands begins on the Xbox 360 September 5th (September 14th in Europe), with the PC version now following on September 18th in the US and the 21st in Europe. <br /><br /><a href="http://www.shacknews.com/onearticle.x/48737">Shacknews</a> reports that the PS3 version of the bullet bonanza is now scheduled for release on September 25th, which translates to an imprecise "October" for Europe.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.shacknews.com/onearticle.x/48737>Read</a> | <a href="http://www.joystiq.com/2007/08/31/stranglehold-slips-again-on-pc-ps3/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/978568/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2007/08/31/stranglehold-slips-again-on-pc-ps3/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>Delays</category><category>JohnWoo</category><category>Midway</category><category>Stranglehold</category><category>UnrealEngine3</category><dc:creator>Ludwig Kietzmann</dc:creator><dc:date>2007-08-31T15:00:00+00:00</dc:date></item><item><title>Stranglehold slips to Sept. 5 on PC and Xbox 360</title><link>http://www.joystiq.com/2007/08/23/stranglehold-slips-to-september-5th-for-pc-and-xbox-360/</link><guid isPermaLink="true">http://www.joystiq.com/2007/08/23/stranglehold-slips-to-september-5th-for-pc-and-xbox-360/</guid><comments>http://www.joystiq.com/2007/08/23/stranglehold-slips-to-september-5th-for-pc-and-xbox-360/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a></p><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/08/stranglehold490.jpg" /><br />Midway has confirmed to Joystiq that guy with two guns epic, <em><a href="http://www.joystiq.com/tag/Stranglehold/">Stranglehold</a></em>, has been delayed past its initial <a href="http://www.joystiq.com/2007/07/27/stranglehold-placed-on-xbox-360-and-pc-aug-27/">August 27th</a> release date on Xbox 360 and PC. John Woo's thoughtful study into the nature of <a href="http://www.joystiq.com/2007/06/23/todays-chowiest-video-john-woo-and-chow-yun-fat-in-stranglehol/">exploding watermelons</a> will now release on September 5th, with the PlayStation 3 version still following on September 17th. If you're clueless about <em>Stranglehold</em> or just have an urge to crush goons beneath suspiciously tethered neon signs, we'd recommend you have a look at the <a href="http://www.joystiq.com/2007/08/08/stranglehold-demo-slo-mo-dives-onto-live-also-there-are-doves/">demo</a> currently on the Xbox Live Marketplace.<br /><br />[Thanks, <a href="http://adultgamingenthusiasts.com/forums/thread/133338.aspx">Kyleia</a> and Justin]<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2007/08/23/stranglehold-slips-to-september-5th-for-pc-and-xbox-360/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/972466/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2007/08/23/stranglehold-slips-to-september-5th-for-pc-and-xbox-360/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>JohnWoo</category><category>Midway</category><category>Stranglehold</category><category>UnrealEngine3</category><dc:creator>Ludwig Kietzmann</dc:creator><dc:date>2007-08-23T16:55:00+00:00</dc:date></item><item><title>Wideload working on XBLA games</title><link>http://www.joystiq.com/2007/08/13/wideload-working-on-xbla-games/</link><guid isPermaLink="true">http://www.joystiq.com/2007/08/13/wideload-working-on-xbla-games/</guid><comments>http://www.joystiq.com/2007/08/13/wideload-working-on-xbla-games/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/arcade/" rel="tag">Arcade</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/casual/" rel="tag">Casual</a></p><div align="center"><a href="http://www.gamasutra.com/php-bin/news_index.php?story=15074"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/08/seropian-visage_425.jpg" /></a><br />
<div align="left">With <em>Hail to the Chimp</em> <a href="http://www.joystiq.com/2007/07/16/joystiq-hands-on-hail-to-the-chimp/">coming along</a> quite nicely, <a href="http://www.joystiq.com/2007/02/15/joystiq-interviews-wideload-games-alex-seropian/">Alex Seropian</a> admits they are working on Xbox Live Arcade "games." Speaking with Gamasutra, Seropian says they have two teams now at Wideload Games. One is working on <em>HttC</em> and the other is on games for "digital distribution." When pressed, he <a href="http://www.gamasutra.com/php-bin/news_index.php?story=15074">admitted</a> they were for Live Arcade. Wideload Games seems be looking toward the future of digital distribution and learning the ins and outs of XBLA. <em>Hail to the Chimp</em>, despite being a retail product, plays like an arcade game. It's quite obvious how Xbox Marketplace could add to the coffers of Wideload if they sell extra battlegrounds and animals for the game. There's no word yet on what the actual XBLA games they are working on are.<br /><br />Seropian also talks about <em>Hail to the Chimp</em> using the Unreal Engine 3 and his experience with the <a href="http://www.joystiq.com/tag/UE3/">controversial engine</a>. He says it's a "great toolset, it's a great engine, and you have to be a little careful about what you want to do with it." He says the engine was designed to make Gears of War, so it's been a challenge getting it to work,  but that's it's been "really good" for them.</div>
</div><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.gamasutra.com/php-bin/news_index.php?story=15074>Read</a> | <a href="http://www.joystiq.com/2007/08/13/wideload-working-on-xbla-games/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/964075/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2007/08/13/wideload-working-on-xbla-games/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>hailtothechimp</category><category>seropian</category><category>ue3</category><category>unrealengine3</category><category>wideload</category><category>xbla</category><dc:creator>Alexander Sliwinski</dc:creator><dc:date>2007-08-13T14:25:00+00:00</dc:date></item><item><title>Silicon Knights' lawyer responds to Epic countersuit</title><link>http://www.joystiq.com/2007/08/10/silicon-knights-lawyer-responds-to-epic-countersuit/</link><guid isPermaLink="true">http://www.joystiq.com/2007/08/10/silicon-knights-lawyer-responds-to-epic-countersuit/</guid><comments>http://www.joystiq.com/2007/08/10/silicon-knights-lawyer-responds-to-epic-countersuit/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a></p><div align="center"><a href="http://biz.gamedaily.com/industry/feature/?id=17099"><img width="490" vspace="4" hspace="0" height="339" border="1" align="top" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/08/yougotserved.jpg" /></a><br /></div>
GameDaily BIZ has been following the back and forth between Epic and Silicon Knights regarding their <a href="http://www.joystiq.com/2007/08/09/mark-rein-speaks-on-silicon-knights-v-epic-suit/">dueling</a> <a href="http://www.joystiq.com/2007/07/19/silicon-knights-sues-epic-over-unreal-engine-3-inadequacies/">lawsuits</a> over the mess that is <a href="http://www.joystiq.com/tag/too%20human/"><span style="font-style: italic;">Too Human</span></a> and the "<a href="http://www.joystiq.com/2007/07/23/developers-talk-about-unreal-engine-3-lawsuit/">inadequacies</a>" of the Unreal Engine 3. Silicon Knights' lawyer has spoken out against Epic's claims that Silicon Nights stole their tech saying SK has now built a "better" engine. The nit-picky part becomes how much of that engine is based of the Unreal Engine 3 tech?<br /><br />Silicon Knights' attorney, Christopher T. Holland, of a law firm with way too many names, says they'll stand their ground. He says the counterclaim has no merit. Epic is asking for $650,000 in their counterclaim while SK wants "millions of dollars more." Holland also points out that the suit will have no effect on <em>Too Human</em> and that the compensation they are seeking is "based on substantial delay and damages that Epic caused." He goes on to say that the game will come out in a "timely fashion." You know, ignoring the whole two year delay.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://biz.gamedaily.com/industry/feature/?id=17099>Read</a> | <a href="http://www.joystiq.com/2007/08/10/silicon-knights-lawyer-responds-to-epic-countersuit/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/961935/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2007/08/10/silicon-knights-lawyer-responds-to-epic-countersuit/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>epic</category><category>lawsuit</category><category>siliconknights</category><category>toohuman</category><category>ue3</category><category>unrealengine3</category><dc:creator>Alexander Sliwinski</dc:creator><dc:date>2007-08-10T12:30:00+00:00</dc:date></item><item><title>Mark Rein speaks on Silicon Knights v. Epic suit</title><link>http://www.joystiq.com/2007/08/09/mark-rein-speaks-on-silicon-knights-v-epic-suit/</link><guid isPermaLink="true">http://www.joystiq.com/2007/08/09/mark-rein-speaks-on-silicon-knights-v-epic-suit/</guid><comments>http://www.joystiq.com/2007/08/09/mark-rein-speaks-on-silicon-knights-v-epic-suit/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a></p><div align="center"><a href="http://biz.gamedaily.com/industry/feature/?id=17095"><img vspace="4" hspace="4" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/08/toohumansue2.jpg" alt="" /></a><br /></div>
Epic's Mark Rein is standing strong in the face of the <a href="http://www.joystiq.com/2007/07/19/silicon-knights-sues-epic-over-unreal-engine-3-inadequacies/">Silicon Knights suit</a> over the "inadequacies" of the Unreal Engine 3. In a <a href="http://biz.gamedaily.com/industry/feature/?id=17095">statement sent out today</a> he says they have "done nothing wrong" and that they are committed to fight against Silicon Knights' "unfounded allegations." Epic has now gone and filed a counterclaim in U.S. District Court saying that Silicon Knights "decided to misappropriate Epic's licensed technology" and that SK's lawsuit has no merit.<br /><br />There have been some developers who <a href="http://www.joystiq.com/2007/07/23/developers-talk-about-unreal-engine-3-lawsuit/">spoke out</a> regarding development issues with Epic's Unreal Engine 3. Sony even admitted their concerns by <a href="http://www.joystiq.com/2007/07/23/sony-says-theyre-giving-epic-more-ps3-support/">sending in their own engineers</a> to get the UE3 working on their "<a href="http://www.joystiq.com/2007/07/20/unreal-tournament-3-not-using-games-for-windows-live/">timed exclusive</a>" title <em>Unreal Tournament 3</em> for PS3. Whatever the issue with the engine, the latest bit in this saga revolves around Silicon Knights allegedly co-opting the UE3 tech as their own. Epic says in their suit, "Indeed, the plain language of the Silicon Knights' Complaint makes clear that Silicon Knights wants to take Epic's Licensed Technology, pay nothing for it, and use it any way it pleases." Epic wants "compensatory and punitive damages, the destruction of infringing goods, including infringing computer code, and attorney's fees and costs." This is only going to get bigger before it gets better.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://biz.gamedaily.com/industry/feature/?id=17095>Read</a> | <a href="http://www.joystiq.com/2007/08/09/mark-rein-speaks-on-silicon-knights-v-epic-suit/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/961707/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2007/08/09/mark-rein-speaks-on-silicon-knights-v-epic-suit/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>breakingnews</category><category>epic</category><category>lawsuit</category><category>siliconknights</category><category>TooHuman</category><category>UE3</category><category>unrealengine3</category><dc:creator>Alexander Sliwinski</dc:creator><dc:date>2007-08-09T13:59:00+00:00</dc:date></item><item><title>Stranglehold placed on Xbox 360 and PC Aug. 27</title><link>http://www.joystiq.com/2007/07/27/stranglehold-placed-on-xbox-360-and-pc-aug-27/</link><guid isPermaLink="true">http://www.joystiq.com/2007/07/27/stranglehold-placed-on-xbox-360-and-pc-aug-27/</guid><comments>http://www.joystiq.com/2007/07/27/stranglehold-placed-on-xbox-360-and-pc-aug-27/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a></p><div align="center"><a href="http://www.gamespot.com/news/6175761.html?part=rss&amp;tag=gs_news&amp;subj=6175761"><img vspace="4" hspace="4" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/07/stranglehold_release_date.jpg" alt="" /></a><br /></div>
Guy plus two guns news now, with <a href="http://www.gamespot.com/news/6175761.html?part=rss&amp;tag=gs_news&amp;subj=6175761">Gamespot </a>conveying the long-awaited release date for Midway's bullet-time bonanza, <em><a href="http://www.joystiq.com/2007/07/13/joystiq-impressions-stranglehold/">Stranglehold</a>.</em> The destructive action title, labeled as the interactive sequel to John Woo's classic Hong Kong film, <em>Hard Boiled</em>, starts its commercial shootout on Xbox 360 and PC on August 27th. Slow-mo effects seem to be a little more pronounced in the PlayStation 3 version, however, as it's scheduled to arrive three weeks later on September 17th. <br /><br />One might speculate that <em>Stranglehold</em> is yet another title to be sucked into the increasingly epic <a href="http://www.joystiq.com/2007/07/23/developers-talk-about-unreal-engine-3-lawsuit/"><em>Unreal</em> situation</a>, though a three-week delay is certainly preferable to <a href="http://www.joystiq.com/2007/07/02/fatal-inertia-hits-xbox-360-in-september-delayed-indefinitely/">indefinite postponement</a> (and <a href="http://www.joystiq.com/2007/07/23/sony-says-theyre-giving-epic-more-ps3-support/">help</a> is on the way!). PS3 owners can take solace in the fact that an <a href="http://www.joystiq.com/2007/05/17/ps3s-stranglehold-coming-with-woos-hard-boiled-in-hd/">HD version</a> of <a href="http://www.imdb.com/title/tt0104684/"><em>Hard Boiled</em></a> awaits them on that special edition Blu-ray disc -- well, except for the ones that actually had to click on that IMDB link.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.gamespot.com/news/6175761.html?part=rss&amp;tag=gs_news&amp;subj=6175761>Read</a> | <a href="http://www.joystiq.com/2007/07/27/stranglehold-placed-on-xbox-360-and-pc-aug-27/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/952177/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2007/07/27/stranglehold-placed-on-xbox-360-and-pc-aug-27/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>JohnWoo</category><category>Midway</category><category>Stranglehold</category><category>UnrealEngine3</category><dc:creator>Ludwig Kietzmann</dc:creator><dc:date>2007-07-27T23:00:00+00:00</dc:date></item><item><title>Developers talk about Unreal Engine 3 lawsuit</title><link>http://www.joystiq.com/2007/07/23/developers-talk-about-unreal-engine-3-lawsuit/</link><guid isPermaLink="true">http://www.joystiq.com/2007/07/23/developers-talk-about-unreal-engine-3-lawsuit/</guid><comments>http://www.joystiq.com/2007/07/23/developers-talk-about-unreal-engine-3-lawsuit/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><a href="http://www.shacknews.com/featuredarticle.x?id=468"><img width="225" vspace="4" hspace="4" height="322" border="0" align="right" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/07/someonetalked.jpg" /></a>Following the news of Silicon Knights suing Epic games for "<a href="http://www.joystiq.com/2007/07/19/silicon-knights-sues-epic-over-unreal-engine-3-inadequacies/">inadequacies</a>" with the Unreal Engine 3, ShackNews went ahead and <a href="http://www.shacknews.com/featuredarticle.x?id=468">talked</a> to some developers about the issue. Of course, most of the people who spoke against the engine and its licensor Epic (<em>Gears of War, Unreal Tournament 3</em>) did it anonymously -- except for the <em>Postal</em> developers, 'cause they just treat the world with one giant middle finger up in the air, although they did it so softly here with a simple: "It just wasn't the best relationship for us [with Epic]."<br /><br />The statements pretty much cover the spread from good to bad. The most interesting anonymous source talks about several studios who had various levels of experience with the UE3. The key thing is that the source doesn't believe the problems were "intentionally malicious," but a product of Epic being stretched thin because of their own product development. Interestingly, this is given even more credence by <a href="http://www.joystiq.com/2007/07/23/sony-says-theyre-giving-epic-more-ps3-support/">Sony swooping in and lending support to Epic</a> in getting the UE3 working properly with PS3. The question is slowly turning into what did Epic deliver to these developers through their license? How much extra work did these developers have to put into the engine to get it functional? Obviously, Sony felt the need to help out. The Unreal Engine 3 tree is going to continue shaking and we're sure to see more stories fall out very soon. Hopefully, with developers who know what they're talking about and are willing to go on the record.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.shacknews.com/featuredarticle.x?id=468>Read</a> | <a href="http://www.joystiq.com/2007/07/23/developers-talk-about-unreal-engine-3-lawsuit/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/947446/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2007/07/23/developers-talk-about-unreal-engine-3-lawsuit/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>dyack</category><category>epic</category><category>lawsuit</category><category>rein</category><category>siliconknights</category><category>TooHuman</category><category>UE3</category><category>unreal engine 3</category><category>UnrealEngine3</category><dc:creator>Alexander Sliwinski</dc:creator><dc:date>2007-07-23T20:38:00+00:00</dc:date></item><item><title>Square Enix's Last Remnant trailer debuts</title><link>http://www.joystiq.com/2007/07/05/square-enixs-last-remnant-trailer-debuts/</link><guid isPermaLink="true">http://www.joystiq.com/2007/07/05/square-enixs-last-remnant-trailer-debuts/</guid><comments>http://www.joystiq.com/2007/07/05/square-enixs-last-remnant-trailer-debuts/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a></p><div align="center"><a href="http://www.gamevideos.com/video/id/12749"><img vspace="4" hspace="4" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/07/last-remnant-trailer-pic-42.jpg"  alt="" /></a></div>
Square Enix has unveiled its "debut" trailer for <a href="http://www.joystiq.com/tag/lastremnant"><em>The Last Remnant</em></a>. The trailer is certainly pretty, powered by the Unreal Engine 3, and the gameplay (for better and worse) is eerily reminiscent of Koei's <a href="http://www.joystiq.com/tag/DynastyWarriors/" style="font-style: italic;">Dynasty Warriors</a><em> </em>series. <br /><br />The text serving as bookends to the one minute, 22 second trailer make a point to highlight that this is an RPG "for the world" that will see simultaneous release in North America and Japan (what about Europe?) on Xbox 360 and PlayStation 3. The actual date of that simultaneous release is unknown. Video embedded after the break.<center><object width="420" height="405" align="middle" id="gamevideos6" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000">
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Though the distinct lack of <a href="http://www.joystiq.com/search/?q=dynasty%20warriors">dynastically-inclined warriors</a> may convince you otherwise, futuristic racer <em>Fatal Inertia</em> is indeed a product of <a href="http://www.joystiq.com/tag/Koei/">Koei</a>. The first game from the company's Toronto-based studio has now been <a href="http://koei.com/company/pressitem.cfm?id=74FCB3C8-A853-45DD-8C66CB9DD5ED9894">assigned a release date</a> on half of its originally intended platforms, with the Xbox 360 version arriving on 11 September 2007. The PS3 version, unfortunately, received no such date and has been "delayed indefinitely."<br /><br />The game's <a href="http://www.joystiq.com/2007/01/18/koeis-fatal-inertia-bladestorm-to-miss-euro-ps3-launch/">unfortunate status</a>, as conveyed to Joystiq by a Koei representative, is as a result of developers awaiting completion of the game engine for the PS3 platform specifically. <em>Fatal Inertia </em>is built using Epic's <a href="http://www.joystiq.com/tag/unreal3">Unreal 3.0</a> engine, which debuted on Xbox 360 last year in testosterone vs. chainsaw epic, <em><a href="http://www.joystiq.com/tag/GearsofWar/">Gears of War</a></em>, and was more recently seen on PS3 with <em>Tom Clancy's Rainbow Six: Vegas</em>. Koei explained that the game had not been canceled outright, but offered that progress on the PS3 engine was "out of our hands." <br /><br />We next talked to <a href="http://www.joystiq.com/tag/Epic/">Epic</a>'s VP Mark Rein, who thought that the Unreal 3.0 engine was incomplete only in the sense that it's constantly being upgraded. "Unreal Engine 3.0 is running quite well on PS3 and people will have the chance to see that when we show <em><a href="http://www.joystiq.com/tag/UnrealTournament3/">Unreal Tournament 3</a></em> <a href="http://www.joystiq.com/tag/min-e3">next week</a>."<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://koei.com/company/pressitem.cfm?id=74FCB3C8-A853-45DD-8C66CB9DD5ED9894>Read</a> | <a href="http://www.joystiq.com/2007/07/02/fatal-inertia-hits-xbox-360-in-september-delayed-indefinitely/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/931615/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2007/07/02/fatal-inertia-hits-xbox-360-in-september-delayed-indefinitely/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>Epic</category><category>Fatal Inertia</category><category>FatalInertia</category><category>Koei</category><category>racing</category><category>Unreal</category><category>Unreal 3</category><category>Unreal Engine 3</category><category>Unreal Tournament 3</category><category>Unreal3</category><category>UnrealEngine3</category><category>UnrealTournament3</category><dc:creator>Ludwig Kietzmann</dc:creator><dc:date>2007-07-02T17:45:00+00:00</dc:date></item><item><title>Crytek and Epic Games rev their engines</title><link>http://www.joystiq.com/2007/06/22/crytek-and-epic-games-rev-their-engines/</link><guid isPermaLink="true">http://www.joystiq.com/2007/06/22/crytek-and-epic-games-rev-their-engines/</guid><comments>http://www.joystiq.com/2007/06/22/crytek-and-epic-games-rev-their-engines/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><a href="http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=6049&amp;Itemid=2&amp;limit=1&amp;limitstart=0"><img vspace="4" hspace="4" border="1" align="right" alt=""  src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/06/unreal-vs-cryengine-pic.jpg" /></a>Epic Games has found a wide audience, from <a href="http://www.joystiq.com/tag/toohuman">Silicon Knights</a> to <a href="http://www.joystiq.com/tag/lastremnant">Square Enix</a>, with its <a href="http://www.joystiq.com/tag/Unreal/">Unreal</a> <a href="http://www.joystiq.com/tag/UnrealEngine">Engine</a> <a href="http://www.joystiq.com/tag/UnrealEngine3">3</a>; meanwhile Crytek is looking to find success by licensing out <a href="http://www.joystiq.com/tag/CryEngine/">CryEngine</a> <a href="http://www.joystiq.com/tag/CryEngine2/">2</a>. Both companies also release games highlighting the engines (<em>Unreal</em> <em>Tournament</em> and <em>Crysis</em>, respectively).<br /><br />Next Generation <a href="http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=6049&amp;Itemid=2&amp;limit=1&amp;limitstart=0">has an article</a> where both Epic Games' Mark Rein and Crytek's Harald Seeley talk about the competitive field of game engines. According to the opening remarks, the article sees Crytek as one of the more promising competitors to the <em>Gears of War </em>developer. <br /><br />It's an interesting read, but we shouldn't forget one engine that just recently made its first unveiling: <a href="http://www.joystiq.com/2007/06/13/watch-the-id-tech-5-wwdc-demo-drown-in-its-shininess/">id Tech 5</a>. Creator John Carmack promised more information at <a href="http://www.joystiq.com/tag/e3">Min-E3</a>,  and we think there's a good chance the House of <em>Doom</em> will add some major heat to all game engines.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=6049&amp;Itemid=2&amp;limit=1&amp;limitstart=0>Read</a> | <a href="http://www.joystiq.com/2007/06/22/crytek-and-epic-games-rev-their-engines/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/924340/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2007/06/22/crytek-and-epic-games-rev-their-engines/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>cry engine</category><category>cry engine 2</category><category>cry tek</category><category>CryEngine</category><category>CryEngine2</category><category>crysis</category><category>CryTek</category><category>epic</category><category>epic games</category><category>EpicGames</category><category>unreal</category><category>unreal engine</category><category>unreal engine 3</category><category>UnrealEngine</category><category>UnrealEngine3</category><dc:creator>Ross Miller</dc:creator><dc:date>2007-06-22T13:28:00+00:00</dc:date></item><item><title>Indie dev Chair signs exclusive deal with Epic, new Undertow images</title><link>http://www.joystiq.com/2007/06/19/indie-dev-chair-signs-exclusive-deal-with-epic-new-undertow-ima/</link><guid isPermaLink="true">http://www.joystiq.com/2007/06/19/indie-dev-chair-signs-exclusive-deal-with-epic-new-undertow-ima/</guid><comments>http://www.joystiq.com/2007/06/19/indie-dev-chair-signs-exclusive-deal-with-epic-new-undertow-ima/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/arcade/" rel="tag">Arcade</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a>, <a href="http://www.joystiq.com/category/casual/" rel="tag">Casual</a></p><center><img vspace="4" hspace="4" border="0" alt="undertow" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/06/undertow-425w.jpg" /></center>Despite 2005's disastrous <a href="http://www.joystiq.com/search/?q=advent+rising" target="_blank"><em>Advent Rising</em></a>, which was built on Unreal Engine 2.0, Chair Entertainment will continue to use Epic's tech ... <em>for-ev-AR</em>. The indie developer has signed an exclusive deal with Epic to license Unreal Engine for all current and future projects. While the deal extends across the PC, PlayStation 3, and Xbox 360 platforms (<a href="http://www.joystiq.com/2007/03/08/mark-rein-says-no-unreal-engine-3-for-wii/" target="_blank">no Unreal for Wii</a>, remember?), <em>Undertow</em>, Xbox Live Arcade's submerged shooter, is the studio's only project known to be in development (not that we've been holding our breath for the rest of the canned <em>Advent </em>trilogy).<br /><br />As <a href="http://www.joystiq.com/2007/04/24/unreal-engine-3-based-undertow-coming-to-xbla/" target="_blank">previously disclosed</a>, <em>Undertow</em> will feature both a 15-level campaign (with co-op support) and a pair of 16-player multiplayer modes, packed tight like shredded tuna into the <a href="http://www.joystiq.com/2007/03/05/microsoft-embiggens-memory-unit-xbla-game-size/" target="_blank">old</a> 50MB XBLA standard. <em>Undertow</em> is tentatively scheduled for release this summer.<br /><br />[Via press release]<br /><br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/undertow-xbla/">Undertow (XBLA)</a></strong></p><a href="http://www.joystiq.com/photos/undertow-xbla/281219/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/06/undertow-xbla-09_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/undertow-xbla/281218/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/06/undertow-xbla-08_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/undertow-xbla/281217/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/06/undertow-xbla-07_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/undertow-xbla/281216/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/06/undertow-xbla-06_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/undertow-xbla/281215/"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/2007/06/undertow-xbla-05_thumbnail.jpg" alt="" title="" /></a></div><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2007/06/19/indie-dev-chair-signs-exclusive-deal-with-epic-new-undertow-ima/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/921582/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2007/06/19/indie-dev-chair-signs-exclusive-deal-with-epic-new-undertow-ima/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>360</category><category>chair</category><category>epic</category><category>epic games</category><category>EpicGames</category><category>mulitplayer</category><category>ps3</category><category>shooter</category><category>undertow</category><category>unreal</category><category>unreal engine</category><category>unreal engine 3</category><category>UnrealEngine</category><category>UnrealEngine3</category><category>xbla</category><category>xbox 360</category><category>Xbox360</category><dc:creator>James Ransom-Wiley</dc:creator><dc:date>2007-06-19T16:57:00+00:00</dc:date></item></channel></rss>