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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Crysis 3 screens both new and 'new']]></title><link>http://www.joystiq.com/2012/05/16/crysis-3-screens-both-new-and-new/</link><guid isPermaLink="true">http://www.joystiq.com/2012/05/16/crysis-3-screens-both-new-and-new/</guid><comments>http://www.joystiq.com/2012/05/16/crysis-3-screens-both-new-and-new/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/05/16/crysis-3-screens-both-new-and-new/"><img alt="Image" height="337" src="http://www.blogcdn.com/www.joystiq.com/media/2012/05/crysis3gorillamaninananosuit.jpg" style="margin:4px" width="599" /></a></div>You see that dude above, <em>straight chillin</em>'? Yeah, you've seen him before - like, a few weeks ago, when <a href="http://www.joystiq.com/2012/05/06/this-crysis-3-concept-art-is-pretty-of-course/">the image leaked</a> alongside several other <a href="http://www.joystiq.com/game/crysis-3"><em>Crysis 3</em></a> screens. Well here he is again, but this time he's got a whole bunch more totally official screens, straight from EA. Thrilling!<p><a href="http://www.joystiq.com/2012/05/16/crysis-3-screens-both-new-and-new/" rel="bookmark">Continue reading <em>Crysis 3 screens both new and 'new'</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/2012/05/16/crysis-3-screens-both-new-and-new/">Crysis 3 screens both new and 'new'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 16 May 2012 13:30:00 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/2012/05/16/crysis-3-screens-both-new-and-new/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20239336/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/05/16/crysis-3-screens-both-new-and-new/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>concept</category><category>concept-art</category><category>crysis-3</category><category>crytek</category><category>ea</category><category>ea-partners</category><category>electronic-arts</category><category>gameplay</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Wed, 16 May 2012 13:30:00 EST</pubDate></item><item><title><![CDATA[Assassin's Creed pre-production footage doesn't skimp on the stabs]]></title><link>http://www.joystiq.com/2012/05/05/assassins-creed-pre-production-footage-doesnt-skimp-on-the-sta/</link><guid isPermaLink="true">http://www.joystiq.com/2012/05/05/assassins-creed-pre-production-footage-doesnt-skimp-on-the-sta/</guid><comments>http://www.joystiq.com/2012/05/05/assassins-creed-pre-production-footage-doesnt-skimp-on-the-sta/#comments</comments><description><![CDATA[<center> <img alt="Image" src="http://www.blogcdn.com/www.joystiq.com/media/2012/05/acconcept530px.jpg" style="display: none; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; width: 530px; height: 306px; " /><iframe allowfullscreen="" frameborder="0" height="334" src="http://www.youtube.com/embed/ygVXJp1AvfU#t=1m30s" width="599"></iframe></center><br />Here at Joystiq, we pride ourselves on bringing you the new hotness, but sometimes we miss things - like this pre-production concept footage from an audio guy's portfolio uploaded many moons ago. If it looks familiar, it's because this eventually became the original <a href="http://www.joystiq.com/game/assassins-creed"><em>Assassin's Creed</em></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/2012/05/05/assassins-creed-pre-production-footage-doesnt-skimp-on-the-sta/">Assassin's Creed pre-production footage doesn't skimp on the stabs</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 05 May 2012 01:15:00 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://www.joystiq.com/2012/05/05/assassins-creed-pre-production-footage-doesnt-skimp-on-the-sta/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20231772/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/05/05/assassins-creed-pre-production-footage-doesnt-skimp-on-the-sta/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Assassins-Creed</category><category>concept</category><category>concept-video</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>ubisoft</category><category>xbox</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Sat, 05 May 2012 01:15:00 EST</pubDate></item><item><title><![CDATA[Bethesda teases first concept of Mikami's 'Zwei,' explains what 'pure survival horror' means]]></title><link>http://www.joystiq.com/2012/04/26/bethesda-teases-first-concept-of-mikamis-zwei-explains-what/</link><guid isPermaLink="true">http://www.joystiq.com/2012/04/26/bethesda-teases-first-concept-of-mikamis-zwei-explains-what/</guid><comments>http://www.joystiq.com/2012/04/26/bethesda-teases-first-concept-of-mikamis-zwei-explains-what/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/04/26/bethesda-teases-first-concept-of-mikamis-zwei-explains-what/"><img alt="Image" src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/mikamizweitangogworks.jpg" /></a></div>After Tango Gameworks head and veteran game dev Shinji Mikami outed news on his current game, "Project Zwei," to Famitsu <a href="http://www.joystiq.com/2012/04/25/resident-evils-mikami-welcomes-bethesda-to-the-world-of-surviva/">earlier this week</a>, publisher Bethesda apparently decided to do its own big debut. In an email missive early this morning, Bethesda announced Mikami's project as "the realization of *pure* survival horror" (Bethesda's asterisks, not ours), and included a collage of various environments in <em>Zwei</em>, "that communicate the tone and direction that the production is taking."<br /><br />Mikami said true survival horror is a situation "in which the player confronts and overcomes fear." From that note, we can only assume that the Black Eyed Peas <em>must</em> play some role in <em>Zwei</em>. Mikami added, "I've found my focus and once again I'm striving for pure survival horror. I am being very hands-on in the development of this game to ensure that the quality is there. Rest assured."<br /><br />As reported earlier, the game is still in the initial stages of development (as evidenced by the collage of environments above). It's expected to launch on "HD consoles" at some point in 2013.<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/2012/04/26/bethesda-teases-first-concept-of-mikamis-zwei-explains-what/">Bethesda teases first concept of Mikami's 'Zwei,' explains what 'pure survival horror' means</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 26 Apr 2012 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/2012/04/26/bethesda-teases-first-concept-of-mikamis-zwei-explains-what/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20225160/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/04/26/bethesda-teases-first-concept-of-mikamis-zwei-explains-what/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bethesda</category><category>bethesda-game-studios</category><category>bethesda-softworks</category><category>concept</category><category>horror</category><category>microsoft</category><category>playstation</category><category>project-zwei</category><category>ps3</category><category>shinji-mikami</category><category>survival-horror</category><category>tango</category><category>tango-gameworks</category><category>xbox</category><category>zenimax-media</category><category>zwei</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 26 Apr 2012 16:30:00 EST</pubDate></item><item><title><![CDATA[Freddie Wong and Insomniac show us the future of motion control]]></title><link>http://www.joystiq.com/2011/09/04/freddie-wong-and-insomniac-show-us-the-future-of-motion-control/</link><guid isPermaLink="true">http://www.joystiq.com/2011/09/04/freddie-wong-and-insomniac-show-us-the-future-of-motion-control/</guid><comments>http://www.joystiq.com/2011/09/04/freddie-wong-and-insomniac-show-us-the-future-of-motion-control/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/09/04/freddie-wong-and-insomniac-show-us-the-future-of-motion-control/" target="_self"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/09/freddiewmotiongamingheader.png" style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; display:none; " /></a><iframe allowfullscreen="" frameborder="0" height="298" src="http://www.youtube.com/embed/Z-FRb8CZ__I" width="530"></iframe></div>
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We're not entirely sure, but Freddie Wong's alleyway may be the most interesting, exciting, and down-right dangerous place on planet Earth. The intrepid YouTube star been <a href="http://www.youtube.com/watch?v=Dkc2vYUEA9w">Crossfired to death</a> <em>and</em> <a href="http://www.joystiq.com/2011/07/03/man-vs-katamari-rolls-us-up-into-a-ball-of-terror/">rolled up by a Katamari</a> along the same narrow stretch of road, and now the asphalt backlot has become a testing ground for <em>the future of motion control gaming</em>.<br />
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If the holographic baddies in the Wong's concept video look familiar, they should; Insomniac actually halted production of <a href="http://www.joystiq.com/game/resistance-3"><em>Resistance 3</em></a> for an entire day in order to animate custom Chimera soldiers for the production. Wong claims that the majority of the technology required to build a motion gaming rig like this already exists, albeit in not-<em>quite</em>-so-advanced forms. Much like the angular, massively-wheeled concept cars we <strike>have all over our walls</strike> oogled as children, Wong's video gives us a glimpse into a future <em>just barely</em> more awesome than the one we'll actually get.<br />
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[Thanks, Ashitaka!]<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/2011/09/04/freddie-wong-and-insomniac-show-us-the-future-of-motion-control/">Freddie Wong and Insomniac show us the future of motion control</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 04 Sep 2011 21:30:00 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/2011/09/04/freddie-wong-and-insomniac-show-us-the-future-of-motion-control/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20034691/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/09/04/freddie-wong-and-insomniac-show-us-the-future-of-motion-control/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>concept</category><category>freddie-wong</category><category>freddiew</category><category>insomniac</category><category>insomniac-games</category><category>motion-gaming</category><category>playstation</category><category>ps3</category><category>Resistance-3</category><category>YouTube</category><dc:creator><![CDATA[Jordan Mallory]]></dc:creator><pubDate>Sun, 04 Sep 2011 21:30:00 EST</pubDate></item><item><title><![CDATA[The Avengers: The Video Game leaks, cancelled by THQ]]></title><link>http://www.joystiq.com/2011/08/30/the-avengers-the-video-game-leaks-cancelled-by-thq/</link><guid isPermaLink="true">http://www.joystiq.com/2011/08/30/the-avengers-the-video-game-leaks-cancelled-by-thq/</guid><comments>http://www.joystiq.com/2011/08/30/the-avengers-the-video-game-leaks-cancelled-by-thq/#comments</comments><description><![CDATA[<div style="text-align: center;">
	<a href="http://www.joystiq.com/2011/08/30/the-avengers-the-video-game-leaks-cancelled-by-thq/"><img alt="Concept from Avengers video game cancelled by THQ" src="http://www.blogcdn.com/www.joystiq.com/media/2011/08/avengersvideogameproject.jpg" style="border-width: 0px; border-style: solid; margin: 0px;" /></a></div>
Early last month, THQ shuttered a few Australian studios that <a href="http://www.joystiq.com/2011/08/09/thq-fires-200-shifts-development-focus-away-from-kids-and-licen/">were working on licensed titles</a>. A leak seems to reveal what one of those titles could have been: A video game tie-in to the upcoming Avengers movie. WouldYouKindly <a href="http://www.wouldyoukindly.com/rumor-character-animations-concept-art-from-thq-australias-canned-avengers-game/">poked around on a few websites of concept artists</a> formerly employed by THQ, and found some concept art and even a test animation (which has <a href="http://vimeo.com/27851454">since been hidden</a>) showing off Thor, Captain America, and Hawkeye all beating up on some Skrull enemies. One concept also shows Hulk and Iron Man in the mix.<br />
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<em>The Avengers: The Video Game</em> was at least being pitched, if not actually developed, for PS3, Xbox 360, and the PC. According to the LinkedIn profile of at least one developer, the game has been completely canceled, though we're not sure about the status of the license -- presumably, if THQ isn't making the game, Marvel could try shopping it to another developer or publisher.<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/2011/08/30/the-avengers-the-video-game-leaks-cancelled-by-thq/">The Avengers: The Video Game leaks, cancelled by THQ</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 30 Aug 2011 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.joystiq.com/2011/08/30/the-avengers-the-video-game-leaks-cancelled-by-thq/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20030817/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/08/30/the-avengers-the-video-game-leaks-cancelled-by-thq/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>australia</category><category>avengers</category><category>captain-america</category><category>concept</category><category>iron-man</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>thor</category><category>thq</category><category>xbox</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Tue, 30 Aug 2011 21:00:00 EST</pubDate></item><item><title><![CDATA[Recall is a time-based first-person puzzler concept worth watching]]></title><link>http://www.joystiq.com/2011/07/19/recall-is-a-time-based-first-person-puzzler-concept-worth-watchi/</link><guid isPermaLink="true">http://www.joystiq.com/2011/07/19/recall-is-a-time-based-first-person-puzzler-concept-worth-watchi/</guid><comments>http://www.joystiq.com/2011/07/19/recall-is-a-time-based-first-person-puzzler-concept-worth-watchi/#comments</comments><description><![CDATA[<div align="center">
	<img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2011/07/recalltimebending.jpg" style="display: none" vspace="4" /><iframe frameborder="0" height="298" src="http://player.vimeo.com/video/26218924?title=0&amp;byline=0&amp;portrait=0" width="530"></iframe></div>
Above is a quick video demo for <a href="http://recallgame.blogspot.com/">a game concept called <em>Recall</em></a> built by a South Korean game developer named Jaewoo Jay Jeon. The intriguing video offers up time-based first-person gameplay in a 3D world. The basic idea seems to be that you can "record" the world and your movement, and then fast-forward, rewind, or pause or play back that recording, affecting either your own character, or various objects in the world around you.<br />
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That lets you do things like freeze time to hold blocks in place that can be used as platforms, or run a few different versions of yourself around a map, <em>Braid</em>-style. The last room in the demo shows the player recording just a moment, moving away from that point, and then playing it back quickly, warping the player past a dangerous barrier.<br />
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It's smart stuff, though obviously this is just a concept of a work in progress, and not actually a commercial game yet. Still, we've seen great games come from humble beginnings before -- could this be another <em>Portal</em> in the making?<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/2011/07/19/recall-is-a-time-based-first-person-puzzler-concept-worth-watchi/">Recall is a time-based first-person puzzler concept worth watching</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 19 Jul 2011 23:20:00 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/2011/07/19/recall-is-a-time-based-first-person-puzzler-concept-worth-watchi/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19995227/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/07/19/recall-is-a-time-based-first-person-puzzler-concept-worth-watchi/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>concept</category><category>developer</category><category>jaewoo-jay-yeon</category><category>pc</category><category>recall</category><category>south-korea</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Tue, 19 Jul 2011 23:20:00 EST</pubDate></item><item><title><![CDATA[Mike Bithell conceptualizes a game based on Source Code]]></title><link>http://www.joystiq.com/2011/04/04/mike-bithell-conceptualizes-a-game-based-on-source-code/</link><guid isPermaLink="true">http://www.joystiq.com/2011/04/04/mike-bithell-conceptualizes-a-game-based-on-source-code/</guid><comments>http://www.joystiq.com/2011/04/04/mike-bithell-conceptualizes-a-game-based-on-source-code/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/04/04/mike-bithell-conceptualizes-a-game-based-on-source-code/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/04/gamsourcecodeconcept530.jpg" style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; " /></a></div>
Bossa Studios lead designer Mike Bithell, whom you may remember as the creator of the 24-hour project <em><a href="http://www.joystiq.com/2010/10/18/thomas-was-alone-a-minimalist-game-about-friendship/">Thomas Was Alone</a></em>, knows a thing or two about coming up with compelling game concepts. We're not surprised that he recently turned his sights on gameifying one of our favorite movies of 2011 so far: <em>Source Code</em>. On <a href="http://thomaswasalone.wordpress.com/2011/04/02/source-code-a-game-design/">his personal blog</a>, Bithell explained how the film's penchant for <em>Groundhog Day</em>-esque repetition would translate over to a game mechanic, even drawing a handy diagram to illustrate his ideas.<br />
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Personally, we'd love for his vision to come to fruition, if only to achieve our dream of getting our Gyllenhaal fix in a video game format. We can't just keep playing <a href="http://www.joystiq.com/game/prince-of-persia-the-sands-of-time"><em>Prince of Persia: The Sands of Time</em></a> and pretending, you know. It's not <em>healthy</em>.<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/2011/04/04/mike-bithell-conceptualizes-a-game-based-on-source-code/">Mike Bithell conceptualizes a game based on Source Code</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 04 Apr 2011 15:30:00 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/2011/04/04/mike-bithell-conceptualizes-a-game-based-on-source-code/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19902262/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/04/04/mike-bithell-conceptualizes-a-game-based-on-source-code/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>adaptation</category><category>concept</category><category>indie</category><category>mike-bithell</category><category>movie</category><category>source-code</category><category>thomas-was-alone</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Mon, 04 Apr 2011 15:30:00 EST</pubDate></item><item><title><![CDATA[Canceled 'Day to Night' Midway game unearthed in concept art]]></title><link>http://www.joystiq.com/2011/01/04/canceled-day-to-night-midway-game-unearthed-in-concept-art/</link><guid isPermaLink="true">http://www.joystiq.com/2011/01/04/canceled-day-to-night-midway-game-unearthed-in-concept-art/</guid><comments>http://www.joystiq.com/2011/01/04/canceled-day-to-night-midway-game-unearthed-in-concept-art/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2011/01/04/canceled-day-to-night-midway-game-unearthed-in-concept-art/"><img hspace="0" border="1" vspace="0" src="http://www.blogcdn.com/www.joystiq.com/media/2011/01/dtnheaderimg530px.jpg" alt="" /></a></div>
Former <a href="http://www.joystiq.com/tag/midway">Midway</a> background artist Brian Beppu was at one point drawing up concepts for a PlayStation 2-era game named <em>Day to Night</em>. As the title suggests, <em>Day to Night</em> looks like it was going to be some type of zombie game -- as seen in the concept panels above, a hobbled humanoid approaches a gentleman who appears to be a cowboy in snowy woods. A handful of environments are also on display, varying from a cheap roadside motel to a graveyard overtaken by jungle brush.<br />
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Given the fact that this art is now nearly a decade old, <em>Day to Night</em> likely lost its shot at becoming a finished product <em>before</em> Midway's less than successful final years. Little else is known about the title, in fact, so feel free to <a href="mailto:ben@joystiq.com?subject=Day to Night info">shoot us a tip</a> if you know more.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/day-to-night/">Day to Night</a></strong></p><a href="http://www.joystiq.com/photos/day-to-night/#3736926"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/01/daytonight1_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/day-to-night/#3736927"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/01/daytonight2_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/day-to-night/#3736928"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/01/daytonight3_thumbnail.png" alt="" title="" /></a></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/2011/01/04/canceled-day-to-night-midway-game-unearthed-in-concept-art/">Canceled 'Day to Night' Midway game unearthed in concept art</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 04 Jan 2011 20:00:00 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/2011/01/04/canceled-day-to-night-midway-game-unearthed-in-concept-art/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19785986/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/01/04/canceled-day-to-night-midway-game-unearthed-in-concept-art/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>brian-beppu</category><category>canceled</category><category>cancellation</category><category>cancelled</category><category>concept</category><category>concept-art</category><category>day-to-night</category><category>midway</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Tue, 04 Jan 2011 20:00:00 EST</pubDate></item><item><title><![CDATA[Artwork surfaces from canned Midway game, 'Hero']]></title><link>http://www.joystiq.com/2011/01/03/artwork-surfaces-from-canned-midway-game-hero/</link><guid isPermaLink="true">http://www.joystiq.com/2011/01/03/artwork-surfaces-from-canned-midway-game-hero/</guid><comments>http://www.joystiq.com/2011/01/03/artwork-surfaces-from-canned-midway-game-hero/#comments</comments><description><![CDATA[<div style="text-align: center; "><a href="http://www.joystiq.com/2011/01/03/artwork-surfaces-from-canned-midway-game-hero/"><img border="1" hspace="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/01/heroimage1024pxwide.jpg" /></a></div>
Concept illustrator Stephan Martiniere worked at Midway Chicago until August of 2008. Some time before he left the company to work at id Software, he inked concept art for a game titled "Hero," spotted by <a href="http://www.siliconera.com/2011/01/03/thats-artwork-from-hero-a-canned-midway-game/">Siliconera</a> on Mr. Martiniere's <a href="http://www.martiniere.com/newworks.htm">website</a>. <a href="http://www.joystiq.com/tag/midway">Midway</a>, as you likely know, went bust over the last few years, with some titles being picked up by other publishers and some games in-development being put on permahold.<br />
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Only one image of <em>Hero</em> is in the portfolio, but it indicates possible characters <em>Hero</em> might've explored -- an adult figure holds a sword in one hand and a child's hand in the other, while an ethereal being floats above both figures in a ruined Chicago (as indicated by the Chicago Transit Authority sign). That sounds an awful lot like the plot of <em><a href="http://en.wikipedia.org/wiki/Lone_Wolf_and_Cub">Lone Wolf and Cub</a></em> to us (minus the whole Chicago thing), so we're clearly sad to hear it never came to be.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/hero/">Hero</a></strong></p><a href="http://www.joystiq.com/photos/hero/#3734018"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/01/heroimage22343_thumbnail.jpg" alt="" title="" /></a></div>[Image credit: <a href="http://www.martiniere.com/newworks.htm">Stephan Martiniere</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/2011/01/03/artwork-surfaces-from-canned-midway-game-hero/">Artwork surfaces from canned Midway game, 'Hero'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 03 Jan 2011 13:30:00 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/2011/01/03/artwork-surfaces-from-canned-midway-game-hero/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19784616/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/01/03/artwork-surfaces-from-canned-midway-game-hero/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cancelled</category><category>concept</category><category>concept-art</category><category>hero</category><category>id-software</category><category>midway</category><category>midway-chicago</category><category>stephan-martiniere</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Mon, 03 Jan 2011 13:30:00 EST</pubDate></item><item><title><![CDATA[Arkedo's canceled Natal game: 2-Finger Heroes]]></title><link>http://www.joystiq.com/2010/01/20/arkedos-canceled-natal-game-2-finger-heroes/</link><guid isPermaLink="true">http://www.joystiq.com/2010/01/20/arkedos-canceled-natal-game-2-finger-heroes/</guid><comments>http://www.joystiq.com/2010/01/20/arkedos-canceled-natal-game-2-finger-heroes/#comments</comments><description><![CDATA[<center><a href="http://www.neogaf.com/forum/showpost.php?p=19376188&amp;postcount=200"><img hspace="0" vspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/01/2fingerheroes120.jpg" /></a></center><a href="http://www.joystiq.com/2010/01/18/arkedo-on-the-changing-landscape-of-xbl-indie-games/">Arkedo Studio</a>, the French developer responsible for the DS's <em><a href="http://nintendo.joystiq.com/tag/big-bang-mini">Big Bang Mini</a> </em>and <a href="http://nintendo.joystiq.com/tag/NervousBrickdown/"><em>Nervous Brickdown</em></a>, as well as recent Xbox Live Indie Games like the stylish <a href="http://xbox.joystiq.com/2009/12/28/new-arkedo-series-game-on-xblm-pixel/"><em>03 Pixel</em></a>, has been thinking about <a href="http://joystiq.com/tag/project-natal">Project Natal</a>. And sadly for us, it decided to <em>think again</em> before going through with its proposed game idea, <span style="font-style: italic;">2</span><em>-Finger Heroes</em>.<br />
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CEO Camille Guermonprez posted mocked-up screenshots and design plans for the game on <a href="http://www.neogaf.com/forum/showpost.php?p=19376188&amp;postcount=200">NeoGAF</a>, revealing a brawler controlled by players' fingers acting as the protagonists' legs. Occasionally, the game would switch over to segments controlled by hand motions or crossed arms, and award powerups for hand gestures at certain segments (with a penalty for flipping the screen off!)<br />
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Why isn't Arkedo working on this game <em>right now</em>? Issues with recognition of minute finger movements -- and localization concerns. "Yup, what can be understood as the victory sign in France, could be a terrible insult in the UK, for instance," Guermonprez said. "And we are not even talking about Italian. Oh, the possibilities..."<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/2010/01/20/arkedos-canceled-natal-game-2-finger-heroes/">Arkedo's canceled Natal game: 2-Finger Heroes</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 20 Jan 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.neogaf.com/forum/showpost.php?p=19376188&amp;postcount=200>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/01/20/arkedos-canceled-natal-game-2-finger-heroes/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19324475/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/01/20/arkedos-canceled-natal-game-2-finger-heroes/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2-finger-heroes</category><category>arkedo</category><category>arkedo-studio</category><category>concept</category><category>Microsoft</category><category>project-natal</category><category>Xbox-360</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 20 Jan 2010 16:00:00 EST</pubDate></item><item><title><![CDATA[Artist plans to turn OutRun machine into real car]]></title><link>http://www.joystiq.com/2009/11/12/artist-plans-to-turn-outrun-machine-into-real-car/</link><guid isPermaLink="true">http://www.joystiq.com/2009/11/12/artist-plans-to-turn-outrun-machine-into-real-car/</guid><comments>http://www.joystiq.com/2009/11/12/artist-plans-to-turn-outrun-machine-into-real-car/#comments</comments><description><![CDATA[<center><a href="http://conceptlab.com/outrun/"><img vspace="4" hspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2009/11/outrun1112.jpg" alt="" /></a></center>Garnet Hertz's design for an <em>OutRun </em>arcade machine combined with an electric scooter into a real, amazingly impractical vehicle is <em>great</em>, even if it is just a concept for now. But what really turns the idea of a driving game on wheels into something magical (that also plays "<a href="http://www.youtube.com/watch?v=GQvK1x0A9tQ">Magical Sound Shower</a>") is the software.<br /> <br /> Instead of simply running <em>OutRun </em>as you drive blindly into traffic, Hertz is working on an iPhone 3GS app that uses the iPhone's camera and GPS to detect your position and the shape of the road, and translate that information into a live <em>OutRun</em> track. See the software at work after the break.<br /> <br /> The artist's goals are the "Un-Simulation of Driving" (instead of using a game to simulate driving closely with high-end graphics like Gran Turismo, this will fuse video game-like graphics with real driving), and "GPS Navigation Parallax &amp; Mixed Reality" (using only GPS information to drive). And <em>not</em> "Making Something That Is Going To Get Someone Killed", which is why, when this does become a reality, it'll be limited to "controlled environments."<br /> <br /> [Via <a href="http://www.engadget.com/2009/11/12/ferrari-styled-outrun-arcade-machine-set-for-crazy-scooter-trans/">Engadget</a>, <a href="http://www.gamesetwatch.com/2009/11/outrun_project_transforms_arca.php#more">GameSetWatch</a>]<p><a href="http://www.joystiq.com/2009/11/12/artist-plans-to-turn-outrun-machine-into-real-car/" rel="bookmark">Continue reading <em>Artist plans to turn OutRun machine into real car</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/2009/11/12/artist-plans-to-turn-outrun-machine-into-real-car/">Artist plans to turn OutRun machine into real car</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 12 Nov 2009 12:10:00 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://conceptlab.com/outrun/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/11/12/artist-plans-to-turn-outrun-machine-into-real-car/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19234815/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/11/12/artist-plans-to-turn-outrun-machine-into-real-car/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>arcade</category><category>concept</category><category>garnet-hertz</category><category>outrun</category><category>retro</category><category>sega</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Thu, 12 Nov 2009 12:10:00 EST</pubDate></item><item><title><![CDATA[God of War III pitched as FPS; struck down]]></title><link>http://www.joystiq.com/2009/10/02/god-of-war-3-pitched-as-fps-struck-down/</link><guid isPermaLink="true">http://www.joystiq.com/2009/10/02/god-of-war-3-pitched-as-fps-struck-down/</guid><comments>http://www.joystiq.com/2009/10/02/god-of-war-3-pitched-as-fps-struck-down/#comments</comments><description><![CDATA[<div align="center"><a href="http://features.cgsociety.org/story_custom.php?story_id=5250"><img hspace="0" vspace="4" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/10/god_of_war_3_100209.jpg" /></a><br /></div> Okay, picture this: Ripping off Helios' head ... but from Kratos' perspective. Pretty<em> gripping,</em> right? "Genius" even! At least, that's how art director Ken Feldman described his failed pitch for <a href="http://www.joystiq.com/tag/god-of-war-iii/"><em>God of War III</em></a> as an FPS to game director Stig Asmussen. "I tried unsuccessfully to convince Stig to make <em>God of War III</em> a first-person shooter," recounted Feldman in an interview with <a href="http://features.cgsociety.org/story_custom.php?story_id=5250&amp;page=2">CGSociety</a>. "Unfortunately, he didn't see the genius in the idea."<br /><br />You know Ken, we're not really seeing it either. But then, true genius is often only recognized in hindsight by us <em>casual thinkers.</em> Now ... if next year's sequel had been <em>"God of War Resort"</em> -- bundled with the <a href="http://www.joystiq.com/tag/playstation-motion-controller/">Motion Controller</a>? ... Brilliant!<br /><br />[Via <a href="http://www.mcvuk.com/news/36010/SCEA-dev-wanted-God-of-War-FPS">MCV</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/2009/10/02/god-of-war-3-pitched-as-fps-struck-down/">God of War III pitched as FPS; struck down</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 02 Oct 2009 12:42:00 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://features.cgsociety.org/story_custom.php?story_id=5250>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/10/02/god-of-war-3-pitched-as-fps-struck-down/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19182127/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/10/02/god-of-war-3-pitched-as-fps-struck-down/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>concept</category><category>fps</category><category>god-of-war</category><category>god-of-war-3</category><category>god-of-war-fps</category><category>god-of-war-iii</category><category>ken-feldman</category><category>sce-studios-santa-monica</category><category>scea</category><category>Sony-Computer-Entertainment-America</category><category>sony-santa-monica</category><category>stig-asmussen</category><dc:creator><![CDATA[James Ransom-Wiley]]></dc:creator><pubDate>Fri, 02 Oct 2009 12:42:00 EST</pubDate></item><item><title><![CDATA[Lionhead, Stormfront early concepts revealed in art]]></title><link>http://www.joystiq.com/2009/02/16/lionhead-stormfront-early-concepts-revealed-in-art/</link><guid isPermaLink="true">http://www.joystiq.com/2009/02/16/lionhead-stormfront-early-concepts-revealed-in-art/</guid><comments>http://www.joystiq.com/2009/02/16/lionhead-stormfront-early-concepts-revealed-in-art/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.leadinglightdesign.com/"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/02/survivors049_top_jd.jpg" alt="" /></a><br /></div>
It's always curious to see the different stages of life game concepts go through before making it into our grubby hands. It's reason enough why we can't stop flipping through the website for conceptual design studio <a href="http://www.leadinglightdesign.com/">Leading Light</a>. Among the treasures found on the site are some fantastic pieces dedicated to <a href="http://www.joystiq.com/tag/bioshock"><em>BioShock</em></a>, as well as a some early artwork from a pair of <a href="http://www.joystiq.com/tag/lionhead">Lionhead</a> concepts labeled "Survivors" and "Justice." <br /><br />Artwork for the former looks to be for an action game set against the backdrop of a catastrophic disaster, while the latter concept has a more futuristic, almost <em>Blade Runner</em> vibe. With Lionhead's Peter Molyneux <a href="http://www.joystiq.com/2008/12/17/peter-molyneux-to-reveal-lionhead-experiments-at-gdc-09/">set to talk on concepts</a> his studio is tossing around next month during GDC, it'll be interesting to see if either of these projects is brought up during the panel. However, <a href="http://www.vg247.com/2009/02/16/justice-and-survivor-arent-in-lionhead-production/">VG247</a> reports that according to a Lionhead rep, the pictures represent old material and neither project is in production at the studio. <br /><br />Leading Light's site also includes concept art from a project labeled "Titan," including some jaw-dropping set pieces pitting giant bugs against an even bigger robot. The fantastic-looking idea was apparently drummed up by Sony's Stormfront studio before it was <a href="http://www.joystiq.com/2008/04/01/stormfront-studios-shutting-down/">shuttered in April 2008</a>. Sure, it's <em>possible </em>that any of these projects might someday see the light of day, but you'll have to forgive us if we don't hold our breath. <br /><br />[Thanks, Adem]<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/2009/02/16/lionhead-stormfront-early-concepts-revealed-in-art/">Lionhead, Stormfront early concepts revealed in art</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 16 Feb 2009 09:00:00 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.leadinglightdesign.com/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/02/16/lionhead-stormfront-early-concepts-revealed-in-art/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1461581/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/02/16/lionhead-stormfront-early-concepts-revealed-in-art/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art</category><category>artwork</category><category>bioshock</category><category>concept</category><category>justice</category><category>leading-light</category><category>lionhead</category><category>Lionhead-Studios</category><category>microsoft</category><category>sony</category><category>stormfront</category><category>surviviors</category><category>titan</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Mon, 16 Feb 2009 09:00:00 EST</pubDate></item><item><title><![CDATA[Concept art glued and bound in 'The Art of Midway']]></title><link>http://www.joystiq.com/2007/10/18/concept-art-glued-and-bound-in-the-art-of-midway/</link><guid isPermaLink="true">http://www.joystiq.com/2007/10/18/concept-art-glued-and-bound-in-the-art-of-midway/</guid><comments>http://www.joystiq.com/2007/10/18/concept-art-glued-and-bound-in-the-art-of-midway/#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://biz.gamedaily.com/industry/news/?id=17796"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/10/tn_cover.jpg" /></a>We'll admit that when approached with the subject of art in video games,<a href="http://www.joystiq.com/tag/midway/"> Midway</a> is not the first company that comes to mind. Not to say that their games are not art, as we sidestep that <a href="http://www.joystiq.com/2007/07/23/ebert-admits-games-can-be-art-but-not-high-art/">land</a> <a href="http://www.joystiq.com/2007/09/26/barker-lays-smackdown-on-ebert-about-games-not-being-art/">mine</a> and save the explosion for another day, but Midway's titles have never come across as particularly driven by aesthetic style, making us all the more curious as to the contents of Midway's newly released art book, <em>The Art of Midway: Before Pixels and Polygons</em>.<br />
<br />
A 160-page collection of concept art for some of Midway's top titles, the book is said to include 200 illustrations covering such games as <em>The Suffering</em> and <em>Psi-Ops: The Mindgate Conspiracy</em>, to the more recently shipped <a href="http://www.joystiq.com/tag/Stranglehold/"><em>Stranglehold</em></a>. And of course you can bet there will be quite a few doodles from the <a href="http://www.joystiq.com/tag/mortalkombat/"><em>Mortal Kombat</em></a> franchise as well, with Baraka's toothy grin featured on the book's cover. However, what's more interesting to us are the unpublished works said to be included in the book from Midway artists such as Stephan Martini&egrave;re, Vince Proce, Ben Olson, and Bruno Werneck. Our coffee table has been looking a bit barren lately, and this book would fit quite nicely next to the sweat ring and stack of back issues of People.<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/2007/10/18/concept-art-glued-and-bound-in-the-art-of-midway/">Concept art glued and bound in 'The Art of Midway'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 18 Oct 2007 18:55:00 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://biz.gamedaily.com/industry/news/?id=17796>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/10/18/concept-art-glued-and-bound-in-the-art-of-midway/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1015308/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/10/18/concept-art-glued-and-bound-in-the-art-of-midway/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art</category><category>book</category><category>concept</category><category>midway</category><category>Mortal-Kombat</category><category>psi-ops</category><category>Stranglehold</category><category>The-Suffering</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Thu, 18 Oct 2007 18:55:00 EST</pubDate></item><item><title><![CDATA[Pongle: another not-to-be Wiimote concept]]></title><link>http://www.joystiq.com/2007/02/15/pongle-another-not-to-be-wiimote-concept/</link><guid isPermaLink="true">http://www.joystiq.com/2007/02/15/pongle-another-not-to-be-wiimote-concept/</guid><comments>http://www.joystiq.com/2007/02/15/pongle-another-not-to-be-wiimote-concept/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/retro/" rel="tag">Retro</a>, <a href="http://www.joystiq.com/category/wii/" rel="tag">Nintendo Wii</a>, <a href="http://www.joystiq.com/category/peripherals/" rel="tag">Peripherals</a></p><a href="http://www.coroflot.com/public/individual_file.asp?from_url=true&amp;portfolio_id=360741&amp;individual_id=135340&amp;sort_by=1&amp;"><img vspace="4" hspace="4" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2007/02/wiipongle.jpg" alt="pongle" /></a><br />If the sight of Hayes Urban's "Pongle" concept makes you shudder (in a good way), then you probably came of age during that 'golden era' of gaming, innocently <a href="http://en.wikipedia.org/wiki/Paddle_%28game_controller%29" target="_blank">paddling</a> away your adolescence. <em>Pong</em>, <em>Breakout</em>, <em>Warlords</em>, <em>Tempest</em> ... all classics deserving of a lil' 21st century love, no? But today's youth, being raised on <a href="http://www.joystiq.com/2007/02/06/rockstar-reveals-manhunt-2-for-the-ps2-psp-and-wii/" target="_blank">murder sims</a> -- having little knowledge of what purity came before -- would hardly lend impetus to the rightful resurgence. Alas, Pongle rests in too small of a niche to ever justify a mass-production birth. A shame. Just imagine the new <em>twists</em> the accelerometers and built-in speaker would add to the experience...<br /><br />[Via <a href="http://www.engadget.com/2007/02/15/pongle-paddle-controller-concept-for-wii/" target="_blank">Engadget</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/2007/02/15/pongle-another-not-to-be-wiimote-concept/">Pongle: another not-to-be Wiimote concept</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 15 Feb 2007 21:25:00 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.coroflot.com/public/individual_file.asp?from_url=true&amp;portfolio_id=360741&amp;individual_id=135340&amp;sort_by=1&amp;>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/02/15/pongle-another-not-to-be-wiimote-concept/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/754971/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/02/15/pongle-another-not-to-be-wiimote-concept/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Atari</category><category>Concept</category><category>Controller</category><category>Paddle</category><category>Pongle</category><category>Wii</category><dc:creator><![CDATA[James Ransom-Wiley]]></dc:creator><pubDate>Thu, 15 Feb 2007 21:25:00 EST</pubDate></item><item><title><![CDATA[Drool-inducing Heavenly Sword images]]></title><link>http://www.joystiq.com/2006/06/20/drool-inducing-heavenly-sword-images/</link><guid isPermaLink="true">http://www.joystiq.com/2006/06/20/drool-inducing-heavenly-sword-images/</guid><comments>http://www.joystiq.com/2006/06/20/drool-inducing-heavenly-sword-images/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/media/" rel="tag">Videos and Screenshots</a></p><a href="http://ps3.qj.net/Heavenly-Sword-New-Screens/pg/49/aid/56458"><img vspace="4" hspace="4" border="1" src="http://www.joystiq.com/media/2006/06/heavenlysword.jpg" id="vimage_1" alt="" /></a><br />She's deadly, beautiful and red-headed. The premise behind <em>Heavenly Sword's</em> heroine is enough to get you interested in checking out the images, but seeing some of the concept art alone shows even more potential. It may just take a console as powerful as the PS3 to realize some of these beautiful environments. Take a gander at these pics to see what will be coming your way in the not-too-distant future.<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/2006/06/20/drool-inducing-heavenly-sword-images/">Drool-inducing Heavenly Sword images</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 20 Jun 2006 14:30:00 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://ps3.qj.net/Heavenly-Sword-New-Screens/pg/49/aid/56458>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/06/20/drool-inducing-heavenly-sword-images/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/635161/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/06/20/drool-inducing-heavenly-sword-images/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art</category><category>concept</category><category>heavenly sword</category><category>images</category><category>pics</category><category>playstation</category><category>ps3</category><category>screens</category><category>sony</category><dc:creator><![CDATA[Adams Briscoe]]></dc:creator><pubDate>Tue, 20 Jun 2006 14:30:00 EST</pubDate></item><item><title><![CDATA[PS3 boomerang controller tossed, doesn't come back]]></title><link>http://www.joystiq.com/2006/05/09/ps3-boomerang-controller-tossed-doesnt-come-back/</link><guid isPermaLink="true">http://www.joystiq.com/2006/05/09/ps3-boomerang-controller-tossed-doesnt-come-back/</guid><comments>http://www.joystiq.com/2006/05/09/ps3-boomerang-controller-tossed-doesnt-come-back/#comments</comments><description><![CDATA[<img width="225" vspace="4" hspace="4" height="149" border="0" align="right" src="http://www.joystiq.com/media/2006/05/boomerang.jpg" alt="" />Despite sentimental appeal in the Australian market, Sony's initial&nbsp; "boomerang" PS3 controller always reeked of funky concept design for funky's own sake. Now that we know Sony "doesn't do gimmicks" (unless stolen from Nintendo) It's little wonder the "Croc" has been tossed, never to return.<br /><br />Here's to the last burst of creativity Sony ever had.<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/2006/05/09/ps3-boomerang-controller-tossed-doesnt-come-back/">PS3 boomerang controller tossed, doesn't come back</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 09 May 2006 00:00:00 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/2006/05/09/ps3-boomerang-controller-tossed-doesnt-come-back/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/616319/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/05/09/ps3-boomerang-controller-tossed-doesnt-come-back/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>concept</category><category>controllers</category><category>design</category><dc:creator><![CDATA[Ken Weeks]]></dc:creator><pubDate>Tue, 09 May 2006 00:00:00 EST</pubDate></item><item><title><![CDATA[Seen@GDC: PlayStation 3 dev kit]]></title><link>http://www.joystiq.com/2006/03/27/seen-gdc-playstation-3-dev-kit/</link><guid isPermaLink="true">http://www.joystiq.com/2006/03/27/seen-gdc-playstation-3-dev-kit/</guid><comments>http://www.joystiq.com/2006/03/27/seen-gdc-playstation-3-dev-kit/#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/gdc/" rel="tag">GDC</a></p><img vspace="4" hspace="4" border="1" alt="" src="http://www.joystiq.com/media/2006/03/GDC_PS3_dev_unit.jpg" /><br/>This admittedly blurry shot of what looks sort of like an Apple <a href="http://www.apple.com/xserve/">Xserve</a> onsteroids is in fact a PlayStation 3 dev kit spotted at Sony's booth on the GDC expo floor. The question is, why showoff the humble dev unit under an enticing <ahref="http://www.joystiq.com/2006/03/26/seen-gdc-nintendo-revolution-its-wittle/">Revolution-esque</a> plexiglass lid?You'd think they'd have kept it hidden, lest some brain dead superfan mistakes this for a system redesign.<br /><br/>Continue reading for some more shots and Sony's clever solution for preventing confusion.<p><a href="http://www.joystiq.com/2006/03/27/seen-gdc-playstation-3-dev-kit/" rel="bookmark">Continue reading <em>Seen@GDC: PlayStation 3 dev kit</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/2006/03/27/seen-gdc-playstation-3-dev-kit/">Seen@GDC: PlayStation 3 dev kit</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 27 Mar 2006 21:15:00 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://www.joystiq.com/2006/03/27/seen-gdc-playstation-3-dev-kit/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/603229/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/03/27/seen-gdc-playstation-3-dev-kit/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>concept</category><category>GDC</category><category>PS3</category><dc:creator><![CDATA[Christopher Grant]]></dc:creator><pubDate>Mon, 27 Mar 2006 21:15:00 EST</pubDate></item></channel></rss>