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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Smash Bros. director says Wii U version will be familiar and focused]]></title><link>http://www.joystiq.com/2012/08/08/smash-bros-director-says-wii-u-version-will-be-familiar-and-foc/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/08/smash-bros-director-says-wii-u-version-will-be-familiar-and-foc/</guid><comments>http://www.joystiq.com/2012/08/08/smash-bros-director-says-wii-u-version-will-be-familiar-and-foc/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2012/08/08/smash-bros-director-says-wii-u-version-will-be-familiar-and-foc/"><img alt="Smash Bros director says Wii U version will be familiar and focused" data-src-height="376" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/smashbros.jpg" style="margin: 0px; border-width: 0px; border-style: solid;" /></a></div>Masahiro Sakurai, who is overseeing the upcoming <a href="http://www.joystiq.com/2012/06/21/nintendo-brings-in-namco-bandai-to-work-on-new-smash-bros/">Namco-created iteration</a> of <em>Smash Bros.</em> on the Wii U and 3DS, says the goal for the game will be to keep things focused and fresh, rather than blowing out either the mechanics or the character list.<br /><br />Sakurai told <a href="http://www.ign.com/articles/2012/08/07/masahiro-sakurai-talks-super-smash-bros-4">IGN</a> that because the franchise is so popular lately, he believes the core gameplay is on target, and thus won't change much in the next installment. "The game system itself is complete," says Sakurai, "so we don't want to make it 3D or introduce complicated controls just for the sake of it." The Wii U's new controller will be used, but outside of that, it sounds like things will stay familiar for fans.<br /><br />That will be true for characters as well. While Sakurai thinks "Snake and Sonic joining were fantastic," he's leery of going <a href="http://www.joystiq.com/2012/07/10/harada-pulling-back-on-idea-of-tekken-characters-in-new-smash/">too far outside</a> the Nintendo staple, for fear of losing "the focus of the game." Will there be anything new at all? Sakurai says only that he and his team are thinking of "ways we can introduce a slightly different, fun experience all the while keeping the usual frantic game play."<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/2012/08/08/smash-bros-director-says-wii-u-version-will-be-familiar-and-foc/">Smash Bros. director says Wii U version will be familiar and focused</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 08 Aug 2012 02:00:00 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/2012/08/08/smash-bros-director-says-wii-u-version-will-be-familiar-and-foc/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20295748/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/08/smash-bros-director-says-wii-u-version-will-be-familiar-and-foc/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3ds</category><category>characters</category><category>controls</category><category>masahiro-sakurai</category><category>nintendo</category><category>smash-bros.</category><category>smash-bros.-wii-u</category><category>Super-Smash-Bros-Brawl</category><category>third-party</category><category>wii-u</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Wed, 08 Aug 2012 02:00:00 EST</pubDate></item><item><title><![CDATA[OnLive and Rockstar release touch-controlled version of LA Noire]]></title><link>http://www.joystiq.com/2012/03/20/onlive-and-rockstar-release-touch-controlled-version-of-la-noire/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/20/onlive-and-rockstar-release-touch-controlled-version-of-la-noire/</guid><comments>http://www.joystiq.com/2012/03/20/onlive-and-rockstar-release-touch-controlled-version-of-la-noire/#comments</comments><description><![CDATA[<div style="text-align: center;"> <img  src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/lanoiretouchscreen2.jpg" style="border-width: 0px; border-style: solid; margin: 0px;" /></div>Way back in December, when OnLive first announced it would <a href="http://www.joystiq.com/2011/12/07/onlive-releases-ios-and-android-apps-custom-touch-controls-and/">release a set of tablet apps</a> for its cloud gaming service, we heard that Rockstar Games was also working on touch controls for <em><a href="http://joystiq.com/game/la-noire">LA Noire</a>, </em>making the console and PC game behave more like a native touchscreen app. And tonight, OnLive says those controls are finally available. If you load up <em>LA Noire</em> in an OnLive mobile app, you can play it by directly swiping across the screen rather than using virtual buttons or <a href="http://www.onlive.com/controller">OnLive's wireless controller</a>.<br /><br />You'll need a free OnLive account to sign on to the service, and you'll need to buy <em>LA Noire</em> on the service if you want to play the whole thing (though just like all of the other games on OnLive, there is a free trial available to play with as well, no installation required).<br /><br />And for now, you'll still need an Android tablet. OnLive has said it's working on an iOS version, but even though the company has <a href="http://itunes.apple.com/us/app/onlive-desktop/id490292278?mt=8">released an iOS app</a> for its Windows PC cloud service, the game client is "still in approval process with Apple," the company told Joystiq. It's been in that situation ever since it was announced, which suggests perhaps Apple isn't so happy with the app, though OnLive couldn't confirm anything along those lines. At any rate, if you have the app on Android and want to try touching <em>LA Noire</em> a little more directly, give it a shot.<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/2012/03/20/onlive-and-rockstar-release-touch-controlled-version-of-la-noire/">OnLive and Rockstar release touch-controlled version of LA Noire</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 20 Mar 2012 00:01:00 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/2012/03/20/onlive-and-rockstar-release-touch-controlled-version-of-la-noire/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20196703/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/20/onlive-and-rockstar-release-touch-controlled-version-of-la-noire/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>controls</category><category>free</category><category>ios</category><category>ipad</category><category>LA-Noire</category><category>mobile</category><category>onlive</category><category>onlive-gaming</category><category>rockstar-games</category><category>touchscreen</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Tue, 20 Mar 2012 00:01:00 EST</pubDate></item><item><title><![CDATA[Mutant Blobs Attack! dev on finding the right balance with Vita]]></title><link>http://www.joystiq.com/2012/02/15/mutant-blobs-attack-dev-on-finding-the-right-balance-with-vita/</link><guid isPermaLink="true">http://www.joystiq.com/2012/02/15/mutant-blobs-attack-dev-on-finding-the-right-balance-with-vita/</guid><comments>http://www.joystiq.com/2012/02/15/mutant-blobs-attack-dev-on-finding-the-right-balance-with-vita/#comments</comments><description><![CDATA[<p style="text-align: center;"> <a href="http://www.joystiq.com/2012/02/13/mutant-blobs-attack-dev-focuses-on-vita-inputs-that-work/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/mbatitle.jpg" style="border-width: 0px; border-style: solid; margin: 0px;" /></a></p><p> Ryan MacLean is the CEO of Toronto-based DrinkBox Studios, which is composed of developers who know how to make games for a console launch. Working at Pseudo Interactive, MacLean's team released <em>Cel Damage </em>in time for the original Xbox launch, and <em>Full Auto 2: Battlelines</em> within a month of the PlayStation 3's debut. When Pseudo Interactive shuttered in mid-2008, a number employees established DrinkBox Studios, which has since completed contract work for nearly every system on the market.<br /> <br /> At a recent Los Angeles event for DrinkBox's latest title, <a href="http://joystiq.com/game/tales-from-space-mutant-blobs-attack"><em>Tales from Space: Mutant Blobs Attack!</em></a>, MacLean told me that of all the systems he's worked on for launch, the <a href="http://www.joystiq.com/2012/02/13/joystiqs-playstation-vita-launch-guide/">PlayStation Vita</a> was the "easiest" to develop for. DrinkBox was first introduced to the Vita in October 2010 (before it was officially <a href="http://www.joystiq.com/2011/05/29/rumor-ngp-to-be-officially-named-ps-vita-renamed-at-e3/">announced to the public</a>), and the studio wanted its first game on the system, <em>Mutant Blobs Attack!,</em> to "take advantage of the Vita's input capabilities." But just like any developer taking on a new set of hardware, they had to focus on controls that worked.<br /> <div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/tales-from-space-mutant-blob-attack/">Tales from Space: Mutant Blob Attack!</a></strong></p><a href="http://www.joystiq.com/photos/tales-from-space-mutant-blob-attack/#4820590"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/drinkbox4_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/tales-from-space-mutant-blob-attack/#4820591"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/drinkbox1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/tales-from-space-mutant-blob-attack/#4820592"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/drinkbox2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/tales-from-space-mutant-blob-attack/#4820593"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/drinkbox3_thumbnail.jpg" alt="" title="" /></a></div></p><p><a href="http://www.joystiq.com/2012/02/15/mutant-blobs-attack-dev-on-finding-the-right-balance-with-vita/" rel="bookmark">Continue reading <em>Mutant Blobs Attack! dev on finding the right balance with Vita</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/2012/02/15/mutant-blobs-attack-dev-on-finding-the-right-balance-with-vita/">Mutant Blobs Attack! dev on finding the right balance with Vita</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 15 Feb 2012 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/02/15/mutant-blobs-attack-dev-on-finding-the-right-balance-with-vita/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20171080/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/02/15/mutant-blobs-attack-dev-on-finding-the-right-balance-with-vita/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>accelerometer</category><category>camera</category><category>controls</category><category>drinkbox-studios</category><category>mutant-blobs-attack</category><category>playstation</category><category>playstation-vita</category><category>tales-from-space-mutant-blobs-attack</category><category>touchscreen</category><category>vita</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Wed, 15 Feb 2012 11:30:00 EST</pubDate></item><item><title><![CDATA[OnLive's mobile app hits and misses (with launch compatibility list)]]></title><link>http://www.joystiq.com/2011/12/07/onlives-mobile-app-hits-and-misses-with-launch-compatibility-l/</link><guid isPermaLink="true">http://www.joystiq.com/2011/12/07/onlives-mobile-app-hits-and-misses-with-launch-compatibility-l/</guid><comments>http://www.joystiq.com/2011/12/07/onlives-mobile-app-hits-and-misses-with-launch-compatibility-l/#comments</comments><description><![CDATA[<div style="text-align: center;">
	<img src="http://www.blogcdn.com/www.joystiq.com/media/2011/12/onlivemenuforipad.jpg" style="border-width: 0px; border-style: solid; margin: 0px;" /></div>
OnLive CEO Steve Perlman promises a lot from his company's new cloud gaming apps for Android and iOS devices, but how does the app actually work? I've been able to play with the iPad version for the past few days, and using just the touchscreen it's far from perfect. While yes, the system does stream full live game audio and video to your device (which is impressive in itself), the controls are, frankly, a mess. OnLive's virtual controllers are just as janky as you'd imagine. In complex console games where you're using both joysticks and all of the buttons, it's playable but far from ideal.<br />
<br />
The wireless controller, on the other hand, really shows off what's possible with a service like this. Read on for impressions of using OnLive's new accessory with the iPad, as well as a full list of game compatibility on the service at launch.<br />
<p><a href="http://www.joystiq.com/2011/12/07/onlives-mobile-app-hits-and-misses-with-launch-compatibility-l/" rel="bookmark">Continue reading <em>OnLive's mobile app hits and misses (with launch compatibility list)</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/2011/12/07/onlives-mobile-app-hits-and-misses-with-launch-compatibility-l/">OnLive's mobile app hits and misses (with launch compatibility list)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 07 Dec 2011 21:02:00 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/2011/12/07/onlives-mobile-app-hits-and-misses-with-launch-compatibility-l/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20122884/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/12/07/onlives-mobile-app-hits-and-misses-with-launch-compatibility-l/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controller</category><category>controls</category><category>ios</category><category>ipad</category><category>iphone</category><category>keyboard</category><category>mobile</category><category>mouse</category><category>onlive</category><category>pc</category><category>virtual</category><category>wireless</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Wed, 07 Dec 2011 21:02:00 EST</pubDate></item><item><title><![CDATA[Blizzard talks console controls for Diablo 3]]></title><link>http://www.joystiq.com/2011/10/22/blizzard-talks-console-controls-for-diablo-3/</link><guid isPermaLink="true">http://www.joystiq.com/2011/10/22/blizzard-talks-console-controls-for-diablo-3/</guid><comments>http://www.joystiq.com/2011/10/22/blizzard-talks-console-controls-for-diablo-3/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<img src="http://www.blogcdn.com/www.joystiq.com/media/2011/10/diablo3console.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 0px; margin-right: 0px; margin-top: 0px; margin-bottom: 0px; " /></div>
Blizzard's <em><a href="http://joystiq.com/game/diablo-3">Diablo 3</a></em> developers are on the main stage at BlizzCon 2011 right now, and game director Jay Wilson spoke a little bit about the potential console version of the game. Nothing has changed -- there is no officially announced console version. But Wilson did confirm that Blizzard has hired a team to work on it, and that the company has been iterating on console controls.<br />
<br />
"The movement actually feels better on the controller," Wilson said, in response to a fan's question. "Targeting is the issue." Most of the schemes the team has come up for choosing what to attack and loot require a reticule, "which we really don't want to do," Wilson said. "Monster distribution and AI also feels a little bit different than it does on the PC version."<br />
<br />
And Blizzard won't even say that there's a console version coming "because we don't want to announce something until we're sure." Obviously the team is working on it, and obviously <em>Diablo 3</em> on a console would be extremely popular -- the first game did officially come to the original PlayStation all those years ago. But as Wilson says, the team wants to assure that "if it goes on a console, it doesn't compromise the PC game in any way, and it feels like it was built for the console."<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/2011/10/22/blizzard-talks-console-controls-for-diablo-3/">Blizzard talks console controls for Diablo 3</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 22 Oct 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/2011/10/22/blizzard-talks-console-controls-for-diablo-3/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20088125/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/10/22/blizzard-talks-console-controls-for-diablo-3/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>blizzard-entertainment</category><category>console</category><category>controls</category><category>Diablo-3</category><category>jay-wilson</category><category>pc</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Sat, 22 Oct 2011 15:30:00 EST</pubDate></item><item><title><![CDATA[Obsidian plans Dungeon Siege 3 update with better PC controls]]></title><link>http://www.joystiq.com/2011/06/23/obsidian-plans-dungeon-siege-3-update-with-better-pc-controls/</link><guid isPermaLink="true">http://www.joystiq.com/2011/06/23/obsidian-plans-dungeon-siege-3-update-with-better-pc-controls/</guid><comments>http://www.joystiq.com/2011/06/23/obsidian-plans-dungeon-siege-3-update-with-better-pc-controls/#comments</comments><description><![CDATA[<div style="text-align: center;">
	<a href="http://www.joystiq.com/2011/06/23/obsidian-plans-dungeon-siege-3-update-with-better-pc-controls/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/06/dungeonseiege3updatecontrols.jpg" style="border-width: 0px; border-style: solid; margin: 0px;" /></a></div>
Players of the PC version of <a href="http://joystiq.com/game/dungeon-siege-3"><em>Dungeon Siege 3</em></a> were <a href="http://games.kitguru.net/pc-gaming/pc-reviews/terry-franklin/dungeon-siege-3-review-pc/">disappointed</a> with the keyboard-and-mouse controls used in the game, generally deciding that using an Xbox 360 controller was the way to go. If you're one of those folks, lead designer Nathaniel Chapman says there's good news: Obsidian plans to release <a href="http://www.eurogamer.net/articles/2011-06-21-better-dungeon-siege-3-pc-controls-soon">an update that will improve the traditional PC controls</a>. According to Chapman, better PC controls for the game is "one thing I would have liked to have spent more time on, and we are actually spending time on now."<br />
<br />
Chapman also hinted that Obsidian would like to have made "a more fleshed out tutorial system" and "more unique armor variants" for the game's four playable characters. But those will have to wait for future versions of the game: "It's always good sequel or DLC material," he said.<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/2011/06/23/obsidian-plans-dungeon-siege-3-update-with-better-pc-controls/">Obsidian plans Dungeon Siege 3 update with better PC controls</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 23 Jun 2011 02:00:00 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/2011/06/23/obsidian-plans-dungeon-siege-3-update-with-better-pc-controls/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19974138/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/06/23/obsidian-plans-dungeon-siege-3-update-with-better-pc-controls/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controller</category><category>controls</category><category>dungeon-siege</category><category>dungeon-siege-3</category><category>keyboard</category><category>mouse</category><category>nathaniel-chapman</category><category>obsidian-entertainment</category><category>patch</category><category>pc</category><category>sequel</category><category>update</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Thu, 23 Jun 2011 02:00:00 EST</pubDate></item><item><title><![CDATA[Star Fox 64 3D will use 3DS gyroscope to fly the Arwing]]></title><link>http://www.joystiq.com/2011/04/26/star-fox-64-3d-will-use-3ds-gyroscope-to-fly-the-arwing/</link><guid isPermaLink="true">http://www.joystiq.com/2011/04/26/star-fox-64-3d-will-use-3ds-gyroscope-to-fly-the-arwing/</guid><comments>http://www.joystiq.com/2011/04/26/star-fox-64-3d-will-use-3ds-gyroscope-to-fly-the-arwing/#comments</comments><description><![CDATA[<div style="text-align: center;">
	<a href="http://www.joystiq.com/2011/04/26/star-fox-64-3d-will-use-3ds-gyroscope-to-fly-the-arwing/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/04/starfox643d.jpg" style="border-width: 0px; border-style: solid; margin: 0px;" /></a></div>
According to <a href="http://www.nintendo.co.jp/ir/en/library/events/110426/07.html">the notes of a financial results briefing</a> presented today by Nintendo president Satoru Iwata, <a href="http://www.joystiq.com/tag/star-fox-64-3d/">the upcoming remake of <em>Star Fox 64</em> for the 3DS</a> will make use of the console's gyroscope, allowing players to tilt the handheld to control Fox's Arwing as it explores 3D space. It sounds neat, but there's one big drawback: tilting the 3DS while playing totally kills the 3D effect.<br />
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We didn't get to use the gyro controls when <a href="http://www.joystiq.com/2010/06/16/star-fox-64-3ds-hands-on-preview/">we played the game last year at E3</a> but, of course, back then the official features weren't yet announced. <em>Star Fox 64 3D</em> is <a href="http://www.joystiq.com/2011/04/13/star-fox-64-3d-barrel-rolls-out-in-japan-july-14/">due out in Japan on July 14</a>, so soon after that we'll be able to see just how precisely we can fly by tilting the 3DS around. Spoiler: there will no doubt be <a href="http://www.youtube.com/watch?v=DaE3oG6IQRw&amp;feature=related">barrel rolls</a> involved.<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/2011/04/26/star-fox-64-3d-will-use-3ds-gyroscope-to-fly-the-arwing/">Star Fox 64 3D will use 3DS gyroscope to fly the Arwing</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 26 Apr 2011 20:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/04/26/star-fox-64-3d-will-use-3ds-gyroscope-to-fly-the-arwing/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19924642/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/04/26/star-fox-64-3d-will-use-3ds-gyroscope-to-fly-the-arwing/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3ds</category><category>controls</category><category>ds</category><category>gyroscope</category><category>japan</category><category>nintendo</category><category>satoru-iwata</category><category>star-fox-64-3d</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Tue, 26 Apr 2011 20:45:00 EST</pubDate></item><item><title><![CDATA[Visceral Games hears disabled gamer, adding customizable controls to Dead Space 2]]></title><link>http://www.joystiq.com/2011/02/07/visceral-games-hears-disabled-gamer-adding-customizable-control/</link><guid isPermaLink="true">http://www.joystiq.com/2011/02/07/visceral-games-hears-disabled-gamer-adding-customizable-control/</guid><comments>http://www.joystiq.com/2011/02/07/visceral-games-hears-disabled-gamer-adding-customizable-control/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2011/02/07/visceral-games-hears-disabled-gamer-adding-customizable-control/"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/02/garethplayingfallout.jpg" /></a></div>
Spooky cathedrals, fun technology and lots of slimy necromorphs to dismember at will -- is there anything else you could possibly want in <a href="http://joystiq.com/game/dead-space-2"><em>Dead Space 2</em></a>? Well, Gareth Garratt, a gamer living with cerebral palsy, would like to see customizable controls implemented in the game. Garratt is trying to play the horror sequel on PC, partly <a href="http://forums.overclockers.co.uk/showthread.php?t=18236540">by pushing a mouse with his chin</a>, and is unhappy that he can't assign the "walk forward" command to a mouse button. Plenty of games allow for customizable controls, he says, so why can't <em>Dead Space 2</em>?<br />
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Over 20,000 fellow players agree, and they've signed an online Internet petition asking video game publishers to make sure that <a href="http://www.petitiononline.com/mod_perl/signed.cgi?cu5t0m">all games offer customization for their controls</a>. Here's the good news: <em>Dead Space 2</em> dev Visceral Games has already heard them loud and clear. Executive Producer Steve Papoutsis tells Joystiq that a patch for the PC version of the game enabling full control remapping is on the way, and that "a number of folks on our team are so passionate about getting this fix done that they are currently working hard" on it. Papoutsis says the patch will fix a few other issues with the PC version, and that a release date will be announced "when the patch is fully tested." You can read his remarks in full after the break.<p><a href="http://www.joystiq.com/2011/02/07/visceral-games-hears-disabled-gamer-adding-customizable-control/" rel="bookmark">Continue reading <em>Visceral Games hears disabled gamer, adding customizable controls to Dead Space 2</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/2011/02/07/visceral-games-hears-disabled-gamer-adding-customizable-control/">Visceral Games hears disabled gamer, adding customizable controls to Dead Space 2</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 07 Feb 2011 23:00:00 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/2011/02/07/visceral-games-hears-disabled-gamer-adding-customizable-control/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19833781/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/02/07/visceral-games-hears-disabled-gamer-adding-customizable-control/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>custom</category><category>customizable</category><category>dead-space-2</category><category>disability</category><category>disabled</category><category>ea</category><category>gamer</category><category>gareth</category><category>pc</category><category>petition</category><category>visceral</category><category>visceral-games</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Mon, 07 Feb 2011 23:00:00 EST</pubDate></item><item><title><![CDATA[Super Street Fighter IV 3DS features the one-touch Shoryuken]]></title><link>http://www.joystiq.com/2010/10/15/super-street-fighter-iv-3ds-features-the-one-touch-shoryuken/</link><guid isPermaLink="true">http://www.joystiq.com/2010/10/15/super-street-fighter-iv-3ds-features-the-one-touch-shoryuken/</guid><comments>http://www.joystiq.com/2010/10/15/super-street-fighter-iv-3ds-features-the-one-touch-shoryuken/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><center><a href="http://www.joystiq.com/2010/10/15/super-street-fighter-iv-3ds-features-the-one-touch-shoryuken/"><img hspace="0" border="0" vspace="0" src="http://www.blogcdn.com/www.joystiq.com/media/2010/10/ssf41015-1287149066.jpg" alt="" /></a></center>The 3DS has a touch screen instead of an arcade-spec joystick, which makes it a bit less than optimal for fighting games like <em>Super Street Fighter IV 3D Edition</em>. But in bringing the fighter to 3DS, Capcom has done its best to concoct a little touch-screen-ade. <br />
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The game's <a href="http://www.capcom.co.jp/sf4/3DS/system.html">website</a> details the touch screen implementation, which allows players to assign their choice of moves to four sections of the screen. You can set things like Focus Attacks, special moves, Ultra Combos, or combinations of three simultaneous button presses, according to the examples shown.<br />
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Capcom has been known to make concessions like this for systems without ideal fighting game controllers. <em><a href="http://en.wikipedia.org/wiki/Capcom_vs._SNK_2#Capcom_vs._SNK_2_EO">SNK vs. Capcom EO</a></em> on GameCube allowed players to launch special moves by pressing directions on the right stick, for example, and <em><a href="http://www.joystiq.com/2010/01/25/review-tatsunoko-vs-capcom/">Tatsunoko vs. Capcom</a></em> had optional simplified controls for use with the Wiimote and Nunchuk.<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/2010/10/15/super-street-fighter-iv-3ds-features-the-one-touch-shoryuken/">Super Street Fighter IV 3DS features the one-touch Shoryuken</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 15 Oct 2010 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/10/15/super-street-fighter-iv-3ds-features-the-one-touch-shoryuken/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19675491/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/10/15/super-street-fighter-iv-3ds-features-the-one-touch-shoryuken/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3ds</category><category>capcom</category><category>controls</category><category>ds</category><category>fighting</category><category>nintendo</category><category>super-street-fighter-iv-3d-edition</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Fri, 15 Oct 2010 10:00:00 EST</pubDate></item><item><title><![CDATA[Super Scribblenauts preview: Maxwell's house]]></title><link>http://www.joystiq.com/2010/09/01/super-scribblenauts-preview-maxwells-house/</link><guid isPermaLink="true">http://www.joystiq.com/2010/09/01/super-scribblenauts-preview-maxwells-house/</guid><comments>http://www.joystiq.com/2010/09/01/super-scribblenauts-preview-maxwells-house/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/09/01/super-scribblenauts-preview-maxwells-house/"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/scribblnautsheader.jpg" /></a></div>
From what we've seen, it seems safe to say that if you liked <a href="http://joystiq.com/game/scribblenauts"><em>Scribblenauts</em></a>, you'll love the sequel. It's got a refined and updated version of the original's wordplay, along with plenty of fun extras like a level editor with deep scripting capability, and a "merit" achievements system that keeps the gameplay moving even after you've beaten the 100-plus levels the first time.<br />
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But what if you didn't like <em>Scribblenauts</em>? What if, like me, you were charmed by the premise, but were overwhelmed by the execution, by the option to create <em>anything</em> in order to solve a series of often nebulous puzzles?<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/super-scribblenauts-gamescom-2010/">Super Scribblenauts (Gamescom 2010)</a></strong></p><a href="http://www.joystiq.com/photos/super-scribblenauts-gamescom-2010/#3275092"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/08/021920x1080final1024x576_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/super-scribblenauts-gamescom-2010/#3275084"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/08/1-3a256x384_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/super-scribblenauts-gamescom-2010/#3275085"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/08/1-3b256x384_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/super-scribblenauts-gamescom-2010/#3275086"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/08/1-3s1-1256x384_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/super-scribblenauts-gamescom-2010/#3275087"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/08/1-3s1-2256x384_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/09/01/super-scribblenauts-preview-maxwells-house/" rel="bookmark">Continue reading <em>Super Scribblenauts preview: Maxwell's house</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/09/01/super-scribblenauts-preview-maxwells-house/">Super Scribblenauts preview: Maxwell's house</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 01 Sep 2010 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/09/01/super-scribblenauts-preview-maxwells-house/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19616044/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/09/01/super-scribblenauts-preview-maxwells-house/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>5th-cell</category><category>adjectives</category><category>controls</category><category>ds</category><category>jeremiah-slaczka</category><category>level-creation</category><category>nintendo</category><category>Super-Scribblenauts</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Wed, 01 Sep 2010 16:00:00 EST</pubDate></item><item><title><![CDATA[Fight Night Round 4 might get button mapping via DLC]]></title><link>http://www.joystiq.com/2009/06/28/fight-night-round-4-might-get-button-mapping-via-dlc/</link><guid isPermaLink="true">http://www.joystiq.com/2009/06/28/fight-night-round-4-might-get-button-mapping-via-dlc/</guid><comments>http://www.joystiq.com/2009/06/28/fight-night-round-4-might-get-button-mapping-via-dlc/#comments</comments><description><![CDATA[<div align="center"><a href="http://blogs.ign.com/EA_FightNight/2009/06/12/122874/"><img border="1" src="http://www.blogcdn.com/xbox.joystiq.com/media/2009/06/fightnightround4glitch580.jpg" alt="" /></a><br /></div>
Okay, we're going to have to step very lightly here to avoid inciting a full-on boycott/panic/riot. A subtle piece of information slipped under the radar during <a href="http://blogs.ign.com/EA_FightNight/2009/06/12/122874/">a mid-June IGN interview</a> with <a href="http://www.joystiq.com/tag/fight-night-round-4"><em>Fight Night Round 4</em>'s</a> producers. The tidbit came in response to a query which asked whether the game would allow face button punching controls (it doesn't) -- a query which producer Brian Hayes answered with, "there is no option for face button punching in the final version, but we are investigating providing the option via DLC."<br /><br />Now, we're somewhat confused as to why the button-mapping options featured in previous <em>Fight Night</em> titles aren't already present in the most recent iteration of the sweetly scientific sim -- not everyone appreciates the stick-based punching control scheme. More importantly, if the folks at EA Sports are thinking about charging for this option -- and we're not saying they definitely <em>are</em> -- then they are <em>high on pot</em>.<br /><br />We've contacted EA Sports to find out what the deal is.<br /><br />[Via <a href="http://www.evilavatar.com/forums/showthread.php?p=1764718#post1764718">Evil Avatar</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/2009/06/28/fight-night-round-4-might-get-button-mapping-via-dlc/">Fight Night Round 4 might get button mapping via DLC</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 28 Jun 2009 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://blogs.ign.com/EA_FightNight/2009/06/12/122874/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/06/28/fight-night-round-4-might-get-button-mapping-via-dlc/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19080591/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/06/28/fight-night-round-4-might-get-button-mapping-via-dlc/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>boxing</category><category>button-mapping</category><category>controls</category><category>dlc</category><category>EA</category><category>EA-Canada</category><category>ea-sports</category><category>electronic-arts</category><category>fight-night-round-4</category><category>Fighting</category><category>Microsoft</category><category>Sports</category><category>Xbox</category><category>Xbox-360</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Sun, 28 Jun 2009 20:00:00 EST</pubDate></item><item><title><![CDATA[Telltale working on Sam &amp; Max Season 3, using cursor-less controls]]></title><link>http://www.joystiq.com/2009/05/28/telltale-working-on-sam-and-max-season-3-using-cursor-less-contro/</link><guid isPermaLink="true">http://www.joystiq.com/2009/05/28/telltale-working-on-sam-and-max-season-3-using-cursor-less-contro/</guid><comments>http://www.joystiq.com/2009/05/28/telltale-working-on-sam-and-max-season-3-using-cursor-less-contro/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.theinquirer.net/inquirer/news/1137509/telltale-talks-sam-max-season"><img border="1" alt="" src="http://www.blogcdn.com/nintendo.joystiq.com/media/2009/02/samandmaxseasontwo02062009.jpg" /></a><br /></div>
Everyone's favorite <a href="http://www.joystiq.com/tag/sam-and-max/">bipedal canine and hyperkinetic rabbity thing</a> missed the "Early 2009" window for the launch of their third season of adventure games -- but fear not! In a recent interview with The Inquirer, a few fine folks from the <a href="http://www.joystiq.com/tag/Telltale/">Telltale</a> crew explained that the developer is still working on <em>Sam &amp; Max Season 3</em> -- though the controls may feel a little <em>less clicky</em> this time around.<br /><br />According to Telltale co-founder Kevin Bruner, <em>Season 3</em> will feature the cursor-less, console controller-friendly control scheme featured in the PC and 360 adventure title <em>Wallace and Gromit's Grand Adventures</em>. Makes sense -- we know Telltale is <a href="http://www.joystiq.com/2008/05/23/sam-and-max-season-3-coming-early-2009-telltale-interested-in-xbl/">interested in bringing the new season to consoles</a>, and having a sans-pointer control scheme would let them do that with ease. However, we imagine adventure game purists and mouse fetishists alike will be none too pleased.<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/2009/05/28/telltale-working-on-sam-and-max-season-3-using-cursor-less-contro/">Telltale working on Sam &amp; Max Season 3, using cursor-less controls</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 28 May 2009 14:00:00 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.theinquirer.net/inquirer/news/1137509/telltale-talks-sam-max-season>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/05/28/telltale-working-on-sam-and-max-season-3-using-cursor-less-contro/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19050388/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/05/28/telltale-working-on-sam-and-max-season-3-using-cursor-less-contro/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>adventure</category><category>controls</category><category>mouse</category><category>sam-and-max</category><category>season-3</category><category>telltale</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Thu, 28 May 2009 14:00:00 EST</pubDate></item><item><title><![CDATA[Punch-Out!! doesn't force motion control]]></title><link>http://www.joystiq.com/2009/03/04/punch-out-doesnt-force-motion-control/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/04/punch-out-doesnt-force-motion-control/</guid><comments>http://www.joystiq.com/2009/03/04/punch-out-doesnt-force-motion-control/#comments</comments><description><![CDATA[<center><img hspace="0" border="1" vspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/punchout30409004logo.jpg" alt="" /></center>Nintendo sent out <em>just</em> a bit of info about the upcoming <a href="http://www.joystiq.com/2009/02/26/punch-out-uppercutting-wii-on-may-18/"><em>Punch-Out!!</em></a> that finally (partially) answers the biggest question we had about Next Level Games' delightful-looking refresh of the NES game: <em>how do the controls work</em>? Are we to use motions to simulate punching King Hippo in his gelatinous core, or will it hew more closely to the classic control scheme of the NES game?<br /><br />Both! Here's how the control schemes work, according to Nintendo's press site: <br />
<ul>
    <li>"<em>Punch-Out!!</em> uses the Wii Remote and Nunchuk controllers to simulate throwing punches. Use the Nunchuk to throw a left punch and the Wii Remote to throw a right punch."</li>
    <li>And for people who care <em>too much</em> to throw their hands in the air, "Fans of the NES version and core gamers will be excited to see Nintendo has also included the option to play <em>Punch-Out!!</em> using the classic layout from the original NES controller. Use the 1 and 2 buttons along with the cross pad to throw hooks and jabs or to dodge."</li>
</ul>
Unsurprisingly, it sounds like the whole game will be closely modeled on the NES <em>Punch-Out!!</em> The press site describes the ability to earn "Star Punches" that, when used, take more health away from the opposing boxer. And trainer Doc Louis is back! Get out your pink sweatsuit!<br /><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/04/punch-out-doesnt-force-motion-control/">Punch-Out!! doesn't force motion control</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 04 Mar 2009 09:15:00 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/2009/03/04/punch-out-doesnt-force-motion-control/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1478244/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/04/punch-out-doesnt-force-motion-control/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>boxing</category><category>controls</category><category>next-level-games</category><category>punch-out</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 04 Mar 2009 09:15:00 EST</pubDate></item><item><title><![CDATA[DS Daily: Fan of the controls]]></title><link>http://www.joystiq.com/2008/10/14/ds-daily-fan-of-the-controls/</link><guid isPermaLink="true">http://www.joystiq.com/2008/10/14/ds-daily-fan-of-the-controls/</guid><comments>http://www.joystiq.com/2008/10/14/ds-daily-fan-of-the-controls/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ds-daily/" rel="tag">DS Daily</a></p><img hspace="4" border="1" align="right" vspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2008/10/ds_d-pad_up_close_sm.jpg"  alt="" />Which DS game (recent release or older title) do you think really has the right stuff in the controls department? Is it a matter of touch-screen controls or plain old use of the d-pad and buttons? Why do you feel it's a great control scheme? Is there an upcoming game you're excited for that looks like the controls are really spot-on? Lay it on us!<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/2008/10/14/ds-daily-fan-of-the-controls/">DS Daily: Fan of the controls</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 14 Oct 2008 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.joystiq.com/2008/10/14/ds-daily-fan-of-the-controls/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1341302/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/10/14/ds-daily-fan-of-the-controls/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>d-pad</category><category>stylus</category><category>touch-screen</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Tue, 14 Oct 2008 09:00:00 EST</pubDate></item><item><title><![CDATA[Tatsunoko vs. Capcom controls want to be friends with everybody]]></title><link>http://www.joystiq.com/2008/09/22/tatsunoko-vs-capcom-controls-want-to-be-friends-with-everybody/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/22/tatsunoko-vs-capcom-controls-want-to-be-friends-with-everybody/</guid><comments>http://www.joystiq.com/2008/09/22/tatsunoko-vs-capcom-controls-want-to-be-friends-with-everybody/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a>, <a href="http://www.joystiq.com/category/controller/" rel="tag">Controller</a>, <a href="http://www.joystiq.com/category/screens/" rel="tag">Screens</a></p><div align="center"><a href="http://www.watch.impress.co.jp/game/docs/20080922/tatsu.htm"><img hspace="4" vspace="4" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/tmpphpusc9ck-main99.jpg"  alt="" /></a></div>
<br />You'll have to travel a <em>helluva</em> distance to find somebody who likes the Wiimote and Nunchuk as much as we do, but there's no getting away from one fact: Nintendo's unique peripherals weren't made with intricate, combo-heavy fighting games in mind.<br /><br />Fortunately, when it comes to <a href="http://www.joystiq.com/2008/09/17/tatsunoko-vs-capcom-crossing-over-to-wii/#comments"><em>Tatsunoko vs. Capcom: Cross Generation of Heroes</em></a>, Capcom has two solutions. Soluci&oacute;n uno: a simplified control scheme whereby a chain combo can be pulled off with a single button press, and special moves don't require input commands. Soluci&oacute;n dos: <em>Tatsunoko vs. Capcom</em> will be compatible with the sleek, delicious slab of plastic that is the <a href="http://www.joystiq.com/tag/classic-controller">Classic Controller</a> for the hardcore set. Not that we'd expect fighting enthusiasts to play this with anything <em>other</em> than a <a href="http://www.joystiq.com/2007/09/05/hori-fighting-stick-unboxed-and-in-the-nude/">Hori Fighting Stick</a> but, you know.<br /><br />In other news: <a href="http://www.joystiq.com/photos/tatsunoko-vs-capcom-cross-generation-of-heroes/1049786/full/"><em>screens</em></a>!<br /><br /><br />[Via <a href="http://www.siliconera.com/2008/09/22/tatsunoko-vs-capcom-cross-generation-of-heroes-eo/">Siliconera</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/2008/09/22/tatsunoko-vs-capcom-controls-want-to-be-friends-with-everybody/">Tatsunoko vs. Capcom controls want to be friends with everybody</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 22 Sep 2008 22:30:00 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.watch.impress.co.jp/game/docs/20080922/tatsu.htm>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/22/tatsunoko-vs-capcom-controls-want-to-be-friends-with-everybody/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1320939/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/22/tatsunoko-vs-capcom-controls-want-to-be-friends-with-everybody/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>classic-controller</category><category>controls</category><category>fighting</category><category>tatsunoko</category><category>tatsunoko-vs-capcom</category><category>vs</category><dc:creator><![CDATA[Chris Greenhough]]></dc:creator><pubDate>Mon, 22 Sep 2008 22:30:00 EST</pubDate></item><item><title><![CDATA[High Voltage announces controls contest for The Conduit [update]]]></title><link>http://www.joystiq.com/2008/09/19/high-voltage-announces-controls-contest-for-the-conduit/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/19/high-voltage-announces-controls-contest-for-the-conduit/</guid><comments>http://www.joystiq.com/2008/09/19/high-voltage-announces-controls-contest-for-the-conduit/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a>, <a href="http://www.joystiq.com/category/controller/" rel="tag">Controller</a>, <a href="http://www.joystiq.com/category/contests-giveaways/" rel="tag">Contests / Giveaways</a></p><div align="center"><a href="http://www.joystiq.com/photos/the-conduit/861406/"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/conduit_controls_contest.jpg" alt="" /></a><br /></div>
<div align="center"><em>Click image for more screens</em></div>
<br /><font color="red">Update:</font> High Voltage just dished out a press release that talks about 16-player online gaming and WiiSpeak. It's been tucked past the break.<br /><br />High Voltage has announced that they're holding a contest having to do with their upcoming game, <a href="http://www.joystiq.com/2008/09/15/the-conduit-no-dlc-friend-codes-look-likely/"><span style="font-style: italic;">The Conduit</span></a>. They're asking fans to come up with their own control schemes for the game and submit them, with the winners getting their scheme put into the game. Sound exciting? We think so!<br /><br />Head past the break for the full details on the contest.<br /><br /><p><a href="http://www.joystiq.com/2008/09/19/high-voltage-announces-controls-contest-for-the-conduit/" rel="bookmark">Continue reading <em>High Voltage announces controls contest for The Conduit [update]</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/2008/09/19/high-voltage-announces-controls-contest-for-the-conduit/">High Voltage announces controls contest for The Conduit [update]</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 19 Sep 2008 11:43:00 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/2008/09/19/high-voltage-announces-controls-contest-for-the-conduit/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1318418/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/19/high-voltage-announces-controls-contest-for-the-conduit/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>contest</category><category>controls</category><category>fps</category><category>high-voltage</category><category>the-conduit</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Fri, 19 Sep 2008 11:43:00 EST</pubDate></item><item><title><![CDATA[Chrono Trigger DS features optional SNES play mode]]></title><link>http://www.joystiq.com/2008/09/09/chrono-trigger-ds-features-optional-snes-play-mode/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/09/chrono-trigger-ds-features-optional-snes-play-mode/</guid><comments>http://www.joystiq.com/2008/09/09/chrono-trigger-ds-features-optional-snes-play-mode/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a></p><a href="http://www.siliconera.com/2008/09/09/chrono-trigger-ds-has-optional-snes-controls-heres-arrange-mode/"><img hspace="4" border="1" align="right" vspace="4" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/ct_snes_controls_sm.jpg" /></a>For fans of <a href="http://www.joystiq.com/2008/08/08/point-counterpoint-the-worth-of-chrono-trigger-ds/"><em>Chrono Trigger</em></a>, the <a href="http://www.joystiq.com/2008/07/02/chrono-trigger-new-ds-features-unveiled-in-u-s-this-year/">news that the game would be ported</a> to the DS was like finding an extra toy in your box of cereal. Or, actually, it was probably a bigger deal than that. Like, a <em>lot</em> bigger. But, what about those purists that don't like touch-screen controls changing up the game? <br /><br />Well, Square Enix will be including a single-screen mode, which you can see to the right of this text. The bottom screen will display health information for the enemies you're currently engaging, so it still plays a role in the game. Are touch-screen controls really that big of an issue, though?<br /><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/2008/09/09/chrono-trigger-ds-features-optional-snes-play-mode/">Chrono Trigger DS features optional SNES play mode</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 09 Sep 2008 16:48:00 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.siliconera.com/2008/09/09/chrono-trigger-ds-has-optional-snes-controls-heres-arrange-mode/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/09/chrono-trigger-ds-features-optional-snes-play-mode/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1309060/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/09/chrono-trigger-ds-features-optional-snes-play-mode/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>chrono-trigger</category><category>chrono-trigger-ds</category><category>controls</category><category>rpg</category><category>square-enix</category><category>stylus</category><category>touch-screen</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Tue, 09 Sep 2008 16:48:00 EST</pubDate></item><item><title><![CDATA[The Conduit gets MotionPlussed]]></title><link>http://www.joystiq.com/2008/09/01/the-conduit-gets-motionplussed/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/01/the-conduit-gets-motionplussed/</guid><comments>http://www.joystiq.com/2008/09/01/the-conduit-gets-motionplussed/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a>, <a href="http://www.joystiq.com/category/peripherals/" rel="tag">Peripherals</a>, <a href="http://www.joystiq.com/category/controller/" rel="tag">Controller</a></p><div align="center"><a href="http://uk.gamespot.com/wii/action/theconduit/news.html?sid=6197054&amp;om_act=convert&amp;om_clk=newsfeatures&amp;tag=newsfeatures;title;1"><img hspace="4" vspace="4" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2008/08/conduit_to_use_motionplus_cg_main99.jpg" alt="" /></a></div>
<br /><a href="http://www.joystiq.com/photos/wii-sports-resort/922751/full/"><em>Wii Sports Resort</em></a> might not be the only title to showcase the <a href="http://www.joystiq.com/2008/07/14/wiimotionplus-puts-better-control-in-your-motion-control/">Wii MotionPlus</a> when the dinky add-on launches next spring. GameSpot went hands-on with <a href="http://www.joystiq.com/2008/08/29/taking-control-of-the-conduit/"><em>The Conduit</em></a> at <a href="http://www.joystiq.com/2008/08/19/the-conduit-to-be-showcased-in-nintendos-pax-booth/">PAX 2008</a>, and revealed that the shooter will feature MotionPlus support. <em>The Conduit</em> is currently set for a March launch, so has this new information also inadvertently dated <em>Wii Sports Resort</em> and the MotionPlus?<br /><br />Whether it has or not, MotionPlus for <em>The Conduit</em> is Pretty Big News -- so much so, that we're afraid it may overshadow some of the other eye-catching details in GameSpot's report. These include:<br />
<ul>
    <li>In the final game, High Voltage hopes to have a completely customizable head-up display, in which any HUD element can be dragged and dropped to different parts of the screen.</li>
    <li>There will be nine missions in total, with the singleplayer campaign lasting "about ten hours."</li>
    <li>Cut scenes won't be used; rather, the story will be developed through news or radio broadcasts, much like the <a href="http://www.metacritic.com/games/platforms/pc/halflife2/"><em>Half Life</em></a> series.</li>
    <li>Some projectiles can be guided using the cursor, which sounds a lot like the <a href="http://www.youtube.com/watch?v=GysJFD9onCw">Nikita</a> launcher in <a href="http://www.joystiq.com/photos/smash-bros-dojo-retrospective/749603/"><em>Metal Gear Solid</em></a>, automatically making it <em>ZOMGAWESOME</em>.<br /></li>
</ul>
<br />[Via <a href="http://gonintendo.com/?p=54333">Go Nintendo</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/2008/09/01/the-conduit-gets-motionplussed/">The Conduit gets MotionPlussed</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 01 Sep 2008 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://uk.gamespot.com/wii/action/theconduit/news.html?sid=6197054&amp;om_act=convert&amp;om_clk=newsfeatures&amp;tag=newsfeatures;title;1>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/01/the-conduit-gets-motionplussed/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1300659/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/01/the-conduit-gets-motionplussed/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>conduit</category><category>controls</category><category>fps</category><category>high-voltage</category><category>motionplus</category><category>pax-08</category><category>the-conduit</category><category>wii-motionplus</category><category>wiimote</category><dc:creator><![CDATA[Chris Greenhough]]></dc:creator><pubDate>Mon, 01 Sep 2008 09:00:00 EST</pubDate></item><item><title><![CDATA[Taking control of The Conduit]]></title><link>http://www.joystiq.com/2008/08/29/taking-control-of-the-conduit/</link><guid isPermaLink="true">http://www.joystiq.com/2008/08/29/taking-control-of-the-conduit/</guid><comments>http://www.joystiq.com/2008/08/29/taking-control-of-the-conduit/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a>, <a href="http://www.joystiq.com/category/controller/" rel="tag">Controller</a>, <a href="http://www.joystiq.com/category/video/" rel="tag">Video</a></p><div align="center"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="425" height="360">	<param name="allowScriptAccess" value="sameDomain" /> 	<param name="allowFullScreen" value="true" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=39293"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=39293" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="425" height="360"></embed> </object><br />
<div align="left"><br />So <em>The Conduit</em> <a href="http://www.joystiq.com/2008/08/22/gc-2008-piping-hot-trailer-for-the-conduit/">looks and sounds</a> <em>extraexplositastic</em>, but how will it <em>play</em>? Answer: probably really nicely. First-person shooter controls are something the Wii has excelled at -- both <em>Metroid Prime 3: Corruption</em> and <em>Medal of Honor: Heroes 2</em> boast buttery-smooth gameplay, and <em>The Conduit</em> looks no different.<br /><br />This video, narrated by lead game designer Rob Nicholls, talks us through everything we'll be able to meddle with in the game's control settings. Tweakable stuff includes turning speed, running speed, cursor sensitivity, the ability to turn while your cursor is off-screen, and the auto-center settings. The best bit of all, though? Adjusting your dead zone as you play. Very nifty.</div>
</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/2008/08/29/taking-control-of-the-conduit/">Taking control of The Conduit</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 29 Aug 2008 20:10:00 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://www.gametrailers.com/player/39293.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/29/taking-control-of-the-conduit/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1299392/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/29/taking-control-of-the-conduit/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>fps</category><category>high-voltage</category><category>the-conduit</category><category>wiimote</category><dc:creator><![CDATA[Chris Greenhough]]></dc:creator><pubDate>Fri, 29 Aug 2008 20:10:00 EST</pubDate></item><item><title><![CDATA[Classic control scheme for High Voltage's other game]]></title><link>http://www.joystiq.com/2008/07/21/classic-control-scheme-for-high-voltages-other-game/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/21/classic-control-scheme-for-high-voltages-other-game/</guid><comments>http://www.joystiq.com/2008/07/21/classic-control-scheme-for-high-voltages-other-game/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a>, <a href="http://www.joystiq.com/category/wiiware/" rel="tag">WiiWare</a></p><div align="center"><img hspace="4" vspace="4" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/animales-de-la-muerte-main99.jpg" alt="" /></div>
<br /><a href="http://www.joystiq.com/2008/06/16/wii-fanboy-interviews-high-voltage-on-the-conduit/"><em>The Conduit</em></a>, <a href="http://www.joystiq.com/2008/07/16/e308-the-conduit-for-your-inner-graphics-whore/"><em>The Conduit</em></a>, <a href="http://www.joystiq.com/2008/07/16/e308-the-conduit-will-use-wiispeak/"><em>The Conduit</em></a> -- that's all we media types bang on about when it comes to High Voltage. But the Illinois-based studio also has a WiiWare game in the pipeline: the scarcely covered <a href="http://www.joystiq.com/2008/04/25/animals-de-la-muerte-set-for-wiiware/"><em>Animales de la Muerte</em></a>, a bloodthirsty shooter set in a Mexican zoo that has been overrun by zombie animals. Let's say that again, shall we: <em>a Mexican zoo that has been overrun by zombie animals</em>. It looks a bit like <a href="http://www.joystiq.com/2008/07/16/samba-de-cameo/"><em>Samba de Amigo</em></a> crossed with the <a href="http://www.joystiq.com/photos/animales-de-la-muerte/936737/full/">gore</a> of <a href="http://www.joystiq.com/2008/07/15/wii-fanboy-eyes-on-madworld/"><em>MadWorld</em></a>, and if that's not potential GOTY material, we have no idea what is.<br /><br />And it gets better. High Voltage's Micah Skaritka just confirmed to WiiWare World that <em>Animales</em> would feature Classic Controller support, allowing players to move with the left analog stick and fire with the right, a configuration that Skaritka compares to <a href="http://www.youtube.com/watch?v=4AapB7dW3HA"><em>Smash TV</em></a> (but which also reminded us of <a href="http://www.youtube.com/watch?v=y-_qlaywKBs"><em>Geometry Wars</em></a> or <a href="http://en.wikipedia.org/wiki/Robotron:_2084"><em>Robotron: 2084</em></a>). Meanwhile, actions that would usually require a shake of the Wiimote (Whip, Throw, Rescue, and Activate) have been mapped to buttons. A welcome addition!<br /><br /><br />[Via <a href="http://gonintendo.com/?p=49894">Go Nintendo</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/2008/07/21/classic-control-scheme-for-high-voltages-other-game/">Classic control scheme for High Voltage's other game</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 21 Jul 2008 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.wiiware-world.com/news/2008/07/animales_de_la_muerte_more_information>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/07/21/classic-control-scheme-for-high-voltages-other-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1262539/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/07/21/classic-control-scheme-for-high-voltages-other-game/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>action</category><category>adventure</category><category>animales-de-la-muerte</category><category>animals</category><category>animals-of-the-dead</category><category>classic-controller</category><category>controls</category><category>high-voltage</category><category>high-voltage-software</category><category>humor</category><category>the-conduit</category><category>zombies</category><dc:creator><![CDATA[Chris Greenhough]]></dc:creator><pubDate>Mon, 21 Jul 2008 21:00:00 EST</pubDate></item><item><title><![CDATA[E308: Nintendo exec alludes to Wiimote refresh with built-in MotionPlus]]></title><link>http://www.joystiq.com/2008/07/18/e308-nintendo-exec-alludes-to-wiimote-refresh-with-built-in-mot/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/18/e308-nintendo-exec-alludes-to-wiimote-refresh-with-built-in-mot/</guid><comments>http://www.joystiq.com/2008/07/18/e308-nintendo-exec-alludes-to-wiimote-refresh-with-built-in-mot/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/rumors/" rel="tag">Rumors</a></p><div align="center"><a href="http://www.eurogamer.net/article.php?article_id=190125"><img vspace="4" hspace="4" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/motionplus_wh_bg_lg.jpg"  alt="" /></a><br /></div>
Your Wiimotes might be outdated pretty soon, that is if Nintendo's Katsuya Eguchi is to be trusted. During a developer roundtable, he alluded to the possibility of a hardware refresh on the Wii's motion-sensitive controller, one that would include the new <a href="http://www.joystiq.com/2008/07/14/wiimotionplus-puts-better-control-in-your-motion-control/">MotionPlus</a> functionality, commenting "as to looking at whether or not it will be an attachment or built in - we're always looking at how hardware should evolve and where we should take it." He also added that "it's something we'll be looking at."<br /><br />Of course, there are several things to consider. For one, how much would it drive up the cost of the Wiimote? Secondly, how crappy would it be to have to (eventually) buy all new Wiimotes? Thirdly, until Nintendo shows off a killer app for the thing (as okay as <em><a href="http://www.eurogamer.net/article.php?article_id=190125">Wii Sports Resort</a> </em>looks, it's definitely not a killer app), does anyone even care?<br /><br />[Via <a href="http://www.engadget.com/2008/07/18/nintendo-says-its-considering-wiimote-with-built-in-motionplus/">Engadget</a>]<br /><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/2008/07/18/e308-nintendo-exec-alludes-to-wiimote-refresh-with-built-in-mot/">E308: Nintendo exec alludes to Wiimote refresh with built-in MotionPlus</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 18 Jul 2008 22:30:00 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.eurogamer.net/article.php?article_id=190125>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/07/18/e308-nintendo-exec-alludes-to-wiimote-refresh-with-built-in-mot/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1260900/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/07/18/e308-nintendo-exec-alludes-to-wiimote-refresh-with-built-in-mot/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>accessories</category><category>controls</category><category>e3-2008</category><category>e308</category><category>motionplus</category><category>wii-remote</category><category>wii-sports-resort</category><category>wiimote</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Fri, 18 Jul 2008 22:30:00 EST</pubDate></item><item><title><![CDATA[Wii Warm Up: The most important feature]]></title><link>http://www.joystiq.com/2008/07/09/wii-warm-up-the-most-important-feature/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/09/wii-warm-up-the-most-important-feature/</guid><comments>http://www.joystiq.com/2008/07/09/wii-warm-up-the-most-important-feature/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/wii-warm-up/" rel="tag">Wii Warm Up</a></p><img hspace="4" border="0" align="right" vspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/looking_through_magnifying_glass_sm.jpg"  alt="" />When playing a game, what do you look for most? Is it good visuals or tight controls? Do you think in-game events dictate the worth of a title? Is it the source material and story? When checking out a game, what has to be good for you to stick around? What's the most important feature you look for in a title?<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/2008/07/09/wii-warm-up-the-most-important-feature/">Wii Warm Up: The most important feature</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 09 Jul 2008 08:00:00 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/2008/07/09/wii-warm-up-the-most-important-feature/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1249311/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/07/09/wii-warm-up-the-most-important-feature/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>features</category><category>graphics</category><category>sound</category><category>story</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Wed, 09 Jul 2008 08:00:00 EST</pubDate></item><item><title><![CDATA[Wii Warm Up: Best use of Wiimote controls yet?]]></title><link>http://www.joystiq.com/2008/05/14/wii-warm-up-best-use-of-wiimote-controls-yet/</link><guid isPermaLink="true">http://www.joystiq.com/2008/05/14/wii-warm-up-best-use-of-wiimote-controls-yet/</guid><comments>http://www.joystiq.com/2008/05/14/wii-warm-up-best-use-of-wiimote-controls-yet/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/wii-warm-up/" rel="tag">Wii Warm Up</a></p><div align="center"><a href="http://www.joystiq.com/2008/05/13/joystiq-hands-on-skate-it/"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/05/skate_it_wii_wwu_lg.jpg" /></a><br /></div>
After reading <a href="http://www.joystiq.com/2008/05/13/joystiq-hands-on-skate-it/">Joystiq's hands-on write-up of <em>Skate It</em></a> for the Wii, we were thrown back by one particular comment: "<span style="font-style: italic;">Skate It</span>'s control is one of the best gameplay implementations of the Wiimote yet." Wow, what a statement!<br /><br />We were all excited about <em>Skate It, </em>even more so when we found out it featured Balance Board support, but now we're even more pumped to try it ourselves. But, does it tout one of the best Wiimote control schemes yet? We'll have to wait and see, however, in the meantime, tell us what titles you think best utilize the Wii's wonderfully unique controls? We'll get you started with an easy one: <a href="http://www.joystiq.com/photos/wii-and-friends-a-great-match/726312/"><em>Zack &amp; Wiki: Quest for Barbaros' Treasure</em></a>.<br /><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/2008/05/14/wii-warm-up-best-use-of-wiimote-controls-yet/">Wii Warm Up: Best use of Wiimote controls yet?</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 14 May 2008 08:00:00 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/2008/05/13/joystiq-hands-on-skate-it/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/05/14/wii-warm-up-best-use-of-wiimote-controls-yet/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1194813/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/05/14/wii-warm-up-best-use-of-wiimote-controls-yet/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>ea</category><category>electronic-arts</category><category>skate-it</category><category>wiimote</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Wed, 14 May 2008 08:00:00 EST</pubDate></item><item><title><![CDATA[DS Daily: Getting it right]]></title><link>http://www.joystiq.com/2008/04/28/ds-daily-getting-it-right/</link><guid isPermaLink="true">http://www.joystiq.com/2008/04/28/ds-daily-getting-it-right/</guid><comments>http://www.joystiq.com/2008/04/28/ds-daily-getting-it-right/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ds-daily/" rel="tag">DS Daily</a></p><img vspace="4" hspace="4" border="0" align="right" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/styluscs_0427-hp.jpg" />Just yesterday, we were talking about some of the <a href="http://www.joystiq.com/2008/04/27/ds-daily-forced-stylus/">worst offenders</a> in stylus-based controls, so it's only fitting that today, we should discuss the best. But let's not focus on the obvious answers. With adventure games, for instance we expect good stylus controls; point and click isn't difficult when your method of input is a <em>pointer with which you click things</em>. What are your favorite <em>other</em> games that use primarily stylus controls? <em>Elite Beat Agents</em> and <em>Ouendan</em> come to mind; while it seems like the stylus would make rhythm games ridiculously easy, these games manage to keep it fun and challenging while presenting a great interface. We're also fond of the punishing brutality of <em>Trauma Center</em>, which made us swear the first time we sewed bad stitches and got lectured about it. The recent <em>NInja Gaiden: Dragon Sword</em> boasts stylus swordplay that is unstoppable. But that's just the tip of a very large iceberg. For as much as we complain about bad stylus controls, so many games do it well.<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/2008/04/28/ds-daily-getting-it-right/">DS Daily: Getting it right</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 28 Apr 2008 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.joystiq.com/2008/04/28/ds-daily-getting-it-right/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1178940/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/04/28/ds-daily-getting-it-right/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>stylus</category><dc:creator><![CDATA[Alisha Karabinus]]></dc:creator><pubDate>Mon, 28 Apr 2008 09:00:00 EST</pubDate></item><item><title><![CDATA[Details unleashed for Wii version of The Force Unleashed]]></title><link>http://www.joystiq.com/2008/04/02/details-unleashed-for-wii-version-of-the-force-unleashed/</link><guid isPermaLink="true">http://www.joystiq.com/2008/04/02/details-unleashed-for-wii-version-of-the-force-unleashed/</guid><comments>http://www.joystiq.com/2008/04/02/details-unleashed-for-wii-version-of-the-force-unleashed/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a>, <a href="http://www.joystiq.com/category/screens/" rel="tag">Screens</a></p><div align="center"><a href="http://www.gamepro.com/nintendo/wii/games/previews/173588.shtml"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/booyah_force_suckers_lg.jpg" /></a><br /></div>
GamePro had some time to check out the Wii version of upcoming Lucasarts game <a href="http://www.joystiq.com/2008/01/29/star-wars-the-force-unleashed-lets-you-go-nuts-with-the-carnage/"><em>Star Wars: The Force Unleashed</em></a>. During their time with it, they managed to sink their teeth into the robust PVP aspect (called Duel Mode, it allows for one-on-one combat between 27 different characters from the <em>Star Wars</em> universe) of the game, as well as provide details on how the motion controls will work. They even took time to compare the two versions of the game graphically, showing the difference in character detail and textures between them. But, who cares about graphics? The controls are where it's at, right?<br /><br />For the chart containing the game's controls on Wii, <a href="http://www.joystiq.com/media/2008/04/force_unleashed_controls_lg.jpg">click here</a> or head past the break.<p><a href="http://www.joystiq.com/2008/04/02/details-unleashed-for-wii-version-of-the-force-unleashed/" rel="bookmark">Continue reading <em>Details unleashed for Wii version of The Force Unleashed</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/2008/04/02/details-unleashed-for-wii-version-of-the-force-unleashed/">Details unleashed for Wii version of The Force Unleashed</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 02 Apr 2008 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.gamepro.com/nintendo/wii/games/previews/173588.shtml>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/04/02/details-unleashed-for-wii-version-of-the-force-unleashed/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1155624/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/04/02/details-unleashed-for-wii-version-of-the-force-unleashed/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>control-scheme</category><category>controls</category><category>lucasarts</category><category>star-wars</category><category>starwars</category><category>the-force-unleashed</category><category>wiimote</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Wed, 02 Apr 2008 16:00:00 EST</pubDate></item><item><title><![CDATA[A note about control options in Mario Kart Wii]]></title><link>http://www.joystiq.com/2008/04/02/a-note-about-control-options-in-mario-kart-wii/</link><guid isPermaLink="true">http://www.joystiq.com/2008/04/02/a-note-about-control-options-in-mario-kart-wii/</guid><comments>http://www.joystiq.com/2008/04/02/a-note-about-control-options-in-mario-kart-wii/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a></p><div align="center"><a href="http://www.joystiq.com/photos/mario-kart-wii/731309/full"><img vspace="4" hspace="4" border="0" align="middle" src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/wii_wheel_holding_it_lg.gif" alt="" /></a><br /></div>
<div align="center"><em>Click image for hi-res version</em></div>
<br />For those of you looking for a control scheme in <a href="http://www.joystiq.com/2008/03/27/mario-kart-launch-trailers-are-comprehensive/"><em>Mario Kart Wii</em></a> that does not <a href="http://www.joystiq.com/2008/03/31/wii-wheel-pricing-leaked-by-gamestop/">involve a wheel</a> or a Wiimote in any way, know that you won't be given the same love you were in, say, <a href="http://www.joystiq.com/2008/03/10/wii-fanboy-poll-best-way-to-play-brawl/"><em>Smash Bros. Brawl</em></a>. Instead, you're ... wait, what's this? Actually, for <span style="font-style: italic;">Mario Kart Wii</span>, the <span style="font-style: italic;">exact same</span> control schemes available in <span style="font-style: italic;">Super Smash Bros. Brawl</span> are open to gamers for use. <br /><br />Head past the break for the full breakdown on how you'll be busting tricks and trashing the competition in <span style="font-style: italic;">Mario Kart Wii</span>.<br /><br /><p><a href="http://www.joystiq.com/2008/04/02/a-note-about-control-options-in-mario-kart-wii/" rel="bookmark">Continue reading <em>A note about control options in Mario Kart Wii</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/2008/04/02/a-note-about-control-options-in-mario-kart-wii/">A note about control options in Mario Kart Wii</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 02 Apr 2008 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.joystiq.com/2008/04/02/non-wiimote-controls-limited-for-mario-kart-wii/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/04/02/a-note-about-control-options-in-mario-kart-wii/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1155898/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/04/02/a-note-about-control-options-in-mario-kart-wii/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>control-scheme</category><category>controls</category><category>mario-kart</category><category>mario-kart-wii</category><category>wheel</category><category>wii-wheel</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Wed, 02 Apr 2008 15:00:00 EST</pubDate></item><item><title><![CDATA[Wii Warm Up: Out of control]]></title><link>http://www.joystiq.com/2008/03/30/wii-warm-up-out-of-control/</link><guid isPermaLink="true">http://www.joystiq.com/2008/03/30/wii-warm-up-out-of-control/</guid><comments>http://www.joystiq.com/2008/03/30/wii-warm-up-out-of-control/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/wii-warm-up/" rel="tag">Wii Warm Up</a></p><img vspace="4" hspace="4" border="0" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2008/03/wiimote_cs_0330.jpg" alt="" />While we enjoy the Wii's motion controls most of the time, they can ruin a game if they're not implemented properly. Have you played any games on the Wii that had horrible controls? If so, what were the worst offenders?<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/2008/03/30/wii-warm-up-out-of-control/">Wii Warm Up: Out of control</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 30 Mar 2008 10:30:00 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/2008/03/30/wii-warm-up-out-of-control/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1148471/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/03/30/wii-warm-up-out-of-control/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>motion-controls</category><dc:creator><![CDATA[Candace Savino]]></dc:creator><pubDate>Sun, 30 Mar 2008 10:30:00 EST</pubDate></item><item><title><![CDATA[Wii Fanboy Review: Super Smash Bros. Brawl]]></title><link>http://www.joystiq.com/2008/03/11/wii-fanboy-review-smash-bros-brawl/</link><guid isPermaLink="true">http://www.joystiq.com/2008/03/11/wii-fanboy-review-smash-bros-brawl/</guid><comments>http://www.joystiq.com/2008/03/11/wii-fanboy-review-smash-bros-brawl/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/reviews/" rel="tag">Reviews</a></p><div style="text-align: center;"><a href="http://www.joystiq.com/photos/super-smash-bros-brawl/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/03/brawl_open_nintendo_lg.jpg" /></a><br /></div>
I'll just come out and say it: <em>Smash Bros. Brawl</em> is the best game on the Wii right now. It beats <em>Super Mario Galaxy</em>, it is a better game than <em>Metroid Prime 3: Corruption</em> and it .. it's just <em>amazing</em>. <em>Smash Bros. Brawl</em> is a must-own game in the Wii's line-up and a benchmark for everything the system can do, both correctly and incorrectly.<br /><br /><p><a href="http://www.joystiq.com/2008/03/11/wii-fanboy-review-smash-bros-brawl/" rel="bookmark">Continue reading <em>Wii Fanboy Review: Super Smash Bros. Brawl</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/2008/03/11/wii-fanboy-review-smash-bros-brawl/">Wii Fanboy Review: Super Smash Bros. Brawl</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 11 Mar 2008 12:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/03/11/wii-fanboy-review-smash-bros-brawl/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1136557/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/03/11/wii-fanboy-review-smash-bros-brawl/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>joystiqfeatures</category><category>smash-bros-brawl</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Tue, 11 Mar 2008 12:45:00 EST</pubDate></item><item><title><![CDATA[DS Daily: Franchise reboot]]></title><link>http://www.joystiq.com/2008/03/11/ds-daily-franchise-reboot/</link><guid isPermaLink="true">http://www.joystiq.com/2008/03/11/ds-daily-franchise-reboot/</guid><comments>http://www.joystiq.com/2008/03/11/ds-daily-franchise-reboot/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ds-daily/" rel="tag">DS Daily</a></p><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/03/reboot_show_sm.jpg" />We were looking over <a href="http://www.joystiq.com/2008/03/10/metareview-ninja-gaiden-dragon-sword/">the reviews that have come in</a> so far for <em>Ninja Gaiden: Dragon Sword</em> and we were thinking about how that franchise rebooted itself on the DS. Now, it didn't really <em>need</em> a reboot, nor is it 100% a reboot in the normal way we think of reboots, but it did take an established franchise and retool it for another platform. Now, whether it was a good retooling or a bad retooling remains to be seen.<br /><br />But, we were wondering what other established franchises could use a reboot in this manner? What about a <em>Crazy Taxi</em> game on the DS that has you controlling an interactive steering wheel on the touch-screen or only turning with the shoulder buttons? What about a <em>Sims</em> game that allows you to control them only by barking commands through the microphone? How about a <em>Space Channel 5</em> game redone with <em>Ouendan</em> controls? <br /><br />What can you come up with?<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/2008/03/11/ds-daily-franchise-reboot/">DS Daily: Franchise reboot</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 11 Mar 2008 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.joystiq.com/2008/03/11/ds-daily-franchise-reboot/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1136433/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/03/11/ds-daily-franchise-reboot/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>franchise</category><category>mic</category><category>microphone</category><category>reboot</category><category>stylus</category><category>touch-screen</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Tue, 11 Mar 2008 09:00:00 EST</pubDate></item><item><title><![CDATA[Wii Fanboy poll: Best way to play Brawl?]]></title><link>http://www.joystiq.com/2008/03/10/wii-fanboy-poll-best-way-to-play-brawl/</link><guid isPermaLink="true">http://www.joystiq.com/2008/03/10/wii-fanboy-poll-best-way-to-play-brawl/</guid><comments>http://www.joystiq.com/2008/03/10/wii-fanboy-poll-best-way-to-play-brawl/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/wii-fanboy-poll/" rel="tag">Wii Fanboy poll</a></p><div align="center"><img vspace="4" hspace="4" border="0" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/03/smash_bros_controls_options_lg.jpg" /><br /></div>
So, you've had more than 24 hours to play <a href="http://www.joystiq.com/tag/smash-bros-brawl"><em>Brawl</em></a>. You've unlocked several characters, took the fight online and probably spent some time gawking at your trophies. But, the real question lurking in the back of many a fanboy's (and fangirl's) mind is: which control scheme is the best to go with?<br /><br /><p><a href="http://www.joystiq.com/2008/03/10/wii-fanboy-poll-best-way-to-play-brawl/" rel="bookmark">Continue reading <em>Wii Fanboy poll: Best way to play Brawl?</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/2008/03/10/wii-fanboy-poll-best-way-to-play-brawl/">Wii Fanboy poll: Best way to play Brawl?</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 10 Mar 2008 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/03/10/wii-fanboy-poll-best-way-to-play-brawl/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1134378/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/03/10/wii-fanboy-poll-best-way-to-play-brawl/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>classic-controller</category><category>controls</category><category>nunchuk</category><category>smash-bros-brawl</category><category>wiimote</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Mon, 10 Mar 2008 15:00:00 EST</pubDate></item><item><title><![CDATA[DS Daily: D-pad vs. stylus controls]]></title><link>http://www.joystiq.com/2008/02/13/ds-daily-d-pad-vs-stylus-controls/</link><guid isPermaLink="true">http://www.joystiq.com/2008/02/13/ds-daily-d-pad-vs-stylus-controls/</guid><comments>http://www.joystiq.com/2008/02/13/ds-daily-d-pad-vs-stylus-controls/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ds-daily/" rel="tag">DS Daily</a></p><img vspace="4" hspace="4" border="0" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2008/02/dpad_vs_stylus_sm.jpg"  alt="" />Sometimes, a game offers us multiple control schemes. Either we can utilize the DS's unique touch-screen interface, or we can navigate the tried-and-true seas of the d-pad and the handheld's face buttons. While each game is different and we can't really generalize on which is a <em>better</em> control scheme overall, we do have our preferences, just as you must.<br />
<div align="left"><br />So, do you find yourself loving the idea of stylus controls, but often revert to d-pad-based solutions when confronted with the option? Or, do you think the precision of the touch-screen puts a skip in your step? Which do you prefer most of the time?</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/2008/02/13/ds-daily-d-pad-vs-stylus-controls/">DS Daily: D-pad vs. stylus controls</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 13 Feb 2008 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.joystiq.com/2008/02/13/ds-daily-d-pad-vs-stylus-controls/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1113367/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/13/ds-daily-d-pad-vs-stylus-controls/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>d-pad</category><category>dpad</category><category>stylus</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Wed, 13 Feb 2008 09:00:00 EST</pubDate></item><item><title><![CDATA[Moore talks casual, Wii focus for EA Sports]]></title><link>http://www.joystiq.com/2008/02/06/moore-talks-casual-wii-focus-for-ea-sports/</link><guid isPermaLink="true">http://www.joystiq.com/2008/02/06/moore-talks-casual-wii-focus-for-ea-sports/</guid><comments>http://www.joystiq.com/2008/02/06/moore-talks-casual-wii-focus-for-ea-sports/#comments</comments><description><![CDATA[<div align="center"><a href="http://sports.ign.com/articles/849/849705p1.html"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/02/familyplay.jpg" /></a></div>
<br />
Amid talk of <a href="http://www.joystiq.com/2008/01/31/ea-reveals-facebreaker-a-cartoonish-boxing-game/"><em>Facebreaker</em></a> and the impact of an <a href="http://www.joystiq.com/2004/12/14/ea-gets-nfl-its-in-the-game/">exclusive NFL license</a>, an quick <a href="http://sports.ign.com/articles/849/849705p1.html">IGN interview with EA Sports President Peter Moore</a> highlights the prominent studio's focus on making sports games more accessible to a wider audience.<br />
<br />
"There will be more announcements that will be ... looking at the more casual consumer that we see as a bigger force in the business," Moore told IGN. "We need to do better on the Nintendo platforms, and we intend to do that. It's a different type of game mechanic that the Nintendo Wii consumer, in particular, can play."<br />
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The statement seems to indicate a continuation and upgrade for the company's <a href="http://www.nintendowiifanboy.com/2007/07/04/ea-sports-introduces-kid-friendly-waggle-called-family-play/">Family Play</a> initiative, which made simplified, Wii remote specific controls for games like <em>Madden</em>, <em>NBA Live</em> and <em>Fifa</em>. But do these dumbed-down controls end up dumbing down the gameplay? Or could sports games use a dose of simplicity? Leave your thoughts in the comments.<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/2008/02/06/moore-talks-casual-wii-focus-for-ea-sports/">Moore talks casual, Wii focus for EA Sports</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 06 Feb 2008 14:00:00 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://sports.ign.com/articles/849/849705p1.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/06/moore-talks-casual-wii-focus-for-ea-sports/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1108266/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/06/moore-talks-casual-wii-focus-for-ea-sports/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>EA</category><category>EA-Sports</category><category>Electronic-Arts</category><category>FIFA</category><category>Madden</category><category>Moore</category><category>NBA Live</category><category>NbaLive</category><category>Peter Moore</category><category>Peter-Moore</category><category>simlified</category><category>Wiimote</category><dc:creator><![CDATA[Kyle Orland]]></dc:creator><pubDate>Wed, 06 Feb 2008 14:00:00 EST</pubDate></item><item><title><![CDATA[Nintendo wins another Emmy]]></title><link>http://www.joystiq.com/2008/01/08/nintendo-wins-another-emmy/</link><guid isPermaLink="true">http://www.joystiq.com/2008/01/08/nintendo-wins-another-emmy/</guid><comments>http://www.joystiq.com/2008/01/08/nintendo-wins-another-emmy/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a>, <a href="http://www.joystiq.com/category/controller/" rel="tag">Controller</a></p><a href="http://press.nintendo.com/articles.jsp?id=14400"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/01/mii_iwata_emmy_award_sm.jpg" /></a>The <span>National Academy of Television Arts &amp; Sciences has awarded Nintendo, for the second year in a row, an </span><span>Emmy(R) Award for excellence in engineering creativity. With a name that long, it has to be big and important, right? As you might imagine, the Wii was noticed for its motion-sensing controls, which have "</span><span>attracted a broad range of nontraditional gamers and veteran players alike."<br /><br />Yesterday, the award was presented in Las Vegas, </span><span>at the annual Technological &amp; Engineering Emmy Awards. The new award, which follows last year's award for Nintendo's invention of the plus-shaped d-pad, brings great joy to the company, as NoA's executive vice president of operations Don James stated "</span><span>We're grateful for this award and thank the academy for honoring us a second time."<br /><br />Congratulations, Nintendo! You certainly deserve the recognition.</span><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/01/08/nintendo-wins-another-emmy/">Nintendo wins another Emmy</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 08 Jan 2008 12:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://press.nintendo.com/articles.jsp?id=14400>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/01/08/nintendo-wins-another-emmy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1081092/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/01/08/nintendo-wins-another-emmy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>emmy</category><category>nunchuk</category><category>wiimote</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Tue, 08 Jan 2008 12:45:00 EST</pubDate></item><item><title><![CDATA[Rumor: Microsoft testing the motion-sensing waters]]></title><link>http://www.joystiq.com/2007/12/27/rumor-microsoft-testing-the-motion-sensing-waters/</link><guid isPermaLink="true">http://www.joystiq.com/2007/12/27/rumor-microsoft-testing-the-motion-sensing-waters/</guid><comments>http://www.joystiq.com/2007/12/27/rumor-microsoft-testing-the-motion-sensing-waters/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/rumors/" rel="tag">Rumors</a>, <a href="http://www.joystiq.com/category/peripherals/" rel="tag">Peripherals</a></p><a href="http://xboxfamily.com/xf/index.php?option=com_content&amp;task=view&amp;id=1107&amp;Itemid=2"><img vspace="4" hspace="4" border="0" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2007/12/gyration_logo_sm.jpg" alt="" /></a>Why does this news pertain to you, intelligent and drop-dead gorgeous reader? Well, for one we suspect you have a deep and dark hatred for Bill Gates and his company. Also, this rumor states that Microsoft is working with one of Nintendo's partners to establish this motion-sensing controller.<br /><br />Gyration, a company that Nintendo had worked with in the past to establish what has become the <a href="http://www.joystiq.com/tag/wiimote">Wiimote</a>, has now begun work with the Redmond-based giant to develop a unique controller for the Xbox 360. And, with the Xbox 360 being the only current-gen console missing motion-based controls, it's likely that Microsoft could be planning to correct this soon.<br /><br />[Via <a href="http://www.gamingbits.com/content/view/3211/2/">Gaming Bits</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/2007/12/27/rumor-microsoft-testing-the-motion-sensing-waters/">Rumor: Microsoft testing the motion-sensing waters</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 27 Dec 2007 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://xboxfamily.com/xf/index.php?option=com_content&amp;task=view&amp;id=1107&amp;Itemid=2>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/12/27/rumor-microsoft-testing-the-motion-sensing-waters/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1071907/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/12/27/rumor-microsoft-testing-the-motion-sensing-waters/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>microsoft</category><category>motion-sensing</category><category>wiimote</category><category>xbox360</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Thu, 27 Dec 2007 15:00:00 EST</pubDate></item><item><title><![CDATA[Dojo update: Controls]]></title><link>http://www.joystiq.com/2007/11/26/dojo-update-controls/</link><guid isPermaLink="true">http://www.joystiq.com/2007/11/26/dojo-update-controls/</guid><comments>http://www.joystiq.com/2007/11/26/dojo-update-controls/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a>, <a href="http://www.joystiq.com/category/controller/" rel="tag">Controller</a>, <a href="http://www.joystiq.com/category/screens/" rel="tag">Screens</a></p><div align="center"><a href="http://www.smashbros.com/en_us/gamemode/various/various14.html"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/11/classic_controller_controls_lg.jpg" /></a><br /></div>
Today's dojo update isn't a huge megaton or anything, but for those who <a href="http://www.joystiq.com/2007/06/28/dojo-update-custom-controller-configurations/">didn't know</a> about all of the various control options, it's something new. Also, you can transport your control settings to a friend's house by uploading your settings to your Wiimote and hitting the road. Screens of the various set-ups can be found in the gallery below.<br /><br /><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/2007/11/26/dojo-update-controls/">Dojo update: Controls</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 26 Nov 2007 14:15:00 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.smashbros.com/en_us/gamemode/various/various14.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/11/26/dojo-update-controls/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1047954/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/11/26/dojo-update-controls/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>dojo</category><category>smash-bros-brawl</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Mon, 26 Nov 2007 14:15:00 EST</pubDate></item><item><title><![CDATA[Rumor: Xbox 360 parental timer coming in December]]></title><link>http://www.joystiq.com/2007/11/05/rumor-xbox-360-parental-timer-coming-in-december/</link><guid isPermaLink="true">http://www.joystiq.com/2007/11/05/rumor-xbox-360-parental-timer-coming-in-december/</guid><comments>http://www.joystiq.com/2007/11/05/rumor-xbox-360-parental-timer-coming-in-december/#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://www.flickr.com/photos/98939480@N00/1796964557/"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2007/11/parentaltimer.jpg"  alt="" /></a><br /></div>
<br />The Xbox 360's <a href="http://www.joystiq.com/2005/07/21/xbox-360-to-feature-parental-controls/">parental controls</a> could be getting a boost next month with a "parental timer" feature that would let parents limit the amount of time children can play. The information comes from a <a href="http://forum.teamxbox.com/showthread.php?t=553762">TeamXbox forum poster</a> who says he  found the feature listed on a <a href="http://www.flickr.com/photos/98939480@N00/1796964557/">pamphlet</a> included with a <em>Guitar Hero III</em> keychain, of all things. Not exactly iron-clad sourcing, but given that <a href="http://www.joystiq.com/2006/01/06/ces-vista-puts-gaming-front-and-center/">Microsoft's Vista operating system</a> already has a similar feature, it doesn't seem too far-fetched. Still, consider it a rumor until we can confirm this for ourselves.<br /><br />[Via <a href="http://www.xboxtoday.ca/11042007/11/report_xbox_360_parental_timer_is_a_go">XboxToday</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/11/05/rumor-xbox-360-parental-timer-coming-in-december/">Rumor: Xbox 360 parental timer coming in December</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 05 Nov 2007 10:22:00 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://forum.teamxbox.com/showthread.php?t=553762>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/11/05/rumor-xbox-360-parental-timer-coming-in-december/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1030421/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/11/05/rumor-xbox-360-parental-timer-coming-in-december/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>microsoft</category><category>parental</category><category>rumor</category><category>timer</category><category>Xbox-360</category><dc:creator><![CDATA[Kyle Orland]]></dc:creator><pubDate>Mon, 05 Nov 2007 10:22:00 EST</pubDate></item><item><title><![CDATA[NiGHTS website hints at control options]]></title><link>http://www.joystiq.com/2007/10/26/nights-website-hints-at-control-options/</link><guid isPermaLink="true">http://www.joystiq.com/2007/10/26/nights-website-hints-at-control-options/</guid><comments>http://www.joystiq.com/2007/10/26/nights-website-hints-at-control-options/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a></p><div align="center"><a href="http://www.sega.com/gamesite/nights/"><img vspace="4" hspace="4" border="0" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/10/nights102607.jpg" /></a><br /></div>
The issue of <em><a href="http://www.joystiq.com/2007/10/15/nights-flies-in-just-in-time-for-christmas/">NiGHTS: Journey of Dreams</a>'</em> control scheme is getting more complicated-- and, to us, more <em>awesome.</em> <a href="http://www.joystiq.com/2007/09/21/tgs07-joystiq-finds-the-nights-demo-lacks-motion-control-validation/">Reports from TGS</a> indicated that the game made no use of motion controls; later, we heard that the motion controls were <a href="http://www.joystiq.com/2007/10/01/nights-is-looking-better-and-better-all-the-time/">optional, and disappointing</a>. But it seems that we have yet to hear the whole story about the control options for this game.<br /><br />Sega's North American <em>NiGHTS</em> website has opened up, and its "features" area lists the supported controllers for the game. According to the website, it is possible to play <em>NiGHTS</em> with the Wiimote, Wiimote and Nunchuk, Classic Controller, or even a GameCube controller. We still have yet to determine the specifics of any of the control schemes, but it at least seems more likely that there will be one for everybody. And, as with <em><a href="http://www.joystiq.com/2007/06/08/four-different-controller-options-for-super-smash-bros/">Super Smash Bros. Brawl</a>,</em> we're excited about replaying the game using different control schemes.<br /><br />The website also features a brisk history of <em>NiGHTS</em> and a short video of the Saturn game in action. It <em>also </em>features a lovely sparkle effect when you move your mouse.<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/2007/10/26/nights-website-hints-at-control-options/">NiGHTS website hints at control options</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 26 Oct 2007 12:00:00 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.sega.com/gamesite/nights/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/10/26/nights-website-hints-at-control-options/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1022332/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/10/26/nights-website-hints-at-control-options/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>classiccontroller</category><category>controller</category><category>controls</category><category>gamecube</category><category>nights</category><category>sega</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Fri, 26 Oct 2007 12:00:00 EST</pubDate></item><item><title><![CDATA[Matt C.'s new hype train: Medal of Honor: Heroes 2]]></title><link>http://www.joystiq.com/2007/10/25/matt-c-s-new-hype-train-medal-of-honor-heroes-2/</link><guid isPermaLink="true">http://www.joystiq.com/2007/10/25/matt-c-s-new-hype-train-medal-of-honor-heroes-2/</guid><comments>http://www.joystiq.com/2007/10/25/matt-c-s-new-hype-train-medal-of-honor-heroes-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a></p><div align="center"><a href="http://blogs.ign.com/Matt-IGN/2007/10/23/69722/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2007/10/mohh2_scrn_cont_nwf_1025.jpg"  alt="" /></a><br /></div>
Now that <a href="http://www.joystiq.com/2007/10/25/metareview-zack-and-wiki-quest-for-barbaros-treasure/"><em>Zack &amp; Wiki</em></a> has been released into the wild, IGN's Matt Casamassina needs something new to hype, and we're all sorts of behind this latest choice: <a href="http://www.joystiq.com/2007/10/08/fire-up-medal-of-honor-heroes-2/"><em>Medal of Honor: Heroes 2</em></a>. In a recent blog entry, he reports that the controls are out of this world. In fact, he says the WWII title "<a href="http://www.joystiq.com/2007/09/13/gamers-respect-samus-too-much-to-picture-her-naked/">beats the pants off</a> <em>Metroid Prime 3</em> in the FPS control department. This is the new Wii benchmark, period." That's a <em>bold</em> statement, but it seems to jibe with what we've seen and heard so far about the game ... and hey, we get bonus incredible multiplayer to boot. Put us down in the excited column on this one.<br /><br />In the same post, he drops possible hints of an <a href="http://www.joystiq.com/search/?q=elebits&amp;searchsubmit="><em>Elebits</em></a> sequel. Exciting!<br /><br />[Via <a href="http://www.joystiq.com/2007/10/25/igns-casamassina-says-new-medal-of-honor-beats-the-pants-off-m/">Joystiq</a>]<a href="http://www.joystiq.com/2007/10/25/igns-casamassina-says-new-medal-of-honor-beats-the-pants-off-m/" /><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/2007/10/25/matt-c-s-new-hype-train-medal-of-honor-heroes-2/">Matt C.'s new hype train: Medal of Honor: Heroes 2</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 25 Oct 2007 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://blogs.ign.com/Matt-IGN/2007/10/23/69722/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/10/25/matt-c-s-new-hype-train-medal-of-honor-heroes-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1021497/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/10/25/matt-c-s-new-hype-train-medal-of-honor-heroes-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>controls</category><category>elebits</category><category>fps</category><category>Heroes-2</category><category>Medal-of-Honor</category><category>wwii</category><dc:creator><![CDATA[Alisha Karabinus]]></dc:creator><pubDate>Thu, 25 Oct 2007 15:00:00 EST</pubDate></item><item><title><![CDATA[IGN's Casamassina says new Medal of Honor 'beats the pants off Metroid Prime 3' controls]]></title><link>http://www.joystiq.com/2007/10/25/igns-casamassina-says-new-medal-of-honor-beats-the-pants-off-m/</link><guid isPermaLink="true">http://www.joystiq.com/2007/10/25/igns-casamassina-says-new-medal-of-honor-beats-the-pants-off-m/</guid><comments>http://www.joystiq.com/2007/10/25/igns-casamassina-says-new-medal-of-honor-beats-the-pants-off-m/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/wii/" rel="tag">Nintendo Wii</a></p><span id="ctl00_ctl00_cphMainContent_ccThreeColumnContent_ccThreeColumnTwo_cphMainContent_BlogEntryView1_lblMessageBody"><a href="http://blogs.ign.com/Matt-IGN/2007/10/23/69722/"><img width="225" vspace="4" hspace="4" height="268" border="1" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2007/10/medalofhonorheroes.jpg" alt="" /></a>With equal parts <a href="http://www.joystiq.com/2007/10/02/halo-ds-plot-thickened-by-video-footage/">vindication</a> and <a href="http://www.joystiq.com/2007/10/11/nintendos-perrin-kaplan-reveals-her-exit-strategy-finally/">deep personal loss</a> in his life, IGN's resident Nintendo fanboy Matt Casamassina seized the moment and spent a little time <a href="http://blogs.ign.com/Matt-IGN/2007/10/23/69722/">blogging.</a> The big revelation is that he believes the upcoming <em>Medal of Honor Heroes 2</em> is a new benchmark in Wii FPS controls. He says there is a video coming in the near future, but for now says, "[MoHH2] officially beats the pants off Metroid Prime 3 in the the FPS control department." <br /><br />Casamassina also says while speaking with <a href="http://www.joystiq.com/2007/10/24/joystiq-interview-elebits-and-dewys-adventure-producer-shingo/">Shingo Mukaitoge</a> (<em>Elebits, Dewy's Adventure</em>) that the game producer "paused for a moment, smiled, and would only say, 'That's a secret.'" in regards to an <em>Elebits</em> sequel. Mukaitoge says his team is already working on a new Wii project and will announce it soon. We're kinda looking forward to another <em>Elebits</em>. It's no secret that the game was a rush job for the Wii release, but it'd be interesting to see what the team could do with a little more time.</span><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/10/25/igns-casamassina-says-new-medal-of-honor-beats-the-pants-off-m/">IGN's Casamassina says new Medal of Honor 'beats the pants off Metroid Prime 3' controls</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 25 Oct 2007 01:00:00 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://blogs.ign.com/Matt-IGN/2007/10/23/69722/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/10/25/igns-casamassina-says-new-medal-of-honor-beats-the-pants-off-m/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1021352/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/10/25/igns-casamassina-says-new-medal-of-honor-beats-the-pants-off-m/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>casamassina</category><category>controls</category><category>elebits</category><category>elebits2</category><category>mohh2</category><category>wii</category><dc:creator><![CDATA[Alexander Sliwinski]]></dc:creator><pubDate>Thu, 25 Oct 2007 01:00:00 EST</pubDate></item><item><title><![CDATA[NiGHTS is looking better and better all the time]]></title><link>http://www.joystiq.com/2007/10/01/nights-is-looking-better-and-better-all-the-time/</link><guid isPermaLink="true">http://www.joystiq.com/2007/10/01/nights-is-looking-better-and-better-all-the-time/</guid><comments>http://www.joystiq.com/2007/10/01/nights-is-looking-better-and-better-all-the-time/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/screens/" rel="tag">Screens</a></p><div align="center"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/09/nights_top_nwf_1001.jpg" /><br /></div>
At this point, we can only assume that the <a href="http://www.joystiq.com/2007/07/09/more-like-nights-journey-of-dreamcasts/">earliest shots</a> of Sega's <em>NiGHTS</em>: <em>Journey of Dreams</em> were maybe a little <em>too</em> early. The game looked rough and flat, but these days? <em>NiGHTS</em> is looking better than ever. But that wasn't the only issue with the revival of the classic; after recent <a href="http://www.joystiq.com/2007/09/21/tgs07-joystiq-finds-the-nights-demo-lacks-motion-control-validation/">reports from TGS</a>, reviewers complained of slow framerate and a lack of motion controls. Well, folks, we've got what may be good news: it looks like there's a chance for everything to go our way with this latest <em>NiGHTS</em>.<br /><br />Retailers stealthily changed the date on the title, and it looks to have been pushed back to just before Christmas. We can only hope that will give Sega a chance to work on the framerate issue. As for the motion controls, <a href="http://www.seganerds.com/2007/09/25/tgs-2007-hands-on-nights-journey-of-dreams-wii/">Graham at Sega Nerds</a> demanded the right to test the motion controls at TGS and reported that they really weren't anything special. In fact, he says the other mode -- which more closely resembles the original Saturn controls -- was better. So maybe those will be fixed as well ... and if not, well, that's okay. We can do our androgynous fly-bys retro-style.<br /><br />We've updated the gallery below with some of the new screens, and we'll tell you that they are definitely worth a peek. If this is how much <em>NiGHTS</em> has improved recently, we can't wait to see it at release!<br /><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/2007/10/01/nights-is-looking-better-and-better-all-the-time/">NiGHTS is looking better and better all the time</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 01 Oct 2007 12:00:00 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://wiiz.fr/article.php?a=14035>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/10/01/nights-is-looking-better-and-better-all-the-time/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1001006/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/10/01/nights-is-looking-better-and-better-all-the-time/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>action</category><category>adventure</category><category>controls</category><category>delay</category><category>gallery</category><category>nights</category><category>sega</category><dc:creator><![CDATA[Alisha Karabinus]]></dc:creator><pubDate>Mon, 01 Oct 2007 12:00:00 EST</pubDate></item></channel></rss>