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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[NetherRealm and Rocksteady using Unreal Engine 3 for 'the next few years']]></title><link>http://www.joystiq.com/2011/03/17/netherrealm-and-rocksteady-using-unreal-engine-3-for-the-next-f/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/17/netherrealm-and-rocksteady-using-unreal-engine-3-for-the-next-f/</guid><comments>http://www.joystiq.com/2011/03/17/netherrealm-and-rocksteady-using-unreal-engine-3-for-the-next-f/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/03/17/netherrealm-and-rocksteady-using-unreal-engine-3-for-the-next-f/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/03/batman31101_530x298.jpg" style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; width: 530px; height: 298px; " /></a></div>
Epic's <a href="http://www.joystiq.com/tag/unreal-engine-3">Unreal Engine 3</a> will power any games developed by Rocksteady Studios (<a href="http://www.joystiq.com/game/batman-arkham-city"><em>Batman: Arkham City</em></a>) and NetherRealm Studios (<a href="http://www.joystiq.com/game/mortal-kombat-2011"><em>Mortal Kombat</em></a>) through 2014 as part of a deal announced today by parent company Warner Bros. Interactive. Sure, the news in and of itself isn't all that exciting, but it does hint at the future of the Unreal Engine and the timeframe for the dawn of the next console generation.<br />
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Specifically, this news would suggest that we're not going to see Unreal Engine 4 for <em>at least</em> a couple of years. Given that <a href="http://www.joystiq.com/2008/03/13/unreal-engine-4-to-exclusively-target-the-next-console-generati/">Epic has said</a> UE4 is being targeted "exclusively" at next-gen consoles, it gives us some insight into when Epic -- and developers -- are expecting to be creating games for successors to PS3 and Xbox 360. Sometime around, say, 2014?<br />
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Of course, there's no saying Unreal Engine 3 won't be used for next-gen games -- one look at <a href="http://www.joystiq.com/2011/03/08/unreal-engine-3-tech-demo-video/">the GDC 2011 demo</a> of new UE3 features and it's obvious the engine still has a lot of miles left on it.<p><a href="http://www.joystiq.com/2011/03/17/netherrealm-and-rocksteady-using-unreal-engine-3-for-the-next-f/" rel="bookmark">Continue reading <em>NetherRealm and Rocksteady using Unreal Engine 3 for 'the next few years'</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/2011/03/17/netherrealm-and-rocksteady-using-unreal-engine-3-for-the-next-f/">NetherRealm and Rocksteady using Unreal Engine 3 for 'the next few years'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 17 Mar 2011 18:00:00 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/2011/03/17/netherrealm-and-rocksteady-using-unreal-engine-3-for-the-next-f/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19883085/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/17/netherrealm-and-rocksteady-using-unreal-engine-3-for-the-next-f/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Batman-Arkham-Asylum-2</category><category>Batman-Arkham-City</category><category>engine</category><category>epic-games</category><category>microsoft</category><category>mobile</category><category>mortal-kombat-2011</category><category>Netherrealm-Studios</category><category>pc</category><category>playstation</category><category>ps3</category><category>Rocksteady-Studios</category><category>unreal-engine-3</category><category>Warner-Bros-Interactive</category><category>xbox</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Thu, 17 Mar 2011 18:00:00 EST</pubDate></item><item><title><![CDATA[Rumor: Capcom adapting next-gen MT Framework for Wii]]></title><link>http://www.joystiq.com/2009/10/27/rumor-capcom-adapting-next-gen-mt-framework-for-wii/</link><guid isPermaLink="true">http://www.joystiq.com/2009/10/27/rumor-capcom-adapting-next-gen-mt-framework-for-wii/</guid><comments>http://www.joystiq.com/2009/10/27/rumor-capcom-adapting-next-gen-mt-framework-for-wii/#comments</comments><description><![CDATA[<center><a href="http://www.andriasang.com/e/blog/2009/10/26/mt_framework_wii/"><img hspace="0" border="1" vspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2009/06/mtframework20_580.jpg" alt="" /></a></center>We're marking this as a rumor due to the third-hand nature of it: <a href="http://www.andriasang.com/e/blog/2009/10/26/mt_framework_wii/">Andriasang</a> summarized an article on <a href="http://www.inside-games.jp/article/2009/10/26/38401.html">Inside-Games</a> about a <em>Nikkei Industrial</em> article (phew), which states that Capcom is working on bringing an engine designed for PS3 and Xbox 360 to Wii, to save time and money. This is <em>likely</em> the <a href="http://www.joystiq.com/tag/mt-framework">MT Framework</a> that drives the majority of Capcom's works including the <em>Lost Planet</em> series and <em>Resident Evil 5</em>.<br />
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<em>Nikkei</em> reports that simultaneous development of games across the platforms could cut 1/5 off of Capcom's development costs, and 1/3 off development time. The inclusion of those stats makes it seem like Capcom is eyeing simultaneous development of 360, PS3, and Wii games rather than Wii ports. That approach should end in better results than the "<a href="http://www.joystiq.com/tag/dead-rising-chop-till-you-drop">hand the game to TOSE and forget about it</a>" approach.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/10/27/rumor-capcom-adapting-next-gen-mt-framework-for-wii/">Rumor: Capcom adapting next-gen MT Framework for Wii</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 27 Oct 2009 16:29:00 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.andriasang.com/e/blog/2009/10/26/mt_framework_wii/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/10/27/rumor-capcom-adapting-next-gen-mt-framework-for-wii/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19211979/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/10/27/rumor-capcom-adapting-next-gen-mt-framework-for-wii/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>engine</category><category>mt-framework</category><category>Nintendo</category><category>ports</category><category>Wii</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Tue, 27 Oct 2009 16:29:00 EST</pubDate></item><item><title><![CDATA[Ready at Dawn releasing self-titled middleware engine]]></title><link>http://www.joystiq.com/2009/10/12/ready-at-dawn-releasing-self-titled-middleware-engine/</link><guid isPermaLink="true">http://www.joystiq.com/2009/10/12/ready-at-dawn-releasing-self-titled-middleware-engine/</guid><comments>http://www.joystiq.com/2009/10/12/ready-at-dawn-releasing-self-titled-middleware-engine/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20091012005373&amp;newsLang=en"><img vspace="0" hspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2009/02/readyatdawnlogo050209580.jpg" alt="" /></a></div>
Fact: <a href="http://www.joystiq.com/tag/ready-at-dawn">Ready at Dawn</a> has never made a bad game. Sure, the company's repertoire, which includes <em><a href="http://www.joystiq.com/tag/daxter">Daxter</a> </em>and <a href="http://www.joystiq.com/tag/god-of-war-chains-of-olympus"><em>God of War: Chains of Olympus</em></a> for PSP and <a href="http://www.joystiq.com/tag/okami"><em>Okami</em></a> for Wii, is limited. Still, <em>look</em> at those games. Not exactly the worst developer to take a cue from, right? Soon, developers large and small will be able to do just that when <a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20091012005373&amp;newsLang=en">Ready at Dawn releases its own game development platform</a> for the Xbox 360, PS3 and PSP, appropriately titled the Ready at Dawn Engine. (How delightfully narcissistic!)<br /> <br /> The new engine will attempt to set itself apart from competing middleware services by offering a one-stop shop for cross-platform game development, merging its "proprietary code-base with the top providers of 3D content editing, audio, user interface and asset management systems." We suggest checking out <a href="http://www.gamasutra.com/php-bin/news_index.php?story=25583">Gamasutra's recent interview</a> with Dawn co-founder Didier Malenfant to learn about the <em>brazenness</em> required to inspire a company, with three games under its belt, to make its own game-crafting engine.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/10/12/ready-at-dawn-releasing-self-titled-middleware-engine/">Ready at Dawn releasing self-titled middleware engine</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 12 Oct 2009 11:00:00 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.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20091012005373&amp;newsLang=en>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/10/12/ready-at-dawn-releasing-self-titled-middleware-engine/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19192708/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/10/12/ready-at-dawn-releasing-self-titled-middleware-engine/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>didier-malenfant</category><category>engine</category><category>Microsoft</category><category>middleware</category><category>ready-at-dawn</category><category>ready-at-dawn-engine</category><category>Xbox-360</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Mon, 12 Oct 2009 11:00:00 EST</pubDate></item><item><title><![CDATA[Vicious Engine offered to PSP Minis developers]]></title><link>http://www.joystiq.com/2009/09/22/vicious-engine-offered-to-psp-minis-developers/</link><guid isPermaLink="true">http://www.joystiq.com/2009/09/22/vicious-engine-offered-to-psp-minis-developers/</guid><comments>http://www.joystiq.com/2009/09/22/vicious-engine-offered-to-psp-minis-developers/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.mcvuk.com/press-releases/51266/Vicious-Engine"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/gam_viciousengine_580.jpg" /></a></div>
We've seen a few titles which will soon be offered as bite-sized <a href="http://www.joystiq.com/tag/psp-minis">PSP Minis</a>, but a recent <a href="http://www.mcvuk.com/press-releases/51266/Vicious-Engine">Vicious Cycle Software press release </a>makes us think we're about to see a <em>whole lot</em> more. The company recently partnered up with Sony to grant access to its Vicious Engine to PSP Minis developers in order to "create quality downloadable titles both quickly and cost-effectively."<br /> <br /> Though you may not be familiar with the technology, you've probably played a title or two built upon the Vicious Engine -- <em>Puzzle Quest</em>, <em>Dead Head Fred</em> and <em>Eat Lead: The Return of Matt Hazard</em> all used the engine as their building blocks. Sounds like fairly versatile programming -- it even caters to the increasingly popular "<a href="http://www.joystiq.com/2009/04/14/hilton-uses-vicious-engine-for-salt-training-game/">hotel training sim</a>" genre.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/09/22/vicious-engine-offered-to-psp-minis-developers/">Vicious Engine offered to PSP Minis developers</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 22 Sep 2009 15:15:00 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.mcvuk.com/press-releases/51266/Vicious-Engine>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/09/22/vicious-engine-offered-to-psp-minis-developers/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19170097/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/09/22/vicious-engine-offered-to-psp-minis-developers/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>engine</category><category>psp-minis</category><category>sony</category><category>vicious-cycle-software</category><category>vicious-engine</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Tue, 22 Sep 2009 15:15:00 EST</pubDate></item><item><title><![CDATA[Capcom to provide Lost Planet 2's game engine to its external studios]]></title><link>http://www.joystiq.com/2009/06/18/capcom-to-provide-mt-framework-2-0-to-its-external-studios/</link><guid isPermaLink="true">http://www.joystiq.com/2009/06/18/capcom-to-provide-mt-framework-2-0-to-its-external-studios/</guid><comments>http://www.joystiq.com/2009/06/18/capcom-to-provide-mt-framework-2-0-to-its-external-studios/#comments</comments><description><![CDATA[<div align="center"><a href="http://game.watch.impress.co.jp/docs/series/3dcg/20090613_283112.html"><img hspace="0" border="1" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/06/mtframework20_580.jpg" /></a></div>
Capcom's practices haven't changed much over the years. The company has been using MT Framework -- an internal engine designed for multiplatform use -- for quite some time now. It's powered many games over the years, including <a href="http://www.joystiq.com/tag/dead-rising"><em>Dead Rising</em></a>, <a href="http://www.joystiq.com/tag/devil-may-cry-4"><em>Devil May Cry</em> <em>4</em></a>, and <a href="http://www.joystiq.com/tag/resident-evil-5"><em>Resident Evil 5</em></a>. With the release of <a href="http://www.joystiq.com/tag/lost-planet-2"><em>Lost Planet 2</em></a>, however, the company is poised to introduce the next evolution of its multiplatform engine, MT Framework 2.0. Capcom has high hopes for 2.0, and is actually going to provide the engine to its external contract studios, <em>RE5 </em>producer Jun Takeuchi told <a href="http://game.watch.impress.co.jp/docs/series/3dcg/20090613_283112.html">Game Watch</a>. This is a first for the company, which used the first engine as its be-all, end-all means for making games.<br />
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MT Framework 1 was always designed to be an internal engine; Capcom saw MT Framework 1 as an essential tool of its own to create games. After having great success with the engine over many years, however, folks started asking about using it. So, Capcom kept that in mind when creating the new engine, which the company said won't be outsourced as part of its business (like Epic does with its <a href="http://www.joystiq.com/2009/06/11/a-look-at-epics-latest-unreal-engine-3-additions/">Unreal Engine</a>, for example), but, again, will be provided to its external contract studios for use.<br />
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[Via <a href="http://www.andriasang.com/e/blog/2009/06/14/mt_framework/">Andriasang</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/2009/06/18/capcom-to-provide-mt-framework-2-0-to-its-external-studios/">Capcom to provide Lost Planet 2's game engine to its external studios</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 18 Jun 2009 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://game.watch.impress.co.jp/docs/series/3dcg/20090613_283112.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/06/18/capcom-to-provide-mt-framework-2-0-to-its-external-studios/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19070391/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/06/18/capcom-to-provide-mt-framework-2-0-to-its-external-studios/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>engine</category><category>lost-planet-2</category><category>mt-framework</category><category>mt-framework-2</category><category>outsource</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Thu, 18 Jun 2009 02:00:00 EST</pubDate></item><item><title><![CDATA[Infernal Engine licensees will get Ghostbusters, in spirit]]></title><link>http://www.joystiq.com/2009/03/18/infernal-engine-licensees-will-get-ghostbusters-in-spirit/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/18/infernal-engine-licensees-will-get-ghostbusters-in-spirit/</guid><comments>http://www.joystiq.com/2009/03/18/infernal-engine-licensees-will-get-ghostbusters-in-spirit/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.gamasutra.com/php-bin/news_index.php?story=22776"><img vspace="0" hspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/gb.logo.031809-580px.jpg" alt="" /></a></div>
Terminal Reality, developer of <em><a href="http://www.joystiq.com/tag/ghostbusters">Ghostbusters: The Video Game</a> </em>and the <a href="http://www.joystiq.com/2009/02/18/terminal-reality-aint-afraid-of-licensing-no-middleware/">newly commercialized Infernal Engine</a> which powers it, will be helping licensees ease into using the middleware by providing them the framework for <em>Ghostbusters </em>-- sans the Ghostbusters. VP Joe Kreiner explained the dea in an interview with <a href="http://www.gamasutra.com/php-bin/news_index.php?story=22776">Gamasutra</a>.<br /><br />"Once <em>Ghostbusters</em> ships in June, we'll be providing <em>Ghostbusters</em> the game as a framework to our licensees," he told the site, adding, "We'll have to remove the talent and any copyrighted items, but we will be distributing that to our developers once the game ships." <br /><br />So, developers who've licensed the engine will be able to build on what Terminal Velocity learned during the game's development process. Or, they could <em>make a game just like </em>Ghostbusters, with some minor tweaks here and there. Call it <em>Phantom Squad </em>or <em>Spirit Snatcher</em>. Psst! Hey, From Software -- thought you could use those after playing <a href="http://www.joystiq.com/2008/12/29/ninja-blade-demo-hits-japanese-live-marketplace-likes-us-system/">your latest game</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/2009/03/18/infernal-engine-licensees-will-get-ghostbusters-in-spirit/">Infernal Engine licensees will get Ghostbusters, in spirit</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 18 Mar 2009 13:25:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamasutra.com/php-bin/news_index.php?story=22776>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/18/infernal-engine-licensees-will-get-ghostbusters-in-spirit/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1491708/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/18/infernal-engine-licensees-will-get-ghostbusters-in-spirit/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>engine</category><category>ghostbusters</category><category>infernal-engine</category><category>joe-kreiner</category><category>terminal-reality</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Wed, 18 Mar 2009 13:25:00 EST</pubDate></item><item><title><![CDATA[Square Enix using Gamebryo engine, let's guess what for]]></title><link>http://www.joystiq.com/2009/03/17/square-enix-using-gamebryo-engine-lets-guess-what-for/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/17/square-enix-using-gamebryo-engine-lets-guess-what-for/</guid><comments>http://www.joystiq.com/2009/03/17/square-enix-using-gamebryo-engine-lets-guess-what-for/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20090317005421&amp;newsLang=en"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/square.enix.logo.2.031709-580px.jpg" /></a><br />
<div align="left">Square Enix today <a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20090317005421&amp;newsLang=en">announced</a> that it has licensed Emergent Game Technologies' Gamebryo engine, the backbone of such titles as <em>Fallout 3 </em>and <em>Warhammer Online</em>. The press release contains no mention of Square's intended use for the engine, but we have our suspicions. <br /><br />We've ruled out <em>Final Fantasy XIII</em>, since even though work on the Xbox 360 version <a href="http://www.joystiq.com/2008/07/14/final-fantasy-xiii-xbox-360-development-coming-after-ps3-versio/">won't begin until the PS3's is finished</a>, Square is using its cross-platform <a href="http://www.joystiq.com/2008/02/22/gdc08-square-enix-unveils-crystal-tools-engine/">Crystal Tools engine</a> to develop the title. The most likely candidate, then, would be the yet untitled "original action game" being produced at the publisher's new <a href="http://www.joystiq.com/2008/11/17/square-enix-staffing-new-us-studio-for-original-action-game/">El Segundo, Calif. dev studio</a>. <br /><br />The specific variant of Gamebryo licensed -- <a href="http://www.emergent.net/Products/Gamebryo/Technical-Details/Floodgate/">Floodgate</a> -- is intended to make porting multi-processor code written for one platform onto another an effortless task, providing extra time to optimize the game for the unique capabilities of each individual platform. Sounds perfect for a new team working on a new title from a Western (read: multiplatform) mindset. When contacted, a Square Enix rep told us the company "will hopefully have something to announce soon."<br /></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/2009/03/17/square-enix-using-gamebryo-engine-lets-guess-what-for/">Square Enix using Gamebryo engine, let's guess what for</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 17 Mar 2009 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.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20090317005421&amp;newsLang=en>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/17/square-enix-using-gamebryo-engine-lets-guess-what-for/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1491004/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/17/square-enix-using-gamebryo-engine-lets-guess-what-for/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>emergent-game-technologies</category><category>engine</category><category>gamebryo</category><category>square-enix</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Tue, 17 Mar 2009 23:00:00 EST</pubDate></item><item><title><![CDATA[Moar Graffix! Vicious Engine 2 announced]]></title><link>http://www.joystiq.com/2009/03/03/moar-graffix-vicious-engine-2-announced/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/03/moar-graffix-vicious-engine-2-announced/</guid><comments>http://www.joystiq.com/2009/03/03/moar-graffix-vicious-engine-2-announced/#comments</comments><description><![CDATA[<center><a href="http://venturebeat.com/2009/02/27/vicious-cycle-releases-new-game-engine/"><img hspace="0" border="1" vspace="0" align="top" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/viciouseditorvic.jpg" alt="" /></a></center>The somewhat popular <a href="http://www.joystiq.com/tag/vicious-engine">Vicious Engine</a> (primarily a PSP and Wii development tool set) will be giving up its spotlight soon, with the <a href="http://venturebeat.com/2009/02/27/vicious-cycle-releases-new-game-engine/">announcement</a> of the much newer and powerful Vicious Engine 2.<br />
<br />
Vicious Cycle Software revealed the Vicious Engine 2 will make its debut at this month's <a href="http://www.joystiq.com/tag/gdc09">Game Developer Conference</a> and is targeting next-gen consoles. Vicious promises their updated engine will allow for development on the PC, PS3 and Xbox 360 simultaneously, which not only speeds up the dev cycle, but also makes the entire process cheaper. (That deserves a manly <a href="http://www.youtube.com/watch?v=BAhVmjptZMI">Tim Taylor grunt</a>.)<br />
<br />
Will this new Vicious Engine make developers forget about the omnipresent <a href="http://www.joystiq.com/tag/unreal-engine-3">Unreal Engine 3</a> or the crazy-powerful <a href="http://www.joystiq.com/tag/crytek">Crytek Engine</a>? Highly doubtful, but who knows. We could be surprised at GDC with a hefty helping of graphical beauty and devs turned into true believers.<br />
<br />
[Via <a href="http://news.bigdownload.com/2009/03/01/vicious-cycle-software-to-launch-vicious-engine-2/">Big Download</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/2009/03/03/moar-graffix-vicious-engine-2-announced/">Moar Graffix! Vicious Engine 2 announced</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 03 Mar 2009 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://venturebeat.com/2009/02/27/vicious-cycle-releases-new-game-engine/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/03/moar-graffix-vicious-engine-2-announced/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1476408/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/03/moar-graffix-vicious-engine-2-announced/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>engine</category><category>vicious-cycle-software</category><category>vicious-engine</category><category>vicious-engine-2</category><dc:creator><![CDATA[Dustin Burg]]></dc:creator><pubDate>Tue, 03 Mar 2009 01:00:00 EST</pubDate></item><item><title><![CDATA[Dead Space engine being primed as middleware tool]]></title><link>http://www.joystiq.com/2008/09/09/dead-space-engine-being-primed-as-middleware-tool/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/09/dead-space-engine-being-primed-as-middleware-tool/</guid><comments>http://www.joystiq.com/2008/09/09/dead-space-engine-being-primed-as-middleware-tool/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.gameplayer.com.au/gp_documents/Dead-Space-Engine.aspx"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/06/dead_space_why_care_1.jpg" alt="" /></a></div>
The development team working on <a href="http://www.joystiq.com/tag/dead-space "><em>Dead Space</em></a> is hoping its engine becomes a new middleware tool in the vein of Unreal Engine and id Tech. Speaking with <a href="http://www.gameplayer.com.au/gp_documents/Dead-Space-Engine.aspx ">Gameplayer</a>, Executive Producer Glen Schofield said the company is in the process of working with lawyers to figure out the legalese for officially naming the engine, which was originally used for <em>The Godfather </em>and <em>From Russia with Love</em>. <br /><br />It's unclear if the intention is to use the engine in-house for EA or market it to other developers for licensing, although according to the article Schofield cited the success of Unreal Engine 3 and how other studios have contributed to its success by adding more technology. <em>Dead Space's</em> engine, which we'd suggest be called simply "Dead Engine," is currently being used for <a href="http://www.joystiq.com/tag/godfather-2/"><em>Godfather 2</em></a>. <em>Dead Space</em> will try to administer a dose of the heebie jeebies (to <a href="http://www.joystiq.com/2008/09/06/dead-space-banning-rumors-come-under-fire/">most places</a>) on <a href="http://www.joystiq.com/2008/09/04/dead-space-release-bumped-up-to-oct-14/">October 14</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/2008/09/09/dead-space-engine-being-primed-as-middleware-tool/">Dead Space engine being primed as middleware tool</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 09 Sep 2008 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.gameplayer.com.au/gp_documents/Dead-Space-Engine.aspx>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/09/dead-space-engine-being-primed-as-middleware-tool/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1308715/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/09/dead-space-engine-being-primed-as-middleware-tool/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dead-engine</category><category>dead-space</category><category>ea</category><category>ea-redwood</category><category>ea-redwood-shores</category><category>electronic-arts</category><category>engine</category><category>glen-schofield</category><category>middlware</category><category>PC</category><category>PS3</category><dc:creator><![CDATA[Ross Miller]]></dc:creator><pubDate>Tue, 09 Sep 2008 12:00:00 EST</pubDate></item><item><title><![CDATA[GC 2008: Crysis cost $22 million, next Crytek engine due 2012]]></title><link>http://www.joystiq.com/2008/08/19/crytek-crysis-cost-22-million-next-engine-due-2012/</link><guid isPermaLink="true">http://www.joystiq.com/2008/08/19/crytek-crysis-cost-22-million-next-engine-due-2012/</guid><comments>http://www.joystiq.com/2008/08/19/crytek-crysis-cost-22-million-next-engine-due-2012/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://pc.ign.com/articles/899/899976p1.html"><img vspace="4" hspace="0" border="1" align="top" src="http://www.blogcdn.com/www.joystiq.com/media/2008/01/crysisconsole.jpg" alt="" /></a></div>
Speaking at the outset of this year's Leipzig Games Convention, Crytek boss Cevat Yerli revealed that the developer's graphical tour de force, <a href="http://www.joystiq.com/tag/crysis"><em>Crysis</em></a>, cost an estimated $22 million to create. Yerli has previously lamented <a href="http://www.joystiq.com/2008/04/30/crytek-turns-back-on-pc-exclusivity-cites-piracy/">the effect piracy has had on the title</a>, but reiterated that it's still recouped the development costs, saying, "If it wasn't profitable I wouldn't be able to stand here."<br /><br />Best known for their stunning visuals, Crytek's game engines are also guilty of bringing even the mightiest of gaming PCs to their knees. While the upcoming, heavily-optimized <a href="http://www.joystiq.com/tag/crysis-warhead"><em>Crysis: Warhead</em></a> promises a significant performance increase even on mid-range systems, Crytek is already cooking up its next GPU melter, which Yerli says should be ready by 2012. That's when he anticipates GPU tech making the next major leap in its evolution; until then, he expects fellow developers to focus more on what they already have to work with, by means of stylized graphics and <a href="http://www.joystiq.com/2008/08/13/nvidia-offers-physx-and-cuda-support-to-geforce-8-and-higher/">hardware accelerated physics</a>.<br /><br /><a href="http://pc.ign.com/articles/899/899976p1.html">Source</a> - Crysis cost 22 million to make, IGN<br /><a href="http://pc.ign.com/articles/899/899974p1.html">Source</a> - Crytek: New engine in 2012, IGN<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/2008/08/19/crytek-crysis-cost-22-million-next-engine-due-2012/">GC 2008: Crysis cost $22 million, next Crytek engine due 2012</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 19 Aug 2008 23:30:00 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/2008/08/19/crytek-crysis-cost-22-million-next-engine-due-2012/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1289239/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/19/crytek-crysis-cost-22-million-next-engine-due-2012/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>crysis</category><category>crytek</category><category>ea</category><category>Electronic-Arts</category><category>engine</category><category>leipzig-08</category><category>PC</category><category>PS3</category><category>Xbox-360</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Tue, 19 Aug 2008 23:30:00 EST</pubDate></item><item><title><![CDATA[Carnival Games causing a Havok]]></title><link>http://www.joystiq.com/2008/06/27/carnival-games-causing-a-havok/</link><guid isPermaLink="true">http://www.joystiq.com/2008/06/27/carnival-games-causing-a-havok/</guid><comments>http://www.joystiq.com/2008/06/27/carnival-games-causing-a-havok/#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.gamesindustry.biz/articles/2k-signs-havok-for-new-wii-titles"><img vspace="4" hspace="4" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2008/06/havok_logo2_pl_9382724.jpg"  alt="" /></a><br /></div>
One of the most well-known development tools in the world has been secured by 2K Games for some upoming titles. The <em>Havok</em> <a href="http://www.joystiq.com/2008/03/27/demystifying-the-physics-of-super-mario-galaxy/">physics engine</a> is used in squillions of high-profile games like <em><strike>Halo 3</strike></em>, <strike><em>Oblivion</em></strike>, <strike><em>BioShock</em></strike> <strike>and</strike><em> <a href="http://www.joystiq.com/tag/smash-bros-brawl/">Super Smash Bros. Brawl</a>. </em>Naturally, 2K wanted to acquire the license for none other than <a href="http://www.joystiq.com/2008/03/11/more-carnival-games-come-to-the-wii/"><em>Carnival Games: Mini-Golf</em></a>.<br /><br />Before crying shovelware, the original <a href="http://www.joystiq.com/2007/09/03/carnival-games-only-for-vanilla-faces/"><em>Carnival Games</em></a> sold over a million copies, so 2K is doing the right thing by wanting to get the best software for improving the series. A few other titles are also in line to use <em>Havok</em>, but no word on specific names as yet.<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/2008/06/27/carnival-games-causing-a-havok/">Carnival Games causing a Havok</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 27 Jun 2008 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamesindustry.biz/articles/2k-signs-havok-for-new-wii-titles>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/06/27/carnival-games-causing-a-havok/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1238703/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/06/27/carnival-games-causing-a-havok/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2k</category><category>2k-games</category><category>carnival-games</category><category>carnival-games-mini-...</category><category>engine</category><category>havok</category><category>physics</category><dc:creator><![CDATA[Phil Larsen]]></dc:creator><pubDate>Fri, 27 Jun 2008 17:00:00 EST</pubDate></item><item><title><![CDATA[Europa Universalis dev offers up game engine for free]]></title><link>http://www.joystiq.com/2008/04/26/europa-universalis-dev-offers-up-game-engine-for-free/</link><guid isPermaLink="true">http://www.joystiq.com/2008/04/26/europa-universalis-dev-offers-up-game-engine-for-free/</guid><comments>http://www.joystiq.com/2008/04/26/europa-universalis-dev-offers-up-game-engine-for-free/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/strategy/" rel="tag">Strategy</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.developmag.com/news/29705/Paradox-releases-free-engine-for-making-digital-distributed-titles"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/eu2_map_pic.jpg" alt="" /></a><br /></div>
There's only one thing better than getting something for nothing. However, since it's unlikely that someone is going to deliver us a life-size <a href="http://en.wikipedia.org/wiki/Toblerone">Toblerone</a>, we'll settle for Paradox Interactive's news that the Swedish game company is <a href="http://www.gamersgate.com/engine/">releasing its game engine</a> into the wild as a free download over <a href="http://www.gamersgate.com/">GamersGate</a>.<br /><br />Codenamed "Europa," the engine was the same used to develop games in Paradox's<em> Hearts of Iron</em> series and <em>Europa Universalis II </em>(pictured). According to Paradox, the company plans to set "a few minimum criteria" for the engine's use, and games created using the technology will be made available for sale over the GamersGate download service -- meaning that for those indie devs looking for a 'cheap as free' solution to make their hard-core PC strategy game dreams a reality, this could be <em>it</em>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/04/26/europa-universalis-dev-offers-up-game-engine-for-free/">Europa Universalis dev offers up game engine for free</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 26 Apr 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.developmag.com/news/29705/Paradox-releases-free-engine-for-making-digital-distributed-titles>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/04/26/europa-universalis-dev-offers-up-game-engine-for-free/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1178572/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/04/26/europa-universalis-dev-offers-up-game-engine-for-free/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>engine</category><category>europa</category><category>europa-universalis</category><category>europauniversalis</category><category>hearts-of-iron</category><category>heartsofiron</category><category>indie</category><category>middleware</category><category>paradox</category><category>paradox-interactive</category><category>paradoxinteractive</category><category>PC</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Sat, 26 Apr 2008 22:30:00 EST</pubDate></item><item><title><![CDATA[The Game Boy of the Industrial Revolution]]></title><link>http://www.joystiq.com/2008/03/10/the-game-boy-of-the-industrial-revolution/</link><guid isPermaLink="true">http://www.joystiq.com/2008/03/10/the-game-boy-of-the-industrial-revolution/</guid><comments>http://www.joystiq.com/2008/03/10/the-game-boy-of-the-industrial-revolution/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/fan-stuff/" rel="tag">Fan stuff</a>, <a href="http://www.joystiq.com/category/gba/" rel="tag">GBA</a>, <a href="http://www.joystiq.com/category/video/" rel="tag">Video</a></p><center><embed width="425" height="337" align="middle" src="http://www.gametrailers.com/remote_wrap.php?umid=186711" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash"></embed></center><br />Many <a href="http://www.joystiq.com/bloggers/candace-savino">a history buff</a> know full well the contributions the lowly steam engine has made to not only the development of our native country, the U.S.A., but also that of the world. And now, finally, one of the driving forces behind the Industrial Revolution is now being used for something far more important: powering Game Boys. Actually, we're not sure why someone would make a steam-powered <a href="http://www.joystiq.com/category/gba">Game Boy</a>, but hey, our hat is off to them because we could never do such a thing ourselves. <br /><br />We have a hard enough time figuring out which way the AA batteries go in.<br /><br />[Via <a href="http://gonintendo.com/?p=37403">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/2008/03/10/the-game-boy-of-the-industrial-revolution/">The Game Boy of the Industrial Revolution</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 10 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.gametrailers.com/player/usermovies/186711.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/03/10/the-game-boy-of-the-industrial-revolution/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1136023/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/03/10/the-game-boy-of-the-industrial-revolution/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>engine</category><category>game-boy</category><category>industrial-revolution</category><category>steam</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Mon, 10 Mar 2008 10:30:00 EST</pubDate></item><item><title><![CDATA[The Ultimate Showdown: CryENGINE2 vs. Reality]]></title><link>http://www.joystiq.com/2008/02/23/the-ultimate-showdown-cryengine2-vs-reality/</link><guid isPermaLink="true">http://www.joystiq.com/2008/02/23/the-ultimate-showdown-cryengine2-vs-reality/</guid><comments>http://www.joystiq.com/2008/02/23/the-ultimate-showdown-cryengine2-vs-reality/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a></p><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="490" height="400">	<param name="allowScriptAccess" value="sameDomain" /> 	<param name="allowFullScreen" value="true" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=31022"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=31022" 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="490" height="400"></embed> </object><br />Crytek <a href="http://www.gametrailers.com/player/30966.html">recently whipped up a tech demonstration</a> for their haughty, hardware punishing software, CryENGINE2, to show off at GDC. Mimicking <a href="http://www.youtube.com/watch?v=oP5J4W5GQ3w">an unforgettable ad for the Sony Bravia</a>, the demo turned quite a few heads -- but how did the visuals of the ball-droppin' doppelganger compare to the original advertisement? Never one to miss an opportunity for a video comparison, <a href="http://www.gametrailers.com/player/31022.html">Gametrailers whipped up the above video</a>. What do you think -- are video games nearing photorealism? Or were your discerning, pixel-counting eyes not fooled?<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/2008/02/23/the-ultimate-showdown-cryengine2-vs-reality/">The Ultimate Showdown: CryENGINE2 vs. Reality</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 23 Feb 2008 20:30:00 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.gametrailers.com/player/31022.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/23/the-ultimate-showdown-cryengine2-vs-reality/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1123008/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/23/the-ultimate-showdown-cryengine2-vs-reality/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>balls</category><category>bravia</category><category>commercial</category><category>cryengine2</category><category>crysis</category><category>crytek</category><category>engine</category><category>sonybravia</category><category>tech-demo</category><category>techdemo</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Sat, 23 Feb 2008 20:30:00 EST</pubDate></item><item><title><![CDATA[Joystiq impressions: InstantAction (PC)]]></title><link>http://www.joystiq.com/2007/10/31/joystiq-impressions-instantaction-pc/</link><guid isPermaLink="true">http://www.joystiq.com/2007/10/31/joystiq-impressions-instantaction-pc/</guid><comments>http://www.joystiq.com/2007/10/31/joystiq-impressions-instantaction-pc/#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/mac/" rel="tag">Mac</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/adventure/" rel="tag">Adventure</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/puzzle/" rel="tag">Puzzle</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a>, <a href="http://www.joystiq.com/category/strategy/" rel="tag">Strategy</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a>, <a href="http://www.joystiq.com/category/casual/" rel="tag">Casual</a>, <a href="http://www.joystiq.com/category/galleries/" rel="tag">Galleries</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2007/10/instantaction_home225.jpg" alt="" />Do gamers need yet another platform? <a href="http://garagegames.com">GarageGames</a> hopes so. The company's latest project, the <a href="http://instantaction.com">InstantAction</a> "platform" -- that word was specifically used -- sits inside a web browser, creating a new environment for gaming. And unlike Flash's 2D limit, InstantAction will support a variety of developer-driven technologies and engines, scaling up to first-person-shooters that even utilize video hardware acceleration. (GarageGames had its hand in the <a href="http://en.wikipedia.org/wiki/Tribes"><em>Tribes</em></a> games after all.)<br /><br />Like other browser plugins, InstantAction has cross-platform intentions. It's first launching for PCs in early 2008, Mac support will be coming as soon as possible, and a Linux version is under consideration. Gamers will be able to download several titles at launch with pricing to be determined. (Free content may be an option, while paid titles could follow subscription models, multi-game package sales, or single purchases.)<br /><br />We recently explored an in-development version of InstantAction to wrap our heads around the platform-in-a-browser concept. The execution impressed us, but we're still unsure if InstantAction attempts to solve a problem nobody has. Will 3D and developer-driven environments be enough to displace Flash, as GarageGames hopes?<br /><br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/instantaction/">InstantAction</a></strong></p><a href="http://www.joystiq.com/photos/instantaction/#465901"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/10/instantaction_think_tank_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/instantaction/#465900"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/10/instantaction_-metal_drift_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/instantaction/#465899"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/10/instantaction_windowed_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/instantaction/#465898"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/10/instantaction_home_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/instantaction/#465897"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/10/instantaction_screen_cylcomite_menu_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2007/10/31/joystiq-impressions-instantaction-pc/" rel="bookmark">Continue reading <em>Joystiq impressions: InstantAction (PC)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/10/31/joystiq-impressions-instantaction-pc/">Joystiq impressions: InstantAction (PC)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 31 Oct 2007 07:04:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2007/10/31/joystiq-impressions-instantaction-pc/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1025982/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/10/31/joystiq-impressions-instantaction-pc/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>downloadable</category><category>engine</category><category>flash</category><category>game-download</category><category>garagegames</category><category>instantaction</category><category>Mac</category><category>online</category><category>PC</category><category>platform</category><category>plug-in</category><category>plugin</category><category>torque</category><dc:creator><![CDATA[Zack Stern]]></dc:creator><pubDate>Wed, 31 Oct 2007 07:04:00 EST</pubDate></item><item><title><![CDATA[Oblivion's Gamebryo engine ported to Wii]]></title><link>http://www.joystiq.com/2007/09/12/oblivions-gamebryo-engine-ported-to-wii/</link><guid isPermaLink="true">http://www.joystiq.com/2007/09/12/oblivions-gamebryo-engine-ported-to-wii/</guid><comments>http://www.joystiq.com/2007/09/12/oblivions-gamebryo-engine-ported-to-wii/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/wii/" rel="tag">Nintendo Wii</a></p><div align="center"><a href="http://www.emergent.net/index.php/homepage/news/news?action=news-detail&amp;id=482"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/09/wii-mote-obliv-character.jpg" /></a></div>
Don't be fooled: this is not a sign that Bethesda is bringing its <em>Elder Scroll </em>series to Nintendo consoles. However, Emergent Technologies' Gamebryo engine -- which runs both <em>Oblivion </em>and the upcoming <em>Fallout 3</em> -- now <a href="http://www.emergent.net/index.php/homepage/news/news?action=news-detail&amp;id=482">supports the Wii</a>.<br /><br />Gamebryo is also optimized for PlayStation 3, PC and Xbox 360. We haven't seen any screenshots of the engine in use with Nintendo's hardware and no projects have been announced; the Gamebryo engine has also been used to make <em>Freedom Force, Civilization IV </em>and <em>Dark Age of Camelot.</em> Will we start seeing a significant visual improvement in Wii games? That's entirely <a href="http://www.joystiq.com/2007/09/12/lair-dev-laments-hideous-wii-games-thinks-its-budget-issues/">up to the game makers</a>, to be honest.<br /><br />[Via <a href="http://www.gamasutra.com/php-bin/news_index.php?story=15473">Gamasutra</a>; thanks, vidGuy]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/09/12/oblivions-gamebryo-engine-ported-to-wii/">Oblivion's Gamebryo engine ported to Wii</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 12 Sep 2007 18:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.emergent.net/index.php/homepage/news/news?action=news-detail&amp;id=482>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/09/12/oblivions-gamebryo-engine-ported-to-wii/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/988073/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/09/12/oblivions-gamebryo-engine-ported-to-wii/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>emergent</category><category>engine</category><category>gamebryo</category><category>nintendo</category><category>Wii</category><dc:creator><![CDATA[Ross Miller]]></dc:creator><pubDate>Wed, 12 Sep 2007 18:15:00 EST</pubDate></item><item><title><![CDATA[Emergent porting Gamebryo Engine to Wii]]></title><link>http://www.joystiq.com/2007/09/12/emergent-porting-gamebryo-engine-to-wii/</link><guid isPermaLink="true">http://www.joystiq.com/2007/09/12/emergent-porting-gamebryo-engine-to-wii/</guid><comments>http://www.joystiq.com/2007/09/12/emergent-porting-gamebryo-engine-to-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.gamesindustry.biz/content_page.php?aid=28592"><img vspace="4" hspace="4" border="0" align="middle" src="http://www.blogcdn.com/www.joystiq.com/media/2007/09/gamebryo091207.jpg"  alt="" /></a><br /></div>
The <a href="http://www.emergent.net/index.php/homepage/products-and-services/gamebryo">Gamebryo</a> development engine, used for games including <em><a href="http://www.elderscrolls.com/games/oblivion_overview.htm">The Elder Scrolls IV: Oblivion</a>, <a href="http://www.2kgames.com/civ4/home.htm">Civilization IV</a></em>, and many Xbox Live Arcade games, is being ported to the Wii.<br /><br />The engine, which is specifically designed to facilitate multiplatform development, should make it easier for developers to create Wii games using the same development tools as Xbox 360, PS3, and PC games. The new version 2.3 includes in its Wii support <a href="http://www.emergent.net/index.php/homepage/products-and-services/gamebryo/gamebryo-features">"a Wii-specific viewer, extensive libraries and APIs to simplify pipeline integration."</a><br /><br />We don't pretend to know the first thing about technical game development, and we're <em>certainly</em> not going to applaud porting by any means, but we think that anything that makes it simpler or more cost-effective for developers to create Wii games is a positive development. Does this mean a Wii <em>Oblivion</em> is on the way? Not without a hard drive, it doesn't.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/09/12/emergent-porting-gamebryo-engine-to-wii/">Emergent porting Gamebryo Engine to Wii</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 12 Sep 2007 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamesindustry.biz/content_page.php?aid=28592>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/09/12/emergent-porting-gamebryo-engine-to-wii/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/987867/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/09/12/emergent-porting-gamebryo-engine-to-wii/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>emergent</category><category>engine</category><category>gamebryo</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 12 Sep 2007 16:30:00 EST</pubDate></item><item><title><![CDATA[Hudson Entertainment president talks about TG16 and Virtual Console]]></title><link>http://www.joystiq.com/2007/04/04/hudson-entertainment-president-talks-about-tg16-and-virtual-cons/</link><guid isPermaLink="true">http://www.joystiq.com/2007/04/04/hudson-entertainment-president-talks-about-tg16-and-virtual-cons/</guid><comments>http://www.joystiq.com/2007/04/04/hudson-entertainment-president-talks-about-tg16-and-virtual-cons/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><a href="http://www.gamasutra.com/features/20070402/sheffield_01.shtml"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2007/04/katoken040407.gif"  alt="" /></a>As you <a href="http://www.joystiq.com/2007/03/16/hudson-celebrates-the-20th-anniversary-of-the-pc-engine/">may</a> <a href="http://www.joystiq.com/2007/03/15/virtually-overlooked-ninja-spirit/">have</a> <a href="http://www.joystiq.com/2007/03/08/virtually-overlooked-photograph-boy/">guessed</a>, we're big <a href="http://www.joystiq.com/tag/turbografx">Turbografx</a>-16 fans here, so Brandon Sheffield's interview with <a href="http://www.joystiq.com/tag/hudson">Hudson</a> USA president John Greiner, who was with the company through that system's lifetime, was an especially good read for us. The interview is long and detailed, and covers a lot of Hudson's lesser-known franchises like <em>Tengai Makyou,</em> as well as the fantastic <em>Kato-chan and Ken-chan</em>, which we got as <em>JJ &amp; Jeff. </em>It also talks about how Hudson got into the <a href="http://www.joystiq.com/category/virtual-console">Virtual Console</a> biz.<br /><br />Here's the quote of the <em>freaking millennium</em> for us: "We're looking at...you know, eventually all Turbo Grafx games will be on the Virtual Console, because they're going to be emulations." Oh, no, wait, that's awesome, but <em>here's </em>the quote of the millennium: "We're going to work on the Turbo Grafx titles, but there were 600 some-odd PC Engine titles, and there were only 150 or so Turbo Grafx titles, so I think that if people tell us they want these games, absolutely." <br />We cannot control our dancing. It is difficult to type at the moment.<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/2007/04/04/hudson-entertainment-president-talks-about-tg16-and-virtual-cons/">Hudson Entertainment president talks about TG16 and Virtual Console</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 04 Apr 2007 18:09:00 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.gamasutra.com/features/20070402/sheffield_01.shtml>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/04/04/hudson-entertainment-president-talks-about-tg16-and-virtual-cons/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/867573/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/04/04/hudson-entertainment-president-talks-about-tg16-and-virtual-cons/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>engine</category><category>hucard</category><category>hudson</category><category>jeff</category><category>jj</category><category>kato</category><category>ken</category><category>makyou</category><category>nintendo</category><category>nintendo wii</category><category>NintendoWii</category><category>pc</category><category>pcengine</category><category>tengai</category><category>tg16</category><category>turbo</category><category>turbografx</category><category>turbografx16</category><category>vc</category><category>virtualconsole</category><category>wii</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 04 Apr 2007 18:09:00 EST</pubDate></item><item><title><![CDATA[Hudson celebrates the 20th anniversary of the PC Engine]]></title><link>http://www.joystiq.com/2007/03/16/hudson-celebrates-the-20th-anniversary-of-the-pc-engine/</link><guid isPermaLink="true">http://www.joystiq.com/2007/03/16/hudson-celebrates-the-20th-anniversary-of-the-pc-engine/</guid><comments>http://www.joystiq.com/2007/03/16/hudson-celebrates-the-20th-anniversary-of-the-pc-engine/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/fan-stuff/" rel="tag">Fan stuff</a></p><a href="http://hudsonent.com/feature.php?feature_id=109"><img vspace="4" hspace="4" border="0" align="right" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/pcengine031607.jpg" /></a>2007 is the twentieth anniversary of the PC Engine (the Japanese <a href="http://www.joystiq.com/tag/turbografx">Turbografx-16</a>) and <a href="http://www.joystiq.com/tag/hudson">Hudson</a>, who co-created the console with NEC, is honoring the little console and its little HuCards in two ways this year:<br />
<ol>
    <li>By releasing <a href="http://www.joystiq.com/tag/splatterhouse">lots</a> of <a href="http://www.joystiq.com/tag/chewmanfu">awesome</a> <a href="http://www.joystiq.com/2007/02/05/two-more-hudson-vc-titles-announced/">games</a> on the <a href="http://www.joystiq.com/category/virtual-console">Virtual Console</a>, and</li>
    <li>By featuring a multipart PC Engine retrospective on their home page</li>
</ol>
We're so happy to see the Wii bringing the PC Engine back into the limelight. It brought us a lot of <a href="http://en.wikipedia.org/wiki/China_Warrior">games</a> that <a href="http://en.wikipedia.org/wiki/Neutopia">deserve</a> a second <a href="http://www.joystiq.com/tag/vo">look</a>, and deserve to be played by a new audience. Please, tip your hat to NEC and Hudson's masterpiece. Go check out the first part of the article, and then check out some Turbo games on the VC if you haven't already!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/03/16/hudson-celebrates-the-20th-anniversary-of-the-pc-engine/">Hudson celebrates the 20th anniversary of the PC Engine</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 16 Mar 2007 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://hudsonent.com/feature.php?feature_id=109>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/16/hudson-celebrates-the-20th-anniversary-of-the-pc-engine/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/853925/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/16/hudson-celebrates-the-20th-anniversary-of-the-pc-engine/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>engine</category><category>hudson</category><category>nec</category><category>nintendo</category><category>nintendo wii</category><category>nintendowii</category><category>pc</category><category>pc engine</category><category>PcEngine</category><category>tg-16</category><category>tg16</category><category>turbo</category><category>turbografx</category><category>turbografx-16</category><category>wii</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Fri, 16 Mar 2007 17:00:00 EST</pubDate></item><item><title><![CDATA[Crytek shows CrysisENGINE2, innocent trees shot]]></title><link>http://www.joystiq.com/2007/03/08/crytek-shows-crysisengine2-innocent-trees-shot/</link><guid isPermaLink="true">http://www.joystiq.com/2007/03/08/crytek-shows-crysisengine2-innocent-trees-shot/</guid><comments>http://www.joystiq.com/2007/03/08/crytek-shows-crysisengine2-innocent-trees-shot/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/gdc/" rel="tag">GDC</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a>, <a href="http://www.joystiq.com/category/galleries/" rel="tag">Galleries</a></p><a href="http://www.crytek.com/news/story.php?id=1502&amp;p=0&amp;n=news&amp;t=14"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/crytek_booth_art.jpg" /></a><br />Crytek occupies a medium-sized booth space at this year's GDC show floor. The company, showing its CryENGINE2 to developers, announced that <a href="http://www.joystiq.com/2007/03/07/crytek-engine-licensed-to-avatar-reality-inc-for-online-virtua/">it found its first customer</a> in Avatar Reality, Inc. Hoping to land more interest, the company is hosting a series of rotating presentations about its level editor, sound system, character animation, engine, and other features.<br /><br />Harald Seeley, Development Director for Crytek briefly spoke with us about the engine and its outlook, saying that it's at alpha now for the PC, and they'll ship the SDK to AVI in four to six weeks. Seeley said that Crytek is working to bring CryENGINE2 to the PS3 and Xbox 360, but those plans don't mean that Crysis will be released on those platforms.<br /><br />Modders and indie designers should look for a PC version of the development environment bundled with Crysis. Seeley said that the consumer tools offer nearly all of the features of the fully licensed engine, and that modders may be able to work out terms to release commercial software created with the free editor.<br /><br />Seeley thinks that the commercial version of CryENGINE2 will lead other middleware engines because it was developed for DirectX 10 instead of being prettied up from an older version of the API. He said, "This will become the standard. ... [Gamers] won't be willing to settle for titanium trees any longer. If it looks breakable, if it looks like you should be able to pick it up, [you will.]"<br /><br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/crytek-gdc-booth/">Crytek GDC booth</a></strong></p><a href="http://www.joystiq.com/photos/crytek-gdc-booth/#178214"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/crw_5325_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/crytek-gdc-booth/#178213"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/crw_5321_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/crytek-gdc-booth/#178210"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/crw_5309_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/crytek-gdc-booth/#178209"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/crw_5317_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/crytek-gdc-booth/#178208"><img src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/crw_5313_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/03/08/crytek-shows-crysisengine2-innocent-trees-shot/">Crytek shows CrysisENGINE2, innocent trees shot</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 08 Mar 2007 05:28:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.crytek.com/news/story.php?id=1502&amp;p=0&amp;n=news&amp;t=14>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/08/crytek-shows-crysisengine2-innocent-trees-shot/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/847936/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/08/crytek-shows-crysisengine2-innocent-trees-shot/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cryengine</category><category>cryengine2</category><category>crysis</category><category>crytek</category><category>DirectX</category><category>engine</category><category>GDC</category><category>GDC07</category><category>Harald Seeley</category><category>HaraldSeeley</category><category>middleware</category><category>PC</category><category>PS3</category><category>Xbox-360</category><dc:creator><![CDATA[Zack Stern]]></dc:creator><pubDate>Thu, 08 Mar 2007 05:28:00 EST</pubDate></item><item><title><![CDATA[Today's leafiest game video: Crysis footage [update 1]]]></title><link>http://www.joystiq.com/2007/02/24/todays-leafiest-game-video-crysis-footage/</link><guid isPermaLink="true">http://www.joystiq.com/2007/02/24/todays-leafiest-game-video-crysis-footage/</guid><comments>http://www.joystiq.com/2007/02/24/todays-leafiest-game-video-crysis-footage/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a></p><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/02/crysis_island_screen.jpg" /><br />We're interested in upcoming shooter <em>Crysis</em> <a href="http://www.joystiq.com/2007/01/29/joystiq-hands-on-crysis-pc/">based on our time playing</a>, but we're not yet sold on the graphic hype the game has been gathering. Today's video pick from GameTrailers shows off <strike>footage from the game</strike> the game engine, mostly highlighting plants and their shadows. We held on to our skeptic streak through the video, but the movement of the plants and the intricate shadows chipped away at our cynical shells; the engine looks good. But we'll have to wait for the <em>Crysis</em> release to decide how much praise -- and hype -- the game warrants.<br /><br />See the lovely leaves after the break.<br /><br />[Update 1: Thanks to the commentors who pointed out that the video is a tech demo and not directly from the game.]<p><a href="http://www.joystiq.com/2007/02/24/todays-leafiest-game-video-crysis-footage/" rel="bookmark">Continue reading <em>Today's leafiest game video: Crysis footage [update 1]</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/02/24/todays-leafiest-game-video-crysis-footage/">Today's leafiest game video: Crysis footage [update 1]</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 24 Feb 2007 00:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2007/02/24/todays-leafiest-game-video-crysis-footage/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/839581/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/02/24/todays-leafiest-game-video-crysis-footage/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Crysis</category><category>Crytek</category><category>DirectX 10</category><category>Directx10</category><category>DX10</category><category>engine</category><category>PC</category><category>Windows Vista</category><category>WindowsVista</category><dc:creator><![CDATA[Zack Stern]]></dc:creator><pubDate>Sat, 24 Feb 2007 00:00:00 EST</pubDate></item><item><title><![CDATA[Import VC games possible: Europe edition [update 1]]]></title><link>http://www.joystiq.com/2007/02/20/import-vc-games-possible-europe-edition/</link><guid isPermaLink="true">http://www.joystiq.com/2007/02/20/import-vc-games-possible-europe-edition/</guid><comments>http://www.joystiq.com/2007/02/20/import-vc-games-possible-europe-edition/#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/imports/" rel="tag">Imports</a></p><a href="http://www.eurogamer.net/article.php?article_id=73144"><img vspace="4" hspace="4" border="0" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/rondo1.gif"  alt="" /></a>We recently brought you the <a href="http://www.joystiq.com/2007/02/16/japanese-vc-games-in-the-us-not-entirely-dismissed/">news</a> that Nintendo was still open to the possibility of bringing import Virtual Console games to the American Wii. In an interview with <a href="http://www.eurogamer.net/">Eurogamer</a>, a <a href="http://www.nintendo.co.uk/">Nintendo UK</a> spokesperson indicated that they're open to the possibility in PAL-land, as well. This possibility has added significance for European gamers, because it opens the door not only to Japanese and US games previously unreleased in Europe, but superior, faster NTSC versions of previously released games (PAL versions of which suffer from<a href="http://www.vc-reviews.com/review/152/sonic-the-hedgehog.php"> </a><a href="http://www.vc-reviews.com/review/152/sonic-the-hedgehog.php">slowdown</a> even now on the VC).<br /><br />So, European Fanboys, what would you like to see on the Virtual Console? <em>Rondo of Blood? </em>How about <em>Dracula X?</em> Or maybe that <em>Castlevania</em> game that only got released in Japan on the PC Engine Super CD Rom? The possibilities are endless.<br /><br />[Update 1: added a link to previous VC story.]<br /><br />[Via <a href="http://blog.wired.com/games/2007/02/nintendo_uk_for.html">Game|Life</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/02/20/import-vc-games-possible-europe-edition/">Import VC games possible: Europe edition [update 1]</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 20 Feb 2007 14:35:00 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=73144>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/02/20/import-vc-games-possible-europe-edition/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/815554/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/02/20/import-vc-games-possible-europe-edition/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blood</category><category>castlevania</category><category>console</category><category>dracula</category><category>engine</category><category>eurogamer</category><category>europe</category><category>pal</category><category>pc</category><category>rondo</category><category>turbografx</category><category>virtual</category><category>virtual console</category><category>virtualconsole</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Tue, 20 Feb 2007 14:35:00 EST</pubDate></item><item><title><![CDATA[Super Star Soldier now available on Virtual Console]]></title><link>http://www.joystiq.com/2006/11/28/super-star-soldier-now-available-on-virtual-console/</link><guid isPermaLink="true">http://www.joystiq.com/2006/11/28/super-star-soldier-now-available-on-virtual-console/</guid><comments>http://www.joystiq.com/2006/11/28/super-star-soldier-now-available-on-virtual-console/#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/virtual-console/" rel="tag">Virtual Console</a></p><a href="http://hudsonent.com/gamedetail.php?game_id=45&amp;console=1"><img vspace="4" hspace="4" border="1" align="right" alt="Old school." id="vimage_2" src="http://www.blogcdn.com/www.joystiq.com/media/2006/11/superstarsoldiersmall.jpg" /></a>Well, Nintendo <em>sort of</em> promised us Virtual Console updates on Mondays, and no, they technically didn't lie. Late last night, Nintendo added a single new game, <em>Super Star Soldier</em> (of TurboGrafx-16 fame), available for 600 points. For those of you who aren't familiar with the title (you know ... everyone), <em>Super Star Soldier</em> is a vertically scrolling arcade shooter, resplendent with eight whole stages and seven whole bosses. There are even two-minute and five-minute time attack modes! Golly!<br /><br />Cynicism aside, those old 2-D shooters are fan favorites, and may add a lovely bit of <em>retro</em> to your gaming life. Anyone excited? Or just pissed that Nintendo is on its merry way to breaking its ten-game-a-month promise?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/11/28/super-star-soldier-now-available-on-virtual-console/">Super Star Soldier now available on Virtual Console</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 28 Nov 2006 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://hudsonent.com/gamedetail.php?game_id=45&amp;console=1>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/11/28/super-star-soldier-now-available-on-virtual-console/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/708646/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/11/28/super-star-soldier-now-available-on-virtual-console/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>16</category><category>Console</category><category>Engine</category><category>Game</category><category>New</category><category>PC</category><category>Scroller</category><category>Shooter</category><category>Soldier</category><category>Star</category><category>Super</category><category>TurboGrafx</category><category>Vertical</category><category>Virtual</category><dc:creator><![CDATA[Jason Wishnov]]></dc:creator><pubDate>Tue, 28 Nov 2006 08:00:00 EST</pubDate></item><item><title><![CDATA[Ready at Dawn ready to develop another PSP game]]></title><link>http://www.joystiq.com/2006/07/26/ready-at-dawn-ready-to-develop-another-psp-game/</link><guid isPermaLink="true">http://www.joystiq.com/2006/07/26/ready-at-dawn-ready-to-develop-another-psp-game/</guid><comments>http://www.joystiq.com/2006/07/26/ready-at-dawn-ready-to-develop-another-psp-game/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.joystiq.com/category/daxter/" rel="tag">Daxter</a></p><span class="text"><span name="intelliTxt" id="intelliTXT"><img vspace="4" hspace="4" border="1" align="right" alt="" id="vimage_1" src="http://www.blogcdn.com/www.joystiq.com/media/2006/07/daxterlotr.jpg" />Didier Malenfant, President of Ready at Dawn Studios, was recently interviewed by QJ.net. The team is famous for development on the technological marvel Daxter, and he had a lot of great things to say: </span></span>"I think people were quite shocked to see what we pulled off on the PSP so far and <u>our next game is already lightyears away</u> from what <em>Daxter </em>achieved in terms of performance."<br /><br />Other interesting tidbits:<br />
<ul>
    <li>If the PSP were running at full speed (333 MHz), <em>Daxter </em>would be able to hit 60 frames per second.</li>
    <li>The team is now providing their engine, "Ready at Dawn Engine," as a middleware solution. A lot of studios seem interested in harnassing the power of the no-load-time engine. This is a very good thing.</li>
    <li>The next game that the team is working on is a continuation of an already established franchise, akin to <em>Daxter</em>. Time to start guessing.</li>
</ul>
Feel free to continue reading the interview over at <a href="http://www.qj.net/QJ-Interview-We-Talk-To-Ready-At-Dawn-The-Guys-Behind-Daxter/pg/49/aid/59897">QJ</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/07/26/ready-at-dawn-ready-to-develop-another-psp-game/">Ready at Dawn ready to develop another PSP game</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 26 Jul 2006 23:05:00 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.qj.net/QJ-Interview-We-Talk-To-Ready-At-Dawn-The-Guys-Behind-Daxter/pg/49/aid/59897>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/07/26/ready-at-dawn-ready-to-develop-another-psp-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/647451/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/07/26/ready-at-dawn-ready-to-develop-another-psp-game/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>daxter</category><category>didier malenfant</category><category>DidierMalenfant</category><category>engine</category><category>ready at dawn</category><category>ReadyAtDawn</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Wed, 26 Jul 2006 23:05:00 EST</pubDate></item></channel></rss>
