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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Guitar controllers axed from Brutal Legend]]></title><link>http://www.joystiq.com/2009/04/03/guitar-controllers-axed-from-brutal-legend/</link><guid isPermaLink="true">http://www.joystiq.com/2009/04/03/guitar-controllers-axed-from-brutal-legend/</guid><comments>http://www.joystiq.com/2009/04/03/guitar-controllers-axed-from-brutal-legend/#comments</comments><description><![CDATA[<div align="center"><a href="http://multiplayerblog.mtv.com/2009/04/03/no-plans-for-brutal-legend-guitar-controller-compatibility/"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/04/eddiewithguitar.jpg" alt="" /></a><br /></div>
<a href="http://www.joystiq.com/tag/Tim-Schafer">Tim Schafer</a>, speaking to a group of (likely excited) game journalists, broke the hard truth last week during <a href="http://www.joystiq.com/tag/gdc-2009">GDC 2009</a>: "I was trying to figure out how you would throw down the controller and pick up the guitar," he said. <a href="http://multiplayerblog.mtv.com/2009/04/03/no-plans-for-brutal-legend-guitar-controller-compatibility/">MTV Multiplayer</a> is reporting that Mr. Schafer then told the group there are "no plans" for guitar controller compatibility in the upcoming Double Fine-developed, EA-published game. <br /><br />We've got one question for you, Mr. Schafer: <em>WHAT?!</em> But rather than mull over the fact that we won't be <em>literally</em> melting enemies' faces In <a href="http://www.joystiq.com/tag/brutal-legend"><span style="font-style: italic;">Br&uuml;tal Legend</span></a> with our plastic guitars -- a travesty, no doubt about it -- we'll instead spend our time once again perusing the gallery of screens below, looking forward to its eventual release.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/brutal-legend/">Brutal Legend</a></strong></p><a href="http://www.joystiq.com/photos/brutal-legend/#1347182"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/02/brütal-legend-screens-2-10-09_4-2102009-1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/brutal-legend/#1347181"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/02/brütal-legend-screens-2-10-09_3-2102009-2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/brutal-legend/#1347180"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/02/brütal-legend-screens-2-10-09_2-2102009-3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/brutal-legend/#1347179"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/02/brütal-legend-screens-2-10-09_1-2102009-4_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/brutal-legend/#1270028"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/01/brutal-legend-logo_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/2009/04/03/guitar-controllers-axed-from-brutal-legend/">Guitar controllers axed from Brutal Legend</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 03 Apr 2009 22:05:00 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://multiplayerblog.mtv.com/2009/04/03/no-plans-for-brutal-legend-guitar-controller-compatibility/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/04/03/guitar-controllers-axed-from-brutal-legend/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1507516/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/04/03/guitar-controllers-axed-from-brutal-legend/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>brutal-legend</category><category>double-fine</category><category>ea</category><category>electronic-arts</category><category>gdc-2009</category><category>Microsoft</category><category>mtv-multiplayer</category><category>tim-schafer</category><category>Xbox-360</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Fri, 03 Apr 2009 22:05:00 EST</pubDate></item><item><title><![CDATA[Mega64 punches people, makes out at IGF Awards]]></title><link>http://www.joystiq.com/2009/04/03/mega64-punches-people-makes-out-at-igf-awards/</link><guid isPermaLink="true">http://www.joystiq.com/2009/04/03/mega64-punches-people-makes-out-at-igf-awards/</guid><comments>http://www.joystiq.com/2009/04/03/mega64-punches-people-makes-out-at-igf-awards/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://mega64.com/2009/04/03/topher-great-payens-the-gdc/"><img hspace="0" border="1" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/04/gam_mega64igf_580.jpg" /></a><br /></div>
If you thoroughly enjoyed <a href="http://www.joystiq.com/2008/02/25/see-mega64s-igf-vidoes/">Mega64's video shenanigans</a> at last year's Independent Games Festival Awards show, brace yourselves for round two. This year's IGF Awards featured a pair of clips from the comedic quartet, both of which you can find posted after the jump.<br /><br />The first video is aptly titled <a href="http://mega64.com/2009/04/03/if-youre-not-indie-fk-you/"><em>IF YOU'RE NOT INDIE, F**K YOU</em></a>, and features a bunch of people getting punched in the face, except The Behemoth co-founder Dan Paladin, who is, as legend tells us, <em>unpunchable</em>. The second video, <em><a href="http://mega64.com/2009/04/03/topher-great-payens-the-gdc/">Topher Great Payens: "The GDC"</a> </em>(an homage to the equally unsettling <a href="http://www.youtube.com/watch?v=EDyDz8WeiM4"><em>Shine on Me</em></a> by renowned musician Chris Dane Owens) is, well, extremely bizarre. Or extremely arousing. We haven't decided yet.<br /><p><a href="http://www.joystiq.com/2009/04/03/mega64-punches-people-makes-out-at-igf-awards/" rel="bookmark">Continue reading <em>Mega64 punches people, makes out at IGF Awards</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/04/03/mega64-punches-people-makes-out-at-igf-awards/">Mega64 punches people, makes out at IGF Awards</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 03 Apr 2009 20:05:00 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://mega64.com/2009/04/03/if-youre-not-indie-fk-you/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/04/03/mega64-punches-people-makes-out-at-igf-awards/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1507526/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/04/03/mega64-punches-people-makes-out-at-igf-awards/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc</category><category>gdc-2009</category><category>igf</category><category>igf-2009</category><category>independent-games-festival</category><category>mega64</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Fri, 03 Apr 2009 20:05:00 EST</pubDate></item><item><title><![CDATA[GDC09 interview: OnLive founder Steve Perlman, continued]]></title><link>http://www.joystiq.com/2009/04/02/gdc09-interview-onlive-founder-steve-perlman-continued/</link><guid isPermaLink="true">http://www.joystiq.com/2009/04/02/gdc09-interview-onlive-founder-steve-perlman-continued/</guid><comments>http://www.joystiq.com/2009/04/02/gdc09-interview-onlive-founder-steve-perlman-continued/#comments</comments><description><![CDATA[<div style="text-align: center;"><img width="580" vspace="0" hspace="0" height="273" border="0" align="middle" src="http://www.blogcdn.com/www.joystiq.com/media/2009/04/onlivegdc0908-microconsole.jpg" alt="" /><br /></div>
You didn't think that was it, right? Following up on <a href="http://www.joystiq.com/2009/04/01/gdc09-interview-onlive-founder-steve-perlman-wants-you-to-be-sk/">part 1 of our interview</a> with sounds-too-good-to-be-true cloud gaming platform <a href="http://www.joystiq.com/tag/OnLive/">OnLive</a>'s Steve Perlman from yesterday comes ... part 2! In our final installment, we ask about bandwidth caps, cable box integration, DLC, server cost, privacy concerns, second-hand sales, classic games, and more! Don't believe us? We know, Steve Perlman wants you to be skeptical, but read on!<strong><br /><br />Joystiq: So you're working with developers. Say you're working with Ubisoft on <em>Prince of Persia</em>, is that <em>Prince of Persia</em> the same exact <em>Prince of Persia</em> that would be on the PC? Are they changing parts of the game and if so what are they changing? What are the differences?</strong><br /><br />Steve Perlman: It's the exact same <em>Prince of Persia</em> and the only things that are being changed are really externalities like, you know, if you pick up a controller we've got to recognize the buttons the right away. For example, you can't change the resolution to anything other than HD, but even if OnLive figures out that your speed or your connection is too low and they've got to make it small screen, it still runs in HD and anybody who's spectated you sees you in HD; or if you do a Brag clip it saves in HD. So, we don't want you to changing the resolution. So, there's a couple of switches to turn off. We don't want you to bring up the Windows dialogue box for saving games. I don't know about that particular game, but some games, it actually shows the Windows so that you can navigate through the hierarchy for saving games. You know, we've to disable those kinds of things. The actual gameplay is the same.<br /><br /><strong>Then you were talking about something like FIOS for example, that really improves the experience?</strong><br /><br />It doesn't improve the experience; it just lets you go further away from the service center.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/onlive-microconsole-and-game-service/">OnLive: Microconsole and Game Service</a></strong></p><a href="http://www.joystiq.com/photos/onlive-microconsole-and-game-service/#1448579"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/onlivegdc0913_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/onlive-microconsole-and-game-service/#1448578"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/onlivegdc0912_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/onlive-microconsole-and-game-service/#1448577"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/onlivegdc0910_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/onlive-microconsole-and-game-service/#1448576"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/onlivegdc0907_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/onlive-microconsole-and-game-service/#1448575"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/onlivegdc0906_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2009/04/02/gdc09-interview-onlive-founder-steve-perlman-continued/" rel="bookmark">Continue reading <em>GDC09 interview: OnLive founder Steve Perlman, continued</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/04/02/gdc09-interview-onlive-founder-steve-perlman-continued/">GDC09 interview: OnLive founder Steve Perlman, continued</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 02 Apr 2009 19:50:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/04/02/gdc09-interview-onlive-founder-steve-perlman-continued/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1506350/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/04/02/gdc09-interview-onlive-founder-steve-perlman-continued/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc</category><category>gdc-2009</category><category>interview</category><category>OnLive</category><category>steve-perlman</category><dc:creator><![CDATA[Christopher Grant]]></dc:creator><pubDate>Thu, 02 Apr 2009 19:50:00 EST</pubDate></item><item><title><![CDATA[Reggie: No plans to reveal DSi-enhanced software until after launch]]></title><link>http://www.joystiq.com/2009/04/01/reggie-no-plans-to-reveal-dsi-enhanced-software-until-after-lau/</link><guid isPermaLink="true">http://www.joystiq.com/2009/04/01/reggie-no-plans-to-reveal-dsi-enhanced-software-until-after-lau/</guid><comments>http://www.joystiq.com/2009/04/01/reggie-no-plans-to-reveal-dsi-enhanced-software-until-after-lau/#comments</comments><description><![CDATA[<center><a href="http://multiplayerblog.mtv.com/2009/04/01/nintendos-reggie-fils-aime-talks-dsi-enhanced-games-zelda-spirit-tracks-and-more/"><img hspace="0" vspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/04/zelda040109.jpg" alt="" /></a></center>NOA president Reggie Fils-Aime spoke with MTV Multiplayer about the <a href="http://www.joystiq.com/tag/nintendo-DSi/">DSi</a> and the GDC <a href="http://www.joystiq.com/2009/03/25/gdc09-dsi-only-and-dsi-enhanced-cards-announced/">announcement</a> of DSi-exclusive and DSi-enhanced software. Though Nintendo isn't making specific announcements about hybrid games until after the system is in stores -- "It would be reasonable to talk about that after we've launched" -- Reggie believes that the majority of DS software will either not take advantage of the DSi's features or be hybrid. "Why? One hundred-million installed base of DS. Developers are going to want to leverage that installed base and yet they'll want to provide extra content via the features of the DSi, like the camera. That's my expectation as to how it will play out."<br /><br />Reggie also offered impressions of his hands-on time with <em><a href="http://www.joystiq.com/2009/03/25/gdc09-watch-the-legend-of-zelda-spirit-tracks-in-action/">The Legend of Zelda: Spirit Tracks</a>,</em> providing a slight gameplay detail: "You do more in tracking and outlining. We showed it in the trailer. You move [an extra] character to a spot in order to unlock puzzles. I really like that." He responded only "Wouldn't that be nice?" when asked if <em>Spirit Tracks</em> would be DSi-enhanced.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/the-legend-of-zelda-spirit-tracks/">The Legend of Zelda: Spirit Tracks</a></strong></p><a href="http://www.joystiq.com/photos/the-legend-of-zelda-spirit-tracks/#2287111"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/zeldagallery_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-legend-of-zelda-spirit-tracks/#2287112"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/zeldagallery1-copy_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-legend-of-zelda-spirit-tracks/#2287113"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/zeldagallery3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-legend-of-zelda-spirit-tracks/#1452078"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/zeldaspirit01_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-legend-of-zelda-spirit-tracks/#1452079"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/zeldaspirit09_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/2009/04/01/reggie-no-plans-to-reveal-dsi-enhanced-software-until-after-lau/">Reggie: No plans to reveal DSi-enhanced software until after launch</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 01 Apr 2009 16:05:00 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://multiplayerblog.mtv.com/2009/04/01/nintendos-reggie-fils-aime-talks-dsi-enhanced-games-zelda-spirit-tracks-and-more/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/04/01/reggie-no-plans-to-reveal-dsi-enhanced-software-until-after-lau/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1505150/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/04/01/reggie-no-plans-to-reveal-dsi-enhanced-software-until-after-lau/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>DS</category><category>dsi</category><category>dsi-enhanced</category><category>gdc-2009</category><category>Nintendo</category><category>nintendo-dsi</category><category>reggie</category><category>the-legend-of-zelda-spirit-tracks</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 01 Apr 2009 16:05:00 EST</pubDate></item><item><title><![CDATA[Take-Two files trademark for 'Irrational Boston']]></title><link>http://www.joystiq.com/2009/04/01/take-two-files-trademark-for-irrational-boston/</link><guid isPermaLink="true">http://www.joystiq.com/2009/04/01/take-two-files-trademark-for-irrational-boston/</guid><comments>http://www.joystiq.com/2009/04/01/take-two-files-trademark-for-irrational-boston/#comments</comments><description><![CDATA[<div align="center"><a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77701331"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/04/irrationalboston580_1.jpg" alt="" /></a><br /></div>
The clues have been building up and it appears that <a href="http://joystiq.com/tag/2k-boston">2K Boston</a> may be changing its name to Irrational Boston, the original name of the development studio (albeit now with a location tacked on to the name). The information comes by way of a <a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77701331">trademark registration</a> (via <a href="http://supererogatory.tumblr.com/post/91842958">superannuation</a>) filed by parent company and publisher Take-Two Interactive, not to mention shirts <a href="http://www.joystiq.com/2009/03/26/gdc09-an-irrational-name-change/">we spotted 2K Boston employees</a> wearing at GDC last week.<br /><br />Little is known about how the name change will affect the development studio but we <em>are</em> prone to <em>wild speculation</em>. So let's begin! Is it a sister studio inside 2K Boston? Is it to spin off 2K development studios under the "Irrational" name? And what does this mean for the other half of the <a href="http://www.joystiq.com/2007/08/10/bioshock-goes-gold-irrational-games-becomes-2k-boston-2k-aust/">original Irrational Games</a> that's now named "2K Australia?" The official word from 2K Boston as of this morning was, "No comment," but we should expect to hear something "very soon." We'll update this post as news comes in.<br /><br />[Via <a href="http://supererogatory.tumblr.com/post/91842958">superannuation</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/2009/04/01/take-two-files-trademark-for-irrational-boston/">Take-Two files trademark for 'Irrational Boston'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 01 Apr 2009 10:50:00 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://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77701331>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/04/01/take-two-files-trademark-for-irrational-boston/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1504792/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/04/01/take-two-files-trademark-for-irrational-boston/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2k-australia</category><category>2k-boston</category><category>gdc-2009</category><category>irrational-games</category><category>take-two-interactive</category><category>trademark</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Wed, 01 Apr 2009 10:50:00 EST</pubDate></item><item><title><![CDATA[Industry professionals having trouble finding work]]></title><link>http://www.joystiq.com/2009/04/01/industry-professionals-having-trouble-finding-work/</link><guid isPermaLink="true">http://www.joystiq.com/2009/04/01/industry-professionals-having-trouble-finding-work/</guid><comments>http://www.joystiq.com/2009/04/01/industry-professionals-having-trouble-finding-work/#comments</comments><description><![CDATA[<div align="center"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/04/will_program_for_food_jd.jpg" alt="" /><br /></div>
Things are tough all over, and after months of industry cutbacks and studio closures, a number of video game professionals have been left holding the bag in one hand and a pink slip in the other. While last week's <a href="http://www.joystiq.com/tag/gdc-2009">Game Developers Conference</a> gave many jobless developers the opportunity to hand out resumes, a new report from the <a href="http://www.latimes.com/business/la-fi-cotown-gamesjobs28-2009mar28,0,6020297.story">LA Times</a> writes that many are still having a difficult time finding work.<br /><br />One issue is that with so many industry professionals pounding the streets, studios have their pick of talent. According to the Times, Ray Miller, an exec at <em><a href="http://www.joystiq.com/tag/crackdown">Crackdown</a> </em>dev Realtime Words, collected a shopping bag full of resumes from job seekers at GDC, commenting, "We've been so busy talking to people that we haven't even touched our lunches." Still, as <a href="http://www.joystiq.com/tag/eca">ECA</a> blog <a href="http://www.gameculture.com/node/1201">GameCulture</a> points out, all is not doom and gloom for those still on the outside, and with game sales in the US showing a <a href="http://www.joystiq.com/2009/03/19/february-npd-street-fighter-iv-wii-fit-battle-as-nintendo-domi/">steady increase</a> so far in 2009 there is reason to hope that the recently unemployed will be able to find work soon. Then again, they could just start up their own company instead. That's <a href="http://www.joystiq.com/2009/03/17/weathering-the-economic-storm-start-ups-speak-out/">working out alright</a> for some of the downturn's victims so far.<br /><br />[Via <a href="http://www.gameculture.com/node/1201">GameCulture</a>]<br />
<div align="right">[<a href="http://www.flickr.com/photos/everynobody/2368101630/in/photostream/">Image</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/2009/04/01/industry-professionals-having-trouble-finding-work/">Industry professionals having trouble finding work</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 01 Apr 2009 08:05:00 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.latimes.com/business/la-fi-cotown-gamesjobs28-2009mar28,0,6020297.story>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/04/01/industry-professionals-having-trouble-finding-work/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1504668/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/04/01/industry-professionals-having-trouble-finding-work/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>crackdown</category><category>eca</category><category>economy</category><category>gdc-2009</category><category>layoffs</category><category>realtime-worlds</category><category>recession</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Wed, 01 Apr 2009 08:05:00 EST</pubDate></item><item><title><![CDATA[GDC09 interview: OnLive founder Steve Perlman wants you to be skeptical]]></title><link>http://www.joystiq.com/2009/04/01/gdc09-interview-onlive-founder-steve-perlman-wants-you-to-be-sk/</link><guid isPermaLink="true">http://www.joystiq.com/2009/04/01/gdc09-interview-onlive-founder-steve-perlman-wants-you-to-be-sk/</guid><comments>http://www.joystiq.com/2009/04/01/gdc09-interview-onlive-founder-steve-perlman-wants-you-to-be-sk/#comments</comments><description><![CDATA[<div align="center"><img width="580" vspace="0" hspace="0" height="360" border="0" align="middle" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/onlivegdc10-slide.jpg" alt="" /><br /></div>
Early last week, a new gaming startup was announced, kicking off GDC with an immense focus on "cloud computing" and, specifically, "cloud gaming." Everywhere you turned, people were talking about OnLive. "Can it be done?" or "Sounds too good to be true." You may have heard some of this debate on our podcast or in the comments on our announcement post. We gathered up a lot of that skepticism and barged into Steve Perlman's office (read: the OnLive booth) and demanded answers. The interview was quite long, so we'll be bringing it to you over three days, beginning ... now: <strong><br /><br />Joystiq: So <a href="http://www.joystiq.com/tag/OnLive/">OnLive</a> ...</strong><br /><br />Steve Perlman: Yeah!<br /><br /><strong>First, congrats on the launch ...</strong><br /><br />Thank you.<br /><br /><strong>Everybody's asking, "What's going on at GDC? What's the thing this year?" You know, it's not <em>LittleBigPlanet</em> this year and it's not <em>Gears of War 2</em>. I think the biggest thing at the show, in terms of buzz, in terms of coverage, has to be OnLive. So, congratulations on that. </strong><br /><br />Thanks.<br /><br /><strong>But there's a second side to that buzz story. Everyone's talking about it, but they're all saying the same thing: "Yeah, it sounds really good, but ... it also sounds like magic."</strong><strong><br /><br /></strong>Uh-huh.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/gdc-09-onlive-debut/">GDC 09: OnLive debut</a></strong></p><a href="http://www.joystiq.com/photos/gdc-09-onlive-debut/#1451130"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/onlivegdc15_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc-09-onlive-debut/#1451129"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/onlivegdc14_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc-09-onlive-debut/#1451128"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/onlivegdc13_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc-09-onlive-debut/#1451126"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/onlivegdc12_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc-09-onlive-debut/#1451125"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/onlivegdc11_thumbnail.jpg" alt="" title="" /></a></div><strong><br /></strong><p><a href="http://www.joystiq.com/2009/04/01/gdc09-interview-onlive-founder-steve-perlman-wants-you-to-be-sk/" rel="bookmark">Continue reading <em>GDC09 interview: OnLive founder Steve Perlman wants you to be skeptical</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/04/01/gdc09-interview-onlive-founder-steve-perlman-wants-you-to-be-sk/">GDC09 interview: OnLive founder Steve Perlman wants you to be skeptical</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 01 Apr 2009 07:00:00 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/2009/04/01/gdc09-interview-onlive-founder-steve-perlman-wants-you-to-be-sk/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1503677/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/04/01/gdc09-interview-onlive-founder-steve-perlman-wants-you-to-be-sk/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>GDC</category><category>GDC-2009</category><category>interview</category><category>OnLive</category><category>Steve-Perlman</category><dc:creator><![CDATA[Christopher Grant]]></dc:creator><pubDate>Wed, 01 Apr 2009 07:00:00 EST</pubDate></item><item><title><![CDATA[More than 17,000 people attended GDC 2009]]></title><link>http://www.joystiq.com/2009/03/31/more-than-17-000-people-attended-gdc-2009/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/31/more-than-17-000-people-attended-gdc-2009/</guid><comments>http://www.joystiq.com/2009/03/31/more-than-17-000-people-attended-gdc-2009/#comments</comments><description><![CDATA[<img vspace="4" hspace="4" border="0" align="right" class="imagepadding" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/gdclogo033109.jpg" alt="" />How much did <a href="http://www.joystiq.com/2008/02/29/gdc-08-breaks-attendance-record-press-may-need-invite-next-yea/">limiting the number of press invites</a> affect the total attendance of the 2009 <a href="http://joystiq.com/tag/gdc-2009">Game Developers Conference</a>? By about 1,000 people, according to a press release from organizer Think Services. This year's GDC hosted "more than 17,000 game industry professionals," down from last year's 18,000. Ask any of the Joystiq GDC 2009 Squad, and we're sure they'll tell you that 17,000 people feels like <em>plenty</em>.<br /><br />Next year's GDC will again take place in San Francisco's Moscone Center, from March 9 to March 13.<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/2009/03/31/more-than-17-000-people-attended-gdc-2009/">More than 17,000 people attended GDC 2009</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 31 Mar 2009 21:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/03/31/more-than-17-000-people-attended-gdc-2009/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1503875/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/31/more-than-17-000-people-attended-gdc-2009/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>attendance</category><category>cmp</category><category>gdc-2009</category><category>think-services</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Tue, 31 Mar 2009 21:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: G.I. Joe impressions]]></title><link>http://www.joystiq.com/2009/03/30/gdc09-g-i-joe-impressions/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/30/gdc09-g-i-joe-impressions/</guid><comments>http://www.joystiq.com/2009/03/30/gdc09-g-i-joe-impressions/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.joystiq.com/photos/g-i-joe/1427760/full/"><img border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/mars_trooper_shield-3122009-4-3302009-580px.jpg" /></a><br /><em><font size="1">click to enlarge</font></em></div>
It's always troubling when you're not allowed to actually play a game due out within a couple months. Such was the case with our GDC demo of EA's <a href="http://www.joystiq.com/tag/gi-joe"><em>G.I. Joe: the Game</em></a>. Sure, we could pretty much gather everything we needed to know about the canonical sequel to the film (yep, we guess COBRA isn't defeated) from watching two people play it, but, c'mon.<br /><br />So, here's what we saw while being fed dozens of bullet points. Two Joes (out of a total 12) run forward through (in this case) desert and snow-covered environments. The play mechanics actually weren't as brutally simple as we'd expected -- there's a melee attack and charged melee attack that add to the "fire" button. Players can strafe, concentrating fire on the same enemy as your partner kills them faster (oh really?) ... and it looks like an up-rezzed PS2 or Xbox game. <br /><br />Still, there were bits that should please <em>G.I. Joe</em> diehards -- but those couldn't get us over the fact that this isn't a PSN/XBLA title and is, in fact, a (likely much more expensive) retail release on PS3 and Xbox 360. (It's coming out for everything, by the way.)<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/g-i-joe/">G.I. Joe: The Game</a></strong></p><a href="http://www.joystiq.com/photos/g-i-joe/#1427761"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/mobat_snake_eyes-3122009-2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/g-i-joe/#1427760"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/mars_trooper_shield-3122009-4_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/g-i-joe/#1427759"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/duke_snakeeyes_attack_copter-3122009-1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/g-i-joe/#1427758"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/bat_attacks_snake_eyes-3122009-3_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2009/03/30/gdc09-g-i-joe-impressions/" rel="bookmark">Continue reading <em>GDC09: G.I. Joe impressions</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/30/gdc09-g-i-joe-impressions/">GDC09: G.I. Joe impressions</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 30 Mar 2009 22:00:00 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/2009/03/30/gdc09-g-i-joe-impressions/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1499984/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/30/gdc09-g-i-joe-impressions/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>double-helix</category><category>ea</category><category>electronic-arts</category><category>foundation-9</category><category>gdc-2009</category><category>gi-joe</category><category>Microsoft</category><category>Nintendo</category><category>Wii</category><category>Xbox-360</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Mon, 30 Mar 2009 22:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: Boom Blox Bash Party hands-on]]></title><link>http://www.joystiq.com/2009/03/30/gdc09-boom-blox-bash-party-hands-on/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/30/gdc09-boom-blox-bash-party-hands-on/</guid><comments>http://www.joystiq.com/2009/03/30/gdc09-boom-blox-bash-party-hands-on/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.joystiq.com/photos/boom-blox-bash-party/1461436/full/"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/bbbp_space_slingshot.033009-580px.jpg" /></a><br /><em><font size="1">click to enlarge</font></em></div>
A couple of years back, Steven Spielberg picked up the phone and called EA. After absolutely no time on hold, he told (insert random executive here) all about his idea for a Wii game about throwing blocks at other blocks. Although it had received similar proposals in the past -- mostly from third-graders -- the mega-publisher immediately drafted up a contract and made Steve a bona-fide game designer. That, dear readers, is how the original -- and now classic -- <a href="http://www.joystiq.com/tag/boom-blox"><em>Boom Blox</em></a> came to be. Well, more or less.<br /><br />Mr. Spielberg is once again credited on the sequel, <a href="http://www.joystiq.com/tag/boom-blox-bash-party"><em>Boom Blox Bash Party</em></a>, though we're pretty sure he didn't have to go to similar extremes to get it made. Anyway, for whatever reason, the dev team decided to build a new level editor -- the same one that's in the game for players to use -- and design all its levels with the thing. Oh, and set it underwater and in outer space, for starters.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/boom-blox-bash-party/">Boom Blox Bash Party</a></strong></p><a href="http://www.joystiq.com/photos/boom-blox-bash-party/#2002882"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/05/boom-blox-bash-party_box-art_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/boom-blox-bash-party/#2002880"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/05/boombloxeala06_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/boom-blox-bash-party/#2002879"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/05/boombloxeala05_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/boom-blox-bash-party/#2002878"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/05/boombloxeala04_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/boom-blox-bash-party/#2002877"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/05/boombloxeala03_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2009/03/30/gdc09-boom-blox-bash-party-hands-on/" rel="bookmark">Continue reading <em>GDC09: Boom Blox Bash Party hands-on</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/30/gdc09-boom-blox-bash-party-hands-on/">GDC09: Boom Blox Bash Party hands-on</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 30 Mar 2009 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/03/30/gdc09-boom-blox-bash-party-hands-on/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1499982/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/30/gdc09-boom-blox-bash-party-hands-on/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>boom-blox</category><category>boom-blox-bash-party</category><category>ea</category><category>electronic-arts</category><category>gdc-2009</category><category>Nintendo</category><category>steven-spielberg</category><category>Wii</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Mon, 30 Mar 2009 20:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: Gameloft's DSiWare plans include popstar, soccer simulators]]></title><link>http://www.joystiq.com/2009/03/30/gdc09-gamelofts-dsiware-plans-include-popstar-soccer-simulators/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/30/gdc09-gamelofts-dsiware-plans-include-popstar-soccer-simulators/</guid><comments>http://www.joystiq.com/2009/03/30/gdc09-gamelofts-dsiware-plans-include-popstar-soccer-simulators/#comments</comments><description><![CDATA[<div align="center"><img hspace="0" border="0" vspace="0" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/gameloftlogo580.jpg" alt="" /><br /> </div>
Even though Nintendo has been tight-lipped about its DSiWare plans, <a href="http://www.joystiq.com/tag/Gameloft/">Gameloft</a> showed us a couple titles it has coming to the system during GDC last week.<br /><br />Although Gameloft wouldn't show us <em><u><a href="http://www.joystiq.com/2009/03/25/gdc09-assassins-creed-for-iphone-coming-in-the-next-couple-mon/">Assassin's Creed</a></u></em> or its other iPhone titles, it did showcase two titles currently underway for Nintendo's new DS revision. Wannabe pop stars will have a chance to climb the social ladder in the adventure/mini-game <em><a href="http://www.esrb.org/ratings/search.jsp?titleOrPublisher=american-popstar-road-to-celebrity&amp;searchType=title&amp;rating=&amp;ratingsCriteria=&amp;platforms=&amp;platformsCriteria=&amp;javaScript=0&amp;searchVersion=compact&amp;content=&amp;searchType=title&amp;contentCriteria=&amp;newSearch.x=31&amp;newSearch#">American Popstar: Road to Celebrity</a></em>, while footy fans will get to flex their sports-sim muscle in <em><a href="http://www.esrb.org/ratings/search.jsp?titleOrPublisher=real-soccer-2009&amp;searchType=title&amp;rating=&amp;ratingsCriteria=&amp;platforms=&amp;platformsCriteria=&amp;javaScript=0&amp;searchVersion=compact&amp;content=&amp;searchType=title&amp;contentCriteria=&amp;newSearch.x=31&amp;newSearch#">Real Soccer 2009</a></em>. The ESRB also lists both titles as rated for the Nintendo DS, which either means the pair will see a retail release for non-DSi adopters or that it's an overlap measure on the ESRB's side. Either way, mobile pop stars and cellular soccer players are coming to the DS ... um, yay?<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/2009/03/30/gdc09-gamelofts-dsiware-plans-include-popstar-soccer-simulators/">GDC09: Gameloft's DSiWare plans include popstar, soccer simulators</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 30 Mar 2009 18:30:00 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/2009/03/30/gdc09-gamelofts-dsiware-plans-include-popstar-soccer-simulators/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1502630/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/30/gdc09-gamelofts-dsiware-plans-include-popstar-soccer-simulators/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>american-popstar</category><category>american-popstar-road-to-celebrity</category><category>dsiware</category><category>gameloft</category><category>gdc-2009</category><category>nintendo-dsi</category><category>real-soccer-2009</category><dc:creator><![CDATA[Xav de Matos]]></dc:creator><pubDate>Mon, 30 Mar 2009 18:30:00 EST</pubDate></item><item><title><![CDATA[Dead Rising 2 multiplayer not confirmed, Capcom says]]></title><link>http://www.joystiq.com/2009/03/30/dead-rising-2-multiplayer-not-confirmed-capcom-says/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/30/dead-rising-2-multiplayer-not-confirmed-capcom-says/</guid><comments>http://www.joystiq.com/2009/03/30/dead-rising-2-multiplayer-not-confirmed-capcom-says/#comments</comments><description><![CDATA[<div align="center"><a href="http://au.ps3.ign.com/articles/967/967242p1.html"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/deadrising2giantcellphone.jpg" /></a><br /></div>
Just like every other year, <a href="http://www.joystiq.com/tag/gdc-2009">GDC in 2009</a> brought with it a bevy of new information (and the <em>ubiquitous</em> <a href="http://www.joystiq.com/2009/03/25/gdc09-rumor-pat-benatar-coming-to-rock-ba/">Pat Benatar rumor</a>). And unfortunately, during the rush to post information, it's easy for publishing outlets (including ourselves) to mishear something, misconstrue a piece of information and/or not have time to follow up with the information source. So when <a href="http://au.ps3.ign.com/articles/967/967242p1.html">Jeff Haynes of IGN</a> heard Laura Scholl of <a href="http://www.mentalimages.com/products/mental-mill.html">middleware developer mental mill</a> on a <em>Dead Rising 2</em> panel speaking about "6000 characters onscreen during multiplayer sessions," he reported on the piece of information just as he heard it.<br /><br />Unfortunately for Mr. Haynes though, Laura Scholl apparently misspoke. We contacted mental mill this morning for comment on the quote -- a quote that would ostensibly confirm an unnannounced mode for <em>Dead Rising 2</em>, mind you -- and Loretta Stevens told us that she was present at the panel when Ms. Scholl misspoke, saying, "She meant multiplatform." And so we went one step further and contacted Chris Kramer at Capcom to find out what he had to say about all of this: "Here's how it is: I believe what one person says about this project, <a href="http://www.joystiq.com/tag/keiji-inafune">Inafune-san</a>. I don't know anything about this middleware provider." <br /><br />When we asked him straight up if the game will have multiplayer or not, he had this to say, "We have not announced much about the game at this point," remaining clandestine on the subject altogether. So while <em>Dead Rising 2</em> may contain some form of multiplayer, as of right now, it's officially <em>not</em> confirmed.<br /><br /><strong>UPDATE:</strong> Laura Scholl has contacted us with further clarification of her statement, writing, "In my 'Making of <em>Dead Rising 2</em>' presentation at GDC this past Friday, while I was describing how Blue Castle is using mental mill technology in character development, I mistakenly referred to the game as multiplayer instead of multiplatform. I apologize for the confusion. The game is indeed multiplatform, and Blue Castle has done an amazing job creating incredibly photorealistic characters - from their skin tone to their clothing - in heavily populated and complex levels throughout the game. Gamers are going to be thrilled with how the game feels, looks and plays."<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/2009/03/30/dead-rising-2-multiplayer-not-confirmed-capcom-says/">Dead Rising 2 multiplayer not confirmed, Capcom says</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 30 Mar 2009 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://au.ps3.ign.com/articles/967/967242p1.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/30/dead-rising-2-multiplayer-not-confirmed-capcom-says/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1502752/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/30/dead-rising-2-multiplayer-not-confirmed-capcom-says/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>chris-kramer</category><category>dead-rising-2</category><category>gdc-2009</category><category>ign</category><category>jeff-haynes</category><category>laura-scholl</category><category>loretta-stevens</category><category>mental-mill</category><category>Microsoft</category><category>Xbox-360</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Mon, 30 Mar 2009 17:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: Dexter hands-on (iPhone)]]></title><link>http://www.joystiq.com/2009/03/30/gdc09-dexter-hands-on-iphone/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/30/gdc09-dexter-hands-on-iphone/</guid><comments>http://www.joystiq.com/2009/03/30/gdc09-dexter-hands-on-iphone/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2009/03/30/gdc09-joystiq-hands-on-dexter/#continued"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/dexteriphonepreview.jpg" /></a><br /></div>
A light drama about a heroic serial killer may not seem like the most natural fit for a game adaptation, but Marc Ecko VP Marc Fernandez couldn't ignore the opportunity as he watched <em>Dexter</em>.<br /><br />Fernandez told us at GDC that he felt like the show was almost set up like a game, with the titular murderer researching each kill, setting them up and finally executing on the mission. It's madness, sure. But, as in any good game, there are rules.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/dexter-iphone/">Dexter (iPhone)</a></strong></p><a href="http://www.joystiq.com/photos/dexter-iphone/#1460945"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/dexter_march09_021_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dexter-iphone/#1460944"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/dexter_march09_011_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dexter-iphone/#1395520"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/dexteriphones3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dexter-iphone/#1395519"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/dexteriphones2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dexter-iphone/#1395518"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/dexteriphones1_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2009/03/30/gdc09-dexter-hands-on-iphone/" rel="bookmark">Continue reading <em>GDC09: Dexter hands-on (iPhone)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/30/gdc09-dexter-hands-on-iphone/">GDC09: Dexter hands-on (iPhone)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 30 Mar 2009 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/03/30/gdc09-dexter-hands-on-iphone/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1502425/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/30/gdc09-dexter-hands-on-iphone/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dexter</category><category>gdc-2009</category><category>icarus-studios</category><category>iphone</category><category>marc-ecko</category><dc:creator><![CDATA[Justin McElroy]]></dc:creator><pubDate>Mon, 30 Mar 2009 15:30:00 EST</pubDate></item><item><title><![CDATA[GDC09: Wolfenstein hands-on]]></title><link>http://www.joystiq.com/2009/03/30/gdc09-wolfenstein-hands-on/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/30/gdc09-wolfenstein-hands-on/</guid><comments>http://www.joystiq.com/2009/03/30/gdc09-wolfenstein-hands-on/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" vspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/gdcwolfenmain.jpg" alt="" /><br /></div>
During our Activision GDC preview, we got a closer looks at id Sofware's <span style="font-style: italic;">Wolfenstein</span> reboot and the game's supernatural aspect, "the Veil" -- or as we like to call it, "turning on the HUD." This new <span style="font-style: italic;">Wolfenstein</span> features mystical powers that are learned during the course of the game and activated through the d-pad or button combos. It's an element that's fairly common in many games today, but it's still the only feature of <span style="font-style: italic;">Wolfenstein</span> that makes it anything more than a ho-hum World War II shooter.<br /><br />The drawbacks we noted in our <a href="http://www.joystiq.com/2009/02/09/nycc-09-returning-to-wolfenstein-why/">Comic Con preview</a> are still present in the current build, especially the poor enemy AI. There were times when enemies were clearly looking at us and tracking our movements, yet weren't firing their guns. It was almost as if they were saying, "Just go ahead and shoot us. We're Nazis. We deserve it."<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/gdc09-wolfenstein-3-30-09/">GDC09: Wolfenstein (3/30/09)</a></strong></p><a href="http://www.joystiq.com/photos/gdc09-wolfenstein-3-30-09/#1460678"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/gdcwolfenstein12_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc09-wolfenstein-3-30-09/#1460677"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/gdcwolfenstein13_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc09-wolfenstein-3-30-09/#1460676"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/gdcwolfenstein07_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc09-wolfenstein-3-30-09/#1460675"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/gdcwolfenstein06_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc09-wolfenstein-3-30-09/#1460674"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/gdcwolfenstein03_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2009/03/30/gdc09-wolfenstein-hands-on/" rel="bookmark">Continue reading <em>GDC09: Wolfenstein hands-on</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/30/gdc09-wolfenstein-hands-on/">GDC09: Wolfenstein hands-on</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 30 Mar 2009 14:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/03/30/gdc09-wolfenstein-hands-on/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1502450/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/30/gdc09-wolfenstein-hands-on/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>activision</category><category>gdc-2009</category><category>id</category><category>id-software</category><category>Microsoft</category><category>wolfenstein</category><category>Xbox-360</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Mon, 30 Mar 2009 14:30:00 EST</pubDate></item><item><title><![CDATA[Mega64 and special guest use CQC on Metal Gear Solid 4]]></title><link>http://www.joystiq.com/2009/03/30/mega64-and-special-guest-use-cqc-on-metal-gear-solid-4/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/30/mega64-and-special-guest-use-cqc-on-metal-gear-solid-4/</guid><comments>http://www.joystiq.com/2009/03/30/mega64-and-special-guest-use-cqc-on-metal-gear-solid-4/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://mega64.com/2009/03/30/metal-gear-solid-4/"><img hspace="0" vspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/megagearsolid.jpg" alt="" /></a><br /></div> No matter how many times the Mega64 guys dress as beloved video game characters and go into public, we never fail to be entertained. But their take on <em>Metal Gear Solid 4</em>, which debuted at the <a href="http://www.joystiq.com/2009/03/25/gdc09-joystiq-live-at-the-igf-and-gdca-awards/">GDCAs</a> last week, takes a turn towards the surreal and becomes something far more epic than simple spoof.<br /><br />We want to tell you more, but, frankly, we've said too much already. You should probably just watch the whole thing for yourself right after the break.<p><a href="http://www.joystiq.com/2009/03/30/mega64-and-special-guest-use-cqc-on-metal-gear-solid-4/" rel="bookmark">Continue reading <em>Mega64 and special guest use CQC on Metal Gear Solid 4</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/30/mega64-and-special-guest-use-cqc-on-metal-gear-solid-4/">Mega64 and special guest use CQC on Metal Gear Solid 4</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 30 Mar 2009 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://mega64.com/2009/03/30/metal-gear-solid-4/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/30/mega64-and-special-guest-use-cqc-on-metal-gear-solid-4/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1502194/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/30/mega64-and-special-guest-use-cqc-on-metal-gear-solid-4/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc-2009</category><category>gdca</category><category>hideo-kojima</category><category>igf</category><category>mega64</category><category>metal-gear-solid-4</category><category>Metal-Gear-Solid-4-Guns-of-the-Patriots</category><category>OMG</category><dc:creator><![CDATA[Justin McElroy]]></dc:creator><pubDate>Mon, 30 Mar 2009 10:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: A look at Dead Space's renegade roots]]></title><link>http://www.joystiq.com/2009/03/30/gdc09-a-look-at-dead-spaces-renegade-roots/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/30/gdc09-a-look-at-dead-spaces-renegade-roots/</guid><comments>http://www.joystiq.com/2009/03/30/gdc09-a-look-at-dead-spaces-renegade-roots/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.gamespot.com/news/6206962.html"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/deadspace_fl_top_jd.jpg" /></a><br /></div>
A good 18 months before Electronic Arts even agreed to publish 2008's survival-horror hit, <a href="http://www.joystiq.com/tag/Dead-Space/"><em>Dead Space</em></a>, developers at EA Redwood Shores were working on the title. That's just what <a href="http://www.joystiq.com/2007/09/14/eas-dead-space-unveiled-by-game-informer/">renegades</a> do. During a presentation at last week's <a href="http://www.joystiq.com/tag/gdc-2009">GDC</a> (via <a href="http://www.gamespot.com/news/6206962.html">Gamespot</a>), senior producer Chuck Beaver pointed out how his maverick team of developers took a decidedly different approach to game design, one involving dusting off old hardware and "an aggressive internal PR campaign."<br /><br />He noted that early in the game's development EA was interested in investing in original properties, though it wasn't exactly sold on the idea. However, from the time <em>Dead Space </em>was pitched in 2006, Beaver and his team worked on the project as if it was already a done deal. With minimal resources they concentrated on "putting pixels on the screen," tossing out EA's game development playbook in the process. While <em>Dead Space</em> was always positioned as a current-gen title, the team instead prototyped a single level from the game on the <a href="http://www.joystiq.com/2009/02/12/dead-space-started-life-on-the-original-xbox/">original Xbox</a> in order to sell EA on the concept before an engine was even available. Besides, who has time to make an engine when there are limbs to be shaved off? Priorities, people!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/30/gdc09-a-look-at-dead-spaces-renegade-roots/">GDC09: A look at Dead Space's renegade roots</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 30 Mar 2009 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamespot.com/news/6206962.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/30/gdc09-a-look-at-dead-spaces-renegade-roots/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1501193/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/30/gdc09-a-look-at-dead-spaces-renegade-roots/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dead-space</category><category>ea</category><category>electronic-arts</category><category>gdc-2009</category><category>Microsoft</category><category>renegade</category><category>Xbox-360</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Mon, 30 Mar 2009 09:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: Terminator Salvation hands-on]]></title><link>http://www.joystiq.com/2009/03/30/gdc09-terminator-salvation-hands-on/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/30/gdc09-terminator-salvation-hands-on/</guid><comments>http://www.joystiq.com/2009/03/30/gdc09-terminator-salvation-hands-on/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/photos/terminator-salvation-5/1458813/full/"><img border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/ts_screen_386_360_wave6-3272009-32-3292009-580px.jpg" id="img2" alt="" /></a><br /><span style="font-style: italic;"><font size="1">click to enlarge</font></span></div>
Set two years before the movie bearing the same name, <a href="http://www.joystiq.com/tag/terminator-salvation"><em>Terminator Salvation'</em></a>s, well, <em>salvation</em> from the realm of mediocre shooter-dom is in the hands of <a href="http://www.joystiq.com/tag/bionic-commando"><em>Bionic Commando</em></a> dev Grin. Embedded within the film's production team from day one, sharing creations back and forth, the Swedish group hopes to set the game apart from every other third-person action game on the market by playing off the toughness and tenacity of the titular robots. <br /><br />When we sat down to play the game for the first time, we found a functional shooter that didn't manage to terminate our generally low expectations of movie tie-ins.<br /><br />While we were assured that the game does indeed look like the film on which it precedes in the series' canon, the wash of browns and greens which made up the first level's scenery, combined with its cover mechanic and even the look of John Connor himself, had us wondering if this really was a <em>Terminator</em> title or if someone had played way too much <em>Resistance: Retribution</em>. (It looks eerily similar at times; check out the screens.)<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/terminator-salvation-5/">Terminator Salvation</a></strong></p><a href="http://www.joystiq.com/photos/terminator-salvation-5/#1458817"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/ts_screen_384_360_wave6-3272009-2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/terminator-salvation-5/#1458816"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/ts_screen_394_360_wave6-3272009-10_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/terminator-salvation-5/#1458815"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/ts_screen_390_360_wave6-3272009-9_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/terminator-salvation-5/#1458814"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/ts_screen_388_360_wave6-3272009-6_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/terminator-salvation-5/#1458813"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/ts_screen_386_360_wave6-3272009-3_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2009/03/30/gdc09-terminator-salvation-hands-on/" rel="bookmark">Continue reading <em>GDC09: Terminator Salvation hands-on</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/30/gdc09-terminator-salvation-hands-on/">GDC09: Terminator Salvation hands-on</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 30 Mar 2009 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/03/30/gdc09-terminator-salvation-hands-on/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1499981/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/30/gdc09-terminator-salvation-hands-on/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc-2009</category><category>grin</category><category>halcyon</category><category>hands-on</category><category>Microsoft</category><category>terminator</category><category>terminator-salvation</category><category>Xbox-360</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Mon, 30 Mar 2009 08:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: Understanding what Stardock's Goo means to the used PC games market]]></title><link>http://www.joystiq.com/2009/03/30/gdc09-understanding-what-stardocks-goo-means-to-the-used-pc-ga/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/30/gdc09-understanding-what-stardocks-goo-means-to-the-used-pc-ga/</guid><comments>http://www.joystiq.com/2009/03/30/gdc09-understanding-what-stardocks-goo-means-to-the-used-pc-ga/#comments</comments><description><![CDATA[<div align="center"><img width="580" vspace="4" hspace="0" height="350" border="1" align="top" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/gooexplained580-2.jpg" /><br /></div>
Stardock's <a href="http://www.joystiq.com/2009/03/26/stardock-introduces-flexible-drm-solution-goo/">Game Object Obfuscation</a> (Goo) sounds super complex (and it is), but all we -- "the consumer" -- need to grasp is that it could very well open up a "used" PC games market. Although this sounds like something that would make publishers and developers irate, the clever part with Goo is those groups actually make coin off the transactions. <a href="http://joystiq.com/tag/stardock">Stardock</a> is still being cagey about which publishers it has jumping on-board with this client-free DRM solution, but should be making announcements soon. We finally grasped the big picture of Goo while speaking with Stardock CEO <a href="http://joystiq.com/tag/brad-wardell">Brad Wardell</a> and using the glasses on the table in front of us to diagram how the system will work:<br /><br />The super distilled basics (use picture above to follow along):<br />
<ul>
    <li><strong>Seller</strong>: So, you bought a PC game and now want to sell it. You go to the <a href="http://joystiq.com/tag/impulse">Impulse</a> Marketplace and -- if you accept the "used" price -- your license will transfer back to the publisher and the game can't be played anymore. The game is "sold."</li>
    <li><strong>Buyer</strong>: You want a game, but don't want to pay full price. You go to Impulse Marketplace and will be able to purchase this "used" license from the publisher through the service and download the game from the digital distribution service at a reduced price. That's it. Now you own the license and can sell it back whenever.<br /></li>
    <li><strong>Publisher</strong>: Here's why publishers will probably like this system: The companies receive almost all the money -- minus Stardock's transaction fee -- from the resold license. Essentially, the publishers get to sell the same license several times and have entered the <a href="http://www.joystiq.com/2009/01/23/gamestop-used-games-revenue-estimated-to-be-2-billion/">profitable "used" games market</a>.</li>
</ul>
Goo will go live on April 7th. Considering this is all done through digital distribution, it's best to think of this whole concept as a "used license market" instead of a "used games market" -- there is no physical product changing hands. If Goo takes off, it means that consumers can get money for selling their PC games back to the publisher, and those who only buy "used" games have a secure new option. But, no matter what transaction occurs, the publishers are finally empowered and have cash flow in the used market.<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/2009/03/30/gdc09-understanding-what-stardocks-goo-means-to-the-used-pc-ga/">GDC09: Understanding what Stardock's Goo means to the used PC games market</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 30 Mar 2009 07:30:00 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/2009/03/30/gdc09-understanding-what-stardocks-goo-means-to-the-used-pc-ga/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1501649/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/30/gdc09-understanding-what-stardocks-goo-means-to-the-used-pc-ga/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>brad-wardell</category><category>drm</category><category>gdc-2009</category><category>goo</category><category>stardock</category><dc:creator><![CDATA[Alexander Sliwinski]]></dc:creator><pubDate>Mon, 30 Mar 2009 07:30:00 EST</pubDate></item><item><title><![CDATA[GDC09: Punch-Out!! Wii hands-on]]></title><link>http://www.joystiq.com/2009/03/29/gdc09-punch-out-wii-hands-on/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/29/gdc09-punch-out-wii-hands-on/</guid><comments>http://www.joystiq.com/2009/03/29/gdc09-punch-out-wii-hands-on/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.joystiq.com/photos/punch-out-wii-1/1452663/full/"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/punchoutgdcmain.jpg" alt="" /></a><br /><em><font size="1">click to enlarge</font></em><br /></div>
Little Mac is definitely back, and he brought Doc Louis with him. He's also hauling a heck of a lot more pixels this time around, and we're happy to report that <em>Punch-Out!!</em> is indeed still fun to play. The Nintendo booth (the largest and lone major gaming publisher on the show floor) was showing off <em>Punch-Out!!</em> on a few stations, although sadly without the Balance Board functionality that's coming to the game.<br /><br />It did show off four of the thirteen total fighters, including Glass Joe, Von Kaiser, King Hippo, and the newcomer, Disco Kid. He looks like what you'd get if you crossed Mike Tyson with Ric Flair, and pulled him through a Disney movie animation wringer. He likes to primp, check himself out in a mirror, and pose for the crowd. Little Mac learned the lesson about the dangers of vanity long ago, so there's no such worry. Head after the break and start training, <em>Punch-Out!!</em> comes out on the Wii this May.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/punch-out-wii-1/">Punch-Out!! (Wii)</a></strong></p><a href="http://www.joystiq.com/photos/punch-out-wii-1/#1511690"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/04/punch-out-head-to-head_05_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/punch-out-wii-1/#1511689"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/04/punch-out-head-to-head_04_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/punch-out-wii-1/#1511688"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/04/punch-out-head-to-head_03_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/punch-out-wii-1/#1511687"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/04/punch-out-head-to-head_08_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/punch-out-wii-1/#1511686"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/04/punch-out-head-to-head_02_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2009/03/29/gdc09-punch-out-wii-hands-on/" rel="bookmark">Continue reading <em>GDC09: Punch-Out!! Wii hands-on</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/29/gdc09-punch-out-wii-hands-on/">GDC09: Punch-Out!! Wii hands-on</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 29 Mar 2009 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.joystiq.com/2009/03/29/gdc09-punch-out-wii-hands-on/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1499994/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/29/gdc09-punch-out-wii-hands-on/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Boxing</category><category>GDC</category><category>GDC-2009</category><category>Nintendo</category><category>Punch-Out</category><category>Sports</category><category>Wii</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Sun, 29 Mar 2009 20:30:00 EST</pubDate></item><item><title><![CDATA[GDC09: Just how many words were in Fable 2?]]></title><link>http://www.joystiq.com/2009/03/29/gdc09-just-how-many-words-were-in-fable-2/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/29/gdc09-just-how-many-words-were-in-fable-2/</guid><comments>http://www.joystiq.com/2009/03/29/gdc09-just-how-many-words-were-in-fable-2/#comments</comments><description><![CDATA[<div align="center"><img hspace="0" border="1" vspace="0" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/fable2voices.jpg"  alt="" /><br />
<div align="left">The answer? <em>A lot</em>.<br /><br />...Oh, you were hoping for something a bit more concrete? Well, as we just learned in a GDC session, the talky action-RPG included some 370,000 words, totaling 38 hours of speech. No, really, you can read it for yourself just above. And that, friends, is why <a href="http://www.joystiq.com/tag/fable-2"><em>Fable 2</em></a> was our 2008 Game of the Year: All those words.</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/2009/03/29/gdc09-just-how-many-words-were-in-fable-2/">GDC09: Just how many words were in Fable 2?</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 29 Mar 2009 18:30:00 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/2009/03/29/gdc09-just-how-many-words-were-in-fable-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1500737/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/29/gdc09-just-how-many-words-were-in-fable-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Action</category><category>fable-2</category><category>gdc-2009</category><category>lionhead</category><category>Lionhead-Studios</category><category>MGS</category><category>Microsoft</category><category>Microsoft-Game-Studios</category><category>RPG</category><category>voice-over</category><category>Xbox-360</category><dc:creator><![CDATA[Justin McElroy]]></dc:creator><pubDate>Sun, 29 Mar 2009 18:30:00 EST</pubDate></item><item><title><![CDATA[GDC09: Miami Law hands-on]]></title><link>http://www.joystiq.com/2009/03/29/gdc09-miami-law-hands-on/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/29/gdc09-miami-law-hands-on/</guid><comments>http://www.joystiq.com/2009/03/29/gdc09-miami-law-hands-on/#comments</comments><description><![CDATA[<img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/nintendo.joystiq.com/media/2009/03/miamilaw030409.jpg" alt="" />Our dirty, dirty love for oddball DS games isn't something we talk about nearly enough. In short: Give us tons of dialog and mini-games that have nothing to do with each other besides playing to the strengths of Nintendo's portable, and we're set. Yes, we're looking at you, <em>Hotel Dusk</em>: <em>Room 215 </em>and <em>Touch Detective</em>.<br /><br />So, with that said, let us welcome our brand-new DS darling: <em>Miami Law</em>.<br /><br />As hot-headed detective Law Martin and analytical partner Sara Starling, you'll keep the peace in Miami with gunplay and some detective work, both represented with really disparate mini-games.<p><a href="http://www.joystiq.com/2009/03/29/gdc09-miami-law-hands-on/" rel="bookmark">Continue reading <em>GDC09: Miami Law hands-on</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/29/gdc09-miami-law-hands-on/">GDC09: Miami Law hands-on</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 29 Mar 2009 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.joystiq.com/2009/03/29/gdc09-miami-law-hands-on/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1500792/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/29/gdc09-miami-law-hands-on/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc-2009</category><category>hudson</category><category>miami-law</category><dc:creator><![CDATA[Justin McElroy]]></dc:creator><pubDate>Sun, 29 Mar 2009 17:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: Impressions of Love ... the game]]></title><link>http://www.joystiq.com/2009/03/29/gdc09-impressions-of-love-the-game/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/29/gdc09-impressions-of-love-the-game/</guid><comments>http://www.joystiq.com/2009/03/29/gdc09-impressions-of-love-the-game/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" border="1" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/lovelogo.jpg" /><br /></div>
First, a note for clarity's sake: Our impression of love is that it's a beautiful emotion and the best thing in the world, except for cough drops.<br /><br />Now, impressions of <em>Love</em>, the game.<p><a href="http://www.joystiq.com/2009/03/29/gdc09-impressions-of-love-the-game/" rel="bookmark">Continue reading <em>GDC09: Impressions of Love ... the game</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/29/gdc09-impressions-of-love-the-game/">GDC09: Impressions of Love ... the game</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 29 Mar 2009 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.quelsolaar.com/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/29/gdc09-impressions-of-love-the-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1500869/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/29/gdc09-impressions-of-love-the-game/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>eskil-steenberg</category><category>gdc-2009</category><category>love</category><category>pc</category><dc:creator><![CDATA[Justin McElroy]]></dc:creator><pubDate>Sun, 29 Mar 2009 15:30:00 EST</pubDate></item><item><title><![CDATA[GDC09: Designing a Mass Effect 2 level, in video]]></title><link>http://www.joystiq.com/2009/03/28/gdc09-designing-a-mass-effect-2-level-in-video/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/28/gdc09-designing-a-mass-effect-2-level-in-video/</guid><comments>http://www.joystiq.com/2009/03/28/gdc09-designing-a-mass-effect-2-level-in-video/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.1up.com/do/newsStory?cId=3173480"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/masseffectgdclvlftg.jpg" alt="" /></a></div>
Here's your first look at a level from <em>Mass Effect 2</em>! And if it's anything like the first <em>Mass Effect</em>, you'll see it on <em>every planet</em> you visit. We kid, sort of.<br /><br />This footage comes courtesy of the "Iterative Level Design Process of Bioware's <em>Mass Effect 2</em>" panel at GDC 2009, showcasing the process involved in designing levels for the upcoming RPG. Of course, don't expect any major spoilers or megatons in the videos (embedded after the break). With a planned 2010 release, this footage is far from indicative of anything that'll be in the final game.<br /><br />[Thanks, <a href="http://pressxtoreload.blogspot.com/">Crusty Magic</a>!]<p><a href="http://www.joystiq.com/2009/03/28/gdc09-designing-a-mass-effect-2-level-in-video/" rel="bookmark">Continue reading <em>GDC09: Designing a Mass Effect 2 level, in video</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/28/gdc09-designing-a-mass-effect-2-level-in-video/">GDC09: Designing a Mass Effect 2 level, in video</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 28 Mar 2009 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.1up.com/do/newsStory?cId=3173480>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/28/gdc09-designing-a-mass-effect-2-level-in-video/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1501287/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/28/gdc09-designing-a-mass-effect-2-level-in-video/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>gdc-2009</category><category>mass-effect</category><category>mass-effect-2</category><category>Microsoft</category><category>Xbox-360</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Sat, 28 Mar 2009 23:30:00 EST</pubDate></item><item><title><![CDATA[GDC09: Havok demonstrates behavioral tool v6.5 (with ninjas!)]]></title><link>http://www.joystiq.com/2009/03/28/gdc09-havok-demonstrates-behavioral-tool-v6-5-with-ninjas/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/28/gdc09-havok-demonstrates-behavioral-tool-v6-5-with-ninjas/</guid><comments>http://www.joystiq.com/2009/03/28/gdc09-havok-demonstrates-behavioral-tool-v6-5-with-ninjas/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.havok.com/content/view/285/79/"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/havoklogoblack580.jpg" /></a><br /> </div>
With so many fantastic panels and discussions happening at <a href="http://www.joystiq.com/tag/GDC-2009">GDC</a>, how does a company make its message stand out? The answer: Use ninjas. Apparently the guys and gals at <a href="http://www.joystiq.com/tag/Havok/">Havok</a> got the "What's awesome?" memo and did just that, showcasing version 6.5 of its new behavioral tool set during the conference. Admittedly, video footage of the tech (found after the break) isn't going to smoke your shorts and knock your socks off, but the event-driven character behavior system hopes to make realistic reactions easier for game developers.<br /> <br /> Havok's behavioral tech demo (featuring wacky ninjas) demonstrates animation "tells," allowing characters to properly react to what is about to happen or is in the process of happening. The tech -- which uses the very technical sounding system of <a href="http://www.havok.com/content/view/285/79/">Hierarchical Finite State Machines and Blending Trees</a> -- hopes to empower game devs to create realistic scenarios that are easily transferable between artists and designers. What does that mean for the gamer? When a dude gets punched, it looks like that dude done get punched fo' reals. See, we can be technical too ... we have a doctorate in Awesomology.<p><a href="http://www.joystiq.com/2009/03/28/gdc09-havok-demonstrates-behavioral-tool-v6-5-with-ninjas/" rel="bookmark">Continue reading <em>GDC09: Havok demonstrates behavioral tool v6.5 (with ninjas!)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/28/gdc09-havok-demonstrates-behavioral-tool-v6-5-with-ninjas/">GDC09: Havok demonstrates behavioral tool v6.5 (with ninjas!)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 28 Mar 2009 18:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.havok.com/content/view/285/79/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/28/gdc09-havok-demonstrates-behavioral-tool-v6-5-with-ninjas/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1501091/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/28/gdc09-havok-demonstrates-behavioral-tool-v6-5-with-ninjas/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>awesomology</category><category>behavior</category><category>gdc-2009</category><category>havok</category><category>tech-demo</category><dc:creator><![CDATA[Xav de Matos]]></dc:creator><pubDate>Sat, 28 Mar 2009 18:45:00 EST</pubDate></item><item><title><![CDATA[GDC09: Joystiq interviews Nintendo's Denise Kaigler about Nintendo and 'the core,' DS coexistence]]></title><link>http://www.joystiq.com/2009/03/28/gdc09-joystiq-interviews-nintendos-denise-kaigler-about-ninten/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/28/gdc09-joystiq-interviews-nintendos-denise-kaigler-about-ninten/</guid><comments>http://www.joystiq.com/2009/03/28/gdc09-joystiq-interviews-nintendos-denise-kaigler-about-ninten/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2009/03/25/walkthrough-using-wii-system-menu-4-0s-sd-card-channel/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/kaiglerquestion580.jpg" /></a><br /></div>
We first met Nintendo of America's VP of Corporate Affairs <a href="http://www.joystiq.com/tag/denise-kaigler">Denise Kaigler</a> at a <em>Super Smash Bros. Brawl</em> tournament in <a href="http://www.joystiq.com/2008/03/03/joystiq-attends-super-smash-bros-brawl-tournament-in-pseudo-bos/">Worcester, Massachusetts</a>, shortly after she accepted the job with the company. At the time, she had just left Reebok and was a little defensive (probably because she didn't really know all the details yet) of her role at the house of Mario. Our initial impression of Kaigler was that she was a little different, there was something we couldn't quite pin down at the time. <br /><br />Here we are now, a year later, and she certainly is comfortable in her role. Sitting in a big comfy armchair -- barefoot, mind you -- in a San Francisco hotel during <a href="http://joystiq.com/tag/gdc-2009">GDC</a>, we spoke with the executive about Nintendo's relationship with the core audience, its plans with the two DS models and its relationship with third-party publishers. Reading our transcription of this interview, it can be interpreted that there was some hostility in our conversation; however, it's worth noting, that in context, it was a mixture of sass and smiles. She certainly is a different type of executive than the other public figures we've gotten used to in this industry.<br /><br /><strong>So, is the <a href="http://www.joystiq.com/2009/03/25/gdc09-nintendo-updates-wii-shop-channel-with-sd-card-channel/">SD storage solution</a> a sign that Nintendo is paying attention to the core gamers? Was that development part of feedback? How did that happen?</strong><br /><br />Kaigler: We have never stopped listening and caring about the core gamer. Ever. As you know, a year ago when I got to the job and reading your site, reading some of the other sites, and reading most of all the message boards -- what folks are saying about it. And they are saying, you know, Nintendo doesn't care. It's never been about that, right. So what I think - I am going to answer your question in a second - but how I like to explain it: So, there is the core, who have been so faithful to Nintendo for so many years and we absolutely appreciate it and recognize that. ... You guys are still right there dead center, we've just brought in more gamers. We've shared the fun that you guys (the core) have had to yourselves and enjoyed for so long. We are sharing it with many, many more people. So our focus has never gone off the core, we have expanded our focus to include others. So I want to first say that.<p><a href="http://www.joystiq.com/2009/03/28/gdc09-joystiq-interviews-nintendos-denise-kaigler-about-ninten/" rel="bookmark">Continue reading <em>GDC09: Joystiq interviews Nintendo's Denise Kaigler about Nintendo and 'the core,' DS coexistence</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/28/gdc09-joystiq-interviews-nintendos-denise-kaigler-about-ninten/">GDC09: Joystiq interviews Nintendo's Denise Kaigler about Nintendo and 'the core,' DS coexistence</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 28 Mar 2009 17:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/03/28/gdc09-joystiq-interviews-nintendos-denise-kaigler-about-ninten/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1501173/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/28/gdc09-joystiq-interviews-nintendos-denise-kaigler-about-ninten/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>denise-kaigler</category><category>gdc-2009</category><category>interview</category><category>nintendo</category><dc:creator><![CDATA[Alexander Sliwinski]]></dc:creator><pubDate>Sat, 28 Mar 2009 17:45:00 EST</pubDate></item><item><title><![CDATA[GDC09: Paper prototype of Aperture Science + Left 4 Dead]]></title><link>http://www.joystiq.com/2009/03/28/gdc09-paper-prototype-of-aperture-science-left-4-dead/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/28/gdc09-paper-prototype-of-aperture-science-left-4-dead/</guid><comments>http://www.joystiq.com/2009/03/28/gdc09-paper-prototype-of-aperture-science-left-4-dead/#comments</comments><description><![CDATA[<div align="center"><img hspace="0" vspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/eapapermain1.jpg" alt="" /><br /></div>
Game designer Stone Librande works at EA/Maxis as a game designer, and we mean he designs games quite literally. Whenever developers run into problems, they'll bring Stone in to create paper versions of the project in order to solutioneer a fix. He worked on <em>Spore</em> in the early days of the Cell Stage development, and had so much stuff rattling around in his head that he created a cell level game on the side of his refrigerator. For free.<br /><br />He said they might not always turn out to be fun, but they do aid as a tool in the development process, especially since it's hard to get everyone to gather around a computer screen to check a problem out... but they'll actually come out of hiding to check out paper gaming pieces. We want to design a board game to fix issues at Joystiq, and then fight over who controls the pewter Justin McElroy gamepiece. Check out his "Aperture Science meets Left 4 Dead" board game above, and a gallery of more of his creations below. Just imagine what his board game collection must look like.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/ea-maxis-paper-games/">EA/Maxis Paper Games</a></strong></p><a href="http://www.joystiq.com/photos/ea-maxis-paper-games/#1457540"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/eapaper24_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/ea-maxis-paper-games/#1457539"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/eapaper22_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/ea-maxis-paper-games/#1457538"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/eapaper21_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/ea-maxis-paper-games/#1457537"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/eapaper20_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/ea-maxis-paper-games/#1457536"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/eapaper12_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/2009/03/28/gdc09-paper-prototype-of-aperture-science-left-4-dead/">GDC09: Paper prototype of Aperture Science + Left 4 Dead</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 28 Mar 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.joystiq.com/2009/03/28/gdc09-paper-prototype-of-aperture-science-left-4-dead/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1500795/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/28/gdc09-paper-prototype-of-aperture-science-left-4-dead/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Board-Game</category><category>EA</category><category>Electronic-Arts</category><category>GDC</category><category>GDC-2009</category><category>Maxis</category><category>paper-game</category><category>Spore</category><category>Stone-Librande</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Sat, 28 Mar 2009 15:15:00 EST</pubDate></item><item><title><![CDATA[GDC09: Disneyland's 'The Haunted Mansion' is a first-person shooter]]></title><link>http://www.joystiq.com/2009/03/28/gdc09-disneylands-the-haunted-mansion-is-a-first-person-shoo/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/28/gdc09-disneylands-the-haunted-mansion-is-a-first-person-shoo/</guid><comments>http://www.joystiq.com/2009/03/28/gdc09-disneylands-the-haunted-mansion-is-a-first-person-shoo/#comments</comments><description><![CDATA[<div align="center"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/hauntedman.jpg" /><br />
<div align="left"><a href="http://mrbossdesign.blogspot.com/">Scott Rogers</a> is a creative manager at THQ, and a former game designer who worked on titled ranging from God of War to Maximo, and he held a panel at GDC called Everything I Learned About Level Design I Learned From Disneyland, and one of our favorite quotes was "Well, the Haunted Mansion is basically a first-person shooter if you think about it. You're directing what the guest sees and has access to, and that's what we're doing with level design."<br /> <br /> If Walt only knew! Although not apparent at first glance, once you look at amusement park design and game level design, there are a ton of similarities. We have a lot of goodies coming to you from Rogers' talk which we'll be bringing to you next week. In the meantime, you can reimagine your favorite rides turned into FPS titles. Or you could take the obvious route and just combine a ride and shooter, like Disney already did with <a href="http://disneyland.disney.go.com/disneyland/en_US/parks/attractions/detail?name=BuzzLightyearAttractionPage">Buzz Lightyear's Astro Blasters.</a><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/2009/03/28/gdc09-disneylands-the-haunted-mansion-is-a-first-person-shoo/">GDC09: Disneyland's 'The Haunted Mansion' is a first-person shooter</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 28 Mar 2009 14:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/03/28/gdc09-disneylands-the-haunted-mansion-is-a-first-person-shoo/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1500372/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/28/gdc09-disneylands-the-haunted-mansion-is-a-first-person-shoo/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>design</category><category>Disneyland</category><category>Game-design</category><category>GDC</category><category>GDC-2009</category><category>Haunted-Mansion</category><category>Scott-Rogers</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Sat, 28 Mar 2009 14:15:00 EST</pubDate></item><item><title><![CDATA[GDC09: Leaked Uncharted 2 gameplay shows urban gunplay, acrobatics]]></title><link>http://www.joystiq.com/2009/03/28/gdc09-leaked-uncharted-2-gameplay-shows-urban-gunplay-acrobati/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/28/gdc09-leaked-uncharted-2-gameplay-shows-urban-gunplay-acrobati/</guid><comments>http://www.joystiq.com/2009/03/28/gdc09-leaked-uncharted-2-gameplay-shows-urban-gunplay-acrobati/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.youtube.com/watch?v=ptbNNMkwi30"><img hspace="0" border="1" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/02/uncharted2story1a.jpg" /></a><br /></div>
You might want to stop reading this now, and <a href="http://www.youtube.com/watch?v=ptbNNMkwi30">check out the video</a> posted after the break. You see, when dealing with leaked gameplay footage posted on content-removal-friendly YouTube, time is <em>seriously</em> of the essence -- particularly when that footage was shamelessly yoinked (no, not by us) from a closed-doors <a href="http://www.joystiq.com/tag/GDC-2009/">GDC</a> panel showing off the highly anticipated <em><a href="http://www.joystiq.com/search/?q=Uncharted%202%3A%20Among%20Thieves">Uncharted 2: Among Thieves</a></em>.<br /><br />In case it gets pulled before you can lay eyes upon it, here's a brief recap: The footage shows the familiar gunplay and monkey-esque environment navigation from the original, though this particular clip eschews the jungles and tombs of <em>Uncharted the First</em> in favor of a war-torn urban locale. The series' sleek animations are even sleeker, and the gunshootery looks a bit more responsive. Also, Nate's apparently developed the ability to survive point-blank explosions. We can't wait to see how this invulnerability factors in to the game's story.<br /><br />[Thanks to everyone who sent this in!]<p><a href="http://www.joystiq.com/2009/03/28/gdc09-leaked-uncharted-2-gameplay-shows-urban-gunplay-acrobati/" rel="bookmark">Continue reading <em>GDC09: Leaked Uncharted 2 gameplay shows urban gunplay, acrobatics</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/28/gdc09-leaked-uncharted-2-gameplay-shows-urban-gunplay-acrobati/">GDC09: Leaked Uncharted 2 gameplay shows urban gunplay, acrobatics</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 28 Mar 2009 12:15:00 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.youtube.com/watch?v=ptbNNMkwi30>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/28/gdc09-leaked-uncharted-2-gameplay-shows-urban-gunplay-acrobati/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1501092/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/28/gdc09-leaked-uncharted-2-gameplay-shows-urban-gunplay-acrobati/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>footage</category><category>gameplay</category><category>gdc-2009</category><category>leaked</category><category>naughty-dog</category><category>uncharted-2</category><category>uncharted-2-among-thieves</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Sat, 28 Mar 2009 12:15:00 EST</pubDate></item><item><title><![CDATA[GDC09: Dead Rising 2 will have most rendered characters ever]]></title><link>http://www.joystiq.com/2009/03/28/gdc09-dead-rising-2-will-have-most-rendered-characters-ever/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/28/gdc09-dead-rising-2-will-have-most-rendered-characters-ever/</guid><comments>http://www.joystiq.com/2009/03/28/gdc09-dead-rising-2-will-have-most-rendered-characters-ever/#comments</comments><description><![CDATA[<div align="center"><a href="http://multiplayerblog.mtv.com/2009/03/27/dead-rising-2-is-supposed-to-have-most-characters-ever-6000-gdc-2009/"><img hspace="0" border="1" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/gam_deadrising2guitar_580.jpg" /></a><br /></div>
During a <a href="http://multiplayerblog.mtv.com/2009/03/27/dead-rising-2-is-supposed-to-have-most-characters-ever-6000-gdc-2009/">GDC</a> presentation about the bolstered graphics engine powering <em><a href="http://www.joystiq.com/search/?q=Dead%20Rising%202">Dead Rising 2</a></em>, Izmeth Siddeek, the game's character art lead, <a href="http://multiplayerblog.mtv.com/2009/03/27/dead-rising-2-is-supposed-to-have-most-characters-ever-6000-gdc-2009/">made a fairly startling proclomation</a>: "<em>Dead Rising 2</em> deals with the rendering of the greatest number of characters ever seen in a video game," he said. In other words, the massive amounts of on-screen zombies featured in the original <em>Dead Rising</em> will apparently increase by a huge margin in the sequel.<br /><br />The enlarged zombie processing power can be attributed to developer Blue Castle's implementation of new visual technology called Mental Mill, which is capable of rendering large groups of characters without sacrificing graphical quality. Mental Mill product manager Laura Scholl claimed the new software will allow over 6,000 zombies to appear on-screen, providing undead multitudes that will be easy on the eyes, but rough on our formerly uneaten brains.<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/2009/03/28/gdc09-dead-rising-2-will-have-most-rendered-characters-ever/">GDC09: Dead Rising 2 will have most rendered characters ever</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 28 Mar 2009 11:15:00 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://multiplayerblog.mtv.com/2009/03/27/dead-rising-2-is-supposed-to-have-most-characters-ever-6000-gdc-2009/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/28/gdc09-dead-rising-2-will-have-most-rendered-characters-ever/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1501065/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/28/gdc09-dead-rising-2-will-have-most-rendered-characters-ever/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blue-castle</category><category>capcom</category><category>dead-rising-2</category><category>gdc-2009</category><category>mental-mill</category><category>Microsoft</category><category>rendering</category><category>Xbox-360</category><category>zombies</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Sat, 28 Mar 2009 11:15:00 EST</pubDate></item><item><title><![CDATA[GDC09: 'Rock Band' was almost 'Metal Lords']]></title><link>http://www.joystiq.com/2009/03/27/gdc09-rock-band-was-almost-metal-lords/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/27/gdc09-rock-band-was-almost-metal-lords/</guid><comments>http://www.joystiq.com/2009/03/27/gdc09-rock-band-was-almost-metal-lords/#comments</comments><description><![CDATA[<center><a href="http://kotaku.com/5187105/harmonix-lists-rejected-rock-band-names"><img hspace="0" vspace="4" border="0" alt=""  src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/rbwt03272.jpg" /></a></center>This comes as something of a shock to us, but Harmonix actually considered names for <em><a href="http://www.joystiq.com/tag/Rock-Band/">Rock Band</a></em> other than the perfect, obvious <em>Rock Band.</em> Senior designer Dan Teasdale <a href="http://kotaku.com/5187105/harmonix-lists-rejected-rock-band-names">unveiled</a> a series of rejected alternate titles for the music game at a GDC session. <br /><br />The titles included winners like the aforementioned <em>Metal Lords </em>and <em>Power Chords</em>, and some that <em>probably</em> would have affected sales in the negative: <em>Big Band Blowout, I Want To Be A Rockstar! </em>One that, according to Teasdale, was rejected as something that would "never sell": <em>Rock Band: World Tour.</em> Actually, that one deserves its own line.<br /><br /><em>Rock Band: World Tour</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/2009/03/27/gdc09-rock-band-was-almost-metal-lords/">GDC09: 'Rock Band' was almost 'Metal Lords'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 27 Mar 2009 22:00:00 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://kotaku.com/5187105/harmonix-lists-rejected-rock-band-names>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/27/gdc09-rock-band-was-almost-metal-lords/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1500513/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/27/gdc09-rock-band-was-almost-metal-lords/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ea</category><category>Electronic-Arts</category><category>gdc-2009</category><category>harmonix</category><category>Microsoft</category><category>Nintendo</category><category>rock-band</category><category>Wii</category><category>Xbox-360</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Fri, 27 Mar 2009 22:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: Pardo details why Blizzard has ignored this generation of consoles]]></title><link>http://www.joystiq.com/2009/03/27/gdc09-pardo-details-why-blizzard-has-ignored-this-generation-of/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/27/gdc09-pardo-details-why-blizzard-has-ignored-this-generation-of/</guid><comments>http://www.joystiq.com/2009/03/27/gdc09-pardo-details-why-blizzard-has-ignored-this-generation-of/#comments</comments><description><![CDATA[<div align="center"><img width="580" vspace="0" hspace="0" height="220" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/wowxboxtalks580.jpg" /><br /> </div>
Before <em>Metal Gear Solid 4 </em>was everyone's favorite Xbox 360 rumor, it was Blizzard's money machine, <em><a href="http://www.joystiq.com/tag/World-of-Warcraft/">World of Warcraft</a></em>, that was constantly said to be hitting consoles. Blizzard already <a href="http://xbox.joystiq.com/2006/03/03/world-of-warcraft-definitely-not-on-360/">assured us it wasn't happening</a> ages ago, but during the <a href="http://www.joystiq.com/2009/03/25/gdc09-joystiq-lunches-with-gaming-luminaries/">Luminaries Luncheon</a>, Blizzard's vice-president of game design, Rob Pardo, detailed why his company has ignored this generation of consoles.<br /> <br /> "There are so many games, like we make at <a href="http://www.joystiq.com/tag/Blizzard/">Blizzard</a>, that we don't take to the console because they don't support input devices," Pardo told the attendees. Pardo's comments were made when the panel was asked what they would do if they were in charge of developing the next generation of consoles. Pardo, who hailed Nintendo for creating an input device "that allows new types of games to be made," explained that the lack of device diversity on consoles would only lead to "crappy ports" of his company's titles.<br /><br />"If I was them," Pardo concluded, "I'd be sitting around trying to think of 'What's a cool input device that allows all types of new of games that are really fun to play?'"<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/27/gdc09-pardo-details-why-blizzard-has-ignored-this-generation-of/">GDC09: Pardo details why Blizzard has ignored this generation of consoles</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 27 Mar 2009 19:30:00 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/2009/03/27/gdc09-pardo-details-why-blizzard-has-ignored-this-generation-of/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1498750/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/27/gdc09-pardo-details-why-blizzard-has-ignored-this-generation-of/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>gdc-2009</category><category>next-gen</category><category>rob-pardo</category><category>world-of-warcraft</category><dc:creator><![CDATA[Xav de Matos]]></dc:creator><pubDate>Fri, 27 Mar 2009 19:30:00 EST</pubDate></item><item><title><![CDATA[GDC09: Project Offset reemerges with new media]]></title><link>http://www.joystiq.com/2009/03/27/gdc09-project-offset-reemerges-with-new-media/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/27/gdc09-project-offset-reemerges-with-new-media/</guid><comments>http://www.joystiq.com/2009/03/27/gdc09-project-offset-reemerges-with-new-media/#comments</comments><description><![CDATA[<center><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="580" height="346" id="viddler_7144782a"><param name="movie" value="http://www.viddler.com/simple/7144782a/" /><param name="allowScriptAccess" value="never" /><param name="allowFullScreen" value="true" /><param name="flashvars" value="tubemogulid=TD-Q0P-W10" /><embed src="http://www.viddler.com/simple/7144782a/" width="580" height="353" flashvars="tubemogulid=TD-Q0P-W10" type="application/x-shockwave-flash" allowScriptAccess="never" allowFullScreen="true" name="viddler_7144782a"></embed></object></center> No, it's not a dream. Go ahead and pinch yourself. After a year of nearly complete silence, the team behind the fantasy FPS <em>Project Offset </em>-- which was <a href="http://www.joystiq.com/2008/02/25/intel-buys-up-offset-software-project-offset-still-going-stron/">acquired by Intel</a> last year -- has <a href="http://www.projectoffset.com/">redesigned its website</a> and released new media. Specifically, there are two new tech demo videos and some fresh concept art. Embedded above is a video of meteors destroying the environment as they fall from the sky. It certainly looks impressive, though it's unclear if this is dynamic destruction or something pre-defined. Either way, it certainly looks nice.<br /><br /> The second video, embedded after the break, shows off a cottage being constructed inside the Offset engine. The cottage is apparently a prefab, which is essentially a reusable asset for game design. Objects are added to the structure and several textures and graphical effects are added on the fly. The video certainly makes it look easy to create objects within the game world, though we'd like to see something made from scratch.<br /><br />Sadly, neither video features any gameplay. There are no <a href="http://xbox.joystiq.com/2007/07/30/project-offset-trailer-doles-out-goosebumps/">giant trolls and stealthy elves</a> this time. <em>Project Offset</em>'s Sam McGrath promises there will be "much more" in the upcoming months.<br /><br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/project-offset-concept-art/">Project Offset Concept Art</a></strong></p><a href="http://www.joystiq.com/photos/project-offset-concept-art/#1457549"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/32709-poffset-05_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/project-offset-concept-art/#1457548"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/32709-poffset-04_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/project-offset-concept-art/#1457547"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/32709-poffset-02_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/project-offset-concept-art/#1457546"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/32709-poffset-03_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/project-offset-concept-art/#1457545"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/32709-poffset-06_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2009/03/27/gdc09-project-offset-reemerges-with-new-media/" rel="bookmark">Continue reading <em>GDC09: Project Offset reemerges with new media</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/27/gdc09-project-offset-reemerges-with-new-media/">GDC09: Project Offset reemerges with new media</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 27 Mar 2009 19:15:00 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.projectoffset.com/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/27/gdc09-project-offset-reemerges-with-new-media/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1500799/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/27/gdc09-project-offset-reemerges-with-new-media/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc-2009</category><category>intel</category><category>project-offset</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Fri, 27 Mar 2009 19:15:00 EST</pubDate></item><item><title><![CDATA[Overheard@GDC09: It's a small, small development community, be nice]]></title><link>http://www.joystiq.com/2009/03/27/overheard-gdc09-its-a-small-small-development-community-be-n/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/27/overheard-gdc09-its-a-small-small-development-community-be-n/</guid><comments>http://www.joystiq.com/2009/03/27/overheard-gdc09-its-a-small-small-development-community-be-n/#comments</comments><description><![CDATA[<div align="center"><img width="580" vspace="4" hspace="0" height="295" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/pagliaruloprinciple-1.jpg" /><br /></div>
Sure, the video game industry is a <a href="http://www.joystiq.com/2009/01/15/december-npd-ds-sells-over-3-million-08-sales-reach-21-33-bi/">multi-billion dollar behemoth</a>, but behind it all are people -- a few people ... really, not as many as you'd think. So, while discussing his career path to becoming lead designer on <em><a href="http://joystiq.com/tag/fallout-3">Fallout 3</a></em>, Emil Pagliarulo gave some prudent advice to anyone trying to break in ... or people mouthing-off with an ego: "The game industry is very small. If you're an asshole, they'll remember that when your resume comes across their desk six years down the line." <br /><br />When you talk to enough developers at <a href="http://joystiq.com/tag/gdc-2009">GDC</a>, you learn how incestuous the industry really is.<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/2009/03/27/overheard-gdc09-its-a-small-small-development-community-be-n/">Overheard@GDC09: It's a small, small development community, be nice</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 27 Mar 2009 19:00:00 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/2009/03/27/overheard-gdc09-its-a-small-small-development-community-be-n/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1500653/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/27/overheard-gdc09-its-a-small-small-development-community-be-n/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Bethesda</category><category>Bethesda-Game-Studios</category><category>Bethesda-Softworks</category><category>emil-pagliarulo</category><category>fallout-3</category><category>gdc-2009</category><category>overheard</category><category>RPG</category><dc:creator><![CDATA[Alexander Sliwinski]]></dc:creator><pubDate>Fri, 27 Mar 2009 19:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: Rhianna Pratchett says games should forget about making people cry]]></title><link>http://www.joystiq.com/2009/03/27/gdc09-rhianna-pratchett-says-games-should-forget-about-making-p/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/27/gdc09-rhianna-pratchett-says-games-should-forget-about-making-p/</guid><comments>http://www.joystiq.com/2009/03/27/gdc09-rhianna-pratchett-says-games-should-forget-about-making-p/#comments</comments><description><![CDATA[<div align="left"><img vspace="4" hspace="8" border="0" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/rhiannapratchett_gothy.jpg" alt="" />Rhianna Pratchett, the woman to blame for the dialogue of last year's <a href="http://www.joystiq.com/tag/ea">EA</a> experiment <em>Mirror's Edge</em>, says that game writers (not, erm, <em>us</em>, mind you, but the type that write the stories in the games we all play) are doing the wrong thing trying to make gamers cry. She tells the <a href="http://www.guardian.co.uk/technology/gamesblog/2009/mar/27/rhianna-pratchett-pratchett-gdc-game-developers-conference-gdc-2009">Guardian's game blog</a>, "As an industry we get very, very obsessed with making people cry. What's so great about crying?!" Rather, she says that they should be focusing on turning those frowns upside down, citing her work on the <a href="http://www.joystiq.com/tag/overlord"><em>Overlord</em></a> franchise. <br /></div>
<br />"The world is dark enough, especially at the moment. <em>Overlord</em>, I think, was successful because it made people smile, it made people laugh. That seems to have resonated so much that I say 'Make people smile, don't make people cry.'" It's no secret that we are suckers for <a href="http://www.joystiq.com/2009/03/22/japanese-hardware-sales-march-9-march-15-turn-based-edition/">the <em>lolz</em> around here</a>, so we're rather inclined to agree with Ms. Pratchett. In the eight minute interview with the Guardian (found after the break), Pratchett also touches on the importance of getting game writers into the development process early enough, calling shoehorned stories in gaming the result of "Weekend at Bernie's" processes, where a plot that doesn't really exist is "made up" to look like an <em>actual plot</em>. Rather than naming culprits, we'll leave the finger pointing to you fine folks -- and we're willing to bet you can name more than a few, no?<p><a href="http://www.joystiq.com/2009/03/27/gdc09-rhianna-pratchett-says-games-should-forget-about-making-p/" rel="bookmark">Continue reading <em>GDC09: Rhianna Pratchett says games should forget about making people cry</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/27/gdc09-rhianna-pratchett-says-games-should-forget-about-making-p/">GDC09: Rhianna Pratchett says games should forget about making people cry</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 27 Mar 2009 18:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.guardian.co.uk/technology/gamesblog/2009/mar/27/rhianna-pratchett-pratchett-gdc-game-developers-conference-gdc-2009>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/27/gdc09-rhianna-pratchett-says-games-should-forget-about-making-p/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1500754/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/27/gdc09-rhianna-pratchett-says-games-should-forget-about-making-p/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ea</category><category>Electronic-Arts</category><category>game-story</category><category>gdc-2009</category><category>guardian</category><category>interview</category><category>mirrors-edge</category><category>rhianna-pratchett</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Fri, 27 Mar 2009 18:45:00 EST</pubDate></item><item><title><![CDATA[GDC09: Highlights from the Game Critics Rant]]></title><link>http://www.joystiq.com/2009/03/27/gdc09-highlights-from-the-game-critics-rant/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/27/gdc09-highlights-from-the-game-critics-rant/</guid><comments>http://www.joystiq.com/2009/03/27/gdc09-highlights-from-the-game-critics-rant/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" border="1" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/doyourjob.jpg" /><br /></div>
Though it seems like game journalists have a fine platform on which to project their opinions, it's rare that they get to directly address the game developers they cover. Just such a chance was provided by this year's GDC rant session, which let game journalists talk about games and their own writing about them.<br /><br />Before we begin, keep in mind that we are cherry picking here, and there's a lot of context you miss out on by not being on site. Hopefully, we're at least able to give you a flavor of what was going on.<p><a href="http://www.joystiq.com/2009/03/27/gdc09-highlights-from-the-game-critics-rant/" rel="bookmark">Continue reading <em>GDC09: Highlights from the Game Critics Rant</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/27/gdc09-highlights-from-the-game-critics-rant/">GDC09: Highlights from the Game Critics Rant</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 27 Mar 2009 18:30:00 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/2009/03/27/gdc09-highlights-from-the-game-critics-rant/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1500644/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/27/gdc09-highlights-from-the-game-critics-rant/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>clint-hocking</category><category>gdc-2009</category><category>gdc-rant</category><category>ngai-croal</category><category>rants</category><category>stephen-totilo</category><dc:creator><![CDATA[Justin McElroy]]></dc:creator><pubDate>Fri, 27 Mar 2009 18:30:00 EST</pubDate></item><item><title><![CDATA[GDC09: Upcoming EA iPhone game list fully revealed, screens and info on Tiger]]></title><link>http://www.joystiq.com/2009/03/27/gdc09-upcoming-ea-iphone-game-list-fully-revealed-screens-and/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/27/gdc09-upcoming-ea-iphone-game-list-fully-revealed-screens-and/</guid><comments>http://www.joystiq.com/2009/03/27/gdc09-upcoming-ea-iphone-game-list-fully-revealed-screens-and/#comments</comments><description><![CDATA[<div align="center"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/eaiphoneassault.jpg" /><br /></div>
Just before the deluge of <a href="http://www.joystiq.com/tag/gdc-2009">GDC 2009</a> news started this week, Travis Boatman, VP of worldwide studios at <a href="http://www.joystiq.com/tag/ea-mobile">EA Mobile</a>, confirmed the upcoming release of a veritable sm&ouml;rg&aring;sbord of <a href="http://www.joystiq.com/2009/03/26/gdc09-ea-quietly-announces-iphone-versions-of-major-franchises/">EA franchises coming to the iPhone</a>. Today, we have confirmation from Meghan Rathman (representing EA) of the exact titles on the way to the iPhone/iTouch as well as a handful of screens from <em>Tiger Woods PGA Tour</em>. Unfortunately, according to Ms. Rathman, the rest of the games in development are "still too early" and don't have screens. Considering the turnaround time on iPhone/iTouch games though, we're willing to bet you'll see those shots <strike>by the end of the week</strike> pretty soon!<br /><br />The full list of games we received from EA is as follows: <em>Tiger Woods PGA Tour</em>, <em>The Sims 3</em>, <em>FIFA</em>, <em>Madden NFL Football</em>, <em>Spore Creatures</em>, <em>Mystery Mania</em>, <em>Wolfenstein RPG</em>, <em>American Idol</em>, <em>Connect Four</em>, <em>Battleship</em>, <em><span>Need</span> for Speed</em>,<em> RISK</em>, <em>Monopoly</em> and <em>Clue</em>. Differing from reports at the GDC Mobile event earlier this week, we're seeing the addition of <em>The Sims 3</em> and <em>Need for Speed</em>. In turn, we're losing the first <em>SSX</em> in two years, <em>Red Alert</em>, <em>NBA Live 10</em>, <em>American Idol</em>, <em>Star Trek.</em> But hey, <em>Tiger Woods</em>!<br /><br />The press release from EA on <em>Tiger Woods PGA Tour</em> tells us that the game is of the "touch" rather than of the "shake" variety, comes with achievements and offers a way to compare achievements with your friends. Of the key features listed, notably missing is "playing against friends wirelessly," though it does promise the ability to "affect your ball spin direction" using your finger. Those are comparable features, right? We'll keep on EA and let you know as soon as we find out more on their upcoming iPhone/iTouch <em>assault</em>.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/tiger-woods-pga-tour-on-iphone/">Tiger Woods PGA Tour on iPhone</a></strong></p><a href="http://www.joystiq.com/photos/tiger-woods-pga-tour-on-iphone/#1457223"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/tiger_woods_pga_tour_3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/tiger-woods-pga-tour-on-iphone/#1457222"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/tiger_woods_pga_tour_1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/tiger-woods-pga-tour-on-iphone/#1457204"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/2_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/tiger-woods-pga-tour-on-iphone/#1457203"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/3_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/tiger-woods-pga-tour-on-iphone/#1457202"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/1_thumbnail.png" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/27/gdc09-upcoming-ea-iphone-game-list-fully-revealed-screens-and/">GDC09: Upcoming EA iPhone game list fully revealed, screens and info on Tiger</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 27 Mar 2009 17:30:00 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/2009/03/27/gdc09-upcoming-ea-iphone-game-list-fully-revealed-screens-and/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1500598/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/27/gdc09-upcoming-ea-iphone-game-list-fully-revealed-screens-and/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>american-idol</category><category>battleship</category><category>clue</category><category>connect-four</category><category>EA</category><category>ea-franchises</category><category>ea-mobile</category><category>electronic-arts</category><category>fifa</category><category>gdc-2009</category><category>iphone</category><category>itouch</category><category>madden-nfl-football</category><category>meghan-rathman</category><category>mobile</category><category>monopoly</category><category>mystery-mania</category><category>need-for-speed</category><category>risk</category><category>spore-creatures</category><category>ssx</category><category>the-sims</category><category>the-sims-3</category><category>tiger-woods</category><category>tiger-woods-iphone</category><category>tiger-woods-pga-tour</category><category>travis-boatman</category><category>wolfenstein</category><category>wolfenstein-rpg</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Fri, 27 Mar 2009 17:30:00 EST</pubDate></item><item><title><![CDATA[GDC09: Stalin vs. Martians hands-on]]></title><link>http://www.joystiq.com/2009/03/27/gdc09-stalin-vs-martians-hands-on/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/27/gdc09-stalin-vs-martians-hands-on/</guid><comments>http://www.joystiq.com/2009/03/27/gdc09-stalin-vs-martians-hands-on/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/stalin-handson.jpg" alt="" /><br /></div>
Does it even matter what we have to say about <a href="http://www.joystiq.com/tag/stalin-vs-martians"><em>Stalin vs. Martians</em></a>? Whether we like it or hate it, the base facts will still be the same: You're a force of Russians battling it out against evil aliens. It's already headed towards Game of the Year, and all we can do is get out of the way. In fact, it's billed half-jokingly as the "Game of the Year Edition." <br /><br />It's a silly idea, but there's a real game underneath it all. As publisher Paradox Interactive notes, it's an "action RTS," which, in practice, is somewhere between an RTS and a shooter, pitting waves of colorful aliens against your bright green tanks.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/stalin-vs-martians/">Stalin vs. Martians</a></strong></p><a href="http://www.joystiq.com/photos/stalin-vs-martians/#774998"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/svm_scren_1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/stalin-vs-martians/#774997"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/svm_scren_2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/stalin-vs-martians/#774996"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/svm_scren_3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/stalin-vs-martians/#774995"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/svm_scren_4_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/stalin-vs-martians/#774994"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/svm_scren_5_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2009/03/27/gdc09-stalin-vs-martians-hands-on/" rel="bookmark">Continue reading <em>GDC09: Stalin vs. Martians hands-on</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/27/gdc09-stalin-vs-martians-hands-on/">GDC09: Stalin vs. Martians hands-on</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 27 Mar 2009 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.joystiq.com/2009/03/27/gdc09-stalin-vs-martians-hands-on/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1499926/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/27/gdc09-stalin-vs-martians-hands-on/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc-2009</category><category>paradox-interactive</category><category>pc</category><category>rts</category><category>stalin-vs-martians</category><dc:creator><![CDATA[Justin McElroy]]></dc:creator><pubDate>Fri, 27 Mar 2009 17:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: Actual Batman: Arkham Asylum gameplay footage, no joke]]></title><link>http://www.joystiq.com/2009/03/27/gdc09-actual-batman-arkham-asylum-gameplay-footage-no-joke/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/27/gdc09-actual-batman-arkham-asylum-gameplay-footage-no-joke/</guid><comments>http://www.joystiq.com/2009/03/27/gdc09-actual-batman-arkham-asylum-gameplay-footage-no-joke/#comments</comments><description><![CDATA[<center><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="580" height="346" id="viddler_53a97e16"><param name="wmode" value="transparent" /><param name="movie" value="http://www.viddler.com/simple/53a97e16/" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><embed src="http://www.viddler.com/simple/53a97e16/" width="580" height="346" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler_53a97e16" wmode="transparent"></embed></object></center>There's only so much we can say about Rocksteady's upcoming <a href="http://www.joystiq.com/tag/batman-arkham-asylum"><em>Batman: Arkham Asylum</em></a>. There's only so much screenshots can convey. So it's pretty nice to finally be able to show you what we've been jabbering on about via the magic of <em>video</em> -- and not just any kind, this is (at last) actual gameplay.<br /><br />Specifically, this freshly released footage is of the "Silent Knight" <a href="http://www.joystiq.com/2009/03/27/gdc09-batman-arkham-asylum-hands-on/">challenge stage we wrote about</a> in our earlier GDC hands-on. Marvel (er, DC?) as Bats blows up walls, glide kicks and sneaks around all Sam Fisher-like. So, after reading about it and seeing it in action, what do <em>you</em> think?<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/2009/03/27/gdc09-actual-batman-arkham-asylum-gameplay-footage-no-joke/">GDC09: Actual Batman: Arkham Asylum gameplay footage, no joke</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 27 Mar 2009 16:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/03/27/gdc09-actual-batman-arkham-asylum-gameplay-footage-no-joke/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1500619/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/27/gdc09-actual-batman-arkham-asylum-gameplay-footage-no-joke/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>batman</category><category>batman-arkham-asylum</category><category>eidos</category><category>gdc-2009</category><category>Microsoft</category><category>rocksteady</category><category>rocksteady-studios</category><category>Xbox-360</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Fri, 27 Mar 2009 16:45:00 EST</pubDate></item><item><title><![CDATA[Joystiq Podcast GDC '09 Special 03]]></title><link>http://www.joystiq.com/2009/03/27/joystiq-podcast-gdc-09-special-03/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/27/joystiq-podcast-gdc-09-special-03/</guid><comments>http://www.joystiq.com/2009/03/27/joystiq-podcast-gdc-09-special-03/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/podcasts/" rel="tag">Podcasts</a></p><div align="center"><a href="http://serve.castfire.com/audio/471369/471369_2010-12-03-133809.128.mp3"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/newjpodgdc.jpg" alt="" /></a></div>
It's our third and (likely) final podcast from GDC and things are just getting stranger. Chris and Justin can't help but name-dropping who they were eating dinner with, and they still can't stop fighting about OnLive.<br />
<br />
If you've braved the first two editions, it's time to step up to the plate and finish this thing.<br />
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<span style="font-weight: bold;">For fans: </span><a href="http://www.facebook.com/group.php?gid=8702785815">Joystiq Podcast Facebook group</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/2009/03/27/joystiq-podcast-gdc-09-special-03/">Joystiq Podcast GDC '09 Special 03</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 27 Mar 2009 16:15:00 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://podcasts.aolcdn.com/joystiq/podcasts/Joystiq_Podcast_GDC0903.mp3>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/27/joystiq-podcast-gdc-09-special-03/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1500623/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/27/joystiq-podcast-gdc-09-special-03/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc-2009</category><category>joystiq-podcast</category><category>joystiqpodcast</category><category>podcasts</category><enclosure url="http://www.joystiq.com/audio/471369/471369_2010-12-03-133809.mp3" length="33052823" type="audio/mpeg"/><dc:creator><![CDATA[Justin McElroy]]></dc:creator><pubDate>Fri, 27 Mar 2009 16:15:00 EST</pubDate><itunes:subtitle>Joystiq Podcast GDC0903</itunes:subtitle><itunes:author>Justin McElroy, Chris Grant</itunes:author><itunes:duration>34:26</itunes:duration><itunes:keywords>podcasts</itunes:keywords></item><item><title><![CDATA[GDC09: Stardock entering iPhone development, would 'like' to do GalCiv II]]></title><link>http://www.joystiq.com/2009/03/27/gdc09-stardock-entering-iphone-development-would-like-to-do/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/27/gdc09-stardock-entering-iphone-development-would-like-to-do/</guid><comments>http://www.joystiq.com/2009/03/27/gdc09-stardock-entering-iphone-development-would-like-to-do/#comments</comments><description><![CDATA[<div align="center"><img width="580" vspace="4" hspace="0" height="326" border="0" align="top" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/galciviiphone.jpg" /><br /></div>
During a conversation with <a href="http://joystiq.com/tag/impulse">Stardock</a> CEO <a href="http://joystiq.com/tag/brad-wardell">Brad Wardell</a> and Art Director Paul Boyer, the two -- against the express wishes of their PR handler -- brought up <a href="http://joystiq.com/tag/iphone">iPhone</a> development at the company and the possibility of <a href="http://www.joystiq.com/tag/galactic-civilizations-ii/"><em>Galactic Civilizations II</em></a> on the mobile platform. <br /><br />While Stardock's PR pro sat in a chair facepalming (image after the break), Wardell and Boyer discussed development for the mobile device, with Boyer saying he'd "really like" to do <span style="font-style: italic;">GalCiv II</span>. Just to be clear, after we left, the PR lady had a stern talking with them ... beyond the iPhone stuff, it probably had something to do with the duo openly discussing the unannounced <em>Galactic Civilizations III</em>.<p><a href="http://www.joystiq.com/2009/03/27/gdc09-stardock-entering-iphone-development-would-like-to-do/" rel="bookmark">Continue reading <em>GDC09: Stardock entering iPhone development, would 'like' to do GalCiv II</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/27/gdc09-stardock-entering-iphone-development-would-like-to-do/">GDC09: Stardock entering iPhone development, would 'like' to do GalCiv II</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 27 Mar 2009 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/03/27/gdc09-stardock-entering-iphone-development-would-like-to-do/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1500260/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/27/gdc09-stardock-entering-iphone-development-would-like-to-do/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Apple</category><category>brad-wardell</category><category>galactic-civilizations-2</category><category>galactic-civilizations-3</category><category>galactic-civilizations-ii</category><category>galactic-civilizations-iii</category><category>gdc-2009</category><category>iphone</category><category>iPod</category><category>stardock</category><dc:creator><![CDATA[Alexander Sliwinski]]></dc:creator><pubDate>Fri, 27 Mar 2009 16:00:00 EST</pubDate></item></channel></rss>