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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Hands-on: Magicka]]></title><link>http://www.joystiq.com/2010/04/05/hands-on-magicka/</link><guid isPermaLink="true">http://www.joystiq.com/2010/04/05/hands-on-magicka/</guid><comments>http://www.joystiq.com/2010/04/05/hands-on-magicka/#comments</comments><description><![CDATA[<div style="text-align: center;"><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="580" height="346" id="viddler_147991f"><param name="movie" value="http://www.viddler.com/simple/147991f/" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><embed src="http://www.viddler.com/simple/147991f/" width="580" height="346" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler_147991f"></embed></object></div>
Services like Xbox Live Arcade have done a good job of reviving classic genres and reinventing them for modern audiences. Unfortunately, one genre that's been sorely under-represented is the top-down dungeon crawler. Arrowhead Game Studios' <em>Magicka</em> is looking to fill that void, mixing in classic <em>Diablo</em> gameplay with elements of <em>The Legend of Zelda: Four Swords</em> and <em>Final Fantasy: Crystal Chronicles</em>.<br />
<br />
The premise should be familiar to anyone that's played a fantasy adventure game before. An evil old wizard is trying to destroy the world and only you (and three other players) can stop him. The tired setting isn't a handicap for <em>Magicka</em>, though, as it allows Arrowhead to satire some of the genre's conventions and most iconic moments. (For example, a hidden area will have you grabbing a "<a href="http://en.wikipedia.org/wiki/Master_Sword#Master_Sword">Master Sword</a>" from a stone pedestal, with <em>Zelda</em>-esque music playing in the background.)<br />
<br />
What is unique is its gameplay, which focuses on casting element-based magic using the right analog stick. Various elements are assigned to eight directions on the stick, and hitting the analog in a certain direction queues up a spell. The placement of the various elements (and the iconography used to represent them) isn't particularly clear, making <em>Magicka</em> not the most intuitive game to play. However, these elements can be combined and stacked to create interesting spells -- and the addition of co-op multiplayer makes casting magic even more dynamic.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/magicka/">Magicka</a></strong></p><a href="http://www.joystiq.com/photos/magicka/#2865428"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/magickamagicka-2010-03-0501_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/magicka/#2865429"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/magickamagicka-2010-03-0502_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/magicka/#2865430"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/magickamagicka-2010-03-0503_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/magicka/#2865431"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/magickamagicka-2010-03-0504_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/magicka/#2865432"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/magickamagicka-2010-03-0505_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/04/05/hands-on-magicka/" rel="bookmark">Continue reading <em>Hands-on: Magicka</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/04/05/hands-on-magicka/">Hands-on: Magicka</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 05 Apr 2010 22:40:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/04/05/hands-on-magicka/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19424938/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/05/hands-on-magicka/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc-2010</category><category>magicka</category><category>Microsoft</category><category>xbla</category><category>Xbox-360</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Mon, 05 Apr 2010 22:40:00 EST</pubDate></item><item><title><![CDATA[Interview: Akira Yamaoka explains Grasshopper jump]]></title><link>http://www.joystiq.com/2010/04/02/interview-akira-yamaoka-explains-grasshopper-jump/</link><guid isPermaLink="true">http://www.joystiq.com/2010/04/02/interview-akira-yamaoka-explains-grasshopper-jump/</guid><comments>http://www.joystiq.com/2010/04/02/interview-akira-yamaoka-explains-grasshopper-jump/#comments</comments><description><![CDATA[<div style="text-align: center; "><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/yamaoka-gdc-2010.jpg" /></div>
Having composed <em><a href="http://www.joystiq.com/tag/silent-hill">Silent Hill</a></em>'s unmistakable audio ever since the series began, Akira Yamaoka is best known for unsettling even the soundest of minds with an unpredictable mixture of industrial noise, haunting melodies and straight-up rock. He left his position as producer and fan-made custodian of the survival-horror franchise earlier this year to <a href="http://www.joystiq.com/2010/02/03/silent-hill-composer-yamaoka-joins-suda-51s-video-game-band/">join Grasshopper Manufacture</a> and Goichi "Suda 51" Suda's "video game band." <br />
<br />
Although Grasshopper isn't ready to talk specifically about its upcoming <a href="http://www.joystiq.com/2008/08/14/ea-publishing-new-action-horror-franchise-from-suda51-shinji/">collaboration with EA</a>, we did get an opportunity at <a href="http://www.joystiq.com/tag/gdc-2010">GDC</a> to ask Akira Yamaoka a few general questions about his move and his relationship with <em>Silent Hill</em>.<br />
<br />
<strong>Joystiq: What have you seen at GDC this year that interested you? </strong><br />
<br />
Akira Yamaoka: [laughs] I'm actually really busy with having interviews and <a href="http://www.joystiq.com/2010/03/12/akira-yamaoka-on-the-disturbing-power-of-audio/">I did a session</a>, so I was busy with preparation for that. So, I didn't have much chance to look at a lot of sessions yet because of that, but the image around GDC has been changing. It seems like a lot of seminars are more like -- they don't really talk about new technology but they talk more about concepts and stuff like that. That's what I feel about GDC now. <b><br />
</b><p><a href="http://www.joystiq.com/2010/04/02/interview-akira-yamaoka-explains-grasshopper-jump/" rel="bookmark">Continue reading <em>Interview: Akira Yamaoka explains Grasshopper jump</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/04/02/interview-akira-yamaoka-explains-grasshopper-jump/">Interview: Akira Yamaoka explains Grasshopper jump</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 02 Apr 2010 14:36:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/04/02/interview-akira-yamaoka-explains-grasshopper-jump/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19414466/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/02/interview-akira-yamaoka-explains-grasshopper-jump/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>akira-yamaoka</category><category>audio</category><category>gdc-2010</category><category>grasshopper-manufacture</category><category>interview</category><category>konami</category><category>silent-hill</category><category>suda-51</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Fri, 02 Apr 2010 14:36:00 EST</pubDate></item><item><title><![CDATA[Hands-on: NBA Jam]]></title><link>http://www.joystiq.com/2010/03/31/nba-jam-wii-preview/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/31/nba-jam-wii-preview/</guid><comments>http://www.joystiq.com/2010/03/31/nba-jam-wii-preview/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/photos/nba-jam/"><img hspace="0" vspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/01/gamnbajamlogo580.jpg" /></a></div>
You need to get the preconception that <a href="http://www.joystiq.com/tag/nba-jam"><em>NBA Jam</em></a> is part of the rigid "sports game" genre out of your mind right this second. I can understand why you might possess this notion: for gamers whose youths were spent mastering the original game's showboating mechanics, <em>Jam</em> is one of the few franchises they can call up when accused of not playing sports games. For folks unfamiliar with the franchise, one might logically associate a bouncy, orange sphere with its eponymous sport: "basketball."<br />
<br />
Yet, based on my time with EA Canada's Wii-make of <em>NBA Jam</em> earlier this month, I don't think the "sports game" archetype -- a turn-off for many non-sports enthusiasts -- is an accurate descriptor for what's going on here. <em>Jam</em> is a "party game" and will likely overtake <em>Rock Band</em> and <em>Boom Blox</em> as my entertainment of choice while hosting a social gathering. Provided, of course, attendees are prepared to get buffeted with an unstoppable deluge of <em>smack talk</em>.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/nba-jam/">NBA Jam</a></strong></p><a href="http://www.joystiq.com/photos/nba-jam/#2846738"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/nbajam031210001_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/nba-jam/#2846740"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/nbajam031210002_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/nba-jam/#2846741"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/nbajam031210003_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/nba-jam/#2846742"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/nbajam031210004_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/nba-jam/#2846743"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/nbajam031210005_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/03/31/nba-jam-wii-preview/" rel="bookmark">Continue reading <em>Hands-on: NBA Jam</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/31/nba-jam-wii-preview/">Hands-on: NBA Jam</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 31 Mar 2010 03:00:00 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/photos/nba-jam/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/31/nba-jam-wii-preview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19390844/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/31/nba-jam-wii-preview/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>basketball</category><category>ea</category><category>ea-canada</category><category>ea-sports</category><category>Electronic-Arts</category><category>gdc-2010</category><category>nba-jam</category><category>Nintendo</category><category>party-game</category><category>remake</category><category>sports</category><category>Wii</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Wed, 31 Mar 2010 03:00:00 EST</pubDate></item><item><title><![CDATA[Impressions: The Secret World]]></title><link>http://www.joystiq.com/2010/03/23/the-secret-world-mmo-preview/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/23/the-secret-world-mmo-preview/</guid><comments>http://www.joystiq.com/2010/03/23/the-secret-world-mmo-preview/#comments</comments><description><![CDATA[<center><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="580" height="346" id="viddler_626af262"><param name="movie" value="http://www.viddler.com/simple/626af262/" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><param name="flashvars" value="tubemogulid=TD-Q0P-W10" /><embed src="http://www.viddler.com/simple/626af262/" width="580" height="346" flashvars="tubemogulid=TD-Q0P-W10" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler_626af262"></embed></object></center> During GDC, I saw Ragnar Tornquist demonstrate his upcoming Funcom MMO, <em>The Secret World</em>. I should note that I'm not well versed in MMOs, and my experience doesn't extend far beyond a scant few hours with the trial version of <em>World of Warcraft</em> (and many, <em>many</em> hours with <em>Phantasy Star Online</em> and <em>Diablo II</em>, if you count those). As such, I had my doubts about being the best candidate to catch an early glimpse of Funcom's latest project.<br />
<br />
After seeing the game in action and learning more about its direction, however, I started to think otherwise. As someone who typically avoids MMOs, it's interesting to see one that abandons the traditional fantasy and sci-fi trappings of the genre. As a gamer accustomed to lavish, story-driven console games, it's wonderful to see an MMO focusing on narrative (with fully voiced cutscenes, no less). No leveling, no specific character classes -- no Orcs? In short, what really struck me about <em>The Secret World</em> is how <em>different</em> it is.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/the-secret-world-0/">The Secret World</a></strong></p><a href="http://www.joystiq.com/photos/the-secret-world-0/#2821374"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/swtsw1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-secret-world-0/#2821375"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/swtsw2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-secret-world-0/#2821376"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/swtsw3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-secret-world-0/#2821377"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/swtsw4_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-secret-world-0/#2821378"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/swtsw5_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/03/23/the-secret-world-mmo-preview/" rel="bookmark">Continue reading <em>Impressions: The Secret World</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/23/the-secret-world-mmo-preview/">Impressions: The Secret World</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 23 Mar 2010 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/23/the-secret-world-mmo-preview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19409960/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/23/the-secret-world-mmo-preview/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>funcom</category><category>gdc-2010</category><category>Microsoft</category><category>mmo</category><category>ragnar-tornquist</category><category>the-secret-world</category><category>Xbox-360</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Tue, 23 Mar 2010 15:00:00 EST</pubDate></item><item><title><![CDATA[Interview: BioWare's Greg Zeschuk and Ray Muzyka]]></title><link>http://www.joystiq.com/2010/03/22/interview-biowares-greg-zeschuk-and-ray-muzyka/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/22/interview-biowares-greg-zeschuk-and-ray-muzyka/</guid><comments>http://www.joystiq.com/2010/03/22/interview-biowares-greg-zeschuk-and-ray-muzyka/#comments</comments><description><![CDATA[<div style="text-align: center; "><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/07/masseffectcomicimage580.jpg" /></div>
"Are you saying <em>BioWare</em> fast turnaround?" company co-founder Greg Zeschuk asks jokingly. The respected RPG developer has been known for taking its time with producing hits like <em>Neverwinter Nights</em> and <em>Baldur's Gate</em>, but has seemingly never been as prolific as it has been in recent months -- just over two years after being <a href="http://www.joystiq.com/2007/10/11/ea-to-acquire-bioware-corp-and-pandemic-studios/">acquired by EA</a>. How's this for fast turnaround? <em><a href="http://www.joystiq.com/tag/dragon-age-origins">Dragon Age: Origins</a></em> in November 2009, <em><a href="http://www.joystiq.com/tag/mass-effect-2">Mass Effect 2</a></em> in January, <em>Dragon Age: Origins - Awakening</em> in March and several DLC packs in-between (and <a href="http://www.joystiq.com/tag/kasumis-stolen-memory">more on the way</a>).<br />
<br />
We spoke with BioWare co-founders and super-doctors Greg Zeschuk and Ray Muzyka at the Game Developers Conference about their improved production pipeline, the practical challenges of creating DLC and, of course, how fast the turnaround could be on <em>Mass Effect 3</em>*. <br />
<br />
*<small>"It's not official!" - Greg Zeschuk</small><br type="_moz" /><p><a href="http://www.joystiq.com/2010/03/22/interview-biowares-greg-zeschuk-and-ray-muzyka/" rel="bookmark">Continue reading <em>Interview: BioWare's Greg Zeschuk and Ray Muzyka</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/22/interview-biowares-greg-zeschuk-and-ray-muzyka/">Interview: BioWare's Greg Zeschuk and Ray Muzyka</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 22 Mar 2010 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/22/interview-biowares-greg-zeschuk-and-ray-muzyka/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19405974/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/22/interview-biowares-greg-zeschuk-and-ray-muzyka/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>dlc</category><category>dragon-age-origins</category><category>dragon-age-origins-awakening</category><category>gdc-2010</category><category>greg-zeschuk</category><category>interview</category><category>mass-effect-2</category><category>mass-effect-3</category><category>Microsoft</category><category>ray-muzyka</category><category>Xbox-360</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Mon, 22 Mar 2010 16:00:00 EST</pubDate></item><item><title><![CDATA[Sony's Jack Tretton: 'I can promise you a Killzone 3']]></title><link>http://www.joystiq.com/2010/03/20/sonys-jack-tretton-i-can-promise-you-a-killzone-3/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/20/sonys-jack-tretton-i-can-promise-you-a-killzone-3/</guid><comments>http://www.joystiq.com/2010/03/20/sonys-jack-tretton-i-can-promise-you-a-killzone-3/#comments</comments><description><![CDATA[<div style="text-align: center; "><a href="http://www.gametrailers.com/episode/gametrailers-tv/88&amp;ch=1&amp;sd=0?ep=88&amp;ch=1&amp;sd=0"><img border="0" hspace="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/keighleytrettonmarketingmachine580px.jpg" /></a></div>
<span style="FLOAT: right; MARGIN-BOTTOM: 16px; MARGIN-LEFT: 4px"><script> digg_url = 'http://www.joystiq.com/2010/03/20/sonys-jack-tretton-i-can-promise-you-a-killzone-3/'; </script><script src="http://digg.com/tools/diggthis.js"></script></span> He doesn't know exactly when the third <em>Killzone</em> game will be announced, but SCEA prez Jack Tretton does know that it's gonna happen. When pushed by <a href="http://www.gametrailers.com/episode/gametrailers-tv/88?ch=1&amp;sd=1_hd">GTTV</a> host Geoff Keighley about a sequel to last year's <em><a href="http://www.joystiq.com/tag/killzone-2">Killzone 2</a></em> on last night's episode, the Sony exec openly answered, "You know, we own Guerrilla Studios, and uh, they did a great job on <em>Killzone 1</em> and <em>2</em> ... I don't know when you'll see announcements about it, but I can promise you a <em>Killzone 3</em>." Pretty straightforward, Jack! <br />
<br />
Though he didn't make any promises regarding <em>Killzone</em> for E3, he did additionally note that the <a href="http://www.joystiq.com/tag/playstation-move">news from Sony out of GDC</a> was "the icing on the cake," referring to big announcements at E3 this year as "the batter." And if there's one thing we really, really like, Jack, it's cake batter. <em>You've won this round</em>.<br type="_moz" /><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/20/sonys-jack-tretton-i-can-promise-you-a-killzone-3/">Sony's Jack Tretton: 'I can promise you a Killzone 3'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 20 Mar 2010 13:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gametrailers.com/episode/gametrailers-tv/88?ch=1&amp;sd=1_hd>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/20/sonys-jack-tretton-i-can-promise-you-a-killzone-3/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19407791/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/20/sonys-jack-tretton-i-can-promise-you-a-killzone-3/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>e3-2010</category><category>gdc-2010</category><category>guerrilla-games</category><category>guerrilla-studios</category><category>jack-tretton</category><category>killzone</category><category>killzone-2</category><category>killzone-3</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Sat, 20 Mar 2010 13:30:00 EST</pubDate></item><item><title><![CDATA[Interview: Spoiling Heavy Rain with David Cage]]></title><link>http://www.joystiq.com/2010/03/19/interview-spoiling-heavy-rain-with-david-cage/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/19/interview-spoiling-heavy-rain-with-david-cage/</guid><comments>http://www.joystiq.com/2010/03/19/interview-spoiling-heavy-rain-with-david-cage/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" border="1" vspace="0" src="http://www.blogcdn.com/www.joystiq.com/media/2010/01/heavy-rain-closeup-010810.jpg" alt="" /></div>
<div style="text-align: left;">Once a major release has been completed and propelled to the top of the sales charts, the critical discussion surrounding it typically evaporates just as the Next Big Thing appears on the horizon. But <em><a href="http://www.joystiq.com/tag/heavy-rain">Heavy Rain</a></em> -- whether you like it, love it or loathe it -- has been kept afloat in popular opinion, with critics still debating its controversial design and embarrassing themselves as they attempt to shoehorn water puns like "afloat" and "evaporates" into ham-fisted introductory paragraphs.<br />
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We drew <em>Heavy Rain</em>'s director and writer, the soft-spoken, passionate and occasionally enigmatic David Cage, into the ongoing discussion and asked him to elaborate upon the game's story, its technology and its critical reception. Oh, and the nature of the Origami Killer, which means ...<br />
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<strong>SPOILER WARNING:</strong> The following interview contains massive, big-huge spoilers for <em><a href="http://www.joystiq.com/tag/heavy-rain">Heavy Rain</a></em>. If you have not completed Quantic Dream's cinematic adventure, do not proceed beyond the break -- and don't even think about reading the comments. Just turn around and slowly R2 away.</div><p><a href="http://www.joystiq.com/2010/03/19/interview-spoiling-heavy-rain-with-david-cage/" rel="bookmark">Continue reading <em>Interview: Spoiling Heavy Rain with David Cage</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/19/interview-spoiling-heavy-rain-with-david-cage/">Interview: Spoiling Heavy Rain with David Cage</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 19 Mar 2010 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/19/interview-spoiling-heavy-rain-with-david-cage/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19404330/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/19/interview-spoiling-heavy-rain-with-david-cage/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>adventure</category><category>david-cage</category><category>gdc-2010</category><category>heavy-rain</category><category>Interactive-Drama</category><category>interview</category><category>mystery</category><category>quantic-dream</category><category>SCE</category><category>SCEA</category><category>sony</category><category>Sony-Computer-Entertainment</category><category>Sony-Computer-Entertainment-America</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Fri, 19 Mar 2010 12:00:00 EST</pubDate></item><item><title><![CDATA[PixelJunk Eden's Baiyon creating music visualizer for PS3]]></title><link>http://www.joystiq.com/2010/03/18/pixeljunk-edens-baiyon-creating-music-visualizer-for-ps3/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/18/pixeljunk-edens-baiyon-creating-music-visualizer-for-ps3/</guid><comments>http://www.joystiq.com/2010/03/18/pixeljunk-edens-baiyon-creating-music-visualizer-for-ps3/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/baiyonvisual.jpg" alt="" /></div>
Q-Games is teaming up with Japanese artist <a href="http://baiyon.com/english/">Baiyon</a> once again for another PSN collaboration. Baiyon, who created the visuals and sound for <a href="http://www.joystiq.com/tag/pixeljunk-eden"><em>PixelJunk Eden</em></a> and <em>Encore</em>, is directing an interactive music visualizer for the PS3, to be distributed via the PlayStation Network.<br />
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Unlike Q-Games' <a href="http://www.joystiq.com/2007/12/26/surprise-latest-ps3-firmware-adds-sexy-spaceborne-music-visuali/">Earth visualizer</a>, this upcoming project will not be built into the PS3 operating system. Instead, this will be a standalone application, akin to <a href="http://www.joystiq.com/tag/detuned"><em>.deTuned</em></a>. This is terrific news for Trophy hunters, as they should be familiar with how easy it is to get PSN XP with these standalone art applications.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/18/pixeljunk-edens-baiyon-creating-music-visualizer-for-ps3/">PixelJunk Eden's Baiyon creating music visualizer for PS3</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 18 Mar 2010 19:40:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/18/pixeljunk-edens-baiyon-creating-music-visualizer-for-ps3/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19405268/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/18/pixeljunk-edens-baiyon-creating-music-visualizer-for-ps3/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>baiyon</category><category>gdc-2010</category><category>pixeljunk</category><category>pixeljunk-eden</category><category>q-games</category><category>visualizer</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Thu, 18 Mar 2010 19:40:00 EST</pubDate></item><item><title><![CDATA[Hands-on: PixelJunk Racers 2nd Lap (PSN)]]></title><link>http://www.joystiq.com/2010/03/18/hands-on-pixeljunk-racers-2nd-lap/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/18/hands-on-pixeljunk-racers-2nd-lap/</guid><comments>http://www.joystiq.com/2010/03/18/hands-on-pixeljunk-racers-2nd-lap/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/44439464502b398feb65b580.jpg" /></div>
As the first <em>PixelJunk</em> game from Q-Games, <a href="http://www.joystiq.com/tag/pixeljunk-racers"><em>Racers</em></a> was largely misunderstood by most. Now, after the success of <a href="http://www.joystiq.com/tag/pixeljunk-monsters"><em>Monsters</em></a>, <a href="http://www.joystiq.com/tag/pixeljunk-eden"><em>Eden</em></a> and <a href="http://www.joystiq.com/tag/pixeljunk-shooter"><em>Shooter</em></a>, Q-Games is ready to go back to its first concept and give it a second chance. <em>PixelJunk Racers 2nd Lap</em> isn't just an add-on to the original PSN game, but a new game (with new features like Trophies) that warrants a second look from fresh <em>PixelJunk</em> fans.<br />
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Like the original, <em>2nd Lap</em> is a unique interpretation of classic top-down racers of yore. However, Q-Games' take on the genre makes it more of a puzzle or rhythm game, rather than a racing game -- an easy mistake for players to make, considering both the game's look and title. While some modes do require "winning" a race, most are about achieving rather specific goals. For example, you may need to complete a number of laps in a constantly-accelerating vehicle, while avoiding all the other cars on the road. "Sunday Drive" will have you trying to get past as many slow-driving cars as possible. It's a frustrating recreation of being stuck in traffic, yet it's oddly compelling.<br />
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In its second iteration, <em>PixelJunk Racers</em> remains essentially a collection of car-themed minigames, with the ultimate goal of scoring as high as possible on the leaderboards. Thankfully, <em>2nd Lap</em> has been made considerably easier and more accessible than the first game, easing players into a much easier single-player experience. The addition of YouTube recording support should appease the show-offs, while the presence of PSN Trophies may make the overall package far more rewarding. (Don't worry Trophy hunters, Q-Games' Dylan Cuthbert told us that they've learned from <em>PixelJunk Eden</em> and <em>Monsters</em>, and will make the Trophies much easier, akin to <em>PixelJunk Shooter</em>.)<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/pixeljunk-racers-2nd-lap/">PixelJunk Racers: 2nd Lap</a></strong></p><a href="http://www.joystiq.com/photos/pixeljunk-racers-2nd-lap/#2813474"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/4443174613bef0cfbae6b_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/pixeljunk-racers-2nd-lap/#2813475"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/4443946378e4f6d13a21b_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/pixeljunk-racers-2nd-lap/#2813476"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/44439464502b398feb65b_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/pixeljunk-racers-2nd-lap/#2813477"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/44439466302d7cf3e585b_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/03/18/hands-on-pixeljunk-racers-2nd-lap/" rel="bookmark">Continue reading <em>Hands-on: PixelJunk Racers 2nd Lap (PSN)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/18/hands-on-pixeljunk-racers-2nd-lap/">Hands-on: PixelJunk Racers 2nd Lap (PSN)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 18 Mar 2010 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/2010/03/18/hands-on-pixeljunk-racers-2nd-lap/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19405003/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/18/hands-on-pixeljunk-racers-2nd-lap/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dylan-cuthbert</category><category>gdc-2010</category><category>hands-on</category><category>pixeljunk</category><category>pixeljunk-racers</category><category>pixeljunk-racers-2nd-lap</category><category>psn</category><category>q-games</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Thu, 18 Mar 2010 19:00:00 EST</pubDate></item><item><title><![CDATA[Impressions: Sam &amp; Max: The Devil's Playhouse - The Penal Zone (PS3)]]></title><link>http://www.joystiq.com/2010/03/17/impressions-sam-and-max-the-devils-playhouse-the-penal-zone/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/17/impressions-sam-and-max-the-devils-playhouse-the-penal-zone/</guid><comments>http://www.joystiq.com/2010/03/17/impressions-sam-and-max-the-devils-playhouse-the-penal-zone/#comments</comments><description><![CDATA[<center><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="580" height="346" id="viddler_92bbee00"><param name="movie" value="http://www.viddler.com/simple/92bbee00/" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><param name="flashvars" value="tubemogulid=TD-Q0P-W10" /><embed src="http://www.viddler.com/simple/92bbee00/" width="580" height="346" flashvars="tubemogulid=TD-Q0P-W10" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler_92bbee00"></embed></object></center> You wouldn't expect to find "We've tightened up the graphics on Episode Three" among the usual list of noted improvements between <a href="http://www.joystiq.com/tag/telltale-games">Telltale</a>'s episodic releases. After all, with endearing, demented characters like Sam and Max taking up quite a bit of the screen, who cares how many polygons are left for that potted plant in the corner?<br />
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"We wanted to bump everything up presentation-wise for this season," said designer Chuck Jordan, drawing attention to the Telltale engine's impressive -- nay, <em>tight</em> -- visual enhancements. <em>The Penal Zone</em>, the first of five monthly episodes comprising <em><a href="http://www.joystiq.com/tag/sam-and-max-the-devils-playhouse">Sam &amp; Max: The Devil's Playhouse</a></em>, features noticeably improved lighting, real-time shadows and more expressive facial animation. As Jordan pointed out, "an expression can sell a joke for the first time." <br />
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Based on the demo I saw at the Game Developers Conference, it's also apparent that the improved graphics <em>do</em> make a difference to that potted plant. Because you transform into one. "When you finally get to control Max," Jordan said, "it's really weird." Like, really really weird.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/sam-and-max-devils-playhouse/">Sam &amp; Max: Devil's Playhouse</a></strong></p><a href="http://www.joystiq.com/photos/sam-and-max-devils-playhouse/#2793427"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/sandmaxdp03112010001_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/sam-and-max-devils-playhouse/#2793428"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/sandmaxdp03112010002_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/sam-and-max-devils-playhouse/#2793429"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/sandmaxdp03112010003_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/sam-and-max-devils-playhouse/#2793430"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/sandmaxdp03112010004_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/sam-and-max-devils-playhouse/#2793431"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/sandmaxdp03112010005_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/03/17/impressions-sam-and-max-the-devils-playhouse-the-penal-zone/" rel="bookmark">Continue reading <em>Impressions: Sam &amp; Max: The Devil's Playhouse - The Penal Zone (PS3)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/17/impressions-sam-and-max-the-devils-playhouse-the-penal-zone/">Impressions: Sam &amp; Max: The Devil's Playhouse - The Penal Zone (PS3)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 17 Mar 2010 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/2010/03/17/impressions-sam-and-max-the-devils-playhouse-the-penal-zone/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19403508/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/17/impressions-sam-and-max-the-devils-playhouse-the-penal-zone/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>adventure</category><category>chuck-jordan</category><category>episodic</category><category>gdc-2010</category><category>sam-and-max</category><category>sam-and-max-the-devils-playhouse</category><category>sam-and-max-the-devils-playhouse-the-penal-zone</category><category>telltale</category><category>telltale-games</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Wed, 17 Mar 2010 20:00:00 EST</pubDate></item><item><title><![CDATA[Hands-on: Lead &amp; Gold: Gangs of the Wild West]]></title><link>http://www.joystiq.com/2010/03/17/lead-and-gold-gangs-of-the-wild-west-preview/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/17/lead-and-gold-gangs-of-the-wild-west-preview/</guid><comments>http://www.joystiq.com/2010/03/17/lead-and-gold-gangs-of-the-wild-west-preview/#comments</comments><description><![CDATA[<center> <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="580" height="353" id="viddler_b708ce91"><param name="movie" value="http://www.viddler.com/simple/b708ce91/" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><param name="flashvars" value="tubemogulid=TD-Q0P-W10" /><embed src="http://www.viddler.com/simple/b708ce91/" width="580" height="353" flashvars="tubemogulid=TD-Q0P-W10" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler_b708ce91"></embed></object></center> Multiplayer first-person shooters are a dime a dozen lately, meaning <em>Lead &amp; Gold: Gangs of the Wild West</em> has a lot to prove for itself. The gameplay is definitely fun, but it's clear that its main selling point is the format. As a downloadable game (confirmed for PC, planned for XBLA and PSN), it's one of the most polished multiplayer shooter experiences available in the space.<br />
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Priced at $15, Paradox Interactive's shooter is competing against the likes of <a href="http://www.joystiq.com/tag/battlefield-1943"><em>Battlefield 1943</em></a>. Like DICE's shooter, the production values are impressive and highlight by colorful, animated visuals. The style is reminiscent of <a href="http://www.joystiq.com/tag/team-fortress-2"><em>Team Fortress 2</em></a>, with the characters donning an almost psuedo-cel shaded look. Combined with the Wild West theme, it can oftentimes look identical to Valve's shooter.<br />
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Of course, there are far worse places to look for inspiration. In many ways, the gameplay is also similar to <em>Team Fortress 2</em>. There are four classes for players to choose from, and each features distinct and valuable traits. The primary difference between the four classes is their range: some classes are equipped with shotguns, best for short range fighting, while the requisite sniper is obviously equipped to handle long distances. Beyond their weapons, each class is equipped with a special ability. One can throw dynamite, while another can "mark" an enemy. (Marked enemies take twice the normal rate of damage.)<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/lead-and-gold-gangs-of-the-wild-west-0/">Lead and Gold: Gangs of the Wild West</a></strong></p><a href="http://www.joystiq.com/photos/lead-and-gold-gangs-of-the-wild-west-0/#2665850"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/01/leadandgold1_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/lead-and-gold-gangs-of-the-wild-west-0/#2665851"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/01/leadandgold2_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/lead-and-gold-gangs-of-the-wild-west-0/#2665852"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/01/leadandgold3_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/lead-and-gold-gangs-of-the-wild-west-0/#2665853"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/01/leadandgold4_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/lead-and-gold-gangs-of-the-wild-west-0/#2665854"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/01/leadandgold5_thumbnail.png" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/03/17/lead-and-gold-gangs-of-the-wild-west-preview/" rel="bookmark">Continue reading <em>Hands-on: Lead &amp; Gold: Gangs of the Wild West</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/17/lead-and-gold-gangs-of-the-wild-west-preview/">Hands-on: Lead &amp; Gold: Gangs of the Wild West</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 17 Mar 2010 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/17/lead-and-gold-gangs-of-the-wild-west-preview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19402791/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/17/lead-and-gold-gangs-of-the-wild-west-preview/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc-2010</category><category>hands-on</category><category>lead-and-gold</category><category>lead-and-gold-gangs-of-the-wild-west</category><category>Microsoft</category><category>xbla</category><category>Xbox-360</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Wed, 17 Mar 2010 18:00:00 EST</pubDate></item><item><title><![CDATA[Hands-on: ModNation Racers PSP]]></title><link>http://www.joystiq.com/2010/03/17/modnation-racers-psp-preview/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/17/modnation-racers-psp-preview/</guid><comments>http://www.joystiq.com/2010/03/17/modnation-racers-psp-preview/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" vspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/98858020100205790screen002.jpg" /></div>
The PSP has become home to a growing number of PS3 ports, from <a href="http://www.joystiq.com/tag/super-stardust-portable"><em>Super Stardust</em></a> to <a href="http://www.joystiq.com/tag/littlebigplanet-psp"><em>LittleBigPlanet</em></a>, but rarely has a portable rendition of a PS3 game remained so faithful to the original as <em>ModNation Racers</em> on PSP. (Well, perhaps with the exception of <a href="http://www.joystiq.com/tag/pixeljunk-monsters-deluxe"><em>PixelJunk Monsters</em></a>.) <em>ModNation Racers</em> is launching simultaneously on PSP and PS3, and unlike many previous cross-platform titles, this racer loses almost nothing in its portable conversion.<br />
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The career mode is nearly identical on both platforms, even featuring the same CG animated cutscenes in both. The much-touted creation tools also make an appearance on the PSP, allowing you to create and share levels rather easily. And most importantly, unlike <em>LittleBigPlanet</em>, <em>ModNation Racers</em> retains multiplayer options, offering both Ad-Hoc and Infrastructure connections.<br />
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Even the control schemes between the two platforms feel nearly identical. The PSP version also uses the R-button for acceleration, just like its big console counterpart. It makes sense, but for some reason, I expected the handheld to use the X-button for gas, and <em>Mario Kart</em> players may need some time to adjust; especially considering <em>ModNation</em>'s very different drift mechanic.<p><a href="http://www.joystiq.com/2010/03/17/modnation-racers-psp-preview/" rel="bookmark">Continue reading <em>Hands-on: ModNation Racers PSP</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/17/modnation-racers-psp-preview/">Hands-on: ModNation Racers PSP</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 17 Mar 2010 14:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/17/modnation-racers-psp-preview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19402790/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/17/modnation-racers-psp-preview/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc-2010</category><category>hands-on</category><category>modnation-racers</category><category>modnation-racers-psp</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Wed, 17 Mar 2010 14:00:00 EST</pubDate></item><item><title><![CDATA[GDC: Designing Assassin's Creed 2 (or: Dodging a curveball from upper management)]]></title><link>http://www.joystiq.com/2010/03/17/gdc-designing-assassins-creed-2/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/17/gdc-designing-assassins-creed-2/</guid><comments>http://www.joystiq.com/2010/03/17/gdc-designing-assassins-creed-2/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" vspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/12/ac2_s_008-1024.jpg" /></div>
Though <em><a href="http://www.joystiq.com/tag/uncharted-2">Uncharted 2</a></em> may have snatched away most of the Game of the Year trophies, <em><a href="http://www.joystiq.com/tag/assassins-creed-2">Assassin's Creed 2</a></em> stands out as another of 2009's most acclaimed and successful titles. Lead game designer Patrick Plourde candidly discussed Ubisoft Montreal's development process at one of the final panels during this year's <a href="http://www.joystiq.com/tag/gdc-2010">Game Developers Conference</a> and gave some surprising insight into what happens when a project's scope is altered in the midst of development.<br />
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From the outset, <em>Assassin's Creed 2</em> took aim at the commercial success of the first game, as well as its vocal group of detractors. "I'm not gonna lie about it," Plourde said, "some people liked it, some people despised it. That's the way it is." <br />
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The way things would be took a surprise turn in the middle of 2008, months after the game had begun development in earnest. As Plourde puts it, a "curveball from upper management" requested a change in the game's scope. Ordinarily, ambitious plans may get trimmed down as a launch date draws near, but Ubisoft had decided to increase the number of features dramatically.<p><a href="http://www.joystiq.com/2010/03/17/gdc-designing-assassins-creed-2/" rel="bookmark">Continue reading <em>GDC: Designing Assassin's Creed 2 (or: Dodging a curveball from upper management)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/17/gdc-designing-assassins-creed-2/">GDC: Designing Assassin's Creed 2 (or: Dodging a curveball from upper management)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 17 Mar 2010 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/17/gdc-designing-assassins-creed-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19399618/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/17/gdc-designing-assassins-creed-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>assassins-creed</category><category>assassins-creed-2</category><category>gdc-2010</category><category>Microsoft</category><category>patrick-plourde</category><category>ubisoft</category><category>ubisoft-montreal</category><category>Xbox-360</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Wed, 17 Mar 2010 12:00:00 EST</pubDate></item><item><title><![CDATA[Impressions: Lara Croft and the Guardian of Light]]></title><link>http://www.joystiq.com/2010/03/17/lara-croft-and-the-guardian-of-light-preview/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/17/lara-croft-and-the-guardian-of-light-preview/</guid><comments>http://www.joystiq.com/2010/03/17/lara-croft-and-the-guardian-of-light-preview/#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/2010/03/courtyard-bridge-sm-031010.jpg" alt="" /></div>
Giant spiders. Why'd it have to be giant spiders?<br />
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Mind you, seeing Lara Croft gun down squealing, eight-legged monstrosities doesn't bring with it the tinge of regret that I've come to associate with her tendency to permanently cross off creatures from the endangered species list. Had Crystal Dynamics opted to switch out the spiders with tigers, there'd be enough fur coats left over to give everyone in the world a warm winter. <br />
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<em><a href="http://www.joystiq.com/tag/lara-croft-and-the-guardian-of-light">Lara Croft and the Guardian of Light</a></em> is heavy on the action, with territorial enemies swarming the eponymous explorer and a newfound partner, the Mayan warrior Totec, from all directions. Thankfully, the guy knows how to fire a gun and toss a spear -- though I pray he doesn't mix the two up when the situation gets out of hand. If you're playing the game with a co-op partner, either online or on couch, you'll have someone to yell at should that happen. <br />
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The game's isometric camera angle and twin-stick shooting mechanics bring to mind <em>Assault Heroes</em> (or <em>Geometry Wars</em>, at a basic level), but the pacing here is different. A more apt comparison -- that takes into account the lulls in action -- would be <em>Left 4 Dead</em>, especially when one player is tasked with manipulating a puzzle object while the other defends the rear.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/lara-croft-and-the-guardian-of-light/">Lara Croft and the Guardian of Light</a></strong></p><a href="http://www.joystiq.com/photos/lara-croft-and-the-guardian-of-light/#2788427"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/courtyard-bridge_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/lara-croft-and-the-guardian-of-light/#2788428"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/courtyard-grapple-swing_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/lara-croft-and-the-guardian-of-light/#2788429"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/spider-grapple-spear_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/lara-croft-and-the-guardian-of-light/#2788430"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/spider-tomb-balls_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/lara-croft-and-the-guardian-of-light/#2788431"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/spider-tomb-totec-gattle_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/03/17/lara-croft-and-the-guardian-of-light-preview/" rel="bookmark">Continue reading <em>Impressions: Lara Croft and the Guardian of Light</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/17/lara-croft-and-the-guardian-of-light-preview/">Impressions: Lara Croft and the Guardian of Light</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 17 Mar 2010 09:41:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/17/lara-croft-and-the-guardian-of-light-preview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19403294/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/17/lara-croft-and-the-guardian-of-light-preview/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>crystal-dynamics</category><category>eidos</category><category>gdc-2010</category><category>lara-croft</category><category>lara-croft-and-the-guardian-of-light</category><category>Microsoft</category><category>psn</category><category>square-enix</category><category>tomb-raider</category><category>xbla</category><category>xblm</category><category>Xbox-360</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Wed, 17 Mar 2010 09:41:00 EST</pubDate></item><item><title><![CDATA[GDC breaks attendance record: 18k geeks in da house]]></title><link>http://www.joystiq.com/2010/03/16/gdc-2010-breaks-attendance-record-18k-geeks-in-da-house/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/16/gdc-2010-breaks-attendance-record-18k-geeks-in-da-house/</guid><comments>http://www.joystiq.com/2010/03/16/gdc-2010-breaks-attendance-record-18k-geeks-in-da-house/#comments</comments><description><![CDATA[<center><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="580" height="346" id="viddler_47748151"><param name="movie" value="http://www.viddler.com/simple/47748151/" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><param name="flashvars" value="tubemogulid=TD-Q0P-W10" /><embed src="http://www.viddler.com/simple/47748151/" width="580" height="346" flashvars="tubemogulid=TD-Q0P-W10" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler_47748151"></embed></object></center> <br />
The 2010 Game Developers Conference welcomed <a href="http://www.gamesetwatch.com/2010/03/gdc_sees_record_attendance_rev.php?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+gamesetwatch+%28GameSetWatch%29">18,250 industry professionals</a>, many of whom also moonlighted as alcohol professionals during the evenings, to San Francisco's Moscone Convention Center for another round of the annual meet-up. The record number surpassed <a href="http://www.joystiq.com/2009/03/31/more-than-17-000-people-attended-gdc-2009/">last year's total</a> of 17,000 attendees.<br />
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Next year's show is <a href="http://www.joystiq.com/2010/03/09/game-developers-conference-2011-dated-feb-28-to-march-4/">already set</a> to be tapped on February 28, 2011. A call for lecture submissions will go out sometime this summer. In the meantime, you can join the GDC circuit party and get your multi-core binary integration theory groove on at <a href="http://www.gdc-canada.com/">GDC Canada</a>, May 6-7, in Vancouver.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/16/gdc-2010-breaks-attendance-record-18k-geeks-in-da-house/">GDC breaks attendance record: 18k geeks in da house</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 16 Mar 2010 12:31:00 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.gamesetwatch.com/2010/03/gdc_sees_record_attendance_rev.php?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+gamesetwatch+%28GameSetWatch%29>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/16/gdc-2010-breaks-attendance-record-18k-geeks-in-da-house/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19400991/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/16/gdc-2010-breaks-attendance-record-18k-geeks-in-da-house/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc</category><category>gdc-2010</category><category>gdc-2011</category><dc:creator><![CDATA[Alexander Sliwinski]]></dc:creator><pubDate>Tue, 16 Mar 2010 12:31:00 EST</pubDate></item><item><title><![CDATA[Hands-on: Parrot AR.Drone]]></title><link>http://www.joystiq.com/2010/03/16/hands-on-parrot-ar-drone/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/16/hands-on-parrot-ar-drone/</guid><comments>http://www.joystiq.com/2010/03/16/hands-on-parrot-ar-drone/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" vspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/gamparrotardronegdc580.jpg" /></div>
We've never written about the Parrot AR.Drone on our humble news site because we've yet to see its applications in the gaming space. Don't get us wrong -- it's as inherently awesome as you'd expect a hovering, camera-equipped drone (that's controlled by your iPhone!) to be. However, "random things that are awesome" doesn't really align with our editorial purview.<br />
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At GDC, Parrot went to great lengths to show off the gaming applications of the Drone. A representative presented two tech demos to us, both of which use the device's front-mounted camera to recognize "tags" in the environment, creating augmented reality overlays which allow the user to virtually interact with an object. In layman's terms: It recognizes predetermined patterns, and turns them into virtual targets, at which you can then shoot virtual bullets and missiles.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/parrot-ar-drone-1/">Parrot AR.Drone</a></strong></p><a href="http://www.joystiq.com/photos/parrot-ar-drone-1/#2797506"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/parrotar.drone02_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/parrot-ar-drone-1/#2797507"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/parrotar.drone04_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/parrot-ar-drone-1/#2797508"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/parrotar.drone06_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/parrot-ar-drone-1/#2797509"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/parrotar.drone07_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/parrot-ar-drone-1/#2797510"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/parrotar.drone08_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/03/16/hands-on-parrot-ar-drone/" rel="bookmark">Continue reading <em>Hands-on: Parrot AR.Drone</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/16/hands-on-parrot-ar-drone/">Hands-on: Parrot AR.Drone</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 16 Mar 2010 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/2010/03/16/hands-on-parrot-ar-drone/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397488/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/16/hands-on-parrot-ar-drone/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Apple</category><category>drone</category><category>gadget</category><category>gdc-2010</category><category>iPod</category><category>parrot</category><category>parrot-ar-drone</category><category>remote-control</category><category>virutal-reality</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Tue, 16 Mar 2010 08:00:00 EST</pubDate></item><item><title><![CDATA[GDC: 'Designing Shadow Complex' (or: zig when they zag)]]></title><link>http://www.joystiq.com/2010/03/16/gdc-designing-shadow-complex-or-zig-when-they-zag/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/16/gdc-designing-shadow-complex-or-zig-when-they-zag/</guid><comments>http://www.joystiq.com/2010/03/16/gdc-designing-shadow-complex-or-zig-when-they-zag/#comments</comments><description><![CDATA[<div style="text-align: center;"><img width="580" vspace="0" hspace="0" height="308" border="1" alt="Shadow Complex slide" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/designing-shadow-complex.jpg" /></div>
While <em>Metroid</em> director Yoshio Sakamoto may <a href="http://www.joystiq.com/2010/03/12/interview-metroid-other-m-producer-yoshio-sakamoto/">not have played </a><em><a href="http://www.joystiq.com/2010/03/12/interview-metroid-other-m-producer-yoshio-sakamoto/">Shadow Complex</a></em>, the <a href="http://joystiq.com/tag/shadow-complex">XBLA darling</a>'s creators definitely played <em>Metroid</em>. During a panel titled "Designing <em>Shadow Complex</em>," Chair Entertainment Creative Director Donald Mustard encouraged the audience of prospective downloadable game makers to embrace genre limitations. "So, genre is one of your limitations because you aren't just competing against other games that are released in the downloadable space," Mustard said, pacing across the stage. "You really are competing against <em>Gears of War</em>, <em>Mass Effect 2</em>, <em>Uncharted 2</em>. That is the real competition and you need to find a way to differentiate yourself from those kinds of games. And that is an awesome opportunity."<br />
<br />
For Mustard, that meant moving "orthogonally" from what the "big $60 retail games" are doing. Mustard said, "For us, what that ultimately meant is target an old and abandoned genre. Which to us was kind of this Metroidvania side scroller adventure genre that had been abandoned. No one was making games in this genre. And we said, 'What if we took that genre and fused that with some of the modern sensibilities that had come out; some of the modern ideas of AI and physics and graphics? That would be a really cool combination.'<p><a href="http://www.joystiq.com/2010/03/16/gdc-designing-shadow-complex-or-zig-when-they-zag/" rel="bookmark">Continue reading <em>GDC: 'Designing Shadow Complex' (or: zig when they zag)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/16/gdc-designing-shadow-complex-or-zig-when-they-zag/">GDC: 'Designing Shadow Complex' (or: zig when they zag)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 16 Mar 2010 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/2010/03/16/gdc-designing-shadow-complex-or-zig-when-they-zag/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19398117/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/16/gdc-designing-shadow-complex-or-zig-when-they-zag/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Chair-Entertainment</category><category>Donald-Mustard</category><category>Epic-Games</category><category>GDC</category><category>GDC-2010</category><category>Metroidvania</category><category>Microsoft</category><category>Shadow-Complex</category><category>XBLA</category><category>Xbox-360</category><dc:creator><![CDATA[Christopher Grant]]></dc:creator><pubDate>Tue, 16 Mar 2010 07:00:00 EST</pubDate></item><item><title><![CDATA[Developer Tom Soderlund explains the frights of Ghostwire]]></title><link>http://www.joystiq.com/2010/03/16/developer-tom-soderlund-explains-the-frights-of-ghostwire/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/16/developer-tom-soderlund-explains-the-frights-of-ghostwire/</guid><comments>http://www.joystiq.com/2010/03/16/developer-tom-soderlund-explains-the-frights-of-ghostwire/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/ghostwiregdcmain.jpg" /></div>
Bumps in the night. Unexplained sounds. A chill up your spine. Extreme terror. These things aren't associated with the Nintendo DSi, unless you unexpectedly leave yours behind in a taxi. But <a href="http://www.google.com/url?sa=t&amp;source=web&amp;ct=res&amp;cd=1&amp;ved=0CAYQFjAA&amp;url=http%3A%2F%2Fwww.adifferentgame.com%2F&amp;ei=YPKeS_qLG4rcNafliLwM&amp;usg=AFQjCNEYXr7uPcM82xpyLtmK9Uv1zaWbQw&amp;sig2=XmtI74DullR-FZ0_lnvPew">A Different Game</a> CEO Tom Soderlund wants to bring all of that augmented paranormal activity to your DSi with <a href="http://www.joystiq.com/tag/ghostwire"><em>Ghostwire</em></a> and turn you into a ghostbuster (minus the proton packs). Now you're armed with a stylus and <em>the power of Nintendo</em>. <br />
<br />
Originally conceived four years ago for Symbian-powered smartphones, the idea is to turn your handheld into a tool for communicating with the paranormal world. The built-in camera, sound meters, light meters are all a part of the experience, providing a combination of real-world and computer-generated data. Soderlund's team built an adventure game around it -- you talk to ghosts, find out what's troubling them, and either capture them or attempt to ease their pain.<p><a href="http://www.joystiq.com/2010/03/16/developer-tom-soderlund-explains-the-frights-of-ghostwire/" rel="bookmark">Continue reading <em>Developer Tom Soderlund explains the frights of Ghostwire</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/16/developer-tom-soderlund-explains-the-frights-of-ghostwire/">Developer Tom Soderlund explains the frights of Ghostwire</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 16 Mar 2010 05:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/16/developer-tom-soderlund-explains-the-frights-of-ghostwire/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397935/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/16/developer-tom-soderlund-explains-the-frights-of-ghostwire/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>A Different Game</category><category>a-different-game</category><category>ADifferentGame</category><category>augmented-reality</category><category>DS</category><category>dsi</category><category>GDC-2010</category><category>ghostwire</category><category>majesco</category><category>Nintendo</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Tue, 16 Mar 2010 05:00:00 EST</pubDate></item><item><title><![CDATA[Ghostwire might haunt iPhone, Android]]></title><link>http://www.joystiq.com/2010/03/16/ghostwire-to-haunt-iphone-android/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/16/ghostwire-to-haunt-iphone-android/</guid><comments>http://www.joystiq.com/2010/03/16/ghostwire-to-haunt-iphone-android/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" border="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/iphoneghostwire.jpg" /></div>
<a href="http://joystiq.com/tag/ghostwire"><em>Ghostwire</em></a> lead developer Tom Soderlund told us at GDC that his upcoming DSi-exclusive Nintendo DS game might be coming to Apple's iPhone and Google's Android. The DSi version, published by Majesco, is set to come out <a href="http://www.joystiq.com/2010/02/24/nintendo-release-date-calendar-2010/">near Halloween</a> this year, and it's possible that other flavors might join it at that time. <br /> <br /> "With the DSi we have location to some extent using the wifi chip, because we can kind of recognize when the user is in a new location, or where they are somewhere they've been before." Soderlund said, "But, we're thinking of taking to the iPhone or the Android which have more emphasis on location-based gameplay.<br /><br />We hope Elvis' grave is first on the list.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/16/ghostwire-to-haunt-iphone-android/">Ghostwire might haunt iPhone, Android</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 16 Mar 2010 04:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/16/ghostwire-to-haunt-iphone-android/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19400683/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/16/ghostwire-to-haunt-iphone-android/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Android</category><category>Apple</category><category>DS</category><category>GDC-2010</category><category>Ghosts</category><category>Ghostwire</category><category>Google</category><category>Halloween</category><category>iPhone</category><category>iPod</category><category>Nintendo</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Tue, 16 Mar 2010 04:00:00 EST</pubDate></item><item><title><![CDATA[GDC: The music and sound of Flower]]></title><link>http://www.joystiq.com/2010/03/16/gdc-the-music-and-sound-of-flower/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/16/gdc-the-music-and-sound-of-flower/</guid><comments>http://www.joystiq.com/2010/03/16/gdc-the-music-and-sound-of-flower/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" border="0" vspace="0" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/flowerpanel.jpg" alt="" /></div>
<div style="text-align: left;">On the last day of GDC, a little room in the back of the North Hall of San Francisco's Moscone Center was packed. Most of the audio design and sound creation panels in that part of the building weren't very well attended for most of the week. But on Saturday morning, it was standing room only for the panel hosted by a surprised Vincent Diamante and Steve Johnson, the respective composer and sound designer on <a href="http://joystiq.com/thatgamecompany">thatgamecompany</a>'s downloadable gem, <a href="http://www.joystiq.com/tag/flower"><em>Flower</em></a>.</div>
<br />
They started off by explaining a little bit about how thatgamecompany developed the game: It all started from the narrative, as co-founder Jenova Chen wanted to try and create a rise and fall story with no actual protagonist to speak of. Then, they loaded up the game itself, and played through most of the levels, talking about their designs as commentary over the gameplay itself.<p><a href="http://www.joystiq.com/2010/03/16/gdc-the-music-and-sound-of-flower/" rel="bookmark">Continue reading <em>GDC: The music and sound of Flower</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/16/gdc-the-music-and-sound-of-flower/">GDC: The music and sound of Flower</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 16 Mar 2010 02:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/16/gdc-the-music-and-sound-of-flower/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19400463/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/16/gdc-the-music-and-sound-of-flower/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Action</category><category>flower</category><category>gdc-2010</category><category>PSN</category><category>SCEA</category><category>Sony</category><category>Sony-Computer-Entertainment-America</category><category>ThatGameCompany</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Tue, 16 Mar 2010 02:00:00 EST</pubDate></item><item><title><![CDATA[Interview: EyePet's Nicolas Doucet discusses Move integration]]></title><link>http://www.joystiq.com/2010/03/16/interview-eyepets-nicolas-doucet-discusses-move-integration/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/16/interview-eyepets-nicolas-doucet-discusses-move-integration/</guid><comments>http://www.joystiq.com/2010/03/16/interview-eyepets-nicolas-doucet-discusses-move-integration/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/epeyepetwashingshower580.jpg" /></div>
We were starting to worry that SCEA had forgotten about <a href="http://www.joystiq.com/tag/eyepet"><em>EyePet</em></a> when its planned holiday 2009 release <a href="http://www.joystiq.com/2009/10/06/eyepet-wont-see-a-holiday-release-in-the-us/">came and went</a>. Sony's Eye-enabled virtual pet simulator made a surprising reemergence recently, now featuring <a href="http://www.joystiq.com/tag/playstation-move">PlayStation Move</a> support. We chatted with <em>EyePet</em> producer Nicolas Doucet about implementing Sony's motion controller into the game, and what that means for gamers, new and old.<br />
<br />
<strong>By removing the Magic Card, and replacing it with motion controls, isn't this new version of <em>EyePet</em>, essentially, a brand new game?<br />
</strong><br />
Especially for North America and Japan, as well. It's going to be the first release, so yeah it's a brand new game. We've really made a lot of effort to make sure that whatever we converted from the Magic Card for the Move wasn't just a port. We deconstructed and reconstructed things to really make it feel like a Move-dedicated game. Obviously, to begin with it wasn't. We put a lot of effort into that. We've extended the development by another nine months to really give something special to players.<br />
<br />
<strong>Will it be a PlayStation Move launch title?<br />
</strong><br />
Yes it will be, this Fall.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/eyepet-move/">EyePet (Move)</a></strong></p><a href="http://www.joystiq.com/photos/eyepet-move/#2801084"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/epegghatch_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/eyepet-move/#2801086"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/epeyepetscreenshotparkabobblehat_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/eyepet-move/#2801088"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/epeyepetscreenshots12_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/eyepet-move/#2801089"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/epeyepetscreenshots15_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/eyepet-move/#2801090"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/epeyepetscreenshots21_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/03/16/interview-eyepets-nicolas-doucet-discusses-move-integration/" rel="bookmark">Continue reading <em>Interview: EyePet's Nicolas Doucet discusses Move integration</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/16/interview-eyepets-nicolas-doucet-discusses-move-integration/">Interview: EyePet's Nicolas Doucet discusses Move integration</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 16 Mar 2010 00:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/16/interview-eyepets-nicolas-doucet-discusses-move-integration/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19399431/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/16/interview-eyepets-nicolas-doucet-discusses-move-integration/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>camera</category><category>eye</category><category>eyepet</category><category>gdc-2010</category><category>interview</category><category>move</category><category>playstation-eye</category><category>playstation-move</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Tue, 16 Mar 2010 00:00:00 EST</pubDate></item><item><title><![CDATA[OnLive features 'cloud' session saves, disables graphics settings]]></title><link>http://www.joystiq.com/2010/03/15/onlive-features-cloud-session-saves-disables-graphics-setting/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/15/onlive-features-cloud-session-saves-disables-graphics-setting/</guid><comments>http://www.joystiq.com/2010/03/15/onlive-features-cloud-session-saves-disables-graphics-setting/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="0" hspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2009/05/onlive5803.jpg" alt="" /></div>
In a demo of its upcoming streaming service, <a href="http://www.joystiq.com/tag/OnLive/">OnLive</a> president and CEO Steve Perlman confirmed something long suspected -- players will not be able to adjust graphics settings. "We don't want somebody going and changing the settings to something different for what the game is optimized for," he told Joystiq in an interview during the <a href="http://www.joystiq.com/tag/gdc-2010">2010 Game Developers Conference</a>. "We'll go and scale or adjust or do whatever changes we need to make in order to make it work."<br />
<br />
Perlman also demoed an OnLive "cloud gaming" feature which will allow players to "suspend" action at any time and retrieve the session later through any OnLive source (PC, Mac or on TV). "This is also good if something happens to your connection," <a href="http://www.joystiq.com/tag/Steve-Perlman/">Perlman</a> said. "Take as long as you want to resume. So, literally, you can pause a game with OnLive, quit -- suppose you're on your TV -- and then later on in the office a few days later, resume. And it will pick up where it left off."<br />
<br />
According to Perlman, OnLive's lowest-end server resource offers twice the GPU performance of the Xbox 360 and PlayStation 3. The service also has the ability to "virtualize" servers, allowing multiple players per server or creating dedicated servers for players for high-end games. "We can also go and, in principle, tie together multiple servers so you can get something like an SLI type of experience," Perlman concluded.<br />
<br />
OnLive will launch this summer <a href="http://www.joystiq.com/2010/03/10/onlive-launching-june-17-for-pc-and-mac-15-per-month-service-f/">with various pricing</a> and <a href="http://www.joystiq.com/2010/03/12/onlive-to-offer-onlive-game-portal-service-without-monthly-fee/">service models</a>, which Perlman says may change as "statistics of usage" data is examined and the company learns what levels "peak loads" reach.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/15/onlive-features-cloud-session-saves-disables-graphics-setting/">OnLive features 'cloud' session saves, disables graphics settings</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 15 Mar 2010 23:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/15/onlive-features-cloud-session-saves-disables-graphics-setting/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397027/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/15/onlive-features-cloud-session-saves-disables-graphics-setting/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc-2010</category><category>onlive</category><category>steve-perlman</category><category>streaming</category><dc:creator><![CDATA[Xav de Matos]]></dc:creator><pubDate>Mon, 15 Mar 2010 23:00:00 EST</pubDate></item><item><title><![CDATA[Hands-on: Star Wars: The Old Republic's Trooper class]]></title><link>http://www.joystiq.com/2010/03/15/hands-on-star-wars-the-old-republics-trooper-class/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/15/hands-on-star-wars-the-old-republics-trooper-class/</guid><comments>http://www.joystiq.com/2010/03/15/hands-on-star-wars-the-old-republics-trooper-class/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/photos/star-wars-the-old-republics-trooper/#2800820"><img hspace="0" vspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/gamswtortrooper1580.jpg" /></a></div>
<div style="text-align: center;"><small>Click to Jabba-size </small></div>
LucasArts and BioWare have thus far released information for their upcoming MMO, <a href="http://www.joystiq.com/tag/star-wars-the-old-republic"><em>Star Wars: The Old Republic</em></a>, at a painfully slow pace -- the same goes for the hands-on opportunities they've offered us over the past year. When we finished our demo of the game at GDC, we were still left with a number of the same questions we had when we checked out the game back in December: Will there be space combat? What community features will be available? Can we build our own sentient, wise-cracking droids which secretly possess hearts of gold (and tin)?<br />
<br />
Alas, these questions remain unanswered. However, our <a href="http://www.joystiq.com/tag/gdc-2010">GDC</a> demo did clarify one hang-up we've been concerned about since the game was announced: Why would anyone play as a non-Force user? The answer is now clear. It's because the Galactic Republic's Trooper class is<em> awesome</em>.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/star-wars-the-old-republics-trooper/">Star Wars: The Old Republic (Trooper)</a></strong></p><a href="http://www.joystiq.com/photos/star-wars-the-old-republics-trooper/#2800817"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/gamtrooper1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/star-wars-the-old-republics-trooper/#2800818"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/gamtrooper2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/star-wars-the-old-republics-trooper/#2800819"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/gamtrooper3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/star-wars-the-old-republics-trooper/#2800820"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/gamtrooper4_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/03/15/hands-on-star-wars-the-old-republics-trooper-class/" rel="bookmark">Continue reading <em>Hands-on: Star Wars: The Old Republic's Trooper class</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/15/hands-on-star-wars-the-old-republics-trooper-class/">Hands-on: Star Wars: The Old Republic's Trooper class</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 15 Mar 2010 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/photos/star-wars-the-old-republics-trooper/#2800820>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/15/hands-on-star-wars-the-old-republics-trooper-class/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19396776/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/15/hands-on-star-wars-the-old-republics-trooper-class/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>gdc-2010</category><category>hands-on</category><category>lucasarts</category><category>mmo</category><category>mmorpg</category><category>star-wars-the-old-republic</category><category>the-old-republic</category><category>trooper</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Mon, 15 Mar 2010 19:30:00 EST</pubDate></item><item><title><![CDATA[GDC: Harmonix on the ups and downs of creating the Rock Band Network]]></title><link>http://www.joystiq.com/2010/03/15/gdc-harmonix-on-the-ups-and-downs-of-creating-the-rock-band-net/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/15/gdc-harmonix-on-the-ups-and-downs-of-creating-the-rock-band-net/</guid><comments>http://www.joystiq.com/2010/03/15/gdc-harmonix-on-the-ups-and-downs-of-creating-the-rock-band-net/#comments</comments><description><![CDATA[<div style="text-align: center;"><img border="1" vspace="0" hspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/rockbandnetworklive580.jpg" /></div>
Eleven days ago, <a href="http://www.joystiq.com/2010/03/04/rock-band-network-live-on-xbox-360-105-songs-available/">Harmonix delivered on a concept</a> many of us had fantasized about since the very first time we ever played <a href="http://www.joystiq.com/tag/rock-band"><em>Rock Band</em></a>: It democratized the track-making process. For the first time in the franchise's history, any schmo off the street with a bit of MIDI engineering experience and a <em>song in their heart</em> could put that song on the <em>Rock Band</em> Store for the world to see (and hopefully purchase).<br />
<br />
At <a href="http://www.joystiq.com/tag/gdc-2010">GDC</a>, Harmonix senior sound designer Caleb Epps and <a href="http://www.joystiq.com/tag/rock-band-network">Rock Band Network</a> producer Matthew Nordhouse sat down to speak about the challenges that came with opening up the game to user-generated content, and how its dedicated community has organically evolved the song-sharing process.<p><a href="http://www.joystiq.com/2010/03/15/gdc-harmonix-on-the-ups-and-downs-of-creating-the-rock-band-net/" rel="bookmark">Continue reading <em>GDC: Harmonix on the ups and downs of creating the Rock Band Network</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/15/gdc-harmonix-on-the-ups-and-downs-of-creating-the-rock-band-net/">GDC: Harmonix on the ups and downs of creating the Rock Band Network</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 15 Mar 2010 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/2010/03/15/gdc-harmonix-on-the-ups-and-downs-of-creating-the-rock-band-net/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397993/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/15/gdc-harmonix-on-the-ups-and-downs-of-creating-the-rock-band-net/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc-2010</category><category>harmonix</category><category>Microsoft</category><category>mtv-games</category><category>music</category><category>rhythm</category><category>rock-band</category><category>rock-band-2</category><category>rock-band-network</category><category>Xbox-360</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Mon, 15 Mar 2010 17:30:00 EST</pubDate></item><item><title><![CDATA[Interview: ModNation Racers' Dan Sochan]]></title><link>http://www.joystiq.com/2010/03/15/interview-modnation-racers-dan-sochan/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/15/interview-modnation-racers-dan-sochan/</guid><comments>http://www.joystiq.com/2010/03/15/interview-modnation-racers-dan-sochan/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/prgdccameljump.jpg" /></div>
<a href="http://www.joystiq.com/tag/modnation-racers"><em>ModNation Racers</em></a> has come a long way since the release of its public beta last year. Since then, Sony San Diego Studios and United Front Games have expanded the franchise quite a bit, adding a number of new creation tools, four-player split-screen support and even a <a href="http://www.joystiq.com/tag/modnation-racers-psp">PSP counterpart</a>. We chatted with <em>ModNation Racers</em> producer Dan Sochan about what's new, and what we can expect from the future, including support for the <a href="http://www.joystiq.com/tag/playstation-move">PlayStation Move</a> motion controller.<br />
<br />
<strong>Joystiq: What's new about the code we're seeing today at GDC?</strong><br />
Dan Sochan, producer, <em>ModNation Racers</em>: There's the four-player split-screen, two-player online split-screen, and we've also announced and have been showing off more of the single player career. We kept the story of the single player career mode quite light. At its core, it's still a racing game, so we didn't want to complicate it with you saving the world. The story is you're this young racer who goes into this league, the ModNation Racing Championship, and you're basically going from a nobody to take on the ultimate champion. Through the way you have also have a bit of an influence. It has some elements of <a href="http://www.imdb.com/title/tt0120789/">Pleasantville</a>, where everyone tends to be a little bit more drab with the colors they choose for their characters and karts, and you influence them by being very creative. So all of a sudden everyone wants to have bright, vibrant colors and doing very elaborate decorating of themselves and their karts, and it's narrated through two characters: Biff and Gary, who offer comic relief through the game.<br />
<br />
<strong>How does progression work in the single player campaign? Do you unlock creation tools in that mode, akin to <em>LittleBigPlanet</em>?</strong><br />
Yes, definitely there will be a certain number of unlockables you'll get through the career, but we tried not to make it exclusively through the career. We didn't want to pigeonhole people and force them to play that way. So you'll also get more unlocks by publishing, sharing, downloading, voting, basically being a participant in the community, which is kind of cool.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/modnation-racers/">ModNation Racers</a></strong></p><a href="http://www.joystiq.com/photos/modnation-racers/#2469245"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/11/2009-11-20_12-31-08-1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/modnation-racers/#2053777"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/06/kartscreenshot_racing_01_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/modnation-racers/#2053778"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/06/kartscreenshot_trackstudio03_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/modnation-racers/#2053779"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/06/kartscreenshot_racing_04_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/modnation-racers/#2469235"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/11/2009-11-20_12-30-42_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/03/15/interview-modnation-racers-dan-sochan/" rel="bookmark">Continue reading <em>Interview: ModNation Racers' Dan Sochan</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/15/interview-modnation-racers-dan-sochan/">Interview: ModNation Racers' Dan Sochan</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 15 Mar 2010 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/15/interview-modnation-racers-dan-sochan/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19398501/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/15/interview-modnation-racers-dan-sochan/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc-2010</category><category>interview</category><category>modnation-racers</category><category>modnation-racers-psp</category><category>move</category><category>playstation-move</category><category>united-front-games</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Mon, 15 Mar 2010 16:30:00 EST</pubDate></item><item><title><![CDATA[Gaijin bringing iPhone's Lilt Line to WiiWare]]></title><link>http://www.joystiq.com/2010/03/15/gaijin-bringing-iphones-lilt-line-to-wiiware/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/15/gaijin-bringing-iphones-lilt-line-to-wiiware/</guid><comments>http://www.joystiq.com/2010/03/15/gaijin-bringing-iphones-lilt-line-to-wiiware/#comments</comments><description><![CDATA[<center><a href="http://twitter.com/differentcloth/status/10328075904"><img border="1" vspace="0" hspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/liltline315.jpg" /></a></center><a href="http://liltline.com/"><em>Lilt Line</em></a>, winner of a 2010 <a href="http://www.gamasutra.com/view/news/27528/Road_To_IGF_Mobile_Lilt_Lines_Gordon_Midwood.php">IGF Mobile award</a> for Audio Achievement is a simple iPhone game, in which you tilt the phone to guide a line through winding tunnels, and tap the screen in response to on-screen cues, all in time to dubstep music by 16bit. Essentially, it's Irritating Stick without the irritation! Developer Different Cloth revealed in a <a href="http://twitter.com/differentcloth/status/10328075904">tweet</a> that Wii owners will get to experience Lilt Line as well, thanks to Bit.Trip creator <a href="http://joystiq.com/tag/gaijin-games">Gaijin Games</a>.<br />
<br />
All we know from the (necessarily brief) announcement is that Gaijin is bringing the game to the Wii. We can assume, both from the nature of the game and the fact that we don't think the three-person Gaijin Games team is going to start publishing packaged games, that it's WiiWare. We've asked Gaijin for more information. In the meantime, check out the iPhone version after the break.<p><a href="http://www.joystiq.com/2010/03/15/gaijin-bringing-iphones-lilt-line-to-wiiware/" rel="bookmark">Continue reading <em>Gaijin bringing iPhone's Lilt Line to WiiWare</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/15/gaijin-bringing-iphones-lilt-line-to-wiiware/">Gaijin bringing iPhone's Lilt Line to WiiWare</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 15 Mar 2010 15:45:00 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://twitter.com/differentcloth/status/10328075904>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/15/gaijin-bringing-iphones-lilt-line-to-wiiware/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19399365/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/15/gaijin-bringing-iphones-lilt-line-to-wiiware/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>different-cloth</category><category>gaijin-games</category><category>gdc-2010</category><category>indie</category><category>lilt-line</category><category>port</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Mon, 15 Mar 2010 15:45:00 EST</pubDate></item><item><title><![CDATA[Recently laid-off devs rant about being recently laid off]]></title><link>http://www.joystiq.com/2010/03/15/gdc-recently-laid-off-developers-rant-about-being-laid-off/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/15/gdc-recently-laid-off-developers-rant-about-being-laid-off/</guid><comments>http://www.joystiq.com/2010/03/15/gdc-recently-laid-off-developers-rant-about-being-laid-off/#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/2010/03/gamdevelopersrant580.jpg" alt="" /></div>
I think we can all agree that, aside from being hit by a speeding train or dropping a hot meal you've been cooking for hours, <a href="http://www.joystiq.com/tag/layoffs">being fired from your job</a> is like, <em>the worst</em> thing that can happen to you. As such, we expected the speakers on last week's <a href="http://www.joystiq.com/tag/gdc-2010">GDC</a> rant panel, titled "Fired and Fired-up: Jobless Developer's Rant," to be especially inflammatory. We were not disappointed.<br />
<br />
Just past the jump, we've highlighted three of our favorite presentations from the panel. Some of them get awfully, <em>explicitly</em> blue, so if you happen to find yourself reading this video game news site while at work, you might want to think twice about going beyond the break. (You should also get back to work, you lazy so-and-so!)<p><a href="http://www.joystiq.com/2010/03/15/gdc-recently-laid-off-developers-rant-about-being-laid-off/" rel="bookmark">Continue reading <em>Recently laid-off devs rant about being recently laid off</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/15/gdc-recently-laid-off-developers-rant-about-being-laid-off/">Recently laid-off devs rant about being recently laid off</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 15 Mar 2010 13:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/15/gdc-recently-laid-off-developers-rant-about-being-laid-off/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397983/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/15/gdc-recently-laid-off-developers-rant-about-being-laid-off/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>carey-chico</category><category>chris-hecker</category><category>developer</category><category>development</category><category>ea</category><category>Electronic-Arts</category><category>ensemble</category><category>firing</category><category>gdc-2010</category><category>layoffs</category><category>maxis</category><category>microsoft</category><category>pandemic</category><category>panel</category><category>paul-bettner</category><category>rant</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Mon, 15 Mar 2010 13:30:00 EST</pubDate></item><item><title><![CDATA[Alan Wake: several DLC episodes this year, second 'season' dependent on audience]]></title><link>http://www.joystiq.com/2010/03/15/alan-wake-several-dlc-episodes-this-year-second-season-depen/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/15/alan-wake-several-dlc-episodes-this-year-second-season-depen/</guid><comments>http://www.joystiq.com/2010/03/15/alan-wake-several-dlc-episodes-this-year-second-season-depen/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/02/alanwake02dam720p-2182010-580px.jpg" /></div>
As <a href="http://www.joystiq.com/2010/01/06/alan-wake-will-stay-up-late-with-post-launch-dlc-episodes/">revealed</a> during this year's Consumer Electronics Show, tormented writer <em><a href="http://www.joystiq.com/2010/01/06/alan-wake-will-stay-up-late-with-post-launch-dlc-episodes/">Alan Wake</a></em> will continue his dimly lit journey in the form of post-launch downloadable episodes. After the internally episodic thriller hits shelves on <a href="http://www.joystiq.com/2010/02/11/alan-wake-flashlight-tagging-u-s-store-shelves-may-18/">May 18</a>, Remedy Entertainment will expand it with at least two episodes in 2010. The scope of subsequent episodes and the duration of DLC support will hinge on the audience, of course, but Remedy managing director Matias Myllyrinne envisions a substantial engagement.<br />
<br />
"I think it'll depend a lot on the audience, but certainly we want to -- if we're successful -- we want to do a large 'Season 2,' if you will, at some point," he said in an interview with Joystiq. "Right now, I'm not allowed to say what we're doing exactly this year. But we're going to have more than one episode come out this year."<br />
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Once the full game is complete and the team has a chance to gauge acceptance and feedback, Remedy Entertainment will shed some more light on its plans. We'll share ours with you right now: Expect to see the full Matias Myllyrinne interview on Joystiq later this week.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/15/alan-wake-several-dlc-episodes-this-year-second-season-depen/">Alan Wake: several DLC episodes this year, second 'season' dependent on audience</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 15 Mar 2010 12:30:00 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/2010/03/15/alan-wake-several-dlc-episodes-this-year-second-season-depen/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19399446/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/15/alan-wake-several-dlc-episodes-this-year-second-season-depen/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alan-wake</category><category>dlc</category><category>gdc-2010</category><category>Matias-Myllyrinne</category><category>mattias-myllyrinne</category><category>Microsoft</category><category>remedy</category><category>remedy-entertainment</category><category>Xbox-360</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Mon, 15 Mar 2010 12:30:00 EST</pubDate></item><item><title><![CDATA[GDC Impressions: APB]]></title><link>http://www.joystiq.com/2010/03/15/apb-preview/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/15/apb-preview/</guid><comments>http://www.joystiq.com/2010/03/15/apb-preview/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" vspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/allpointsbulletinscreenshots5tgajpgcopy-3122010-580px.jpg" /></div>
Last week, <a href="http://www.joystiq.com/tag/realtime-worlds">Realtime Worlds</a> MMO <em>APB</em> featured prominently during an in-booth press conference held at GDC. The game was playable (though, sadly, not by me), and the audience was treated to a live demo lead by the developer's founder, ex-DMA and <em>Grand Theft Auto </em>co-creator, David Jones.<br />
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Using two separate PCs hooked up to their own projection setups, Jones and another Realtime Worlds staffer hopped onto one of the game's servers and began by giving a tour of one of three main areas, the Social District. As its name implies, this area -- which reminded me more than a little of PlayStation Home -- is where players can meet up, trade or sell their items, build custom music in the game's built-in sequencer and buy a new set of wheels (or upgrade their current rides). When talking about the latter, Jones showed the vehicle customization tool, which featured not only cosmetic mods (custom designs can be sold to other players) but performance and aerodynamic tinkering, as well.<br />
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Before heading out onto the mean streets, Jones pointed out a couple other unique features of the Social District: Statues and display points. The former are generated by the game as effigies of its top players on an ongoing basis, while the latter are spots that can be "rented" in order to publicly display players' cars that are up for sale or auction.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/apb/">APB</a></strong></p><a href="http://www.joystiq.com/photos/apb/#2069379"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/06/apb_e32009_01_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/apb/#2069380"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/06/apb_e32009_02_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/apb/#2069381"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/06/apbsse301_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/apb/#2069382"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/06/apbsse304_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/apb/#2069384"><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/06/apb_e32009_06_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/03/15/apb-preview/" rel="bookmark">Continue reading <em>GDC Impressions: APB</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/15/apb-preview/">GDC Impressions: APB</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 15 Mar 2010 10:58:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/15/apb-preview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19396802/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/15/apb-preview/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>apb</category><category>gdc</category><category>gdc-2010</category><category>mmo</category><category>realtime-worlds</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Mon, 15 Mar 2010 10:58:00 EST</pubDate></item><item><title><![CDATA[Bungie &amp; BioWare discuss franchise maintenance at GDC]]></title><link>http://www.joystiq.com/2010/03/15/bungie-and-bioware-discuss-franchise-maintenance-at-gdc-2010/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/15/bungie-and-bioware-discuss-franchise-maintenance-at-gdc-2010/</guid><comments>http://www.joystiq.com/2010/03/15/bungie-and-bioware-discuss-franchise-maintenance-at-gdc-2010/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="4" vspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/staten-muzyka.jpg" /></div>
As part of the GamesBeat "fireside chat" series during <a href="http://joystiq.com/tag/gdc-2010">GDC 2010</a>, Bungie's <a href="http://joystiq.com/tag/joseph-staten">Joseph Staten</a> and BioWare's <a href="http://joystiq.com/tag/ray-muzyka">Ray Muzyka</a> discussed some of the challenges with maintaining big, <em>huge</em> franchises with Spike TV's <a href="http://www.joystiq.com/tag/geoff-keighley">Geoff Keighley</a>. Staten noted that <a href="http://www.joystiq.com/tag/Bungie/">Bungie</a> originally "had absolutely no 10-year plan" for the <em><a href="http://joystiq.com/tag/halo">Halo</a> </em>franchise. Now, for Bungie's next project -- the one that <em>isn't</em> part of the <em>Halo</em> franchise -- Staten said that "the responsible thing to do" is to "create something with legs," adding that it's easier to secure funding with a project that has long term potential for investors. Muzyka added that it's important to create a product that keeps players emotionally engaged, so that they anticipate the next installment.<br />
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When asked about how consumer feedback affects the development of a franchise, Muzyka pointed to the many changes that BioWare made to the various game mechanics and systems of <a href="http://joystiq.com/tag/mass-effect"><em>Mass Effect</em></a> when creating <em>Mass Effect 2</em>. "You've got to listen to fans," said Muzyka, "really, the changes you saw in the second game came from the feedback" from the first <em>Mass Effect</em>.<p><a href="http://www.joystiq.com/2010/03/15/bungie-and-bioware-discuss-franchise-maintenance-at-gdc-2010/" rel="bookmark">Continue reading <em>Bungie &amp; BioWare discuss franchise maintenance at GDC</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/15/bungie-and-bioware-discuss-franchise-maintenance-at-gdc-2010/">Bungie &amp; BioWare discuss franchise maintenance at GDC</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 15 Mar 2010 09:27:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/15/bungie-and-bioware-discuss-franchise-maintenance-at-gdc-2010/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19392399/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/15/bungie-and-bioware-discuss-franchise-maintenance-at-gdc-2010/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>bungie</category><category>gdc</category><category>gdc-2010</category><category>joseph-staten</category><category>ray-muzyka</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Mon, 15 Mar 2010 09:27:00 EST</pubDate></item><item><title><![CDATA[Sid Meier talks player psychology and the year of Civilization]]></title><link>http://www.joystiq.com/2010/03/14/sid-meier-talks-player-psychology-and-the-year-of-civilization/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/14/sid-meier-talks-player-psychology-and-the-year-of-civilization/</guid><comments>http://www.joystiq.com/2010/03/14/sid-meier-talks-player-psychology-and-the-year-of-civilization/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" border="0" vspace="0" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/sid.meier.gdc.keynote.031210-580px.jpg" alt="" /></div>
The "father of computer gaming" gave the keynote at <a href="http://www.joystiq.com/tag/gdc-2010">GDC 2010</a> this past week, and while we really hoped he would tell us a lot about <a href="http://www.joystiq.com/2009/10/21/civilization-network-announced-for-facebook-arriving-in-2010/">the upcoming Facebook version of <em>Civilization</em></a>, it got only the barest of mentions during the hour-plus talk. Instead, Meier shared wisdom with the gathered crowd, talking about the lessons he'd learned in player psychology over his long and storied career in game design. First, he talked about what he called the "Winner's Paradox" -- "if you've played <em>Civilization</em>," he said, "you're an egomaniac," since anyone crazy enough to think that they can actually "build a civ to stand the test of time," as it says on the game box, must be pretty full of themselves. And because of that, Meier says his players always believe that if they don't win for whatever reason, fate or the random number generator or the crappy AI must be out to get them. As a result, his policy has become to let the player win -- the threat of punishment is enough to keep it interesting, but in the end, the player should win the game.<br />
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He also talked about the "unholy alliance" between players and developers -- not only is the relationship beneficial for both parties (players offer their money, developers offer their time and talent), but it's also one of "mutually-assured destruction," as players can break contact with (or even just belief in) the game anytime they feel it's not fun any more, and developers can "really mess up the game, too." Everything in the game, said Meier, should be designed with an eye towards this alliance -- the AI should live to serve the player, the graphics and gameplay should engage imagination, and even options screens and load/save settings should be developed with an eye towards preserving the relationship.<br />
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<a href="http://www.joystiq.com/tag/civilization-network">Civilization Network</a></em> was mentioned under a section Meier called "my bad" -- along with the original ideas to make <em>Civ</em> real-time (whoops) and make the tech path random, he said that the <em>CN</em> team had considered letting players give gold to each other on Facebook, but during playtesting, found that players never actually did. He did say that the game is deep into testing currently, and that it will allow co-op, singleplayer, and competitive gameplay, and that it will be interesting whether players play for just "a little time a day" or more than that. At the end of the talk, in reply to a question about where he saw gaming going, Meier declared that "this is the year of <em>Civilization</em>!" With <em>CN</em> coming soon and <a href="http://www.joystiq.com/tag/civilization-5"><em>Civ V</em></a> due out this fall, we can't wait to send our Settlers out into the world.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/14/sid-meier-talks-player-psychology-and-the-year-of-civilization/">Sid Meier talks player psychology and the year of Civilization</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 14 Mar 2010 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/2010/03/14/sid-meier-talks-player-psychology-and-the-year-of-civilization/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397215/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/14/sid-meier-talks-player-psychology-and-the-year-of-civilization/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ai</category><category>civ-v</category><category>Civilization</category><category>civilization-5</category><category>civilization-network</category><category>crappy</category><category>gdc</category><category>gdc-2010</category><category>keynote</category><category>sid-meier</category><category>sid-meiers-civilization</category><category>unholy-alliance</category><category>winners-paradox</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Sun, 14 Mar 2010 22:00:00 EST</pubDate></item><item><title><![CDATA[OnLive's Perlman would rather stay out of the hardware business]]></title><link>http://www.joystiq.com/2010/03/14/onlives-perlman-would-rather-stay-out-of-the-hardware-business/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/14/onlives-perlman-would-rather-stay-out-of-the-hardware-business/</guid><comments>http://www.joystiq.com/2010/03/14/onlives-perlman-would-rather-stay-out-of-the-hardware-business/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" border="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/04/580_10408-onlivespan2.jpg" /></div>
In an interview with Joystiq during the 2010 Game Developers Conference, <a href="http://www.joystiq.com/tag/OnLive/">OnLive</a> president and CEO Steve Perlman said he'd prefer not to sell any kind of hardware for his company's upcoming streaming game service. "The fact that we have to sell a piece of hardware for the TV, if you will, takes us out of our core business." While OnLive will launch as a computer application on PC and Mac this <a href="http://www.joystiq.com/2010/03/10/onlive-launching-june-17-for-pc-and-mac-15-per-month-service-f/">summer</a>, the company is also currently beta testing the OnLive Micro-console for use on televisions. "We think the Micro-console is a cool thing, but we'd rather not have any hardware at all," Perlman said.<br />
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Ideally, Perlman would like the OnLive service to be added to set top boxes -- including adding the service to existing boxes via software update. "If it has a USB port [for the controller] and we have adequate performance in there, then it's conceivable we can do it," Perlman told Joystiq. "A lot of them just have built-in latency because they assume they're using a conventional compression algorithm [for video]. In that case there's nothing we can do."<br />
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Perlman echoed <a href="http://www.joystiq.com/tag/previousstatements/">previous statements</a>, saying that he expects OnLive to be "scrutinized" for any latency issues that may arise, especially considering OnLive is unique in that it "demands the connection to be exactly what it's spec'd to be." We'll certainly find out when it arrives <a href="http://www.joystiq.com/2010/03/10/onlive-launching-june-17-for-pc-and-mac-15-per-month-service-f/">this June</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/2010/03/14/onlives-perlman-would-rather-stay-out-of-the-hardware-business/">OnLive's Perlman would rather stay out of the hardware business</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 14 Mar 2010 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/2010/03/14/onlives-perlman-would-rather-stay-out-of-the-hardware-business/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397094/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/14/onlives-perlman-would-rather-stay-out-of-the-hardware-business/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc</category><category>gdc-2010</category><category>hardware</category><category>onlive</category><category>steve-perlman</category><dc:creator><![CDATA[Xav de Matos]]></dc:creator><pubDate>Sun, 14 Mar 2010 20:00:00 EST</pubDate></item><item><title><![CDATA[GDC: Toriyama explains the themes of the Fabula Nova Crystallis trilogy]]></title><link>http://www.joystiq.com/2010/03/14/gdc-toriyama-explains-the-themes-of-the-fabula-nova-crystallis/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/14/gdc-toriyama-explains-the-themes-of-the-fabula-nova-crystallis/</guid><comments>http://www.joystiq.com/2010/03/14/gdc-toriyama-explains-the-themes-of-the-fabula-nova-crystallis/#comments</comments><description><![CDATA[<div style="text-align: center;"><img hspace="0" vspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/gamfabulanovacrystallis580.jpg" /></div>
The creators of <a href="http://www.joystiq.com/tag/final-fantasy-xiii"><em>Final Fantasy XIII</em></a> have been notoriously tight-lipped about the <a href="http://www.joystiq.com/tag/fabula-nova-crystallis"><em>Fabula Nova Crystallis</em></a> trilogy, a series comprised of <em>FFXIII</em>, <a href="http://www.joystiq.com/tag/final-fantasy-versus-xiii"><em>Final Fantasy Versus XIII</em></a> and the PSP-exclusive <a href="http://www.joystiq.com/tag/final-fantasy-agito-xiii"><em>Final Fantasy Agito XIII</em></a>. During a GDC panel titled "The Crystal Mythos," director Motomu Toriyama gave a few scant details about the other two branches of the trilogy, and the few similarities connecting the entries in the franchise's 13th series.<br />
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Toriyama's main point during his presentation is that <em>Agito </em>and <em>Versus</em> won't be sequels to the recently released <em>Final Fantasy XIII</em> -- they'll both have their own unique set of characters, gameplay systems and overarching stories. The only thing connecting them is the "Crystal Mythos" motif -- a theme where the fates of ordinary humans are controlled by omnipotent gods. Players of <em>Final Fantasy XIII</em> should already be acquainted with this storytelling device.<br />
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The other detail about the series Toriyama mentioned was that, like <em>XIII</em>, the rest of the series will continue to focus on story-driven gameplay rather than allowing the player to explore an open world. For better or worse, it sounds like <em>Versus</em> and <em>Agito</em> will possess the same linearity for which <em>XIII</em> <a href="http://www.joystiq.com/2010/02/16/final-fantasy-xiii-director-comments-on-linearity-early-reviews/">was frequently criticized</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/2010/03/14/gdc-toriyama-explains-the-themes-of-the-fabula-nova-crystallis/">GDC: Toriyama explains the themes of the Fabula Nova Crystallis trilogy</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 14 Mar 2010 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/2010/03/14/gdc-toriyama-explains-the-themes-of-the-fabula-nova-crystallis/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397310/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/14/gdc-toriyama-explains-the-themes-of-the-fabula-nova-crystallis/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>fabula-nova-crystallis</category><category>final-fantasy</category><category>final-fantasy-agito-xiii</category><category>final-fantasy-versus-xiii</category><category>final-fantasy-xiii</category><category>gdc-2010</category><category>Microsoft</category><category>panel</category><category>rpg</category><category>square-enix</category><category>Xbox-360</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Sun, 14 Mar 2010 19:00:00 EST</pubDate></item><item><title><![CDATA[GDC: The UI of The Beatles Rock Band]]></title><link>http://www.joystiq.com/2010/03/14/gdc-the-ui-of-the-beatles-rock-band/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/14/gdc-the-ui-of-the-beatles-rock-band/</guid><comments>http://www.joystiq.com/2010/03/14/gdc-the-ui-of-the-beatles-rock-band/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/harmonixartofinterfacedesign.jpg" /></div>
<div style="text-align: left;">Most UI panels at the <a href="http://www.joystiq.com/tag/gdc2010">Game Developers' Conference</a> tend to be full of dry technical information, all about how the team developed their own font kerning tool and organized menu elements in a data-driven fashion. The <a href="http://joystiq.com/tag/harmonix">Harmonix</a> UI panel this morning hosted by Senior Artist Kevin McGinnis did have that stuff (McGinnis is a self-diagnosed font geek, and did sound overly excited about formatting bitmaps), but it was also full of art -- beautiful <a href="http://www.joystiq.com/tag/beatles-rock-band"><em>The Beatles: Rock Band</em></a> inspired art.<br />
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McGinnis talked about the different concepts the team had tried -- they first attempted to do a very clean, serene respectful version of the menus, but then decided to go much more colorful. They hired a few artists to build the menus up into actual 3D spaces (after accidentally telling Apple Corps that yes, the menus would all be animated), and McGinnis even showed off the 3D model that the camera zooms around in to guide the player into the game. You can see all of the art in the gallery below, from the various pieces of flair to the menu designs and concept work.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/the-beatles-rock-band-art/">The Beatles: Rock Band Art</a></strong></p><a href="http://www.joystiq.com/photos/the-beatles-rock-band-art/#2797140"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/beatlesrbartpanel67_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-beatles-rock-band-art/#2797141"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/beatlesrbartpanel66_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-beatles-rock-band-art/#2797143"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/beatlesrbartpanel65_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-beatles-rock-band-art/#2797144"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/beatlesrbartpanel64_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-beatles-rock-band-art/#2797145"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/beatlesrbartpanel63_thumbnail.jpg" alt="" title="" /></a></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/2010/03/14/gdc-the-ui-of-the-beatles-rock-band/">GDC: The UI of The Beatles Rock Band</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 14 Mar 2010 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/14/gdc-the-ui-of-the-beatles-rock-band/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397515/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/14/gdc-the-ui-of-the-beatles-rock-band/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3d</category><category>apple-corps</category><category>art</category><category>artist</category><category>artists</category><category>colorful</category><category>concepts</category><category>fonts</category><category>gallery</category><category>gdc</category><category>gdc-2010</category><category>harmonix</category><category>kevin-mcginnis</category><category>model</category><category>plain</category><category>rock-band</category><category>spaces</category><category>the-beatles-rock-band</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Sun, 14 Mar 2010 18:00:00 EST</pubDate></item><item><title><![CDATA[GDC 2010: EEDAR on Achievements, user behavior]]></title><link>http://www.joystiq.com/2010/03/14/gdc-2010-eedar-on-achievements-user-behavior/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/14/gdc-2010-eedar-on-achievements-user-behavior/</guid><comments>http://www.joystiq.com/2010/03/14/gdc-2010-eedar-on-achievements-user-behavior/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/cheevo-gdc-2010.jpg" /></div>
<a href="http://www.joystiq.com/tag/EEDAR/">EEDAR</a> hosted a two part panel at <a href="http://joystiq.com/tag/gdc-2010">GDC</a> this year. In the second half of the panel -- you can read about the first half <a href="http://www.joystiq.com/2010/03/13/gdc-2010-eedar-talks-new-ip-strategy/">here</a> -- Jesse Divnich presented the results of an Xbox Live Achievement study the firm recently conducted. The info was pulled from a pool of 32 million data points -- provided by <a href="http://mygamercard.net">MyGamerCard.net</a> -- and centered on a random sampling of 100 different Xbox 360 games.<br />
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Probably the most interesting statistic that Divnich dropped: An average of only 4 percent of Xbox gamers actually managed to earn all of the achievements in any given game. When focusing only on major, "AAA" titles, that number drops to 2 percent. Meanwhile, less than 10 percent of consumers get more than 80 percent of Achievements. Furthermore, Divnich noted that only 27 percent of users manage to unlock more than 50 percent of Achievements.<br />
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Divnich concluded his talk by saying that developers should learn as much as possible from Achievements. He advised studios to use them as motivational tool for users noting that the number of unlocked Achievements tends to drop off at around 30 percent. He added that gamers who manage to unlock at least 80 percent of Achievements are typically motivated to unlock the remaining 20 percent.<br />
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Finally, Divnich stated that developers can use Achievements as a form of direct user feedback. By observing which Achievements are unlocked, developers can see the parts of a game that players enjoy. This, in turn, can help developers decide what to focus on in the sequel. Beyond that, Achievement monitoring could even help them decide whether to make a sequel at all.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/14/gdc-2010-eedar-on-achievements-user-behavior/">GDC 2010: EEDAR on Achievements, user behavior</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 14 Mar 2010 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/2010/03/14/gdc-2010-eedar-on-achievements-user-behavior/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397868/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/14/gdc-2010-eedar-on-achievements-user-behavior/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>achievements</category><category>eedar</category><category>gdc</category><category>gdc-2010</category><category>jesse-divnich</category><category>Microsoft</category><category>Xbox-360</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Sun, 14 Mar 2010 17:00:00 EST</pubDate></item><item><title><![CDATA[GDC 2010: From student game to success]]></title><link>http://www.joystiq.com/2010/03/14/gdc-2010-from-student-game-to-success/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/14/gdc-2010-from-student-game-to-success/</guid><comments>http://www.joystiq.com/2010/03/14/gdc-2010-from-student-game-to-success/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/student-panel.jpg" alt="" /></div>
Believe it or not, many of the best games start out as student development projects. <a href="http://joystiq.com/tag/the-misadventures-of-pb-winterbottom"><em>The Misadventures of P.B. Winterbottom</em></a>, <a href="http://joystiq.com/tag/flow"><em>flOw</em></a> and even <a href="http://joystiq.com/tag/portal"><em>Portal</em></a> all began life as student projects. Speaking at a <a href="http://joystiq.com/tag/gdc-2010">GDC</a> panel, the developers of the games listed above gave their advice on how budding student game designers can see their own projects become a success. The panel included Kim Swift, designer of <em>Portal</em> and currently of <a href="http://joystiq.com/tag/airtight-games">Airtight Games</a>, Matt Korba and Paul Bellezza of The Odd Gentlemen (<em>P.B. Winterbottom</em>), and Kellee Santiago of thatgamecompany (<em>flOw</em>).<br />
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The advice was wide-ranging, though all the panelists agreed that the best way to get a game noticed is to submit it to as many competitions and festivals as possible. Swift specifically noted that it's a good idea to literally drag people to come and play your game at festivals and shows like GDC. The game itself should "grab" players as well, with Korba saying that a festival showing of a game should be get players involved within five minutes.<p><a href="http://www.joystiq.com/2010/03/14/gdc-2010-from-student-game-to-success/" rel="bookmark">Continue reading <em>GDC 2010: From student game to success</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/14/gdc-2010-from-student-game-to-success/">GDC 2010: From student game to success</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 14 Mar 2010 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/14/gdc-2010-from-student-game-to-success/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397899/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/14/gdc-2010-from-student-game-to-success/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2k-games</category><category>airtight-games</category><category>flow</category><category>gdc</category><category>gdc-2010</category><category>kellee-santiago</category><category>kim-swift</category><category>matt-korba</category><category>paul-bellezza</category><category>pb-winterbottom</category><category>portal</category><category>thatgamecompany</category><category>the-odd-gentlemen</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Sun, 14 Mar 2010 15:00:00 EST</pubDate></item><item><title><![CDATA[Joystiq vs. GDC 2010]]></title><link>http://www.joystiq.com/2010/03/14/joystiq-vs-gdc-2010/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/14/joystiq-vs-gdc-2010/</guid><comments>http://www.joystiq.com/2010/03/14/joystiq-vs-gdc-2010/#comments</comments><description><![CDATA[<center><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="580" height="346" id="viddler_47748151"><param name="movie" value="http://www.viddler.com/simple/47748151/" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><param name="flashvars" value="tubemogulid=TD-Q0P-W10" /><embed src="http://www.viddler.com/simple/47748151/" width="580" height="346" flashvars="tubemogulid=TD-Q0P-W10" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler_47748151"></embed></object></center>    <a href="http://joystiq.com/tag/gdc-2010">GDC</a> generally isn't packed with the "oohs" and "ahs" that are typically exuded during E3 or the Tokyo Game Show. The name says it all, really, what with it being the Game <em>Developers</em> Conference. That doesn't mean their aren't <em>hot scoops</em> to be found though. This year we got our first taste of the <a href="http://www.joystiq.com/tag/playstation-move">PlayStation Move</a>, <a href="http://www.joystiq.com/2010/03/11/impressions-deus-ex-human-revolution/"><em>Deus Ex: Human Revolution</em></a> and, of course, the <a href="http://www.joystiq.com/2010/03/12/seen-gdc-the-spherical-future-of-video-game-interactivity/">hamster ball-inspired future of video games</a>. Now, with GDC over and done, it's time for us to say goodbye. You'll see a few more GDC stories popping up over the next few days but, for now, watch the video above and see how the Joystiq team spent the week in San Francisco.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/14/joystiq-vs-gdc-2010/">Joystiq vs. GDC 2010</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 14 Mar 2010 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/14/joystiq-vs-gdc-2010/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397974/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/14/joystiq-vs-gdc-2010/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>culture</category><category>gdc</category><category>gdc-2010</category><category>joystiq-vs-gdc</category><category>joystiq-vs-gdc-2010</category><category>meta</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Sun, 14 Mar 2010 11:30:00 EST</pubDate></item><item><title><![CDATA[Will Wright predicts social games will grow to 25 percent of market]]></title><link>http://www.joystiq.com/2010/03/13/will-wright-predicts-social-games-will-grow-to-25-percent-of-mar/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/13/will-wright-predicts-social-games-will-grow-to-25-percent-of-mar/</guid><comments>http://www.joystiq.com/2010/03/13/will-wright-predicts-social-games-will-grow-to-25-percent-of-mar/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="4" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/wilimg00046.jpg" /></div>
One of the big trends at this year's <a href="http://www.joystiq.com/tag/gdc-2010">Game Developer's Conference</a> is social gaming, thanks to wild success stories like Facebook-powered <a href="http://www.joystiq.com/tag/farmville"><em>Farmville</em></a>. While many see social gaming as the next big thing, <a href="http://www.joystiq.com/tag/will-wright">Will Wright</a> -- famed creator of <em>SimCity</em>, <em>The Sims</em> and <em>Spore</em> -- warned GDC attendees that expectations for the genre are unrealistic. "What people tend to do is apply a power curve to this," Wright explained using the above diagram. "And so when you make an extrapolation based upon that, you're really way off, when in fact, what we were really looking at was an S-curve."<br />
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"It gets a lot of attention, of course, because investors, when they're looking to invest in something, they're looking to invest in the steep part of this curve. And so that's why there's so much business interest in this sort of platform," Wright hypothesized.<br />
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But don't think your mom is going to suddenly lose interest in raising animals on her virtual farm any time soon. In fact, while the genre may not explode, it will ultimately represent a large percentage of the overall games business. "It's not that I don't think social games are going to be big ... I can imagine them doing about the quarter of the market, really." That's good news for Facebook, which is still looking for its <em>Mario</em>, its "<a href="http://www.joystiq.com/2010/03/09/gdc-2010-facebook-hasnt-found-its-mario/">iconic</a>" game.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/13/will-wright-predicts-social-games-will-grow-to-25-percent-of-mar/">Will Wright predicts social games will grow to 25 percent of market</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 13 Mar 2010 23:45:00 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/2010/03/13/will-wright-predicts-social-games-will-grow-to-25-percent-of-mar/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19398053/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/13/will-wright-predicts-social-games-will-grow-to-25-percent-of-mar/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>facebook</category><category>FarmVille</category><category>gdc</category><category>gdc-2010</category><category>social-games</category><category>Will-Wright</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Sat, 13 Mar 2010 23:45:00 EST</pubDate></item><item><title><![CDATA[GDC 2010: EEDAR talks new IP strategy]]></title><link>http://www.joystiq.com/2010/03/13/gdc-2010-eedar-talks-new-ip-strategy/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/13/gdc-2010-eedar-talks-new-ip-strategy/</guid><comments>http://www.joystiq.com/2010/03/13/gdc-2010-eedar-talks-new-ip-strategy/#comments</comments><description><![CDATA[<div style="text-align: center;"><img width="580" vspace="0" hspace="0" height="327" border="1" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/zatkin.jpg" /></div>
Game industry analysis firm <a href="http://www.joystiq.com/tag/EEDAR/">EEDAR</a> dropped some interesting statistics during its <a href="http://joystiq.com/tag/gdc-2010">GDC</a> panel this year. The first half of the presentation -- hosted by EEDAR president Geoffrey Zatkin -- concerned new intellectual property in the games industry. According to Zatkin, the amount of new IP released has increased slightly over the last three years. Specifically, it was up to 22 percent in 2009, up from 17 percent in 2006. However, breaking it down by console, Zatkin stated that new IP currently comprises 27 percent of Wii software, while that number drops to 17 percent on the PS3 and 360.<br />
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He added that certain genres see very few original properties, particularly fighting games. Furthermore, the relationship between new IP and ESRB ratings is different on various platforms. Most new IP on the Wii tends to be rated E, while new properties on 360 and PS3 tend to be rated T or M. Using data like this, Zatkin said, publishers can decide what sort of games to release on which platforms. The question, according to Zatkin, is whether publishers decide to follow the trends or fill the "holes" in their portfolios by releasing titles in underrepresented areas (any pubs up for a mature Wii fighting game?).<br />
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Zatkin also discussed the best time for publishers to release new properties. A bar graph illustrated a slight trend away from the industry crowding all its releases into the holiday shopping season, though it still accounted for 37 percent of releases in 2009. Zatkin also pointed out that many publishers release their major titles at the end of their fiscal quarters. The lesson for publishers looking to release new (and risky) properties? Keep your games out of the fourth quarter and try to release them in the second month of any given fiscal quarter.<p><a href="http://www.joystiq.com/2010/03/13/gdc-2010-eedar-talks-new-ip-strategy/" rel="bookmark">Continue reading <em>GDC 2010: EEDAR talks new IP strategy</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/13/gdc-2010-eedar-talks-new-ip-strategy/">GDC 2010: EEDAR talks new IP strategy</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 13 Mar 2010 23:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/13/gdc-2010-eedar-talks-new-ip-strategy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19397537/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/13/gdc-2010-eedar-talks-new-ip-strategy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>business</category><category>eedar</category><category>gdc</category><category>gdc-2010</category><category>geoffrey-zatkin</category><category>new-ip</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Sat, 13 Mar 2010 23:00:00 EST</pubDate></item><item><title><![CDATA[Impressions: Mass Effect 2 DLC - Kasumi's Stolen Memory]]></title><link>http://www.joystiq.com/2010/03/13/impressions-mass-effect-2-dlc-kasumis-stolen-memory/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/13/impressions-mass-effect-2-dlc-kasumis-stolen-memory/</guid><comments>http://www.joystiq.com/2010/03/13/impressions-mass-effect-2-dlc-kasumis-stolen-memory/#comments</comments><description><![CDATA[<div style="text-align: center; "><a href="http://www.joystiq.com/photos/mass-effect-2-kasumis-stolen-memory/full/#2797013"><img border="1" hspace="4" vspace="4" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/mass-effect-2-kasumi-dlc-580px.jpg" /></a><br />
<em><small>click to kazoomi<br />
<br type="_moz" />
</small></em></div>
Like some of the best loyalty quests in <em><a href="http://www.joystiq.com/tag/mass-effect-2">Mass Effect 2</a></em>, "<a href="http://www.joystiq.com/tag/kasumis-stolen-memory">Kasumi's Stolen Memory</a>" is an inventive sub-story that steps away from all the galactic peril just long enough to explore the motives and traits of a newly recruited squad mate. The downloadable add-on introduces Kasumi, a cocky human thief in search of data relating to a former partner (in crime?), and sees Shepard accompanying her on an important and incredibly dangerous two-person mission. You know, a<em> date.</em> <br />
<br />
Donning a sleek bit of evening wear and a false identity, Shepard accompanies Kasumi to an exclusive party -- the kind that requires either a shiny invitation or a shady conscience. While the commander mingles, a cloaked Kasumi keeps an eye out for the hidden art vault that she believes holds her partner's grey box. What they eventually find encroaches upon spoiler territory (that's especially sensitive given the 90-minute length of the mission), but unsurprisingly triggers one of <em>Mass Effect 2</em>'s intense combat sequences. <br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/mass-effect-2-kasumis-stolen-memory/">Mass Effect 2 - Kasumi's Stolen Memory</a></strong></p><a href="http://www.joystiq.com/photos/mass-effect-2-kasumis-stolen-memory/#2797011"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/kasumi1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mass-effect-2-kasumis-stolen-memory/#2797012"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/kasumi2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mass-effect-2-kasumis-stolen-memory/#2797013"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/kasumi3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mass-effect-2-kasumis-stolen-memory/#2821120"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/kasumi32210_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mass-effect-2-kasumis-stolen-memory/#2821121"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/kasumi322102_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/03/13/impressions-mass-effect-2-dlc-kasumis-stolen-memory/" rel="bookmark">Continue reading <em>Impressions: Mass Effect 2 DLC - Kasumi's Stolen Memory</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/13/impressions-mass-effect-2-dlc-kasumis-stolen-memory/">Impressions: Mass Effect 2 DLC - Kasumi's Stolen Memory</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 13 Mar 2010 21:12:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/03/13/impressions-mass-effect-2-dlc-kasumis-stolen-memory/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19396901/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/13/impressions-mass-effect-2-dlc-kasumis-stolen-memory/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>dlc</category><category>gdc-2010</category><category>kasumis-stolen-memory</category><category>mass-effect-2</category><category>Microsoft</category><category>rpg</category><category>Xbox-360</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Sat, 13 Mar 2010 21:12:00 EST</pubDate></item></channel></rss>