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Netflix: PS3 disc must remain in system until 2010 update; and other answers to your pressing questions


Disc is required -- reserve it.

Netflix was kind enough to answer a heap of nitpicky questions following the announcement that its steaming service would soon be available for PlayStation 3. Certainly, question marks hovered over the application "disc" and whether or not it would have to always be in the PS3 to use the Netflix streaming service. It turns out that Netflix won't have an integrated XMB solution just yet -- but it's coming.

Check out our interview with a Netflix representative for the full details:

Joystiq: Was the PS3 application developed internally by Netflix?

Netflix: Yes, with the help of the Sony team.

Can the Netflix application be installed to the PS3 hard dive from the disc? Or must the disc be inserted every time a user wants to access Netflix?

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Insomniac Games took negative Resistance 2 fan feedback to heart

In a display of candor we rarely see from video game industry figures, Insomniac Games community manager James Stevenson recently poured his heart out in a VideoGamer.com interview. He admitted that although Resistance 2 garnered fairly good reviews, negative feedback from devoted fans of the series' first installment "weighed" on him. He went on to add, "the hardcore fans of Resistance 1 were maybe a little bit disappointed. Those folks consistently expressing that - especially GAF - it was like your dog turned on you."

Stevenson continued the analogy, stating, "you had this dog that loved you. You loved the dog, too, but they expressed all this affection for you. And then suddenly the dog bites your hand and it's that feeling of, ooh, ow, that really hurts." We can only guess how disappointing negative fan feedback must be for a developer -- however, couldn't this be seen as your dog telling you they're disappointed, and suggesting ways to do better in the future? Oh, like that adorable, illustrated anti-drug dog! We love that little guy.

Warren Spector would love to make a new DuckTales (ooh-oooh-ooh)

As promising as Epic Mickey is starting to sound, we're secretly pining for a different Disney-based offering helmed by Warren Spector -- something of the billed, winged and web-toed variety. We speak, of course, of DuckTales, which recently came up in a Game Informer interview with the ghostly developer. "I want to do a DuckTales game," Spector mentioned. "I can't convince anybody at Disney to let me do a DuckTales game. How can that be?"

We don't have an answer for your query, Mr. Spector. Perhaps we no longer live in a world where mallards can bounce through lunar canyons on walking sticks. Perhaps you can take us back to that beautiful time, someday. You know, when you're not busy fusing Mickey Mouse and Bob Ross.

[Thanks, Koshi.]

Interview: Bayonetta's Hideki Kamiya and Yusuke Hashimoto


Like the US release of Bayonetta, this interview from Tokyo Game Show is fashionably late. Who's responsible for creating a world where a witch must fight evil angels with her hair and shoe-guns? We talked with Platinum Games' Hideki Kamiya and Yusuke Hashimoto about the seriousness of Bayonetta's plot, and the inspiration behind the game's one-handed mode. [Note: While two people were interviewed, only the responses from our single Sega-provided translator are transcribed. We apologize for the lack of proper attribution.]

Joystiq: Bayonetta has sex and violence, but do you consider it a "mature" game?
It's definitely not a game for kids. Being a parent, is this a kind of game I would want my grade schooler playing? Absolutely not. It's pretty straightforward: all the blood and violence and sexual overtones. My idea is even more than that. If you see a movie for adults, does that necessarily make it an adult movie that you wouldn't let your kids watch? Or, would kids really understand it and get any value out of participating in that?

Having made games like Viewtiful Joe and Okami, and Bayonetta as well -- it's never been a thought of "oh well, is this intended for adults or intended for children?" It's more like "we're making the best game we know how to make." And for a game like Bayonetta, because there's so much blood splattering on screen when you're in battle and stuff ... if it weren't for that, it probably would be alright for kids to be playing, on just the level that it's a game, an action game, and it doesn't really matter how old you are when you're playing it. You should be able to appreciate it and enjoy it. So the idea that we're targeting a specific demographic, or specific age rather, when making a game doesn't really enter in too much. Once the game comes in reaches this level of development, and reaches this stage of concept, it naturally gravitates in a certain direction.

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Interview: Crackdown 2 lead designer Steve Iannetta


In 2010, the agents are returning to action, this time with a new development team at the helm. Following a demo of Crackdown 2's single-player in action and a multiplayer deathmatch session, Ruffian Games' lead designer Steve Iannetta took time to discuss everything from new concepts and features in the sequel, the media's reaction to the RealTime Worlds "controversy" and evolving the co-operative world of Pacific City.

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Interview: Microsoft Game Studios' Phil Spencer

If given the choice of becoming a (presumably) anthropomorphic vegetable, Phil Spencer would opt for an eggplant. Sure, we spoke to the confident head of Microsoft Game Studios about other things -- Halo, Project Natal, Fable, Crackdown, the Xbox 360's successor, blah blah blah -- but with that profound scoop out of the way, there's barely any reason to read this interview.

Mind you, the part where Spencer suggests that alternate forms of input (whether in addition to or in substitute of traditional controllers) might become a common expectation is pretty interesting. You should definitely read that.

Joystiq: We just came out of the Tokyo Game Show panel discussion for Project Natal ...


Phil Spencer: The creators panel.

Yes, the creators panel. Hideo Kojima was there; they brainstormed about all these games. How much focus is Microsoft Game Studios placing on Natal development internally in comparison to other projects?

It's a big focus for us in first party. As a first party, I think it's our duty, it's our responsibility to look at the new technologies that we bring to our platform. We did this with Live. We did at launch of 360. When we look at Project Natal as an opportunity for first party to truly innovate on our platform, creating new experiences, new intellectual property, we're very focused. A large percentage of the studio right now is thinking about Natal as part of what they're doing.

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Interview: Valkyria Chronicles 2's Takeshi Ozawa and Shinji Motoyama


The announcement of Valkyria Chronicles 2 came as a surprise for most. In spite of the modest sales of the first game, Sega greenlit a second title in th franchise, this time for the PSP. We spoke with Sega director Takeshi Ozawa and producer Shinji Motoyama about the difficulties in translating the experience to PSP, and the cameos we can expect from the upcoming sequel. [Note: While two people were interviewed, only the responses from our single Sega-provided translator are transcribed. We apologize for the lack of proper attribution.]

Joystiq: Obviously, many people were surprised to see a sequel not on PS3, but on PSP. Does this open up the chance that the franchise will move to even more platforms, like the 360, for example?

Translator: It's difficult for us to comment on because, actually, we weren't thinking about specific platforms when designing the game. And it just turns out, we developed for the PS3 and this time we chose PSP as the platform. We do take into consideration, in terms of game design, and delivering the game world and experience to the users. This time, we thought PSP was the ideal platform to do that. It's as simple as that. But, it's because of this that discussions became kind of widespread, and people started asking questions "why there's no 360 version?" We don't want to say anything that would enrage the fire of that discussion.

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Interview: SCEA's Eric Lempel on Amazon's PSN offerings


Yesterday, SCEA announced a partnership with Amazon.com to sell PSN codes through the online retailer. We chatted with Eric Lempel about the deal and how it came to fruition. Lempel revealed to us that the program had been in the works long before Amazon started selling XBLM codes, and said that Sony would be "looking into" offering direct access to the PlayStation Store on the web. Read on for more.

Joystiq: Is Amazon.com an exclusive retail partner with Sony, or will we see this program expand to other retailers?

Eric Lempel: Amazon offers a lot of great benefits, but we're definitely open to exploring other retailers in the channel. There's nothing exclusive about this. If it makes sense, and works for both sides, yeah, we'd definitely be open to exploring this with other retail partners.

Which party was responsible for getting the project rolling? Was it Sony, or was it Amazon?

We have a lot of meetings with [Amazon] on a regular basis, because they are one of our customers for all of the physical product. So, we're talking with them all the time. I've been in meetings with them for years, so I can't really say who brought this up but we've all been talking about this for a long time. And I will say we've been talking about this way before the Xbox integration as well, so it wasn't one of these, "Hey, we're doing this, do you guys want to do this as well?" We've thought about this, we've been talking about it. We've kind of had to get the right timing where all of us can do the implementation. We thought now would be a great time just in light of PSP Go being released and the surge of digital content that's become available over the last few months.

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SCEA: Developers responsible for keeping PSP minis prices competitive


PSP minis are supposed to introduce bite-sized iPhone-esque games to Sony's handheld. While minis feature small file sizes and reduced functionality, they certainly don't carry smaller price tags. The first batch of minis have all been priced between $4.99 and $9.99, making them no cheaper than the average PlayStation Network exclusive. Which sounds like the better deal for $9.99? Yet another version of Tetris ... or the 3D online multiplayer shooter Syphon Filter: Combat Ops?

Even worse, many of these minis are priced higher than their iPhone counterparts. While Hero of Sparta costs $1.99 on iPhone, it costs $5.99 on PSP. Fieldrunners costs $2.99 on iPhone, but $6.99 on PSP. We chatted with SCEA's Eric Lempel to talk about the lack of apparent value in the minis program. He explained that Sony has no hand in determining the prices of minis. "As far as pricing goes, the publisher of the title sets the pricing," he explained. When quizzed if publishers were allowed to create a $1.99 game on PSP, he told us: "Yes, absolutely."

Lempel agrees that publishers must seriously think about the kind of prices they're setting on the Store, to ensure their content offers the same value as other PSP titles. "I think they have to carefully look at that, carefully price their content. Minis was intended to be something a little different and we wanted to see a lot of different types of content through minis. If it's not priced correctly, consumers may be turned off at the proposition and say 'I'd rather just go for this kind of stuff instead of minis.'"

Interview: Level-5's Yoshiaki Kusada


Sony Computer Entertainment and Level-5 have been slow in bringing White Knight Chronicles out of Japan. We talked with Level-5 manager Yoshiaki Kusada about the lengthy delay of the international version, and if the developer is concerned about competing against Square Enix's Final Fantasy XIII as the PS3 JRPG of choice next spring.

Joystiq: White Knight Chronicles has been out in Japan for a very long time. Why has it taken so long to find release in America?

Kusada: When Level-5 launched the Dark Cloud series in the past in Japan, we tried to incorporate feedback from users to make updates before releasing it overseas. In terms of White Knight Chronicles, since it's an online game, we have received a lot of feedback from users. So, we wanted to improve the title more based on the feedback from the users before releasing it overseas. In fact, in the Japanese market, these improvements have been made available through patching. We are awfully sorry we have been keeping the US users for so long, but we wanted to make sure that all the updates and improvements of everything up to the so-called "Second Wave," which includes Georama, before delivering it to the US users. After the "Second Wave," we started the localization of the game for the international market. We are so sorry that it has taken so much time. For the time, we believe we are able to deliver a much better game for the US market. So, I would like to ask for a bit more patience.

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TGS 2009: Interview: Suda 51

When we came into Marvelous Entertainment's hotel room, we witnessed another outlet recording a video interview with Suda 51, producer of No More Heroes and its sequel. Marvelous brought this, well, marvelous beam katana prop, which lights up and makes appropriately lightsabery noises, and someone pretended to attack him in the conclusion of the video interview. Suda gamely displayed mock fright at the beam katana attack for multiple takes while someone waved the device around in front of him.

All we did was ask him some questions about No More Heroes 2: Desperate Struggle and Grasshopper's other work.

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TGS 2009: Interview: Gran Turismo 5's Kazunori Yamauchi

During Tokyo Game Show last week we crashed Polyphony Digital's studio and chatted up Kazunori Yamauchi about ... Gran Turismo 6? Wait -- what? Just watch the interview.

Selected excerpts below:

Joystiq: Are there any plans to bring Gran Turismo PSP's "Party Mode" to GT5?

Yamauchi: I'm glad you noticed that. What we really worked hard to make the PSP portable fun and interesting is in those types of details. Obviously, these are ideas we worked hard on and they will be carried over in some form into GT5.

In Gran Turismo, with its ten years of history, the people that who good at playing the game are really, really good at playing the game. Of course, there are a lot of first-time players that want to get into the game, and it was a major theme for us to develop the game so it would be easier for them to get into it. With the party races and these game modes we've developed for the PSP, we've come to one solution for that aspect.

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TGS 2009: Interview: The Last Guardian's Fumito Ueda

We had a few minutes to chat with Fumito Ueda, director of Ico, Shadow of the Colossus, and the upcoming The Last Guardian. He explained the game's unusual Japanese title to us, and talked about the possibilities of PSN support. Read on for more:

The Japanese title of The Last Guardian is much longer than the English one. Can you explain what the Japanese title means?

Initially, the project started as "Project Torico." In the past, we haven't used the project name in the actual title of the game. For example, Shadow of the Colossus (Wanda to Kyozo) had a different project name, "Nico." I wanted the project name to be in the title this time, but it wasn't so well received by the international crew. They said a more simple, more direct title would be better. My hope, or my intention is that the Japanese title is the original title of the game.

[A literal translation of the title, as suggested by Sony in the presence of Ueda, was "Man Eating Giant Eagle: Torico."]

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Interview: Trent Reznor


Wait. What? Trent Reznor? As in "Mr. I'll Give Away My Music," "Mr. Brutal Honesty," Mr. NINE INCH NAILS? What's he doing on Joystiq?

Prior to taking the concert stage this month, The Trent Reznor, along with NIN Creative Director Rob Sheridan, opened up to us about their gaming pasts, the direction they see the industry headed in, and whether or not Trent will have a role in shaping that future.

Continue reading for Joystiq's first-ever NINterview ...

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Video interview: Inside Halo 3: ODST

We train the lens on Bungie game designer Alex Pfeiffer and Microsoft global product manager Ryan Crosby for this look into the design and marketing of Halo 3: ODST, and the future of the franchise.


Be sure to check out Joystiq's Halo 3: ODST Review, as well as in-depth analysis of the Campaign and Firefight games modes.

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