Posts with tag joystiqfeatures
by Zack Stern Jul 7th 2008 2:00PM
Filed under: Features, Sony PlayStation 2, Sony PSP, Action, Adventure, Galleries
The PS2 and PSP versions of
The Force Unleashed are close siblings, and I recently enjoyed playing nearly-finished editions of both. Each follows the same bounty-hunting apprentice story and settings as the 360/PS3 game, although specific level design occasionally differs. Unlike 360/PS3 game, the PSP version gets two-player duel-mode fights against a local gamer, and it also includes five "historical missions" pulled from the movies. The PS2 version includes the full camera control of the 360/PS3, but not those extras.
The PS2 and PSP games felt slightly scaled back from the 360/PS3, with fewer destructible objects or enemies in any one moment. But both maintained a fluid sense of battle, maintaining the visceral thrill of the Force powers. With the game's September 16 release, PS2 and PSP gamers will find a kinetic action title suited to their systems.
Continue reading Joystiq hands-on: Star Wars: The Force Unleashed (PS2/PSP)
by Zack Stern Jul 7th 2008 1:00PM
Filed under: Nintendo DS, Features, Action, Adventure, Galleries
The DS version of
The Force Unleashed tries to cram all of the light-saber-rage from the consoles into a handheld package. You'll be disappointed if you directly compare the two. I recently tried a late version of the DS game, and I didn't think enough of the system's strengths and weaknesses affected the design. The DS game gives a 3D perspective of the action on the top screen with adequate visuals, but the chunky graphics steal some of the excitement. And since the camera can't be repositioned, you'll be regularly attacked by people just off-screen. Worse, player attacks are issued by tapping on icons, causing hunting-and-pecking through battles.
Since
The Force Unleashed is about going nuts with explosive superpowers, that sense of excitement got lost by scaling everything down to fit the DS. A wireless, four-player, local battle mode might make it a fun game to play with friends, but I wasn't able to test that feature. I hope the final game will grow on me after its September 16 release. But the time I had with this portable edition left me cautious.
Continue reading Joystiq hands-on: Star Wars: The Force Unleashed (DS)
by Zack Stern Jul 7th 2008 12:00PM
Filed under: Features, Nintendo Wii, Action, Adventure, Galleries
For good and bad -- or should I say
light and
dark --
Star Wars: The Force Unleashed for Wii is clearly a Wii game. Side-by-side with the PS3 and 360 versions, the Wii graphics disappoint, and the complexity and frequency of enemies feels scaled back. But the Wii motion controls are regularly interesting, mapping many of the game's controls into gestures. The simplest ones feel great, like punching the Nunchuk forward to do the Force-push.
After recently playing late-development versions of all four game editions--360/PS3, Wii, DS, and PS2/PSP--I think the Wii game holds up as well as any of them. I had fun throwing enemies, shooting them with lightning, and hitting them with the lightsaber. And while the Wii holds its own, I'm mildly concerned that the final game could be repetitious, just cutting down waves of attackers. Hopefully the many different attacks, and Wii-specific
two-player duel mode, will keep the game interesting.
Continue reading Joystiq hands-on: Star Wars: The Force Unleashed (Wii)
by Randy Nelson Jul 2nd 2008 10:00PM
Filed under: PC, Casual
click to enlarge
After playing his latest creation, we're beginning to suspect that
American McGee – whose previous work includes
American McGee's Alice,
Quake, and
Doom II – has a bit of a fascination with the macabre.
Grimm has its basis in some of the darker fairytales on record, and McGee has certainly milked them for every last, inky drop of blackness.
As we reported
earlier today,
American McGee's Grimm is GameTap's first weekly episodic game. We plunged into the twisted depths of the first episode – "A Boy Learns What Fear Is" – to bring you the hands-on impressions you'll find after the break.
Continue reading Joystiq hands-on: American McGee's Grimm
by Ross Miller Jun 30th 2008 9:46AM
Filed under: Culture, Mac, PC, Adventure, Online, RPGs, Strategy, Competitive Gaming, MMO, Fashion
Blizzard's Worldwide Invitational is now officially over! In case you missed all of the excitement this weekend (or just want a handy recap), here are the highlights:
by Randy Nelson Jun 30th 2008 8:00AM
Filed under: Sony PlayStation 3
User profile - click to enlarge
After all of the build-up, you'd think there would be a collective round of high-fives in the PS3 camp now that the next evolution of the system's functionality is official. While it's true that some of the
features being introduced in firmware 2.40 are welcome enhancements we've been waiting quite a while for, there are also a number of expected features missing and shortcomings to ones that made it in that have us scratching our heads. Read on after the break for our take on what works, what doesn't quite work, and what's just plain missing from version 2.40 of the PS3's operating system.
Continue reading PS3 firmware 2.40: The good, the bad, and the belated
by Elizabeth Harper Jun 30th 2008 7:00AM
Filed under: Features, Mac, PC, RPGs
At Blizzard's recent
Worldwide Invitational,
Diablo 3's World Designer Leonard Boyarsky and Art Director Brian Morrisroe got on stage in front of a crowd hungry for details on Blizzard's latest project to talk about combining art and lore to expand the world give the player a deeper and more engaging experience.
Diablo is a unique fantasy universe in that instead of having Dwarves and Elves, it has Angels and Demons. The game's setting makes it a dark fantasy environment that the previous games had only scratched the surface of.
Continue reading WWI08: Lore and art in Diablo 3
by Jennie Lees Jun 30th 2008 1:00AM
Filed under: Features, Mac, PC, RPGs
At the Blizzard
Worldwide Invitational in Paris, Blizzard designers took to the stage to talk about the design goals and fundamentals behind their upcoming title,
Diablo III. Jay Wilson, lead designer on the title, presented a rundown of the design philosophy behind the game, covering its origins, the game's approchability, and the design team's "better gameplay, less carpal tunnel" approach.
Continue reading WWI08: Diablo 3 design fundamentals
by Elizabeth Harper Jun 29th 2008 3:00AM
Filed under: Mac, PC, Online, RPGs, Interviews
click to embiggen
The buzz here at the Paris Expo Porte de Versailles is all about
Diablo 3. When will we have a playable demo? When can we expect a release?
Blizzard, of course, isn't willing to commit to a date other than their standard "when it's done" answer:
- What classes are going to be available? Blizzard's answer: we're not ready to talk about that.
- Will there be a cow level? Blizzard's answer... well, more on that later.
Joystiq had a chance to catch up with
Diablo 3's lead designer Jay Wilson (whom you may know from his work on a little game called
Dawn of War) and pick his brain about how he got on the
Diablo 3 project, what's in store for Battle.net, and the secret cow level.
Continue reading Joystiq chats with Jay Wilson on Diablo 3
by Jason Dobson Jun 28th 2008 8:00AM
Filed under: Features, Sony PlayStation 3, Microsoft Xbox 360, Action, Interviews
Okay, it's confession time. This article series, as much as we hope you've enjoyed it, was originally set out to only discuss those titles of the survival horror persuasion that have been cemented into the 2008 release calendar. However, there is an ordnance that says something to the effect that you can't talk about survival horror games without devoting some face time to Capcom's seminal
Resident Evil franchise. Or at least there
should be. And while a date for when we can expect to continue slaughtering zombies -- or some derivative thereof -- hasn't been announced, we fully expected
Resident Evil 5 to ship sometime in 2009.
That said, we nonetheless felt the game would make an appropriate end cap on our week long look at the genre Capcom helped not only create, but
perfect, so we ended our week by speaking with producer Jun Takeuchi, and asked him
why we should care about
Resident Evil 5.
Continue reading Scared Stiff: Why should we care about Resident Evil 5?
by Randy Nelson Jun 27th 2008 8:00AM
Filed under: Microsoft Xbox 360, Fighting, Online
Let's get something out of the way right off: We actually bought
Commando 3: Wolf of the Battlefield to play it. The fact that the purchase also got us into the beta for the "HD remix" of
Super Street Fighter II Turbo? Icing on the retro-remake cake.
We downloaded the
SSFIITHDR beta just as soon as it went live yesterday and ... promptly had our 360s freeze up on us when we tried to set up a basic match. Not exactly a great first impression. But, it is a beta, after all. And certainly not the sort of marketing-driven "betas" we've become used to. This one is the real deal, bugs and all. But it's also a lot of fun once you get past them. (We have some tips on that, as well as our full thoughts on the beta, after the break.)
Continue reading Super Street Fighter II HD beta: borked, but fun
by Jason Dobson Jun 26th 2008 9:30PM
Filed under: PC, Sony PlayStation 3, Microsoft Xbox 360, First Person Shooters
If
Silent Hill taught us to be afraid of fog and
Fatal Frame was quite clear in its mandate that ghosts are not to be screwed with, Monolith proved with a little acronym called
F.E.A.R. that little girls are truly freaky. The much vaunted PC shooter married run-and-gun gameplay with survival horror in a way that, while not being terribly unique, still managed to achieve a synergy wholly uncommon in video games.
However, shortly after
F.E.A.R. landed on retail shelves in 2005, Monolith parted ways with BFF publisher Vivendi, a move that left all but the game's name in the hands of the developer, forcing the studio to re-brand its IP. And in 2007, Monolith
turned to the gamer community, asking for creative types to submit ideas for what the sequel should be called.
The result, as it turned out, was
Project Origin. But even with a name for its new baby, the question remained, and admittedly still lingers, as to if Monolith can recapture the lightning in a bottle that was
F.E.A.R. To this end, we recently cornered designers Craig Hubbard and John Mulkey to ask them both
why we should care about their latest offering.
Continue reading Scared stiff: Why should we care about Project Origin?
by Scott Jon Siegel Jun 26th 2008 4:55PM
Filed under: Features, Galleries
Every other week Scott Jon Siegel contributes Off the Grid, a column about card games, board games, and everything else non-digital.
For nearly two years now, Off the Grid has introduced (and reintroduced) Joystiq's readers to some of the best board and card games on the market. The relationship between our modern video games and their non-digital counterparts is very clear-cut. As Gamelab CEO Eric Zimmerman puts it: "a game is a game is a game."
So for those readers who aspire to create games of their own, it should come as no surprise that non-digital games are a great starting place for honing the craft of game design. With no programming skills required, non-digital game design is an easy way to begin thinking creatively about interaction, without the complicated prerequisities of digital game development.
The best leaping-off point for non-digital game design is with the tools. Most gamers probably already have some fantastic equipment in their closets.
So let's look at the basic tools of the trade. Next Page >