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Hands-on: Mirror's Edge

You've all no doubt seen the original trailer for Mirror's Edge (and if not, where've you been?), which means you know the first part of this Mirror's Edge level pretty well. Looks easy, right? I thought so too, until I had my hands on the controls and I was plummeting to my death for the fifth time. Mirror's Edge looks incredibly stylish in the trailers, but it's easy to assume there's not much actual gameplay there. The reality is, this is one of the most intriguingly controlled games that you'll play this year.

The controls essentially boil down to two buttons and two analogue sticks; L1 is the "up" button, L2 is the "down" button and the sticks do exactly what you'd expect. This rather bizarre control set up takes some getting used to, but after a little while feels very fluid. Everything's context sensitive, so pushing L1 as you're running, standing, in mid-air or against a wall will result in different actions. Pressing L2 mid-jump, for example, will pull your legs up, allowing you to jump further. Pressing the same button just before you land after a long fall will preserve momentum by allowing you to execute a forward roll.

Gallery: Mirror's Edge


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Hands-on: Dead Space

In Dead Space no-one can hear you s- ... No, never mind. Dead Space deserves better than an intro like that. I'm not sure whether you've heard, but this game is fast becoming a favorite for GOTY throughout the Joystiq network. We've seen it several times now between E3, Leipzig and PAX and each time we come out impressed. The latest build, shown off at the Penny Arcade Expo, put more emphasis on the anti-grav platforming and puzzle solving, further cementing in my mind that this may be one of this year's greatest titles.

It's hard to pinpoint exactly what gives me that impression. It's not one specific element of the game, but rather the way all of Dead Space's facets fit together in the package. Graphically and stylistically the game is designed to put you on edge. It's not comfortable. You're an everyman, trapped in a spaceship overrun with zombie-like aliens. Everything feels very gothic and dark. Even the main character's space suit makes him look monstrous.

You've heard about the menus before, no doubt. How they pull you into the game by being a part of the game world. I could've spent hours navigating those holographic projection menus, watching Isaac's head move as he watches you check out your inventory, almost voyeuristicly. Item drops appear similarly, with a holographic window appearing as you approach, showing what's on the ground. Again, these exist in real space and can be seen from all sides as you rotate your camera around.

Gallery: Dead Space

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Joystiq Interview: Resistance Retribution's Sam Villanueva


click to embiggen
Resistance Retribution was a surprise hit last month at E3, and we had another chance to play it at last week's Penny Arcade Expo. With more playtime, however, come burning questions that need to be answered. Thankfully, Sam Villanueva, Senior Designer at Bend Studio, was at hand to answer our queries and make sure we could sleep soundly again.

Will you be optimizing Resistance Retribution for the PSP Brite?

That's a good question. We'll be evaluating this. We're pretty deep in development right now. We'd like to optimize, but that could potentially mess with launch time. If we can do it without affecting the date our game comes out, we will.

How does the game fit into the series?

Retribution fits nicely between Resistance 1 and Resistance 2. It's a continuation of the European campaign, whereas Resistance 2 is the start of the American campaign. You are James Grayson and you're going in to destroy another Chimeran tower. We wanted the story to deal with some pretty deep, dark stuff. Lots of drama and mystery. The game starts with your brother being infected and you're forced to kill him, for example.

Is there a multiplayer mode?

Absolutely. We've got lots of cool multiplayer stuff which we'll be announcing soon.

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PAX 2008: Insomniac confirms drop-in/drop-out Resistance 2 co-op


Last weekend at PAX, we sat down with Bryan Intihar, the Community Manager / Hand Model (yes, that is on his business card) for Insomniac to go over Resistance 2. We were able to get some fascinating details about the secretive co-op mode (drop-in/drop-out confirmed!), as well as some interesting story tidbits (evidently this time around, Hale remembers he can talk).

To start things off, could you give us a quick rundown of changes from the first Resistance?


Sure, there's a lot of course -- but in terms of the campaign we've put a lot more emphasis on Nathan Hale and that comes through in the story and how we're presenting the story. In R1, it was much more of a narrative approach with Rachel Parker telling the story, giving it a third-person feel. This time around it's all about Hale.

Gallery: Resistance 2

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PAX 2008: Appealing to an MMO Newbie


Worth it or not, to me personally, pay-to-play MMOs always felt like a ridiculous proposition. Paying to play a game I already paid for is like paying $5 to bite into a delicious burger I just got at the drive-through. Still, the genre continues to spawn new titles as proven at the 2008 Penny Arcade Expo.

While many MMO titles were on display, two were the most talked-about massively multiplayer role-playing games of the show: Warhammer Online and Aion: The Tower of Eternity. Realizing my limited experience with MMOs in the past, the team at Joystiq tasked me with learning as much as I could about each title and see if they could appeal to a genre newbie willing to jump into the online fray.

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PAX 2008: Penny Arcade Adventures producer gushes about Episode 2

Last week during PAX 2008, we sat down with Hothead COO and Penny Arcade Adventures Producer Joel DeYoung as he guided us through Episode 2 and improvements to the engine. The gist of it is: if you liked Episode 1, you'll like Episode 2 that much more. Here's the rundown from our talks:
  • Highlighting points of interest has been made easier! "If you have your proximity putting you close enough to 2 or 3 things, you can slide through that with bumpers," said DeYoung.
  • There are now difficulty levels, including an Insane Mode (unlockable only after beating the game). Special collectibles and pickups are only available if you play Insane Mode. Comparatively, Episode 1's difficulty is "a little easier" than medium.
  • All the weapons have been replaced. Tycho gets a shotgun, Gabe has new fist upgrades and your player now possesses -- wait for it -- a hoe! Also changed are the special attack minigames.
  • You now have, among other new items, a revive potion. Healing won't be enough to bring your troops back to life. "Just adds a little bit of depth to it," said DeYoung.
  • The real-time reaction for defense has been made more obvious (e.g. "Block!" now appears when you need to push block), but nothing analogous for attacking has been added.
More after the break.

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PAX 2008: One hour with full version of Fallout 3

Click for all our Fallout 3 coverage
We were given one hour with Fallout 3 at this year's PAX, and we don't mean some pared down, nerfed, demo-ized level; this was the full version. Not only that, but the Bethesda folks showed it to us in the tricked out Fallout 3 Airstream Trailer, complete with a nuclear family peering in.

Lead designer Emil Pagliarulo started us out roughly an hour into the game, when you exit the vault for the very first time. We missed the whole "growing up" phase in order to rush right into the action. We didn't mind. but what of our first 18 or so years? Maybe you start out on the cellular level, and fight your way out in a glorious Spore/Fallout hybrid. Your guess is as good as ours.

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Joystiq Poll: Best cosplay of PAX 2008


Click to see the top 15 cosplayers
Of the 100 or so cosplayers we saw (and snapped pictures of) at PAX 2008, we've whittled down the gallery to our favorite 15 costumes. Now we want to know who you thought was the best cosplayer:

Best Cosplay of PAX 2008

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PAX 2008 hands-on: Valkyria Chronicles


Final Fantasy Tactics meets X-Com in a Miyazaki-esque, Advance Wars universe. With watercolors. That's what you get when you play Sega's upcoming strategy RPG, Valkyria Chronicles. The PS3 exclusive is already out in Japan but will be heading West before the end of the year and, from what we saw of the game at PAX, it will be Sega's console gem of the year.

We were guided through the game's tutorial by the producer, Christopher Kaminski, who showed off the basic gameplay mechanics. It's a strategy RPG, but there's no grid. Instead, you have a "fuel" meter, which depletes as you move farther, giving the game more of an action RPG feel.

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PAX 2008 Interview: Felicia Day (The Guild)


Felicia Day at the Jonathan Coulton concert

During PAX 2008 we had a chance to sit down (on very comfortable bean bags, mind you) and talk with Felicia Day, producer and star of The Guild and star of Dr. Horrible's Sing-Along Blog. Day also sang "Still Alive" with Jonathan Coulton the first night of the convention. Some notes from the interview:
  • Filming for Season 2 will begin next month. HD cameras will be used, not so much for web streaming but for potential download and the Season 2 DVD. The 13- to 15-episode season will be "a little bit longer," approximately 5 to 6 minutes apiece.
  • Day has a level 66 Warlock and level 63 Priest. As an example of life imitating art, Day explains that her fans from the show and the actors who play Zaboo, Vork and Bladezz all play in a guild together.
  • She signed the chest of one Dr. Horrible cosplayer and saw another with "actual Wonderflonium." (Warning: Interview contains spoilers.)
  • Day guest stars as the patient in episode 2 of the upcoming season of House, but she does not have Lupus.
  • Not mentioned: Her demand that Tycho groom her.



[MP3] Download the interview

(Note: When the interview starts, Day is talking about a planned live introduction for a showing of The Guild at Dragon*Con the day before.)

PAX 2008 hands-on: Spore, have we seen enough already?


The last stop on our Electronic Arts booth tour at PAX was dedicated to Spore. That's right, it's more Spore news. It's not a real day on Joystiq unless you get some minor Spore news, or a definitive hands-on experience. With the game actually coming out (can it be?!) in five days, maybe you'll start to see these die down a bit. Unless, of course, there's a secret Hot Coffee level that we find during our explorations.

But is the game coming out a bit too late, or just in time? It feels like it's starting to wear out its welcome just a bit. Like that house guest that just won't leave, is Spore in danger of becoming a bore? German gamer mags have already given the game fairly disappointing scores, and in all honesty, we were ready to leave our demo early, even though we went hands-on with the whole thing. Find out why after the break.

Gallery: Spore

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BigCast Special Edition Recap


While adventuring to PAX 2008, the team at Big Download recorded three special edition episodes. While the audio quality in the first was laughably bad, the episode is a hilarious look into the minds of tired Warhammer Online developers, Paul Barnett, Jeff Hickman and Josh Drescher. Give it a listen, if you can! In the second special edition, GameDaily's Robin Yang joined the team to discuss everyone's favorite titles at the show. In the final installment of the special series, former 1UP editorial director and co-founder of WhatTheyPlay.com, John Davison, went into some detail on the sex and violence in games debate. Check out the episodes if you get a chance -- we assure you the first audio hiccup was corrected in episodes two and three.

PAX 2008 hands-on: Magic: Duels of the Planeswalkers


Wizards of the Coast has been very busy talking about the 4th edition of Dungeons and Dragons, which came out this year, as well as its Star Wars and D&D miniatures and the online version of Magic: The Gathering. So, we were really caught off guard when we stopped by the Wizards booth at PAX and happened across this new version of Magic for the Xbox Live Arcade. We did a double take, tapped our mana, and found out more. Find out about the long-titled Magic: The Gathering: Duels of the Planeswalkers after the break.

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Sackboys build the Joystiq logo


Download to PSP

So LittleBigPlanet is complete. You know this from our interview at Leipzig. We've been covering the game pretty closely since its reveal at GDC 2007, so we wanted something a little special for our PAX 2008 coverage. What could be more special than building the Joystiq logo and stickering the thing to death, before riding off in a fully-functional tank? We've sped it up and added some music you might be familiar with, to give you a bite sized, level building experience. Hopefully, for the LittleBigObsessed, we'll have the full 15 minute video available for you to check out soon.

PAX 2008: The Penny Arcade Interview


Note: Photo above taken at interview
A few hours before PAX 2008 opened its doors to the public last Friday, we had a chance to speak with Penny Arcade creators Jerry Holkins and Mike Krahulik -- for simplicity's sake referred to here by their respective pseudonyms Tycho and Gabe -- about the Expo, its future expansion, the intensity of Jenga and the Duke Nukem Forever Omegathon round that never was. Audio embedded below; we've also gone ahead and transcribed highlights from the interview. (Note: To make it easier to read, we've put Gabe's name in red and Tycho's name in blue.)

[MP3] Download the Interview

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