pax-2008 posts (Subscribe to this feed)
PAX attendance rises by 2k, 60,750 people geek out
After the recent announcement by the folks at Penny Arcade that PAX 2009 sold out the Washington State Convention and Trade Center, today they officially released attendance numbers for this year's Penny Arcade Expo. Speaking with Big Download, PA's Robert Khoo said 60,750 people packed into the convention center -- though he had earlier predicted "roughly 75,000" -- and that the show's organizers are looking into expansion plans for next year to accommodate more showgoers.
We'd say with the unveiling of PAX East, some people may very well have stayed home in anticipation of a shorter travel distance early next year over this year's Washington-based soiree. This might help explain the relatively small attendance growth from 2008's 58,500 people to this 2009's numbers. However, Khoo said he's surprised how many people plan on attending both PAX East and next year's PAX, umm, West. We'll see you a year from now, Khoo -- with facts!
We'd say with the unveiling of PAX East, some people may very well have stayed home in anticipation of a shorter travel distance early next year over this year's Washington-based soiree. This might help explain the relatively small attendance growth from 2008's 58,500 people to this 2009's numbers. However, Khoo said he's surprised how many people plan on attending both PAX East and next year's PAX, umm, West. We'll see you a year from now, Khoo -- with facts!
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
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.
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
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.
Gallery: Resistance: Retribution
The story behind PAX's Ghostbuster lanyards
Ghostbusters: The Game may not have a publisher, and its fate may not be clear, but that didn't stop the title from being advertised on lanyards at PAX. Variety spoke to Penny Arcade's business guy, Robert Khoo, who said that Sierra signed to do the lanyards in January and sent them in June. It wasn't even until two weeks before the show that Sierra, the abused and neglected stepchild of Activision Blizzard, "pulled out of displaying Ghostbusters."
Khoo explains that there wasn't enough time to get a new lanyard provider, so even though Actilizzard isn't going to benefit from the promotion, they still paid the bill.
Khoo explains that there wasn't enough time to get a new lanyard provider, so even though Actilizzard isn't going to benefit from the promotion, they still paid the bill.
PAX 2008: Insomniac confirms drop-in/drop-out Resistance 2 co-op

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
PAX 2008: Appealing to an MMO Newbie

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.
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.
Gallery: Penny Arcade Adventures Episode 2
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.
Joystiq Poll: Best cosplay of PAX 2008
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:
Gallery: PAX 2008: Best of Cosplay
PAX 2008 hands-on: Valkyria Chronicles

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.
Gallery: Valkyria Chronicles (Leipzig 2008)
Rumor: Halo 3 getting new achievements with Mythic
So, if and when it's actually released, it looks like "Halo Mythic" (whatever it is) might actually add more than "0.1 bettar" to Halo 3. A sneaky spy at PAX caught a few pictures of 30 new achievements, reportedly part of Mythic, that would add a whopping 750 gamerpoints to the game. The pics and achievements have been reposted to the Ascendant Justic forum, and we've got the full list after the jump.
Now, Bungie, we have the names of these achievements, we have the name of the thing, now would you please just tell us what the heck Mythic is?
[Via X3F]
Now, Bungie, we have the names of these achievements, we have the name of the thing, now would you please just tell us what the heck Mythic is?
[Via X3F]
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.)
See PSN title Savage Moon in action

We've just watched the first, straight-from-PAX video of upcoming PSN title Savage Moon (don't worry, we've put it after the break for you) and it looks (as Sony said it would) like a sophisticated tower defense game, albeit a really attractive one.
We do have one quibble we feel compelled to pass on though: The decision to put crowd noises into the game is a bizarre one. They're almost louder than the guns! C'mon, Sony, get it together! Who wants to hear that?!
We do have one quibble we feel compelled to pass on though: The decision to put crowd noises into the game is a bizarre one. They're almost louder than the guns! C'mon, Sony, get it together! Who wants to hear that?!
Savage Moon gameplay finally comes out of PAX



















