
Joystiq interview: Treyarch's Jeremy Luyties on James Bond

Continue reading Joystiq interview: Treyarch's Jeremy Luyties on James Bond
Joystiq chats with Jay Wilson on Diablo 3
- 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.
Scared Stiff: Why should we care about Resident Evil 5?

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?
Scared stiff: Why should we care about Silent Hill: Homecoming?

For the series' sixth installment, Konami has handed the blood-soaked baton over to external developer Double Helix Games, a recent mash-up of The Collective and Shiny Entertainment. The result is this fall's upcoming release, Silent Hill: Homecoming, and we recently puzzled our way out of mist long enough to ask the game's lead designer, Jason Allen, just why we should care about this latest return trip to Silent Hill.
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Scared stiff: Why should we care about Dead Space?

However, if our interest was piqued by the sci-fi survival horror romp through outer space, it completely pales to EA's own enthusiasm for the project, which has seen Dead Space cast in both comics as well as an upcoming animated prequel in the run up to the game's release this Halloween. But EA throwing money at a game to keep it in the news is hardly surprising, so we spoke with executive producer Glen Schofield about the project, asking him point blank why we should care about a game that, as he tells it, is about "a normal guy in a horrible situation."
Continue reading Scared stiff: Why should we care about Dead Space?
Scared stiff: Why should we care about Alone in the Dark?

But as all of us know, build-up seldom equals pay-off, leaving us to look upon these titles with what could be described as a mixture of cautious excitement and malaise. However, rather than simply sit and wait to see what the games have in store for us, we decided to corner the teams working on this year's more notable survival horror titles, and pick their brains in true survival horror fashion -- with an ice pick.
But having left the ice pick at the office (my bad!), we opted to simply ask those working on these titles why we should keep their games on our collective radar. This week we'll be talking with people working on such games as Dead Space, Silent Hill: Homecoming and Project Origin, and kick things off today by asking Eden Games' producer Nour Polloni about her studio's re-imagining of survival horror architect Alone in the Dark, particularly, why should we care?
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Ready at Dawn talks abandoning the PSP, piracy and being original

It's a mystery, but mysteries give us headaches, so we tracked down Ready At Dawn's president, Didier Malenfant, to find out why exactly the studio has turned up its nose at developing for Sony's sexed-up portable. "We feel like we've done everything we wanted to do with the PSP," admitted the exec. "We have new projects on other platforms and we like to focus on one thing at a time."
Even so, Didier championed the state of PSP development, stating matter-of-factly "Good games sell. Who would have thought?"
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Insomniac's Dezern and McCabe talk new North Carolina digs

We recently spoke with both execs about the new studio, and we couldn't help but kick off the interview by asking the one nagging question on our mind: Why North Carolina?
"We wanted to expand Insomniac's capabilities while retaining the small team culture in Burbank. Opening up an office in The Triangle lets us do that while also offering an alternative for talented people who want to stay on the East Coast," Dezern answered. "Plus, Shaun and I are from the South and we missed the distant strumming of the banjo."
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Massively.com's exhaustive coverage of Warhammer Online
Continue reading Massively.com's exhaustive coverage of Warhammer Online
Joystiq interview: BioWare's Ray Muzyka talks Mass Effect 2, DLC and his favorite interface

BioWare has worked in several fantastical settings. How did working in a sci-fi world like Mass Effect differ from some of your earlier titles?
That's a great question. The creative inspiration for both fantasy and sci-fi, and contemporary settings for that matter, certainly come from very different sources on different projects – for example, we're inspired by the classic fantasy novels for our fantasy games like Baldur's Gate or Dragon Age, and by classic science fiction films for science fiction IPs like Mass Effect, and by contemporary setting movies and novels for other titles. We're always striving to deliver powerful emotional experiences to our audience.
Tycho Brahe weighs in On the Rain-Slick Precipice of Darkness

We had the chance to discuss a number of the game's elements -- from the origins of the Startling Developments Detective Agency to the foul creation of the evil bums. Mr. Holkins also shed a dim light on future episodes in the series as we discussed the music and writing that surround the overarching story. We also clarified that for Penny Arcade, as a creative team, there is no rest. Mike Krahulik and Jerry Holkins are not celebrating today, they're not patting themselves on the back. Instead, they're returning to what they do best: working.
Read on to find out why these guys are driven to mine the funny for your benefit.
Continue reading Tycho Brahe weighs in On the Rain-Slick Precipice of Darkness
Joystiq FAQ: All about the AMD Game! Program
Continue reading Joystiq FAQ: All about the AMD Game! Program
Itagaki on Ninja Gaiden II dismemberment, difficulty and DLC

Joystiq: We noticed the name of the casual mode in Ninja Gaiden II is "Path of the Acolyte" and not "Ninja Dog." Are you trying to remove the stigma of playing on the easy setting?
Continue reading Itagaki on Ninja Gaiden II dismemberment, difficulty and DLC
Joystiq interview: CliffyB talks Gears of War 2

Gears 2. It's coming out. We know it's bigger, it's badder, it's more badass.
Getting tired of hearing that yet?
We've heard it a couple times. Our question is, what was the number one thing in Gears 1 you wanted to change? What did you make that you knew you could do better?
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Joystiq interview: Holy crap! Telltale talks Strong Bad

With the series announced to launch in June and new first episode details expected to drop later this week, we headed over to Bubs' Concession Stand for more information on the upcoming game. Of course, he wasn't much help, though he did point us over to Telltale, where we spoke with marketer extraordinaire Emily Morganti about all things Strong Bad. For the complete breakdown of what went down, hit up the interview below and pop open a one -- just make sure it's cold. A one which is not cold is scarcely a cold one at all.
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