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Joystiq interview: Treyarch's Jeremy Luyties on James Bond


During out whirlwhind tour through the new Quantum of Solace game, we were able to spend a few minutes speaking with Treyarch's Jeremy Luyties, who serves as design director on the title. Luyties has worked on everything from Return to Castle Wolfenstein to Call of Duty 3 to the heavily Bond-influenced classic No One Lives Forever. Find out what secrets he spilled about the new Bond title after the break.

Gallery: Quantum of Solace: The Game

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Joystiq chats with Jay Wilson on Diablo 3


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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.

Gallery: Diablo III

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Scared Stiff: Why should we care about Resident Evil 5?


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.

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


Konami's Silent Hill franchise has forgotten more about keeping us hiding beneath our covers than most games will ever know. Even EA's own Glen Schofield tips his hat to the series, telling us earlier this week that he considers the 1999 PlayStation original to be among his favorite survival horror games ever. But after nearly a decade of stumbling through the fog, it's easy to feel that the dilapidated burg of Silent Hill has gotten a bit too long in the tooth.

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?


Looking one part System Shock and another part Event Horizon, Electronic Arts' Dead Space is another of 2008's most eagerly anticipated experiments with freaking us right out. In development by a "renegade" team of devs at EA Redwood Shores, the game represents one of the few truly original offerings from a company that has rightfully earned a dubious reputation for recycling IP.

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."

Gallery: Dead Space

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Scared stiff: Why should we care about Alone in the Dark?


The survival horror genre is set to get a shot in the arm in 2008 with a number of high profile, not to mention highly anticipated entries all vying for the opportunity to keep us jumping at shadows and screaming like little girls. Or, for those gamers who are, in fact, little girls, just keep them screaming.

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?

Gallery: Alone in the Dark (2008)

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Ready at Dawn talks abandoning the PSP, piracy and being original


When it comes to developer Ready at Dawn, creating games for the PSP is just so last week. But while the company has closed the book on any PSP aspirations, going so far as to mail its entire stock of dev kits back to Sony, the developer of both Daxter and God of War: Chains of Olympus has played the reason for abandoning PSP development close to its chest.

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?"

Continue reading Ready at Dawn talks abandoning the PSP, piracy and being original

Insomniac's Dezern and McCabe talk new North Carolina digs


Insomniac's push eastward was one of last week's most intriguing items of interest, despite a lack of details concerning what exactly the Ratchet & Clank developer has in store for its new Raleigh, NC studio. However, while we don't know exactly what the Burbank, California-based developer has up its sleeves, we figured if anyone had the scoop it would be current Insomniac art director Chad Dezern and gameplay guru Shaun McCabe, both of whom will be given reigns over the company's eastern arm once it opens in January.

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

All week long, Massively.com has been offering up feature after feature on EA Mythic's in-development MMO, Warhammer Online: Age of Reckoning. The Massively goes to WAR feature series takes you front to back through almost every moment of our time at Mythic's Virginia headquarters. To wrap it all up, we've got a handy-dandy clickable guide to the series. Whether you're into hardcore PvP, dungeon delving, crafting, or are a total MMO newb, we've got you covered. Click on through, and explore the world of Warhammer.

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Joystiq interview: BioWare's Ray Muzyka talks Mass Effect 2, DLC and his favorite interface


Normally, when we want to talk to Ray Muzyka, General Manger of BioWare, we have to camp outside his palatial mansion and wait for him to get his morning paper. He's pretty spry though, so we can usually get out "When is Mass Effect 2 go--" before he slams the door in our face. But this time, EA actually asked us to pick the good doctor's brain. Here are the results:

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.

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Tycho Brahe weighs in On the Rain-Slick Precipice of Darkness

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The unique experiment of Penny Arcade Adventures has already begun in earnest. The long-term question in the making -- "Can game comic-makers make a videogame?" -- is moot. On the Rain-Slick Precipice of Darkness is now available via Xbox Live and the Greenhouse website (with demos here: Windows, Mac and Linux). The question now becomes: What do the creators think of their spawn? We sat down with Jerry "Tycho" Holkins, Penny Arcade's writer-in-residence, to get some perspective on that very issue.

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.

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Joystiq FAQ: All about the AMD Game! Program

Advanced Micro Devices (AMD) today launched AMD GAME!, a program aimed at providing "a better experience for the mainstream (core) gamer" by helping to educate them on buying a PC that's capable of playing today's games. The program, separate from the PC Gaming Alliance, has a lot of support from hardware makers and retailers. We talked with AMD Gaming Strategist Brent Barry to get a better understanding of the program.

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Itagaki on Ninja Gaiden II dismemberment, difficulty and DLC

itagaki
After spending about 30 minutes with a final build (awaiting certification) of Ninja Gaiden II at the Xbox 360 Spring Showcase, we had a chance to sit down with designer Tomonobu Itakagi, along with a handful of other game journalists. Staring out at us through dark shades, as an assistant translated his responses, the Team Ninja front man spoke on the "Deadly Ds," as we like to call them: dismemberment, difficulty (as in, tweaking the design philosophy to make us feel less like wusses for playing on easy) and Down-Loadable Costumes. Actually, there was another "D" addressed here too -- the one that ends with "-rinking on the job," or rather, the lack thereof. Yes, this was a new, sobered Itagaki, folks. Hard to believe given the swirl of emotions surrounding the realization that this could be his last *gasp* Ninja Gaiden.

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


After briefly discussing our unique spelling and French heritage ("Joy-stique," Cliffy exclaimed!) and commiserating about being confused with other companies (apparently, he gets asked if he works for Epyx, the now long-gone publisher of Summer Games) with Epic designer and Chief Gears Dude Cliff Bleszinski (that's CliffyB to you kids), we got down to the serious business of talking about Gears of War 2: The Gears-ening.

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?

Continue reading Joystiq interview: CliffyB talks Gears of War 2

Joystiq interview: Holy crap! Telltale talks Strong Bad


It won't be long before our wallets are drained of life thanks to Nintendo's freshly delivered digital download service, WiiWare. However, we're saving a few Wii Points under the mattress for Telltale's upcoming episodic take on iconic internet flash cartoon, Homestar Runner, in Strong Bad's Cool Game for Attractive People. It's dot com.

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.

Gallery: Strong Bad's Cool Game for Attractive People

Continue reading Joystiq interview: Holy crap! Telltale talks Strong Bad

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