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<generator>Blogsmith http://www.blogsmith.com/</generator><itunes:author>Joystiq</itunes:author><itunes:image href="http://www.blogsmithmedia.com/www.joystiq.com/media/Joystiq_podcast_cover.png" /><itunes:summary>The Joystiq Podcast combines insightful commentary on the week&apos;s video game news and culture with several disembodied, often spooky, voices. Voices may or may not belong to Chris Grant, Ludwig Kietzmann, Joystiq.com editors, or their guests. Spookiness not guaranteed where prohibited, please check local laws. More information available at www.joystiq.com</itunes:summary><itunes:category text="Games &amp; Hobbies"><itunes:category text="Video Games" /></itunes:category><item><title>Joystiq Interview: Resistance Retribution's Sam Villanueva</title><link>http://www.joystiq.com/2008/09/05/joystiq-interview-resistance-retributions-sam-villanueva/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/05/joystiq-interview-resistance-retributions-sam-villanueva/</guid><comments>http://www.joystiq.com/2008/09/05/joystiq-interview-resistance-retributions-sam-villanueva/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/psp/" rel="tag">Sony PSP</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div style="text-align: center;"><span style="font-style: italic;"></span><a href="http://www.joystiq.com/photos/resistance-retribution/924823/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/09/resistanceretributionscreeny050908490.jpg" /></a><br /></div>
<div align="center"><span style="font-style: italic;"><font size="1"><em>click to embiggen</em></font></span><br /><span style="font-style: italic;"></span></div>
<span style="font-style: italic;">Resistance Retribution</span> was a <a href="http://www.joystiq.com/2008/07/21/joystiq-e3-hands-on-resistance-retribution/">surprise hit</a> last month at E3, and we had another chance to play it at last week's <a href="http://www.joystiq.com/tag/pax-2008">Penny Arcade Expo</a>. With more playtime, however, come burning questions that <span style="font-style: italic;">need</span> 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.<br /><br /><strong>Will you be optimizing <em>Resistance Retribution</em> for the PSP Brite?<br /><br /></strong>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.<br /><strong><br />How does the game fit into the series?<br /><br /></strong><em>Retribution</em> fits nicely between <em>Resistance 1</em> and <em>Resistance 2</em>. It's a continuation of the European campaign, whereas <em>Resistance 2</em> 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. <br /><strong><br />Is there a multiplayer mode?<br /><br /></strong>Absolutely. We've got lots of cool multiplayer stuff which we'll be announcing soon. <br />%Gallery-27792%<p><a href="http://www.joystiq.com/2008/09/05/joystiq-interview-resistance-retributions-sam-villanueva/" rel="bookmark">Continue reading <em>Joystiq Interview: Resistance Retribution's Sam Villanueva</em></a></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/05/joystiq-interview-resistance-retributions-sam-villanueva/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1300647/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/05/joystiq-interview-resistance-retributions-sam-villanueva/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>bend-studio</category><category>insomniac</category><category>joystiqfeatures</category><category>PAX-08</category><category>PAX-2008</category><category>Resistance-retribution</category><dc:creator><![CDATA[Jem Alexander]]></dc:creator><dc:date>Fri, 05 Sep 2008 12:20:00 EST</dc:date></item><item><title>PAX 2008: Insomniac confirms drop-in/drop-out Resistance 2 co-op</title><link>http://www.joystiq.com/2008/09/05/pax-2008-insomniac-confirms-drop-in-drop-out-resistance-2-co-op/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/05/pax-2008-insomniac-confirms-drop-in-drop-out-resistance-2-co-op/</guid><comments>http://www.joystiq.com/2008/09/05/pax-2008-insomniac-confirms-drop-in-drop-out-resistance-2-co-op/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div align="center"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/09/e3_chi_levgrab.jpg" /><br /></div>
Last weekend <a href="http://www.joystiq.com/tag/pax-2008">at PAX</a>, we sat down with Bryan Intihar, the Community Manager / Hand Model (yes, that is on his business card) for Insomniac to go over <em><a href="http://www.joystiq.com/tag/Resistance2/">Resistance 2</a></em>. 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).<br /><strong><br />To start things off, could you give us a quick rundown of changes from the first <em>Resistance</em>?</strong><br /><br />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 <em>R1</em>, 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. <br />%Gallery-14773%<p><a href="http://www.joystiq.com/2008/09/05/pax-2008-insomniac-confirms-drop-in-drop-out-resistance-2-co-op/" rel="bookmark">Continue reading <em>PAX 2008: Insomniac confirms drop-in/drop-out Resistance 2 co-op</em></a></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/05/pax-2008-insomniac-confirms-drop-in-drop-out-resistance-2-co-op/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1304964/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/05/pax-2008-insomniac-confirms-drop-in-drop-out-resistance-2-co-op/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>insomniac</category><category>joystiqfeatures</category><category>pax-08</category><category>pax-2008</category><category>resistance-2</category><dc:creator><![CDATA[Colin Torretta]]></dc:creator><dc:date>Fri, 05 Sep 2008 08:30:00 EST</dc:date></item><item><title>Joystiq hands-on: Combat Arms (Page 2)</title><link>http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms-page-2/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms-page-2/</guid><comments>http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms-page-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div align="center"><a href="http://www.joystiq.com/photos/combat-arms/927819/full/"><img vspace="4" hspace="4" border="1" alt=""  src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/09/ingame_l96a1-sniper-with-s3-suppressor.jpg" /></a><br /></div>
<span style="font-style: italic;">Combat Arms</span> employs a clearly visible player ranking system in order to tie together rank rewards, the in-game currency, and the socialization aspects.<br /><br />Kim and Yang noted that this balance between purchased items and off-the-rack choices didn't exist in the original Korean version of the game. As previously mentioned, the Korean gamers were looking for a more "arcade-y" experience. Grenades had flares to make them easier to track, mines had blinking lights, and every purchased item was a pure win for the player -- why <em>not</em> buy in that environment. As Kim put it, "American players have a definite concept of what is fair and what isn't," and they were determined to cater to that.<br /><br />Yang noted that the despite changes from the Korean version, <span style="font-style: italic;">Combat Arms</span> retains the "jump-in-and-out" gameplay that made this take on the genre so popular there. Nexon believes Americans will respond (and are responding) to this vision of what an FPS could be, based primarily on the "feel" of the game. As an example, Min Kim noted the simple feature that you can run in the game:<br /><span style="font-weight: bold;"><br /></span>"If you press the shift button you actually run. That is not an option in a lot of other FPSs so it feels a lot faster and a lot of people like that. It's one of those things that is not easy to market; you can't say: 'hey you press the shift button you go really fast' on the back of a box. They don't know what that means until they start playing it."<br /><br />
<div align="center"><a href="http://www.joystiq.com/photos/combat-arms/927809/full/"><img vspace="4" hspace="4" border="1" alt=""  src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/09/2man-team-underground_itech_kevlarhelmet.jpg" /></a><br /></div>
<br />After talking through the game as a concept, we sat down to play a few rounds -- dying numerous times to both Kim and Yang as they schooled us on the game's public servers. (Protip: Anyone interested in jumping into the game can already do so. Nexon has had an amazingly positive reaction, and had to increase their server capacity unexpectedly fast to deal with demand.)<br /><br />During our back-and-forth matches, Yang stated that Nexon's planning to update the game on a regular basis. The company has been regularly releasing a patch to the game every two weeks since the game's beta began. Every update will add new weaponry, while a new map or game type will be added every month or two.<br /><br />That endless state of updates driven by player demand will likely never stop for the game, and neither will the game's "test" state. After the interview, we spoke with Nexon representative Robert Holtzman to clarify when the game would be going with a hard launch. He laughed, and noted that the game might never get one -- given the title's popularity already, Nexon plans to continue to expand through word of mouth advertising and constant improvements.<br /><br />Overall, we walked away from <span style="font-style: italic;">Combat Arms</span> very impressed. Given the game's region of origin and the stigma of a free-to-play titles, Nexon's offering is a surprisingly fun and impressively attractive offering. It's a fast-action title that will please the twitch-happy mindless shooter fan just as easily as one looking for a more tactical approach. On top of it all, it deftly ties online clan gaming and Web 2.0 sensibilities together with ranks, formal groups, and eventually social networking plugins. <br /><br />Given the unique blend of MMO and FPS in <span style="font-style: italic;">Combat Arms</span>' DNA, it was intriguing and enlightening to see what the game has become. And it's always hard to turn down the offer of free.<br /><br />
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<div align="center"><strong><a class="gButtonLink" href="http://www.joystiq.com/2008/09/02/joystiq-hands-on-combat-arms/">&lt;&lt; PAGE ONE</a></strong></div>
</div><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms-page-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1301592/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms-page-2/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>combat-arms</category><category>hands-on</category><category>herb-yang</category><category>min-kim</category><category>nexon</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><dc:date>Thu, 04 Sep 2008 21:00:00 EST</dc:date></item><item><title>Joystiq hands-on: Combat Arms</title><link>http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms/</guid><comments>http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><center><a href="http://www.joystiq.com/photos/combat-arms/927820/full/"><img vspace="4" hspace="4" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/09/combatarmsheader.jpg" alt="" /></a></center>We recently had the chance to check out <em><a href="http://www.weblogsinc.com/tag/combat-arms">Combat Arms</a></em>, the free-to-play online FPS brought to US shores by <a href="http://www.massively.com/tag/nexon">Nexon</a> of America. Nexon is best known in the states for its unique side-scrolling MMORPG <em><a href="http://www.massively.com/tag/maple-story">Maple Story</a></em>. Despite the company's grounding in the MMO genre, Nexon chooses to see itself as a purveyor of online games in general. From online racing in <em><a href="http://www.weblogsinc.com/tag/kart-rider">Kart Rider</a></em> to virtual karaoke in <em><a href="http://www.weblogsinc.com/tag/audition">Audition</a></em>, the company publishes or develops a multitude of multiplayer experiences. Its extension to first-person shooters, in that light, makes a great deal of sense. <br /><br />What's surprising is not that Nexon has chosen to jump into the FPS genre, but that the offering is as good as it is. The company has combined elements of mindless combat shooters like <em><a href="http://en.wikipedia.org/wiki/XIII_(game)">XIII</a></em> with the multiplayer tactical orientation of a game like <em><a href="http://www.joystiq.com/tag/counter-strike">Counter-Strike</a></em>. In doing so, it's delivered a title that can be as explosion- or strategy-focused as players want. And, of course, it wouldn't be Nexon without some unique twists -- namely, the incorporation of its successful microtransaction-based business model.<br />%Gallery-27906%<p><a href="http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms/" rel="bookmark">Continue reading <em>Joystiq hands-on: Combat Arms</em></a></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1301590/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>combat-arms</category><category>hands-on</category><category>herb-yang</category><category>min-kim</category><category>nexon</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><dc:date>Thu, 04 Sep 2008 21:00:00 EST</dc:date></item><item><title>Joystiq interview: Dragon Age storytelling (Page 3)</title><link>http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling-page-3/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling-page-3/</guid><comments>http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling-page-3/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><center><a href="http://en.wikipedia.org/wiki/A_Song_of_Ice_and_Fire"><strong><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/09/iceandfireheader.jpg" /></strong></a></center><strong>One last question: I'm sure that as a fantasy writer, you read a lot of fantasy as well. Who are some authors you would suggest to gamers that are looking forward to <em>Dragon Age</em>, as a sort of primer to get them in the mood for the world?</strong><br /><br />There is one series of books that is required reading for any <em>Dragon Age</em> fan. It's not to say we copied him, but it's required reading for what it represented when I was thinking about the game. I sort of got tired of the same old fantasy-style stories. I read <em><a href="http://en.wikipedia.org/wiki/Belgariad">The Belgariad</a></em> and <em><a href="http://en.wikipedia.org/wiki/The_Wheel_of_Time">Wheel of Time</a></em> back to back, right? And they both started the same way, with a "chosen one" with a boy in a remote village who is carried away just as his village is destroyed ... they both started the same way. They're both decent series, but they're very high fantasy titles.<br /><br />Then I picked up a series of books by <a href="http://en.wikipedia.org/wiki/George_R._R._Martin">George R.R. Martin</a> called <em><a href="http://en.wikipedia.org/wiki/A_Song_of_Ice_and_Fire">A Song of Ice and Fire</a></em>. It's a low magic world there, and ours is a bit higher. <em>Dragon Age</em> is lower than the normal fantasy world, though, because magic is sort of rare and mages are very distrusted. As I described how Darkspawn came to be, people kind of have a bad opinion about them as a group. <br /><br />For me, it was the tonal shift that really changed for me personally. It was such a dark story, and sometimes I think he may get too dark ... but it was focused on politics and civil war, dark and gritty, and there was the possibility that characters you loved might die. I went from being kind of "meh" on fantasy in general to really excited because of these books. We didn't go out to copy his works, but that sort of shift, that darkness, that seriousness are all elements we've embraced for our game. That's the tone of <em>Dragon Age</em>.<br /><br /><strong>Thanks so much for your time, sir.</strong><br /><br />
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<div align="center"><a class="gButtonLink" href="http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling-page-2/">&lt;&lt; PAGE TWO</a></div>
</div><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling-page-3/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1304028/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling-page-3/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>bioware</category><category>dragon-age</category><category>dragon-age-origins</category><category>ice-and-fire</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><dc:date>Thu, 04 Sep 2008 20:00:00 EST</dc:date></item><item><title>Joystiq interview: Dragon Age storytelling (Page 2)</title><link>http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling-page-2/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling-page-2/</guid><comments>http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling-page-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><center><strong><a href="http://en.wikipedia.org/wiki/Baldur%27s_Gate"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/09/baldursgateheader.jpg" /></a></strong></center><strong>How would you compare what you've done with the story in <span style="font-style: italic;">Dragon Age</span> to what you did with <span style="font-style: italic;">Baldur's Gate</span>?</strong><br /><br /><span style="font-style: italic;">Dragon Age</span> is a huge game, much like <span style="font-style: italic;">Baldur's Gate</span>. I don't know that we'd ever make a game as big as <span style="font-style: italic;">Baldur's Gate</span> again, though. That game was just ridiculously huge. That said, there is something to making a game that is substantial like that. The word <span style="padding: 0pt; background-color: yellow; color: black; display: inline; font-size: inherit;" class="__mozilla-findbar-search"></span>"epic<span style="padding: 0pt; background-color: yellow; color: black; display: inline; font-size: inherit;" class="__mozilla-findbar-search"></span>" is thrown around like there's no tomorrow, but in some ways epic does fit with the scope of the game's story. It's a long story that takes your character through this large arc. It's appropriate for what we're doing. <br /><br />It is also similar to <span style="font-style: italic;">Baldur's Gate</span> insofar as how much we focus on character. You have all your party members, and I would say almost a third of the writing that's been done is just for the members themselves. The amount of talking they do may in fact be sort of endless. I think for a lot of players that's really important. To this day in any given forum, people will still bring up characters from <span style="font-style: italic;">Baldur's Gate</span>. Some of them are quite beloved. I would like to think as a writer that <span style="font-style: italic;">Dragon Age</span> is the next step from there. Not to knock the <span style="font-style: italic;">Baldur's Gate</span> characters, but these are the characters you'll be interacting with at length for a long period of time ... they're important to the story.<br /><br /><strong>Go for the eyes Boo! <a href="http://en.wikipedia.org/wiki/Minsc">Go for the eyes!</a></strong><br /> <br />Exactly.<br /> <strong><br /> It seems as though <em>Dragon Age</em> is very much BioWare returning to its roots. Was that a conscious decision or just a reaction to the way the company and gaming as a hobby has been going?</strong><br /> <br />The company has gotten big enough now that we can have several projects on the go at any given time. Console has its place, of course, and we can't ignore them.
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            <h2><strong>"We chose the subtitle 'Origins' specifically. This is where it begins, and we're not abandoning the PC gamer."</strong></h2>
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I'm sure a lot of PC gamers would love it if we did, but we can't. What PC players hate, though, is when you have a game that tries to work on a PC and a console at the same time. It has to go for the <span style="padding: 0pt; background-color: yellow; color: black; display: inline; font-size: inherit;" class="__mozilla-findbar-search"></span>"lowest common denominator<span style="padding: 0pt; background-color: yellow; color: black; display: inline; font-size: inherit;" class="__mozilla-findbar-search"></span>." I think that's a legitimate concern. I think there are games that have successfully worked on both platforms, I don't think it needs to be that way. But here we're focusing on, we're starting on the PC. <br /> <br /> We're doing a couple of things differently with this game, though. I mean, we announced <em>Dragon Age</em> really really early. In the normal scheme of things, we would have probably only been announcing it around now for release next year. Instead we announced it really early so that PC gamers wouldn't feel left out. They could look at <em>Mass Effect</em> and know we had huge plans for <em>Dragon Age</em> as a world. We chose the subtitle "Origins" specifically. This is where it begins, this is where the new story starts, and we're not abandoning the PC gamer.<br /> <br /><strong>That's something I wanted to mention; origins would seem to suggest a number of things especially for PC gamers. A lot of them still see the <em>Baldur's Gate</em> series as this great franchise that they'll really appreciate forever. Do you <em>see Dragon Age</em> as an attempt to go for that kind of success?</strong><br /> <br />In the end the proof is going to be in the pudding. Rather, the proof is in the eating of the pudding. A lot will depend on how well the game does, right? Before we go crazy with it we want to see how the game is received. I think we're very confident, though, that there's a big group out there that has been anxiously waiting for something like this. I think they'll really respond if we've done well. <br /> <br />I have a good feeling about it, it's not just because I created the world. I watched this game grow before my eyes, I got to start see the cutscenes back, see the world I created take on a life of its own. The coolest thing is when the artists started getting on board. They're one step ahead of me now, instead of me being the one to say "well this is what this should look like". I have that same feeling as I did when we were at this point in developing <em>Baldur's Gate</em>. There's always that point where you're like 'this game is utter crap!' Then it starts to change, and finally we're at the point where we're like 'wow, this game is awesome!' <br /> <br />We really hope this is the launching point for something bigger.<br /><br />
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<div align="center"><a class="gButtonLink" href="http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling/">&lt;&lt; PAGE ONE</a> <a class="gButtonLink" href="http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling-page-3/">PAGE THREE &gt;&gt;</a></div>
</div><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling-page-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1304027/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling-page-2/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>bioware</category><category>david-gaider</category><category>dragon-age</category><category>dragon-age-origins</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><dc:date>Thu, 04 Sep 2008 20:00:00 EST</dc:date></item><item><title>Joystiq interview: Dragon Age storytelling</title><link>http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling/</guid><comments>http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><center><a href="http://www.joystiq.com/tag/dragon-age"><img vspace="4" hspace="4" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/09/dragonagewriterheader1.jpg" alt="" /></a></center>BioWare's return to PC as a primary platform has been met with rapture and glee from the PC gaming crowd. The development chops of the Canadian company are almost impossible to question, with hit after hit being released from its Edmonton headquarters. Now the reunion with keyboard and mouse is accompanied by the most ambitious fantasy RPG <a href="http://www.joystiq.com/tag/bioware">BioWare</a> has attempted since the original <em><a href="http://en.wikipedia.org/wiki/Baldur%27s_gate">Baldur's Gate</a></em>. <em><a href="http://www.joystiq.com/tag/dragon-age">Dragon Age: Origins</a></em> is a true return to roots for the company, a homecoming with its dearest fans.<br /><br />It makes sense then to find David Gaider, one of the original writers of the <em>Baldur's Gate</em> plot, at the keyboard behind <em>Dragon Age</em>. We had the chance to talk briefly with the author about what this highly-anticipated title will offer. Though he couldn't reveal much in the way of story components, he did offer a tantalizing view into the world's history. Join us as we talk with Gaider about stepping back from <em><a href="http://www.joystiq.com/tag/mass-effect">Mass Effect</a></em>'s advances, the joys of returning to PC gaming, and what he considers required reading for any <span style="font-style: italic;">Dragon Age</span> fan.<br />%Gallery-28224%<p><a href="http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling/" rel="bookmark">Continue reading <em>Joystiq interview: Dragon Age storytelling</em></a></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1304026/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/04/joystiq-interview-dragon-age-storytelling/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>bioware</category><category>david-gaider</category><category>dragon-age</category><category>dragon-age-origins</category><category>featured</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><dc:date>Thu, 04 Sep 2008 20:00:00 EST</dc:date></item><item><title>PAX 2008: Penny Arcade Adventures producer gushes about Episode 2</title><link>http://www.joystiq.com/2008/09/04/pax-2008-penny-arcade-adventures-producer-gushes-about-episode/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/04/pax-2008-penny-arcade-adventures-producer-gushes-about-episode/</guid><comments>http://www.joystiq.com/2008/09/04/pax-2008-penny-arcade-adventures-producer-gushes-about-episode/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/mac/" rel="tag">Mac</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/adventure/" rel="tag">Adventure</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div align="center"><a href="http://www.joystiq.com/photos/penny-arcade-adventures-episode-2/1012173/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/09/joel-deyoung-490.jpg" /></a></div>
Last week during PAX 2008, we sat down with Hothead COO and <em>Penny Arcade Adventures</em> Producer Joel DeYoung as he guided us through <em>Episode 2 </em>and improvements to the engine. The gist of it is: if you liked <em>Episode 1</em>, you'll like <em>Episode 2</em> that much more. Here's the rundown from our talks:<br />
<ul>
    <li>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.<br /> </li>
    <li>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, <em>Episode 1</em>'s difficulty is "a little easier" than medium.</li>
    <li>All the weapons have been replaced. Tycho gets a shotgun, Gabe has new fist upgrades and your player now possesses -- wait for it -- a <a href="http://en.wikipedia.org/wiki/Hoe_(tool)">hoe</a>! Also changed are the special attack minigames. <br /></li>
    <li>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.</li>
    <li>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.</li>
</ul>
More after the break.<br />%Gallery-30963%<p><a href="http://www.joystiq.com/2008/09/04/pax-2008-penny-arcade-adventures-producer-gushes-about-episode/" rel="bookmark">Continue reading <em>PAX 2008: Penny Arcade Adventures producer gushes about Episode 2</em></a></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/04/pax-2008-penny-arcade-adventures-producer-gushes-about-episode/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1303935/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/04/pax-2008-penny-arcade-adventures-producer-gushes-about-episode/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>hothead</category><category>hothead-games</category><category>interview</category><category>joel-deyoung</category><category>joystiqfeatures</category><category>paa-episode-2</category><category>pax-08</category><category>pax-2008</category><category>penny-arcade</category><category>penny-arcade-adventures</category><category>penny-arcade-expo</category><dc:creator><![CDATA[Ross Miller]]></dc:creator><dc:date>Thu, 04 Sep 2008 10:30:00 EST</dc:date></item><item><title>PAX 2008 Interview: Felicia Day (The Guild)</title><link>http://www.joystiq.com/2008/09/03/pax-2008-interview-felicia-day-the-guild/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/03/pax-2008-interview-felicia-day-the-guild/</guid><comments>http://www.joystiq.com/2008/09/03/pax-2008-interview-felicia-day-the-guild/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div align="center"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/09/felicia-day-4902.jpg" /><br /><font size="1">Felicia Day at the Jonathan Coulton concert</font></div>
<br />During <a href="http://www.joystiq.com/tag/pax-2008">PAX 2008</a> we had a chance to sit down (on very comfortable bean bags, mind you) and talk with Felicia Day, producer and star of <a href="http://watchtheguild.com/"><em>The Guild</em></a> and star of <em>Dr. Horrible's Sing-Along Blog</em>. Day also <a href="http://www.joystiq.com/2008/08/30/pax-2008-highlights-from-the-jonathan-coulton-concert/">sang "Still Alive" with Jonathan Coulton</a> the first night of the convention. Some notes from the interview:<br />
<ul>
    <li>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.</li>
    <li>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.</li>
    <li>She signed the chest of one Dr. Horrible cosplayer and saw another with "actual Wonderflonium." (Warning: Interview contains spoilers.)</li>
    <li>Day guest stars as the patient in episode 2 of the upcoming season of <em>House</em>, but she does not have Lupus.</li>
    <li>Not mentioned: <a href="http://penny-arcade.com/2008/9/1/">Her demand</a> that <a href="http://penny-arcade.com/comic/2008/7/28/ ">Tycho groom her</a>.</li>
</ul>
<br /><object width="290" height="24" type=""application/x-shockwave-flash" data="http://www.weblogsinc.com/media/audio_player.swf"> <param value="http://www.weblogsinc.com/media/audio_player.swf" name="movie" /> <param value="soundFile=http://podcasts.aolcdn.com/joystiq/audio/PAX08-FeliciaDay.mp3" name="FlashVars" /> <param value="high" name="quality" /> <param value="false" name="menu" /> <param value="transparent" name="wmode" /></object><br /><br />[<a href="http://podcasts.aolcdn.com/joystiq/audio/PAX08-FeliciaDay.mp3">MP3</a>] Download the interview<br /><br />(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.)<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/03/pax-2008-interview-felicia-day-the-guild/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1302747/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/03/pax-2008-interview-felicia-day-the-guild/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>dr-horrible</category><category>felicia-day</category><category>joystiqfeatures</category><category>pax-08</category><category>pax-2008</category><category>the-guild</category><dc:creator><![CDATA[Ross Miller]]></dc:creator><dc:date>Wed, 03 Sep 2008 12:30:00 EST</dc:date></item><item><title>BigCast Special Edition Recap</title><link>http://www.joystiq.com/2008/09/02/bigcast-special-edition-recap/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/02/bigcast-special-edition-recap/</guid><comments>http://www.joystiq.com/2008/09/02/bigcast-special-edition-recap/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div align="center"><img width="230" height="314" border="0" alt="" src="http://news.bigdownload.com/media/2008/07/bigsmaller2.jpg" /><br /></div>
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 <em>Warhammer Online</em> developers, <a href="http://news.bigdownload.com/2008/08/30/bigcast-pax08-special-warhammer-online/">Paul Barnett, Jeff Hickman and Josh Drescher</a>. Give it a listen, if you can! In the second special edition, <a href="http://news.bigdownload.com/2008/08/31/bigcast-pax08-special-featuring-robin-yang/">GameDaily's Robin Yang</a> 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, <a href="http://news.bigdownload.com/2008/08/31/bigcast-pax08-special-featuring-john-davison/">John Davison, went into some detail on the sex and violence in games debate</a>. Check out the episodes if you get a chance -- we assure you the first audio hiccup was corrected in episodes two and three.<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/02/bigcast-special-edition-recap/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1301559/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/02/bigcast-special-edition-recap/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>joystiqfeatures</category><category>pax-08</category><category>pax-2008</category><category>penny-arcade-expo</category><category>penny-arcade-expo-2008</category><category>podcast</category><dc:creator><![CDATA[Joystiq Staff]]></dc:creator><dc:date>Tue, 02 Sep 2008 22:00:00 EST</dc:date></item><item><title>PAX 2008: The Penny Arcade Interview</title><link>http://www.joystiq.com/2008/09/02/pax-2008-the-penny-arcade-interview/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/02/pax-2008-the-penny-arcade-interview/</guid><comments>http://www.joystiq.com/2008/09/02/pax-2008-the-penny-arcade-interview/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div style="text-align: center;"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/08/tycho-gabe-bling-490.jpg" /><br /><font size="1">Note: Photo above taken at interview<br /></font></div>
A few hours before <a href="http://www.joystiq.com/tag/pax-2008">PAX 2008</a> opened its doors to the public last Friday, we had a chance to speak with <em>Penny Arcade </em>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 <span style="font-style: italic;">Jenga</span> and the <span style="font-style: italic;">Duke Nukem Forever</span> 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 <font color="red">Gabe's</font> name in red and <font color="blue">Tycho's</font> name in blue.)<br /><br />[<a href="http://podcasts.aolcdn.com/joystiq/files/PAX08-Tycho-Gabe-Interview.mp3">MP3</a>] Download the Interview<br /><object width="290" height="24" type=""application/x-shockwave-flash" data="http://www.weblogsinc.com/media/audio_player.swf"> <param value="http://www.weblogsinc.com/media/audio_player.swf" name="movie" /> <param value="soundFile=http://podcasts.aolcdn.com/joystiq/files/PAX08-Tycho-Gabe-Interview.mp3" name="FlashVars" /> <param value="high" name="quality" /> <param value="false" name="menu" /> <param value="transparent" name="wmode" /></object>%Gallery-30939%<p><a href="http://www.joystiq.com/2008/09/02/pax-2008-the-penny-arcade-interview/" rel="bookmark">Continue reading <em>PAX 2008: The Penny Arcade Interview</em></a></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/02/pax-2008-the-penny-arcade-interview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1301517/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/02/pax-2008-the-penny-arcade-interview/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>gabe</category><category>interview</category><category>joystiqfeatures</category><category>pax</category><category>pax-08</category><category>pax-2008</category><category>pax-east</category><category>pax-ec</category><category>paxec</category><category>penny-arcade</category><category>tycho</category><dc:creator><![CDATA[Ross Miller]]></dc:creator><dc:date>Tue, 02 Sep 2008 11:20:00 EST</dc:date></item><item><title>PAX 2008 hands-on: Demigod</title><link>http://www.joystiq.com/2008/08/31/pax-2008-hands-on-demigod/</link><guid isPermaLink="true">http://www.joystiq.com/2008/08/31/pax-2008-hands-on-demigod/</guid><comments>http://www.joystiq.com/2008/08/31/pax-2008-hands-on-demigod/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a>, <a href="http://www.joystiq.com/category/strategy/" rel="tag">Strategy</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div style="text-align: center;"><img hspace="4" border="1" align="middle" vspace="4" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/08/pax08demigod490.jpg" alt="" /><br /></div>
Following an interview with Gas Powered Games at <a href="http://www.joystiq.com/tag/pax-2008">PAX 2008</a>, we got some hands on time with their newest creation, <em>Demigod</em>. The first thing we noticed while watching it running on glowing, envy-inducing PCs was how deliberate much of it looked. Everything from the unit/map design to the ease-of-use control scheme oozed hours of careful consideration on developer GPG's part. While the concept of <em>Demigod</em> tends to bewilder many who hear it -- ourselves included -- understanding the idea only took us a few minutes of playing the atypical strategy game.<br /><br />Players only control their <em>Demigod</em> and its set of abilities. Our time was spent with the RPG-style Torchbearer, a Norse flavored character that can switch between ice and fire modes. We were digging his armored-burn-victim look, which just so happened to feature more armor and less burn. The Torchbearer is all about freezing everything before switching to fire and watching the screen light up as your enemies burn. Our magical offensive certainly got us some kills, but it wasn't moving the battlefront at all. Once we began to work more attentively with our AI-controlled troops of the non-Skynet variety, the battle quickly shifted to our favor.<br /><br />Our actions in-game where peppered by murmurs of, "Oh, whoa." and "I want this game, now" from various onlookers behind us. We were starting to agree with this sentiment. It surprised us to find out that the game is actually running on a version of the <em>Supreme Commander</em> engine, as we saw more visual variety in 30 minutes with Demigod than we ever did playing hours of <em>SupCom</em>. GPG assured us that the system requirements are designed to include low-end machines, which is very much due to the fact that <em>Demigod</em> doesn't try to do a thousand things at once on-screen while you play it. (our wallets say thanks) Looking at the game, it was fairly hard to imagine that the harpy-like creatures and wiggling death-plant-things were living in the same engine that featured angular robot-spiders and hover tanks that bogged down our computers just a year and half ago. All in all, <em>Demigod</em> looks like it's going to steal away our precious personal time when it eventually ships on Stardock's Impulse service next year.<br /><br /><object width="290" height="24" data="http://www.weblogsinc.com/media/audio_player.swf" x-shockwave-flash="" application="" type="application/x-shockwave-flash"> <param name="movie" value="http://www.weblogsinc.com/media/audio_player.swf" /> <param name="FlashVars" value="soundFile=http://podcasts.aolcdn.com/joystiq/files/pax08knhdemigod.mp3" /> <param name="quality" value="high" /> <param name="menu" value="false" /> <param name="wmode" value="transparent" /></object><br />[<a href="http://podcasts.aolcdn.com/joystiq/files/pax08knhdemigod.mp3">MP3</a>] Download this interview in MP3 format<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/08/31/pax-2008-hands-on-demigod/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1300276/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/31/pax-2008-hands-on-demigod/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>demigod</category><category>gas-powered-games</category><category>hands-on</category><category>impressions</category><category>joystiqfeatures</category><category>pax-08</category><category>pax-2008</category><category>pax08</category><dc:creator><![CDATA[Kyle Horner]]></dc:creator><dc:date>Sun, 31 Aug 2008 11:00:00 EST</dc:date></item><item><title>PAX 2008: The Behemoth talks Castle Crashers pricing, patches and performance</title><link>http://www.joystiq.com/2008/08/31/pax-2008-the-behemoth-talks-castle-crashers-pricing-patches-an/</link><guid isPermaLink="true">http://www.joystiq.com/2008/08/31/pax-2008-the-behemoth-talks-castle-crashers-pricing-patches-an/</guid><comments>http://www.joystiq.com/2008/08/31/pax-2008-the-behemoth-talks-castle-crashers-pricing-patches-an/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/arcade/" rel="tag">Arcade</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><center><img vspace="4" hspace="0" border="0" align="top" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/08/letzcrashthiscastle.jpg" /></center>Today while wandering the busy <a href="http://www.joystiq.com/pax-08">PAX show floor</a>, we came across The Behemoth's Art Director Dan Paladin and Lead Programmer Tom Fulp, pulling them from their PAX duties (selling goodies and talking with fans) for a quick chat about <a href="http://www.joystiq.com/tag/castle-crashers"><em>Castle Crashers</em></a>. We learned the truth behind the <em>Castle Crashers</em> <a href="http://www.joystiq.com/2007/03/09/castle-crashers-likely-due-2008-receiving-more-content/">size limit / delay controversy</a>, a bit about their DLC plans, their feelings about the community's enthusiasm and even the secret to unlocking a few new game characters. We also ask about the game's <a href="http://www.xbox360fanboy.com/2008/08/27/poll-castle-crashers-connectivity-issues/">Xbox Live issues</a> and learn that their team is diligently working on a patch for release as soon as humanly possible. Full interview after the break.<p><a href="http://www.joystiq.com/2008/08/31/pax-2008-the-behemoth-talks-castle-crashers-pricing-patches-an/" rel="bookmark">Continue reading <em>PAX 2008: The Behemoth talks Castle Crashers pricing, patches and performance</em></a></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/08/31/pax-2008-the-behemoth-talks-castle-crashers-pricing-patches-an/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1300143/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/31/pax-2008-the-behemoth-talks-castle-crashers-pricing-patches-an/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>castle-crashers</category><category>joystiqfeatures</category><category>the-behemoth</category><category>xbla</category><category>xbox-360</category><dc:creator><![CDATA[Dustin Burg]]></dc:creator><dc:date>Sun, 31 Aug 2008 09:30:00 EST</dc:date></item><item><title>PAX 2008: TellTale talks Wii, IP licensing and the future</title><link>http://www.joystiq.com/2008/08/31/pax-2008-tell-tale-talks-wii-ip-licensing-and-the-future/</link><guid isPermaLink="true">http://www.joystiq.com/2008/08/31/pax-2008-tell-tale-talks-wii-ip-licensing-and-the-future/</guid><comments>http://www.joystiq.com/2008/08/31/pax-2008-tell-tale-talks-wii-ip-licensing-and-the-future/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/wii/" rel="tag">Nintendo Wii</a>, <a href="http://www.joystiq.com/category/adventure/" rel="tag">Adventure</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div align="center"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/08/telltaleboothwallscroll300808490.jpg" /><br />
<div align="left">TellTale, purveyors of all things pointy and clicky, were kind enough to have a natter with us on the PAX show floor. Designer, Mark Darin, and PR Manager, Emily Morgant, chat to us regarding developing for the Wii, how deals for the <em>Sam and Max, Homestar Runner </em>and <em>Wallace and Gromit</em> franchises came about and plans for the future. Hint: we won't be finding out about any more TellTale products for a little while. </div>
</div>
<br /><strong>Are there any plans to bring any of TellTale's properties on to XBLA or PSN?</strong><br /><br />Mark:Start with the hard questions! I don't really have too many answers to that. I know that we're looking to get on as many platforms as we can. We're talking to people about opportunities but no solid plans right now. <br /><br />Emily: I would add to that that when we announced that we coming out with a WiiWare game and it was already in production and that it would be coming out a few months later, everybody was very surprised. We do things and don't talk about them.<br /><br /><strong>How has your experience been with Nintendo's platform versus the PC?</strong><br /><br />Mark: Working with Nintendo's been pretty good. Actually our production process is kind of streamlined and our TellTale Tool is created to work well with multiple systems. So for us there's really no bottleneck, it's the same as working on the PC environment. All the help that Nintendo's been giving us and allowing us the opportunity to be on WiiWare has been great for our company and great for getting titles like <em>SBCG4AP</em> out there to a new audience who maybe isn't used to Adventure games. It's been a great partnership with Nintendo so far. <br /><br /><strong><br /></strong><p><a href="http://www.joystiq.com/2008/08/31/pax-2008-tell-tale-talks-wii-ip-licensing-and-the-future/" rel="bookmark">Continue reading <em>PAX 2008: TellTale talks Wii, IP licensing and the future</em></a></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/08/31/pax-2008-tell-tale-talks-wii-ip-licensing-and-the-future/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1299839/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/31/pax-2008-tell-tale-talks-wii-ip-licensing-and-the-future/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>joystiqfeatures</category><category>PAX-08</category><category>PAX-2008</category><category>sam-and-max</category><category>SBcg4AP</category><category>strong-bads-cool-game-for-attractive-people</category><category>TellTale</category><category>wallace-and-gromit</category><dc:creator><![CDATA[Jem Alexander]]></dc:creator><dc:date>Sun, 31 Aug 2008 08:00:00 EST</dc:date></item><item><title>PAX 2008: Todd Howard talks Fallout 3, MODs &amp; console power</title><link>http://www.joystiq.com/2008/08/29/pax-2008-todd-howard-talks-fallout-3-mods-and-console-power/</link><guid isPermaLink="true">http://www.joystiq.com/2008/08/29/pax-2008-todd-howard-talks-fallout-3-mods-and-console-power/</guid><comments>http://www.joystiq.com/2008/08/29/pax-2008-todd-howard-talks-fallout-3-mods-and-console-power/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div align="center"><img width="490" vspace="4" hspace="4" height="233" border="0" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/08/fallout3490.jpg"  alt="" /><br /></div>
In an interview with Bethesda executive producer Todd Howard we discussed<em> <a href="http://www.joystiq.com/tag/Fallout-3">Fallout 3's</a></em> lack of a MOD support and this generation of consoles. While Howard admits the team wants to add support for user generated content he confesses adding the feature -- which was included in <em>The Elder Scrolls IV: Oblivion</em> -- is a daunting task for a team eager to complete the epic adventure.<br /><br />"We don't [have MOD support at launch], we want to but we have our hands so full with getting the game out and getting tools out there that work well for people and with the game is a pretty big undertaking," Howard told Joystiq.<br /><br /><object width="290" height="24" data="http://www.weblogsinc.com/media/audio_player.swf" x-shockwave-flash="" application="" type="application/x-shockwave-flash"> <param name="movie" value="http://www.weblogsinc.com/media/audio_player.swf" /> <param name="FlashVars" value="soundFile=http://podcasts.aolcdn.com/joystiq/files/pax-toddhoward.mp3" /> <param name="quality" value="high" /> <param name="menu" value="false" /> <param name="wmode" value="transparent" /></object> <br />[<a href="http://podcasts.aolcdn.com/joystiq/files/pax-toddhoward.mp3">MP3</a>] Download this interview in MP3 format<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/08/29/pax-2008-todd-howard-talks-fallout-3-mods-and-console-power/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1299688/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/29/pax-2008-todd-howard-talks-fallout-3-mods-and-console-power/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>fallout-3</category><category>pax-2008</category><category>todd-howard</category><dc:creator><![CDATA[Xav de Matos]]></dc:creator><dc:date>Fri, 29 Aug 2008 22:00:00 EST</dc:date></item><item><title>Joystiq interview: World of Warcraft's Tom Chilton</title><link>http://www.joystiq.com/2008/08/29/joystiq-interview-world-of-warcrafts-tom-chilton/</link><guid isPermaLink="true">http://www.joystiq.com/2008/08/29/joystiq-interview-world-of-warcrafts-tom-chilton/</guid><comments>http://www.joystiq.com/2008/08/29/joystiq-interview-world-of-warcrafts-tom-chilton/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.joystiq.com/category/mmo/" rel="tag">MMO</a></p><div style="text-align: center;"><img width="490" vspace="4" hspace="0" height="223" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/08/wowarthaswallpapermain.jpg" alt="" /></div>
We were given the opportunity to sit down with the Lead Game Designer for the upcoming <span style="font-style: italic;">World of Warcraft </span>expansion, <span style="font-style: italic;">Wrath Of The Lich King</span>, whilst attending the Leipzig Game Convention in Germany. Check out what Tom Chilton had to say about the rationale behind level 55 Dark Knights -- and why <span style="font-style: italic;">Warcraft III</span> fans will love <span style="font-style: italic;">Lich King --</span> in our brief chat below.<br /><br /><strong>What will you be putting in <em>Wrath Of The Lich King</em> to keep current <em>World of Warcraft</em> players coming back for more?<br /><br /></strong><em>Lich King</em> is more orientated towards existing players, than new ones. We've raised the level cap from 70 to 80, added a new class, new battlerounds, new arenas, etc. Most of these features are for existing players of <em>World of Warcraft</em>. <strong><br /></strong><p><a href="http://www.joystiq.com/2008/08/29/joystiq-interview-world-of-warcrafts-tom-chilton/" rel="bookmark">Continue reading <em>Joystiq interview: World of Warcraft's Tom Chilton</em></a></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/08/29/joystiq-interview-world-of-warcrafts-tom-chilton/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1290448/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/29/joystiq-interview-world-of-warcrafts-tom-chilton/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>activision-blizzard</category><category>blizzard</category><category>joystiqfeatures</category><category>lgc08</category><category>lich-king</category><category>world-of-warcraft</category><category>wrath-of-the-lich-king</category><dc:creator><![CDATA[Jem Alexander]]></dc:creator><dc:date>Fri, 29 Aug 2008 17:45:00 EST</dc:date></item><item><title>Joystiq interview: Quantum of Solace's Adam Gascoine</title><link>http://www.joystiq.com/2008/08/28/joystiq-interview-quantum-of-solaces-adam-gascoine/</link><guid isPermaLink="true">http://www.joystiq.com/2008/08/28/joystiq-interview-quantum-of-solaces-adam-gascoine/</guid><comments>http://www.joystiq.com/2008/08/28/joystiq-interview-quantum-of-solaces-adam-gascoine/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div style="text-align: center;"><img vspace="4" hspace="4" border="1" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/07/jeremyluyties.jpg" alt="" /></div>
<em style="font-style: italic;">It's so easy to assume that Quantum of Solace</em><span style="font-style: italic;"> is going to be just another rushed license game (even Daniel Craig did!). But after having sat down with a couple of the game's levels (full hands-on coming later), it's easy to see that this is one of Activision's strongest games of the 2008 lineup. We had a chat with the co-design director, Adam Gascoine, about the game and its development.</span><strong><br /><br />Quantum of Solace is the first Bond game to be released alongside its movie counterpart. Has this impacted development? Were you rushed?</strong><br /><br />We were worried about being rushed when we started the project, but thankfully we have a very solid relationship with the movie team. We were one of the first to see the script for the movie, plus we've been able to visit the sets and watch some filming several times now. All this made it a lot easier. We've been developing really since Casino Royale, about two and a half years in total, so we've had plenty of time to develop the game. <br /><strong><br />Parts of the game are reminiscent of <em>Uncharted</em>. Was this a particular inspiration during the development of Quantum of Solace?</strong><br /><br />Any good game is definitely an inspiration. I loved <em>Uncharted</em>. I played it twice. Parts of that game may well have influenced design decisions we made during development, just like any of the great 2007 titles. In particular, though, the quality of animation in <em>Uncharted</em> was definitely an inspiration.<br />%Gallery-26648%<p><a href="http://www.joystiq.com/2008/08/28/joystiq-interview-quantum-of-solaces-adam-gascoine/" rel="bookmark">Continue reading <em>Joystiq interview: Quantum of Solace's Adam Gascoine</em></a></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/08/28/joystiq-interview-quantum-of-solaces-adam-gascoine/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1293475/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/28/joystiq-interview-quantum-of-solaces-adam-gascoine/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>Activision</category><category>James-Bond</category><category>joystiqfeatures</category><category>leipzig-08</category><category>lgc08</category><category>Quantum-of-Solace</category><dc:creator><![CDATA[Jem Alexander]]></dc:creator><dc:date>Thu, 28 Aug 2008 14:00:00 EST</dc:date></item><item><title>Interview: Dyack addresses Too Human complaints</title><link>http://www.joystiq.com/2008/08/27/interview-dyack-addresses-too-human-complaints/</link><guid isPermaLink="true">http://www.joystiq.com/2008/08/27/interview-dyack-addresses-too-human-complaints/</guid><comments>http://www.joystiq.com/2008/08/27/interview-dyack-addresses-too-human-complaints/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/adventure/" rel="tag">Adventure</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.joystiq.com/category/video/" rel="tag">Video</a></p><div align="center"><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="490" height="415" id="viddler"><param name="movie" value="http://www.viddler.com/player/aeeeab18/" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><param name="wmode" value="transparent"/><embed src="http://www.viddler.com/player/aeeeab18/" width="490" height="415" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" wmode="transparent" name="viddler" ></embed></object></div>
<span style="float: left; margin-right: 10px; margin-top: 7px;"> <script> var digg_url = 'http://digg.com/xbox/Interview_Dyack_addresses_Too_Human_complaints'; </script> <script src="http://digg.com/api/diggthis.js"></script></span>Continuing with their week-long series, <span style="font-style: italic;">nos amis </span>at X3F talked with Silicon Knights President Denis Dyack <a href="http://www.xbox360fanboy.com/2008/08/27/x3f-tv-denis-dyack-too-human-interview/">over some of <span style="font-style: italic;">Too Human's</span> biggest perceived faults</a>. Part 1 of today's video interview is embedded above. Some highlights:<br />
<ul>
    <li>On the community's early judgment: "People are trying to understand a game that's inherently interactive [by watching a video] ... All I can say is try the demo."</li>
    <li>On clipping and texture issues: "There's glitches in all games. It's really interesting to me because, as an example, there's gonna be things you can always improve. To me, framerate's not really that essential in cutscenes and it never has been for us ... I don't think Too Human's inconsistent from any of our previous games ... So there's clipping. Oh noes. Bottom line is, does it affect gameplay and by how much? Are there ways to improve Too Human? For sure, but the overall big picture? Happy, extremely happy."</li>
    <li><a href="http://www.xbox360fanboy.com/2008/08/27/dyack-valkyrie-scene-faster-than-load-times-corpse-runs/">On the Valkyrie death scene</a>: Dyack estimated it was a 15 and a 1/2 second scene. "If it's a sign that people love the game so much that they just want to get back in and play, could we make it skippable? Sure, it's an easy change. Is it something we ever would have anticipated since we thought it was faster than going to get your body or losing experience [which does not happen in Too Human] ... is that a change we can make in the future? Sure."</li>
    <li>On comparisons to <span style="font-style: italic;">Diablo</span>: "There's this tactical element. People think, 'oh, this is like <span style="font-style: italic;">Diablo</span> with a bit of action. In <span style="font-style: italic;">Diablo</span> I can just go up to an enemy and pound him away [until it dies] and move on to the next one, if you had the better loot, you usually win. In Too Human, if you don't use your tactics, it is a new kind of genre-bender, you're gonna die. And we're looking at some of the feedback and a lot of people are dying. [laughs]"</li>
    <li>On future downloadable content: "I think that's gonna be unique to people who pre-order it, that's a one-time thing. But we've got tons of ideas that will far exceed the pre-order bonus." </li>
</ul>
Check out part two of the interview after the break.<p><a href="http://www.joystiq.com/2008/08/27/interview-dyack-addresses-too-human-complaints/" rel="bookmark">Continue reading <em>Interview: Dyack addresses Too Human complaints</em></a></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.xbox360fanboy.com/2008/08/27/x3f-tv-denis-dyack-too-human-interview/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/27/interview-dyack-addresses-too-human-complaints/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1296565/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/27/interview-dyack-addresses-too-human-complaints/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>denis-dyack</category><category>dyack</category><category>silicon-knights</category><category>too-human</category><dc:creator><![CDATA[Ross Miller]]></dc:creator><dc:date>Wed, 27 Aug 2008 11:30:00 EST</dc:date></item><item><title>Joystiq X08 interview: NHL 09 producer Andy Agostini</title><link>http://www.joystiq.com/2008/08/26/joystiq-x08-interview-nhl-09-producer-andy-agostini/</link><guid isPermaLink="true">http://www.joystiq.com/2008/08/26/joystiq-x08-interview-nhl-09-producer-andy-agostini/</guid><comments>http://www.joystiq.com/2008/08/26/joystiq-x08-interview-nhl-09-producer-andy-agostini/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/sports/" rel="tag">Sports</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div align="center"><img width="490" vspace="4" hspace="4" height="273" border="0" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/08/nhl09interview222.jpg" alt="" /><br /></div>
Who says a sports franchise can't reinvent itself? For <a href="http://www.joystiq.com/tag/EA-Sports/">EA Sports</a>, the NHL game franchise has done just that over the last three versions. After introducing the analog control mechanic in <em>NHL 07</em> along with the AHL teams and Create-a-Play feature in <em>NHL 08</em>, it would appear the franchise has gone as far as it can. Well, sports fans, <a href="http://www.joystiq.com/tag/NHL09/">NHL 09</a> attempts to break the mold once again with its <em>Be a Pro </em>mode. The mode is instantly recognizable to fans of <em>FIFA 08</em> but different because it's spread across seasons in <em>NHL 09</em>, rather than single games.<br /><br />In an interview with Joystiq at Microsoft's <a href="http://www.joystiq.com/tag/X08/">X08</a> in Toronto, <em>NHL 09</em> producer Andy Agostini discussds the <em>Be a Pro</em> mode, annual creativity and the hardships of updating rosters after a title ships.<br /><br /><object width="290" height="24" data="http://www.weblogsinc.com/media/audio_player.swf" x-shockwave-flash="" application="" type="application/x-shockwave-flash"> <param name="movie" value="http://www.weblogsinc.com/media/audio_player.swf" /> <param name="FlashVars" value="soundFile=http://podcasts.aolcdn.com/joystiq/files/x08-nhl09interview.mp3" /> <param name="quality" value="high" /> <param name="menu" value="false" /> <param name="wmode" value="transparent" /></object> <br /><br />[<a href="http://podcasts.aolcdn.com/joystiq/files/x08-nhl09interview.mp3">MP3</a>] Download this interview in MP3 format<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/08/26/joystiq-x08-interview-nhl-09-producer-andy-agostini/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1291787/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/26/joystiq-x08-interview-nhl-09-producer-andy-agostini/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>ea-sports</category><category>nhl-09</category><category>x08</category><dc:creator><![CDATA[Xav de Matos]]></dc:creator><dc:date>Tue, 26 Aug 2008 15:00:00 EST</dc:date></item><item><title>Denis Dyack talks to X3F on the origin of Silicon Knights</title><link>http://www.joystiq.com/2008/08/26/denis-dyack-talks-to-x3f-on-the-origin-of-silicon-knights/</link><guid isPermaLink="true">http://www.joystiq.com/2008/08/26/denis-dyack-talks-to-x3f-on-the-origin-of-silicon-knights/</guid><comments>http://www.joystiq.com/2008/08/26/denis-dyack-talks-to-x3f-on-the-origin-of-silicon-knights/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.joystiq.com/category/video/" rel="tag">Video</a></p><div align="center"><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="490" height="417" id="viddler_ab6e93f8"><param name="movie" value="http://www.viddler.com/player/ab6e93f8/" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><embed src="http://www.viddler.com/player/ab6e93f8/" width="490" height="417" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler_ab6e93f8" ></embed></object><br /></div>
Our friends at X3F have posted the <a href="http://www.xbox360fanboy.com/2008/08/26/x3f-presents-denis-dyack-origin-of-the-knights-interview/">first part of their 1-on-1 interview with Denis Dyack</a>, where he talks about the history of Silicon Knights, from its previous legal entanglements with Crystal Dynamics over the <em>Legacy of Kain </em>IP, through the prerequisite <em>Eternal Darkness</em> discussion (Spoiler: There's no talk of a sequel) and how they found themselves developing a <em>Metal Gear Solid</em> port for GameCube.<br /><br />In case you missed it, check out the <a href="http://www.xbox360fanboy.com/2008/08/25/x3f-presents-silicon-knights-studio-tour/">Dyack-guided studio tour</a> from yesterday. You can catch up on all things Baldur on <a href="http://www.xbox360fanboy.com/too-human/">X3F's <em>Too Human </em>page</a>.<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.xbox360fanboy.com/2008/08/26/x3f-presents-denis-dyack-origin-of-the-knights-interview/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/26/denis-dyack-talks-to-x3f-on-the-origin-of-silicon-knights/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1295345/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/26/denis-dyack-talks-to-x3f-on-the-origin-of-silicon-knights/#comments" title="View reader comments on this entry">Comments</a><br /><p><font size="1"><hr>SPONSORED BY: <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">Age of Empires III - Real-Time Strategy Game</a> Control a European power on a quest to colonize and conquer the New World. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">AOE3</A> introduces new gameplay elements, as well as new civilizations, units, and technologies. <a href="http://clk.atdmt.com/DEI/go/wblgsxbx0080000528dei/direct/01/">http://www.ageofempires3.com/</a></font></p>]]></description><category>denis-dyack</category><category>dyack</category><category>microsoft</category><category>silicon-knights</category><category>too-human</category><dc:creator><![CDATA[Ross Miller]]></dc:creator><dc:date>Tue, 26 Aug 2008 13:15:00 EST</dc:date></item></channel></rss>