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Posts by James Ransom-Wiley

James Ransom-Wiley

New York, NY - http://joystiq.com

Currently Senior Editor of Joystiq.com, Ransom-Wiley has been a contributor to the site since July 2004. A member of Joystiq’s original staff, he has published more than 3,500 posts, distinguished by sharp critiques and real-time coverage of major industry events, including E3, CES, and the launch of Microsoft’s Xbox 360.

As Senior Editor, Ransom-Wiley helps manage a network of eight industry-leading blogs and researches, assigns, and edits stories for the network’s dozens of contributors. He is also a freelance writer living in New York City.

Molyneux: 'I feel sorry for Denis Dyack'

molyneux
Fable frontman Peter Molyneux has raised his metaphorical fist of solidarity, showing support for fellow game designer and Too Human trumpeter Denis Dyack. "I feel sorry for Denis Dyack because you know, I think a few things were said wrong, there was that really unfortunate showing at E3 a few years ago," Molyneux told VideoGamer.com at E3 last week. "Everyone got on the bandwagon of saying things about Too Human. Now I've played it and, you know, it's a good game. It doesn't deserve a lot of that harsh criticism. But as soon as something starts it's very hard to turn the tide and pull it back again." Molyneux, of course, speaks from experience, having survived a similar "avalanche" of negative criticism after the first Fable game was released in 2004 and failed to meet expectations hyped by Molyneux himself.

While Molyneux doesn't offer any sage advice for braving the inevitable storm to come (you don't actually have "something" in your back pocket, do you Mr. Dyack?), might we suggest, sir, that you quietly step away from the computer and out into the open air. Take a deep breath. You'll be safe there. Remember, it's not the whole world that's judging you (just a teeny, tiny nugget of web real estate). And besides, just like your pal Peter, you've always got the sequel to make good on empty promises.

Finally! It's your turn to watch last year's Final Fantasy Versus XIII trailer

We're not certain how many months of grinding it took this anonymous cameraman (or woman!) to level up high enough to brave Square Enix's impenetrable fortress, but we do know our hero scored big. Nearly two minutes of Final Fantasy Versus XIII CG footage (shaky as it is) is like the equivalent of all the gil that's stuffed inside the Shinra vault. Better yet, it's aged footage, the type of mana-oozing fluff reel -- note the pretentious, clichéd text in italiano, ovviamente -- that's only ever been eye-balled by suits and trusted VIPs. So let us all take a moment of silence, and push from our minds the gruesome fate that must have befallen our dear hero in the final, and sudden instant that this video is abruptly cut short. Thank you, oh noble ally of the masses, your contribution will not soon be forgotten.

[Via Final Fantasy-XIII.net]

ESA: E3 2009 'will occur'

e3 2009
Some will tell you they heard the solemn ringing of the death knell as it echoed through the barren halls of the LA Convention Center last week. Was this the final E3? ... This?

Nope. The Electronic Software Association has revealed its plans to organize at least one more E3 event, stopping short of actually detailing the who, where, when, and -- most pressing -- the why bother? "As we do every year, we're beginning the process of surveying exhibitors and attendees to determine potential changes to the Summit," an ESA representative told GameSpot. "Once this is completed and shared with the ESA's Board of Directors, we will make an announcement about the specifics of the 2009 E3 Media & Business Summit, which will occur."

Gallery: E3, then and now

The unbearable smallness of E3 2008, in picturesThen ...... and NowThen ...... and Now

User-created Xbox Live games to cost as low as $2.50, devs get up to 70% revenue

grindin'
Microsoft confirmed today that the final phase of its XNA initiative would commence later this year when the "Community Games" channel is added to the Xbox Live Marketplace in the US, Canada and select European markets (other regions will be included in 2009 and "beyond"). User-created games will be sold at three price levels: 200 Microsoft Points ($2.50), 400 Microsoft Points ($5) and 800 Microsoft Points ($10). Microsoft has committed to share up to 70% of revenue of an indie game with its developer. (In addition, we're presuming that some games will be offered for free. Actually, no games will be free -- read our full Q&A with XNA GM Boyd Multerer right here!)

Microsoft expects that user-created contributions will double the number of downloadable games available on Xbox Live when the Community Games beta launches in the fall as part of the "New Xbox Experience." A peer-review system -- already in operation -- will theoretically keep these titles from coming under the watchful eye of the delisting committee. Though, just in case a few stinkers slip through the cracks, let's keep our fingers crossed for the availability of demo versions.

[Note: Above image is not an accurate depiction of XNA development conditions.]

Rumor: PSP-3000 adds built-in mic, PS button [update]

psp 3000
You're allegedly looking at the inside of the PSP-3000. If it looks familiar, it is. A second hardware "refresh" will supposedly borrow heavily from the PSP-2000 design with a few key upgrades, according to the PSPChina.net forum (yeah, it's in Chinese!). A user there cites "reliable sources" and demonstrates his claims with picture evidence, suggesting that the PSP-3000 will feature a built-in microphone, a PlayStation button (in place of the current "Home" button) that parallels the one on PS3 controllers, and a thinner metallic ring on the back casing (all pictured after the break). The poster claims to have no knowledge of an internal hard drive or flash drive, but confirms the UMD drive will almost surely remain in place.

While it's difficult to nail the complete picture of this rumor working only with clumsy translations, we've noted a few possible additions to the details above, including a modified USB input and supposed pictures of a black model (now removed -- mock-up images here). The possibility of cell phone integration (beyond Skype compatibility) and some vague references to a "touch-screen" and RMVB support are likely just wishful thinking, as are reports that PSP-3000 is already in mass production. We'll keep you posted as the story evolves.

Update: PSP Fanboy's Alan Tsang reads Chinese! Tsang elaborates on the the rumor here (which we mostly nailed the first time around).

[Thanks creamsugar!]

Continue reading Rumor: PSP-3000 adds built-in mic, PS button [update]

Jimi Hendrix joins Guitar Hero World Tour

hendrix
Activision today (officially) scored a major player for Team Guitar Hero (take that Rock Band!), landing Jimi Hendrix, who will make his posthumous "video game debut" in Guitar Hero World Tour. Hendrix will feature as a playable character in the game, and two master tracks from the fire-casting rock star will ship on the game disc:
  • "Purple Haze (Live)" (recorded in 1969 at the San Diego Sports Arena)
  • "The Wind Cries Mary"
Additionally, Activision has announced plans to release more, unnamed Hendrix tracks as downloadable content. Seeing as how Rolling Stone has named Hendrix the "Greatest Guitarist Evar," it's about time we're able to honor his ineffable talent with five multi-colored buttons. So what's a guy like Jimi cost, Activision?

Konami releases full MGO problem report, issues apology

mgo
Gene expansion can be a tricky undertaking, as Konami learned this past Thursday when the first premium Metal Gear Online expansion pack was released and promptly generated a host of service issues. Actually, in Konami's words: "major system related problems" (and we're not just talkin' convoluted access this time). In fact, so damaging has the upgrade been that it takes a 37-entry timeline just to brief us on the drama leading up to the completed refund on Saturday. For those wondering about the "foreseeable future," here are the most current updates:
  • MGO Shop - "At 18:00 on July 19th 2008, there are still no permanent solutions as yet. IP restrictions still stand, but it is planned that a different will be used and we expect the waiting times for purchases to be improved as a result."
  • Reward Shop - "At 18:00 on July 19th 2008, there are currently no set time schedules on its re-opening. We will make further announcements on this site should the situation change in any way, so please keep checking the site for further updates."
"We would like to take this opportunity to express our sincere apologies for the problems that have affected all our customers that have been with us since the start of the 'Premiere Beta,'" Konami writes, concluding, "We are currently doing all in our powers to bring a permanent solution to the ongoing problems in the quickest possible time." In the meantime, we suggest you play through the single-player campaign ... again!

Joystiq E3 hands-on: Resistance Retribution

resistance
Can Sony Bend do no wrong? Resistance: Retribution was easily the best PSP game I saw in Sony's E3 2008 room, and arguably better than any PS3 game there as well (I didn't play all of them). Retribution is essentially "Syphon Filter PSP, Part 3," and players of that handheld franchise will instantly recognize visual and structural similarities. There are, of course, numerous designs that link this new game to Insomniac's Resistance games, despite the obvious perspective change (Retribution is third-person!).

PSP has a difficult time handling the demands of modern action titles. The lack of a second analog nub cripples most games that dare follow the trajectory of similar console-based efforts. Luckily, Bend has had two previous "trials" to get it right, and this time the gang nailed it. While the developer guiding my tour described the demo as a "before pre-alpha" build, I was amazed by the game's playability. At the core of Retribution's gameplay is what Bend's calling the "aim assist box."

Gallery: Resistance: Retribution

Continue reading Joystiq E3 hands-on: Resistance Retribution

Joystiq E3 hands-on: Killzone 2

killzone 2
How did Killzone come to carry such a burden? I asked myself this as I slogged through an early level in Killzone 2. PlayStation 2 wanted its "Spartan" and the original Killzone was called to task, failing miserably. And then, almost forgotten, Killzone emerged again through a dazzling display of smoke and mirrors at E3 2005. Three years later, we're inching ever closer to Killzone 2's release in February 2009. Now that the smoke is settling we wonder if a true "Halo killer" stands before us.

The E3 2008 demo begins with a beach landing (what else?), and continues with a crawl up into the bowels of a hellish place. This is a gray and lonely world, an industrial city of towering steels and concrete. The views are beautiful though. This is a gorgeous game -- Guerrilla has delivered on that promise. Where Halo offers relief from the horror of its subject matter with rich, 'toonish colors, Killzone plunges your senses deep into the despair and grotesqueness of a world at war. The stark environments are enriched by a distinct art design. There's cinema here. But we're not idly watching, are we?

Continue reading Joystiq E3 hands-on: Killzone 2

Resistance 2 community sneak peek

leviathan
Insomniac carved out its fourth "C" behind closed doors at E3 this week: Community. (Can you name the other three?) Bungie has put the pressure on other FPS developers to serve their dedicated player base, and Insomniac hopes to respond by relaunching myresistance.net alongside Resistance 2 this fall.

We were shown some concept slides of the new site design, beginning with a landing page with links to three distinct experiences. To the left was an entryway into the community pages, in the center was "game info," and to the right was "chronicles" (a section of the site that ties the franchise together with content like a timeline system). The landing page will be customizable to some extent. We saw a mock "ticker," which could run along the top of the page displaying various Resistance related feeds (news, developer updates, friends activity, etc.). But what happens when we jump into the community portal?

Continue reading Resistance 2 community sneak peek

Missing@E3: WipEout HD

wipeout hd
We noticed a lot of you asking about WipEout HD's whereabouts, so we corned SCEE's Charlotte Panther in the Sony room and demanded an explanation. Apparently, WipEout is still in development to add "extra features." Satisfied?

Gallery: WipEout HD

Miyamoto: 'We're making Pikmin'

pikmin
Responding to a question at Nintendo's 2008 E3 developer roundtable about whether or not a new Pikmin is in the works, Miyamoto says he'll announce a new sequel when he's ready. Apparently he's ready now. "We're making Pikmin," confirms his translator. (Is this the megaton you have been waiting for, dear Fernando?)

Wii Music disc to include licensed songs, Nintendo 'not really thinking' about DLC

wii music
Speaking at the Nintendo's 2008 E3 developer roundtable, Shigeru Miyamoto has confirmed that the Wii Music "game" disc will contain 50 songs, featuring a variety of of public domain songs, as well as licensed music. As for DLC? Nintendo is "not really thinking" about digital song distribution, instead focusing on using WiiConnect24 to share music videos.

Gallery: Wii Music

Killzone 2 multiplayer: everything you need to know

Guerrilla hosted a Killzone 2 "online" (what else?) multiplayer tutorial at E3 today, detailing the ins and outs of the experience. What we saw borrowed much from recent efforts, including Call of Duty 4, Team Fortress 2, Metal Gear Online, and even Battlefield Bad Company. Player progression is at the core of Killzone's multiplayer, which supports up to 32 players and features 8 maps of varying sizes and 5 missions (game modes).

Player progression is divided into 12 military ranks and 46 ribbons and medals, which, once earned, unlock game features. The key game feature is the badge (think: character class). There are six badges, unlocked through progression (except the default Rifleman), each possessing a primary ability and secondary ability, and linked to certain weapon groups. The badges are:
  • Rifleman: default badge; no special abilities
  • Engineer: erect automated turret (primary); repair skill (secondary)
  • Medic: revive teammates; deploy health packs
  • Scout: cloaking suit; tag enemies with hidden marker (they become revealed on team radar)
  • Assault: heavy armor; sprint boost
  • Tactician: green smoke grenades (they're spawn points!); AI sentry bot (it's the COD4 helicopter but cooler)
  • Saboteur: enemy disguise; proximity-activated C4 charge
Badges can be combined in order to merge two abilities from two different badges, creating a new class. For example, players can create a Medic Engineer possessing revive and repair abilities. (PS3 Fanboy has more on multiplayer classes.)

Continue reading Killzone 2 multiplayer: everything you need to know

Overlooked@E3: Kirby Super Star Ultra

kirby
You'd think for all his years of good service, Kirby would deserve a shout-out during the Nintendo E3 2008 keynote -- at least a spot in a video montage. But no, Kirb got the shaft, and if you weren't already keeping tabs on the pink puff, you'd have no idea Nintendo was releasing a (somewhat) new Kirby title for DS -- one of only five first party DS games scheduled for release during the remainder of the year. Exploring Nintendo's E3 press site, we've discovered confirmation that Kirby Super Star Ultra (a remake of the ultraless SNES game) is still on track for a September 22 release.

Super Star Ultra will feature all of the original game's modes, plus "new adventures," including three, touch-controlled minigames (Kirby Card Swipe, Kirby on the Draw and Snack Tracks) that support up to 4 players via DS Download Play. With multiple cartridges, two players can play the adventure mode, with one assuming the roles of "Helpers," clones of Kirby's foes created with a new ability.

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