X3F interviews Gears 2 lead artist and writer
Joystiq Interview: Resistance Retribution's Sam Villanueva
Will you be optimizing Resistance Retribution for the PSP Brite?
That's a good question. We'll be evaluating this. We're pretty deep in development right now. We'd like to optimize, but that could potentially mess with launch time. If we can do it without affecting the date our game comes out, we will.
How does the game fit into the series?
Retribution fits nicely between Resistance 1 and Resistance 2. It's a continuation of the European campaign, whereas Resistance 2 is the start of the American campaign. You are James Grayson and you're going in to destroy another Chimeran tower. We wanted the story to deal with some pretty deep, dark stuff. Lots of drama and mystery. The game starts with your brother being infected and you're forced to kill him, for example.
Is there a multiplayer mode?
Absolutely. We've got lots of cool multiplayer stuff which we'll be announcing soon.
Continue reading Joystiq Interview: Resistance Retribution's Sam Villanueva
PAX 2008: Insomniac confirms drop-in/drop-out Resistance 2 co-op

To start things off, could you give us a quick rundown of changes from the first Resistance?
Sure, there's a lot of course -- but in terms of the campaign we've put a lot more emphasis on Nathan Hale and that comes through in the story and how we're presenting the story. In R1, it was much more of a narrative approach with Rachel Parker telling the story, giving it a third-person feel. This time around it's all about Hale.
Continue reading PAX 2008: Insomniac confirms drop-in/drop-out Resistance 2 co-op
Joystiq hands-on: Combat Arms (Page 2)
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 not 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.
Yang noted that the despite changes from the Korean version, Combat Arms 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:
"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."
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.)
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.
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.
Overall, we walked away from Combat Arms 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.
Given the unique blend of MMO and FPS in Combat Arms' 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.
Joystiq hands-on: Combat Arms

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 XIII with the multiplayer tactical orientation of a game like Counter-Strike. 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.
Joystiq interview: Dragon Age storytelling (Page 3)

There is one series of books that is required reading for any Dragon Age 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 The Belgariad and Wheel of Time 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.
Then I picked up a series of books by George R.R. Martin called A Song of Ice and Fire. It's a low magic world there, and ours is a bit higher. Dragon Age 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.
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 Dragon Age.
Thanks so much for your time, sir.
Joystiq interview: Dragon Age storytelling (Page 2)

Dragon Age is a huge game, much like Baldur's Gate. I don't know that we'd ever make a game as big as Baldur's Gate again, though. That game was just ridiculously huge. That said, there is something to making a game that is substantial like that. The word "epic" 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.
It is also similar to Baldur's Gate 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 Baldur's Gate. Some of them are quite beloved. I would like to think as a writer that Dragon Age is the next step from there. Not to knock the Baldur's Gate 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.
Go for the eyes Boo! Go for the eyes!
Exactly.
It seems as though Dragon Age 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?
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.
"We chose the subtitle 'Origins' specifically. This is where it begins, and we're not abandoning the PC gamer." |
We're doing a couple of things differently with this game, though. I mean, we announced Dragon Age 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 Mass Effect and know we had huge plans for Dragon Age 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.
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 Baldur's Gate series as this great franchise that they'll really appreciate forever. Do you see Dragon Age as an attempt to go for that kind of success?
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.
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 Baldur's Gate. 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!'
We really hope this is the launching point for something bigger.
Joystiq interview: Dragon Age storytelling

It makes sense then to find David Gaider, one of the original writers of the Baldur's Gate plot, at the keyboard behind Dragon Age. 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 Mass Effect's advances, the joys of returning to PC gaming, and what he considers required reading for any Dragon Age fan.
PAX 2008: Penny Arcade Adventures producer gushes about Episode 2
- Highlighting points of interest has been made easier! "If you have your proximity putting you close enough to 2 or 3 things, you can slide through that with bumpers," said DeYoung.
- There are now difficulty levels, including an Insane Mode (unlockable only after beating the game). Special collectibles and pickups are only available if you play Insane Mode. Comparatively, Episode 1's difficulty is "a little easier" than medium.
- All the weapons have been replaced. Tycho gets a shotgun, Gabe has new fist upgrades and your player now possesses -- wait for it -- a hoe! Also changed are the special attack minigames.
- You now have, among other new items, a revive potion. Healing won't be enough to bring your troops back to life. "Just adds a little bit of depth to it," said DeYoung.
- The real-time reaction for defense has been made more obvious (e.g. "Block!" now appears when you need to push block), but nothing analogous for attacking has been added.
Continue reading PAX 2008: Penny Arcade Adventures producer gushes about Episode 2
PAX 2008 Interview: Felicia Day (The Guild)

Felicia Day at the Jonathan Coulton concert
During PAX 2008 we had a chance to sit down (on very comfortable bean bags, mind you) and talk with Felicia Day, producer and star of The Guild and star of Dr. Horrible's Sing-Along Blog. Day also sang "Still Alive" with Jonathan Coulton the first night of the convention. Some notes from the interview:
- Filming for Season 2 will begin next month. HD cameras will be used, not so much for web streaming but for potential download and the Season 2 DVD. The 13- to 15-episode season will be "a little bit longer," approximately 5 to 6 minutes apiece.
- Day has a level 66 Warlock and level 63 Priest. As an example of life imitating art, Day explains that her fans from the show and the actors who play Zaboo, Vork and Bladezz all play in a guild together.
- She signed the chest of one Dr. Horrible cosplayer and saw another with "actual Wonderflonium." (Warning: Interview contains spoilers.)
- Day guest stars as the patient in episode 2 of the upcoming season of House, but she does not have Lupus.
- Not mentioned: Her demand that Tycho groom her.
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(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.)
BigCast Special Edition Recap

PAX 2008: The Penny Arcade Interview

Note: Photo above taken at interview
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PAX 2008 hands-on: Demigod

Players only control their Demigod 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.
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 Supreme Commander engine, as we saw more visual variety in 30 minutes with Demigod than we ever did playing hours of SupCom. GPG assured us that the system requirements are designed to include low-end machines, which is very much due to the fact that Demigod 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, Demigod looks like it's going to steal away our precious personal time when it eventually ships on Stardock's Impulse service next year.
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PAX 2008: The Behemoth talks Castle Crashers pricing, patches and performance

Continue reading PAX 2008: The Behemoth talks Castle Crashers pricing, patches and performance
PAX 2008: TellTale talks Wii, IP licensing and the future

Are there any plans to bring any of TellTale's properties on to XBLA or PSN?
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.
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.
How has your experience been with Nintendo's platform versus the PC?
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 SBCG4AP out there to a new audience who maybe isn't used to Adventure games. It's been a great partnership with Nintendo so far.
Continue reading PAX 2008: TellTale talks Wii, IP licensing and the future

























