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During our Activision GDC preview, we got a closer looks at id Sofware's Wolfenstein reboot and the game's supernatural aspect, "the Veil" -- or as we like to call it, "turning on the HUD." This new Wolfenstein features mystical powers that are learned during the course of the game and activated t...

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March 30, 2009 at 2:30PM
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No matter how many times the Mega64 guys dress as beloved video game characters and go into public, we never fail to be entertained. But their take on Metal Gear Solid 4, which debuted at the GDCAs last week, takes a turn towards the surreal and becomes something far more epic than simple spoof. W...

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Last week at GDC 2009 was exceptionally busy, but that didn't stop us from talking with Age of Conan's game director Craig Morrison and discussing what went wrong with the game at launch and what's been done since to improve upon it. You're in for a treat, we think. After the jump, you'll also ...

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A good 18 months before Electronic Arts even agreed to publish 2008's survival-horror hit, Dead Space, developers at EA Redwood Shores were working on the title. That's just what renegades do. During a presentation at last week's GDC (via Gamespot), senior producer Chuck Beaver pointed out how his...

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click to enlarge Set two years before the movie bearing the same name, Terminator Salvation's, well, salvation from the realm of mediocre shooter-dom is in the hands of Bionic Commando dev Grin. Embedded within the film's production team from day one, sharing creations back and forth, the Swedish g...

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click to enlarge Little Mac is definitely back, and he brought Doc Louis with him. He's also hauling a heck of a lot more pixels this time around, and we're happy to report that Punch-Out!! is indeed still fun to play. The Nintendo booth (the largest and lone major gaming publisher on the show flo...

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The answer? A lot. ...Oh, you were hoping for something a bit more concrete? Well, as we just learned in a GDC session, the talky action-RPG included some 370,000 words, totaling 38 hours of speech. No, really, you can read it for yourself just above. And that, friends, is why Fable 2 was our 2008...

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This year's Game Developers Conference has come to a close, and I just wanted to take a second here to reflect on what I got out of the show. I literally can't count the number of times I've been asked, "So what was the best thing you saw so far?". I was even asked this by a random guy in the Men'...

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Our dirty, dirty love for oddball DS games isn't something we talk about nearly enough. In short: Give us tons of dialog and mini-games that have nothing to do with each other besides playing to the strengths of Nintendo's portable, and we're set. Yes, we're looking at you, Hotel Dusk: Room 215 and ...

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The struggle for dominance Earthrise will be a very PvP-centric title, with open PvP and full looting adding greater risk to combat. How long will players have to loot fallen opponents (or allies)? Atanasov says, "There will be a time limit. Right now we're planning for 30 seconds, which means ...

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The futuristic game Earthrise is one of the upcoming sci-fi massively multiplayer games that we can see on the horizon. It's the first MMO developed by Sofia-based Masthead Studios and features the post-apocalyptic setting of a world divided between utopian idealism and revolution. Massively had a ...

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Here's your first look at a level from Mass Effect 2! And if it's anything like the first Mass Effect, you'll see it on every planet you visit. We kid, sort of. This footage comes courtesy of the "Iterative Level Design Process of Bioware's Mass Effect 2" panel at GDC 2009, showcasing the process i...

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With so many fantastic panels and discussions happening at GDC, how does a company make its message stand out? The answer: Use ninjas. Apparently the guys and gals at Havok got the "What's awesome?" memo and did just that, showcasing version 6.5 of its new behavioral tool set during the conference...

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Game designer Stone Librande works at EA/Maxis as a game designer, and we mean he designs games quite literally. Whenever developers run into problems, they'll bring Stone in to create paper versions of the project in order to solutioneer a fix. He worked on Spore in the early days of the Cell Sta...

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Scott Rogers is a creative manager at THQ, and a former game designer who worked on titled ranging from God of War to Maximo, and he held a panel at GDC called Everything I Learned About Level Design I Learned From Disneyland, and one of our favorite quotes was "Well, the Haunted Mansion is basica...

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