GDC 2010

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  • Interview: BioWare's Greg Zeschuk and Ray Muzyka

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.22.2010

    "Are you saying BioWare fast turnaround?" company co-founder Greg Zeschuk asks jokingly. The respected RPG developer has been known for taking its time with producing hits like Neverwinter Nights and Baldur's Gate, but has seemingly never been as prolific as it has been in recent months -- just over two years after being acquired by EA. How's this for fast turnaround? Dragon Age: Origins in November 2009, Mass Effect 2 in January, Dragon Age: Origins - Awakening in March and several DLC packs in-between (and more on the way). We spoke with BioWare co-founders and super-doctors Greg Zeschuk and Ray Muzyka at the Game Developers Conference about their improved production pipeline, the practical challenges of creating DLC and, of course, how fast the turnaround could be on Mass Effect 3*. *"It's not official!" - Greg Zeschuk

  • Flameseeker Chronicles: A look at the concept art of Guild Wars 2

    by 
    Rubi Bayer
    Rubi Bayer
    03.22.2010

    The Guild Wars community, as always, is anxious for any and all news of Guild Wars 2, and the information coming from ArenaNet is increasing on a regular basis. (Hopefully this means we won't have to resort to anything drastic to get news.) GDC was the most recent source of new information thanks to our chat with artist Daniel Dociu, and his panel discussion showed off enough concept art both old and new to keep the community buzzing for weeks. Even better -- or worse, depending on how impatient you are -- they're releasing it to the general public via Youtube in a four-part slideshow to make it last longer. As we mentioned the other day, it's important to keep in mind that concept art is just that: concept art. It's an idea of how the artists see the world of Guild Wars 2, a way to get a feel for things rather than something concrete saying "you will definitely be able to get 'x' item in 'x' town, and here is exactly what it will look like." We can learn a lot from ideas and sketches though, so follow along after the jump for a closer look at some of the concept art.

  • Sony's Jack Tretton: 'I can promise you a Killzone 3'

    by 
    Ben Gilbert
    Ben Gilbert
    03.20.2010

    digg_url = 'http://www.joystiq.com/2010/03/20/sonys-jack-tretton-i-can-promise-you-a-killzone-3/'; He doesn't know exactly when the third Killzone game will be announced, but SCEA prez Jack Tretton does know that it's gonna happen. When pushed by GTTV host Geoff Keighley about a sequel to last year's Killzone 2 on last night's episode, the Sony exec openly answered, "You know, we own Guerrilla Studios, and uh, they did a great job on Killzone 1 and 2 ... I don't know when you'll see announcements about it, but I can promise you a Killzone 3." Pretty straightforward, Jack! Though he didn't make any promises regarding Killzone for E3, he did additionally note that the news from Sony out of GDC was "the icing on the cake," referring to big announcements at E3 this year as "the batter." And if there's one thing we really, really like, Jack, it's cake batter. You've won this round.

  • Virtusphere's virtual reality hamster ball put to the test

    by 
    Paul Miller
    Paul Miller
    03.19.2010

    For eons we've wondered what it would be like to walk around in a bona fide Virtusphere, and at GDC last week we finally got our chance. The large plastic cage can turn and roll in any direction, and once replete with a wireless head-mounted display and fake gun, we were ready to take on some polygonal alien baddies. Getting into the cage is surprisingly easy, but unfortunately once we had a screen strapped to our head our well-honed sense of balance was right out the window, and we found ourselves staggering around a bit as we got used to the motion of the cage. The real military versions have a motion sensing gun controller, but we had to do all our aiming with our head, which didn't help. After a minute or so we got used to the "momentum" involved in moving the cage, which felt pretty great, but we'd say our favorite part about the experience was just being able to turn in place to confront baddies -- there's something about a few well placed steps that really blows away a left or right tug on our 360 controller's analog stick. At the end of the day the sheer size, cost, and ultra-dated graphics has us hardly pining for one of these in our living rooms, but with a bit more work on the gaming end (and a working gun pointer) we could see this as the arcade experience to beat. Check out a video of our harrowing experience (from outside and inside) after the break. %Gallery-88598%

  • Interview: Spoiling Heavy Rain with David Cage

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.19.2010

    Once a major release has been completed and propelled to the top of the sales charts, the critical discussion surrounding it typically evaporates just as the Next Big Thing appears on the horizon. But Heavy Rain -- whether you like it, love it or loathe it -- has been kept afloat in popular opinion, with critics still debating its controversial design and embarrassing themselves as they attempt to shoehorn water puns like "afloat" and "evaporates" into ham-fisted introductory paragraphs. We drew Heavy Rain's director and writer, the soft-spoken, passionate and occasionally enigmatic David Cage, into the ongoing discussion and asked him to elaborate upon the game's story, its technology and its critical reception. Oh, and the nature of the Origami Killer, which means ... SPOILER WARNING: The following interview contains massive, big-huge spoilers for Heavy Rain. If you have not completed Quantic Dream's cinematic adventure, do not proceed beyond the break -- and don't even think about reading the comments. Just turn around and slowly R2 away.

  • BioWare talks Warhammer Online's forthcoming expansions

    by 
    Kyle Horner
    Kyle Horner
    03.19.2010

    In a recent GDC 2010 interview with UGO, BioWare's Dr. Ray Muzyka said of Warhammer Online, "Right now it's [a] really profitable business unit within my group." Muzyka went on to say they've actually seen more people come into the game since enacting the free-to-play model on the game's earlier levels, and that he personally felt they were working. In fact, by the sounds of it, Warhammer Online is due for some interesting announcements in the future. Another of Muzyka's comments on the title was, "We have new content planned and all kinds of cool expansions for it." We don't know how much more clear cut a message can be than that. And hey, it's good news! We're looking forward to our playable Skaven and Lizardmen, Mythic and BioWare.

  • PixelJunk Eden's Baiyon creating music visualizer for PS3

    by 
    Andrew Yoon
    Andrew Yoon
    03.18.2010

    Q-Games is teaming up with Japanese artist Baiyon once again for another PSN collaboration. Baiyon, who created the visuals and sound for PixelJunk Eden and Encore, is directing an interactive music visualizer for the PS3, to be distributed via the PlayStation Network. Unlike Q-Games' Earth visualizer, this upcoming project will not be built into the PS3 operating system. Instead, this will be a standalone application, akin to .deTuned. This is terrific news for Trophy hunters, as they should be familiar with how easy it is to get PSN XP with these standalone art applications.

  • Hands-on: PixelJunk Racers 2nd Lap (PSN)

    by 
    Andrew Yoon
    Andrew Yoon
    03.18.2010

    As the first PixelJunk game from Q-Games, Racers was largely misunderstood by most. Now, after the success of Monsters, Eden and Shooter, Q-Games is ready to go back to its first concept and give it a second chance. PixelJunk Racers 2nd Lap isn't just an add-on to the original PSN game, but a new game (with new features like Trophies) that warrants a second look from fresh PixelJunk fans. Like the original, 2nd Lap is a unique interpretation of classic top-down racers of yore. However, Q-Games' take on the genre makes it more of a puzzle or rhythm game, rather than a racing game -- an easy mistake for players to make, considering both the game's look and title. While some modes do require "winning" a race, most are about achieving rather specific goals. For example, you may need to complete a number of laps in a constantly-accelerating vehicle, while avoiding all the other cars on the road. "Sunday Drive" will have you trying to get past as many slow-driving cars as possible. It's a frustrating recreation of being stuck in traffic, yet it's oddly compelling. In its second iteration, PixelJunk Racers remains essentially a collection of car-themed minigames, with the ultimate goal of scoring as high as possible on the leaderboards. Thankfully, 2nd Lap has been made considerably easier and more accessible than the first game, easing players into a much easier single-player experience. The addition of YouTube recording support should appease the show-offs, while the presence of PSN Trophies may make the overall package far more rewarding. (Don't worry Trophy hunters, Q-Games' Dylan Cuthbert told us that they've learned from PixelJunk Eden and Monsters, and will make the Trophies much easier, akin to PixelJunk Shooter.) %Gallery-88551%

  • GDC10: A look into Age of Conan's Rise of the Godslayer expansion

    by 
    Jef Reahard
    Jef Reahard
    03.18.2010

    We here at Massively are unabashed fans of Robert E. Howard's Conan mythos, so naturally we jumped at the chance to sit down and talk with Funcom's Craig Morrison at this year's Game Developer's Conference. Morrison, executive producer and game director for the Norwegian game maker's Age of Conan MMORPG, gave a presentation on the forthcoming Rise of the Godslayer expansion and then took a few of our questions about the additions in store for the sword and sorcery title. First things first: the eye-catching title refers to the expansion's place in Howard lore, and the game makes use of the events in The Tower of the Elephant, one of the most highly regarded Howard short stories. In a nutshell, twenty years prior to the setting of original game, a young thief named Conan managed to slay the god Yag-Kosha. Unaware of the god's role as a protector of the lands of Khitai, the barbarian unwittingly loosed a tide of dark forces on the eastern lands which have coalesced into a threat to the modern day Aquilonian kingdom, which of course is now ruled by King Conan. Players will be swept up in the story of Khitai as they travel to the far east and attempt to deal with the dangers presented by the evil that has been corrupting the lands for the last two decades. Follow along after the cut for our expansion impressions, highlights from our Q&A with Craig Morrison, and the teaser trailer. Finally, don't forget to check out the gallery below %Gallery-88386% Page 2 of 3 >>

  • Impressions: Sam & Max: The Devil's Playhouse - The Penal Zone (PS3)

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.17.2010

    You wouldn't expect to find "We've tightened up the graphics on Episode Three" among the usual list of noted improvements between Telltale's episodic releases. After all, with endearing, demented characters like Sam and Max taking up quite a bit of the screen, who cares how many polygons are left for that potted plant in the corner? "We wanted to bump everything up presentation-wise for this season," said designer Chuck Jordan, drawing attention to the Telltale engine's impressive -- nay, tight -- visual enhancements. The Penal Zone, the first of five monthly episodes comprising Sam & Max: The Devil's Playhouse, features noticeably improved lighting, real-time shadows and more expressive facial animation. As Jordan pointed out, "an expression can sell a joke for the first time." Based on the demo I saw at the Game Developers Conference, it's also apparent that the improved graphics do make a difference to that potted plant. Because you transform into one. "When you finally get to control Max," Jordan said, "it's really weird." Like, really really weird. %Gallery-88038%

  • Hands-on: Lead & Gold: Gangs of the Wild West

    by 
    Andrew Yoon
    Andrew Yoon
    03.17.2010

    Multiplayer first-person shooters are a dime a dozen lately, meaning Lead & Gold: Gangs of the Wild West has a lot to prove for itself. The gameplay is definitely fun, but it's clear that its main selling point is the format. As a downloadable game (confirmed for PC, planned for XBLA and PSN), it's one of the most polished multiplayer shooter experiences available in the space. Priced at $15, Paradox Interactive's shooter is competing against the likes of Battlefield 1943. Like DICE's shooter, the production values are impressive and highlight by colorful, animated visuals. The style is reminiscent of Team Fortress 2, with the characters donning an almost psuedo-cel shaded look. Combined with the Wild West theme, it can oftentimes look identical to Valve's shooter. Of course, there are far worse places to look for inspiration. In many ways, the gameplay is also similar to Team Fortress 2. There are four classes for players to choose from, and each features distinct and valuable traits. The primary difference between the four classes is their range: some classes are equipped with shotguns, best for short range fighting, while the requisite sniper is obviously equipped to handle long distances. Beyond their weapons, each class is equipped with a special ability. One can throw dynamite, while another can "mark" an enemy. (Marked enemies take twice the normal rate of damage.) %Gallery-84320%

  • GDC10: The expo in pictures

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.17.2010

    We have a saying around the Massively offices -- "When we go to a show, our readers go to the show." We hope you guys have really enjoyed our crazy coverage of GDC10 as much as we enjoyed running around the show like crazy people grabbing all of that information. But, while we were running around, we got some great photos from the show for you! Now you too can live the experience of running from booth to booth, passing legions upon legions of companies explaining their newest technologies and how they can improve your gaming experience. So come along with us for a whirlwind trip through GDC! Trust us, it's exciting. %Gallery-88462%

  • Hands-on: ModNation Racers PSP

    by 
    Andrew Yoon
    Andrew Yoon
    03.17.2010

    The PSP has become home to a growing number of PS3 ports, from Super Stardust to LittleBigPlanet, but rarely has a portable rendition of a PS3 game remained so faithful to the original as ModNation Racers on PSP. (Well, perhaps with the exception of PixelJunk Monsters.) ModNation Racers is launching simultaneously on PSP and PS3, and unlike many previous cross-platform titles, this racer loses almost nothing in its portable conversion. The career mode is nearly identical on both platforms, even featuring the same CG animated cutscenes in both. The much-touted creation tools also make an appearance on the PSP, allowing you to create and share levels rather easily. And most importantly, unlike LittleBigPlanet, ModNation Racers retains multiplayer options, offering both Ad-Hoc and Infrastructure connections. Even the control schemes between the two platforms feel nearly identical. The PSP version also uses the R-button for acceleration, just like its big console counterpart. It makes sense, but for some reason, I expected the handheld to use the X-button for gas, and Mario Kart players may need some time to adjust; especially considering ModNation's very different drift mechanic.

  • GDC: Designing Assassin's Creed 2 (or: Dodging a curveball from upper management)

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.17.2010

    Though Uncharted 2 may have snatched away most of the Game of the Year trophies, Assassin's Creed 2 stands out as another of 2009's most acclaimed and successful titles. Lead game designer Patrick Plourde candidly discussed Ubisoft Montreal's development process at one of the final panels during this year's Game Developers Conference and gave some surprising insight into what happens when a project's scope is altered in the midst of development. From the outset, Assassin's Creed 2 took aim at the commercial success of the first game, as well as its vocal group of detractors. "I'm not gonna lie about it," Plourde said, "some people liked it, some people despised it. That's the way it is." The way things would be took a surprise turn in the middle of 2008, months after the game had begun development in earnest. As Plourde puts it, a "curveball from upper management" requested a change in the game's scope. Ordinarily, ambitious plans may get trimmed down as a launch date draws near, but Ubisoft had decided to increase the number of features dramatically.

  • GDC10: Massively's picks for the best of GDC

    by 
    Shawn Schuster
    Shawn Schuster
    03.17.2010

    GDC 2010 has come and gone and as we recover from the insanity a bit, we thought it would be the perfect time to reflect on our favorites from last week. Although the Game Developer's Conference isn't usually made to be as flashy as E3 or PAX, it is mostly catered towards students looking to break into the industry, panels and summits interesting to only other developers and a few demos. This in mind, we compiled a short list of what made the biggest impact on us, pertaining to MMOs. Although there were plenty of other exciting demos, booths and panels, we're keeping these awards strictly to MMO-related topics. Follow along after the jump for our complete list.

  • Impressions: Lara Croft and the Guardian of Light

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.17.2010

    Giant spiders. Why'd it have to be giant spiders? Mind you, seeing Lara Croft gun down squealing, eight-legged monstrosities doesn't bring with it the tinge of regret that I've come to associate with her tendency to permanently cross off creatures from the endangered species list. Had Crystal Dynamics opted to switch out the spiders with tigers, there'd be enough fur coats left over to give everyone in the world a warm winter. Lara Croft and the Guardian of Light is heavy on the action, with territorial enemies swarming the eponymous explorer and a newfound partner, the Mayan warrior Totec, from all directions. Thankfully, the guy knows how to fire a gun and toss a spear -- though I pray he doesn't mix the two up when the situation gets out of hand. If you're playing the game with a co-op partner, either online or on couch, you'll have someone to yell at should that happen. The game's isometric camera angle and twin-stick shooting mechanics bring to mind Assault Heroes (or Geometry Wars, at a basic level), but the pacing here is different. A more apt comparison -- that takes into account the lulls in action -- would be Left 4 Dead, especially when one player is tasked with manipulating a puzzle object while the other defends the rear. %Gallery-87912%

  • GDC10: ArenaNet's Daniel Dociu discusses the art of Guild Wars 2

    by 
    Rubi Bayer
    Rubi Bayer
    03.16.2010

    Daniel Dociu, Senior Art Director for Guild Wars 2, was one of the panelists at last week's GDC, and Massively was fortunate enough to sit down and chat with him about the art coming up in Guild Wars 2. The information on this highly-anticipated game is starting to increase bit by bit, and Daniel had some interesting things to say about designing art for Guild Wars and Guild Wars 2. As a bonus feature, we've got a video slideshow of some of the gorgeous concept art featured at his panel at GDC. Keep your eyes peeled -- you might just see something you've not seen before. (Check Youtube for the HD version as well.) Follow along after the jump, and enjoy!

  • GDC10: Erebus hands-on impressions

    by 
    Jef Reahard
    Jef Reahard
    03.16.2010

    This year's Game Developer's Conference featured a ton of free-to-play titles, and one of the most intriguing was Erebus: Travia Reborn, a classically inspired dungeon crawler with retro graphics and a distinctive Diablo-esque feel. We sat down for a hands-on demo with the developers from Outspark and came away enthused about trying the full version of the game when it releases later this year. This free-to-play MMORPG, as its subtitle suggests, is inspired by the Korean game known as Travia, but has been heavily modified for western audiences. "We've updated the graphics, changed game play, added in faction warfare, new classes and skills, and rebalanced the game, making a ton of changes. Erebus is a really unique dungeon crawler for North American and European audiences," said the Outspark team. Hit the jump for our impressions as well as the teaser trailer.

  • GDC 2010: Hands-on with Sam and Max: The Devil's Playhouse

    by 
    Mike Schramm
    Mike Schramm
    03.16.2010

    Last month at Macworld, Telltale Games announced that they'll be releasing their games day-and-date on both Mac and PC at the same time. Last week at GDC 2010, they announced a brand new season of Sam and Max, and also the news that, on April 15th, the first episode of The Devil's Playhouse will be available on both Mac and PC (as well as the PSN, if you're into that sort of thing). I got a chance to see the game at GDC, and while the version I saw was running on the Playstation 3, I can promise you that they said we'd get Sam and Max, and that's exactly what we're getting. Like the other games in the series (which aren't on the Mac quite yet, but are coming soon), The Devil's Playhouse (the first episode is called "The Penal Zone") is a cartoony point-and-click adventure game featuring the legendary Freelance Police duo. We played through an initial sequence that had the two going up against the evil General Skunkape and his spaceship, armed only with Max's ability to travel through phonelines, some silly putty that will let him change into a potted plant (or a bazooka), and the help of an alien brain in a jar. Just like the rest of the series, Sam and Max features item-based puzzles with plenty of absurdity and humor.

  • GDC breaks attendance record: 18k geeks in da house

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.16.2010

    The 2010 Game Developers Conference welcomed 18,250 industry professionals, many of whom also moonlighted as alcohol professionals during the evenings, to San Francisco's Moscone Convention Center for another round of the annual meet-up. The record number surpassed last year's total of 17,000 attendees. Next year's show is already set to be tapped on February 28, 2011. A call for lecture submissions will go out sometime this summer. In the meantime, you can join the GDC circuit party and get your multi-core binary integration theory groove on at GDC Canada, May 6–7, in Vancouver.