pax-prime-2012

Latest

  • PAX Prime 2012: Hands-on with Origins of Malu

    by 
    Matt Daniel
    Matt Daniel
    09.14.2012

    PAX Prime is gone and passed, but our coverage isn't done quite yet. As it happens, we've saved one of the best for last. Burning Dog Media's upcoming MMO, Origins of Malu, has been making a few waves in the sandbox-craving community. Boasting features such as brick-by-brick player-house construction and exploration-focused gameplay, Origins of Malu is a game that I've had my eye on for some time. So of course I was rather excited to be able to go hands-on with the game at PAX, where Burning Dog had set up a small alpha-build PvP battleground in which players could battle head-to-head in a slightly twisted version of the traditional capture-the-flag gametype. Now, I don't know about y'all, but PvP isn't exactly on the top of my list of Origins of Malu features I'm looking forward to, but there were definitely some surprises to be had in the demo, plus I got to have a bit of a chat with Burning Dog's president of media, Michael Dunham. What did I think? Find out for yourself after the cut.

  • Splinter Cell: Blacklist aims to take Conviction's promise to the next level and then some

    by 
    Mike Schramm
    Mike Schramm
    09.11.2012

    "I'm not going to go into the whole story," says Splinter Cell: Blacklist creative director Maxime Béland during an interview with Joystiq at PAX 2012, "but Conviction was kind of a rescue job for me." As the last game in the Splinter Cell series (that also served as a more action-oriented reboot), Conviction ended up doing fairly well at retail. But Béland says that he and another producer were "brought in because it wasn't going well. We changed the direction and kind of shipped the game in two years. So Conviction is very sweet and sour for me."Soon after Conviction's release, Béland says he and his team sat down to put together a spreadsheet, going through over 80 reviews of the game and marking out what features were most mentioned, and which were most positively or negatively received. The black-and-white graphics during gameplay weren't well liked, so this past E3 when Béland announced Blacklist, one of the first things he said was that black-and-white was out.Players felt the single-player part of Conviction "was too short, and the scope of the game wasn't big enough," so growing the world of Sam Fisher has become a priority for Blacklist. And the least-liked feature of Blacklist? Fans really missed the spy vs. mercs competitive gameplay mode. That's why for Blacklist, it's implemented right back in there. "Easiest decision of my life," says Béland.%Gallery-156954%

  • PAX Prime 2012: Marvel Heroes video interview touches on costumes, public combat zones

    by 
    MJ Guthrie
    MJ Guthrie
    09.10.2012

    In a video interview at PAX Prime, Associate Producer Matt Group discussed different aspects of the upcoming superhero MMORPG Marvel Heroes. Some of the topics he touched on include rotating between characters, public combat zones, multiple costumes, the free-to-play philosophy, and the fact that much of the world is open (although boss fights are mostly instanced). Group also mentioned that Gazillion Entertainment has access to every Marvel character and location possible. Folks who prefer console gaming but love the idea of slipping into the skin of their favorite super heroes can take heart; Group stated, "Once we have a solid grip on [the PC game] we want to move on to whatever other platforms there are out there." When is the game launching? Group says, "Sooner than you think." Closed beta, however, is beginning on October 1st. Check out the full interview after the cut.

  • PAX Prime 2012: Undead Labs' State of Decay

    by 
    Matt Daniel
    Matt Daniel
    09.07.2012

    Everyone loves zombies, right? Apparently so because they're absolutely everywhere (like Miami, for instance), but we keep on lapping it up. Secretly, though, I think a lot of us are tired of the same old zombie games. After all, if you're one of the truly hardcore that has a zombie apocalypse plan that includes where you'll hole up, how you'll find weapons, what you'll eat, and so forth, it's a little disappointing that most games tend to focus solely on the zombie-shooting part of the zombie apocalypse (not that there's anything wrong with zombie-shooting). Undead Labs' upcoming MMO State of Decay might change all that. The game will take place in a persistent world where players are responsible for rounding up survivors, finding the necessary resources to build defenses and stay alive, and of course, fighting off the zombie hordes. Finally, those of you who have long debated the merits of going to the gun store vs. not going to the gun store in the event of an apocalypse can see whose plan works better. And what's more, at PAX Prime 2012, I got to sit down and play around with it myself, though not for nearly as long as I would have liked. Regardless, if State of Decay is on your radar -- and it should be -- then I'd be glad to tell you all about my 20-odd minutes with the title.

  • Cannon Brawl brings 2D RTS to the PAX 10

    by 
    Mike Schramm
    Mike Schramm
    09.06.2012

    The PAX 10 picked some excellent titles to show off right outside of PAX's Indie Megabooth in Seattle last weekend. Of the indie games on display, a 2D real-time strategy game called Cannon Brawl was my favorite. Cannon Brawl (formerly called Dstroyd) is the product of four developers calling themselves Turtle Sandbox Games, and was a winner of the Activision Independent Games Competition last year, picking up $175,000 and a chance to be published with Activision.The game looks very different from the last time we saw it - the graphics are much cleaner, the interface is simple and well-designed, and while the gameplay is fast and complicated Cannon Brawl does a great job of mixing quick moves with solid and interesting strategical choices. The game's not done yet, but it's coming together very well. Odds are that we'll be seeing this game a lot more in the future.

  • Notch still working on 0x10c, despite a few stops and starts

    by 
    Mike Schramm
    Mike Schramm
    09.06.2012

    Speaking to Joystiq at PAX last weekend, Minecraft creator Markus "Notch" Persson told us that while most of his days lately are taken up with "just discussing how to do stuff" ("and then Reddit," he added slyly), work continues on the 0x10c space game he announced a while ago. Oh, and in case you're still wondering how the title is pronounced, Notch calls it "ten-to-the-C.""I have the game world fleshed out, all the soft stuff, like the setting," he says. "And I have the emulator for the CPU, which is probably the most complex part of it, all written. I had a prototype for walking around and trying out all of the graphics styles, but that wasn't really fun. So I kind of took a break to recharge my batteries and deal with some personal stuff, and then I'll probably start over again when I get back to Sweden." Starting over again means he'll just rework the graphical engine on the game, and "rethink how the rendering is done, how the physics is done for the character."The team working on 0x10c did have a building interface in mind for players to design their own spaceships, and Notch said it was heavily based on the popular 3D Construction Kit. But the interface wasn't fun, he told us. "We had something kind of inspired by [the Kit], with cubes you could remove corners from to make angles, but it turned really annoying when you tried to build anything."And Notch also confirmed that the game, whenever it is ready, will be released to the public in the way Minecraft was, in various states as it's being built. Notch says he got the idea to release games that way from the old roguelike genre, of all places. "The first version they release is just you can walk around in the dungeon and that's it, that's the extent of what you can do. That's where I got it from." That release schedule, he said, works well for games that fall back on sandbox or user-generated content. "If you're making like The Walking Dead or something, because it's story driven," he said, then obviously a half-finished version won't work. "You're just going to ruin it for people in the other versions."

  • PAX Prime 2012: Our first look at MMORTS Novus Aeterno

    by 
    Matt Daniel
    Matt Daniel
    09.06.2012

    The MMORTS genre is a relatively unexplored one, generally relegated to free-to-play titles that tend to be mediocre at best and warcrimes at worst. It's beginning to pick up some steam these days, though, with titles like Trion Worlds' upcoming End of Nations. But I'm not here to talk about Trion or other big AAA studios; I'm here to talk about one guy who got bored and decided he'd make the game he wanted to play. That's Nick Nieuwoudt, the mastermind behind in-development MMORTS Novus Aeterno. As a hardcore StarCraft II player, he realized that he enjoyed the RTS playstyle but was left wanting something more. So as any sensible person would do, he gathered together a team and got to work creating the game he wanted to play. Many months of work later, TAITALE Studios has put together the foundation of Novus Aeterno. And as luck would have it, I had the opportunity to take a look at the game at PAX Prime 2012, so if you'd like to take a look behind the curtain at a potentially promising new MMORTS, follow on with me and I'll give you all the details.

  • Notch responds to Guncraft: 'I'm a huge fan of clones'

    by 
    Mike Schramm
    Mike Schramm
    09.06.2012

    Before PAX started up in Seattle last week, even before the booths were assembled in the convention center, we heard about Exato Games' plan to attract Minecraft creator Markus "Notch" Persson's attention to its own Guncraft. "Notch, come have a beer with us," John Getty said through Joystiq last week. So how did that go?At least on Saturday morning, when Joystiq sat down to chat with Notch, that beer hadn't yet been shared. "I saw some video going on, and it looked like Minecraft with guns," Notch told us, "which seems like a fairly interesting game if you don't make it fantasy." But he hadn't stopped by the booth, and it didn't sound much like he planned on doing so.Notch that there was no drama between the two developers, however. "I'm a huge fan of clones," he said. "I think clones is how games evolve, I'm a huge proponent of patterns." At the same time, however, Notch says he's "been through hell and back" enough to know how trademarks work, and he's a fan of protecting those as well. "I think trademarks are great, because you can go this is our product, this is your product and it can all be seen by consumers."That's Notch's real response to Guncraft's attempts to get his attention. "A lot of people will come up and say, 'Oh, so Guncraft is actually your new thing?' They're kind of maybe sort of kind of maybe implying that we're connected somehow, and we're not," Notch said to us. "It's just a clone. If they want to make a clone, that's awesome, as long as it's clear we're not related in any way."

  • Learn more about Battleblock Theater's level editor

    by 
    Mike Schramm
    Mike Schramm
    09.05.2012

    The Behemoth teased us with a PAX reveal of Battleblock Theater's level editor, and the Castle Crashers developer didn't disappoint. There's a full-featured level editor included with the game, and it's the same one the designers have been using to make their own levels, controller and all.Every type of block in the game is available to be placed by you within the editor, and you can color them however you like. Each level obviously needs an entrance and an exit, but what happens in between is up to you. You can choose any of the game's modes (and can even combine some of them), lay out resources to collect, and even build little Rube Goldberg devices with the various available components. One example shown to us used boulders and timed pneumatic devices pushing them onto switches, which created a sort of timed trap for characters to navigate. Extra creative users will come up with even more complex and varied setups, we suspect.Even if you're not looking to create levels, The Behemoth has you covered. To start with, users will be able to share and send levels to each other. There's a "Level Lobby" in the game's main menu, where you can download playlists of created levels, see feeds for highest played and Behemoth favorites, and play and rate all of the levels you can find. Levels do need to be downloaded locally to be played, but they're tiny, so bandwidth and storage shouldn't be a problem.We'll have to see how the level sharing system actually works post-launch to see how prominent it becomes (Castle Crashers, of course, suffered from connectivity problems during its release, which made playing multiplayer tougher than it should have been). But The Behemoth has created a powerful editor here, and it'll be fascinating, as with most user-generated content systems, to see what players can do with it.

  • How Guardians of Middle-earth innovates on the MOBA gametype

    by 
    Mike Schramm
    Mike Schramm
    09.05.2012

    We first saw Guardians of Middle-earth in action back at E3 this year, and it was quite impressive even then. Monolith has taken the PC-centric gameplay of the emerging MOBA (or DotA, or LoL, or even action RTS, whatever you like to call it) genre, and translated it over to a console and a controller. But since that first play at E3, I've gotten a few more chances to play the game at Comic-Con and PAX. GOME (acronyms!) is more than just a console clone of the popular League of Legends and the upcoming Dota 2.Monolith has iterated on this complex strategy/action genre in a few different ways. Here's a list of five different things, whether you're a level 30 summoner or a Venomancer newbie, that you'll find new and interesting about Guardians of Middle-earth when it arrives for consoles later this year.

  • Loadout lets you create the weapon you want

    by 
    Mike Schramm
    Mike Schramm
    09.05.2012

    If there's still any question in your mind that we're in the middle of a free-to-play trend, you can put it to rest right now: Most of the PAX show floor was taken up by indie titles currently in a closed beta, and heading towards a free-to-play "open beta release" later on this year. Firefall might be the highest profile of these, but Loadout, I think, deserves a spot right along Red 5's well-known title.The game's being developed by Edge of Reality, an Austin-based developer that has been making ports (including console versions of Dragon Age: Origins) and doing contract work for over ten years now. Loadout is the studio's first original title, which means the team is finally applying its knowledge and experience to something it directly owns.It shows in the game's current polish, even before the full beta launch: The graphics are fun and flashy, with really excellent touches in the controls and animation. It shows in team balance and mode choices, which are generally similar to Team Fortress 2 and other team-based shooters, but with some nice original flairs. And it shows most in the core mechanic, a custom weapon-building system that offers a lot of impressive possibilities for creating a gun that's entirely your own.%Gallery-164195%

  • Resident Evil 6's Mercenaries mode stacks the bodies

    by 
    David Hinkle
    David Hinkle
    09.04.2012

    During the final day of PAX Capcom had a stream going for Resident Evil 6, giving everyone a glimpse at how Mercenaries mode has changed. Players are much more mobile now, and can use traps (when available in the level) to dispatch large groups of enemies quickly.

  • Breaking free with your own IP: Insomniac's CEO on what's next (besides Ratchet & Clank)

    by 
    Ben Gilbert
    Ben Gilbert
    09.04.2012

    There's a big craze these days with independent developers, though the idea isn't all that crazy. Developers, as it turns out, like to own the stuff they create – Ratchet & Clank developer Insomniac Games is no different. And here's something you might not know about Insomniac: the studio owns virtually none of the iconic characters or worlds it's created. Not Ratchet, not Clank, not the world of Spyro the Dragon. That last one cuts especially deep considering the vast riches Activision's reaped from its Spyro-based Skylanders game. The former two are Sony-owned.With Fuse (which we think used to be Overstrike) and Outernauts, Insomniac is pushing in a new direction. "For us, we're at the point in our growth as a company where we can own our intellectual property," Insomniac president and CEO Ted Price told us in an interview last week. "That's been gratifying for us because, as creators, controlling your own destiny – controlling the IP that you build – is important." Beyond its financial importance, owning IP also means unfortunate spin-offs of properties you created can't be farmed out to other studios (see: Resistance: Burning Skies).It's important to note what Price says about his studio not being able to own its previous projects. When Insomniac started in 1994, it produced only franchises owned by its publishers. Quite literally everything the company created up until Outernauts and Overstrike/Fuse was owned by outside forces. That's why you will assuredly see more Resistance games, despite Insomniac outright stating it won't work on any more (at least any time soon) – Sony owns the IP rights to the Resistance franchise and can do with them as it pleases.

  • Card Hunter combines tabletop gaming with digital magic

    by 
    Mike Schramm
    Mike Schramm
    09.04.2012

    Jon Chey is a co-founder of Irrational Games, who recently formed up a brand new studio called Blue Manchu, to work on a new game called Card Hunter. Card Hunter might easily be mistaken for many similar games of much lower quality: It's a Flash game that runs in your browser, and it's going to be a free-to-play title monetized by microtransactions, using collectible cards to fuel the gameplay.While Card Hunter may look shallow on the surface, it's anything but. Chey and his team have crafted what's essentially a love letter to tabletop gaming, combining mechanics usually meant for traditional board gaming (like game boards, cardboard cutouts, dice, and action cards) with a high-quality and well-designed video game.%Gallery-164200%

  • PAX Prime 2012: Hammerpoint shows off The War Z gameplay

    by 
    Jef Reahard
    Jef Reahard
    09.04.2012

    The War Z has generated a significant amount of fan interest since its initial hello-world announcement in July. The zombie-centric sandbox MMO boasts a large feature set and plenty of ambitious design goals. It's also generated some skepticism as to whether or not the development team can actually pull it all off. Last weekend's PAX Prime event brought the first opportunity to see for ourselves, as the team from Hammerpoint showed off alpha-state gameplay and allowed GameTrailers to film it. The resulting clip is yours for the viewing after the cut.

  • Insomniac's 'Fuse' likely to be a reworked 'Overstrike'

    by 
    Ben Gilbert
    Ben Gilbert
    09.04.2012

    With Insomniac president and CEO Ted Price obliquely teasing an unknown project called "Fuse" during his PAX Prime 2012 keynote last week, it wasn't too difficult to put together the teaser image he produced and the teaser video released last year (above) for EA Partners project Overstrike. Price wouldn't admit as much to us during a followup interview last week, but he didn't really need to."I'm gonna point you to Fusegame.com," Price answered when asked about Overstrike's long absence from the public eye. Is it still a current-gen game (it was originally announced for Xbox 360 and PlayStation 3)? He wouldn't say. When directly asked whether Overstrike and Fuse are the same game: "I'm being cagey here because I want to be consistent with how we're answering these questions," he said, deferring to his PR manager.The PR man offered a bit more than Price would. "We're very deliberate in what we're showing right now, and that's why we're just pointing people to the website and saying, 'Hey, this is a process. We're going to share more information with you, stay tuned.'" That said, why in the world would the two guys be pointing us to a website for Fuse when we're asking about Overstrike? The answer seems pretty clear to us.Price additionally refused to answer whether Fuse is an EA Partners project – Overstrike is an EA Partners-published four player co-op game.Unsurprisingly, Game Informer is also positing that Overstrike is now named Fuse, calling it a "reworking" of the originally announced concept (what that means is up to your own interpretation). We'll presumably find out for sure when the Fuse website's countdown clock runs out in another seven days.And wouldn't you know it, there's an upcoming Insomniac press event offering hands-on time with an unannounced game. Sounds like we'll find out what the mystery is all about soon enough.

  • Brothers in Arms: Furious 4 dead, new IP born

    by 
    Richard Mitchell
    Richard Mitchell
    09.04.2012

    It turns out Gearbox had a very good reason for letting the Brothers in Arms: Furious 4 trademark lapse: the name is dead. Development on the game continues, but Gearbox announced during a PAX panel that Furious 4 has become so different from the Brothers in Arms franchise that it has become a new IP entirely, Kotaku reports. Apparently that's what Randy Pitchford meant back in July, when he noted that the game had "evolved."Further information about the game, including minor details like a name and release window, will have to wait for another announcement from Gearbox.

  • Kirby-themed bubblegum record blown away at PAX

    by 
    Sinan Kubba
    Sinan Kubba
    09.03.2012

    In other news, 536 people blew bubblegum bubbles together. Also, it was a world record for simultaneous bubblegum blowing, which is lovely. The bubblegum blowers blew at PAX to celebrate Kirby's 20th anniversary, and the upcoming release of Kirby's Dream Collection on September 16We were unsure Nintendo could rustle up enough blowers to blow a world record. But, like the bubblegum, we were blown away, as was the previous record of 304 achieved by Kirkwood Community College in 2010. We're sorry, Kirkwood, but 304 to 536 just blows.

  • PAX Prime 2012: Neverwinter and Raiderz flaunt their stuff

    by 
    Elisabeth
    Elisabeth
    09.03.2012

    Did you realize that PAX was going on this weekend? I bet you did. I bet something gave it away, like the puddle flood of posts titled with PAX Prime 2012 all over our feed. If you didn't notice, here's thew news: PAX Prime went down this weekend. You're a little late, though; it's pretty much all over. But you can read about stuff we did. Go ahead. I'll wait. This post ain't going anywhere. So now that you're up to speed, let's talk about about Neverwinter and RaiderZ, both of which Perfect World Entertainment was showing off this weekend.

  • PAX Prime 2012: Riot and the North American regionals

    by 
    Elisabeth
    Elisabeth
    09.02.2012

    It's a good time to be a League of Legends fan. With the European regionals at Gamescom and North American regionals here at PAX Prime, there's plenty of excitement. The Riot team is gearing up for big changes in Season Three while continuing to support its incredibly large community. We sat down with the busy and gracious Associate Producer Paul Bellezza to talk about what Riot is looking forward to in the near future.