Xav de Matos

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Stories By Xav de Matos

  • Preview: NHL 2011

    Perhaps it's my Canadian roots and the fact that I am one of two staff members that enjoys sports games but NHL 10 was one of the best titles released last year. After a shaky start in the current generation of consoles, the team at EA Canada has transformed the NHL brand into the premiere video game sports franchise. Not content with adding a few adjustments to last year's winning formula, EA Canada is making drastic changes to NHL 11 – the 20th anniversary of the longstanding sports franchise. Unfortunately, of the gameplay changes I've seen, there may be some cause for alarm. %Gallery-95226%

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  • Preview: Splatterhouse

    Most of the games games shown at E3 are not final retail versions; they're preview builds specifically developed to show at the industry's largest expo. Since this is the case, many developers will remind those playing its game or watching demos that what they're seeing is subject to change. "We still have to polish this," or "the animation over here isn't finished" are a few of the things you'll hear. It's expected. However, sometimes demos are nothing but a string of apologies and promises. Splatterhouse was one of those titles. During my demo, the game's executive producer assured me that the game was still in production at every pass and that nearly everything I saw and played would be "fixed," "changed" or "polished." You can't blame Namco Bandai for being hesitant to show the game, considering the development hell it has been through -- but it was a little extreme, especially when considering that I thought the game looked good (even great in some spots!) apart from the expected poor framerate for an early build. No, looks weren't an issue, but I did have a few others with the game during my short demo. %Gallery-23980%

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  • Interview: Driver: San Francisco creative director Martin Edmondson

    Formed in the mid-1980s, Reflections Interactive has been making games for longer than you might remember. While the studio has franchises like Shadow of the Beast and Destruction Derby under its belt, its longest standing franchise is Driver. This fall the wheelman returns in Driver: San Francisco, and Reflections -- now owned and operated by Ubisoft -- is once again steering the ride. Also returning to the series is Reflections founder Martin Edmondson who, in March 2005, walked away from Reflections Interactive and filed suit against former publishing partner and company owner Atari for "constructive unfair dismissal" before settling in 2006. We spoke with Edmondson regarding Driver's return to the streets and the finer points regarding the upcoming game's "Shift" car jumping system. %Gallery-95490%

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  • Preview: Driver: San Francisco

    While a lot of people have share an affinity for the Driver series, most would agree that the franchise has stalled. Although that's a hilarious pun in reference to cars, it's also the best way to say the series has failed to capture the respect it received when the first and the second games (depending on who you ask) were released. After taking a long hiatus to build a new, completely proprietary engine, the franchise has returned in Driver: San Francisco and brings with it a few new ideas. %Gallery-95490%

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  • Preview: Battlestar Galactica Online

    When it was first announced we were less than enthused about the Battlestar Galactica series being developed into a free-to-play browser-based MMO. Although we're still scratching our heads at the direction the license-holder's decided to go in, what we saw of the "still in development" title has calmed our nerves. Slightly. %Gallery-95714%

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  • Preview: Star Wars The Force Unleashed 2

    Fair warning for those who have yet to complete the first Force Unleashed title, I'm about to ruin the ending for you. The major question I had walking into my demo of Star Wars: The Force Unleashed 2 was: Is it possible to feel an emotional attachment to a character we've already said goodbye to? In Star Wars: The Force Unleashed 2, players will be asked to do just that. Although the game's lead character Starkiller -- or Galen Marek, according to Star Wars novels -- sacrificed himself during the true ending of the previous title, the character returns as the playable character in Star Wars: The Force Unleashed 2. During my E3 2010 hands-off preview of the upcoming sequel to the "fastest selling" Star Wars title of all time, executive producer Haden Blackman walked us through the game's opening, which follows a mentally-torn Starkiller as he attempts to escape from his former mentor, Darth Vader. %Gallery-95704%

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  • Preview: Ghost Recon Future Soldier

    The video game industry needs to make up its mind. Some games claim that war is a constantly changing beast, evolving and shaping to the world around it, while other games claim that war never changes. Ghost Recon: Future Soldier straddles the line between these two opposing views. War itself -- or more specifically the conflicts that incite wars -- doesn't change much, but the technology to take out the other guy is constantly evolving. %Gallery-95579%

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  • Preview: Assassin's Creed Brotherhood (single player)

    Years have passed for legendary assassin Ezio Auditore da Firenze since avenging the death of his family for Assassin's Creed 2. Relaxing in his villa in Monteriggioni after a romp between the sheets with a lady friend, Ezio is shaken out of a peaceful cuddle. An attack on the town is in full swing and -- after a cannonball crashes through his bedroom, crushing his armor -- Ezio rushes out to find waves of enemy forces at his doorstep. Outside his home, Ezio's uncle explains that his status in the region as a legendary assassin has split factions and incites a war between families. To counteract the mass-scale attack, Ezio pushes toward defensive cannon emplacements scattered on the wall of Monteriggioni. It isn't a scene that will end in the assassin's favor; rest assured that Monteriggioni will fall. This is the beginning and the basis for Assassin's Creed: Brotherhood. %Gallery-95487%

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  • THQ enlists North Korean 'soldiers' to promote Homefront

    In order to promote its upcoming shooter Homefront, THQ enlisted a group of struggling actors totally real soldiers. The group marched throughout the streets of Figueroa near the Staples Center before stopping into the ESPN Zone bar to watch North Korea take on Brazil in the first-round of the 2010 FIFA World Cup. Renting out an entire parking lot across from the Los Angeles Lakers' home base, THQ set up barricades plastered with dozens of flags proclaiming the land was the property of the North Korean Federation. For citizens unaware of the E3 2010 event, it was quite a confusing spectacle. Video of the march after the break.

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  • Rumor: LucasArts quietly scraps multiplayer in The Force Unleashed 2

    Earlier this year, when Slant Six enacted "temporary" layoffs to its studio, reports circulated that it meant the cancellation of a current-gen Star Wars Battlefront title rumored to be in development at the Vancouver-based studio. According to a Joystiq source the April 7, 2010 layoffs were a direct result of LucasArts canceling production of the online-only title and, in the same fell swoop, the publisher canceled a multiplayer mode said to be included in the upcoming sequel to Star Wars: The Force Unleashed. The supposedly canceled multiplayer component in Star Wars: The Force Unleashed 2 was said to have been in development separately at Vancouver-based developer Blue Castle Games (currently developing Dead Rising 2 for Capcom) and was set to be included along with the LucasArts-developed single-player title; similar to the development process of Bioshock 2's multiple game modes. A Blue Castle representative told Joystiq it does not comment on potential business relationships. Today, during a Star Wars: The Force Unleashed 2 demo, executive producer Haden Blackman told Joystiq that the team "definitely talked about all possible features" for a Force Unleashed sequel but ultimately they decided to focus on a "really solid" single-player experience. Blackman says he personally feels that multiplayer and co-op are "hugely important" and he would be "surprised if we didn't see some multiplayer and co-op somewhere down the line" in the Star Wars: The Force Unleashed franchise. Specifically addressing the rumored Blue Castle-developed multiplayer mode, Blackman said he "can't talk any specifics about that or even whether they were doing it." A full interview with Blackman is forthcoming.

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  • 'Nintendogs plus Cats' in development for Nintendo 3DS

    During its Nintendo E3 2010 media briefing, Satouru Iwata revealed that legendary game designer Shigeru Miyamoto is working on a true sequel to the hit DS title, Nintendogs. The new experience -- exclusive to the upcoming Nintendo 3DS -- will also feature a new kind of household friend, cats! No date for Nintendogs + Cats was revealed, but we're currently on our way to get injections to stave off our terrible allergies to the furry felines.

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  • E3 2010 Prediction Bingo: Nintendo

    #bingochart { border: 0px solid #111; border-collapse: collapse; } #bingochart td { padding: 1px 0px 1px 0px; border: 0px solid #ccc; vertical-align: top; text-align: center; margin: 0; margin-bottom: 5px; font-size: 90%; line-height: 100%; } #bingochart th { padding: 0px; vertical-align: top; text-align: center; margin: 0; } #bingochart a{ filter:progid:DXImageTransform.Microsoft.Alpha(opacity=100); -moz-opacity: 1;} #bingochart a:hover { filter:progid:DXImageTransform.Microsoft.Alpha(opacity=80); -moz-opacity: 0.80;} Pikmin 3 Detailed Wii Pulse True Wii Fit Sequel DSi Price Drop Wii Party Demoed Motion Plus X2 Handhelds on VC 3DS Dated Wii Zelda Info Overload Friend Collection US DS Virtual Console Mario Clash 3DS Port Have A Free One On Us! NSMB DS 2 Rabbids Invade 3DS Another Layton Quest 3DS Over $200 Farmville on Consoles Metroid Returns to 2D Star Fox 3DS Xenoblade Holiday Paper Mario Returns F-Zero Wii Wii HD Is A Thing Wii Online Modernized! We're days away from the industry's biggest event, making today the perfect time to launch Joystiq's (3rd Annual) E3 Bingo Extravaganza! This year, each card is developed to consider the entire event and not only the conferences. Originally, our plan was to utilize a series of super-computers specially designed to accurately predict the events of E3 2010; however, the "Joystiq Probability Index" (or JPI-3000) only delivered results as a string of "dingbat" characters. Development of an ultra-computer (JPI-4d3d3d3) to decipher the codes is expected to be complete in the year 2014. Stay Tuned. For day three in our three-part series, we take a look at Nintendo's E3 2010 offerings. Click on each of the squares above for more information (and the completely accurate but indecipherable rating). Nintendo's E3 press conference is scheduled for Tuesday, June 15, at 9am PT (that's 12pm Joystiq Time / ET). As always, Joystiq will be on hand liveblogging the event. Download a copy (PNG file) and play along! (Remember, it's just for fun.) Also: Check out our Microsoft E3 2010 Bingo Card and Sony E3 2010 Bingo Card.

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  • E3 2010 Prediction Bingo: Sony

    #bingochart { border: 0px solid #111; border-collapse: collapse; } #bingochart td { padding: 1px 0px 1px 0px; border: 0px solid #ccc; vertical-align: top; text-align: center; margin: 0; margin-bottom: 5px; font-size: 90%; line-height: 120%; } #bingochart th { padding: 0px; vertical-align: top; text-align: center; margin: 0; } #bingochart a{ filter:progid:DXImageTransform.Microsoft.Alpha(opacity=100); -moz-opacity: 1;} #bingochart a:hover { filter:progid:DXImageTransform.Microsoft.Alpha(opacity=80); -moz-opacity: 0.80;} No PSP2 To Be Seen PS2 Retired Premium PSN Unveiled Bungie Name Drop More Hardcore Move Support PS2 Software on PSN Day-and-Date on Demand Last Guardian Detailed MMO Push Uncharted 3 Teased LBP2 Detail Flood Move Gets A Real Date Have A Free One On Us! Sony Discusses 3D Future Cross-Game Complexity Sly Cooper 4 Hinted At Kevin Butler Appears A Mass of HD Collections Jaffe Reveals New Title PSP on PS3 Demos GT5 Locked Down Brotherhood Beta Exclusive Ready At Dawn Reveal Killzone 3 Demonstrated Another Agent Tease We're days away from the industry's biggest event, making today the perfect time to launch Joystiq's (3rd Annual) E3 Bingo Extravaganza! This year, each card is developed to consider the entire event and not only the conferences. Originally, our plan was to utilize a series of super-computers specially designed to accurately predict the events of E3 2010; however, the "Joystiq Probability Index" (or JPI-3000) only delivered results as a string of "dingbat" characters. Development of an ultra-computer (JPI-4d3d3d3) to decipher the codes is expected to be complete in the year 2014. Stay Tuned. For day two in our three-part series, we take a look at Sony's E3 2010 offerings. Click on each of the squares above for more information (and the completely accurate but indecipherable rating). Sony's E3 press conference is scheduled for Tuesday, June 15, at 12:00 pm PT (that's 3:00 pm Joystiq Time / ET). As always, Joystiq will be on hand to liveblog all the details. Download a copy (PNG file) and play along (Remember, it's just for fun)! Check out yesterday's Microsoft E3 2010 Bingo Card and stay tuned tomorrow for our Nintendo E3 Bingo card.

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  • E3 2010 Prediction Bingo: Microsoft

    #bingochart { border: 0px solid #111; border-collapse: collapse; } #bingochart td { padding: 1px 0px 1px 0px; border: 0px solid #ccc; vertical-align: top; text-align: center; margin: 5px; font-size: 90%; line-height: 120%; } #bingochart th { padding: 0px; vertical-align: top; text-align: center; margin: 0; } #bingochart a{ filter:progid:DXImageTransform.Microsoft.Alpha(opacity=100); -moz-opacity: 1;} #bingochart a:hover { filter:progid:DXImageTransform.Microsoft.Alpha(opacity=80); -moz-opacity: 0.80;} Mini-Game Collections Cloud-based Storage Dreamcast Marketplace Black Ops Demo Hulu Inside Xbox Live Price Drop Day-and-Date on Demand Clan Support Mobile Apps Timed Exclusives Insomniac Reveal Halo: Reach SP Demo Have A Free One On Us! Primetime Returns Natal-focused Bundles Milo Crashes the Party Shadow Complex 2 Fable III Natal Demo YouTube Integration Limbo headlines Arcade Promo Xbox 360 Slims Down Rock Band 3 Unveiled Rare Return "Sorry, Indie!" Square Enix Reveals We're days away from the industry's biggest event, making today the perfect time to launch Joystiq's (3rd Annual) E3 Bingo Extravaganza! This year, each card is developed to consider the entire event and not only the conferences. Originally, our plan was to utilize a series of super-computers specially designed to accurately predict the events of E3 2010; however, the "Joystiq Probability Index" (or JPI-3000) only delivered results as a string of "dingbat" characters. Development of an ultra-computer (JPI-4d3d3d3) to decipher the codes is expected to be complete in the year 2014. Stay Tuned. For day one in our three- part series, we take a look at Microsoft -- the first company to take the E3 stage. Click on each of the squares above for more information (and the completely accurate but indecipherable rating). Microsoft's E3 press conference is scheduled for Monday, June 14, at 10:30 am PT (that's 1:30 pm Joystiq Time / ET). As always, Joystiq will be on hand to liveblog all the details. Download a copy (PNG file) and play along (Remember, it's just for fun)! Stay tuned tomorrow for our Sony E3 Bingo card.

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  • This Wednesday: Soar like an eagle in Snoopy Flying Ace on XBLA

    Grab your bomber jackets, folks. On June 2, Snoopy: Flying Ace soars to the Xbox Live Arcade for 800 ($10), and if you recall from our previous hands-on experience with the game, it's something we're looking forward to. In Snoopy: Flying Ace, players can take on the role of the famous Peanuts crew or use their own Avatar to pilot fully customizable aircraft. The part we're most excited about? Outmaneuvering the competition online with graceful tricks reminiscent of the original Xbox gem Crimson Skies: High Road to Revenge. We look forward to shooting you out of the sky. %Gallery-89568%

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  • Prince of Persia movie opens with $37.8M domestically [Update]

    Update: IMDB has updated its projected totals for the weekend box office to include the Memorial Day holiday, increasing ticket totals of Prince of Persia: The Sands of Time from $30.2 million to $37.8 million for the four-day weekend. The increase pushes the video game-based flick to second place ahead of Sex and the City 2. Original: If you only considered its current Metacritic ranking, Prince of Persia: The Sands of Time could be called the first disaster movie of the summer season. According to IMDb, the Jerry Bruckheimer-produced time manipulation romp cracked third place in the US with $30.2 million in its opening weekend, behind first-place Shrek Forever After ($43.3 million) and Sex and the City 2: Electric Boogaloo with $32.1 million. While Bruckheimer may have been wishing for Pirates of the Caribbean-style opening numbers, Box Office Mojo reports that Prince of Persia: The Sands of Time is the third largest box office opening ever for a video game-based film. Lara Croft: Tomb Raider and Pokemon: The First Movie, currently own the first and second spot respectively in that extremely specific category. Internationally the Prince fared better, bringing in $59 million from overseas theaters and capturing first place. So far, The Sands of Time has earned a total of $87.5 in the two weeks it has been released overseas. [Via BigDownload]

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  • Midway creditors accept $1 million payout

    To settle the outstanding claims against former owner Sumner Redstone, Bloomberg is reporting that the creditors' committee of the defunct publisher Midway Games has agreed to a $1 million cash lump sum payout. It was previously reported that prior to the lump sum agreement, unsecured creditors of the parent company would only be able to recover 16.5 percent of what had been owed, while unsecured creditors of subsidiaries would only be eligible to 25 percent. After reportedly liquidating its Chapter 11 plan last week, the new cash agreement represents a more financially beneficial deal for all parties involved. Midway's death spiral comes to a finale following a tawdry love affair with conspiracy-fueled headlines, including legal battles and multiple companies picking away properties from the company like vultures at a fresh corpse. The bankruptcy court will rule on the settlement agreement on June 23. [Via GI.biz]

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  • Windows mobile game scams UK players out of cash

    A pirated version of an anti-terrorism game made for Windows mobile phones is at the center of a new scam wringing cash out of unwitting victims in the UK. Hidden code within the game silently dials phone numbers in the Antarctic, which can cost upwards of £4.25 ($6.19 US) per minute. Although online con men and spam artists continue to pester our e-lives with promises of money, fame or other inappropriate guarantees, computer scams have an extremely low success rate. Researchers suggest that for every 350 million messages, spammers receive 28 responses, according to the BBC. Since mobile phones lack the same protection found on computers they have become prime targets for grifters, seeing a threat growth of more than 200% in three years, suggests research by Kasperksy Labs. The penguin-calling version of the game was discovered in April but continues to claim victims as it has been added to multiple websites offering Windows mobile games. [Image: Wallpaper-S]

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  • Interview: Hunting orbs with Crackdown 2's Billy Tomson and James Cope

    Though the Crackdown franchise has a new development team in Ruffian Games, the upcoming sequel hopes to retain the best qualities found in the original Xbox hit. You'd think the task is made easier when former Realtime Worlds employees form part of the developer, but creative director Billy Tomson and producer James Cope believe there is still room for improvement. In an interview with Joystiq, the pair discussed Crackdown 2's vision and its attempt to perfect the open-world formula. Read on to learn more about the limitations of the original engine, memory complications, the omission of female playable characters, and plans for future content. %Gallery-85271%

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  • Ruffian Games' Billy Tomson and James Cope discuss Crackdown 2, part two

    You have both worked in this industry for quite some time. Do you feel that in this generation you have to plan further and further into the future? Games don't live on store shelves as long as they used to. Crackdown 2 is coming out in July, and the summer used to be a dead zone for releases ... the industry is different today. JC: Some games have a longer tail and a lot of those games have multiplayer components. BT: Trying to keep the CD-drive locked. JC: You've got that longevity thing. So, we're doing the same thing with Crackdown 2. There is a multiplayer component added to what was already there because we want to embrace that long tail of gameplay life. BT: It's good for the franchise, as well. If you want to build a franchise you want to keep creating new content that's going to keep people playing and keeping it fresh in their mind. So, instead of having two years between every game you give them content so they don't forget about your universe. JC: We have to factor in all of this stuff, with DLC quite early on. I think traditionally, DLC has been seen as the opportunity to finish off the bits of a game that weren't finished. We actually look at it as an opportunity to do stuff that we think generally gives value to the players. It's essentially a new game. BT: With game development, you work on a game and you have all the plans up front. You have your design, you know what you want to add to the game and then as you get to the tail end of development you realize, "Shit, we should have done this." It's all those little things that would be so easy to do at the end of a project but you've just run out of time. It's those little things that could be unbelievably cool. There was an article written following PAX East 2010 about the lack of gender selection for the agents. There are no playable female characters in the game. How much time does it take to implement a player choice like that? Is that something you have to plan right from the beginning to make it work correctly? BT: You would, yeah. It's a big undertaking to do both a male and female player character. When you consider the amount of different levels of interaction that you've got: Hand-to-hand, all the weapons, all the interaction with the environment, all the vehicles, swimming, gliding. There's so much stuff in there and you've got to do that for both male and female. It's not that it can't be done but it wasn't a question of time for us. It was memory. If we had used the memory it would have taken to do a full female character then we would have been robbing from some other area. The way we look at it is, the amount of variation we've got vehicles-wise, characters-wise, and weapons-wise meant we would have lost quite a bit if we added a full other character who was female. We actually had it for the first game. We built the character. We built all the animations for a female character and we had to pull it towards the end and the last thing we wanted to do was go through that again. Forgive my ignorance because I've never made a game, in fact I can barely draw a circle without a strategy guide, but why can't you just have generic animations and change character models as skins? Other than the fact that the women will most likely walk like men. Would it appease those who want that variety? BT: Well we could put in a new skin but yes, she would animate like a man. If you're going to do that [adding female characters], you want to do it right. Now that I think about it, you might inadvertently offend more people than you set out to please. JC: We did actually put it in for a laugh, but it wasn't pretty. [laughs] The big thing now, other than this 3D craze that won't die, are social media features. Games are integrating Twitter and even titles like Halo 3 have added saved films and replay sharing. Crackdown is somewhat of a community-driven game, it's always been promoted as a multiplayer experience. Are any of those features getting into the final build? JC: Oh, this is really difficult because it's something we really, really wanted to do but we've ended up not doing it. We wanted to have that ability to do replays in the game and to upload them somewhere for people to see, but just in terms of production costs we had to say no to it, for now. We think of Crackdown 2, and you're right Crackdown has always been a social game, as more than what happens in the game. The great thing about the Crackdown experience is that people would start talking about the game, start telling stories. Saying things like, "You won't believe what happened when..." You don't get that in a narrative game where everyone says, "Yeah. I saw that too. I played it." But it's something we want to do in the future, we don't know when. Any idea when the announced demo will be released to the public? JC: We haven't got a specific date, but it's going to be ahead of launch. Is the demo going to be cooperative or competitive multiplayer? JC: It's going to be cooperative. We still have to look at competitive stuff as well. We're giving away a scary amount of the game. Basically there's the entire game in this demo. The Crackdown demo experience was huge the first time around and it's still in the "Top 5 Most Downloaded Demos" and it was a really generous demo, it was really exciting feature-wise. You got to see a lot of the game. My favorite thing was this accelerated skill thing, which is like a game in itself. We tried gaming the game with the Crackdown 2 demo. So, we want to do all that stuff again. It'll be a very similar package to the first game's demo. But we don't actually know when it's coming out yet. You obviously have an eager audience who have come from playing the first game, but what are you trying to do in this game in order to promote and craft this new experience for people who have never played Crackdown before? JC: Something we looked at quite carefully in terms of what we chose to expand upon in Crackdown 2, and one of the criticisms we had from the first game is if you look at the players who loved the game they got more than an hour into the game and all of a sudden this great stuff happens and it's a new and engaging experience. People who say they don't like Crackdown, I guarantee they lost interest in the first five or ten minutes of the game. So, the problem with that is we just dumped the player into the middle of this world and said, "There you go! Figure it out!" That was either a love or hate experience. The only real thing we've done to engage that is we're holding the player's hand a little bit more in the beginning. We're introducing more of a back story, we introduce players to a more of a training mission. We guide them through the first mission in the game explaining everything in the game and from that point on it completely opens up. BT: Yeah, that's enough hand holding. JC: We thought more about the initial experience of the game because that's where you lose player's engagement. Just working to make it more accessible but it's still the same experience, ultimately. It's still that very "go anywhere and do anything experience," which we were very careful to keep. How about technological challenges? This is the same engine from the original game but the scale is dialed up, especially the new four player co-op mode. JC: The four player co-op was the biggest challenge. Crackdown was architected in such a way that it could only support two players. We had to completely gut that. BT: It wasn't scalable at all. You couldn't even put three players in the game. As soon as you went to three we had to cut content to the point where it wasn't the same game. JC: That impacted everything, like the A.I. So we had to rewrite it all. It's not a giant leap forward but it's exactly what we wanted to do considering all the stuff we're doing. It looks like a Crackdown game and it stands out. You guys must be happy to finish this off and start working on something else. I've talked to teams developing open-world games with multiple endings and various choices and the conversation turns into 30 minutes about the horrors of testing. JC: Well that goes back to the female characters question. In an open-world game it's a nightmare because you have to test for every eventuality and if you introduce a new type of player character, that's double the entire effort. So, a test pass that takes four or five weeks takes ... however much longer that would take. BT: That's also why we've never put in a fully structured story as well. In order to do that you would need it to branch so many times and give players so many different opportunities based on how they play the game and even creating that content could take years. JC: The problem, actually, with an open-world game is, anything that can happen will and always does. It's pretty scary. I don't think people appreciate the orthogonal nature of it all. As soon as you introduce one little feature it could change the entire game and the way it behaves and how it's made and how it's produced. So, I think what you're saying is your next game is going to be Pong. Just three things on screen. Maybe a few numbers. [laughs] BT: Nice and simple! JC: That would be nice. Recently on the Ruffian Games website you revealed that the company is now hiring staff for a new title. Can you talk a little about how the new title differs from Crackdown 2? Are you going to a new genre, sticking with open-world? JC: One of the things we want to do is we obviously want to carry on with the Crackdown franchise, that's really valuable and it's great that we can do that with Microsoft. The other thing that we want to do is really genuinely want to surprise people. We want to do something that really stands out. We want to, kind of, move the genre forward. We do love our games because it gives us a way of having a cool video game arcade-like experience. It's just about the game. We want to move the whole genre forward in a way that, we hope, will really shock people. How we do that, honestly? We're not sure. BT: We've got ideas but nothing is concrete. Nothing has stuck yet. JC: What we can definitely say is that it's a cool video game. We make cool video games. Our skill is making action games. We don't want to diverge from that. #ninbutton { border-style: solid; border-color: #000; border-width: 2px; background-color: #BBB; color: #000; text-decoration: none; width: 100px; text-align: center; padding: 2px 2px 2px 2px; margin: 2px 2px 2px 2px; } .buttontext { color: #000; text-decoration: none; font: bold 14pt Helvetica; } #ninbutton:hover { text-decoration: none; color: #BBB; background-color: #000; } << BACK COMMENT

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  • Hands-on: Crackdown 2's first missions

    In the beginning of Crackdown 2, the objective is simple: The Agency has developed a weapon called the "Sunburst Defense System," designed to quickly rid Pacific City of its mutated inhabitants, or "freaks," by melting them vampire-style with artificial sunlight. In order to locate the freak hot zones (various underground breeding areas for the infected humans), Agents must activate a series of beacons to triangulate the precise positions onto which the Sunburst weapon should be deployed. Unfortunately, a terrorist group known as "The Cell" are protecting the last beacons, so it's up to you -- a new generation clone soldier -- to reclaim the beacons and activate the Sunburst Defense System. Although it starts slow, Crackdown 2 shows promise for fans of the original sandbox adventure. The introductory plot is razor thin and is in place simply to encourage Agents to explore the open landscape of Pacific City, which has been devastated by the mysterious infection. %Gallery-85271%

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  • What's in a Name: Ruffian Games

    It's been months since we've brought you the origin story of an industry presence, so during our recent preview of Crackdown 2 we asked Ruffian Games creative director Billy Tomson how the new Scottish dev got its hooligan-inspired moniker: "When I was younger some people thought I was a bit of a troublemaker. There was a parent's evening at our school and everybody had their work laid out -- it's an odd school -- everybody had their schoolwork laid out on the tables and the parents were basically being carted around. "My mom and dad were there and one of my mates, his mom and dad thought I was a bad influence on him and they were just up ahead [of my parents] being carted around to look at all the work. My mom and dad ended up behind them and my mate's dad was looking at my work and he said to his wife, 'That's really good work, that.' It was just some artwork. And his wife said, "Oh that's Billy Tomson's stuff." And he kind of turned around and went, 'Oh, he's a ruffian, that boy!' "I told this story to Gaz [Liddon], who's the studio head at Ruffian and we're all laughing about it. And it was like two weeks later, this was before the company was formed, he basically phoned me up and said, 'I think I've got a great idea for a name for the company.' He said, 'It was about something you told me. How about we call it Ruffian Games.' "I thought he was joking. I just laughed and I thought, you can't call it 'Ruffian Games,' and after a while I thought, 'That's actually quite good. That could stick.' It was Gaz's idea. I would have never called it Ruffian Games myself, in the end I actually quite like it. I think it's a good fit for how we all are." – Billy Tomson, Creative Director at Ruffian Games Like this feature? Be sure to check out the What's In A Name Archives.

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  • Rumor: Sony to reveal 'PSN+' subscription service at E3 2010

    According to Joystiq's sources, Sony is set to reveal a premium tier of the PlayStation Network service, labeled PSN+, during its 2010 E3 media briefing. Unlike Microsoft's Xbox Live Gold service, PSN+ will focus on giving paid subscribers additional bonuses without limiting online multiplayer between paying and nonpaying users. Many of the features included in the premium service mimic those featured in a supposed survey released late last year. Sources tell us that subscribers will have access to a rotating list of PSP Minis and PSone Classics, exclusive in-game DLC, discounts to the PlayStation Store and "first hour" demo access to full retail titles. Following the first hour of gameplay, players will have the ability to purchase the full title; however, demo access will only be available once the entire title has been downloaded. As PSN+ subscribers, gamers will also receive protection for their consoles with the recently announced PlayStation Protection Plan, as well as exclusive access to the long-awaited cross-game voice chat. Additional features are said to be in the works following the launch of PSN+, including the previously rumored cloud-based saving system. Joystiq has been informed that PSN+ subscribers will also have the ability to enable an auto-patching feature, which will detect, download and install updates for recently played PS3 titles on the system. Pricing and a release for the PSN+ service is unknown, though one source speculates PSN+ may cost $9.99 per month. When contacted, a Sony representative said the company does not "comment on rumors or speculation."

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  • Aqua: Naval Warfare sets sail on XBLA next week

    In the sea of action-shooters available on Xbox Live Arcade, it's fitting that the latest actually takes place on the sea. Hitting XBLA on May 19 is Aqua: Naval Warfare, a top-down dual-stick shooter drenched in a stylish steampunk setting. In the game, players take on the role of Captain Grey who must fend off the Gothean Empire from the invading Emperean Empire. In gameplay terms, that basically means "point the right stick at things you want to destroy until that happens." The world of Aqua: Naval Warfare is unique, flooded by a cataclysmic event with the majority of its landmass underwater. Like that awesome movie Waterworld! Did we say "awesome?" We mispronounced "We're still waiting for our refund, Mr. Costner."

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  • Charlie Murder 'sells out' to Xbox Live Arcade in 2012

    Charlie Murder's punk-rock adventure will now debut on Xbox Live Arcade in 2012, Ska Studios has revealed to Joystiq exclusively. Originally announced as an Xbox Live Indie Game, the beat-em-up was taken out of the indie lineup without reason following an appearance at PAX East 2010. As suspected, Charlie Murder will be pushed into the spotlight with a full XBLA release, alongside the previously scheduled end of the world in 2012. While Ska Studios jokingly claimed development of the title had been put on hold while the game's stars could enter a rehab facility, developer James Silva revealed Charlie is getting a "complete overhaul" from its original vision. "We're going back to development for awhile so we can build tons of new content for Charlie Murder, to give gamers an XBLA-caliber, mayhem-infused, punk rock experience," Silva told Joystiq, while presumably ignoring "rules" and "not caring what you think." Like Duke Nukem and Alan Wake before it, Charlie Murder joins the club of delayed games named after their protagonists. At least Ska Studios is hard at work on another project in the meantime. %Gallery-83449%

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  • Hang out, peep these new Monkey Island 2 Special Edition screens

    It's no secret that we're eagerly anticipating Guybrush Threepwood's second HD-ified return to the the world of Monkey Island. Today a handful of new comparison screens dropped for Monkey Island 2: Special Edition that have mutated our anticipation level to critical altitudes. Remember that game we played the last time new screens were released? The one where we dared you to not be impressed by the graphical fidelity of the images? Round Two begins right now, folks. %Gallery-92109%

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  • Dante's Inferno 'Trials of St. Lucia' launched with new trailer

    It's been a long time coming but the Trials of St. Lucia downloadable content for Dante's Inferno has arrived. Previously in the epic St. Lucia marketing campaign we've learned how the DLC's "trial" editor works, and picked up some survival tips from the development team. The launch trailer -- which we presume is the final trailer for the content -- gives us a longer look at the new playable character, St. Lucia, inspired by Christianity's Saint Lucy. Dante's Inferno: The Trials of St. Lucia is now available on the Xbox Live Marketplace and PlayStation Network for 800 in MS funny money or 9.99 Earth dollars, respectively. %Gallery-88277%

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