sxsw-2010

Latest

  • Interview: Twisted Pixel's Mike Wilford talks Comic Jumper

    by 
    Christopher Grant
    Christopher Grant
    04.07.2010

    After a grinning Peter Molyneux told Joystiq that Comic Jumper reminded him of a game he would have made twenty years ago (that's a compliment!), we stopped by developer Twisted Pixel's humble South by Southwest booth where CEO Mike Wilford told us about the encounter. "He gave us such a compliment, it was amazing!" Wilford said. After seeing what all the buzz was about, courtesy of a ten-minute demo, we rapped all about Comic Jumper's roots, how Twisted Pixel has changed after the success of 'Splosion Man, the return of 2D mascots (Hello, Sonic! Hello, Rocket Knight!), and where they find inspiration. Read on! Joystiq: What kind of games are you harkening back to with Comic Jumper? It looks like there's a little bit of everything in there. Mike Wilford: Definitely Contra, Gunstar Heroes, and a common theme across all of our games is that they're character-driven. We try to put a lot of personality and humor into the characters, so Earthworm Jim is a huge influence for us. Back in the day, there seemed to be a whole lot of mascot-type characters in games, like Mario, Sonic, all those things, and not many devs seem to be doing that anymore. We're trying to bring that back a little bit with our games.

  • Datapop 3.0 tunes to soothe your soul

    by 
    Kevin Kelly
    Kevin Kelly
    03.26.2010

    We're in the relative calm before the PAX East storm, and to tide over your insatiable hunger for gaming related news and whimsicalities, we present you with some of the sights and sounds of Datapop 3.0. The chiptunes-based concert played its third iteration at SXSW last week, and included acts like The Mysterious H, Sievert, Nullsleep, IAYD, Hally, Random, Bit Shifter, nordloef, Talk to Animals, Starscream, Henry Homesweet, 8BK-ok, Sabrepulse vs. Saskrotch, Je Deviens DJ en 3 Jours, Anamanaguchi, and Trash80, with eyeball-blasting, pixelicious artwork provided by Jean Y. Kim, Omeros, Paris, and outpt. You can check out part of Nullsleep's set with visuals by Omeros and Jean Y. Jim in the video above, and then treat your ears to a snippet of Sievert's tunes at the bottom of this post. He actually pumped out a cover of Bit Shifter's famous "Reformat the Planet," but our mouth was on the ground for most of that one. Not only because he rocked it, but because he played the slot before Bit Shifter. That'd be like an opening group rocking out Green Day's "American Idiot" before they took the stage. Ballsy. Treat your ears, and get reading for some PAX-ing. %Gallery-89067%

  • Molyneux says Heavy Rain offers the 'first glimpses of the future' of games

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    03.16.2010

    If only Sony had waited until after the South by Southwest festival to release Heavy Rain, the publisher could have printed several glowing quotes from a known Xbox consorter on the back of the PS3-exclusive's game box. Oh, well -- there's always the "Game of the Year" edition. During a a one-on-one conversation with writer Frank Rose at SXSW this week, Fabled designer Peter Molyneux heaped praise on Heavy Rain, calling it "absolutely brilliant." "I recommend anyone who wants to start to see the first glimpses of the future of video games to go out and buy it," Molyneux advocated, before exposing his softer side to the audience. "But, personally, I could not bring myself to play more than 90 minutes, because the world that was there was so dark and so emotionally involving I felt emotionally beaten up." Aww, Mr. Molyneux. "But there's no question in my mind that games like Heavy Rain -- games that have a new fidelity in the way that they present their experiences; obviously made with cinematography and motion capture in mind -- can really show the way forward to a new form of entertainment, which is evolving the story and choices and consequences." Molyneux steadfastly declared, having apparently recovered from painful memories of the game (perhaps cries of Jason? Jason? Jason! still faintly echoing in his head). Molyneux also commended developer Quantic Dream's design choices, observing that the QTE interface "really meant that you had to pay attention all the time because you didn't know whether these quick-time events were going to come up"; though he noted that such gameplay mechanics "may be a little bit tired after a while." Still, he said, "I have to take my hat off to [Quantic Dream] ... There's a couple of things they do in that game which were really revolutionary, and what they do with quick-time is fantastic." "Us designers were just laughing because we thought quick-time was dead, but that really was part of the drama of Heavy Rain."

  • MOG bringing unlimited music streaming to iPhone and Android, Rhapsody taking iPhone music offline

    by 
    Darren Murph
    Darren Murph
    03.16.2010

    While we all wait patiently for Apple to concoct its own subscription-based, unlimited music streaming service (hello, Lala acquisition!), MOG is jumping on the opportunity right away. Er, almost right away. Down in Austin this week, the company announced that an iPhone and Android app would be out "in early Q2" in order to bring unlimited music streaming to both operating systems for $10 per month. We're told that a catalog of seven million songs will be available, but there's no way to know if 6.99 million are of the "no one cares" variety. At any rate, your monthly fee will also allow unlimited streaming from the desktop, but alas, you'll be left with nothing but hollow memories should you ever stop ponying up. In related news, Rhapsody has announced (video after the break) that offline playback support is coming to the iPhone, with the updated app expected to be passed along for Apple's confirmation "shortly." Granted, the Rhapsody to Go subscription is $5 per month more than MOG's option, but with all this competition popping up, we wouldn't be shocked to see that slide lower in due time.

  • SXSW: Creating 87 bazillion guns for Borderlands

    by 
    Kevin Kelly
    Kevin Kelly
    03.16.2010

    Fact: there are 16,164,886 guns in Borderlands according to Gearbox Software developers Matthew Armstrong and Jimmy Sieben. That's a lot of guns. Remember that scene in The Matrix where Neo says "Guns. Lots and lots of guns."? It's a lot more than that. That's also the number of guns before the DLC, which has inflated it even further. So how do you have someone design each one of those firearms and build out the specs? Even if you only paid 25 cents per gun, that would still chew into your development budget to the tune of over four million dollars. So what do you do, hotshot? Easy! You make a system that does it all for you. In an SXSW panel, Sieben and Armstrong spoke about the systemic development tool named Gearbuilder that they developed, going into detail about how they created the system to handle the creation of that many customized guns. It generates the guns based on one of 12 different manufacturers, giving each one a different grip, body, cylinder, barrel and accessories. Based on those, that same system determines how much damage the gun will deal. But what's surprising is, as impressive a figure as 16 million is, it's still only one gun. Shoot on through the break for more.

  • Molyneux explores Fable 3's episodic potential (with the aid of Charles Dickens)

    by 
    Christopher Grant
    Christopher Grant
    03.15.2010

    During a one-on-one conversation with writer Frank Rose at South by Southwest titled "The Emotion Engine: Can a Video Game Speak to the Heart?," Lionhead's Peter Molyneux offered some early details on the episodic potential of Fable 3, citing the serial nature of Charles Dickens' novels. He began by comparing Fable 3's industrial setting to the mid-19th century setting of Charles Dickens' London, calling it a "brilliant time to set a game." "You look at the characters and the world that someone like Charles Dickens developed and you think, 'Well, it would be brilliant to feel like you're walking through that Dickensian version of London with a little bit of darkness.' Those novels, if you don't know them, are very, very dark," Molyneux explained. "They're written in a way that breaks the story up into these episodes. So why don't we do a similar sort of thing?" Though Molyneux told Joystiq just last week that Fable 2's episodic experiment had been "massively successful," he stopped short of promising similar functionality for Fable 3; however, yesterday, he seemed to suggest they would be doing just that. "So what we're thinking with Fable 2 to start off with, and with Fable 3, we're going to give you the first big episode and then allow you to continue to download new episodes," Molyneux said. "And that's analogous to the way Charles Dickens wrote his books." Asked if he would be developing these episodes "as you go along," Molyneux responded, "This is the new world of computer games where in fact, a lot of us are now saying, is, 'If we can have a really strong digital relationship with people then that means you don't have to entirely finish your game or your universe or your experience on release.'" Now, before you get upset, appreciate that Molyneux knows how "strange and bizarre" that sounds, so he's got two examples to help you better understand.

  • Comic Jumper first video!

    by 
    Christopher Grant
    Christopher Grant
    03.15.2010

    What a treat! Tucked away amongst the South by Southwest Screenburn Arcade was a humble booth for Twisted Pixel Games. Sure, they were demoing The Maw and 'Splosion Man (one of Joystiq's top ten games of 2009!) for curious passers-by, but at 4pm CEO Mike Wilford demoed the first ten minutes of the heretofore unseen Comic Jumper. The price for this early look at the video: shaky cam footage! Wilford promised us some direct feed video this week; but, in the interim, enjoy this first look at Comic Jumper.

  • 'Richard Garriott: Man on a Mission' premiering at SXSW Film Festival

    by 
    JC Fletcher
    JC Fletcher
    03.05.2010

    Richard Garriott spent years as the ruler of a fictional kingdom before he became a second-generation astronaut. Sounds like the kind of guy you'd want to make a movie about! That's exactly what filmmaker Mike Woolf and his production company, Beef & Pie, has done, and it sounds like it's going to be a treat not only for old-school PC game-types who remember "Lord British," but also anyone interested in the process of going into space. Richard Garriott: Man on a Mission, a film about the preparation and execution of Garriott's 2008 trip to the International Space Station, will premiere at the South by Southwest Film Festival in Austin, Texas, with showings on Sunday, March 14 and Thursday, March 18. The film includes "never-before-seen training footage in Star City, Russia's secretive cosmonaut training facility," as well as footage of the launch and video taken from space by Garriott. Check out a trailer after the break.

  • Garriott's Mission trailer offers a sneak peek before SXSW

    by 
    Krystalle Voecks
    Krystalle Voecks
    02.15.2010

    You may love him, or you may hate him; but nobody can deny the influence Lord British has had on the MMO industry. Many feel that Ultima Online was a shining example of MMO mechanics, not since repeated in quite the right combination. Later, Richard Garriott went on to create Tabula Rasa for NCsoft -- a game beloved by some, reviled by others. As part of his own trip to space, he launched Operation Immortality, in an attempt to draw more interest to Tabula Rasa. He went up in space, he came back down, NCsoft released him. We all know the story by now. But what you may not know is that Garriott had a crew filming the entire time he was involved with the space program. They've compiled the footage into a documentary called Man on a Mission, which is slated to be released later this year at South by Southwest. However, for those who would like a little taste what life was like for Garriott during those hectic days juggling public appearances and training in Russia, you can check out the trailer on his Facebook page now. [via GameSetWatch]