double-helix

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  • Front Mission Evolved dev diary is all about the wanzers

    by 
    Griffin McElroy
    Griffin McElroy
    06.27.2010

    Square Enix's Strategy RPG-turned-action title, Front Mission Evolved, largely gets by thanks to its gigantic, customizable mechs. Appropriately enough, the latest dev diary for the game focuses on how gigantic and customizable its mechs are. Man, these guys really know how to market a product.

  • Front Mission Evolved shoots for September 14 release

    by 
    David Hinkle
    David Hinkle
    05.25.2010

    Spring has turned to fall for Front MIssion Evolved, as Square Enix has announced the game will launch on September 14. The latest entry takes the SRPG franchise into a new direction: third-person shooter. Double Helix, of Silent Hill: Homecoming fame, is developing. Square Enix also announced that the PC version will be playable in stereoscopic 3D, which effectively swaps out the gameplay depth from the strategy games for visual depth. It's great we finally have a solid release date, Square Enix, but you probably should've checked the calendar before deciding on September 14. Just saying!

  • Front Mission Evolved gears up for US release this spring

    by 
    Randy Nelson
    Randy Nelson
    01.22.2010

    click to mech larger Square Enix's third-person action treatment of the Front Mission games -- classically a strategy RPG series -- failed to really wow us when we played it during last fall's Tokyo Game Show, but developer Double Helix (Silent Hill: Homecoming) has a few more weeks to tighten its bolts and lube its actuators. That's because Front Mission Evolved has been given orders to deploy here in the US this spring, which, according to our calendars, begins at the end of March. Here to tide us over is a batch of new screens from (presumably) the latest build of the game, which features on-foot combat in addition to its mechanized modes of transport. %Gallery-83717%

  • Silent Hill: Homecoming not coming home to Japan

    by 
    David Hinkle
    David Hinkle
    09.10.2009

    Konami regrettably informs us that the latest installment in the Silent Hill series, the Western-developed Silent Hill: Homecoming, won't be making its way to Japan following its North American release last year and European release earlier this year. Konami blames "assorted issues" for the lack of a Japanese release, yet says Japanese gamers can "look forward to future releases in the series." Just not this one. Ever. That doesn't mean Japanese gamers are without hope, however. If you've got a PS3, you can pick up the US version of the game and play it on your Japanese PS3, since there's no region protection. If you've got a Japanese Xbox 360 though, you're out of luck. Also, you're weird. [Via Magweasel]

  • Foundation 9 closes Fizz Factor studio, cuts back at Double Helix

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    07.29.2009

    We had just grown accustomed to laying off gratuitous use of our dreadful "layoffs" tag, but alas, an unhappy economy continues to produce unhappy stories such as this one. In a move first reported by VentureBeat, Foundation 9 Entertainment has announced several cost-cutting measures to its employees. The company is currently working on various versions of G.I. Joe (pictured), Where the Wild Things Are and the PSP entry in the Assassin's Creed franchise.The group's Austin, Texas-based Fizz Factor studio will be closed, while the Amaze and Griptonite teams (both based in Kirkland) will be merged under the leadership of the latter's studio head, J.C. Connors. According to a statement released by Foundation 9, "Having separate 'console' and 'handheld' studios under the same roof simply didn't make sense in light of the convergence in capabilities of modern game hardware!" Exclamation point.Foundation 9 will also be implementing cutbacks at Double Helix, the Californian studio responsible for Konami's Xbox 360 and PS3 stab at survival-horror, Silent Hill Homecoming.

  • Double Helix creating Green Lantern game with sheer will

    by 
    Justin McElroy
    Justin McElroy
    07.13.2009

    Hot on the heels of the news that Warner Bros. has picked Ryan Reynolds to play the Green Lantern in an upcoming film, the company has announced that it will work with Double Helix (the studio behind Silent Hill: Homecoming and G.I. Joe) to bring the Emerald Knight to the video game world. VentureBeat got the scoop on the Xbox 360/PS3 game, which it believes is connected to the film coming June 17, 2011. ... Wait, is this the first Green Lantern game? That can't be right, can it?

  • SONY DSC

    GDC09: G.I. Joe impressions

    by 
    Randy Nelson
    Randy Nelson
    03.30.2009

    click to enlarge It's always troubling when you're not allowed to actually play a game due out within a couple months. Such was the case with our GDC demo of EA's G.I. Joe: the Game. Sure, we could pretty much gather everything we needed to know about the canonical sequel to the film (yep, we guess COBRA isn't defeated) from watching two people play it, but, c'mon.So, here's what we saw while being fed dozens of bullet points. Two Joes (out of a total 12) run forward through (in this case) desert and snow-covered environments. The play mechanics actually weren't as brutally simple as we'd expected -- there's a melee attack and charged melee attack that add to the "fire" button. Players can strafe, concentrating fire on the same enemy as your partner kills them faster (oh really?) ... and it looks like an up-rezzed PS2 or Xbox game. Still, there were bits that should please G.I. Joe diehards -- but those couldn't get us over the fact that this isn't a PSN/XBLA title and is, in fact, a (likely much more expensive) retail release on PS3 and Xbox 360. (It's coming out for everything, by the way.)%Gallery-47599%

  • SONY DSC

    Yo, check out new G.I. Joe screens

    by 
    Randy Nelson
    Randy Nelson
    03.12.2009

    click to enlarge thisss ssshot! G.I. Joe fights for freedom wherever there's trouble -- and, evidently, there's some to be found in the sparsely populated settings of EA's upcoming movie tie-in game. Snake Eyes features prominently in this first batch of screens from G.I. Joe: The Game, most likely because, as in the movie's trailer, he's the one character that actually looks remotely like he's from ... G.I. Joe (and not someone who raided the X-Men films' wardrobe storage).Looking at these screens is only half the battle. The other half is reading our first impressions of the game in action. Your reward for victory: a trip back in time with Konami's equally deep 1992 arcade game.%Gallery-47599%

  • Yo Joe? More like: Oh no, G.I. Joe game impressions

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    02.12.2009

    EA is talking up its first G.I. Joe game, a movie spin-off, as "cross-generational." It's so easy to control that even "mom" can play. Which means, moms -- if you're reading -- not only will you be subjected to chaperoning a mission to the local theater to suffer through the G.I. Joe film adaptation this summer, you also may be expected to idle away your weekends with the game. Let's hope it's a short one.G.I. Joe: The Game plays as any generic third-person shooter, with the bonus of the aforementioned base layer Mom Controls®. Literally, all that is needed to proceed is the left thumb steering the on-screen character and the right index finger, locked down on the designated shooting button -- just keep on holding it and the game will automatically target a new enemy once the current one has absorbed too many laser blasts and disappears into the well known in-game ether. Of course, "hardcore" gamers will find melee and character-exclusive secondary attacks, along with a rolling dodge and cover mechanic mapped to their controllers.EA is throwing out some big-name inspirations for its game: Contra, Ikari Warriors and Ikaruga. We suppose you could consider G.I. Joe as a like-designed title in so far as it is built as an "arcade" throwback, with high scores being the ultimate reward. Actually, the ultimate reward is unlocking all twelve playable characters -- unlocking characters requires score points, though. Scoring is linked directly to difficulty setting and one's play. Dying, for example, decreases one's overall score, but, on the lowest difficulty setting, will not produce further setbacks. Think of this as a "no fail" setting -- you know, the one mom can play.

  • Silent Hill: Homecoming classified by Australia's OFLC

    by 
    Richard Mitchell
    Richard Mitchell
    01.07.2009

    After being refused classification by the OFLC -- Australia's ratings board -- Silent Hill: Homecoming is finally coming home Down Under with an MA15+ rating. The game had earlier failed to net an MA15+ rating in September of 2008, effectively banning it from sale. It wasn't alone, as several other titles, including F.E.A.R. 2: Project Origin and Fallout 3, ran into the same situation (both of which were later classified). According to Gamespot, Silent Hill: Homecoming was apparently resubmitted to the OFLC and has now been classified MA15+, though it's unclear what changes were made to the game, if any.Hopefully, the pervading creepiness is still intact, because that's all that matters.[Via Joystiq]

  • Metareview - Silent Hill Homecoming (PC, PS3, 360)

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    10.03.2008

    Within the circle of paranoid and traumatized Silent Hill fans, there are two fundamental truths that must be embraced upon the release of each new entry in Konami's survival-horror franchise. The first, and more difficult to accept, is that the core gameplay in Silent Hill is sort of awful. Oh, but that gripping atmosphere! That inescapable miasma of melancholy! That's where the second truth comes in: if series sound maestro, Akira Yamaoka, composed the soundtrack (and he did for Homecoming), then it's probably an experience worth having. What say you, early reviews? 1UP (B): "Homecoming stays true to the macabre Silent Hill atmosphere without feeling stagnant. Exploration's perfectly in line with previous games, complete with tons of locked doors, decaying structures, and doubling back between the real world and its hellish counterpart -- but some little nuances intrigue." Cheat Code Central (84/100): "This game delivers on the experience you have come to expect from the franchise. It will also give you reason to begin clamoring for the next installment. The folks at Double Helix gave me the Silent Hill I wanted: a nerve-racking, scary as hell experience to hold me over this Halloween season." IGN (67/100): "Unfortunately, I admit that the game feels like a bit of a letdown. The gameplay has been reduced from a tense psychological experience fraught with spine tingling jumps and scares to a generic, predictable action title set in the location with good graphics and a great soundtrack."

  • Joystiq E3 hands-on: Silent Hill: Homecoming

    by 
    Richard Mitchell
    Richard Mitchell
    07.17.2008

    A few things. First, I love the Silent Hill series. Second, E3 really isn't the venue for demoing a Silent Hill game. Even in Konami's relatively quiet meeting room, it was impossible to hear any dialogue or music in Silent Hill: Homecoming -- headphones were available, but they were broken ... grrr. Considering that the soundscape of any given Silent Hill game is responsible for half of the atmosphere (arguably more), it makes it hard to judge how the game feels. So, you'll just have to settle for a look at how the game plays.%Gallery-23416%

  • Spotted in Silent Hill Homecoming: Pyramid Head

    by 
    Richard Mitchell
    Richard Mitchell
    07.17.2008

    There are two things we know about Pyramid Head. One, he is a physical manifestation of guilt. Two, he generally causes the physical manifestation of crap in your pants. Oh, actually, there is a third thing we know about Pyramid Head: he makes an appearance in Silent Hill Homecoming. This raises the question: what is protagonist Alex Shepherd guilty of? Our guess is that he feels guilty about the desperate fan service required to keep gamers interested in this series.Stay tuned for hands on impressions.

  • Scared stiff: Why should we care about Silent Hill: Homecoming?

    by 
    Jason Dobson
    Jason Dobson
    06.25.2008

    Konami's Silent Hill franchise has forgotten more about keeping us hiding beneath our covers than most games will ever know. Even EA's own Glen Schofield tips his hat to the series, telling us earlier this week that he considers the 1999 PlayStation original to be among his favorite survival horror games ever. But after nearly a decade of stumbling through the fog, it's easy to feel that the dilapidated burg of Silent Hill has gotten a bit too long in the tooth. For the series' sixth installment, Konami has handed the blood-soaked baton over to external developer Double Helix Games, a recent mash-up of The Collective and Shiny Entertainment. The result is this fall's upcoming release, Silent Hill: Homecoming, and we recently puzzled our way out of mist long enough to ask the game's lead designer, Jason Allen, just why we should care about this latest return trip to Silent Hill. Gallery: Silent Hill: Homecoming

  • Silent Hill: Homecoming preview discusses combat, branching conversations

    by 
    Nick Doerr
    Nick Doerr
    06.19.2008

    Are you still worried about Silent Hill: Homecoming being in the hands of a Western developer instead of Team Silent? Konami producer William Oertel put it pretty well: "Much of it is very deliberate. You don't have to go into every single detail. You leave it to the fans to decipher...In a sense, the whole game is like a puzzle." This is part of the ideology of the development staff -- to keep the game more on the psychological level like the legendary Silent Hill 2 and less on the literal side, like the first and third installments. We support this move.A preview of the game doesn't go into the storyline very much, since they claim it is quite on-track with previous titles and wish to refrain from spoiling anything. However, they do comment on the new battle system and how it, actually, works in favor of the Silent Hill style of play. Every weapon as a finishing move, dodging is challenging ... combat is, essentially, more difficult. Enemies detect sound and light pretty viciously now -- they reacted before, but now it's clear when you knock over any of the surrounding stuff, the enemy comes running.Conversations branch, too. During some of the games discussions between characters, you can choose from a couple of different answers that will yield different reactions or get you a little more background information. It doesn't sound overly complex, but it'll be interesting to see if these branches actually influence the type of ending you get. All in all, it's sounding pretty well done.

  • Some worries put to eternal rest in Silent Hill Homecoming interview

    by 
    Nick Doerr
    Nick Doerr
    06.02.2008

    An exclusive interview was snagged by SilentHill5.net with the game's lead designer over at Double Helix, Jason Allen. Since this is more of a fansite than anything else, the questions are actually geared toward easing the thoughts of longtime Silent Hill fans -- which means the questions are probably what you want to hear answers to. Our summary, naturally, will cover the answers as well.While the game appears action-oriented, the developers have focused primarily on the signature atmosphere of the series. However, Double Helix was asked to create the game to appeal to a larger audience and they felt a revamped fighting system would assist in that regard. This change may also be felt with the puzzles -- they're a more seamless experience now, instead of moving to a static screen with a puzzle, they will be viewed in a more seamless manner (that's probably easier to see than explain).The game is trying to remain true to its roots. The developers understand people's hesitations and have done several things to keep the game in-line with its roots: the text, map system, sounds, picking up notes and other items has remained the same as ever. Difficulty settings will exist for the game, but they will not have an option for puzzle difficulty. They hope people realize they've kept the heart of the game alive and the magic is still there. There are more questions to go over, like boss battles, objectives, and item management. However, they didn't really give any valuable answers to them, so we'll leave checking those out to you. We'll remain cautiously optimistic about this game, but our anticipation is growing.

  • New Silent Hill: Homecoming screens damage psyche

    by 
    Richard Mitchell
    Richard Mitchell
    05.22.2008

    It's a strange kind of excitement when a new batch of Silent Hill: Homecoming screenshots is released. There is happiness at the prospect of any news regarding Silent Hill and there is also the lurking fear that accompanies it. The latest screens keep most of the fear in check, thankfully, as creepiness is kept to a minimum. Sure, we do get some new shots of the nurses (as well as a new monster apparently obsessed with yoga), but we've learned to deal with them. Psychologically, at least, we can (mostly) handle the nurses. Check out the new screens and hope that Homecoming lives up to its predecessors.%Gallery-23427%

  • New 'scream' shots of Silent Hill: Homecoming

    by 
    Randy Nelson
    Randy Nelson
    05.21.2008

    click to make with the zooming Did we mention just how creepy the latest Silent Hill installment is in our most recent update on the game? Let's see ... yes, we did. Still, for those who either refuse to believe us – in which case you're meanies – or aren't yet convinced of its (dare we say?) fear factor, we offer you a ghastly gaggle of new shots from the game, by way of Konami. Just don't blame us if you have trouble breathing eating seeing walking talking sleeping after viewing them.%Gallery-23416%

  • Funny endings return for Silent Hill: Homecoming

    by 
    Richard Mitchell
    Richard Mitchell
    05.19.2008

    Speaking to GameTrailers, Silent Hill: Homecoming producer and composer Akira Yamaoka has revealed that funny endings will be returning in upcoming Double Helix (formerly The Collective) take on the series. When asked about what elements from previous games would be returning in Homecoming, Yamaoka said (through a translator), "I think humor is important. A lot of Silent Hill fans enjoy different endings, like the UFO ending, the dog ending, right? Those funny endings are an important part of Silent Hill."We'd be hard-pressed to disagree, as the humorous endings (spoilers ... sort of) serve as a much needed counterbalance to the disturbing, soul-shattering imagery that the series is known for. Oh, and Yamaoka's favorite entry in the series? Silent Hill 2 (ahem ... duh). Check out the full interview after the break.

  • Joystiq hands-on: Silent Hill: Homecoming

    by 
    Randy Nelson
    Randy Nelson
    05.16.2008

    click to enlarge scary-size What's scarier: Silent Hill, or finding out that the latest game in the series isn't being developed by the folks who made the last five games? For many fans, it was the latter when, at E3 2007, Konami revealed that Western outfit The Collective (Buffy the Vampire Slayer, Marc Ecko's Getting Up) – now Double Helix – would be crafting the creeps this time 'round.Things, as they are wont to do, change ... but from our time with the latest playable version of Silent Hill: Homecoming, we were more scared by the game than we were about how it's going to turn out. The generally positive vibe was generated in large part by what lead designer Jason Allen told us is changing – but also what isn't. Full impressions after the break.%Gallery-22985%