GDC 2010

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  • Interview: Microsoft on integrating Xbox Live into Windows Phone 7 Series

    by 
    Andrew Yoon
    Andrew Yoon
    03.10.2010

    Windows Phone 7 isn't just Microsoft's attempt to compete against Apple's iPhone. It's also the introduction of the first portable Xbox platform. During GDC today, we talked to Xbox Live GM Ron Pessner and XNA Game Studio manager Michael Klucher about how games integrate into the mobile platform and what gamers and developers can expect in the future. For the purpose of this interview, Pessner and Klucher merged into one entity (they spoke over each other a lot!) to answer our questions: Microsoft plans to separate games that do and don't support Xbox Live functionality on Windows Phone. Are there any concerns that this will turn off indie developers? Pessner and Klucher: The short answer is "no." The way that we built the Phone and Marketplace experience makes it very easy to search for what you're looking for. With XNA Game Studio 4.0, you can use the same set of tools to build an Xbox Live game or non-Xbox Live game on the platform. The benefit that developers get for working with Game Studio is everything we just described. We also are very interested in seeing concept submissions from the indie community, and we're out talking to a lot of independent developers. Fortunately, we're working with a lot of these folks in context of the console today, and many of the console titles that have come to us through the Indie Channel or Xbox Live Arcade, we think will also make fantastic mobile titles. So we're reaching back out to these developers and accepting submissions for ideas as a way to help make those Xbox Live titles. It's up to the developer in terms of what they want to do on the platform, but we're really excited with the response we've seen so far.

  • GDC10: An in-depth look at Battlestar Galactica Online

    by 
    Rubi Bayer
    Rubi Bayer
    03.10.2010

    var digg_url = 'http://digg.com/pc_games/GDC10_An_in_depth_look_at_Battlestar_Galactica_Online'; Yesterday at GDC, Bigpoint announced their upcoming Battlestar Galactica MMO. Today, we had the opportunity to speak with Jan Wergin, the Chief Technology Officer from Bigpoint for a closer look at the game. The initial announcement was met with a bit of apprehension from fans -- they love the IP but aren't sure how well it will translate into an MMO, particularly a browser-based MMO. Follow along after the jump as we take a look at that and much more in our interview with Bigpoint.

  • 'PlayStation Move' trademarked by Sony in Europe, reeks of motion controller involvement

    by 
    Darren Murph
    Darren Murph
    03.10.2010

    We're exceptionally likely to find out the official name of Sony's PlayStation motion controller in just a few hours during the company's GDC press event, but till then, we've got one more late-breaking morsel to chew on: Move. According to trademark divers across the web, Sony has filed a European trademark for "PlayStation Move," which certainly sounds like a plausible title for some sort of motion-sensing apparatus. To date, we've also heard "Arc" thrown around (which we tend to prefer, if we're being candid), and the logo shown here -- which is said to belong to a separate trademark application -- definitely looks more like an "A" than an "M." Keep it locked right here for more as we get it.

  • OnLive launch titles 'in the teens,' 50-60 games by 2011

    by 
    Randy Nelson
    Randy Nelson
    03.10.2010

    Following today's GDC keynote from OnLive CEO Steve Perlman, his COO, Mike McGarvey, fielded questions about the game streaming service that's launching June 17. Unfortunately, just how much full games will cost on top of the $14.95 monthly subscription fee was not one that he answered. McGarvey did confirm that the service will launch with a lineup of titles "in the teens," comprised of some that will have been on shelves for a few months -- Mass Effect 2 and Dragon Age: Origins were examples -- and others that will release closer to OnLive's debut, such as Prince of Persia: The Forgotten Sands. The catalog will grow from fewer than 20 games on day one to "50 to 60" by the end of 2010, according to McGarvey. These (and all) games on the service will be playable "for years" after release, he said, addressing concerns that buying a game "hosted" by the company could be a risky investment. Some details are being saved for an announcement at or leading up to E3, including when the OnLive micro-console will be available and, of course, game pricing. McGarvey would say that the company is looking to offer incentives (free games, perhaps?) to build the subscriber base, and that those who sign up "may get some free content" for the monthly fee ... at some point. The micro-console may also be offered free with a service commitment, McGarvey stated, though it will "potentially" be sold on its own. Saying that more than 250,000 people signed up (but weren't all accepted) for the OnLive beta, McGarvey admitted that the company expects "demand will far outweigh capacity" for the service's launch -- we'll be interested to find out how many people actually "pre-subscribe" and if the company changes its outlook leading up to mid-June.

  • EA Sports mines your football data, and makes example out of Favre

    by 
    Kevin Kelly
    Kevin Kelly
    03.10.2010

    Brett Favre is one of the all-time greats. Still, he throws one untimely interception, and that's all people talk about. Just imagine if he threw 7 and a half million! That's the number EA highlighted during its EA Sports Opener last night in an extraordinary example of the game data the company collects from its players. According to EA, Favre -- under our control -- has thrown 7,564,282 picks and counting. That's Hall of Shame material for sure. Each game of Madden played generates a single line of code, and that code gets sent to EA to the tune of over 173 million data instances every day. The company is mining all of this data in an attempt to make its Madden and NCAA Football games better every time you play them, but short of John Madden himself showing up at your door to explain what you're doing wrong, look for Favre to keep adding to the INT column. %Gallery-87893%

  • Razer promises Mac support for all upcoming products

    by 
    Donald Melanson
    Donald Melanson
    03.10.2010

    Razer already provides full Mac support for a few of its gaming peripherals -- including the Naga and DeathAdder -- and basic support for others, but it's now taken avantage of GDC to "reaffirm" its commitment to Mac users. That apparently means that "all upcoming" Razer products -- including the company's line of StarCraft II peripherals -- will boast full Mac support out of the box, and that the company will be rolling out updates to some of its existing products "later this year," including the Orochi, Mamba, and Imperator gaming mice. First Steam, now Razer peripherals -- dare we say it's a good time to be a Mac gamer?

  • Name that PlayStation Motion Controller!

    by 
    Kevin Kelly
    Kevin Kelly
    03.10.2010

    Sony will announce the "official" name for its PlayStation Motion Controller during its main event tonight (7PM ET) at GDC. In the meantime, let's play a game! According to our source, the official name for the device is one of the choices in the poll below -- we're not going to tell you which one, though. So ... %Poll-42754% Update: Did you guess the right name?

  • LukPlus looking for Coropata publisher at GDC

    by 
    JC Fletcher
    JC Fletcher
    03.10.2010

    If you're reading this and you're in charge of business development for a game publisher, and if you're at GDC -- as unlikely as all that is -- please go talk to LukPlus. According to Siliconera, the publisher has a meeting room at the convention, and is actively working to find a North American publisher for its cute DS puzzle game Coropata. We sampled Coropata at TGS and found it charming, and we'd appreciate the opportunity to do things like buy it in a store and read all the text. We admit that a cutesy, anime-style puzzle game similar to The Incredible Machine may be somewhat of a niche interest, though.

  • GDC Video Hands-on: Game Room (Xbox Live)

    by 
    Richard Mitchell
    Richard Mitchell
    03.10.2010

    Microsoft is here at GDC showing off its upcoming Game Room service, and we got it on video just for you. The experience is probably exactly what you expected, but it's worth noting that while the service does utilize Avatars, you don't actually walk around the virtual arcade as your Avatar. Instead, the arcade rooms are essentially interactive menus (though you can select to play the classic arcade games from a normal menu, if you prefer). Check out our video preview above for a quick look at Game Room, which arrives on March 24.

  • Windows Phone 7 Achievements to feature up to 200 Gamerscore points per game

    by 
    Griffin McElroy
    Griffin McElroy
    03.10.2010

    We just got our hands on the Windows Phone 7 during an interview at GDC, and given our unnatural obsession with bolstering our online notoriety, the most prevalent question in our mind was: just how many Gamerscore points can we crank outta this thing? The answer: A beefy 200 Gamerscore points per game, which will be added to your total Gamerscore, as displayed on your Xbox Live Gamertag profile. We'll be writing up our impressions of the platform, as well as our interview with its creators, later today. For now, rest assured knowing that when you unlock an Achievement in a Windows Phone 7 game, it totally makes that satisfying "bloop-bloop" noise.

  • OnLive Game Service to launch on June 17 in the US for $15 a month

    by 
    Paul Miller
    Paul Miller
    03.10.2010

    It's been a long time coming, but it looks like the wait for OnLive is finally coming to an end: the service is now officially slated to launch on June 17 in the 48 contiguous states. The game streaming service will run users $14.95 a month, though buying or renting games is an additional cost (it's unclear exactly what that cost might be). Luckily there will be lower prices available for multi-month buys, and the first 25,000 people to sign up will get their first three months free. Service includes free instant-play demos, multiplayer and an "instant video-based social network," whatever that means. At the outset the service will run on Mac and PC as a browser plugin, but the MicroConsole TV adapter will be released later this year, with other devices to be added "over time." Initially the service will run at 720p, but 1080p / 60 fps will be added once the bandwidth becomes available. Out of the gate there will be somewhere between 12 and 25 titles available, including Mass Effect 2, Borderlands, Assassin's Creed II, Dragon Age Origins, and Prince of Persia: The Forgotten Sands. There are five different data centers set up to serve up the games, strategically placed to reduce lag... let's hope they work!

  • GDC10: Massively's day 1 roundup

    by 
    Jef Reahard
    Jef Reahard
    03.10.2010

    Massively staffers descended on GDC 2010 yesterday like a horde of....well, Horde. Our intrepid reporters are slaving away with microphones, tape recorders, and keyboards in hand to make sure you get all the latest MMORPG tidbits directly from the folks making the games. We'll be bringing you a ton of content over the next few days, so fear not if your favorite forthcoming game hasn't received the red carpet treatment. Be sure to keep your eyes peeled throughout the remainder of the week, and in case you missed it, here's a brief rundown of yesterday's coverage. Fallen Earth iPhone app demo Sword of the New World additions Taikodom coming to America EA to publish Copernicus' Project Mercury Battlestar Galactica MMO revealed FFXIV Beta via FFXIII DCUO Mass Animation contest Can't get enough of our GDC 2010 coverage? Check out our Sword of the New World GDC 2010 gallery below, and be sure to return throughout the week as we continue to bring you all the latest on your favorite games and developers. %Gallery-87809%

  • GDC Hands-on: Joe Danger (PSN)

    by 
    Andrew Yoon
    Andrew Yoon
    03.10.2010

    Hey PS3 owners, have you been waiting for the PSN equivalent of Trials HD? Well, Joe Danger's for you. Have you been waiting for a new side-scrolling Sonic the Hedgehog game? Then, Joe Danger is also for you. How about an HD version of Canabalt? Yep, Joe Danger is your game. Or, have you been missing those split-screen multiplayer racing games of old? It should be obvious by now: Joe Danger is the game you're looking for. The little we've seen of Joe Danger up to now has been a bit misleading. It has come off as a simple, cartoony motocross-style racer. During my GDC demo, however, developer Hello Games name-dropped an intriguing, if not seemingly random list of celebrated inspirations for the game -- ranging from Tony Hawk to Super Monkey Ball. After a few moments of play, the shutouts made sense. While it may appear to be a simple racing game, Joe Danger hides a surprising level of depth and complexity in its stunt system, while not being unapproachable. Tricks are very easy to perform: simply press L1 or R1. There's no need for complex button inputs or tricky stick twirls. %Gallery-74382%

  • Video: The elusive iPhone Shoryuken

    by 
    Richard Mitchell
    Richard Mitchell
    03.10.2010

    The jury is still out on Street Fighter IV for iPhone, but let it be known: You probably won't pull off a Shoryuken -- the "Rising Dragon Fist" -- on your first try. Or the second. Or the third. We learned this very quickly when trying out the game at Capcom's Fight Club event during GDC. Granted, there is a simplified input configuration -- which we discovered after this video was shot -- but longtime Street Fighter fans could get a tad miffed by all the whiffs. Should you make the $10 investment for SFIV, on your phone, you'll probably want to spend some time in the game's expansive "Dojo" training mode before hitting the world circuit.

  • Impressions: Civilization V or 'I Wanna Hex You Up'

    by 
    Kevin Kelly
    Kevin Kelly
    03.10.2010

    We already told you that Sid Meier's Civilization IV was finally getting a sequel with Civilization V later this year, and then we showed you the trailer that contained absolutely no gameplay. But now we've actually seen an early build of the game, and we can tell you how hexy it is. That's right, forget about old Civilization games which had four cardinal directions plus diagonals to choose from when moving your units; this installment ramps that down to to six. That's right! Two less directions! It's a brand new game! In all fairness, it is Civilization but Firaxis made plenty of substantial changes to it. Besides hexing it up, they've also added ranged units (think archers, artillery, ICBMs, etc) and taken out the ability to stack units up into an army. Also, only one unit can occupy a spot at any given time, meaning you won't be able to bulldoze your opponent from one hex. They've also built an entirely new engine for this game, meaning you'll see some really nifty stuff ... provided you have a DX11 card and a multicore processor. %Gallery-87799%

  • Interview: Mafia II producer Denby Grace

    by 
    Andrew Yoon
    Andrew Yoon
    03.10.2010

    Three delays later, Mafia II looks like it's finally (finally!) getting ready to launch. It's been a long journey, and we spoke with 2K senior producer Denby Grace during GDC about the development time and what we can expect from the ambitious crime saga: We've been waiting a very long time for this game haven't we? Denby Grace, senior producer: The reason for the delay is polish. You'll see the game looks great as you play today. It's just not quite perfect, which is what we at 2K generally strive for. It's what we want to be known for, the quality of our games. Just having come so long, it would be foolish to release it too early. Are there any specific reasons for the delay? What needed to be polished? Technically there are a few things: the framerate isn't quite on the money yet. It's just the whole experience. One of the things we're spending a lot of time doing is focus testing. We're testing about twenty people a week. And it's getting that difficulty curve right. We want it to be hard, but we don't want it to be impossible like Mafia I. I don't know if you played the first game, but there was one mission when we shipped the game. Literally everyone failed until we released a patch. So we're really, really conscious about delivering a really balanced, proper difficulty curve. And then it's just bugs. It's an open world: ten square miles, fifty vehicles, a hundred environments. There were quite a lot of bugs in it! %Gallery-87797%

  • Hands-on: Mafia II

    by 
    Randy Nelson
    Randy Nelson
    03.10.2010

    It seems like almost a year ago that I first saw Mafia II. That's probably because it was almost a year ago that 2K Czech (formerly Illusion Softworks) demoed live gameplay from the title (which had been announced nearly a year and a half before that.) Today, it was time to finally get my hands dirty as a virtual wiseguy, but first I had to put some clothes on. In all seriousness, protagonist (I guess he's that, right?) Vito Scaletta had just woken up after a pretty wild night (judging by the various undergarments strewn around his bachelor pad) when my demo kicked off, so I of course jogged around turning on faucets and flicking light switches before actually doing what the game was instructing me to do: Get dressed. Leaving Vito's apartment, I stepped out into a world as pitch-perfect in its depiction of the 1950s -- the cars, the clothing, the architecture, the music -- as I can imagine. So what if the car that I hopped into and the place I was driving around -- Empire City -- never existed in any real era? I spent the first few minutes of the demo causing all sorts of mayhem. Heck, the very first thing I did was get into a fender bender (putting it mildly) from which I fled, only to learn that the punishment for a hit-and-run in the '50s was, evidently, only a few dollar fine. But my trouble with the fuzz didn't end there. %Gallery-87797%

  • Will Wright on the Wii's toy-like sensibilities

    by 
    Richard Mitchell
    Richard Mitchell
    03.10.2010

    Speaking to IndustryGamers in a pre-GDC interview, industry veteran Will Wright shared his thoughts on the Wii and where it fits in the current video game market. According to Wright, the Wii offers an experience that is "clearly different than the Xbox or the PlayStation." Specifically, he stated that the Wii differs from its console brothers in that it doesn't generally cater to long, in depth experiences. Rather, said Wright, the Wii offers "fun toys to pick up and start playing in five minutes." He added, "It really is more into what I would call the toy market." Elaborating, Wright said that all consoles will have a "specifically defined niche" and that Nintendo actively decided to approach the Wii in a different way. He stated that Nintendo opted not to directly compete with the hardcore sensibilities of FPS-heavy consoles like the Xbox 360. "I think it's kind of cool that they decided to go off and find a different sandbox to play in," said Wright, "I think it's been very good for the industry." Hit the source link for more excerpts from the interview.

  • EA Sports Active 2.0 coming this fall to Wii, PS3 and iPhone

    by 
    Griffin McElroy
    Griffin McElroy
    03.09.2010

    EA Sports' "Season Opener" event at GDC contained one major announcement for the developer's bevy of franchises: EA Sports Active will receive the sequel treatment this Fall with EA Sports Active 2.0 (working title), an updated version of the exergame for the PS3, Wii, iPhone and iPod Touch platforms. The console versions of the game will come equipped with two motion sensors and a heart rate monitor the player can strap to their arms and legs. User information in this new game can be shared over an online social network, allowing fellow players to keep track of how frequently you've been skipping out on your demanding workout regimen. EA Vancouver is reprising its role as developer for the title. We'll let you know when we hear more about 2.0 -- like, for instance, why the game is apparently skipping out on launching on the 360.

  • Street Fighter IV available on iPhone tonight

    by 
    JC Fletcher
    JC Fletcher
    03.09.2010

    Finally, your morbid curiosity about what it would be like to play Street Fighter on an iPhone can be satiated. At a Capcom Fight Club event, Capcom launched Street Fighter IV for iPhone as fans watched -- which made for probably the most exciting iPhone game launch of all time. It's not showing up on the App Store just yet -- Capcom said it may take a couple of hours for the Apple servers to catch up -- but sometime tonight, you'll be able to swipe, swipe, swipe until you finally pull off a Hadouken.