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  • The Digital Continuum: Sci-fi geeks need to experience Jumpgate Evolution

    by 
    Kyle Horner
    Kyle Horner
    01.03.2009

    Spring is right around the corner and with it comes warmer weather, rain showers, blossoming fauna and Jumpgate Evolution. As much as I'd love to think there are thousands of you out there that know all about the game, I get the feeling that in actuality the number is significantly lower. Granted, real-time action space shooter MMOs aren't exactly a mass market genre, so it's probably a fair shake overall.But what's really worrying me is that even those who should be excited for Jumpgate Evolution are seemingly unaware of it's forthcoming release. This won't do, and so I present to you the essentials of why a sci-fi fan should give this game some serious consideration for their 2009 MMO budget.

  • Guild Wars PAX Panel video released

    by 
    Shawn Schuster
    Shawn Schuster
    10.11.2008

    If you missed this year's Penny Arcade Expo, or you simply didn't get a chance to attend the packed ArenaNet panel entitled "Three Years of Guild Wars", now you can watch the video of the entire discussion from the comfort of your own computer chair.You can download the full high quality, 51-minute video from the Guild Wars website, or watch it in six parts on the official ArenaNet Youtube channel. Either way, you'll get to see a fantastic Q&A session with ArenaNet's James Phinney (Lead Game Designer), Ree Soesbee (Game Designer), Jeff Grubb (Game Designer), Chris Lye (Director of Marketing), Katy Hargrove (Artist), and Katy Perry (Artist). This discussion panel includes the information on the series of Guild Wars books to be released before Guild Wars 2, as first reported by Massively during PAX08. Check out the entire video for some incredible information on the history of the game from the developers themselves.

  • The how and why of LEGO Universe's early focus testing

    by 
    Kyle Horner
    Kyle Horner
    09.23.2008

    Gamasutra has an interesting article up concerning the reasons and implementations of early focus testing; two and a half years early in the case of NetDevil's LEGO MMO. They speak at length with LEGO Universe lead producer Ryan Seabury about why NetDevil has been taking the early approach to testing and how they do it in a way that actually helps the game. The biggest piece of the puzzle seems to be that LEGO itself has been treating the upcoming game like any of its other projects by offering its own consumer testing group to support LEGO Universe's development. Although there's a lot more to getting helpful results out of the process.It sounds like NetDevil has learned a hard lesson from their time spent on creating Auto Assault, which didn't receive any focus testing until the end of its development cycle. This isn't an entirely new tune from the MMO developer out in Denver. They've been taking a similar approach with the sci-fi space shooter MMO, Jumpgate Evolution. Things are looking pretty positive for both games if our impressions from time spent playing and seeing Jumpgate Evolution at PAX 08 is any indication. Hopefully we'll soon begin to hear some information on the actual game part of LEGO Universe and not just the development of the game.

  • Hands-on: Mirror's Edge

    by 
    Jem Alexander
    Jem Alexander
    09.15.2008

    You've all no doubt seen the original trailer for Mirror's Edge (and if not, where've you been?), which means you know the first part of this Mirror's Edge level pretty well. Looks easy, right? I thought so too, until I had my hands on the controls and I was plummeting to my death for the fifth time. Mirror's Edge looks incredibly stylish in the trailers, but it's easy to assume there's not much actual gameplay there. The reality is, this is one of the most intriguingly controlled games that you'll play this year. The controls essentially boil down to two buttons and two analogue sticks; L1 is the "up" button, L2 is the "down" button and the sticks do exactly what you'd expect. This rather bizarre control set up takes some getting used to, but after a little while feels very fluid. Everything's context sensitive, so pushing L1 as you're running, standing, in mid-air or against a wall will result in different actions. Pressing L2 mid-jump, for example, will pull your legs up, allowing you to jump further. Pressing the same button just before you land after a long fall will preserve momentum by allowing you to execute a forward roll.%Gallery-22498%

  • Hands-on: Dead Space

    by 
    Jem Alexander
    Jem Alexander
    09.08.2008

    In Dead Space no-one can hear you s- ... No, never mind. Dead Space deserves better than an intro like that. I'm not sure whether you've heard, but this game is fast becoming a favorite for GOTY throughout the Joystiq network. We've seen it several times now between E3, Leipzig and PAX and each time we come out impressed. The latest build, shown off at the Penny Arcade Expo, put more emphasis on the anti-grav platforming and puzzle solving, further cementing in my mind that this may be one of this year's greatest titles.It's hard to pinpoint exactly what gives me that impression. It's not one specific element of the game, but rather the way all of Dead Space's facets fit together in the package. Graphically and stylistically the game is designed to put you on edge. It's not comfortable. You're an everyman, trapped in a spaceship overrun with zombie-like aliens. Everything feels very gothic and dark. Even the main character's space suit makes him look monstrous.You've heard about the menus before, no doubt. How they pull you into the game by being a part of the game world. I could've spent hours navigating those holographic projection menus, watching Isaac's head move as he watches you check out your inventory, almost voyeuristicly. Item drops appear similarly, with a holographic window appearing as you approach, showing what's on the ground. Again, these exist in real space and can be seen from all sides as you rotate your camera around.%Gallery-25378%

  • Joystiq Interview: Resistance Retribution's Sam Villanueva

    by 
    Jem Alexander
    Jem Alexander
    09.05.2008

    click to embiggen Resistance Retribution was a surprise hit last month at E3, and we had another chance to play it at last week's Penny Arcade Expo. With more playtime, however, come burning questions that need to be answered. Thankfully, Sam Villanueva, Senior Designer at Bend Studio, was at hand to answer our queries and make sure we could sleep soundly again. Will you be optimizing Resistance Retribution for the PSP Brite? That's a good question. We'll be evaluating this. We're pretty deep in development right now. We'd like to optimize, but that could potentially mess with launch time. If we can do it without affecting the date our game comes out, we will. How does the game fit into the series? Retribution fits nicely between Resistance 1 and Resistance 2. It's a continuation of the European campaign, whereas Resistance 2 is the start of the American campaign. You are James Grayson and you're going in to destroy another Chimeran tower. We wanted the story to deal with some pretty deep, dark stuff. Lots of drama and mystery. The game starts with your brother being infected and you're forced to kill him, for example. Is there a multiplayer mode? Absolutely. We've got lots of cool multiplayer stuff which we'll be announcing soon. %Gallery-27792%

  • PAX 2008: Insomniac confirms drop-in/drop-out Resistance 2 co-op

    by 
    Colin Torretta
    Colin Torretta
    09.05.2008

    Last weekend at PAX, we sat down with Bryan Intihar, the Community Manager / Hand Model (yes, that is on his business card) for Insomniac to go over Resistance 2. We were able to get some fascinating details about the secretive co-op mode (drop-in/drop-out confirmed!), as well as some interesting story tidbits (evidently this time around, Hale remembers he can talk).To start things off, could you give us a quick rundown of changes from the first Resistance?Sure, there's a lot of course -- but in terms of the campaign we've put a lot more emphasis on Nathan Hale and that comes through in the story and how we're presenting the story. In R1, it was much more of a narrative approach with Rachel Parker telling the story, giving it a third-person feel. This time around it's all about Hale. %Gallery-14773%

  • PAX 2008: Appealing to an MMO Newbie

    by 
    Xav de Matos
    Xav de Matos
    09.04.2008

    Worth it or not, to me personally, pay-to-play MMOs always felt like a ridiculous proposition. Paying to play a game I already paid for is like paying $5 to bite into a delicious burger I just got at the drive-through. Still, the genre continues to spawn new titles as proven at the 2008 Penny Arcade Expo.While many MMO titles were on display, two were the most talked-about massively multiplayer role-playing games of the show: Warhammer Online and Aion: The Tower of Eternity. Realizing my limited experience with MMOs in the past, the team at Joystiq tasked me with learning as much as I could about each title and see if they could appeal to a genre newbie willing to jump into the online fray.

  • PAX08: Interview with Dane Caruthers of Tabula Rasa

    by 
    Shawn Schuster
    Shawn Schuster
    09.04.2008

    At PAX08, we were able to catch up with NCsoft's Dane Caruthers, the Associate Producer for Tabula Rasa, for a quick interview. While the TR booth was busy and Caruthers was swamped with showing attendees all about the sci-fi MMO, he was kind enough to answer a few questions.With Deployment 12 now on the Public Test Server, Caruthers talks a bit about what to expect with Deployment 13 and how it should make many Tabula Rasa players very happy. He also goes on to explain a bit about the recent contests they've been holding, including an explanation of Operation Immortality. Plus, Caruthers talks candidly about Tabula Rasa's beta through to its launch, and despite the fact that he says it was "quite possibly the smoothest MMO launch in history", they realize the mistakes that were made and are confident that the product they have to offer currently will win back those who tried the game and have since left.Check out a transcript of the entire interview after the cut.

  • PAX08: GamerDNA interview focuses on subscription numbers

    by 
    Shawn Schuster
    Shawn Schuster
    09.04.2008

    During our time at PAX08 this year, we got together with Jon Radoff, Founder and CEO of GamerDNA, a company that focuses on the community aspect of today's online games. Radoff was kind enough to give us an overview of what the company is about and how it pertains to the ever-growing MMO market. Originally this rough audio was meant for notes only, but it came out fairly well, so we thought we'd go ahead and post it for all to hear themselves.So in this audio interview that you'll find enclosed below, Radoff explains something that we found quite peculiar. "Interestingly, a high percentage of those people who quit Age of Conan didn't go back to WoW, they actually just went off MMORPGs in general," he explains. This is the type of number-crunching that they do at GamerDNA to discover not only subscription numbers and box sales, but who is actually playing what, and how dedicated they are to their games. We encourage you to learn more about this truly unique company at their website, and be sure to listen to the complete interview below.

  • PAX 2008: Penny Arcade Adventures producer gushes about Episode 2

    by 
    Ross Miller
    Ross Miller
    09.04.2008

    Last week during PAX 2008, we sat down with Hothead COO and Penny Arcade Adventures Producer Joel DeYoung as he guided us through Episode 2 and improvements to the engine. The gist of it is: if you liked Episode 1, you'll like Episode 2 that much more. Here's the rundown from our talks: Highlighting points of interest has been made easier! "If you have your proximity putting you close enough to 2 or 3 things, you can slide through that with bumpers," said DeYoung. There are now difficulty levels, including an Insane Mode (unlockable only after beating the game). Special collectibles and pickups are only available if you play Insane Mode. Comparatively, Episode 1's difficulty is "a little easier" than medium. All the weapons have been replaced. Tycho gets a shotgun, Gabe has new fist upgrades and your player now possesses -- wait for it -- a hoe! Also changed are the special attack minigames. You now have, among other new items, a revive potion. Healing won't be enough to bring your troops back to life. "Just adds a little bit of depth to it," said DeYoung. The real-time reaction for defense has been made more obvious (e.g. "Block!" now appears when you need to push block), but nothing analogous for attacking has been added. More after the break.%Gallery-30963%

  • PAX 2008: One hour with full version of Fallout 3

    by 
    Ross Miller
    Ross Miller
    09.04.2008

    Click for all our Fallout 3 coverage var digg_url = 'http://digg.com/gaming_news/One_hour_with_the_full_version_of_Fallout_3'; We were given one hour with Fallout 3 at this year's PAX, and we don't mean some pared down, nerfed, demo-ized level; this was the full version. Not only that, but the Bethesda folks showed it to us in the tricked out Fallout 3 Airstream Trailer, complete with a nuclear family peering in.Lead designer Emil Pagliarulo started us out roughly an hour into the game, when you exit the vault for the very first time. We missed the whole "growing up" phase in order to rush right into the action. We didn't mind. but what of our first 18 or so years? Maybe you start out on the cellular level, and fight your way out in a glorious Spore/Fallout hybrid. Your guess is as good as ours.%Gallery-30865%

  • PAX 2008 hands-on: Valkyria Chronicles

    by 
    Jem Alexander
    Jem Alexander
    09.04.2008

    Final Fantasy Tactics meets X-Com in a Miyazaki-esque, Advance Wars universe. With watercolors. That's what you get when you play Sega's upcoming strategy RPG, Valkyria Chronicles. The PS3 exclusive is already out in Japan but will be heading West before the end of the year and, from what we saw of the game at PAX, it will be Sega's console gem of the year.We were guided through the game's tutorial by the producer, Christopher Kaminski, who showed off the basic gameplay mechanics. It's a strategy RPG, but there's no grid. Instead, you have a "fuel" meter, which depletes as you move farther, giving the game more of an action RPG feel.%Gallery-30124%

  • PAX08: Twin Skies interview

    by 
    Shawn Schuster
    Shawn Schuster
    09.03.2008

    Twin Skies is a brand new MMO still in development from Meteor Games, which is fronted by two of the co-founders of the wildly-successful Neopets. Despite the fact that Twin Skies is still in its early stages, their presence at PAX08 seemed to be well-received by gamers. This was the first public showing of the MMO that was only first announced a month ago from a company that was introduced to us only two months ago!So we took this opportunity to sit down with the CEO Adam Powell and Lead Designer Aaron Matthew for a bit of an exclusive look at what this game is all about. Despite the fact that the surrounding PAX booths were competing for attention all around us, we were able to get some great information on this upcoming game.Follow along on our exclusive tour of Twin Skies>>

  • PAX 2008 Interview: Felicia Day (The Guild)

    by 
    Ross Miller
    Ross Miller
    09.03.2008

    Felicia Day at the Jonathan Coulton concert During PAX 2008 we had a chance to sit down (on very comfortable bean bags, mind you) and talk with Felicia Day, producer and star of The Guild and star of Dr. Horrible's Sing-Along Blog. Day also sang "Still Alive" with Jonathan Coulton the first night of the convention. Some notes from the interview: Filming for Season 2 will begin next month. HD cameras will be used, not so much for web streaming but for potential download and the Season 2 DVD. The 13- to 15-episode season will be "a little bit longer," approximately 5 to 6 minutes apiece. Day has a level 66 Warlock and level 63 Priest. As an example of life imitating art, Day explains that her fans from the show and the actors who play Zaboo, Vork and Bladezz all play in a guild together. She signed the chest of one Dr. Horrible cosplayer and saw another with "actual Wonderflonium." (Warning: Interview contains spoilers.) Day guest stars as the patient in episode 2 of the upcoming season of House, but she does not have Lupus. Not mentioned: Her demand that Tycho groom her.

  • PAX08: Aion's first U.S. public showing

    by 
    Shawn Schuster
    Shawn Schuster
    09.03.2008

    "Hey, isn't that the game where you have wings and fly around?"This was probably the number one quote heard around the Aion booth at PAX08. NCsoft's Aion: The Tower of Eternity had its first public showing in the States this last weekend at PAX, and the general consensus seemed to be mostly positive. As the opening quote suggests though, many gamers were after that novelty of flight, and we can't help but wonder if that will be enough to carry potential players through the game for the long haul.So we took this opportunity to spend an hour or so with the game, to get a few of those precious first impressions for our readers. Keep in mind that this is only first impressions on a game that isn't finished yet, so take it with a grain of salt.%Gallery-11511%

  • PAX 2008 hands-on: Spore, have we seen enough already?

    by 
    Kevin Kelly
    Kevin Kelly
    09.02.2008

    The last stop on our Electronic Arts booth tour at PAX was dedicated to Spore. That's right, it's more Spore news. It's not a real day on Joystiq unless you get some minor Spore news, or a definitive hands-on experience. With the game actually coming out (can it be?!) in five days, maybe you'll start to see these die down a bit. Unless, of course, there's a secret Hot Coffee level that we find during our explorations. But is the game coming out a bit too late, or just in time? It feels like it's starting to wear out its welcome just a bit. Like that house guest that just won't leave, is Spore in danger of becoming a bore? German gamer mags have already given the game fairly disappointing scores, and in all honesty, we were ready to leave our demo early, even though we went hands-on with the whole thing. Find out why after the break.%Gallery-15870%

  • BigCast Special Edition Recap

    by 
    Joystiq Staff
    Joystiq Staff
    09.02.2008

    While adventuring to PAX 2008, the team at Big Download recorded three special edition episodes. While the audio quality in the first was laughably bad, the episode is a hilarious look into the minds of tired Warhammer Online developers, Paul Barnett, Jeff Hickman and Josh Drescher. Give it a listen, if you can! In the second special edition, GameDaily's Robin Yang joined the team to discuss everyone's favorite titles at the show. In the final installment of the special series, former 1UP editorial director and co-founder of WhatTheyPlay.com, John Davison, went into some detail on the sex and violence in games debate. Check out the episodes if you get a chance -- we assure you the first audio hiccup was corrected in episodes two and three.

  • PAX08: Hands-on with Mines of Moria

    by 
    Shawn Schuster
    Shawn Schuster
    09.02.2008

    This weekend at PAX 2008, Massively had the opportunity to be a part of the first-ever public preview of Mines of Moria with Lord of the Rings Online Executive Producer Jeffrey Steefel. During this showing, Steefel showed us many of the main features of this first expansion for LotRO, including the Legendary Weapon system, the two new classes, the vastness of the mines themselves and much more.The overall impression we got from this presentation was that this expansion is going to be epic. Just the sheer size of the world, which includes the mines themselves, more of Eregion and into Lothlorien, will be immense. This, combined with the game mechanic changes and additions to just about every aspect of gameplay, will speak volumes (pun!) about the potential of Turbine with this franchise. Follow along on our journey through Moria>>%Gallery-31017%

  • PAX 2008 hands-on: Magic: Duels of the Planeswalkers

    by 
    Kevin Kelly
    Kevin Kelly
    09.02.2008

    Wizards of the Coast has been very busy talking about the 4th edition of Dungeons and Dragons, which came out this year, as well as its Star Wars and D&D miniatures and the online version of Magic: The Gathering. So, we were really caught off guard when we stopped by the Wizards booth at PAX and happened across this new version of Magic for the Xbox Live Arcade. We did a double take, tapped our mana, and found out more. Find out about the long-titled Magic: The Gathering: Duels of the Planeswalkers after the break.%Gallery-30916%