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  • PAX 07: A 'retroasis' in the midst of newness

    by 
    JC Fletcher
    JC Fletcher
    08.26.2007

    Feeling pretty exhausted from all of the modern gaming happening on the show floor, I was very pleased to discover the Northwest Classic Games Enthusiasts hidden in a corner room on another floor. They had tons of systems set up in the space, with each TV doing double or triple duty. When I went in, there was a game of SNES Street Fighter II Turbo going next to GoldenEye and Vectrex Rip-Off.Happy to sit for a moment in what I consider my element (old junk) I took a turn at Rip-Off, promptly lost, and got right back up again. I checked out the display table, and tried to buy the display copy of Night Trap off of the NWCGE people. No luck! But, then, isn't not buying Night Trap considered the luckier outcome? Check out our gallery of the overabundance of classic games that were available for free play.%Gallery-6391%

  • PAX 07 hands-on: Fire Emblem: Radiant Dawn

    by 
    JC Fletcher
    JC Fletcher
    08.26.2007

    The Wii version of Fire Emblem should be quite familiar to anyone who's played Fire Emblem. The graphics and presentation are basically identical to the Gamecube version. That's not really a complaint-- the semi-cel-shaded style still looks nice. The game doesn't depend on motion controls for anything but cycling through camera views. However, for a turn-based RPG like Fire Emblem, this is a welcome decision. The demo started me in a town square in the midst of a bandit attack; I took on a group of three or four bandits with swords and magic. Movement is done on a grid, just like before, and attacks zoom into the more cinematic view seen above. After I had taken care of the first bandit, a new character named Leonardo showed up and joined in the fight, allowing me the use of an archer. People who liked Fire Emblem enough to want another one probably already have their minds made up: this is another one. But people who were afraid that waggle would ruin a strategy RPG have no reason to fear (this time).

  • PAX 07: 1UP Yours podcast still John's

    by 
    JC Fletcher
    JC Fletcher
    08.26.2007

    As the special live PAX edition of the 1UP Yours podcast kicked off in front of a densely-packed crowd (hence the distance and over-some-guy's-shoulderness of the picture), the team (including Special Guest Luke Smith, for the classic 1UP Yours lineup) made an announcement that should be comforting for fans of the show. John Davison may be leaving the 1UP Network, but he won't be leaving the his most publicly visible task as a member of the team: the podcast. After he makes the big move (he says his new office is "a block away"), he'll continue to appear as normal on the 1UP Yours podcast. Bless his commitment to giving people things to listen to idly during work.Tonight's podcast isn't online yet, obviously, but look for it within a few days.

  • PAX 07: Objection!! Cosplay is awesome

    by 
    Colin Torretta
    Colin Torretta
    08.26.2007

    PAX 07 has already shown to be a place where the costumes come out in full force, but few have been as awesome as this fellow's Phoenix Wright cosplay. Not only do you get an almost pixel perfect blue suit, you get the stylized slicked back hair and even a word balloon-on-a-stick with Wright's famous catchphrase. If they ever turn the DS game into a movie, they desperately need to hire this guy to play the titular lawyer. Objection -- over-ruled.

  • PAX 07 hands-on: Indy 500 Legends (Wii, DS), Homie Rollerz, WordJong (DS)

    by 
    JC Fletcher
    JC Fletcher
    08.25.2007

    Destineer had a bunch of new stuff on display for the Wii and DS. Indianapolis 500 Legends (Wii) was a racing game with an impressive historical bent. The game starts you in 1961, with each subsequent year to 1971 representing a new difficulty level, and presents (in addition to the full Indy 500) mission objectives based on actual races, organized by driver. Each year has three drivers, and each driver has at least three missions, for about 100 different missions, involving tasks like passing a rival or surviving a crash scenario. The track was modeled on the real Indianapolis Speedway and changes by year to match the authentic appearance at the time; almost every car's engine noise is recorded from that actual model. It's an incredible effort for what turns out to be a not-spectacular-looking Wii racing game with extremely touchy motion-based steering. I kind of got used to it, but we still felt like I was fighting the controls most of the time. The tire-changing pit-stop minigame was fun, though! The game fared quite a bit better on the DS, though-- graphics that were disappointing on the Wii looked much better on the DS, and the game contains the same drivers, missions, and structure. The stylus-based steering works much better in my opinion than waggle. I don't know how interested in historical racing games on the DS you are (I'm usually not very) but I enjoyed my five minutes with it, at least.

  • PAX 07: Our very own Penny Arcade Adventures trailer

    by 
    JC Fletcher
    JC Fletcher
    08.25.2007

    It's Interactive Day for Joystiq's PAX coverage! First we got to assist in the creation of a Sam & Max scene, and now we made a dude in the Penny Arcade game trailer bald! The Hothead booth at PAX had a demo of the character creation system in On the Rain-Slick Precipice of Darkness. After we finished our character editing, the demo presented a video from the game with our character in the lead role. It then offered to email us the video, which means we get to share it with all of you! Enjoy the video, starring a guy who looks not that much like any of us!

  • PAX 07: Penny Arcade Adventures coming to XBLA

    by 
    Christopher Grant
    Christopher Grant
    08.25.2007

    At the Penny Arcade game panel today at PAX, they've just confirmed that Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness – the first installment of their episodic series – will "debut" on Xbox Live Arcade in 2008. That's in addition to the already announced PC, Mac OS X, and Linux platforms. It's unclear if the game is console exclusive to the XBLA platform or if other console ports are in the works. This is the first digitally distributed episodic title to be announced for a home console download service. Telltale is working on Xbox 360 and Wii ports of Sam & Max, but it's unclear if the title will be distributed as a full season retail product or as individual releases through Xbox Live Arcade and Wii Ware respectively. You can check out the game's recently launched site here. %Gallery-1545%

  • PAX 07 hands-on: Dragon Blade: Wrath of Fire

    by 
    JC Fletcher
    JC Fletcher
    08.25.2007

    D3's Dragon Blade makes a very good attempt at representative motion for a sword-based Wii game. It's not 1-to-1, of course, but at least the canned attack animations are mapped to reasonable motions. For example, swinging the Wiimote to the right slashes to the right, instead of executing some spin attack or opening the menu. Having a logical basis for the control scheme makes it very simple to know what's going on when you get into a frantic battle against some, I don't know, evil dogs or whatever they were. The attacks themselves form rhythmic three-attack combos, exactly like those found in Phantasy Star Online.The Wii graphics were nice, but nothing special, with the exception of the dragon-power effects. The hero gains abilities as he finds pieces of the Dragon Blade, and is able to activate those abilities with the D-pad, controlling them with the Wiimote. These effects fill the screen with huge flaming hands (or whatever the part may be), and they are stylistically very nice. The dragon hands allow you to attack with two giant fire hands, each controlled by one of the Wii controllers. I actually really wished I could have done this the whole time. It's nice-- and surprising-- to see an original action game for the Wii, and, based on my time with it, Dragon Blade could be something of a sleeper when it releases this September.

  • PAX 07: The Sam & Max panel (we made a scene!)

    by 
    Christopher Grant
    Christopher Grant
    08.25.2007

    Despite being told we'd be creating an episode, it turns out games (even episodic ones!) take a little longer than an hour (but just barely we imagine). Improv comedy style, they take suggestions from the crowd for events in the game. First, a favorite fruit? Pomegrenates we yell out. A vacation destination? Someone yells "North Pole." A new career for Sybil? "Taxidermist" two blurt out over each other. The writing process has begun. Sam: Hiya Sybil!Max: What's your story lady? Sybil: I'm an orthopedic surgeon, baby!Sam: Holy heavenly horse radish in a Houston whorehouse!Max: Who cares, I'm running for re-election!Sam: More importantly we need a pastrami on rye to save the world!Sybil: Why do you think I have a pastrami on rye sandwich? Max: Orthopedic surgeons always have pastrami on rye sandwiches!Sam: They use them for lubrication!Max: It's science, Sybil. Sybil: The problem with science is you can't prove it. Also I need condiments. Sam: To Bosco's little buddy!

  • PAX 07 hands-on: Metroid Prime 3

    by 
    JC Fletcher
    JC Fletcher
    08.25.2007

    I spent a few delightful minutes at the Nintendo booth playing Metroid Prime 3: Corruption, and displaying my poor sense of direction to a crowd of onlookers. I got just enough playtime to test out the controls (I didn't need to beat the game or anything!) I can safely say that after about five seconds of fantastically awkward movement, I felt not only comfortable playing the game, but, like with Zelda: Phantom Hourglass, I was enjoying just messing around.The controls are exactly the same in normal or expert mode, with the exception of Wiimote sensitivity. Expert mode is way more sensitive, and requires much subtler movements. It also enables quicker motion. Looking around and turning with the Wiimote was awkward at first, but it immediately clicked and I was ready to run and jump around. Shooting, of course, is mapped to A, and jumping to B, so there was no problem there. Z on the Nunchuk locks on, and C activates the morph ball. Down on the D-pad shoots missiles. All of these worked well and intuitively. The only exception is scanning: I never quite got it, but it basically involved holding Z, moving the Wiimote to point at an area in the corner of the screen, then holding Z again. It's the only part that I can honestly say takes getting used to.The best part of the controls is easily the grapple beam, which involves targeting a grapple point and making a lasso motion with the Nunchuk, then pulling back. Once I started doing that unconsciously, I felt pretty cool (I wasn't.) It seems that Nintendo has finally found a "hardcore" equivalent to Wii Sports: if not in popularity, at least in deriving actual enjoyment from the basic control scheme.Oh, and, in case you were wondering, the game looks hot, especially on those big fancy screens Nintendo was using at their demo stations. We should all get some of those.

  • PAX 07: Penny Arcade Adventures developers panel

    by 
    David Dreger
    David Dreger
    08.25.2007

    We went to the Press only Hothead Games Q&A for their upcoming PC (Windows, Mac and Linux) game for Penny Arcade, On the Rain-Slick Precipice of Darkness: Episode One. It opened up with a new trailer that built upon the previous one, that has taken huge steps in capturing the Penny Arcade look, in both the 2D and 3D realm. As they start showing the same demo on the show floor today, the trailer and gameplay footage will more than likely be hitting the intertubes soon so you can form your own opinions in the the progress of the art direction. After the trailer played the fired up their build of the game and started a new campaign. Full details on the demo and information from after the Q&A session can be found after the break.

  • Wii Warm Up: Table Tennis falls flat

    by 
    Alisha Karabinus
    Alisha Karabinus
    08.25.2007

    There were some mixed opinions on the look of the port of Rockstar's Table Tennis for the Wii, but it's likely we all hoped for a good game, regardless of looks. Unfortunately, from our own JC Fletcher's impressions at PAX, it looks like we're not even getting that. Instead of something that builds on the smooth controls of a game like Wii Sports, Table Tennis sounds like a nightmare. Like us, were you hoping for something better, or were you expecting a less-than-optimal port experience? Or, just to make sure all bases are covered -- does the complicated control scheme actually seem appealing to you? After all, different gamers prefer different things.

  • PAX 07: The Mega64 panel

    by 
    JC Fletcher
    JC Fletcher
    08.25.2007

    Mega64, purveyors of awkwardly hilarious videos that blend real life and tiny chunks of our favorite games, warned us all at the outset (after a montage of Internet video clips in the vein of Bubb Rubb, followed by a rousing dancing-through-the-crowd-to-2-Unlimited intro) that their panels were disappointing. And then, as if trying to prove the point, they proceeded to spend the next twenty minutes or so battling technical difficulties with video, only to replay the same introductory video when they regained the capability. Also, there were no lights (prompting Mega64's Rocco to remark that this would be a "sexy panel"). They were still wrong. It was not disappointing at all-- we felt perfectly appointed.During the unexpected void left by video problems, and again at the end of the panel, the guys took questions from the audience, ranging from the hilariously Mega64-nerdy ("How often does the 'we're shooting this for school' excuse work?" Answer: "100% of the time") to the general (Ages of Mega64 performers: 23, 23, 21, 25-- all younger than me, and I have yet to create a hit video on the Internet, much less hold a gathering to discuss them). When video-playing returned, we were treated to a selection of Mega64 videos, including a new-- and briliiant-- Kuribo's Shoe trip around town, along with favorites like Sexy64 and "I'm Captain Basch from Dalmasca!" We then saw a bizarre video taken years ago in a Barnes & Noble: about five seconds of some guy glaring at the group as they walk through the store in full Wizarding attire. But while that may have been (one of) the Greatest Videos Ever Made, their rejected Jam Sessions ad was the highlight of the show: it featured a homeless character who, after a failed attempt to earn money with a whistle, begins playing a lovely guitar melody in Jam Sessions (which obviously wasn't created with Jam Sessions), attracting two admirers who not only throw their cash and credit cards into his cup, but become so enraptured with the music that they begin undressing and writhing on the ground. The ESRB rejected the video because it featured a homeless character.After the break, I've posted a picture of the "tattoo" Rocco gave me at the Mega64 booth.

  • PAX 07: Cosplay is why we bring cameras to conventions

    by 
    JC Fletcher
    JC Fletcher
    08.25.2007

    This Peach cosplayer manages to look pretty elegant in the dress despite the backwards cap and dudeness. Seriously, I wanted to laugh at first, but-- at least within the context of PAX-- he's kind of pulling it off! I look a lot more awkward in this (and every) picture, and I'm totally wearing pants. Props to Casey the Peach cosplayer, and we hope he made it through the day without developing an aversion to cameras.After the break is an impressive Link cosplayer dressed for the icy depths of PAX Under the Sea.[Update: corrected Casey's name. Sorry-- I ran into too many Mikes, I think.]

  • PAX 07 hands-on: Zelda PH will make you love Zelda, life again

    by 
    JC Fletcher
    JC Fletcher
    08.25.2007

    As a DS fanboy (even before-- well, you know), as soon as I saw The Legend of Zelda: Phantom Hourglass at Nintendo's PAX booth, I was there. And I was not at all disappointed. In fact, despite having already read lots of gushing about the game, I found myself completely sucked in by even the most basic tasks. My impressions agree totally with the E3 impressions-- however, these are PAX impressions, which are a completely different thing.The demo starts you out in a port town, unarmed, with a directive from your fairy friend to go talk to your grandpa. After a visit to Grandpa, you head out to a monster-infested area, then your general jaunt around town (Go talk to this character! Go try to cross this bridge! Oh, the bridge has collapsed! We should talk to Grandpa! etc.) The demo spent just enough time not giving you the sword that I was starting to get a little antsy; however, one final visit to Grandpa got me my weapon, and he then went about teaching me how to use it.It's as simple as can be: tap enemies to attack, draw a line to do a sideways slash, draw a circle to do a spin move. With this equipment and knowledge, I was allowed into the northern part of the town to fight some ChuChus as I made my way into a cave and some puzzles. The first puzzle asked me to write on a sign the number of palm trees on the beach (spoiler: 7) before I was allowed access into the next room. The rest of the rooms followed a similar pattern: a few enemies, a few puzzles that involved doing things in the right order, and key-collecting. Very Zelda.But, as standardly Zelda as it sounds, I must stress this fact-- I can't remember the last time I had so much fun just making a character walk in a game. Directing Link around with the stylus is a lot like movement in Animal Crossing, but faster; it turns out, the speed makes all the difference. Simple activities like pushing and pulling blocks and doing basic attacks are not only novel, but are enjoyable independent of their novelty. And while the controls aren't based on simulating real motions as they tend to be in Twilight Princess (because swinging a sword is rarely like drawing a line), they are much more intuitive and much more natural. If you've become tired of the Zelda formula, or if you just like action-adventure games, or games, consider Zelda: Phantom Hourglass. It manages to be instantly familiar as Zelda while being startlingly fresh.

  • PAX 07 hands-on: N+ (DS)

    by 
    JC Fletcher
    JC Fletcher
    08.25.2007

    I was lucky enough to meet with producer David Geudelekian and get a quick run-through of a pre-alpha build of Atari's N+ for the DS, and it's-- well, let's say it's "pre-awesome." It will be awesome. Real platformers on any system are basically a Godsend, and this one is pure platforming. The game is basically N, on the DS, with new levels. That's really all it needs to be -- there are no Touch!! minigames or training exercises. David told me that the physics were all in place with the exception of the ragdoll explosions, but when I died (a bunch of times) I fell into a pile of limbs just fine.

  • PAX 07: Uwe Boll's guest appearance on video

    by 
    Christopher Grant
    Christopher Grant
    08.25.2007

    Don't say the guys at Penny Arcade don't love you. With a large auditorium full of fans, they really wanted to give everyone something special, something we'd all remember for a long time. So they invited a special guest. Apparently good buddy Jack Thompson wasn't available, so they opted for Public Enemy #2: "filmmaker" Uwe Boll.First, we'd like to personally congratulate Uwe for climbing on stage in front of hundreds of people who ... dislike his films to present his side of the story. Sure, a lot of folks got right up and walked out (not unlike seeing his films in theaters!) and the clips he showed off didn't elicit an overwhelmingly positive fan reaction ... but we're still proud of Uwe for sticking to his clichéd guns without resorting to fisticuffs.

  • PAX 07: Sony tethers PSP Slims to cute girls, awkwardness ensues

    by 
    Colin Torretta
    Colin Torretta
    08.24.2007

    In a surprise move, Sony decided to display the new PSP Slim at the Penny Arcade Expo this weekend after all, letting excited fans get their grubby little hands on the new hardware right now. They were clearly extremely worried about the security issues though, because each PSP Slim was tethered to the pants of a Sony booth babe -- and the cables weren't very long. This led to some kind of awkward situations where you all up in their personal space and playing with something right next to the front of their pants. Needless to say, Star Wars: Battlefront turned out to be incredibly difficult to play. %Gallery-6364%

  • PAX 07: The Penny Arcade panel

    by 
    Christopher Grant
    Christopher Grant
    08.24.2007

    Just like last year, the duo enter the stage to "Hustlin'" which, we much admit, is pretty pimp. (Is that right, is that how you say it?). This is Q&A style, where fans ask wacky questions and the pair respond with witty ripostes. We'll spare you a blow-by-blow here, and just limit our writeup to the good stuff (which is really in the air, it's difficult to capture in a bottle). They discuss the fascinating Halo 3 testing process recently covered in Wired; what's better Guitar Hero 1 or Guitar Hero 2; and whether or not Jerry is a fan of professional wrestling. Is Jerry interested in writing a book? "No, I am super, super lazy." Is there hope for the future of downloadable content and who do you think will lead the way? No, he's not talking about the podcast. They're of a mind that as long as we stop buying horse armor, they'll stop making it. Will Rock Band kill off Guitar Hero completely? Do they save or harvest Little Sisters? Mike saves 'em (he says "it's worth it") while Jerry kills 'em. He's up to twelve. "They're not little girls anymore." Are they working on an animated series? Basically, the animated scenes in the game are their animated series. A fangirl request: Jerry sings an a capella rendition of My Belruel while the crowd waves their various portable handhelds in the nerd equivalent of lighters. Touching, to be sure.

  • PAX 07 hands-on: Wii Table Tennis controls are insane

    by 
    JC Fletcher
    JC Fletcher
    08.24.2007

    The first thing I ran into today in the PAX exhibition hall was Rockstar's just-revealed Table Tennis port for the Wii. The graphics, while obviously better than a photo taken of a TV screen would portray, are high-end PS2. That's a pretty familiar statement for a Wii game.Here's something that's a little uncommon for a Wii game: the controls are way too complicated. There are three different control schemes (full control scheme explanations straight from the game after the break), and they varied in complexity, from Wii Sports-esque to dubbayou-tee-eff. At no point during my short time with the game did I ever feel like I had control over my character. The standard control scheme requires players to hit A and then motion to serve, with subsequent swings done via familiar Wiimote motions. Spin, indicated by ball color, is done by holding a direction on the D-pad. The complexity comes from what felt like a significant lag between input and action. That's fine for NES Castlevania, but not for something that feigns 1-to-1 motion.The other two control schemes assign either player movement or ball positioning to the Nunchuk's joystick, and to make a long story short, I didn't know what was going on, and the game made no indication that it knew what I was doing. Maybe with time, I could pick up the nuanced controls, but at this point I can't tell if they're nuanced or nonresponsive.