silicon-knights

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  • Silicon Knights developer says EVE is better than WoW

    by 
    Samuel Axon
    Samuel Axon
    08.27.2008

    Silicon Knights President Dennis Dyack is apparently a balanced gamer. Sure, he's worked on games like Blood Omen: Legacy of Kain and he's president of the company behind the big Xbox 360 exclusive Too Human. But it would appear that he's also a connoisseur of MMOs.He told videogaming247 that EVE Online is (for him, at least) a better game than World of Warcraft. "I know it's a lot harder core," he said, "but the depth of it's unparalleled and I love it." It's been mentioned again and again how different the EVE and WoW experiences are. They represent two fundamentally opposing game design philosophies. That serves as a reminder that this genre can be potentially achieve more than the treadmill-loving, fantasy RPG style it has become known for.But Dyack had one complaint that applied to both titles. "I have to ... force myself to stop playing those games because it takes too much time," he said. That seems to be a problem with MMOs in general -- especially ones that use the subscription model. Blizzard and CCP want you to invest as much time as possible into the game so you'll stay subscribed, right? Looks like it backfired in Dyack's case. We wouldn't be surprised if it alienated a lot of other potential subscribers as well. One of Azeroth's millions of citizens? Check out our ongoing coverage of the World of Warcraft, and be sure to touch base with our sister site WoW Insider for all your Lich King needs!

  • X3F TV: Denis Dyack, "Too Human" interview

    by 
    Xav de Matos
    Xav de Matos
    08.27.2008

    var digg_url = 'http://digg.com/xbox/Interview_Dyack_addresses_Too_Human_complaints'; In the second part of our three part interview with Silicon Knights president Denis Dyack the conversation focuses in on Too Human. After listing off his three high points and low points from his experiences of the game, Denis discusses his overall impressions of fan response -- refraining to comment on videos from Kevin Pereira and Giant Bomb -- and whether or not the game has lived up to the studio's expectations.Due to length this video split into two sections, the second portion of the Too Human interview can be found after the jump.Stay tuned tomorrow for the final part of our three part Denis Dyack interview. In part three Denis and Xav discuss the future of Silicon Knights, the studios relationship with Nintendo and the genre possibilities for the development team.[iTunes] Subscribe to X3F TV directly in iTunes.[Zune] Subscribe to the X3F TV directly (Zune Marketplace link coming soon).[RSS] Add the X3F TV feed to your RSS aggregator and have the show delivered automatically.[M4V] Download the M4V of the first section of this video directly.%Gallery-30370%

  • Interview: Dyack addresses Too Human complaints

    by 
    Ross Miller
    Ross Miller
    08.27.2008

    var digg_url = 'http://digg.com/xbox/Interview_Dyack_addresses_Too_Human_complaints'; Continuing with their week-long series, nos amis at X3F talked with Silicon Knights President Denis Dyack over some of Too Human's biggest perceived faults. Part 1 of today's video interview is embedded above. Some highlights: On the community's early judgment: "People are trying to understand a game that's inherently interactive [by watching a video] ... All I can say is try the demo." On clipping and texture issues: "There's glitches in all games. It's really interesting to me because, as an example, there's gonna be things you can always improve. To me, framerate's not really that essential in cutscenes and it never has been for us ... I don't think Too Human's inconsistent from any of our previous games ... So there's clipping. Oh noes. Bottom line is, does it affect gameplay and by how much? Are there ways to improve Too Human? For sure, but the overall big picture? Happy, extremely happy." On the Valkyrie death scene: Dyack estimated it was a 15 and a 1/2 second scene. "If it's a sign that people love the game so much that they just want to get back in and play, could we make it skippable? Sure, it's an easy change. Is it something we ever would have anticipated since we thought it was faster than going to get your body or losing experience [which does not happen in Too Human] ... is that a change we can make in the future? Sure." On comparisons to Diablo: "There's this tactical element. People think, 'oh, this is like Diablo with a bit of action. In Diablo I can just go up to an enemy and pound him away [until it dies] and move on to the next one, if you had the better loot, you usually win. In Too Human, if you don't use your tactics, it is a new kind of genre-bender, you're gonna die. And we're looking at some of the feedback and a lot of people are dying. [laughs]" On future downloadable content: "I think that's gonna be unique to people who pre-order it, that's a one-time thing. But we've got tons of ideas that will far exceed the pre-order bonus." Check out part two of the interview after the break.

  • Dyack: Valkyrie scene faster than load times, corpse runs

    by 
    Xav de Matos
    Xav de Matos
    08.27.2008

    In part two of our three part exclusive interview with Denis Dyack during a studio tour of Silicon Knights the subject of much debate was pointed out in the room like a 300 ton gorilla. Whether you're on the Too Human hate train or defence camp nearly everyone agrees the unskippable Valkyrie death animation breaks the flow of the game and gets downright boring. When asked why the animation was not skippable, Silicon Knights president Denis Dyack was quick to compare the animation with loading a save file in other titles or an MMO corpse run reiterating that the Valkyrie scene is the only real penalty for death. "If you're getting frustrated with the Valkyrie cinema, you might be dying a little too much," Dyack joked. "The bottom line is ... If it's a sign that people love the game so much that they just want to get back in and play, could we make it skippable? Sure, it's an easy change. Is it something we ever would have anticipated since we thought it was faster than going to get your body or losing experience [which does not happen in Too Human] ... is that a change we can make in the future? Sure." While Dyack makes a valid point, many detractors and even fans - ourselves included - agree the scene feels dated and while he told us it could change, X3F was never told that that it would. Stay tuned for the full interview at noon today where Xav and Denis discuss Too Human.

  • Introducing the Too Human page on X3F

    by 
    Richard Mitchell
    Richard Mitchell
    08.26.2008

    As part of our week long coverage of Silicon Knights latest release Too Human, X3F presents our brand new Too Human page. The Too Human page includes all the latest news on the game, including each of our special features that we will be debuting this week on X3F, as well as image galleries and basically anything you need to know about the game. The page will be updated throughout the week to include every day's feature and we will also update it in the future as news develops. Click and enjoy. Also, keep your eyes out for more pages covering major releases in the future. Check out X3F's Too Human page

  • Denis Dyack talks to X3F on the origin of Silicon Knights

    by 
    Ross Miller
    Ross Miller
    08.26.2008

    Our friends at X3F have posted the first part of their 1-on-1 interview with Denis Dyack, where he talks about the history of Silicon Knights, from its previous legal entanglements with Crystal Dynamics over the Legacy of Kain IP, through the prerequisite Eternal Darkness discussion (Spoiler: There's no talk of a sequel) and how they found themselves developing a Metal Gear Solid port for GameCube.In case you missed it, check out the Dyack-guided studio tour from yesterday. You can catch up on all things Baldur on X3F's Too Human page.

  • X3F TV: Denis Dyack, "Origin of the Knights" interview

    by 
    Xav de Matos
    Xav de Matos
    08.26.2008

    In the first part of our three part interview with Silicon Knights president Denis Dyack we discuss the origin of the studio from an Atari, Amiga and PC developer of RTS titles to the GameCube remake of the classic PS1 title, Metal Gear Solid. How did Silicon Knights get tapped to create the remake, when did the studio's relationship with Nintendo begin? Part one of the interview gets to the bottom of things from the games that Silicon Knights develops to the people and culture that make up the studio.Stay tuned tomorrow for part two of our three part Denis Dyack interview. In part two Xav lists the top three things he likes and dislikes about his experience with Too Human - discussion ensues.[iTunes] Subscribe to X3F TV directly in iTunes.[Zune] Subscribe to the X3F TV directly (Zune Marketplace link coming soon).[RSS] Add the X3F TV feed to your RSS aggregator and have the show delivered automatically.[M4V] Download the M4V directly.%Gallery-30370%

  • Dyack on the corporate culture of Silicon Knights

    by 
    Xav de Matos
    Xav de Matos
    08.26.2008

    In our exclusive three-part interview with Denis Dyack, the Silicon Knights president revealed the company is built much like a guild. "We do games differently than other companies," Dyack told X3F. "We're not saying we have it right and everyone else has it wrong but we do it our own way."With ten staffers soon to be added to the, already long, list of decade long employees at Silicon Knights, Dyack told X3F that he hopes the company continue to support the industries most vital resource: People. "Everyone at Silicon Knights realizes that we're a knowledge based company and in a knowledge based company computers are $5,000 pencils -- the only value is the people."Check out our exclusive studio tour and stay tuned at noon for the first part of our three-part interview with Denis Dyack.%Gallery-30370%

  • X3F takes tour of Silicon Knights' studio

    by 
    Ross Miller
    Ross Miller
    08.25.2008

    click for the pic-tour-ial var digg_url = 'http://digg.com/xbox/X3F_Presents_Silicon_Knights_studio_tour_video_gallery'; Our compatriots over at X3F visited Too Human developer Silicon Knights last week and were welcomed with a big, friendly bear hug from president Denis Dyack, who proceeded to drink from a bottomless coffee mug as he gave them a tour of the Ontario-based studio. Check out video of the guided tour (after the break) as well a pic-tour-ial gallery. X3F has an entire week of Silicon Knights coverage planned. Tomorrow: Part 1 of their 1-on-1 interview Dyack. Gallery: Silicon Knights: Studio Tour

  • X3F Presents: Silicon Knights studio tour

    by 
    Xav de Matos
    Xav de Matos
    08.25.2008

    var digg_url = 'http://digg.com/xbox/X3F_Presents_Silicon_Knights_studio_tour_video_gallery'; After launching the controversial title Too Human, Silicon Knights invited X3F for a full tour of its studio and a one-on-one interview with company president, Denis Dyack. In the first of four videos, Dyack walks X3F through its St. Catharines, Canada, based studio showcasing the company culture and the process of creating its latest release.Stay tuned tomorrow for part one of our three part Denis Dyack interview. In part one Dyack describes the "Origins of Silicon Knights." [M4V] Download the M4V directly.%Gallery-30370%

  • Dyack on '10 years of Too Human' misconception

    by 
    Xav de Matos
    Xav de Matos
    08.25.2008

    In an exclusive studio tour and interview with X3F, Silicon Knights president Denis Dyack discussed his frustration regarding the common misconception that Too Human has been in development for over a decade."I cannot dispel that rumor enough," Dyack told X3F. "That is a bad way to talk about Too Human because that is factually incorrect."Too Human is commonly noted as being in development since it was first showcased as a PlayStation title in 1999 but, according to Dyack, production on the game did not begin until sometime after Silicon Knights shipped Metal Gear Solid: Twin Snakes for the Nintendo GameCube. "People think, 'Oh the game has been in development for 18 years plus...' it isn't possible," Dyack told X3F.Stay tuned at noon for a full studio tour video and image gallery with Denis Dyack.

  • Dyack: Too Human 10-year dev cycle 'factually incorrect'

    by 
    Ross Miller
    Ross Miller
    08.25.2008

    var digg_url = 'http://www.joystiq.com/2008/08/25/dyack-too-human-10-year-dev-cycle-factually-incorrect/'; Silicon Knights' Denis Dyack wants to set the record straight: Too Human was not in development for 10 years. Speaking to X3F during their tour of the studios last week, Dyack said, "I cannot dispel that rumor enough ... that is a bad way to talk about Too Human because that is factually incorrect." He cites the E3 1999 reveal -- at that point planned as a 4-disc PS One title -- but explains that production didn't actually begin until after Metal Gear Solid: Twin Snakes was completed. Given that title's March 2004 release, we're going to carbon date Too Human at 5 years, born in 7 A.D., or Anno Duke (Nukem Forever). It should be noted that there are screenshots from E3 1999, but both those and the descriptions appear devoid of any Norse mythology that now has become a major aspect of the game. Stay tuned for video and images from X3F's Silicon Knights tour later today. Check out X3F's four-part video series with Too Human developer Silicon Knights, including a guided studio tour and an interview with the ever-controversial Denis Dyack.

  • 10 more SK staffers 'knighted' for 10 years of service

    by 
    Xav de Matos
    Xav de Matos
    08.25.2008

    In an exclusive studio tour of its St. Catharines, Canada, studio, Silicon Knights lead Denis Dyack revealed to X3F that ten staff members are poised to be honored for ten years of service during an upcoming Too Human launch party. The process of being 'knighted' at Silicon Knights continues a longstanding tradition that hearkens back to the formation of the studio, staffers who reach ten years of service are honored with a unique sword to be placed in their office.Ten more members achieving this goal contradicts rumors swirling around GDC that claimed Silicon Knights staff members were leaving in droves due to development issues with Too Human.Stay tuned at noon for a full studio tour video and image gallery with Denis Dyack.

  • Dyack hints at next non-Too Human title

    by 
    Richard Mitchell
    Richard Mitchell
    08.20.2008

    Speaking to CVG, Silicon Knights head Denis Dyack mentioned the company's next title that isn't part of the Too Human trilogy. Mentioning some of Silicon Knights titles (including the likes of Eternal Darkness and Legacy of Kain), Dyack emphasized the diversity of the company's catalog. Apart from the remaining Too Human titles, Dyack noted that the company's next title will be "nothing like anything else" Silicon Knights has done before. Could this be the Crucible title that was leaked earlier this year? We don't know, obviously, but there is one thing that we can surmise here: whatever it is, Silicon Knights' next title won't be Eternal Darkness 2. Sigh ....[Via Joystiq]

  • Silicon Knights' next game not 'Two Human,' but trilogy will continue

    by 
    Randy Nelson
    Randy Nelson
    08.19.2008

    For better or worse, Silicon Knights has finally kicked Too Human out of the nest, seemingly not too concerned about whether it will actually fly with most gamers. In fact, while the developer still intends to finish off the planned trilogy, it's not going to be doing so anytime soon.Speaking with CVG, SK boss Denis Dyack confirmed that his studio's next game is going to be "Like nothing else we've ever made before." The dev has been working on a new title for Sega, which not too long ago was allegedly leaked in video form under the title The Crucible. Sega was quick to deny any connection between SK and a game with that name – which would be good for Dyack, since it was clearly a third-person action/horror game. You know, totally unlike Eternal Darkness."We've been lucky enough to make Legacy of Kain, Eternal Darkness, Too Human ... and if you look at all of those they're all really different," Dyack said of SK's plans for its new IP. "We want to continue to do that, to keep fresh. That's really what's important, and making sure that we continue to make new IPs but also continue to innovate in the genres that we try to... create content in." We think it's safe to assume that, whatever this totally fresh new project is, it won't be using the Unreal Engine.

  • X3F Interview: Five minutes with Denis Dyack

    by 
    Xav de Matos
    Xav de Matos
    08.19.2008

    During the Too Human launch signing in St. Catharines, Ontario, Denis Dyack took a few minutes to answer some of our questions. While reserved, Dyack did speak fondly of the community Silicon Knights represents, the success of the demo and misunderstandings within the media.Surrounded by fans awaiting a signature from the Silicon Knights development team, Dyack brushed off our questions regarding the recent reviews of Too Human, message board communities and the future of both the franchise and the studio's next announcement.

  • X3F @ Too Human hometown launch signing

    by 
    Xav de Matos
    Xav de Matos
    08.19.2008

    In the beautiful, quiet town of St. Catharines, Ontario, members of Silicon Knights -- including company president Denis Dyack -- held a launch signing event at their local EB Games to promote the release of Too Human. While attendees quickly entered and left with copies in hand never a dull moment was found as gaming enthusiasts of all ages trickled in one after the other for a glimpse and signatures from their hometown gaming heroes.X3F was on hand for the event and had the opportunity to speak with Denis Dyack regarding the community they support, Too Human itself and pre-orders. Stay tuned for the interview later today.%Gallery-29998%

  • Dyack's defense: Too Human haters 'just don't get it'

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    08.19.2008

    When Jeff Gerstmann bemoaned Too Human's "monotonous combat and dated approach to cooperative play," he was unknowingly shunted from the group of haves to the considerably less illustrious group of have nots -- as in have not a clue to comprehend Too Human's unyielding explosion of uniqueness and innovation. "I think we took for granted how innovative the game was," remarks the game's humble director, Denis Dyack. Speaking to OXM at the game's UK launch, Dyack explains that a lot of the negative reaction to the game's demo (and presumably, the final version) has its roots in the provocative fear of the unknown. "But what we're also seeing is for the people who don't like it, generally just don't get it. And it's because we've created something so innovative and different," he says. "It's ironic, it just shows that human nature of if you don't understand something, you immediately attack it. It's pretty interesting in that regard."Consider this a plea to game designers everywhere: Please tone down all that rampant innovation, lest we become embroiled in confusion and hostility and ultimately give your game a six out of ten.

  • Metareview: Too Human (Xbox 360)

    by 
    Ross Miller
    Ross Miller
    08.18.2008

    It's been almost ten years since we first saw Too Human at E3 1999, at that point reportedly a 4-disc action adventure for the original PlayStation. In that time, the game has jumped to GameCube and then to Xbox 360, re-emerged as a slideshow, became overshadowed by a lawsuit, and later became the most downloaded action demo on Xbox Live in its first week. So, after all the hype and controversy, how does the final game fare? Judging by the reviews, it's certainly not a knockout title, with the general consensus being that it aims for the stars and misses the mark. One thing is for sure: If you like seeking out loot, then Too Human is definitely for you. GamePro (4/5) "Here's an Xbox 360 exclusive that proudly wears its lofty ambitions on its sleeves, and yet sometimes seems bent on self-sabotage. That it's so relentlessly addictive despite its aggravations is something of a minor miracle." IGN (78/100) "What's been delivered in the end is a good game that ultimately falls just short of its promise due to a few questionable design decisions. One thing is for sure, though. If you love collecting random loot drops, you'll find a lot to like here." Giant Bomb (3/5) "If you have an insatiable lust for items with higher stats than the ones you're currently using, or if you get giddy at the mere thought of Diablo-style rare item naming conventions, you'll probably be able to look past the game's issues and have a good time. But even at its best, it's hard to ignore Too Human's monotonous combat and dated approach to cooperative play." GameSpot (55/100): "Too Human is a game of false starts and unrealized potential that infiltrate almost every aspect of the game, from story, to combat, to balance. Its elements feel stitched together, making for a patchwork quilt of a game that's fraying at the seams." 1UP (C-) "At the very least, the cyber-Norse concept of Too Human is a good one that's worth exploring further, just not in this context. The game is simply schizophrenic; it attempts to be all things to all people and never succeeds in executing any of them well. The end result is in dire need of polish and focus, and that doesn't solely apply to gameplay mechanics. There's absolutely no reason why a game released in 2008 should have a bug where characters can fall through solid ground and into some pseudoabyss."

  • Dyack claims Epic 'defrauded' them and the industry

    by 
    Dustin Burg
    Dustin Burg
    08.18.2008

    Talking with develop magazine, Too Human lead Denis Dyack expressed his continued anger towards Epic Games for putting him, Silicon Knights and Too Human through a development hell. Four years of development hell thanks to the Unreal Engine."They [Epic Games] have defrauded us, and a major portion of the industry" Dyack explained, saying that Too Human "would have been out even quicker, but we had to re-write the engine because of all the Epic stuff." Very mud slinging-like. So, you ask, how is all that legal Epic stuff going? According to Dyack, quite peachy, saying that he feels "really good" about their legal claims. Congrats for that![Via Eurogamer]