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Christopher Grant

Philadelphia, PA - http://www.joystiq.com

Motivated by either an unhealthy Messianic complex or a dearth of career opportunities (he never could decide which), Chris put his college education to good use as a carpenter before becoming editor-in-chief of this here gaming blog. If he isn't busy playing or writing about games, he's doing other, no doubt less important, things ... though he probably shouldn't be.

id 'bullish' on iPhone: Wolfenstein RPG, Quake 3, 'experimental' game


Speaking with id Software's John Carmack about the public beta of Quake Live earlier this week, the conversation naturally shifted towards other, totally relevant topics ... like iPhone development. At last year's QuakeCon, Carmack praised the platform's capabilities while announcing that the studio had at least two titles in the works. One a "conventional mobile game," the other a "graphical tour de force." Carmack told MTV Multiplayer that the already-released mobile game Wolfenstein RPG would be making its way to the iPhone in "a month or so" so there's our conventional mobile game.

Carmack told us about some of those iPhone plans, saying that there "a lot of people [at id] that are very bullish" on the iPhone, including himself apparently. He told us that he was working on iPhone development stuff "literally today." One game Carmack dubbed "experimental" saying, "We're not positive that it's going to turn into a fun game yet and we may kill it, rather than release something that is not good." It's worth noting that one particular Wii project being "tossed around" is an "outgrowth" of this "experimental" iPhone game.

The other piece of iPhone development that Carmack mentioned is an "internal hack-around project." Namely: Quake 3. It "needs some significant amount of [his] time" to get a framerate worthy of the game, Carmack told us. He continued, "If we do turn that into a product I'm seriously considering going and taking over all of the Quake Live gameplay modifications and the updated maps" to make a "more modernized version." The aforementioned tour de force "would not be a new IP" according to Anna Kang, president of id Mobile though we're fairly confidant it's not this Quake 3 "hack."

Check back later today for our full interview with id's John Carmack and Marty Stratton.

Quake 3 Arena for XBLA is 'very close' to being finished


Despite being first spotted on the ESRB's leak-prone website nearly two years ago, and officially confirmed at QuakeCon over 18 months ago, id's John Carmack assures us that Pi Studios – developers behind the Xbox Live Arcade release of classic multiplayer shooter Quake 3 Arena – is "actually very close to finishing that up." He didn't identify any specific reasons for the delay, but said that the developer had "different things come up at different times" like having to "shift people onto different projects."

With Quake Live finally opening its doors to the public today, we asked if the two development teams – at both Pi and id Software – shared any insights into updating the FPS staple. Quake Live producer Marty Stratton said they shared "where it's made sense" – think "gameplay changes," "some ... new content," and some "new character skins" but not the newer, "more PC-centric" arenas. If they can get the finished game in front of Microsoft "within a month or two" like Carmack estimates, we may get multiple Quake 3 fixes within the year.

Check back later today for our full interview with id's John Carmack and Marty Stratton.

Easy Headline Alert: Quake Live public beta is live!


Alright, enough. Stop. You can lay off the F5 button and cease your (frankly) childish refreshing of www.quakelive.com. The public beta of Quake Livepromised to be available today – is finally live and, unless you live somewhere not in the vicinity of Dallas-based id's timezone, it's still today and not tomorrow yet. Our advice to the Windows gamers reading this, in bullet point format for easy skimmability.

  1. Stop reading this post.
  2. Register for a Quake Live account.
  3. Return to this post and share your username in the comments.
  4. RAILGUN THE CRAP OUT OF EVERYONE ON JOYSTIQ!
  5. Make sure you did Step 4 in Quake Live and not in real life. Just a reminder, not really a step.
  6. [Update: Get in line ... yeah, there's a queue folks. Good things come to those who wait, right?]

New Resident Evil 5 trailer totally simple to follow


With all this debate about "outmoded" tank controls versus shiny, new space engineer controls, everyone's seem to have lost track of what keeps us crawling back to the Resident Evil franchise, sequel after sequel. Hint: it's not the controls. It's the incredible storytelling. For example, haven't you been wondering how they're going to wedge Wesker back in there? And of course our pals at Umbrella Corp have once again made a mess of things, all in pursuit of that almighty dollar. It's the Resident Evil formula: some vaudevillian villains coupled with preposterous plots and, for a dash of the grotesque, some pesky parasites ...

And, to be honest, we wouldn't want it any other way. Peep the latest trailer above for a smattering of what Capcom's got in store. Not enough? Fine – you can also peruse the gallery below featuring renders of some of Resident Evil 5's most attractive baddies. Still concerned with the controls?

StarCraft 2 beta coming in '09, on 'next-generation' Battle.net


It's been over a decade since the original release but if you were betting on an aught nine release for StarCraft 2 (or one of the StarCraft 2s, as the case may be), you may only be half-right. While he wouldn't confirm what its "one frontline" release for 2009 will be (it's a grudge match between Diablo 3 and StarCraft 2), Blizzard's Paul Sams did say that a StarCraft 2 beta test would be "coming up in the months ahead" running on top of a "basic version" of a "new Battle.net architecture."

Basic version? Maybe he just meant "free version." Regardless, Sams elaborated, "Over time, we'll be adding features to deliver a second-generation Battle.net experience." With everything Blizzard seemingly gathering under the Battle.net banner, we're eager to see what the guys in Irvine are cooking up.

Gallery: Starcraft II

Guitar Hero 'greatest hits compilation,' new GH DS coming by mid-year


During today's Activision Blizzard conference call, Activision Publishing CEO Mike Griffith boasted of a "robust lineup" of three new Guitar Hero titles dropping before the midpoint of the year: Guitar Hero: Metallica in Q1 as well as "a new Guitar Hero game for the Nintendo DS" and "a separate greatest hits compilation Guitar Hero game" in calendar Q2, (through June). In case that's not clear, the Guitar Hero Greatest Hits pack (or GH2 as we're likely to think of it) will include "full-band versions of some of the most popular songs from previous Guitar Hero games and will be made available for the 360, PS3 and Wii."

Something tells us that despite some healthy competition from the likes of Rock Band, with products like this "greatest hits compilation" on the way, we're not going to be ripping our Guitar Hero tracks anytime soon.

Sega pits Aliens vs Predator on 360, PS3 in 'early 2010'


Announced at a Sega event in London today, the "all-new" Aliens vs. Predator (that's a working title, folks) will mark the return of Rebellion, developers of the 1999 game of the same name that Sega calls a "legendary title that went on to define an entire generation of multiplayer gaming." But all this excitement doesn't come cheap: "With the opportunity to publish what promises to be a landmark game, SEGA has strategically updated the release of the other upcoming Aliens titles currently in development within its portfolio." We'll translate that for you: you won't be seeing Gearbox's Aliens: Colonial Marines FPS and Obsidian's is-that-still-in-development Aliens RPG anytime soon.

CEO of Sega West, Naoya Tsurumi, explains, "By adjusting the release of our other Aliens titles to accommodate [Aliens vs. Predator], SEGA will ensure that every title lives up to the high expectations of Aliens and AvP fans." We've asked Sega to clarify the delay (it's just a delay, right?) of both previously announced titles. Is Aliens vs. Predator "the first to launch in a series" of AvP games, or "the first to launch in a series" of Aliens games, including the previously announced two?

[Update: Sega got back to us, and said simply, "We'll have more news on the other games in the future. Today we are concentrating on the Rebellion partnership announcement." Anyone out there have any details on either game they'd be willing to share, we're all ears!]

Telltale's Dan Connors on XBLA, Wallace & Gromit - Part 2




Bringing something to the 360 has a couple notable challenges for you guys. The first one I wanted to ask you about was the interface. Obviously adventure games are geared towards using a mouse. On the Wii you had the Wiimote, which was also kind of really natural, but on the 360 you're going to be using a gamepad, so how are you guys tackling that challenge?

"For us, pointing and clicking has always felt like you're one step removed from the gameplay."

Well that's been something that was a major thing for the studio to go after here. We are incredibly excited about the results for Wallace & Gromit. For us, pointing and clicking has always felt like you're one step removed from the gameplay. You lose a little bit of the immersion that you get from actually controlling the players. So being able to rethink how you play a story-based game, a puzzle-based game, using a gamepad has been a great, great opportunity for us to solve some of those immersion issues and accessibility issues.

There's a lot of people say: "Well, I don't play adventure games," and not even try. I think with Wallace & Gromit, we've got something that people can sit down and drive Wallace around and drive Gromit around and interact with the world in a whole new way that just feels completely different and it is a little bit more accessible and a little bit more immersive. We also went after the interface in a way that reflected the way a modern gamer thinks about gaming. Really what we want to do, we believe that the adventure genre has really been the best genre for telling stories and games ever since it started and that's why it's still around. But we do want to evolve it and we do want to expose it to more people and we don't want it to be a block for new people who are interested in games but don't know what an adventure game entails. We want to make it so that an average gamer can sit down and play Wallace & Gromit and enjoy the story and feel like they're playing their other games as well, not something that is a unique type of experience based on a control system.

So in terms of this new control system, it that something that you guys would back port if you were to bring over earlier Telltale releases like Sam & Max or Strong Bad?

That's a good question. I don't think so. I think those games are built around the control system and it's so at the core of the entire game from a presentation standpoint, from a gameplay stand point. So to go in and do that, it changes the product completely. I don't see us doing that, but I do see us taking what we've learned from an interface standpoint now that we've done the Wii point-and-click remote, the PC point-and-click, and the XBLA controller. We've got a nice wide breadth of what works and what doesn't work for what we're trying to do and it's only going to help our products going forward. Some of the products might make sense to be just pure point-and-click and that's the best way to play them and others might work better with the Wallace & Gromit control system.

One of the requirements of the XBLA platform hthat I'm curious how you're going to address, because of the title's story-based nature, are the demos. Every game has to have a demo available for it. Is that something that you have an idea of how you're going to do? Anything special or just a small slice of the game?

I think we've pretty traditionally have been doing our demos of just the beginning of the game and when you get to a certain point it ends and then you can move on from there. That hasn't always shown the user the best of what was in the game. So we have really thought about the demo and the Wallace & Gromit demo that we're working on is more like an interactive trailer than a traditional "here's a little chunk of the game. Play it and then you'll be able to move on from there." It's more like: "here is some of the best action in the game and some of the best segments of the game that give you a real flavor for what's going to happen if you buy it." Really pushing it further to show off more parts of the game and give the user a good feel of what the whole game is going to to be versus the very first room and the very first puzzle which I think doesn't really do justice to what the product is.



How about something like the leaderboards? What kind of goals or achievements would you want to highlight there since every game needs to have some kind of leaderboard functionality?

I think there's a lot of fun stuff to uncover in the game. There's a lot of different parts of the game that you can solve. I think motivating people – giving people extra motivation to work their way through a puzzle – is a good thing. A lot of people didn't finish Sam & Max. Even if they loved it, they played for three or four hours, but some puzzle might have hung them up and they just gave up. I think with achievements and leaderboards being able to reward people for that progress on another level – on kind of a points level – is a good language for a lot of games. It really gives them an extra level of tenacity. I think it add to the game product. So we're doing a lot of relating it to important parts of the game and important puzzles in the game and, of course, different items around the world that you can find that reward you for diligence. If you played Strong Bad we really went after a rewards extended play mode. It won't be as dramatic as that, but there are different things that you can do.

Obviously Wallace & Gromit is an existing IP. Sam & Max is an existing IP. Bone is. Strong Bad is. Any plans for you guys to do original IPs in the future?

"We still put a lot of value in working with great storytellers and telling great stories ..."

Well, in the future, we plan to be around for a long time and right now we are really starting on getting the channel set up, getting the engine moved to the different platforms, getting a real distribution channel that allows us to self publish, and once we have that kind of reach, and hopefully a type of brand recognition for Telltale that allows us to sell enough units to make it profitable, I think that's a huge goal for us and a real important step for us. All that being said, we have always claimed to be the storytelling game company and there are so many great stories out there and whenever we bring a franchise in, and bring all the talent that comes behind that franchise, like Aardman, or like Steve Purcell, or like the Chapman brothers, or like Jeff Smith, that really adds to our ability. We are bringing great storytellers into our world and hopefully that's showing in our product. So, going on and doing original property certainly has its value in a lot of different ways, but we still put a lot of value in working with great storytellers and telling great stories as well. And working with great characters that have stories already written.

Lastly, sort of unrelated, I just wanted to get your thoughts on it, I don't know if you saw LucasArts' new Indiana Jones game on Wii is going to come bundled with a copy of Fate of Atlantis. It just seems almost like adventure games are back in vogue in a way, obviously due in part to Telltale.

You know I didn't even notice it, I saw the announcement which kind of surprised me because I had heard all kinds of different things about Indiana and didn't realize that there was a product so close and then I didn't even see that they were including Fate. That's interesting and we are proud, for any role we might have had in getting people seeing the value in these franchises. I do think that there's a modernization that Telltale has done to the genre that people still kind of look at as kind of traditional, but if you play the old one versus playing a Telltale game right now we have certainly put a lot of effort into modernizing it. So it will be interesting to see how people respond to the classics.

Yeah, I'm not really sure how a younger gamer is going to respond if they've played Telltale games or they've played Penny Arcade Adventures, going back and playing something like Fate. But it's pretty exciting for those of us who grew up on those games.

Yeah, and playing it on the Wii and on the console, I'm sure Hal never thought that would happen, or George never thought that twenty years from ... is it twenty years now?

It's got to be close to twenty, maybe fifteen? Let's find out ... 1992, so sixteen plus years.

Yeah, sixteen years later coming back and after the story being written up, being dead for so long, it's still around.

Thanks a lot for your time, Dan!


Joystiq interview: Telltale's Dan Connors on XBLA, Wallace & Gromit


Following last week's announcement that purveryors of fine adventure gaming, Telltale Games, would be making its long-awaited Xbox Live Arcade debut with the upcoming Wallace & Gromit's Grand Adventures, we spoke with Telltale's CEO and founder, Dan Connors to learn more about the move. We talk about the company's platform strategy (iPhone?), its success with the capacity-challenged WiiWare service, and plans to bring older Telltale games to newly supported platforms like XBLA. So grab some cheese and/or your favorite sociopathic lagomorph and strap in for an interview more outrageously exciting than a T-Rex flying a biplane through a no-fly zone!

Joystiq: Xbox Live Arcade – why now? You guys have been around for a while and you've obviously done GameTap, you've done PC, you've done Wii and WiiWare. So why XBLA and why now?

Dan Connors: Well, I think it's just kind of happened in the natural growth of the company. We started in 2004 and we were eight people in an office and we've progressively grown. Each time – when we first launched on the PC, it was a challenge; and when we first launched on WiiWare, it was a huge challenge; and now getting everything to the place where we're self-publishing on WiiWare and now Xbox Live Arcade, it's just a great accomplishment for the company and opening up more channels.

Continued →

EA: Quality up, but Q309 earnings 'below' expectations


This is one case where the phrase "lipstick on a pig" is quite accurate: in trying to dress up his company's disappointing Q3 earnings, for the period ended December 31, 2008, EA CEO John Riccitiello is quick to point out that despite a holiday quarter that "came in below" expectations, the company "delivered on game quality and innovation in calendar 2008." In other words, game quality is good while sales ... not so much. We're seeing a pattern.

Net loss for the quarter was $641 million, $150 million below street estimates and far from last year's $33 million loss in the same period. While much of the performance can be attributed to macro economic situations (read: the crappy economy), EA admits that a "significant proportion relates to our own performance." So, getting operations in line with revenue is an important step – to that end, EA will be laying off 11% of its workforce (up from the previously announced 10%) and closing 12 facilities – "resulting in approximately $500 million of operating expense reductions in fiscal 2010 as compared with our previous plans," said EA CFO Eric Brown.

EA seems eager to give up on fiscal '09 altogether, pushing the year's three remaining titles – Sims 3, Godfather II, and Dragon Age – into the next fiscal year, while announcing a litany of new sequels, a new Wii-centric focus, and a new marketing strategy. Maybe next year will be more lipstick, less pig, eh? But EA's still got another ugly Q4 to struggle through. Chin up, big guy.

New Indy's 'Fate of Atlantis' bonus is Wii-only

We've updated our post from earlier this afternoon but thought a fresh post might ensure you'd spot it (see? It worked!). We've just heard back from a publicist at LucasArts who told us that, while the upcoming Indiana Jones and the Staff of Kings will indeed feature LucasArts' seminal adventure gaming classic Indiana Jones and the Fate of Atlantis, that bonus "will be on the Wii version only." That leaves PS2, PSP and DS gamers all reaching for the same thing: ScummVM.

Joystiq Podcast 083 - Au revoir Ross Miller edition


First, apologies for the delay! Mr. McElroy is without his 'nets so, that left a woefully ill-equipped me to handle editing duties. To make up for the delay, we've assembled some Joystiq Podcast Appreciation Group-goodies for everyone. With Justin out, we asked the JPAG hosts to fill in with their own, stirring rendition of Justin's trademark intro. Honestly, we're not sure how we'll go back to the old way of doing things. And above: a collage of folks encouraging us to "Fire Justin McElroy" at the UK JPAG meetup. We didn't realize the University of Kentucky had so many listeners ...

Lastly, we're joined by Joystiq's Ross Miller on his very last day at the 'Stiq. He's been here longer than almost everyone (combined!) and – we don't know about you guys – but we're going to miss him! Enjoy (and big thanks to JPAGer James Lockwood for the pics)!

(Also: You can stream the latest episode right on our page – look over to the right. Neat, eh?)

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Hosts: Chris Grant, Ludwig Kietzmann and Justin McElroy Ross Miller (with special guests, Justin McElroy and Randy Nelson!)

Music: "Get Ready for Love" by Nick Cave, "Red Eye" by Ben Kweller

For fans: Joystiq Podcast Facebook group

See all of this week's links after the jump.

Continued →

Welcome to the New Joystiq (3.0 if you're counting)



So here we are: the new Joystiq. It's more than just a slick visual upgrade (and it's definitely that!). It's a whole new Joystiq network. You can use those tabs up top to drill down into the "spokes" – formerly known as the "Fanboy" sites – and then dive back into Joystiq. We've cleaned things up; reduced much of the link cruft; widened the content column; added video and podcast modules to the right rail; and added a new coat of polish to the entire operation.

We'll have a full day's worth of gaming coverage for you tomorrow, as well as a tour of the new site and some guides for those of you who've been out of the game for awhile. Until then, let us know what you think of the new sites in the comments! We'll do our best to respond, but we'll definitely be listening to any and all feedback in there.

We honestly could not have done any of this without a bunch of people assisting behind the curtain. A big thanks to Joystiq's newest hire, Mr. Justin Glow, for piecing this together with his bare hands; a big thanks to the Weblogs, Inc. design crew, especially Mr. Erik Sagen; Team Blogsmith, who not only built some much-needed custom functionality to make this crazy thing seaworthy but also did the heavy lifting that, frankly, the staff at Joystiq is in no shape to do on our own. And lastly, Marty Moe and Brad Hill for seeing things through – it helps to have friends in high places.

PS- A very big thanks to everyone who joined us in the chatroom while we got this thing in the water!

Update: We're ironing out some small issues with Joystiq PlayStation. hang tight! Fixed. --Justin

Joystiq announcement: change is coming


For the last several months we've been working on an ambitious plan to restructure the Joystiq Network and create a better Joystiq, and we're finally ready to share those plans with you.

Here's how we're doing it: Beginning early next week, we'll be launching an all new design. But it's not just a new look. We'll also be launching 3 new "spokes" of the main site by moving our Fanboy blogs under the Joystiq domain. PS3Fanboy.com and PSPFanboy.com will become PlayStation.Joystiq.com; NintendoWiiFanboy.com and DSFanboy.com will become Nintendo.Joystiq.com; and Xbox360Fanboy.com will become Xbox.Joystiq.com.

Continued →

Some of Microsoft's Gamerscore Blog crew let go


The first, and definitely the most visible, repercussion of Microsoft's plan to cut 1,400 positions immediately – the first major round of layoffs in the company's history – comes to us via Chris Paladino's Twitter feed. Paladino, of course, was one part of Microsoft's Gamerscore Blog team; while the blog was shuttered earlier this week, we didn't know the team would be let go as well.

Paladino first reported that "The Gamerscore blog team is no more" and then clarified that he was "a casualty" and looking for work. Gamerscore blogger – and former Achievement Junkie podcast host – Nelson Rodriguez wrote, "wondering what happened to the AJ feed. Seems like it disappeared. Time to start from scratch." We've reached out to some of those affected to learn the extent of the layoffs.

Best of luck to everyone who found themselves on the receiving end of a pink slip this week, including our friends formerly of Gamerscore Blog. And know this, economy: now we're taking this personally. Enough!

Source – CPaladino [Twitter]
Source – NelsonRodriguez [Twitter]

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