Posts by James Ransom-Wiley
James Ransom-Wiley
New York, NY - http://joystiq.com
Currently Senior Editor of Joystiq.com, Ransom-Wiley has been a contributor to the site since July 2004. A member of Joystiq’s original staff, he has published more than 3,500 posts, distinguished by sharp critiques and real-time coverage of major industry events, including E3, CES, and the launch of Microsoft’s Xbox 360.
As Senior Editor, Ransom-Wiley helps manage a network of eight industry-leading blogs and researches, assigns, and edits stories for the network’s dozens of contributors. He is also a freelance writer living in New York City.
by James Ransom-Wiley Jul 24th 2008 11:15AM
Filed under: Microsoft Xbox 360
What's the antonym for
delay? Whatever the word, we're not used to using it around here. So when Bizarre Creations community lead Ben Ward let us know this morning that
Geometry Wars 2 will be released on Xbox Live Arcade one week earlier than expected (next Wednesday!), we were at a loss for
the word (of course, we could have settled along the lines of "bumped up," but opted instead for a geeky math-related term:
realigned -- get it?). Ward also confirmed that the age of
super-budget priced geometric space shooters is over, as we'll be paying 800 Microsoft Points ($10) this time (of course, the premium comes with a whole lot more
game -- more on that in a minute).
In addition, Ward revealed that the
Geometry Wars 2 trial version is "basically" the full Deadline game mode, including multiplayer support (up to four players locally). We've posted Bizarre's descriptions of Deadline and the 5 additional game modes, preserved in their original British flavor, after the break. (But before you read on ... FUN FACT:
Geometry Wars 2 is the first Bizarre game published by proud, sorta new
parent company Activision.)
Continue reading Geometry Wars 2 realigned for July 30, 800 points
by James Ransom-Wiley Jul 23rd 2008 7:00PM
Filed under: Microsoft Xbox 360, E3
Fable frontman Peter Molyneux has raised his metaphorical fist of solidarity, showing support for fellow game designer and
Too Human trumpeter Denis Dyack. "I feel sorry for Denis Dyack because you know, I think a few things were said wrong, there was that really unfortunate showing at E3 a few years ago," Molyneux told
VideoGamer.com at E3 last week. "Everyone got on the bandwagon of saying things about
Too Human. Now I've played it and, you know, it's a good game. It doesn't deserve a lot of that harsh criticism. But as soon as something starts it's very hard to turn the tide and pull it back again." Molyneux, of course, speaks from experience, having survived a similar "avalanche" of negative criticism after the first
Fable game was released in 2004 and failed to meet expectations hyped by Molyneux himself.
While Molyneux doesn't offer any sage advice for braving the inevitable storm to come (you don't actually have "something" in your back pocket, do you Mr. Dyack?), might we suggest, sir, that you quietly step away from the computer and out into the open air. Take a deep breath. You'll be safe there. Remember, it's not the
whole world that's judging you (just a teeny, tiny nugget of web real estate). And besides, just like your pal Peter, you've always got
the sequel to make good on empty promises.
by James Ransom-Wiley Jul 23rd 2008 5:00PM
Filed under: Sony PlayStation 3, Video
We're not certain how many months of grinding it took this anonymous cameraman (or woman!) to level up high enough to brave Square Enix's impenetrable fortress, but we do know our hero scored big. Nearly two minutes of
Final Fantasy Versus XIII CG footage (shaky as it is) is like the equivalent of all the gil that's stuffed inside the Shinra vault. Better yet, it's
aged footage, the type of mana-oozing fluff reel -- note the pretentious, clichéd text
in italiano, ovviamente -- that's only ever been eye-balled by suits and trusted VIPs. So let us all take a moment of silence, and push from our minds the gruesome fate that must have befallen our dear hero in the final, and sudden instant that this video is abruptly cut short. Thank you, oh noble ally of the masses, your contribution will not soon be forgotten.
[Via
Final Fantasy-XIII.net]
by James Ransom-Wiley Jul 23rd 2008 1:00PM
Filed under: E3, Business
Some will tell you they heard the solemn ringing of the death knell as it echoed through the barren halls of the LA Convention Center last week. Was this the final E3? ...
This?Nope. The Electronic Software Association has revealed its plans to organize at least one more E3 event, stopping short of actually detailing the who, where, when, and -- most pressing --
the why bother? "As we do every year, we're beginning the process of surveying exhibitors and attendees to determine potential changes to the Summit," an ESA representative told
GameSpot. "Once this is completed and shared with the ESA's Board of Directors, we will make an announcement about the specifics of the 2009 E3 Media & Business Summit, which will occur."
by James Ransom-Wiley Jul 22nd 2008 2:35PM
Filed under: Microsoft Xbox 360, Online, Business
Microsoft confirmed today that the final phase of its
XNA initiative would commence later this year when the "Community Games" channel is added to the Xbox Live Marketplace in the US, Canada and select European markets (other regions will be included in 2009 and "beyond"). User-created games will be sold at three price levels: 200 Microsoft Points ($2.50), 400 Microsoft Points ($5) and 800 Microsoft Points ($10). Microsoft has committed to share
up to 70% of revenue of an indie game with its developer. (
In addition, we're presuming that some games will be offered for free. Actually, no games will be free -- read our full Q&A with XNA GM Boyd Multerer
right here!)
Microsoft expects that user-created contributions will double the number of downloadable games available on Xbox Live when the Community Games beta launches in the fall as part of the "
New Xbox Experience." A peer-review system -- already
in operation -- will theoretically keep these titles from coming under the watchful eye of the
delisting committee. Though, just in case a few stinkers slip through the cracks, let's keep our fingers crossed for the availability of demo versions.
[Note: Above image is not an accurate depiction of XNA development conditions.] by James Ransom-Wiley Jul 22nd 2008 10:56AM
Filed under: Sony PSP
You're allegedly looking at the inside of the
PSP-3000. If it looks familiar, it is. A second hardware "refresh" will supposedly borrow heavily from the
PSP-2000 design with a few key upgrades, according to the
PSPChina.net forum (yeah, it's in Chinese!). A user there cites "reliable sources" and demonstrates his claims with picture evidence, suggesting that the PSP-3000 will feature a built-in microphone, a PlayStation button (in place of the current "Home" button) that parallels the one on PS3 controllers, and a thinner metallic ring on the back casing (all pictured after the break). The poster claims to have no knowledge of an internal hard drive or flash drive, but confirms the UMD drive will almost surely remain in place.
While it's difficult to nail the complete picture of this rumor working only with clumsy translations, we've noted a few possible additions to the details above, including a modified USB input and supposed pictures of a black model (
now removed -- mock-up images
here). The possibility of cell phone integration (beyond
Skype compatibility) and some vague references to a "touch-screen" and
RMVB support are likely just wishful thinking, as are reports that PSP-3000 is already in mass production. We'll keep you posted as the story evolves.
Update: PSP Fanboy's Alan Tsang reads Chinese! Tsang elaborates on the the rumor
here (which we mostly nailed the first time around).
[Thanks creamsugar!]
Continue reading Rumor: PSP-3000 adds built-in mic, PS button [update]
by James Ransom-Wiley Jul 21st 2008 4:20PM
Filed under: Sony PlayStation 2, Sony PlayStation 3, Nintendo Wii, Microsoft Xbox 360
Activision today (
officially) scored a major player for Team Guitar Hero (take that
Rock Band!), landing Jimi Hendrix, who will make his posthumous "video game debut" in
Guitar Hero World Tour. Hendrix will feature as a playable character in the game, and two master tracks from the fire-casting rock star will ship on the game disc:
- "Purple Haze (Live)" (recorded in 1969 at the San Diego Sports Arena)
- "The Wind Cries Mary"
Additionally, Activision has announced plans to release more, unnamed Hendrix tracks as downloadable content. Seeing as how
Rolling Stone has named Hendrix the "Greatest Guitarist
Evar," it's about time we're able to honor his ineffable talent with five multi-colored buttons. So what's a guy like Jimi cost, Activision?
by James Ransom-Wiley Jul 21st 2008 3:50PM
Filed under: Sony PlayStation 3, Online
Gene expansion can be a tricky undertaking, as Konami learned this past Thursday when the first premium
Metal Gear Online expansion pack was released and promptly generated a host of service issues. Actually, in Konami's words: "major system related problems" (and we're not just talkin'
convoluted access this time). In fact, so damaging has the upgrade been that it takes a 37-entry
timeline just to brief us on the drama leading up to the completed refund on Saturday. For those wondering about the "foreseeable future," here are the most current updates:
- MGO Shop - "At 18:00 on July 19th 2008, there are still no permanent solutions as yet. IP restrictions still stand, but it is planned that a different will be used and we expect the waiting times for purchases to be improved as a result."
- Reward Shop - "At 18:00 on July 19th 2008, there are currently no set time schedules on its re-opening. We will make further announcements on this site should the situation change in any way, so please keep checking the site for further updates."
"We would like to take this opportunity to express our sincere apologies for the problems that have affected all our customers that have been with us since the start of the 'Premiere Beta,'" Konami writes, concluding, "We are currently doing all in our powers to bring a permanent solution to the ongoing problems in the quickest possible time." In the meantime, we suggest you play through the single-player campaign ...
again! by James Ransom-Wiley Jul 21st 2008 1:48PM
Filed under: Sony PSP, E3
Can Sony Bend do no wrong?
Resistance: Retribution was easily the best PSP game I saw in Sony's E3 2008 room, and arguably better than any PS3 game there as well (I didn't play all of them).
Retribution is essentially "
Syphon Filter PSP, Part 3," and players of that handheld franchise will instantly recognize visual and structural similarities. There are, of course, numerous designs that link this new game to Insomniac's
Resistance games, despite the obvious perspective change (
Retribution is
third-person!).
PSP has a difficult time handling the demands of modern action titles. The lack of a second analog nub cripples most games that dare follow the trajectory of similar console-based efforts. Luckily, Bend has had two previous "trials" to get it right, and this time the gang nailed it. While the developer guiding my tour described the demo as a "before pre-alpha" build, I was amazed by the game's playability. At the core of
Retribution's gameplay is what Bend's calling the "aim assist box."
Continue reading Joystiq E3 hands-on: Resistance Retribution
by James Ransom-Wiley Jul 18th 2008 8:20PM
Filed under: Sony PlayStation 3, E3
How did
Killzone come to carry such a burden? I asked myself this as I slogged through an early level in
Killzone 2. PlayStation 2 wanted its "
Spartan" and the original
Killzone was called to task, failing miserably. And then, almost forgotten,
Killzone emerged again through a dazzling display of smoke and mirrors at E3 2005. Three years later, we're inching ever closer to
Killzone 2's release in February 2009. Now that the smoke is settling we wonder if a true "Halo killer" stands before us.
The
E3 2008 demo begins with a beach landing (what else?), and continues with a crawl up into the bowels of a hellish place. This is a gray and lonely world, an industrial city of towering steels and concrete. The views are beautiful though. This is a gorgeous game -- Guerrilla has delivered on that promise. Where
Halo offers relief from the horror of its subject matter with rich, 'toonish colors,
Killzone plunges your senses deep into the despair and grotesqueness of a world at war. The stark environments are enriched by a distinct art design. There's cinema here. But we're not idly watching, are we?
Continue reading Joystiq E3 hands-on: Killzone 2
by James Ransom-Wiley Jul 17th 2008 9:00PM
Filed under: Sony PlayStation 3, Online, E3
Insomniac carved out its fourth "C" behind closed doors at
E3 this week: Community. (Can you name the other three?) Bungie has put the pressure on other FPS developers to serve their dedicated player base, and Insomniac hopes to respond by relaunching myresistance.net alongside
Resistance 2 this fall.
We were shown some concept slides of the new site design, beginning with a landing page with links to three distinct experiences. To the left was an entryway into the community pages, in the center was "game info," and to the right was "chronicles" (a section of the site that ties the franchise together with content like a timeline system). The landing page will be customizable to some extent. We saw a mock "ticker," which could run along the top of the page displaying various
Resistance related feeds (news, developer updates, friends activity, etc.). But what happens when we jump into the community portal?
Continue reading Resistance 2 community sneak peek
by James Ransom-Wiley Jul 17th 2008 7:30PM
Filed under: Sony PlayStation 3, E3
We noticed a lot of
you asking about
WipEout HD's whereabouts, so we corned SCEE's Charlotte Panther in the Sony room and demanded an explanation. Apparently,
WipEout is still in development to add "extra features." Satisfied?
by James Ransom-Wiley Jul 16th 2008 10:40PM
Filed under: Nintendo Wii, E3, Rhythm
Speaking at the
Nintendo's 2008 E3 developer roundtable, Shigeru Miyamoto has confirmed that the
Wii Music "game" disc will contain 50 songs, featuring a variety of of public domain songs, as well as licensed music. As for DLC? Nintendo is "not really thinking" about digital song distribution, instead focusing on using WiiConnect24 to share music videos.
by James Ransom-Wiley Jul 16th 2008 9:15PM
Filed under: Sony PlayStation 3, Online, E3
Guerrilla hosted a
Killzone 2 "online" (what else?) multiplayer tutorial at
E3 today, detailing the ins and outs of the experience. What we saw borrowed much from recent efforts, including
Call of Duty 4,
Team Fortress 2,
Metal Gear Online, and even
Battlefield Bad Company. Player progression is at the core of
Killzone's multiplayer, which supports up to 32 players and features 8 maps of varying sizes and 5 missions (game modes).
Player progression is divided into 12 military ranks and 46 ribbons and medals, which, once earned, unlock game features. The key game feature is the badge (think: character class). There are six badges, unlocked through progression (except the default Rifleman), each possessing a primary ability and secondary ability, and linked to certain weapon groups. The badges are:
- Rifleman: default badge; no special abilities
- Engineer: erect automated turret (primary); repair skill (secondary)
- Medic: revive teammates; deploy health packs
- Scout: cloaking suit; tag enemies with hidden marker (they become revealed on team radar)
- Assault: heavy armor; sprint boost
- Tactician: green smoke grenades (they're spawn points!); AI sentry bot (it's the COD4 helicopter but cooler)
- Saboteur: enemy disguise; proximity-activated C4 charge
Badges can be combined in order to merge two abilities from two different badges, creating a new class. For example, players can create a Medic Engineer possessing revive and repair abilities. (
PS3 Fanboy has more on multiplayer classes.)
Continue reading Killzone 2 multiplayer: everything you need to know
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