Different name, fashion's the same: Styledash is now the StyleList Blog!

Get a Wii gun shell for only a few times its worth

Want a Zapper-type gun shell for your Wiimote but don't want to overpay for what basically amounts to a handle? Well ... you're basically out of luck. But if you want to overpay somewhat less than the usual too-high price, Amazon.com is offering CTA Digital's Wii Magnum Gun, a Perfect Shot ripoff, for $8.99 as their Deal of the Day.

If you're concerned about the quality of this plastic gun shell versus other plastic gun shells, just remember: seriously, it's a piece of plastic, and probably does just as good a job of being that as any other piece of plastic. Don't think our dismissal of their complexity means we don't recommend a gun shell; anything that gets you playing Ghost Squad is a good thing.

E308: Chrono Trigger's controls explained


While, for the most part, Chrono Trigger on the DS looks just like Chrono Trigger on the SNES, some liberties have been taken to make the use of the new, screenier hardware. I snapped this control scheme diagram from the Chrono Trigger demo station, figuring there may be someone out there interested in how it would play on the DS.

Oh, and I played it. The big revelation here is the touchscreen movement. The touchscreen (which displays an automap of the room you're in) basically acts as a big analog stick: hold the stylus toward the right of the screen and Crono moves right; hold it farther toward the edge and Crono moves faster. Tap, or run into something, to make Crono interact.

It's awesome if you want to have a really hard time performing basic movement operations in Chrono Trigger. But the traditional button controls remain more than adequate. It doesn't really mar the fact that it's OMG CHRONO TRIGGER. And battling on the touchscreen is perfectly fine -- you just touch buttons on a menu.

In other Chrono news, an SE rep told me that the translation (yes, it was the English version!) was new! And according to a statement given to Spencer Yip, the single-screen version just as it appeared on the SNES will be added to the cart before release.


Gallery: Chrono Trigger

E308: Joystiq Rearmed


When (and we're talking hypotheticals) you're in a Capcom meeting room and there just happens to be a gigantic replica Bionic Commando arm lying about (with working claw), what else is there to do but put it on and crush Yoon's head? Jem Alexander had to face that tough choice in real life, and he kept a cool enough head to make the smart move.

Apparently, Bionic Commando producer (and voice of Phoenix Wright!) Ben Judd constructed this arm in his spare time ... when not working on Bionic Commando. It's amazing work (even if it doesn't shoot a grappling hook).

Gallery: Bionic Commando (Xbox 360, PS3)

DS Fanboy Lite: May 31 - June 6


It was an unusually eventful week for niche RPG fans, with news from Nippon Ichi of a North American release of of the Rhapsody remake, as well as a brand new game! And, of course, there's still Disgaea. That contrasts with what may be the least niche DS news ever: a new DS Lite color -- bundled with Guitar Hero!

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News of Note

DS Fanboy Lite: Apr. 26 - May 2


Last week we used this commemorative image to introduce our review archive. This week, we're using it again, because we seriously got our review on. In fact, we aren't exactly sure how we found time to report on all the news this week, with all the time we spent thinking really hard about games.

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Joystiq interviews Hail to the Chimp producer Jon Krusell


Wideload Games' Hail to the Chimp consistently delivered laughs to its audience of journalists at EIEIO. Being that the event was a large party, it was the perfect venue to try out a party game. The crowd got almost as boisterous during the gameplay sessions as they did later that evening, when the event metamorphosed from a video game press event into a concert.

The "concert" portion of the event was also the first chance I had to talk about the game with Wideload's Senior Producer Jon Krusell. He was kind enough to yell over the din in order to discuss the thought process that led naturally into a party combat game about animal presidential elections, his theories about the lack of comedy in games, and his revolutionary Robot Jox-based political platform.

Gallery: Hail to the Chimp

Continue reading Joystiq interviews Hail to the Chimp producer Jon Krusell

EIEIO 08: Dungeon Hero inverts the dungeon genre


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As Firefly Studios explained it, most dungeon games put the player in the role of a psychopath who enters a dungeon to slaughter thousands of subterranean creatures and steal their gold. Dungeon Hero is totally different. In Dungeon Hero, your character is -- well, okay, a psychopath who enters a dungeon to slaughter thousands of subterranean creatures and steal their gold. But those subterranean creatures have their own stuff going on, and that jerk hero is neither the shining exemplar of humanity nor some brooding antihero. He's mostly just a big dumb guy who fights a lot. And as such, he is manipulated into becoming the hero of some of the dungeon's inhabitants.

Continue reading EIEIO 08: Dungeon Hero inverts the dungeon genre

EIEIO 08: Hands-on with Pirates vs. Ninjas Dodgeball


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I'm a big fan of the Super Dodgeball games, and of the Kunio series in general. I played tons of dodgeball on the NES and GBA, and I've been watching the development of the DS game with more than enthusiasm. So when I first heard about the Xbox Live Arcade Pirates vs. Ninjas Dodgeball, I was very curious about a non-Technos take on the sport; what would Blazing Lizard do to distinguish their game from what seems like the final word in dodgeball games? Besides filling it full of Internet memes, of course.

Surprisingly, Pirates vs. Ninjas Dodgeball has very little in common with Technos' masterpiece. Aside from the fact that pudgy characters throw balls at each other, the two games play almost totally differently. They might as well represent two totally different sports.

Gallery: Pirates vs. Ninjas Dodgeball

Continue reading EIEIO 08: Hands-on with Pirates vs. Ninjas Dodgeball

EIEIO 08: Hail to the Chimp impressions


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Not being much of a "next-gen" follower (sorry!) I had a vague belief that Wideload's Hail to the Chimp was a downloadable game. I was, then, surprised to find it a full-sized (but budget-priced) release. Developer Wideload Games used the retail-game budget to create not only a unique party game, but also a hilarious audiovisual experience that doesn't really have an analogue on modern systems.

Hail to the Chimp's menu interface is the GRR News Network, with pompous anchor Woodchuck Chumley (seen above enjoying some... hot coffee ... with Bean the Sloth) onscreen authoritatively intoning ridiculous stories, while the menu options take the place of all the ubiquitous TV news infoboxes and text clutter. Wrapping the game inside this TV-station premise allows Hail to the Chimp to have something resembling a storyline, and also provides the opportunity for the funniest aspect of the game, which I'll get to shortly.

Gallery: Hail to the Chimp

Continue reading EIEIO 08: Hail to the Chimp impressions

EIEIO 08: Velvet Assassin actually dressed in leather


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It's true. The game's title character may be velvet in some way, but the luxurious fabric does not figure into Violette Summers' ensemble. Instead, she alternates between skin-tight leather and a diaphanous, lingerie-like hospital gown. It's definitely more of a video game in that respect than a solemn tribute to Violette Szabo.

Why the hospital gown? The events of Velvet Assassin are framed as flashbacks remembered by a dying Summers, who is lying in a hospital bed as the game starts. She recounts her former missions behind enemy lines. This method of storytelling actually ties into the gameplay in a rather bizarre way.

Continue reading EIEIO 08: Velvet Assassin actually dressed in leather

EIEIO 08: Section 8 details fall from the sky


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It's been a long time since we first heard about TimeGate Studios' Section 8. Based on the "not even pre-alpha" game on display at this year's EIEIO, it's going to be even longer before we see a final game. It's currently slated for the third quarter of next year on Xbox 360 and PC. But developer TimeGate Studios – they did the F.E.A.R. expansions, if you'll recall – did give a short gameplay demonstration, and revealed one of the major facets of the Section 8 experience.

The game's name comes from the nickname given to the future 8th Armored Infantry, of which your character is a member. This group consists of soldiers who have volunteered to wear a super-powerful armored suit (awesome!) and be launched into combat from space. The joke is that you would have to be crazy to volunteer for that, so the squad is informally called "Section 8" after the military code for a psychologically-motivated discharge.

Continue reading EIEIO 08: Section 8 details fall from the sky

EIEIO 08: Hands-on with Legendary


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What stands out more than anything about my experience with Legendary at EIEIO was that it was the game during whose demo I got to be warm. I had waited outside in brutal cold and rain for the demo session to start, and the Legendary demo took place inside a Games4U "Mobile Game Theater" -- essentially a trailer full of seating, TVs, and, most importantly, heat. It was great. That's not even a snide way of saying that the game wasn't any good -- it was just really, really cold outside.

Legendary puts the player in the middle not only of a war between the White Council and the Black Order, but also an invasion of fantasy creatures triggered by the player character's own inadvertent opening of Pandora's Box. The only weapon against these monsters: the signet that once locked the box, now merged into protagonist Charles Deckard's hand. Oh, and also a bunch of guns and stuff.

Gallery: Legendary

Continue reading EIEIO 08: Hands-on with Legendary

SXSW08: ScreenBurn Arcade in pictures


Despite being the centerpiece of SXSW Interactive's game-focused ScreenBurn Festival, the ScreenBurn Arcade has yet to achieve the expansive grandeur of other conventions' expo floors. The entire floor was enclosed within less than half of the Austin Convention Center's convention space. Most of the real estate in there was taken up by just a few exhibitors. The Championship Gaming Series held a draft at ScreenBurn, and had a large, flashy area of their own on one side of the floor, with constant bouts of Dead or Alive 4, Forza 2 and other games taking place.

Wizards of the Coast had one of the largest installations directly in the middle of the floor, with space to play board, card, and miniature games -- as well as, of course, space to buy said games. The relative size of the booth actually made it seem more important, and almost drove me to buy some Magic cards or something.

Many of the booths were playing popular released games -- GameTap, of course, had a selection of classics, and Guitar Hero III and Rock Band were mainstays. The only booth I could find that was demonstrating any pre-release games was Gamecock, who brought the demos of Pirates Vs. Ninjas Dodgeball, Hail to the Chimp, Insecticide, and Legendary from EIEIO, as well as Dementium.

The most popular booth in the Arcade was not really game-related: Austin Laser Art offered laser etching of cellphones and other items, and had conventiongoers waiting over an hour for the chance to burn their expensive stuff.

ScreenBurn is just in its second year, and we're certain that the festival and the Arcade will continue to grow in size and popularity. This year, however, it was a great place to play some Rock Band and lose at Dead or Alive 4.

SXSW08: Virtual worlds and indie games to dethrone publishers


Multiverse cofounder Corey Bridges' talk at SXSW Interactive may have had the title "Virtual World and Game Development: Rise of the Indies," but it soon became clear that "Rise of the Indies" was a nicer spin on "Fall of Publishers." The talk turned out to be surprisingly inflammatory as Bridges predicted the death of the traditional video game industry in favor of near-universal adoption of virtual worlds. "Video game publishers are dead. They're walking corpses. They just don't know it."

Bridges has the track record to back up wild predictions, having been right about things like graphical web browsing, online mail-order DVD rental, and, uh, computer security (by association, as in he was involved with each of these early on). To see this person attached to an MMO development platform is basically troubling for people who would like to continue ignoring MMOs.

Continue reading SXSW08: Virtual worlds and indie games to dethrone publishers

SXSW08: Inside Austin's Developerscape


In this panel, a group of Austin-based game developers set out to discuss the unique Austin game development community, moderated by journalist (and Joystiq contributor) N. Evan Van Zelfden. In the course of the discussion, a bit of neuropsychology and hilarious anti-MMO (and pro-MMO) vitriol also came out, along with a lot of reminiscence.

According to Junction Point's Warren Spector and NCSoft's Dallas Snell, the Austin game development scene, as well as its current MMO focus, have their origins in, uh, Origin. The Ultima developer moved in Austin in 1986 from New Hampshire, and many companies spun off from ex-Origin personnel. Spector was hired at the company after time spent teaching at UT and working at Steve Jackson Games, and then a stint in Wisconsin at TSR. Snell was at Origin during the 1986 move.







Continue reading SXSW08: Inside Austin's Developerscape

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