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Molyneux: 'I feel sorry for Denis Dyack'

molyneux
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.

The games that weren't there: Missing from E3


Whether delayed by last-minute technical deficiencies or a newly discovered apathy towards overblown trade shows, several announced, expected or downright anticipated games managed to escape our studious glares and hastened notepad summaries at this year's E3. Dash through our punchy list of MIA attendees and let us know which ones had you tapping your wrist watch and asking, "Do you have any idea what time it is? We've been worried sick."

ESA: E3 2009 'will occur'

e3 2009
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."

Joystiq E3 hands-on: Tomb Raider: Underworld


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The room is stuffed with a handful of game journalists. It's dark. Drifting from the (very nice) speaker system are the sounds of ocean waves lapping against a boat. On screen, Lara Croft stands on the wooden deck wearing scuba gear. Thrifty girl that she is, it looks like Lara didn't want to spring for a wetsuit with legs in it. Apparently not worried by the deep cold of the ocean, she dives into the water. It's time for me to play Tomb Raider Underworld.

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Joystiq interview: Nintendo spins 'core' gamer appeal, more


E3's oddly intoxicating cocktail of libation and lack of sleep can often give those in attendance a unique perspective on the industry. However, as we wandered into Nintendo's coolly lit corner of the LA convention center, we were quickly reminded that this is an outfit with a perspective all of its own.

If the company's ambivalence during its own pre-E3 presser wasn't enough to convince us of Nintendo's indifference toward core gamers, our sit down during the show with Nintendo spokesman Charlie Scibetta proved that while the organization may preach that "hardcore" gamers play a critical role in Nintendo's strategy, its actions paint a different picture altogether.

Continue reading Joystiq interview: Nintendo spins 'core' gamer appeal, more

Joystiq E3 Hands-on: Novint's Falcon controller


You make your way down the hallway in City 17, and push open the door into the bright sunlight reflected off of concrete. A Combine soldier stands before you, so you life your semiautomatic weapon, and as you pull the trigger and fire, the gun recoils in your hand. Another Combine stands across the viaduct, and when he fires at you, you feel the bullet strike you from the left, so you turn, and feel the gun jump in your hand again as you take him out.

That's the ideal experience with Novint's Falcon controller. The controller itself is about an eight inch orb that sits on your table, with a three-inch sphere sitting on the end of three arms coming off of it -- like a Soviet satellite sticking out of the globe. The idea is that you push the little sphere around to move your cursor, and the three arms provide resistance against whatever you bump up against. We got to use the controller at E3, and the verdict is that while it does provide a nice experience, the costs might be a little overwhelming for most players. More after the jump.

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Joystiq E3 hands-on: Dead Space


Survival plus horror. It's a pretty self-explanatory genre, albeit one that frequently produces thematically lopsided games that would rather have you yell "Eww!" than "Aiieee!" Running around with 43 different kinds of machine guns, a rocket launcher and an abundance of ammo is tremendous, limb-splattering fun (see: Resident Evil 4), but it's not scary.

When we say Dead Space is scary, don't take it to mean that EA Redwood Shores' ambitious, zero-g frightener shoves a stick in your hand and pushes you out an airlock. On the contrary, you're armed to the teeth and quite capable of defending yourself from everything with teeth thanks to an array of upgradeable weapons, including a shotgun, flamethrower and charge-up-in-the-nick-of-time beam rifle. Shooting isn't the problem -- it's knowing where to shoot. The face is usually a good place to start, though!

Gallery: Dead Space

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Bethesda defends E3, says it needs to change


After returning to its old stomping grounds, last week's E3 was a bittersweet reminder of not only what the annual event used to be, but also what it had become, its once bustling halls now comparatively vacant as handfuls of press scurried past. Even so, while some continue to call the occurrence irrelevant, others, such as Bethesda marketing front man Pete Hines, believe that E3 remains an important event for the gaming industry.

"I'm a firm believer that we need an E3," Hines told TechRadar UK in a post-show interview. However, the exec qualified his statement, adding that "we just can't have it like this year." Hines instead feels that E3 needs to become an "improved version" of 2007's Santa Monica beach side trek, or even a more controlled version of previous years' media bazaar. It will be interesting to see where E3 goes from here; with the event being a few pounds short of a megaton, we couldn't shake the feeling that we were attending both a showcase and a wake.

[Thanks Adam]

Nintendo: Hardcore gamers 'critically important to us'


"Absolutely the hard-core gamer crowd is critically important to us." Which would explain why so much of Nintendo's E3 press conference was taken up by spirited flailing, smiling soccer moms and the worst rendition of the Super Mario Bros. theme the world has ever been forced to endure.

But Nintendo hasn't forgotten about the mythical "hardcore" gamer crowd, Cammie Dunaway tells Wired. The executive VP of sales and marketing, who insists that she's a "genuinely smiley, nice person," explains that "the Zelda and Mario teams are hard at work," possibly on something that could rival the infinitely desirable Super Mario Sluggers. "And even Super Mario Sluggers, which is certainly an expanded audience title, but what core gamer doesn't love Mario and baseball and finding out which combination of characters are going to do what kind of crazy things in the field?" she ponders.

Dunaway also notes that Nintendo is committed to a variety of games, catering to casual players with titles like Cooking Navi, and exciting tougher crowds with the DS iteration of Grand Theft Auto. We mean, she must have seen it, right? "I have not looked at the product. Have you?" Well, no ... but we haven't been incorporating it into our sales pitch either.

Continue reading Nintendo: Hardcore gamers 'critically important to us'

Joystiq E3 Q&A: Spore detailed

During our time at E3 last week, we were able to spend about an hour with a very patient Maxis Producer Thomas Vu, who guided us through a near-final build of Spore (the whole thing) and answered a barrage of questions. Here's what we gleaned from our play session, broken down into each phase:

Gallery: Spore (E3)



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Joystiq E3 sticks-on: Ion premium drum set


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Last week, a handful of Joystiq crew got to make fools of themselves on the mini-stage before Harmonix's Rock Band Bash featuring The Who. Set up for us on stage was the new Ion premium drum set for RB2. Over the span of the night, we drummed through a handful of songs to get a feel for the set.

Continue reading Joystiq E3 sticks-on: Ion premium drum set

Joystiq E3 hands-on: Mega Man 9


Short version: Mega Man 9 is, well, Mega Man. That's the whole point, isn't it?

Not quite as short and possibly more elaborate than the game deserves version:

Gallery: Mega Man 9 (WiiWare, PSN, XBLA)

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The unbearable smallness of E3 2008, in pictures

After last year's detour to Santa Monica, E3 returned this year to its traditional home at the L.A. Convention Center. But the more things stay the same, the more they change, as they say (if they're a bit confused). Despite the return to the old location, much of this year's E3 had an empty, ghost town feeling when compared to E3s past. The general lack of participating developers and publishers, combined with the strict, invite-only attendee list combined to make a show that seemed incredibly small in the incredibly large convention center. To see just how small, check out our "E3, then and now" gallery, which compare scenes from previous E3s to similar scenes from this year's show.

Joystiq E3 eyes-on: Stormrise

Real Time Strategies have never been a good fit for consoles, thanks to their over-reliance on a mouse and keyboard. The Creative Assembly are hoping to change that with Stormrise by creating a fully intuitive, pad-based control system. Unfortunately, we didn't get a chance to try the controls out for ourselves, but from what we saw it has some potential.

Selecting units is as simple as flicking the right analogue stick. Holding it in any direction will bring up a radar screen, showing your troops throughout the level relative to your currently selected unit. Rotating the right stick will let you highlight your units and, letting go of the stick, select them. Quickly "whipping" the right stick in any given direction will select the nearest unit in that direction, allowing you to switch between units swiftly.

Once selected, the game's viewpoint switches to above and behind the unit, allowing you to see what they see. They can then be moved to any visible ground using a 3D cursor. This seemed to work well, but there are also other methods of controlling units that seemed to work even better, depending on your play style.

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Joystiq E3 eyes-on: Sonic Unleashed


Sonic has had a hard time since he discovered the third dimension. Not only is he now chubbier, but his adventures in 3D-land have been met with lukewarm reception. The general consensus is that the last great Sonic game was on the Sega Genesis. With Sonic Unleashed Sega are hoping to reinvigorate the franchise with a focus on speed and platforming, as well as evolving the character (literally) into something unique.

The first thing you notice about Unleashed is that it's very pretty. Even with rough shadows and unfinished lighting physics, the game looks gorgeous. It looks like it might also play quite nicely, depending on controls. There are two different styles of gameplay in Unleashed which, together, could satisfy most Sonic fans.

For a lot of people the name Sonic is synonymous with "speed," and the day-time missions in Unleashed reflect this. The first level seemed simple enough -- hold the analog stick in the right direction and watch Sonic go, making sure to jump in time. Obviously, this won't be true throughout the game, later levels will feature more precise platforming sections and less non-stop running. There are also different routes to take throughout the levels, which require a specific button combination press in order to reach.

Gallery: Sonic Unleashed

Continue reading Joystiq E3 eyes-on: Sonic Unleashed

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