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Joystiq hands-on: Tetris Party (WiiWare)

We've soaked up Tetris on countless platforms. There's a balance to strike between versions that retain enough of the core game to be authentically Tetris, and adding new puzzle elements. Tetris Party for WiiWare nails this demand, providing about a dozen game modes, many of which, are all-new. Call it "yet another Tetris?" Maybe. But this is a Tetris on which we'll gladly spend 1,200 Wii points with its release sometime this month.

Nintendo claims there are 18 modes, 10 of which are new, but we only agree technically; the company counts some modes twice as single- and multi-player games. (Most modes support up to four players on one system, and a few work with up to six online.) We tore into as many as we could before overloading like a kid on a Halloween sugar-high. Here's how they stand up.

Gallery: Tetris Party (WiiWare, 10-06-08)

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Joystiq impressions: Cave Story (WiiWare)


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We played Cave Story at the Nintendo Media Summit, and other than controlling the game with the Wii Remote – old-school sideways, natch' – it's nearly the same as the free PC and Mac game. The retro look and gameplay make this seem like an overlooked garage-sale find, for good or bad. (Usually good.)

Gallery: Cave Story (WiiWare)

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Joystiq impressions: Dead Rising: Chop Till You Drop


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Dead Rising: Chop Till You Drop thins components from the 360 original into a Wii port. And that's not always a bad thing. As much as we liked the original, we were frustrated by losing track of side missions and the unforgiving save system. The Wii remake addresses both issues, running players through a condensed, linear story with more frequent save- and restore-points. And Wii controls often feel good, especially for pointing and shooting, although we're still uncertain about some of the motion additions, such as shaking off zombies.

But after playing at the Nintendo Media Summit, we're apprehensive about what's being lost. There's no photojournalism, many weapons have been cut, and we're just not sure if the Wii can push enough zombies-per-second to create the ambling masses of the first. The Wii version seems suited to gamers who never tried the original; it'll hold up better without any direct comparison to the 360 game.

Continue reading Joystiq impressions: Dead Rising: Chop Till You Drop

Joystiq impressions: Animal Crossing: City Folk


Animal Crossing is a one-hit-wonder. You might like it and play it forever, hate it and avoid it completely, or think it was catchy and then just get tired of the tune. Animal Crossing: City Folk does little to change our perception. This is Animal Crossing, again; go fishing, pull weeds, repeat. Some love it, some hate it, and some just want something new.

From what we saw at the Nintendo Media Summit, the city is just another place to go. Instead of Tom Nook's shop in your own town, you can buy from an upscale store. Instead of waiting for the fortune teller to visit, you can see her in the city. A few minor additions include a city-based auction house and theater where you see shows.

The rest of the updates seem equally subtle. You can play with your Mii face. Up to four players can meet in one of their towns or the city. Gamer can talk over the WiiSpeak microphone (sold separately). You can type messages by plugging in any USB HID keyboard. Otherwise, it's Animal Crossing again.

Gallery: Animal Crossing: City Folk (10-6-08)

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Joystiq at E for All, the highlights and lowlights


We wandered the booths of E for All in Los Angeles over the weekend, taking in what the show had to offer. It all inexplicably began with a rousing tune played by a troupe of bagpipers. What? We weren't sure what the tie-in there was either, unless there's a Bagpipe Hero in the works. You heard it hear first.

Inside, we made our way through the maze of games and past the hordes of schwag-seekers to the interior, where we watched people vie for prizes and sampled some of the local fare. Check out some of our highlights after the break, including the audio of the bagpipery, our encounter with both Steve Wiebe and Billy Mitchell, and also Wolf from American Gladiators and what we thought about the show in general. Plus, you can also revel in the glory of our E for All gallery.

As an extra treat, check out the audio from the bagpipes that began it all below. Now if you just mail us your $35 money order, you can feel like you were there.




Continue reading Joystiq at E for All, the highlights and lowlights

LGJ: Mo' Madden madness

Each week Mark Methenitis contributes Law of the Game on Joystiq ("LGJ"), a column on legal issues as they relate to video games:


New developments in the Madden franchise's ongoing legal troubles have provided a unique opportunity to talk about the so-called "right of publicity" that has become an issue with retired NFL players. As reported by GamePolitics, there are allegedly documents showing that EA altered aspects of Madden to keep from having to pay the NFL Player's Association (NFLPA), which kept the NFLPA from having to pay all of the former NFL players that appear in the game. The lawsuit is by the players toward the NFLPA to recover royalties for the use of their likenesses. The idea that EA would have to pay the NFLPA and the NFLPA would have to pay the players for the use of retired players likenesses rests in the "right of publicity."

The right of publicity is rooted in the concept of privacy, and has evolved in part from the ideas of libel, slander, and "passing off," which is often associated with a trademark-like protection. The basic concept is that you alone have the right to profit from the use of your likeness, which may include your name, physical appearance, voice, personality or other defining characteristics. So, if Nintendo wanted to make "Super Mark-io Brothers" with me as the main character, then they would have to pay me royalties. But it gets a lot deeper than that.

Continue reading LGJ: Mo' Madden madness

Joystiq hands-on: Darksiders: Wrath of War


One of the biggest things we missed at E3 this year was the upcoming Vigil Games / THQ title, Darksiders: Wrath of War. How we managed to miss this one is still unclear -- we can only assume that it was in our blind spot the entire time. So, during our recent jaunt down to Austin for the Game Developer's Conference, we made time to stop by Vigil and take an in-depth look at the the team's debut title and two-year labor. Luckily, they weren't holding any grudges against our non-existent E3 coverage and were nice enough to give us a huge chunk of time with the game and the designers.

Concept artist and Vigil founder Joe Madureira and lead designer Hadyn Dalton sat down with us for two hours, taking us through the game and showing us levels that haven't been released to the public just yet. We got to take control of protagonist War and do battle with enemies, solve puzzles, and even take his massive warhorse Ruin for a spin. Check out the full writeup after the break, and be sure to check out the gallery, full of exclusive images from the game, just below. If you've been itching for a Joe Madureira Battle Chasers fix, this might be about as close as you can get.

Gallery: Darksiders: Wrath of War (9/30/08)

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Nintendo DSi vs. PSP-3000 vs. iPod Touch, v1.0


Note: Relative sizes approximate
Now that we have some concrete details about the Nintendo DSi -- which bears more than a few similarities between its multimedia competitors -- let's size it up against the PSP-3000 and Apple's "gaming handheld" the iPhone/iPod Touch. Remember this is based on tech specifications and not on games library. We'll keep updating as we get more news from Nintendo about its just-announced portable.

Nintendo DSi
PSP-3000
iPhone / iPod Touch
Screen Size Two 3.25-inch displays 4.3-inch display 3.5-inch display
Screen Resolution 256 x 192 480 x 272, 16m colors 480×320
CPU speed / type One 67 MHz (ARM) and one 33 MHz ARM7TDMI2 MIPS R4000-based; clocked from 1 to 333 MHz 620 MHz ARM 1176, underclocked to 412 MHz
Form Factor 5.85 x 3.33 x 0.99 inches1 6.7 x 2.9 x 0.9 inches
4.5 × 2.4 x 0.48 inches (iPhone); 4.3 × 2.4 × 0.33 inches (iPod Touch)
Camera 2 cameras, one with VGA resolution Optional Go!Cam, 1.3 megapixels iPhone has 2 megapixel camera
Memory SD slot, internal storage (unknown size) Memory Stick (up to 16GB) 8-32GB internal storage
Internet Wi-Fi Wi-Fi Wi-Fi (iPhone also has EDGE or 3G)
Browser Yes Yes Yes
Online Store Yes (DSi Shop) Yes (PS Store) Yes (App Store)
Touch Screen Yes (single touch)
No Yes (multi-touch)


Notes:
1: Approximate size, based on Nintendo's assertion that DSi is 12 percent thinner than DS Lite
2: Architecture of the DS Lite and, as noted, subject to change pending official release notes

Update: Massively has a comparison piece on the MMO potential of the three portables.

Fallout 3 hands-on: Four hours in the Wasteland


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A mere 27 days from now, many of you will – as we've had a chance to – be taking your first steps outside of Vault 101 and into the Wasteland. As your eyes adjust to the unfamiliar, natural daylight, you'll be greeted by a sweeping vista of ... utter ruin.

We spent just over four hours utterly absorbed in the spectacularly bleak world of Fallout 3, sticking purely to side-quests and generally getting a lay of the land; its people, places, and many irradiated things. What you're about to read is our account of what we saw, shot at, and ran screaming from during our (all-too-brief) time with the near-completed game.

Continue reading Fallout 3 hands-on: Four hours in the Wasteland

X3F Week in Review: September 19, 2008 - September 25, 2008


We'd like to pretend this week isn't all about Bungie's teaser for a new Halo 3 campaign expansion. We'd like to tell you this week is really about things like our look at Duke Nukem 3D for XBLA or the fact that Peter Molyneux is already conducting the hype train to his next game. We'd love to say that, but it just isn't true. We love teh Halos and we love Orbital Drop Shock Troopers, so the week belongs to Bungie. This time ....

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Law of the Game on Joystiq: Activision's stealth enforcement

Each week Mark Methenitis contributes Law of the Game on Joystiq, a column on legal issues as they relate to video games:


There's been a torrent of discussion about a series of mysterious Activision anti-piracy actions as of late. Given the rumors and secrecy, I thought I should give my thoughts on the matter. For the record, this is just speculation. I don't have an inside source at Activision that is feeding me information, nor have I spoken with any of the alleged pirates. Hopefully, my analysis of the activity will give a little clarity to those of you trying to piece together this puzzle.

Here's what we know: Activision had suits against six people, all of which seem to have settled out of court. The cases had something to do with piracy but did not involve file sharing. The rest of the goings on were largely a mystery, other than one of the defendants alleging that he was encouraged not to seek counsel. So, that means there are far more questions than answers, but I think I have a pretty good theory to resolve most of these outstanding questions.

Continue reading Law of the Game on Joystiq: Activision's stealth enforcement

DOH-pad: A visit with MK vs. DC on Xbox 360

I confess. I haven't touched the Mortal Kombat series since Trilogy on N64, and even then my interest had waned. The peak came in 1993 or thereabouts with MKII, so you can imagine the eyebrow raise when associate producer Hector Sanchez told me Mortal Kombat vs. DC Universe was taking it back to that iconic memory. Stopping short of digitized sprites and random outbursts of weirdness, MK vs. DC does succeed as an accessible fighter that's mostly contained on a two-dimensional plane. Call it "casual" -- Midway does.

Game development has become ridonkulously expensive, and if you're creating a project within a niche genre, like a fighting game, you'd best sell out if you want to be around long enough to make another game. That's a harsh way to qualify what's happening all around the industry -- and let's be clear: MK vs. DC in no way stoops to the level of Castlevania Judgment -- but somehow "casual" has become careless, as if developers are afraid ordinary consumers won't appreciate good art. A certain amount of color, call it the "Noob Saibot" effect, seems wiped from the MK canvas. Gone is that unsophisticated humor that was always charming, if not entirely professional. (Where's that "Toasty" guy? What ever happened to reverting opponents to diapered infants?) With this in mind, and DC legal breathing down Midway's neck (we wouldn't want Supe's golden-boy reputation tarnished, not with a movie reboot possible, would we?), the team is tiptoeing to a final release.

Continue reading DOH-pad: A visit with MK vs. DC on Xbox 360

AGDC: Interview with game writer Susan O'Connor


One thing that regular readers of Joystiq know is that we don't tend to delve too deeply into the mechanics behind the games, mostly because we're far too busy getting the news out. However, we got to sit down with games writer Susan O'Connor at Austin GDC and she provided an excellent insight into games from the writer's point of view.

Click through for the full interview with Susan to find out why she thinks short games are better than epic ones, why the cinematic model isn't the best for games, and what she did on BioShock.

Continue reading AGDC: Interview with game writer Susan O'Connor

IndieCade: International Festival Finalists #1-5

All week, Joystiq will be revealing the 26 finalists for the IndieCade: International Festival of Independent Games, set to take place October 10 through 17 in Bellevue, Washington. The winners will be announced on October 11.

And Yet it Moves
This Austrian-born title has a unique, papercraft-inspired art style and a simple trick (rotate the camera) that serves as the focus of a maddening, yet rewarding, puzzle platformer. A demo is available at the game's website for both Windows and Mac.

Gallery: And Yet It Moves

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Law of the Game on Joystiq: Rare footage of the DRM in its natural habitat

Each week Mark Methenitis contributes Law of the Game on Joystiq, a column on legal issues as they relate to video games:


Digital Rights Management (or "DRM" for short) is back in the news in a big way with the recent Spore fiasco. DRM, much like a Spore creature, is a quirky animal, with legs of technology, a torso of law, and arms of business, but it doesn't always have a head on its shoulders. But like so many other things that potentially put consumers and producers at odds, the viewpoints on DRM are extremely polarized with almost no middle ground. So this week I wanted to take a look at DRM, why it exists from a legal and economic viewpoint, and most importantly, try to get hold of that slippery middle ground.

Thinking back to the days of the floppy disk, piracy wasn't yet an overwhelming concern. Yes, it was easy to bypass the write protection on a floppy, but without an internet, you had to find someone who had an existing copy in real life. For the majority of the population, this wasn't an option. Then we entered the initial CD-ROM phase, and at the time, the CD-ROM was a pretty secure media. The idea of a low cost home CD burner and blank CDs were years off, and the Internet was still in its infancy, so CDs were pretty safe from piracy well into the 1990s. It was the proliferation of CD burners, high speed internet connections, and peer to peer file sharing (Hi Napster!) that made software license security a big issue for all software companies in the late 1990s, and things haven't slowed down since.

Continue reading Law of the Game on Joystiq: Rare footage of the DRM in its natural habitat

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