Kane & Lynch 2 Xbox 360 demo for UK residents on July 1; PS3 and PC demo coming later | Joystiq


Ah, but there is a catch: in order to gain access to the Kane & Lynch 2: Dog Days demo, you’ll have to send a message to the Kane & Lynch YouTube channel
before 11am GMT on June 30 — and obviously you’ll need a YouTube account to do this. Simply put “Token Request” in the subject field and include your date of birth (another catch: gotta be 18 years or older!) and Xbox Live Gamertag in the message body and you’re good to go!

This is open to residents of the UK and northern Ireland only — sorry, everybody else! Come July 1, keep an eye on your YouTube inbox for your unlock code. Oh, and take note that those who are already “friends” of the YouTube channel will get first dibs on the demo codes.

Don’t have an Xbox 360? Don’t fret, because Destructoid spoke with an Eidos rep who confirmed that a “consumer demo” would be available on the PS3 and PC sometime in the future. The Xbox 360 demo is only exclusive to that platform for a limited time.

Kane & Lynch 2: Dog Days terrorizes Xbox 360, PS3 and PC on August 24 in North America and August 27 in Europe.

Joystiq Podcast E3 2010 edition | Joystiq


OK, OK smart guy, we get it. E3’s been over for a week and you haven’t heard so much as a peep from us. We all made some mistakes. But if you think about it, aren’t you, the listener, as much to blame, in a sense? … No? Well, it was worth a shot.

If you still care what we think (or if you want to hear a lengthy explanation of our new review scoring system), you’re in for a treat. Special thanks to Alan Black for his photoshop sequel, 11 years in the making.

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Hosts: Christopher Grant (@chrisgrant), Justin McElroy (@justinmcelroy), and Ludwig Kietzmann (@LudwigK)
Music: “Gravity (Don’t Let Me Go)” by Jon Black, “Like a Hitman, Like a Dancer” by A.C. Newman
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New to the show?: Listen to Episode Zero
The Do It Line!: 1-(877)-JOYSTIQ

See all of this week’s links (and what games we played) after the jump.
E3:
Microsoft E3 keynote is here, 10:30am PT / 1:30pm ET
Electronic Arts keynote is here, 2pm PT / 5pm ET
Nintendo E3 keynote, live from the Nokia Center
Sony E3 2010 keynote, live from the Shrine Auditorium

Video: Seven minutes of Halo: Reach Firefight | Joystiq


The headline says it all: there’s new footage of the Halo: Reach Firefight mode courtesy of Halo Waypoint. Keep an eye out for surprises like the return of the bubble shield. We also noticed that drop ships seem to appear on the HUD — possibly after being marked by other players a la Battlefield.

While watching, you may notice the feeling that something is missing. You’re right, of course: you can’t hear your teammates screaming for help.

Review: Sin & Punishment: Star Successor | Joystiq

Here’s the first draft of my review for Sin & Punishment: Star Successor in its entirety:

“YEAAAAHHHHHHHHHHHHH!”

While I think that pretty well encapsulates the feeling of playing Star Successor, I realize there might be value to explaining what the game is and why I enjoyed it so much. But even though there are more words to follow, they are all written in the same spirit as the above all-caps exclamation. Even thinking back about playing Treasure’s latest game is kind of exciting. This is not a game to relax with after a long day at work. This is a game to play if you want to get so amped up you start typing in CAPITAL LETTERS.

Sin and Punishment: Star Successor
  • Sin & Punishment: Star Successor stars Isa and Kachi (the son of the Sin & Punishment 1 characters, and his otherworldly, superpowered, hoverboarding friend, respectively). They’re on the run from — man, somebody, I don’t know. There’s some evil organization that wants to capture Kachi, and they like to tease Isa a lot. To be honest, I didn’t bother to follow the story too closely, instead letting the nonsensical dialogue wash over me as I relaxed between tense shooting sequences. The upshot is that you are being surrounded by robots, monsters, or robot monsters at all times, and it is your job to blow them all up.

    Treasure uses the on-rails shooter format to fill the screen with insane stuff. You’ll have aerial fish swarming you on one side and huge spaceships on the other. You’ll bat missiles from submarines into enormous, mutant sea serpents. You’ll have to dodge a constant stream of falling … buffalo monsters (maybe?) onto a railroad. And there are bullets. Everywhere. All the time. One boss goes well beyond the boundaries of “bullet hell.” Star Successor never slows down, never stops going overboard.


    Treasure’s shooters are about giving you a limited set of abilities, and then running you through a never-ending gauntlet of bullets, crowds of enemies, and giant boss rushes until you’ve mastered every nuance of those abilities. In this game, the moveset comprises a basic shot, a charge shot, a dodge move, and a melee attack. It’s those last two that made me feel more agentive, more in control than in most rail shooters.

    While the objective in this genre (House of the Dead, for example; or even the Panzer Dragoon games) is to shoot everything before it hits you, you have more options in Star Successor. The dodge move grants you a brief window of invincibility followed by a recovery period, and the melee attack allows you to instantly cut down things that get too close. Treasure makes you use these by putting lasers on the screen too big to avoid, and enemies right up in your face. There’s a sword duel at one point. There’s even a fist fight.

    Like all thrill rides, Star Successor is over quickly. Not counting frequent, inevitable deaths, it’s possible to wrap up a trip through all the stages in six hours or so. But I know that right after finishing the game with Isa, I wanted to go back through it with Kachi, who has a different charge attack and a different method of locking onto enemies. I wanted to try the game on different difficulty settings. I wanted to experiment with using a Classic Controller or a GameCube controller, even though it’s kind of insane to give up the use of the Wiimote’s pointer. I wanted to go into the stage select mode to improve my level scores, until I did well enough to consider uploading them to the leaderboards. Most of all, I wanted to keep that YEAAHHHHHHHHH feeling going.


    This review is based on the Wii retail version of the game provided by Nintendo.

Preview: Ghost Trick: Phantom Detective | Joystiq

Ghost Trick begins where most games come to an abrupt end — with your death. It’s of the intriguing, unexplained and very undignified variety, and leaves your spirit separated from your sharply dressed body. As Sissel, a sarcastic smooth talker who’s cool enough to wear sunglasses even after death, you interact with the living world as a ghostly apparition in the hopes of preventing others from sharing your fate.

Coming from Phoenix Wright designer Shu Takumi, Ghost Trick is almost as fun to describe as it is to play. Youthful and witty dialogue is the obvious commonality between Takumi’s new adventure and the Ace Attorney series, but there’s a more subtle connection too: both are traditional adventure games that reconsider the role of inventory objects. In the case of Ghost Trick, the inventory becomes the entire stage.

Ghost Trick: Phantom Detective
  • As a poltergeist, you’re able to freeze time and leap between highlighted, inanimate objects in the environment. It’s a simple connect-the-dots game before you consider that vectors must be within a specific range before they allow traversal. And that’s where “Trick” comes in. While possessing an object, you can revert back to the real world and cause your host — whether it’s a bicycle, a traffic cone, a lamp or a long-in-the-tooth guitar — to briefly come to life in a manner explained by the DS’ top screen. For example, you can cause a ladder to extend by “tricking” it, thereby allowing you to reach and possess an object that was previously out of range, or you can elicit a startling ring from a bicycle bell in order to distract a would-be murderer.

    In the real world (i.e. when you’re moving between objects and not using a trick) time elapses as normal, which means that your impromptu interactions can interrupt or distract the living just in time. You can travel back by four minutes if the situation turns grim, but you’re encouraged to have a plan before you exit the ghostly realm and initiate a trick. At its most complex, Ghost Trick has you jumping between several objects, manipulating them and then responding again when things change position or when the situation turns upside-down. In the tutorial level, we had to save a threatened girl from a near-sighted hitman multiple times, with the puzzle changing each time she escaped and became cornered again. (If you have Sissel watching over you, it’s such a convenience to be imperiled in a junk yard.)

    It’s worth mentioning that Ghost Trick’s distinct art and unique characters are brought to life with gorgeous and incredibly deliberate animation — and not a frame of it is motion-captured. People kick out their legs as if they’re walking the Cancan, twirl their guns in the air and (finally!) justify use of the phrase “rotoscoped mimes.” Because that’s what they look like!

    Though Capcom remains cryptic enough about the game’s plot, it’s already easy to see Ghost Trick’s big and incredibly unique picture. When you jump between objects and then cause them to interact with each other (as well as the characters within the environment), it feels like you’re constructing a weird Rube Goldberg machine that saves people. If that sounds exciting, you’ll probably agree that Ghost Trick: Phantom Detective’s winter release date means it’s already late on arrival.

Meet your new 3D Dot Game Hero | Joystiq

Atlus searched far and wide its 3D Dot Game Heroes character hub for a new face for the game, in its “Make-a-Hero” contest. Finally, it found someone man enough, and cannon enough, for the job: Mannon. After the break, see some of the user-created heroes who almost got the job.

Interview: Scott Pilgrim production manager Marc-Andre Boivin | Joystiq


Scott Pilgrim Vs. The World has been selected as one of Joystiq’s E3 Standouts this year. It’s got everything an old school gamer could want: a 2D beat-em-up foundation, pixel art by Pirate Baby’s Cabana creator Paul Robertson and a chiptune soundtrack by Anamanaguchi — not to mention it’s based on Bryan Lee O’Malley’s seminal rock and roll Canadian comic. Can it get any more geek chic than that?

We spoke with Ubisoft production manager Marc-Andre Boivin to learn more about how this nugget of awesomeness came about, the PSN timed-exclusivity agreement and our one disappointment so far: the game’s lack of online co-op. The full interview follows.

Joystiq: This Scott Pilgrim game is sparkling with indie charm, and yet it’s being made by Ubisoft — a big company. How did this project come about at Ubisoft?

Marc-Andre Boivin: From my understanding, Universal first proposed a project to Ubisoft, and it was the vision of the initial director and the initial team. They worked with [Scott Pilgrim creator] Bryan Lee O’Malley, with the creative team in place, and they found that the beat-em-up style with the pixel art style was a good direction to go.

I think everyone agreed at that time that this could be interesting, and I think the creator of the books, Bryan Lee O’Malley, liked the genre as well. So they started the project that way. Since the beginning, that was the vision — a beat-em-up with the pixel art style that we have.

Scott Pilgrim vs. the World (PS3, Xbox 360)
  • The game is based on the comics, and not the movie, right?

    The game and the book and the movie are based on the same universe, but they’re three different universes. That’s something that the game team and the creator of the book, who’s working with the movie team as well, that’s something that he wanted; to not just copy the line and the style of the movie — something that normally, often the game companies will do for a game that goes with a movie. But this time, he was purposely creating three different universes. So they are not exactly similar, but they complement each other.

    So, how does the game universe differ from the universes featured in the comics and upcoming movie?

    It’s different because, though you have to go through the same adventure Scott is going through, we have some flexibility, and we want to invent some worlds, invent some enemies, that are not all in the books. So we have some flexibility. But the storyline, it’s pretty much the same — he has the seven evil ex-boyfriends.

    But we had some flexibility. Bryan Lee O’Malley was involved in the game design and in the design of the story, where we go, and the message we bring to the player.

    How did Paul Robertson get involved, then? Did O’Malley point you in his direction?

    I don’t think it was Bryan who referred Paul, but Paul was a choice of the original team that started at conception. Paul was the art director, and personally I have so much respect for his work. A lot of people came by [at E3], because we’ve got some fans of the artistic style of Paul, some fans of the beat-em-up style and some fans of the book. So we’ve got many different kinds of people that have been interested in our game.

    But to get back to Paul: he played a big, big, big role in the team and helped define the style that we got. He delivered the work as well — he delivered a huge amount of work during the production.


    Paul’s style is great, but it can also be very trippy and weird. Was there anything he came up with that you guys were like, “Um, that’s a little too crazy for us”?

    *Laughs* Honestly, the only thing we had to look out for and make sure it was clear to Paul was that we were aiming for it to be Teen-rated and to be 12+ in Europe. So we wanted to make sure that we stayed within the limit of the age rating. But no, it was all fine, and everything was super cool. We’re very happy about Paul’s contribution to the team. And the team members — we were just talking about that before you called. He did a great job, and the team really appreciated his work.

    How did Anamanaguchi get involved?

    This was also one of the choices that was made early in production; to go to a band that is directly in the style of producing music that goes very well with the visual style — and we thought that this band is pretty unique. So we approached them, they were interested, and they delivered a very good quality soundtrack. The final mix sounds super good. I’m sure the fans will love it and be very happy to listen to their music.

    How did the soundtrack process work? Did you show
    Anamanaguchi a stage and say, “We need music for this,” or did they just give you a bunch of tracks?

    They worked very closely with the sound designer on the team and the Ubisoft Montreal music department. We tried to give them as much information as possible, and then they found the style with the visual reference and delivered music that sounds good with the level. But it was very close work with the Ubisoft team and the musicians on that.

    Beat-em-ups were all the rage twenty years ago, but the genre has generally faded out of popularity. Why did you choose to make Scott Pilgrim a beat-em-up?

    It was a choice that they made right at the beginning — since Scott is such a good fighter. Our game is based on many, many games, like River City Ransom, and many games from the past — I think we have more than thirty referenced — and the design team studied those games and introduced moves and vintage stuff for the players.

    The people that know those games will really connect and see and remember quite easily. So that was something that we wanted to do, and the beat-em-up style sits very well with the attributes and the strength of Scott and his super fighters as he wins against all of the evil exes.

    Did you bring any modern innovations into the design, or is the game strictly vintage? Is it different in any major ways from the old games it references?

    I think we did inspire ourselves from those games, but the moves and the look are all brand new. The design team created that all themselves.

    The game has local co-op, but you don’t have any online co-op in the game. Why not?

    Honestly, it’s because of the the time frame we had; because we were coming out on PlayStation the same time as the movie — and we wanted to make sure that the quality of the gameplay would be super good and the fans would be happy about the gameplay. So at some point, it was a production decision to do that.

    Since the old-school games were local multiplayer, we went that way. But there was a decision that was made partly because of the production and partly with the design team. We would liked to have had it, but there was a risk at some point, and we wanted to make sure that we got great gameplay in time.


    Scott Pilgrim is a timed exclusive for PlayStation 3 on PSN. Was there a reason for going with PS3 first, or did Sony just throw piles of money at your door?

    Sony was very interested in our game, and we have exclusivity with them. We wanted to make sure that we came out at the same time as the movie — during that time is the Xbox Summer of Arcade — and PlayStation was the one that gave us that opportunity, and we’re very happy about that.

    Are you designing the game specifically for PS3? Will it be different on other platforms as it comes out?

    I don’t know if I’m allowed to say anything, as I’m on the production team and not a marketing or PR guy. But right now, I’ve been told that we’re talking about the PS3 version, and that’s it.

    Final question, and this is important: Is River City Ransom the most underrated NES game of all time?

    Whew. That’s a big question for me. I have to be modest about that: I’m not the ultimate expert. If I answer you “yes,” that would be — for me, I think it’s great, but I don’t know all of the games, so I cannot say. I cannot answer that myself.

    You can answer “yes” — we’ve got a lot of readers who are River City Ransom fans.

    I can answer “yes,” then. Yes.

    It’s agreed then!

    There’s tons of influences in the game — there are thirty at least. And we think that, for the people that are old enough to have played those games when they came out, maybe it’ll be a good souvenir. But for the younger people, maybe they’ll think, “Oh, maybe I should try to go online and try the beat-em-ups of the past.”

    Yeah, maybe Scott Pilgrim will also sell some copies of River City Ransom on Virtual Console. Thank you so much, we appreciate your time.

Around Azeroth: Too darn hot


After this week of 100-degree temperatures, I’m at least thankful that I don’t have to go outside wearing a shirt, robe, hat, shoulderpads, leggings and gloves and run around in the heat doing menial tasks for ungrateful strangers. No such luck for Zhiva of Anachronos (EU-A), who ended up using all of her icy powers just to keep cool in Tanaris. Are there no portable goblin-engineered air conditioners in this universe?

Do you have any unusual, beautiful or interesting World of Warcraft images that are just collecting dust in your screenshots folder? We’d love to see them on Around Azeroth! Sharing your screenshot is as simple as emailing aroundazeroth@wow.com with a copy of your shot and a brief explanation of the scene. You could be featured here next!

Remember to include your player name, server and/or guild if you want it mentioned. Please include the word “Azeroth” in your post so it does not get swept into the spam bin. We strongly prefer full screen shots without the UI showing — use Alt Z to remove it. Please, no more battleground scoreboards, Val’kyr on mounts or pictures of the Ninja Turtles in Dalaran. Older screenshots can be found here.

Gallery: Around Azeroth

Filed under: Around Azeroth

Rock Band Weekly: Nickelback | Joystiq

Today’s announcement of next week’s Rock Band DLC from Harmonix is headlined: “Nickelback. 6 Pack. ‘Nuff Said.” And it’s true — a Harmonix staffer has already said ’nuff on the subject of this particular Canadian outfit.

Head past the break for the complete track pack details.

Xbox 360 / Wii / PS3
Available: June 29 (June 30 on European PSN)

Nickelback Pack 01 (800 Microsoft Points/$9.99)*:

  • “Burn It to the Ground” (160 MSP / 200 Wii Points / $1.99)
  • “Figured You Out” (160 MSP / 200 Wii Points / $1.99)
  • “Never Again” (160 MSP / 200 Wii Points / $1.99)
  • “Photograph” (160 MSP / 200 Wii Points / $1.99)
  • “Rockstar” (160 MSP / 200 Wii Points / $1.99)
  • “This Afternoon” (160 MSP / 200 Wii Points / $1.99)

*Track packs not available for purchase on Wii; all tracks sold individually.

Cataclysm: Alchemy mount hinted at on EU forums


European community manager Ancilorn posted in the Cataclysm forums that there might be an alchemy mount in the future. There are extremely little details for us to speculate on as this could mean something from a flying broomstick to a potion you drink in order to become a mount yourself.

However, one thing that we can be sure of is that there is at least talk of doing this, but nothing is certain. We can probably also expect such perks to pop up in other places as all professions are getting a revamp in the coming expansion. And before your fire burns and cauldron bubbles, just remember that we’re not even in beta yet and that a lot of things could change.


Ancilorn

Quote:

Goblins should have a ogre as mount. If you have played WC3 the alchemist is riding on an ogre ( but it is the ogre who attacks and stuff ). You can always dream.blah blah blah

You mention Alchemist and a unique mount, eh? ;) We may well have a surprise coming in the future for those who dabble in the Alchemy profession.

Watch this space! I cannot promise it will be an ogre, though. :P

source

Filed under: Cataclysm

Nintendo and HAL making Face Pilot, for DSi and your face | Joystiq

A new DSi game has shown up on Australia’s OFLC ratings database, with a title that is really helpful in figuring out what the game is about. How helpful? The game is called “Face Pilot: Fly with your DSi Camera.” That paints a pretty vivid picture! We look forward to finding out exactly how our faces are going to control a flying vehicle. If it’s by looking forward, we’re already practicing!

HAL Laboratory seems to be returning to prominence. Its Picross 3D was recently released on DS; it’s collaborating with Good-Feel on Kirby’s Epic Yarn, starring the developer’s most famous character; and now it’s making a game for your face!


‘Zombrex Dead Rising Sun’ film distributed for free this summer | Joystiq

The Dead Rising movie, Keiji Inafune’s directorial debut, will be shambling to North America and Europe this summer, under the title Zombrex Dead Rising Sun. Capcom will release the film online serially, chopped up into eight pieces like a particularly unlucky zombie, including an English dubbed version, as well as releases with Italian, French and Spanish subtitles. Oh, and it’ll be free.

Zombrex Dead Rising Sun (good thing it’s free with a title like that) is the story of two brothers trying to survive against hordes of zombies. How will they possibly make it? A wheelchair with a chainsaw attached is a pretty good start. Check out our gallery below for some behind-the-scenes photos and enjoy the trailer after the break.

Zombrex Dead Rising Sun