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ONM: Mario Kart Wii supports 16 online, includes DS maps [Updated]


We haven't heard much about Mario Kart Wii since it was unveiled at E3. Thanks to one intrepid forum goer with just a scanner and a dream, we now have a little more info on the game from the UK's Official Nintendo Magazine.

Apparently MKW will support up to 16 players in a game (does that translate to 16 different characters?) and will be the first in the series to offer Battle Mode online. Oh, and you can now perform stunts in the air. We're not yet sure if we should be troubled by the fact that in addition to some Wii-exclusive maps, "classic DS tracks will be recreated with Wii graphics." We're going to hold off on getting worried until we see how many new tracks are being included. But let's hope for at least half-and-half, eh?

Update: According to CVG, Official Nintendo Magazine has released a statement saying, "The details printed in Official Nintendo Magazine 21 regarding Mario Kart Wii were healthy speculation on our part and are in no way an official announcement from Nintendo. We are sorry if we have mislead anyone. We do not set out to mislead our readers. ONM apologizes profusely for any misunderstandings that this has caused."

So, did ONM spill a few beans too early, or were they just making stuff up?

[Thanks, Ian]

Joystiq interviews id Software's Todd Hollenshead

Just minutes before he takes the stage, along with John Carmack, to deliver the QuakeCon keynote address, we bring you our E3 interview with Todd Hollenshead, CEO of id Software. We had a chance to ask him about id Tech 5 and id's future in engine licensing, that new IP they keep talking about (and will be showing off any minute now), the Games for Windows initiative, their announcement of a Nintendo DS game, and more.

You guys have been laying low for a while.


Laying low, but busy.

I'm quite certain. At WWDC you guys come back out swinging, and I'd like to find out what your goal was there.

Probably a good discussion of that would start with all of the projects that we're working on that are sort of announced just so you get up to speed. And I think some of these things, people forget this is actually id working on this stuff.

You guys are working with Splash Damage and Nerve over here and then you've got ...

That stuff is all going on at id too, because we have internal resources that are devoted to that. For example, the guy who is programming all of the AI bot work for PC, 360, and PS3 is actually an id employee and he's devoted full time to the project. Of course, Kevin McCloud is the executive producer for id so he's overseeing not only the Splash Damage work but also others. So there's a significant amount of id effort that goes into a project like Enemy Territory because we're working hand in hand with all of the developers, and Activision trying to coordinate stuff.

It's resources and managerial?

Managerial? I guess it depends on how you define that word. It's design input, it's working with Activision and Splash Damage to make sure the workflow stuff that is set up is something we think is achievable and doable and is working towards the right direction. So, yeah, there is a lot of what ends up being management but not like what I would call production management work. Nobody is sitting down and going, "I've got twenty people and this person is working this many hours on this little thing and he needs to be done with that by Thursday at noon."

Continue reading Joystiq interviews id Software's Todd Hollenshead

Rock Band slays 2007 Game Critics Awards


If you've already read the Joystiq E3 2007 Awards (you have read them, right?), you already know we picked Rock Band as Best in Show. Now, the winners of the 2007 Game Critics Awards have been announced and, whaddya know, Rock Band takes the title of winningest game with three awards, including Best in Show!

Second place goes to Bioware's Mass Effect, winning Best Console Game and Best RPG. Some more fun stats: Xbox 360 is the winningest platform, with 11 wins, while Electronic Arts is the winningest publisher, with 6 wins (remember, three are for Rock Band!). Bringing up the rear, surprisingly: Nintendo.

Continue reading Rock Band slays 2007 Game Critics Awards

Disney press conference fails audience participation

We're just going to say the editing by GameTrailers was done to spare you. We've shown you the face of a man after the Disney press conference, we even gave the thing an award for being so fantastically painful. Is it as bad as the Jamie Kennedy performance at the Activision press conference? Well, it's a different type of pain. Instead of feeling bad for the man on stage making a fool of himself, in this case you have to feel for the audience who definitely didn't sign up for what was incoming. Watch, enjoy, and remember that this is supposed to be a press conference -- not the halftime show at some Six Flags concert.

The Joystiq E3 2007 Awards


We haven't fully recovered from E3 2007 just yet, but in the final stages (there's 12, naturally) of recovery, we're told it's only proper to hand out awards for the best (and sometimes the worst) of what we saw in Santa Monica.

The nominations for this year's Game Critics Awards were given out on Monday and, next Monday, we'll learn who the final winners are in categories such as Best of Show and Best Original Game. For our first Joystiq E3 Awards, we've borrowed those two categories and made a bunch of our own.

So what did we like the most? Assassin's Creed, Metroid Prime 3, My Word Coach? Those were all great, but one title stood above the rest. The answers you seek lie after the break. Disclaimer: Any comments regarding Harry Potter were made prior to the release of the book and therefore do not necessarily reflect what happens in the book.

Continue reading The Joystiq E3 2007 Awards

Heavenly Sword planned as trilogy, part two penned


In an interview with AMN during E3, Ninja Theory co-founder Tam Antoniades said that Heavenly Sword is being planned as a trilogy and that the story of part two has been written.

"When we set out to do Heavenly Sword ... we wanted it to be a three-game story," he said at around the 11-minute mark. "We've had the story for the sequel for awhile now. Hopefully if this game is successful, then there's no reason why there shouldn't be a sequel and we'd very much like to go into that."

Given the hype for the title and our impressions playing it, Heavenly Sword is very likely poised to be one of the standout PlayStation 3 titles this holiday season. Just don't be surprised if you defeat the final boss and receive a cliffhanger ending.

[Via PS3 Fanboy]

Joystiq interviews SCEA's Phil Rosenberg and John Koller


Phil Rosenberg (left), and PS Fanboy lead writer, Andrew Yoon (right)

At E3, we had a chance to talk to SCEA Senior Vice President Philip Rosenberg and John Koller, Senior Marketing Manager of the PSP. We talked to these two Sony executives to find out more about Home, possible PSP integration with Home, the redesign, and more.

The press conference was narrated through Home. Why does Sony believe Home is such an important part of the PlayStation family?

Phil:
That's a great question. Home for us is a way to engage all of our users in real community, but in a real 3D manner that gives them a place to meet and to share their successes or their failures and then jump into gameplay. It creates an opportunity for us to help engage them even more in our platforms. I think when you look at the interface -- like how a PSP pops up in Home -- our whole proposition is around the ecosystem of PlayStation. It's not just about one platform. If you're in the house, or away from the house -- no matter where you are, you can stay connected with your peers.

Continue reading Joystiq interviews SCEA's Phil Rosenberg and John Koller

Joystiq impressions: Age of Conan: Hyborian Adventures


When playing an MMORPG, you're essentially waging a war against the mind-numbing effects of repetition. There's no way to avoid it in a genre that's less concerned with immediate interaction than it is with protracted character building and management. The crucial trick in creating a good MMORPG then, is to bury this almost mechanical repetition in enough layers of entertainment and atmosphere to convince you that you're plundering loot from a defeated swamp creature, and not a polygonal mass of lesser statistics. World of Warcraft is demonstrably such a game and judging by our brief time spent with it, Funcom's Age of Conan: Hyborian Adventures may be as well. Don't misunderstand -- it's not going to radically change your feelings towards MMORPGs, but it may prompt you to consider getting your hands dirty.

Indeed, getting your hands dirty is arguably one of Age of Conan's most prominent features. Being based on Robert E. Howard's Conan the Cimmerian novels (sorry, Arnie fans!) naturally gives the combat a barbaric edge, with the ability to string together attack combos resulting in a greater sense of immediacy and involvement compared to other titles in the genre. It's not quite an action RPG -- statistics still play a predominant role -- but you are given a variety of physical attack options through a set of on-screen buttons. A smartly executed combo will finish off weakened foes with a fatality animation and a satisfying splatter of blood across the screen.

Continue reading Joystiq impressions: Age of Conan: Hyborian Adventures

Joystiq impressions: Rise of the Argonauts


Liquid Entertainment's Charley Price describes Rise of the Argonauts as an "RPG without the clutter." Menus and detailed statistics are absent from Jason's mythological quest to find the Golden Fleece, thrown overboard in the developer's attempt to focus on storytelling. Though Liquid's track record (featuring Battle Realms, some Dungeons, Dragons and, err, Desperate Housewives) is somewhat uneven, the proclaimed prioritization of plot is certainly commendable. When we ask if removing "clutter" from a role-playing game doesn't simply yield an action game, Price explains that an RPG is marked by a "depth of experience" and a player's ability to "impact story and character." We'll meet him halfway and call it an action RPG.

And there is action, just so you know. The combat is classically themed and has a sense of lethality, with swords clanging against shields and spears perforating enemy soldiers in notably unpleasant ways. "We're sick of games where you stab a guy ten times before he falls down," comes the corresponding quip. Jason's party, here comprised of Atalanta and a comically proportioned Hercules, will automatically join the fray, fending for themselves and even holding down enemies for Jason to skewer. It's hard to tell how much depth there is to the fights without playing, but they're presented in the same bold style that permeates much of the game's richly colored graphics. Once the argonauts defeat a gigantic wild boar, we're reminded again of the game's clutter-free ideals -- there's no summary screen displaying experience points and potions.

Gallery: Rise of the Argonauts

Continue reading Joystiq impressions: Rise of the Argonauts

Joystiq hands-on: Ontamarama (DS)


Ontamarama! It really is fun to say, a polysyllabic power trip, if you will. Naturally, we were more than a little disappointed when the folks at the Atlus E3 booth proceeded to tell us about the game in a restrained and entirely professional manner. We think of "Ontamarama" as something you scream with cheerleaders doing cartwheels in the background, fireworks exploding and confetti raining down from the sky. Perhaps they're saving that for the launch party.

Much like its name, there's an oddly fun and somewhat unhinged element to be found in the game itself. Though the version shown was still very much cloaked in the Japanese language, it was the music-and-rhythm gameplay itself that initially perplexed us. After several bouts of tapping the DS screen and pressing directional buttons in tandem with the music (what little we could hear over the blare of Barker Hangar), we repeatedly wound up staring at the same screen. The colorful characters displayed were just being polite about it -- we failed miserably at this game. It took a few more tries and some helpful coaching from Atlus before we heard a more familiar sound... "click."

Gallery: Ontamarama

Continue reading Joystiq hands-on: Ontamarama (DS)

Joystiq impressions: Condemned 2: Bloodshot


"You're a total badass at this point," explains Marty Caplan, Associate Producer for brutal bum brawler, Condemned 2: Bloodshot. We can't really argue the point, as we watch him pummel vagrants with his fists, grab them by the collar and hurl them into broken television sets and sparking circuit boxes. Condemned's first-person melee combat has been dramatically expanded in the sequel, with grappling, fisticuffs, multiple strengths of attack and the ability to throw weapons lending each encounter more fluidity and excitement than the "one-trick pony" ridden in the first game. "Now there are many tricks to the pony," says Caplan. Even the finishing moves performed on dazed enemies have been made more elaborate, the humble neck snap now joined by rather unpleasant deaths facilitated by environmental hazards. Honestly, we have trouble reconciling adorable ponies with this sort of depravity.

Improving upon 2005's Criminal Origins, the reactionary animation is just as incredible to behold as it is to inflict. Watching a snarling zombie hobo (zombo?) reel backwards and struggle to remain on its feet after you've struck a blow injects some reality into the fights, somehow convincing you that the pipe you're wielding is very heavy indeed. The rest of the visuals have also clearly been enhanced, with high-dynamic range lighting and depth of field blurring being the technical tricks responsible for the grimy and starkly lit alleys in the demo's opening moments. The textures also seem to belong to a more colorful, earthy palette than we recall seeing in the previous crime horror.

Gallery: Condemned 2: Bloodshot (Xbox 360, PS3)

Continue reading Joystiq impressions: Condemned 2: Bloodshot

Joystiq impressions: Phantom Hourglass, The Legend of Zelda

phantom hourglass
The stylus controls work ... really well. Last week we wrapped our fingers around the plastic pen and pushed Link around Melka Island, impressed with how stimulating the touch-based interaction was. There are a few quirks, like the tiny circles you must draw at the screen's edges to produce a roll, but for the most part Phantom Hourglass is the best kind of gimmick -- one without the icky undertone of shallowness. This is an honest sequel to Wind Waker, and a game that will reinvigorate the DS's software dry spell.

Like most Zelda titles, Phantom Hourglass (and the E3 demo) begins with the basics, coaxing newcomers into the franchise. These routines can be tiresome for experienced players, but the new control system was different enough to make the tutorial sequences enjoyable, and frequent cut scenes helped to draw our attention into the narrative -- and brought out some of DS's less celebrated hardware potentials. But again, it was the touch screen that truly impressed; the satisfaction of commanding Link with stylus strokes, and the ability to do so as we go about our mobile routines.

Having been released in Japan nearly a month ago, Phantom Hourglass is already complete (save for the localization efforts) and earning praise. There's little we can add to what information is already available about the game. But, if you're looking for our assurance, Phantom Hourglass is still a must-play, now more than ever.

Gallery: Zelda - Phantom Hourglass

Joystiq impressions: Braid



While E3's Kentia Hall may be long gone, the small Independent Game Summit area of the Barker Hangar made sure the little guy wasn't completely ignored. One of the most interesting games from the summit this year was an unassuming little 2D platform-puzzler featuring a guy in a business suit.

One of the core ideas behind Braid, according to creator Jonathan Blow, is that the players time is more precious than his life. Indeed, any time your portly, suit-clad avatar dies, you can simply rewind the action a la Prince of Persia to go back to a safer portion of the level. Unlike PoP, though, there's no limit to the length or availability of your rewinds in Braid, meaning the only thing you lose if you make a mistake is a little bit of time spent rewinding.

Gallery: Braid

Continue reading Joystiq impressions: Braid

MCV: E3 moving once again, Us: You don't say!


After an odd E3 in Santa Monica, the show's apparently picking up stakes again. UK trade publication MCV says that E3 will be moving next year. No, it's not particularly earth-shattering news, considering that the ESA circulated a survey asking where they should move the thing to, but it's nice to see that the group recognizes that Santa Monica wasn't the perfect place for the event. We've contacted the ESA for further comment, we'll let you know if we hear something back.

Pending an upcoming review of the event, the date and format are subject to change too. With a dramatic scale back and a new man at the top of the organization, E3 in flux should probably be considered the rule rather than the exception for the time being.

Update
: We heard back from the ESA, but they're not commenting at the moment. Also, thanks to Fernando Rocker for the jazzy new pic!

Joystiq impressions: Rayman: Raving Rabids 2



The original Rayman: Raving Rabbids combined a great sense of style with a somewhat hit-or-miss selection of mini-games. The sequel expands on the original with more mini-games, more screaming, deformed rabbids, and fixes for some of the more annoying problems with the original.

For starters, most of the mini-games this time around will include a simultaneous multiplayer option, meaning less standing around waiting to play at your next Rabbids party. What's more, players will no longer have to break an arbitrary high score to unlock each game -- one playthrough in the campaign mode is enough to make any minigame fully selectable. Campaign mode games can also be played with friends, meaning there's no need to ever play solo. The character customization options from the original have been greatly expanded -- you can now play dress up with the rabbids, arraying them in a range of unlockable hats, shirts and accessories.

Read on for impressions of the five mini-games shown off at the show.

Continue reading Joystiq impressions: Rayman: Raving Rabids 2

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