We're way over-stuffed this week thanks to a plethora of Gamers Day shenanigans this week, not to mention the launch of WiiWare. Check out all of our hands-on impressions and reviews from the Joystiq Network this week:
It seems like just yesterday that Alien Hominid creator The Behemoth first announced its upcoming XBLA release Castle Crashers. Well, that's an outright lie. It's been a near unbearable wait, but according to a post by artist extraordinaire Dan Paladin on the studio's blog that game is. finally. complete.
But don't take up your swords and shields just yet, as it appears that it could be a little while before the decidedly old school, not to mention stylish brawler is available for download. Writes Paladin, "It has to go through all the required hoops of certification/final testing & all that jazz before it will actually become available on the service." He adds that "it's a good feeling know that the crashers are working their way into the world," though with the company noting that it could be a "couple months" before we're finally able to play the game the only feeling we're left with is impatience.
The long-standing "voice" of Bungie, Content Manager Frank O'Connor, is leaving the Halo studio in order to "work more closely with Microsoft on the Halo franchise." In his final Weekly Update, O'Connor sends a heartwarming thanks to the community for a number of things, among them for "not following through on the death threats" (his emphasis, not ours).
The most interesting part of his goodbye later is the tease on the "coming years." Said O'Connor, "I was busy working on a story for one of our next games, an experience that is destined to surprise, amaze and entertain like nothing we've ever made before. That game has an amazing team invested in it, and one that will be tasked with building the Next Big Thing. You should see what they've already achieved, you truly should." We'll be watching with eager eyes. Take care, Frank, you'll be missed.
What's scarier: Silent Hill, or finding out that the latest game in the series isn't being developed by the folks who made the last five games? For many fans, it was the latter when, at E3 2007, Konami revealed that Western outfit The Collective (Buffy the Vampire Slayer, Marc Ecko's Getting Up) – now Double Helix – would be crafting the creeps this time 'round.
Things, as they are wont to do, change ... but from our time with the latest playable version of Silent Hill: Homecoming, we were more scared by the game than we were about how it's going to turn out. The generally positive vibe was generated in large part by what lead designer Jason Allen told us is changing – but also what isn't. Full impressions after the break.
In the latest round of the great "our drum kit is better – or at least bigger – than your drum kit" conflict of ought eight, Konami definitely comes out the clear winner with Rock Revolution. However, we don't necessarily know if that's a good thing, based on our experience playing the title at its formal unveiling.
Despite the fact that it will offer support for lead and bass guitars, Rock Revolution is very much a drum-centric game. The behemoth of a drum controller has six pads and a pedal, looking like something Darth Vader would have lying around in his hyperbaric chamber.
The website which reported that three Rock Band tracks would be packaged with the South Park: Season 11 DVDs has now taken that bit of info back. TVShowsonDVD.com says that a Paramount representative informed them the information was incorrect, but that there will be other bonus materials in the release. South Park's eleventh season had the infamous "Guitar Queer-o" episode.
Considering South Park had an entire episode about Guitar Hero, it would have been a little weird if the DVDs came with Rock Band downloads. However things got mixed up, it's a little sad to see the info turn out false -- unless the "bonus materials" end up being Guitar Hero III tracks.
It's a good thing that Microsoft got its gloating in about selling 10 million units in the US, because the Wii will not only hit that number, but probably surpass it this month. Deutsche Bank analyst Jeetil Patel did the math and found that the Wii currently sits at about 9.5 million units in the US. If Nintendo's console sells another 700k units (like it has been) this month and the Xbox 360 sticks to its 200k level, the Wii will blow right past its competition's US install base.
It'll also be interesting to see the impact Wii Fit has on the numbers when it launches next week. Microsoft can take solace in knowing that it can always fall back on saying the Xbox 360 still has the "largest global install base of any current gen, high definition gaming console" ... right?
Hopefully, people have been brushing up on their non-English. This week's Rock Band Weekly brings us the songs packaged with the European release of Rock Band. We've known for a while these tracks were coming as DLC, and Harmonix has seen fit to do it the week of Rock Band's European release. Also, all DLC available in North America should be available in Europe beginning May 20.
"Hier Kommt Alex" - Die Toten Hosen (160 MS Points / $2)
"Countdown to Insanity" - H-BlockX (160 MS Points / $2)
"Perfekte Welle" - Juli (160 MS Points / $2)
"Manu Chao" - Les Wampas (160 MS Points / $2)
"Hysteria" - Muse (160 MS Points / $2)
"Rock N Roll Star" - Oasis (160 MS Points / $2)
"New Wave" - Pleymo (160 MS Points / $2)
"Monsoon" - Tokio Hotel (160 MS Points / $2)
Le sigh, videos for all of next week's tracks can be found after the break. The DLC will be available next Tuesday and Thursday for Xbox 360 and PS3 respectively.
Bad news, kids: Golden Axe: Beast Rider won't have any co-op play. Nigel Cook, Senior Producer at Secret Level, Sega's Bay Area studio creating the arcade "reimagining", said it was a "difficult decision" to remove the original's group gameplay and "focus on one player for the first game in the franchise." So, there are going to be more titles, and "the second game in the franchise is going to have all the characters in co-op," but for the first installment it's all about perfecting the combat. Now that you've had a moment to digest the very concept of a Golden Axe without cooperative play, let's discuss that combat system.
Beast combat is what makes the game special, Cook tells us, but it's not the only combat offered. He compared the game's melee system to action paragon Devil May Cry, and the arcade's magic system is back as well. First, the beasts: There are five offered in the game including a giant gorilla, a cheetah-like cat thing that can become invisible, and the "raptor," an enormous T-Rex-esque reptile with a scorpion tail. As you can see, historical accuracy is very important in Beast Rider.
If you were hoping that Sega was going to use its recent Gamers Day event to show off the "unleashed" half of Sonic Unleashed, you'll be disappointed to learn that the speedy blue hedgehog is still very much "leashed" ... even after breaking out of his cage some months back. Despite being unwilling to sway from its rigid marketing schedule and share what we're assuming is going to be the game's key selling point – the nighttime (and "unleashed" werewolf Sonic we presume) half – Sega does want us to reconsider a traditional Sonic game working in 3D. That would be the daytime half.
The presentation began with an explanation that, although the game is being developed by Sonic Team – the very same development team that delivered the universally panned next-gen Sonic the Hedgehog in 2006 – it is in fact a different team that "didn't work on the last one." Apparently the game's lead designer, Yoshihisa Hashimoto, "understands well where the failings were there." If you find it comforting that Sega's owning up for the previous title's shortcomings, you're not alone but we're a long way from being sold on the latest outing.
If imitation is the sincerest form of flattery, Harmonix must be beside itself with this last week finding not one but two companies hopping on the developer's coat tails and revealing a pair of drum kits that bear more than a passing resemblance to those used in Rock Band. However, while Guitar Hero IV's kit still carries some basis in reality, the kit revealed by Konami for the company's newly announced Rock Revolution looks to be designed for players with extra appendages or other rhythm enthusiasts who are not quite human.
With six face pads of three different sizes, as well as a kick pedal, Konami's kit is certainly the most complex of the three. However, according to MTV Multiplayer blogger Patrick Klepek, the drums carry what sounds like a much more forgiving difficulty curve than those in Rock Band, which while great are almost unapproachable by rhythm game newcomers even on the easiest setting. By contrast, and according to his admittedly brief time with Konami's offering, the game doesn't penalize players for improvising during a song, and also features five difficulty settings with the lower two removing the foot pedal entirely. Still, the question remains as to if there is room enough for another peripheral-heavy rhythm game, not so much in the genre but in our own living rooms.
Sure he and his team may have missed the playoffs yet again and are likely fantasizing about what might have been while swinging at balls from the back nine, but that hasn't stopped Columbus Blue Jackets' young-yet-impressive captain Rick Nash from scoring cover duty on Take Two's fall release of NHL 2K9. Also worthy of note from 2K is that developer Visual Concepts has "taken over" development duties for this latest game in the franchise -- as opposed we assume to working in tandem with fellow studio Kush Games -- and that the devs are rebuilding the title "from the ground up."
Not to take anything away from three-time All Star Nash, but it's still an odd choice, at least by team standings, given the Blue Jackets' once again abysmal campaign during the 2007-08 regular season that saw the fledgling team rank near the bottom of both the Western Conference and overall league in points. However, perhaps those who make these kinds of decisions are hoping this is the sort of voodoo that will turn Ohio's NHL franchise around -- sort of like a reverse Madden curse.
It's not every day that the ninja from the Ask a Ninja podcast shows up on your Xbox 360. Imagine our very pleasant surprise then, when he popped up on Xbox Live Marketplace a few days ago promoting Ninja Gaiden II (which he calls a "flippin' awesome game"). Find the second XBLM exclusive episode in the links below along with a truckload of Microsoft Spring Showcase coverage.
During a dinner on Monday night with Microsoft's Shane Kim and Kudo Tsunoda, we got the chance to quiz the former about Microsoft Game Studios' rationale for abandoning Marvel Universe Online MMO. After years in development, the console-bound MMO died a slow and painful (-ly vague) death. The culprit: Kim tells us, "We don't have a heritage in MMOs."
Of course, previous experience isn't a necessary ingredient in success (fun fact: World of Warcraft is Blizzard's first MMO!) and after rattling off the forces Microsoft could marshal in its pursuit of bringing an MMO to the Xbox – financial resources, first-party console support, a robust online component, a proven developer, a stellar license – Kim agreed. "All those reasons are why we started the project." But MUO still failed to make it to market, recalling Microsoft's many previous attempts to successfully deliver and sustain an MMO: Asheron's Call 2, Mythica, the console-targeted True Fantasy Online, and Vanguard (read more here). At what point will the company give up, consider its lesson learned? "I would never say we're done," Kim said confidently.
So why does Kim think a company with Microsoft's significant resources continues to fail to bring an MMO to market? "It's a hits-driven business ... it's all about quality, all about hits." But he's not ready to give up yet. He says Microsoft has "learned the lesson" that it takes a lot of people to create and serve an MMO (good lesson!) and that he's reminded of how little success its had in the MMO space. In other words: MMO-icrosoft hopefuls shouldn't fret. The corporate behemoth will undoubtedly try again. How many lessons could there possible be left to learn?
In an interview with Eurogamer, Microsoft Game Studios VP Shane Kim says he's "happy" the company never got into the handheld market, explaining the division has plenty on its plate with the Xbox 360 and Xbox Live. He goes pretty deep into the issue, almost shutting down the idea of the Xboy entirely by expressing Microsoft is happy to let Sony and Nintendo fight it out.
Kim believes mobile is more important for MS and Windows Mobile is a really "compelling opportunity" for the company. He explains that it's a way for the company to get into the arena without having to worry about creating more hardware. Microsoft has certainly learned that making good hardware isn't easy and can be hazardous.