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PAX 08: Lead GoW2 artist and writer talk Lancer polys, deaths and comics


This past weekend, during our PAX 2008 coverage, we got the opportunity to sit down and chat about all things Gears of War 2 with Epic Games senior artist Pete Hayes and lead writer Josh Ortega. During the twenty minute conversation, we learned all sorts of information about Gears 2's art, discussing with Pete the changes that were made to improve the Gears 2 Lancer. Improvements including a complete remodeling to make the Lancer nearly three times the polygons as the Gears 1 model. No joke!

During the second part of our interview, we talk about Gears comics, character inspiration and other general story related bits the with Mr. Josh Ortega who also opens up about the hype surrounding the "new and improved" Gears 2 storyline We were also promised that Gears 2 will not leave us with a Halo 2-style ending. A promise we fully expect Mr. Ortega to live up to.

Put on your reading glasses, click towards the break and read our complete Gears of War 2 interview.

Continue reading PAX 08: Lead GoW2 artist and writer talk Lancer polys, deaths and comics

PAX 08: Torpex talks Schizoid, sales, marketing strategies and XNA development

As part of our PAX 2008 coverage, we had a chance to talk all things Schizoid with Torpex Games' founder Bill Dugan and, in the process, we learned a lot. Dugan talked XBLA development, the troubles with marketing Arcade games and the limitations of working with XNA. He also opened up about Schizoid's game sales, their development problems and even an admittance that he wished Schizoid would have sold as well as Braid. It's a rather candid interview and is one that can be read (in its entirety) after the break. Enjoy!

Continue reading PAX 08: Torpex talks Schizoid, sales, marketing strategies and XNA development

X3F TV -- Denis Dyack, "Future Knights" Interview


In the final part of our three part interview with Silicon Knights president Denis Dyack we discuss the future of the studio. From genre bending, clarifications and the unanswered question regarding the ownership of the Eternal Darkness IP, this interview covers everything you'd want to know about the future of Silicon Knights.

Stay tuned tomorrow for a special giveaway to round out our Too Human coverage.

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[M4V] Download the M4V of the first section of this video directly.

Continue reading X3F TV -- Denis Dyack, "Future Knights" Interview

Dyack mum on Eternal Darkness IP ownership


In the final part of our three-part interview with Silicon Knights president Denis Dyack one of the biggest questions lingering in our mind was the ownership debate regarding the Eternal Darkness IP. Some say Nintendo is the sole owner of the name, some say they were simply the publishers.

While Denis agreed that the question is one they have never answered in the past, he still kept silent on the answers. ""It's a complicated question with a complicated answer and we're not answering that question."

However Dyack surprised us by stating that Silicon Knights still has a "silent partner" in Nintendo when discussing Eternal Darkness but reiterates that nothing has ever been announced for a sequel to the famed horror title.

Silicon Knights could join a major publisher in the era of consolidation


In the final part of our three-part interview with Silicon Knights president Denis Dyack we discussed the one console future, specifically the topic of consolidation. With companies such as Electronic Arts purchasing developers like BioWare and Pandemic and Microsoft purchasing Lionhead, does Denis Dyack see Silicon Knights joining a major company in the future?

"I think I see that for everybody," Dyack told X3F. "I think what is really important for us, more than anything else, is that we're allowed to create great games, grown in the way we want to grow [and] maintain our culture."

While Dyack isn't adverse to the possibility he did contend that any thought on the matter now is pure speculation on his part. "Who knows, it's like trying to predict what the weather is going to be like a week from now."

X3F TV: Denis Dyack, "Too Human" interview


In the second part of our three part interview with Silicon Knights president Denis Dyack the conversation focuses in on Too Human. After listing off his three high points and low points from his experiences of the game, Denis discusses his overall impressions of fan response -- refraining to comment on videos from Kevin Pereira and Giant Bomb -- and whether or not the game has lived up to the studio's expectations.

Due to length this video split into two sections, the second portion of the Too Human interview can be found after the jump.


Stay tuned tomorrow for the final part of our three part Denis Dyack interview. In part three Denis and Xav discuss the future of Silicon Knights, the studios relationship with Nintendo and the genre possibilities for the development team.

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[M4V] Download the M4V of the first section of this video directly.

Gallery: Silicon Knights: Studio Tour

Continue reading X3F TV: Denis Dyack, "Too Human" interview

Dyack: Valkyrie scene faster than load times, corpse runs


In part two of our three part exclusive interview with Denis Dyack during a studio tour of Silicon Knights the subject of much debate was pointed out in the room like a 300 ton gorilla. Whether you're on the Too Human hate train or defence camp nearly everyone agrees the unskippable Valkyrie death animation breaks the flow of the game and gets downright boring.

When asked why the animation was not skippable, Silicon Knights president Denis Dyack was quick to compare the animation with loading a save file in other titles or an MMO corpse run reiterating that the Valkyrie scene is the only real penalty for death.

"If you're getting frustrated with the Valkyrie cinema, you might be dying a little too much," Dyack joked. "The bottom line is ... If it's a sign that people love the game so much that they just want to get back in and play, could we make it skippable? Sure, it's an easy change. Is it something we ever would have anticipated since we thought it was faster than going to get your body or losing experience [which does not happen in Too Human] ... is that a change we can make in the future? Sure."

While Dyack makes a valid point, many detractors and even fans - ourselves included - agree the scene feels dated and while he told us it could change, X3F was never told that that it would.

Stay tuned for the full interview at noon today where Xav and Denis discuss Too Human.

X3F TV: Denis Dyack, "Origin of the Knights" interview


In the first part of our three part interview with Silicon Knights president Denis Dyack we discuss the origin of the studio from an Atari, Amiga and PC developer of RTS titles to the GameCube remake of the classic PS1 title, Metal Gear Solid. How did Silicon Knights get tapped to create the remake, when did the studio's relationship with Nintendo begin? Part one of the interview gets to the bottom of things from the games that Silicon Knights develops to the people and culture that make up the studio.

Stay tuned tomorrow for part two of our three part Denis Dyack interview. In part two Xav lists the top three things he likes and dislikes about his experience with Too Human - discussion ensues.

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Gallery: Silicon Knights: Studio Tour

Dyack on the corporate culture of Silicon Knights

In our exclusive three-part interview with Denis Dyack, the Silicon Knights president revealed the company is built much like a guild. "We do games differently than other companies," Dyack told X3F. "We're not saying we have it right and everyone else has it wrong but we do it our own way."

With ten staffers soon to be added to the, already long, list of decade long employees at Silicon Knights, Dyack told X3F that he hopes the company continue to support the industries most vital resource: People. "Everyone at Silicon Knights realizes that we're a knowledge based company and in a knowledge based company computers are $5,000 pencils -- the only value is the people."

Check out our exclusive studio tour and stay tuned at noon for the first part of our three-part interview with Denis Dyack.

Gallery: Silicon Knights: Studio Tour

X3F Presents: Silicon Knights studio tour


After launching the controversial title Too Human, Silicon Knights invited X3F for a full tour of its studio and a one-on-one interview with company president, Denis Dyack. In the first of four videos, Dyack walks X3F through its St. Catharines, Canada, based studio showcasing the company culture and the process of creating its latest release.

Stay tuned tomorrow for part one of our three part Denis Dyack interview. In part one Dyack describes the "Origins of Silicon Knights."

[M4V] Download the M4V directly.

Gallery: Silicon Knights: Studio Tour

Continue reading X3F Presents: Silicon Knights studio tour

Dyack on '10 years of Too Human' misconception

In an exclusive studio tour and interview with X3F, Silicon Knights president Denis Dyack discussed his frustration regarding the common misconception that Too Human has been in development for over a decade.

"I cannot dispel that rumor enough," Dyack told X3F. "That is a bad way to talk about Too Human because that is factually incorrect."

Too Human is commonly noted as being in development since it was first showcased as a PlayStation title in 1999 but, according to Dyack, production on the game did not begin until sometime after Silicon Knights shipped Metal Gear Solid: Twin Snakes for the Nintendo GameCube. "People think, 'Oh the game has been in development for 18 years plus...' it isn't possible," Dyack told X3F.

Stay tuned at noon for a full studio tour video and image gallery with Denis Dyack.

10 more SK staffers 'knighted' for 10 years of service

In an exclusive studio tour of its St. Catharines, Canada, studio, Silicon Knights lead Denis Dyack revealed to X3F that ten staff members are poised to be honored for ten years of service during an upcoming Too Human launch party. The process of being 'knighted' at Silicon Knights continues a longstanding tradition that hearkens back to the formation of the studio, staffers who reach ten years of service are honored with a unique sword to be placed in their office.

Ten more members achieving this goal contradicts rumors swirling around GDC that claimed Silicon Knights staff members were leaving in droves due to development issues with Too Human.

Stay tuned at noon for a full studio tour video and image gallery with Denis Dyack.

X3F Interview: Five minutes with Denis Dyack


During the Too Human launch signing in St. Catharines, Ontario, Denis Dyack took a few minutes to answer some of our questions. While reserved, Dyack did speak fondly of the community Silicon Knights represents, the success of the demo and misunderstandings within the media.

Surrounded by fans awaiting a signature from the Silicon Knights development team, Dyack brushed off our questions regarding the recent reviews of Too Human, message board communities and the future of both the franchise and the studio's next announcement.


[MP3] Download this interview in MP3 format

Gallery: Silicon Knights Too Human Launch Signing


Gallery: E308: Too Human (Screenshots)

Rare: Kameo & PDZ sold tons, stop crying


This might be an unpopular opinion among some but, Perfect Dark Zero and Kameo: Elements of Power were boring games. Although each showcased a small portion of the Xbox 360's new power at launch, the games were (mostly) critically chokeslammed. Blame it on the short development cycle of launch games or the decline of Rare's developmental quality (until Viva Piñata that is) but both games could have been much better. So, what does Rare think of the majority opinion on those launch releases? Well, they're a business, they care about sales, and according to Rare's Nick Burton, they sold a metric ton of copies of each (you jerk):

"One of the things that I always find funny is when people always quote Kameo and Perfect Dark Zero as being flops at the launch of the 360. In the industry if you break even you're lucky, you're in the minority," Burton told VideoGamer. "If you make a decent amount of money you're really in the minority. You're in the top percentile. Those two games made a lot of money. For the install base they sold phenomenally well."

Honestly, we didn't need Burton to tell us PDZ and Kameo made money because we can already tell Rare has been infused with cash. Look at Viva Piñata and Banjo Kazooie: Nuts and Bolts -- clearly the people of Rare purchased some creativity and talent with that stack of monies. We joke because we love.

E308: Sony 'disappointed' by FFXIII for 360


Sony Computer Entertainment America boss Jack Tretton discussed Sony's take on the recent announcement that Final Fantasy XIII will release simultaneously on the Xbox 360 with the PS3 with a round-table of journalists, including our own team at Joystiq. "Am I disappointed by it? Yes," Tretton told the group, adding: "Am I surprised by it? No." He was quick to stress that the game remains a PS3 exclusive in Japan, but that "seeing as there isn't that big of a [PS3] installed base in [there], I don't know how big of a coup that is for us."

Speaking on the subject of paying off publishers for exclusivity, Tretton told Joystiq "[Sony] invested so much money in the [PS3] hardware" that it simply "can't write checks for exclusive software."

While popular theory is that Microsoft paid Square Enix off for its recent handfull of upcoming releases, word around the industry campfire points at a decision made by Square Enix months ago to focus on multiplatform development that saw Final Fantasy XIII land on the Xbox 360. With a high install base and solid attach rate for the Xbox 360 in North America and Europe many developers are forgoing exclusivity in order to lessen the blow of "next-gen" game development. Capcom has been a prime example of this point with Devil May Cry 4; which saw better sales on the Xbox 360.

Regardless of the situation, Square Enix is happy to bring the experience to as many people as possible and as gamers we all should be too.

Gallery: E308: Final Fantasy XIII (Cutscene Screens)

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