Posts in category galleries
by Zack Stern Jul 7th 2008 2:00PM
Filed under: Features, Sony PlayStation 2, Sony PSP, Action, Adventure, Galleries
The PS2 and PSP versions of
The Force Unleashed are close siblings, and I recently enjoyed playing nearly-finished editions of both. Each follows the same bounty-hunting apprentice story and settings as the 360/PS3 game, although specific level design occasionally differs. Unlike 360/PS3 game, the PSP version gets two-player duel-mode fights against a local gamer, and it also includes five "historical missions" pulled from the movies. The PS2 version includes the full camera control of the 360/PS3, but not those extras.
The PS2 and PSP games felt slightly scaled back from the 360/PS3, with fewer destructible objects or enemies in any one moment. But both maintained a fluid sense of battle, maintaining the visceral thrill of the Force powers. With the game's September 16 release, PS2 and PSP gamers will find a kinetic action title suited to their systems.
Continue reading Joystiq hands-on: Star Wars: The Force Unleashed (PS2/PSP)
by Zack Stern Jul 7th 2008 1:00PM
Filed under: Nintendo DS, Features, Action, Adventure, Galleries
The DS version of
The Force Unleashed tries to cram all of the light-saber-rage from the consoles into a handheld package. You'll be disappointed if you directly compare the two. I recently tried a late version of the DS game, and I didn't think enough of the system's strengths and weaknesses affected the design. The DS game gives a 3D perspective of the action on the top screen with adequate visuals, but the chunky graphics steal some of the excitement. And since the camera can't be repositioned, you'll be regularly attacked by people just off-screen. Worse, player attacks are issued by tapping on icons, causing hunting-and-pecking through battles.
Since
The Force Unleashed is about going nuts with explosive superpowers, that sense of excitement got lost by scaling everything down to fit the DS. A wireless, four-player, local battle mode might make it a fun game to play with friends, but I wasn't able to test that feature. I hope the final game will grow on me after its September 16 release. But the time I had with this portable edition left me cautious.
Continue reading Joystiq hands-on: Star Wars: The Force Unleashed (DS)
by Zack Stern Jul 7th 2008 12:00PM
Filed under: Features, Nintendo Wii, Action, Adventure, Galleries
For good and bad -- or should I say
light and
dark --
Star Wars: The Force Unleashed for Wii is clearly a Wii game. Side-by-side with the PS3 and 360 versions, the Wii graphics disappoint, and the complexity and frequency of enemies feels scaled back. But the Wii motion controls are regularly interesting, mapping many of the game's controls into gestures. The simplest ones feel great, like punching the Nunchuk forward to do the Force-push.
After recently playing late-development versions of all four game editions--360/PS3, Wii, DS, and PS2/PSP--I think the Wii game holds up as well as any of them. I had fun throwing enemies, shooting them with lightning, and hitting them with the lightsaber. And while the Wii holds its own, I'm mildly concerned that the final game could be repetitious, just cutting down waves of attackers. Hopefully the many different attacks, and Wii-specific
two-player duel mode, will keep the game interesting.
Continue reading Joystiq hands-on: Star Wars: The Force Unleashed (Wii)
by Ross Miller Jul 1st 2008 3:00AM
Filed under: Culture, Nintendo DS, Galleries
Sure, it's sad to see all those beautiful, Special Edition DS models in Japan never reach US or European soil. Fortunately for those with a bottomless wallet, the DS is region-free. If you're the kind to covet DS units like Pokemon,
here's a collection of some of the best colors and designs from around the world.
by Krystalle Voecks Jun 28th 2008 11:00AM
Filed under: Features, PC, Action, Adventure, RPGs, Video, Galleries
After several days of conjecture, an
evolving series of load screens, and more fanboy arguments than you can shake a mouse at, word has finally come down from on high that the newest
Blizzard property will be
Diablo III. With the announcement this morning, Blizzard has thrown open the floodgates with screen shots, concept art, video and more. If you're wondering about what this upcoming title has in store, check out coverage from around the network and beyond, or wander through the eye-candy goodness of the galleries!
by Scott Jon Siegel Jun 26th 2008 4:55PM
Filed under: Features, Galleries
Every other week Scott Jon Siegel contributes Off the Grid, a column about card games, board games, and everything else non-digital.
For nearly two years now, Off the Grid has introduced (and reintroduced) Joystiq's readers to some of the best board and card games on the market. The relationship between our modern video games and their non-digital counterparts is very clear-cut. As Gamelab CEO Eric Zimmerman puts it: "a game is a game is a game."
So for those readers who aspire to create games of their own, it should come as no surprise that non-digital games are a great starting place for honing the craft of game design. With no programming skills required, non-digital game design is an easy way to begin thinking creatively about interaction, without the complicated prerequisities of digital game development.
The best leaping-off point for non-digital game design is with the tools. Most gamers probably already have some fantastic equipment in their closets.
So let's look at the basic tools of the trade. by Ross Miller Jun 20th 2008 2:30PM
Filed under: Mac, PC, Online, RPGs, MMO, Galleries
The latest
World of Warcraft patch (2.4.3) has made it to the public test realm (PTR) and our friends at WoW Insider have already traveled far and wide in this strange, but oddly familiar territory. Check out their
guided, visual tour of the new features in the update.
by Ross Miller Jun 20th 2008 8:30AM
Filed under: Arcade, Mac, PC, Online, Simulations, Galleries
In our quest to familiarize ourselves with the laws of nature (and subsequently defy them),
this week we're going to share at least five abominations, one each day, that we've concocted in
Spore Creature Creator. You can keep track of this our progress via our various profile pages:
For the
final day, we tried to commit ourselves to pulling out all the stops, but a
very long day of blogging left us with some epic failures that will never see the light of day (e.g. Big Bird). We do feel, however, that we have a much better understanding of
Spore's limitations. (You can read about them in
our gallery.) You can see all the creatures from the week
starting here. Each page contains a link to the creature's respective Sporepedia page where you can download and edit our work.
Put your skills to the test and win some gear. BigDownload is offering BigPrizes to see your Spore
creations. by Ross Miller Jun 18th 2008 6:00PM
Filed under: Nintendo DS, Hacks, Galleries
Got an extra DS lying around? We're betting more than a few of you do. If you need some suggestions as to what you can do with your extra two (or four or eight) screens, our friends at DS Fanboy have you covered. From homebrew to charity to even sandwiches,
check it out.
by Ross Miller Jun 18th 2008 7:00AM
Filed under: Features, PC, Simulations, Galleries
In our quest to familiarize ourselves with the laws of nature (and subsequently defy them), this week we're going to share at least five abominations, one each day, that we've concocted in
Spore Creature Creator. You can keep track of this our progress via our various profile pages:
For day two (
new entries start here), we've got an elated peppermint, an attentive dinosaur, and a hiphopapotamous with flows that glow like phosphorous. You can see all the creatures from the week
starting here. Each page contains a link to the creature's respective Sporepedia page where you can download and edit our work.
by James Ransom-Wiley Jun 17th 2008 8:54PM
Filed under: PC, Sony PlayStation 3, Microsoft Xbox 360, Galleries
Click for bigger scares!
Toasterhead and his pals on the Ishimura deathtrap took time out from their busy schedules to pose for a roll of fresh
Dead Space screens (trust us, Isaac's smiling underneath all that glowing light). The gang did a fine job keeping the action looking candid. And by golly, all that blood sure looks real! How they do it ... we may never know.
by Majed Athab Jun 14th 2008 4:30PM
Filed under: Culture, Nintendo Wii, Sports, Casual, Galleries
Click for high-resolution version
This may seem like a raunchy story -- the kind of catfight tale ending with broken nails and torn clothing. We were sort of expecting such scuffles to happen as seven beautiful ladies tussled this past Thursday night over at a Manhattan bar & restaurant called Sutton Place. Alas, we didn't get to see anything underlyingly lewd, but there were certainly enough sweaty bods to drive the male crowd into a frenzy.
Taking part in a Nintendo publicity stunt called "Wii Box in the City," these women tested out their gaming aptitude and fighting skills in a
Wii Sports boxing tourney to win a Wii system. The night was wild all night as crowds of supporters cheered and jeered. It came down to Mari (in blue) and Regina (in yellow) for the championship. We caught up with Mari before the big fight; she told us about her Wii experience: "I've played Wii before. It's like a workout." Regina on the other hand had never played the Wii before, while both ladies never had any gaming experience beyond that.
Soon, it was time for the final fight. The two fought bravely, but in the end Regina won with a knock out. "Oh my god, you won!" exclaimed May, Regina's best friend, whose excitement was like that of a kid on Christmas morning. Regina gave her winning prize over to May who continued to laud her
bestest friend: "She really killed it! She's the bestest friend ever!" Who knew that gaming and bar fights could bring friends closer together?
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