Interview: Glen Schofield on Dead Space, Sledgehammer Games and the transition from EA to Activision

You were one of the individuals most responsible for bringing Dead Space to fruition -- one of Joystiq's best games of 2008. How difficult an endeavor was conceptualizing that game, and how willing -- in the way of providing resources -- was EA to create the game?
Dead Space was an idea I wanted to pursue for quite a few years while at EA. I brought the idea to the previous president when I believed the window was right for the game to fit within EA's portfolio. At the time, EA was largely leveraging licensed IPs, and getting support for a new IP concept was tough. I really appreciated the opportunity he gave us. Fortunately, we had a passionate team of developers who poured a ton of energy into converting our skeptics into believers. In the end, the critical response by fans and the press is something myself and the entire team are very proud of.
Visceral Games (formerly EA Redwood Shores) is still an EA studio, currently wrapping up Dante's Inferno. When you began Dead Space, Game Informer #174 -- the official unveiling -- called you guys a "renegade team." Who was on that team, and how did you earn that "renegade" status?
SOCOM Fireteam Bravo 3 deployed February 16
Hopefully, the third time is the charm for SOCOM Fireteam Bravo. After two delays, the Slant Six-developed co-op shooter is finally making its way to PSP on February 16 on both UMD and PlayStation Network.
As per usual, online multiplayer is central to the upcoming SOCOM sequel. Fireteam Bravo 3 will not only support sixteen player Infrastructure play, it also features four-player co-op -- a first for the franchise. Considering Slant Six's track record, it'll either play like the brilliant SOCOM Tactical Strike ... or like SOCOM Confrontation.
As per usual, online multiplayer is central to the upcoming SOCOM sequel. Fireteam Bravo 3 will not only support sixteen player Infrastructure play, it also features four-player co-op -- a first for the franchise. Considering Slant Six's track record, it'll either play like the brilliant SOCOM Tactical Strike ... or like SOCOM Confrontation.
Xbox Live Video Marketplace coming to 10 more countries 'this fall'

Basically, if the Xbox Live Video Marketplace was playing Risk, it'd have a kickass lock on the Eastern Hemisphere.
Mass Effect 2 figures feature Shepard, if not your Shepard

According to the scans of DC's solicitation book, posted by Gamervision, the figures are still pending approval, but are due for release August 25 of this year. By then, you may be done with Mass Effect 2, so you can use these action figures to stage your own adventures on Planet Your Shelf.
Dragon Age: Awakening expansion detailed
This March, fans of Bioware's epic RPG, Dragon Age: Origins, will be able to extend the experience through 'Awakening,' the hefty retail expansion bearing an equally hefty $40 price tag. While the new trailer coinciding with the announcement was gripping in its own right, many gamers are likely wondering what is deserving of so much coin. Sure, we know it takes place after Origins, we know players will be fighting new Darkspawn baddies and we know there's new items and a raised level cap, but what else should gamers look forward to spending another gazillion hours on?
Well, in a recent interview with IGN, Bioware's Fernando Melo put it all on the line. Basically, the Darkspawn haven't retreated underground after Origins' Blight -- as was the case following previous Blights -- and in the land of Amaranthine, one Darkspawn in particular has evolved to the point where it can talk and reason: the Architect. And if you haven't played through Origins at all and have no character to import, you'll have the option to create a new one that will automatically be placed somewhere between level 17 and 20, around the toughness of Awakening's roster of bad guys.
Then there's the raised level cap. Melo couldn't confirm where it would be when Awakening releases in March, but said it will "probably end up in the mid to high 30s." Also, you'll gain access to a bunch of new followers, complete with all-new banter and micro-managing. This will have a greater affect on imported characters, as Melo says a lot of the choices you've made in Origins carry over and, depending on what point you're currently at in the main game, characters will act accordingly. And if you choose to play Awakening first, decisions there will transfer back to Origins in the same way.
Melo even detailed a bit of the "re-spec" ability you'll have in Awakening. You'll be able to force a reboot of your character's skill points through a tome, allowing you to retain whatever level your Origins character is at, but have a fresh start in terms of where you want to place your points. Obviously, if you choose not to import a character, this feature is moot because you'd be spending all of the points you'll get from starting at the high level Awakening begins.
It's a lot to process and IGN's interview is three very lengthy pages, so if you want to read the rest, head on over and check it out. Just beware of spoilers.
Well, in a recent interview with IGN, Bioware's Fernando Melo put it all on the line. Basically, the Darkspawn haven't retreated underground after Origins' Blight -- as was the case following previous Blights -- and in the land of Amaranthine, one Darkspawn in particular has evolved to the point where it can talk and reason: the Architect. And if you haven't played through Origins at all and have no character to import, you'll have the option to create a new one that will automatically be placed somewhere between level 17 and 20, around the toughness of Awakening's roster of bad guys.
Then there's the raised level cap. Melo couldn't confirm where it would be when Awakening releases in March, but said it will "probably end up in the mid to high 30s." Also, you'll gain access to a bunch of new followers, complete with all-new banter and micro-managing. This will have a greater affect on imported characters, as Melo says a lot of the choices you've made in Origins carry over and, depending on what point you're currently at in the main game, characters will act accordingly. And if you choose to play Awakening first, decisions there will transfer back to Origins in the same way.
Melo even detailed a bit of the "re-spec" ability you'll have in Awakening. You'll be able to force a reboot of your character's skill points through a tome, allowing you to retain whatever level your Origins character is at, but have a fresh start in terms of where you want to place your points. Obviously, if you choose not to import a character, this feature is moot because you'd be spending all of the points you'll get from starting at the high level Awakening begins.
It's a lot to process and IGN's interview is three very lengthy pages, so if you want to read the rest, head on over and check it out. Just beware of spoilers.
Rumor: Call of Duty 7 coming in November
According to a "senior UK trade source" who allegedly spoke with CVG, the next Call of Duty game from Treyarch will be set in Vietnam and arrive at retailers this November. "It's going to be November again - just as with World At War and Modern Warfare 2," the source was quoted as saying.
We heard as much back in May of last year, when Treyarch was said to be looking for "Vietnam War era tunes." Add to that the fact that Activision's Noah Heller explicitly said Treyarch would no longer be working on WWII-based Call of Duty games and you've got yourself a more reasonable sounding rumor. We've asked Activision for comment and will keep you updated as we hear more.
We heard as much back in May of last year, when Treyarch was said to be looking for "Vietnam War era tunes." Add to that the fact that Activision's Noah Heller explicitly said Treyarch would no longer be working on WWII-based Call of Duty games and you've got yourself a more reasonable sounding rumor. We've asked Activision for comment and will keep you updated as we hear more.
Report: Darksiders to never see the light in the UAE, kept 'under the table'
With little explanation offered (alright, so, basically no explanation whatsoever), the United Arab Emirate states have reportedly banned the distribution and sale of THQ and Vigil's Darksiders: Wrath of War. According to UAE-based GamesLatest, the game was deemed to "contradict with the UAE's customs and traditions" -- a standard phrase used to near-universally describe banned games in the Middle Eastern states.
Unfortunately, that task of enforcing such a ban can be a mighty difficult one. Many retailers in the UAE simply order from wholesalers, bypassing importing laws altogether, and sell their games under the table (and untaxed, might we add). And then, of course, there's always the internet -- we hear you can buy stuff through it.
[Via GamePolitics]
Unfortunately, that task of enforcing such a ban can be a mighty difficult one. Many retailers in the UAE simply order from wholesalers, bypassing importing laws altogether, and sell their games under the table (and untaxed, might we add). And then, of course, there's always the internet -- we hear you can buy stuff through it.
Gallery: Darksiders
[Via GamePolitics]
Guitar Hero 5 and Band Hero: January DLC

On the opposite extreme, January will see a Vampire Weekend collection released for Guitar Hero 5 and Band Hero to coincide with the band's new album, as well as a three-track Creedence Clearwater Revival set and a collection of songs from "up-and-coming blues masters." (We assume that these so-called masters are real people and not cartoon characters.)
All tracks packs will be available for $5.49 on PS3, 550 Wii Points, or 440
on Xbox 360. In addition, all songs will be available a la carte for $1.99, 200 Wii Points, or 160
. Head past the break for the complete January DLC lineup.Natal to use 10-15 percent of Xbox 360 CPU power
A few details about Project Natal's technical capabilities slipped out alongside the holiday 2010 release window at Microsoft's CES press conference. The most revealing of these specifics is that the hardware will only siphon 10 to 15 percent of the 360's CPU power, according to a statement from Natal lead developer Alex Kipman. "Natal has to work on the existing hardware without taking too much hardware processing away from the games developers," Kipman added.
However, according to a report obtained by GamesIndustry, the processing power could have been further reduced. The original build for Natal included a chip that processed the "bone system," assumed responsible for creating a skeleton of the player in front of the device's glossy eye. However, in an attempt to lower costs, the chip was removed from the device's final build, putting that processing onus on the software that will utilize Natal.
In other words, it's extremely unlikely that any software will be able to have Natal support patched into it -- a fact that Digital Foundry's Richard Leadbetter says could help "serve to focus developers on Natal-specific concepts as opposed to revisiting old classics."
However, according to a report obtained by GamesIndustry, the processing power could have been further reduced. The original build for Natal included a chip that processed the "bone system," assumed responsible for creating a skeleton of the player in front of the device's glossy eye. However, in an attempt to lower costs, the chip was removed from the device's final build, putting that processing onus on the software that will utilize Natal.
In other words, it's extremely unlikely that any software will be able to have Natal support patched into it -- a fact that Digital Foundry's Richard Leadbetter says could help "serve to focus developers on Natal-specific concepts as opposed to revisiting old classics."
Capcom backpedals from unfavorable Wii comments
Following Capcom France head Antoine Seux's uncertainty about the Wii as a profitable platform for the company going into 2010, it would appear that the Capcom mothership would like to carefully rephrase the sentiment. As such, HQ has issued a statement reconfirming the Japanese publisher's "commitment as a multiplatform developer and publisher of interactive software."
There's no word on just how many lashes Mr. Seux is to receive.
There's no word on just how many lashes Mr. Seux is to receive.
DSi motion control demoed by Engine Software
Netherlands-based handheld gaming studio Engine Software has developed a cool new piece of tech for the DSi: motion sensitivity. To show off this breakthrough, the company has developed a brief demo video of TILT, a kind of Marble Blast Ultra clone where the player guides a ball around the gameworld by tilting the DSi. It's not the first we've heard of this kinda tech, and it won't be the last.
Engine Software isn't stopping with just this tech demo, however. The company is currently working on a full DSiWare game that will incorporate this new technology; though it likely won't be a full version of TILT, but rather an entirely new game. Head past the break to check out a brief video showcasing the tech.
Engine Software isn't stopping with just this tech demo, however. The company is currently working on a full DSiWare game that will incorporate this new technology; though it likely won't be a full version of TILT, but rather an entirely new game. Head past the break to check out a brief video showcasing the tech.
Nyko reveals Wii Wand with built-in MotionPlus, more at CES

Nyko has also introduced two variants of its cookie-inspiring Charge Base IC remote charger: a version of the original in black and a new one that can accommodate four Wiimotes.
For PS3, the company has designed a new version of its Intercooler made to bulk up Sony's Slim model, and the Media Hub Slim, a combination of a tiny remote control and a USB hub.
The Wand and Charge Base Quad IC are due in stores this March. The Intercooler will be available next month for $19.99, and the Media Hub Slim will retail for $19.99 when it's released in April.
Gallery: Nyko CES 2010 lineup
Xbox Game Room pricing, partners detailed
An online fact sheet has detailed the pricing structure for Microsoft's newly announced Avatar-occupied Game Room, and we'd suggest gamers stock up on Microsoft funny money. Players have three options: 400
($5) grants a dual-platform license (for unlimited play on Xbox 360 and PC), 240
($3) gets you the virtual arcade cabinet on one platform (Xbox 360 or PC), or, for the old-fashioned types, 40
($0.50) is just "two quarters" worth of playtime -- for an authentic arcade experience, minus the sticky floors. Additionally, when visiting friends' game rooms, you can "try" their games before you pump in Microsoft Points of your own.The Game Room itself -- developed by third-party outfit Krome Studios (Viva Piñata: Party Animals, Star Wars: Republic Heroes) -- will be free for users to download. Customization options are mentioned in the fact sheet, but pricing for these features is not addressed. At launch the service will include 30 original arcade titles -- with "over 1000" planned for the future -- from multiple publishers, including Atari, Activision, Intellivision, and Konami. (A list of 31 confirmed titles is posted after the break.)
Games will be presented in 1080p (because that's why you bought that HD set) and will support multiplayer for up to two players, as well as cross-platform leaderboards and Achievements. Microsoft's
Gallery: Xbox Game Room
Source - "Game Room" Fact Sheet [.doc]
Atlus uses the Hexyz Force on PSP
Atlus sure does love the PSP, announcing two games for Sony's handheld in just as many days. Hexyz Force is a new RPG from Sting, creator of Riviera: The Promised Land and Yggdra Union. This classically-styled JRPG features two different adventures, each about (what else?) the end of the world. Atlus promises each adventure will take about 25 hours, totaling 50 hours of dungeon crawling and grinding for RPG fans.
PSP owners are all too familiar with the lengthy load times for many of the system's RPGs. Thankfully, Atlus is promising "virtually no load times" for Hexyz Force. Like a console JRPG, the game will also feature twenty minutes of anime cutscenes. The UMD version is scheduled for release on May 25th, while a PSN version should follow shortly thereafter. Check out a video preview after the break.
PSP owners are all too familiar with the lengthy load times for many of the system's RPGs. Thankfully, Atlus is promising "virtually no load times" for Hexyz Force. Like a console JRPG, the game will also feature twenty minutes of anime cutscenes. The UMD version is scheduled for release on May 25th, while a PSN version should follow shortly thereafter. Check out a video preview after the break.
Austin Independent School District makes deal to buy more video games for classrooms
We've seen educational video games show up in the classroom before, and it looks like one school district is coming back for more. The Austin Independent School District has ordered up another set of edu-games from a company called Tabula Digita that provides 3D, first-person action-based games to teach students how to do basic math and algebra. One sample scenario in the games has students calculating the location of an in-game weather station on a graph, and then using the data found there to make charts and track down alien creatures.
The press release doesn't mention costs, but according to its website, 15 single-user licenses to the games cost the school $1049.25 each, making up a cost of just over $24,000 for the entire 350 student program. The students, who were part of a 10-day JumpStart program and had previously failed a math retest, were allowed to play the games for 30 minutes a day, and, afterwards, 82% of the kids said they had improved their understanding of the concepts. No word on how their k/d ratio came out.
The press release doesn't mention costs, but according to its website, 15 single-user licenses to the games cost the school $1049.25 each, making up a cost of just over $24,000 for the entire 350 student program. The students, who were part of a 10-day JumpStart program and had previously failed a math retest, were allowed to play the games for 30 minutes a day, and, afterwards, 82% of the kids said they had improved their understanding of the concepts. No word on how their k/d ratio came out.



























