Forum Posts Following Followers
287 101 8

Ahkarisazael Blog

Shadowrun Interview

We recently had the rare opportunity to fire off some questions to Studio Manager Mitch Gitelman at FASA Studios. After some hands-on time with ShadowrunTM, the upcoming cross-platform first-person-shooter for Xbox 360TM and Games for Windows, we were suitably impressed.

Like shooting fish in a barrel.

Like shooting fish in a barrel.

Xbox.com: Can you talk about the first moment you knew that Shadowrun was going to evolve into something really special? What was it that triggered that response?

Mitch Gitelman (MG): The first time I teleported through a wall to escape a firefight, I knew we were on to something. Then we completed our initial prototype. When we called "Game On!" and the team literally ran to the lab to beat each other for a spot, I knew we had something special.

Xbox.com: What, if anything about Shadowrun has exceeded your initial expectations of the project?

We hired a team of testers who were members
of Halo and Counterstrike leagues and had them
play each other-a lot. When the complaining
stopped, we knew we had it.

MG: I never expected to love playing the game as much as I do years after beginning it. Usually by the end of a project, you're sick to death of the art, the music-everything. But not this time. Because improvisation is so key to the gameplay, you never know what's going to happen from moment to moment. I usually laugh my ass off once per game.

Xbox.com: You talked a lot about how important it was to you to bring people onboard that are opinionated and really willing to stand up for themselves. Can you point to a moment or two during the game's development where someone's commitment to their own beliefs helped escalate the game to a new level?

MG: We got the gameplay early in the process and kept it pretty locked down for the rest of the project. That made our art department reactive to our design department. When I hired Evan Hirsch as our Art Director, he came in with a lot of ideas that the team thought were insane, impossible or a combination of both. But he wouldn't back off-at least not without a fight. The result is a game that plays great, runs great over the Internet, and looks next-generation. A lot of people had to work extremely hard to get the pieces to come together.

Now would be a good time to run.

Now would be a good time to run.

Xbox.com: Do you plan on providing downloadable content for Shadowrun, and if so, can you give us a hint of what we can expect?

MG: We aren't announcing anything about that yet.

Xbox.com: You mentioned the team wanted to eliminate a lot of their pet peeves in multiplayer first person shooters with Shadowrun. What are some of the genre frustrations that you're particularly happy about fixing?

MG: It's easy to get lost when you start playing a new map and in Shadowrun, coordinating teamwork is vital. We do a few things to help you out. For example, each area of the map is labeled so that when you walk into it, its name appears on the lower left of your screen. Now you can communicate locations with a common language. In addition to that, when you grab the artifact, we put up a HUD pointer to guide you to the drop-off point. If you're defending, a similar pointer guides you to the location you need to defend.

There's a lot more than that, like the inability to fire your sniper rifle without using the scope, etc.

Xbox.com: What is your own favorite combination of race, magic, and technology when playing Shadowrun?

MG: I can't say I have a favorite because the game is so situation-based. I choose my race and loadout based on what map I'm playing, and who I'm playing with.

When I play on the Temple Grounds map, I like to play as an elf. I take teleport, glider and enhanced vision to find the enemy and choose how and where I'll engage him. I use the katana and the sniper rifle, gliding above the action and either sneaking up behind someone or finding a sniper perch.

When I play on Dig Site on defense, I play as a dwarf. I'll take tree of life, strangle, minion, smartlink and a minigun. I can make a heavily defensible position this way.

Shooting down gliders.

Shooting down gliders.

Xbox.com: Can you talk a little about how intent you were on nailing the balance with cross-platform play? What kinds of players and testers did you bring in to help lock down this feature?

MG: The minute I brought up cross-platform play, our Lead Designer, John Howard, started thinking about control balance and how do to it. He immediately rallied the design team to work through the issues. We hired a team of testers who were members of Halo and Counter-Strike leagues and had them play each other-a lot. When the complaining stopped, we knew we had it.

Xbox.com: The decision to eliminate leaderboards entirely is rather significant. Why was this so important to you and the team, and what are the tangible benefits gamers will see because of this?

MG: Our friends at Bungie found out the hard way that leaderboards encourage cheating. It's their incentive and their reward. When you eliminate the feedback, you eliminate much of their motivation. Think of playing Shadowrun as playing a great pickup game of basketball. We choose teams and play as hard as we can until one team wins. Then we shuffle the teams and play again. When we have to go home, everyone says, "Good game, man. Catch you next time." That's what we want people to experience in Shadowrun.

Xbox.com: Thanks so much Mitch, for taking the time out to answer our questions.

Oblivion Information

One of the most engaging (and to some, surprising) hits on the original Xbox® was The Elder Scrolls III: Morrowind®, a roleplaying game (RPG) released early in the lifespan of the console and definitive proof that A) Xbox could handle shooters like Halo® and expansive RPGs like Morrowind with equal aplomb and B) Xbox gamers love deep single-player action and adventure.

Now the creators of Morrowind, Bethesda Softworks, are doing the same thing for Xbox 360TM with The Elder Scrolls® IV: OblivionTM. It's the kind of game that demands hyperbole-it's unbelievably huge, magnificently deep, and guaranteed to keep you playing for months on end.

Welcome to Oblivion.

Welcome to Oblivion.

Way Down in the Hole
You begin the game, as usual, in prison (in Morrowind, you started on a prison ship, on your way to be released). No sooner have you come to grips with being locked in a dungeon than you're being yelled at. The guard wants you to back off, because he's with ... the Emperor?! Yes, Emperor Uriel Septim (a name that should be familiar to Morrowind players) is sneaking out of the castle, through a secret exit in-as luck would have it-your prison cell.

Immediately, Bethesda lets you try out the game's remarkably realistic physics and lighting engines, marvel at the multiple layers of texture and shading that go into every surface, and notice that none other than Patrick Stewart himself is playing the Emperor.

Unlike traditional RPGs, you won't start the game by choosing your **** race, etc. Instead, you tell the game the kind of character you want to play by your actions and behavior as you follow the Emperor out of jail and into the world beyond.

Anywhere I Lay My Head
And what a world it is. Bethesda has created 16 square miles of geography that you can explore at your leisure or zoom past by using a new fast-travel system. Essentially, fast travel is a map. If you've been to a city or town on the map, you can instantly teleport there with fast travel.

Unlike Morrowind, which all took place on an island, this time you're in the capital province itself, Cyrodil, and it comprises dozens of locations. If you choose to walk (or ride-horses are a new addition, and you can even steal them if no one is looking) you find a stunningly diverse and realistic landscape filled with plants you can pick to create potions, animals you can hunt to create food, and dungeons you can explore to get to the traditional monster-whackin' and demon-slaying.

An enormous world created from scratch.  

An enormous world created from scratch.

Soldier's Things
Combat in the previous game looked good, but was based on hidden "die rolls" like many pen-and-paper RPGs. For Oblivion, Bethesda has embraced a more action-oriented philosophy for combat. You block, strike with weapons (using the left stick to make specific kinds of attacks), and use magic all together with a fluid control system that's intuitive and flexible.

You can play the game in third or first person, but for combat I recommend switching to the third-person view. In this perspective, you get a better look at the combat **** it's easier to control, and, best of all, you get to see yourself bringing the hurt.

As you play, you improve the skills you use the most, whether they're spells, weapons, or skills connected to personal interactions. No experience points and no leveling, just learning and growing like a real person. The game is also ready to go online with Xbox Live®. No, not for multiplayer-Oblivion, like Morrowind, is completely dedicated to single-player-, but so you can access wicked downloads including new weapons, armor, and other equipment.

Combat is now more action-oriented.

Combat is now more action-oriented.

Underground
Much of the combat takes place in dungeons, hundreds of them, all created from scratch (like the game itself-Bethesda doesn't believe in retreads). Here's where one of the big differences between Morrowind and Oblivion comes into play: traps!

Dungeons are packed with traps, some of them big and grandiose like you might expect to see in an Indiana Jones movie, others simpler and set up by enemies. You can turn the tables on your evil foes by keeping an eye out and tricking them into hoisting themselves on their own petards. But keep an eye out-after all, these traps are designed to kill you.

In the Neighborhood
Bethesda employs a system they call "Radiant A.I." to control all of the non-player characters in the game. In most RPGs, NPCs have a script that they follow when you speak with them. The NPCs in Oblivion all have their own lives, with schedules, wants, needs ... heck, they're practically Sims.

You won't always find the NPC you're looking for in the last place you left them. You can even pick an NPC (if you're in a stalker mood) and follow them around for your own episode of The Real World: Tamriel if you like. NPCs have opinions, too, especially about you. Depending on how much they like you, they may offer you information on a new quest or a punch in the nose.

Dungeons made to order (traps included).

Dungeons made to order (traps included).

Everything Goes to Hell
"Oblivion" isn't just a concept. In Tamriel, it's a real place: It's their version of Hell. You soon learn that, naturally, it's up to you-and only you-to step through the gates of Oblivion and find the Emperor's lost son. If you don't succeed, that's it for you and the rest of the world. So no pressure. Armed with your abilities, your ever-improving skills, and luck, you just might succeed.

Confused myself...

Yeah so I pretty much decided on buying Oblivion just to save my poor brain the pain of indecision...and to kill those offending shopkeepers who keep yelling at me...

Nevermind

Having just actually looked at Shadowrun's release date, I'll probably just buy that next Tuesday when it releases and forgo the "pleasure" of playing Enchanted Arms.  Guess I'll just play either Crackdown, Samurai Warriors 2, or Lego Star Wars: The Original Trilogy util Tuesday.  Or I could try and get on the winning team in the Halo 3 Beta.  Or I could buy Oblivion....good bye for now....

Enchanted Arms information

Probably going to buy this game today or tomorrow:

Enchanted Arms is the first Japanese role-playing game for the Xbox 360, and while it isn't overly impressive or memorable, it's a capable representative for games of its type. The game sticks closely to the console role-playing template made popular by the Final Fantasy series, to the point that even the victory music that plays after each battle sounds eerily familiar. Androgynous characters, melodramatic plotlines, random encounters, and ridiculously overblown battles form the basis of Enchanted Arms, and if you have any previous experience with this type of game, you'll feel like you've seen it all before. Despite that, if you give it plenty of time, you'll find that Enchanted Arms is still worth playing if you have any interest in role-playing games.


Golems are magic creatures that can do just about anything: make pizza, guard treasures, destroy the world--all the stuff that humans can't be bothered with.

You've heard this story before. A feisty young man with no memory of his past discovers within himself a hidden power capable of saving--or destroying--the world. His name is Atsuma, and he's a student at Enchant University, where he studies a type of weak magic known as enchanting. However, some people seek a more powerful form of magic, which has been lost for the past 1,000 years. Turns out that a millennium ago, humans were quite proficient with magic and used it to create artificial servant creatures, known as golems. As you might expect, the golems one day went berserk and turned on mankind, nearly destroying the world in what's known as The Golem War. The most powerful of these creatures, called devil golems, were sealed away to prevent another disaster. Flash forward to present day, and some conniving megalomaniacs start fussing with the seals to draw upon the powerful magic that lies within. At this point, Atsuma's destiny as savior of the universe is revealed, along with a mysterious power that resides in his right arm.

As Atsuma, it's up to you to keep these nasty golems in check, which you do by running around the world battling not only golems, but also the humans who are attempting to manipulate them. Enchanted Arms plays like a traditional console role-playing game. You spend most of the time running through dungeons or down long, linear paths from one city to another, engaging in random encounters, collecting money and items, and developing your characters to make them stronger. Between battles, you'll often be treated to some heavy dialogue or the occasional prerendered cinematic sequence.

The story sequences in the game can be quite lengthy, with conversations lasting several minutes. You might be tempted to simply skip through all the chatter, but if you do that you'll miss out on a lot of the charm that Enchanted Arms has to offer. The dialogue, while sometimes a bit overdone, is relatively natural and engaging for a role-playing game. There aren't many characters in the game, but that works to its advantage by letting you focus on the dynamic between four entertaining personalities. There's also plenty of humor, and although a lot of it is downright silly, it doesn't feel forced and is funny enough to prevent your eyes from glazing over during every story sequence.

The nuts and bolts of the game are simple but effective. Throughout most of the game, you'll be running on a linear path from one point to another. Sometimes you'll run from one town to another, and other times you'll be running from the beginning of a dungeon to the obligatory boss fight at the end of that dungeon. While in these areas, you'll be drawn into battle with a random assortment of enemies every several steps. The encounter rate is usually reasonable, letting you cover plenty of ground between battles. Sometimes, however, you'll find yourself going from one battle to another every few steps, which quickly gets tiresome. It doesn't help that the game requires you to backtrack through these large, empty spaces several times, which is boring and takes quite awhile since you're prone to being attacked every step of the way.


The battle system may look complex, but once you pick up the basics, it's quite simple.

The nature of the combat system in Enchanted Arms results in some often very lengthy battles. That said, the system is fun and challenging most of the time. Each battle takes place on a flat, 6x4 grid that is divided down the center. Your party is randomly arranged on one half of the grid, while your enemies are on the other. You can't pass the center line into the enemy grid, so you have to plan your attacks accordingly. You can have up to four characters in your party, and during your turn, you can move those characters and assign actions in any order. Once you've done that, you press go and the actions are carried out. The battles all come down to positioning, because each attack has a specific range and pattern. Some attacks will hit only a single square, others will hit a line of squares, and still others will hit an entire enemy area. By balancing your party so that you have a proper mix of ranged and direct attacks, you can be ready to face any enemy. The battle system doesn't require much in the way of strategy, but it does demand a bit more than simply selecting the attack command over and over. It feels almost like a puzzle game because you have to figure out the best order and position for each of your characters to maximize damage and minimize risk.

you have a team of direct attackers against a group of ranged enemies, you usually won't have a problem winning. The game is very forgiving, and enemies will often move within range of your attacks, if for no other reason than to avoid a stalemate situation. Between battles, your characters automatically regenerate both their health points and their ether points, which are required to perform all attacks. However, over time your characters will lose vitality points, and characters with no vitality points left won't regenerate any health or ether points between battles until you reach a replenishing station. This system requires you to keep plenty of extra characters on reserve to be swapped in for characters who have expended all their vitality points. The system works well, if only because it gives you incentive to make use of all your characters, rather than using just a few powerhouses throughout the entire game.


Running through environments like these gets dull very quickly.

Having extra characters is never a problem in Enchanted Arms. Throughout the world, you'll encounter golems, and usually if you defeat one of these creatures in battle, you'll get its core, which can be used along with some other items to synthesize that golem. This is just a roundabout way of recruiting enemies to join your party. There are more than 100 different golems in the game, and they're all quite diverse and useful. Each golem has its own attacks and abilities, and each one can be leveled up and made stronger, just like the human characters. There seems to be a golem for every occasion, from mermaids that can absorb hit points from enemies, to a massive Sasquatch with frosty breath, and even a pizza-headed creature that can shoot fire.

You can take all of the golems you collect in the game online to engage in multiplayer battles via Xbox Live. It feels like a feeble attempt to add a multiplayer component to the game, because all you can do is have a straight-up ranked or unranked battle. The battle system isn't robust enough to allow for any engaging or involved multiplayer competitions. It can still be interesting to see which golems other players prefer to use, though, and it can lead you to discovering some new tricks that you can put to use in the single-player game.

The presentation in Enchanted Arms is reminiscent of other games of this type, and considering that this is an Xbox 360 game, that isn't a good thing. The character models are fairly detailed, but the animation is awkward. During story sequences, you'll see large versions of the characters as they jerk and spasm from one fixed position to the next without any sort of transition. The environments aren't impressive, either. You'll see a lot of huge, wide-open areas that show no signs of life whatsoever. The entire world feels empty and uninhabited, which makes for dull viewing. Sometimes you'll see some shiny textures, but for the most part, this game pales in comparison to other Xbox 360 games, regardless of whether you're viewing it on a standard definition or high-definition television. Furthermore, there's the problem of getting a workable perspective in battle. There are a few preset camera angles to choose from, but none of them offer a full view of the battlefield. The heads up display often obscures enemies, to the point that you might not even see an enemy until it attacks you. The camera is also zoomed out to get the whole battlefield in the picture, but that also makes some of the characters appear tiny, and their colors tend to blend into the background. The game does look good in a few respects, though. Most of the attack effects are flashy and exaggerated, but they all look good. In particular, there are EX attacks, which are special attacks that feature more lengthy and over-the-top animations than the standard attacks. In addition to the special effects, the prerendered cutscenes in the game look great. There are only a handful of these, but they're each worth watching multiple times.


The dialogue is surprisingly well done, but unfortunately, the voice work isn't.

The sound in Enchanted Arms is decent for the most part. The English voice acting is pretty bad most of the time, but there's an option to listen to the Japanese voices instead. Even if you can live with the annoying voices during the story sequences, you'll probably find it hard to bear the chirpy phrases uttered by your characters with every single attack. It quickly gets old hearing the same two or three phrases repeated a dozen times or more in a single battle. The music is typical of a role-playing game, and it's mostly good. There are dramatic orchestrated tracks, as well as ambient loops that softly fade into the background. None of the music ever gets annoying, which is perhaps the best thing that can be said for the music in a game that takes 40 hours or more to complete.

While you can finish Enchanted Arms in about 40 hours, it will take you considerably longer if you spend the time to find all of the golems in the game. The game is paced reasonably well, and although it's very linear, you'll never be stuck wondering where to go or what to do next. This keeps the game moving along most of the time, but it still tends to drag in spots. There's too much backtracking required, and it often takes an inordinate amount of time to get where you want to go. If you have the patience for it, though, you'll find that Enchanted Arms is a good first effort for role-playing games on the Xbox 360, even if it isn't a very original one.

Shadowrun information

The upcoming Xbox 360TM and Games for Windows shooter ShadowrunTM has long been shrouded in mystery, its secrets only hinted at with a few press releases, screenshots, and trailers. With both the beta in full swing and the retail release just around the corner in May, we can finally shed some much needed light on this great first-person shooter (FPS).

Guns aren't your only weapons.

Guns aren't your only weapons.

Fantasy Meets FPS
Shadowrun has been a much loved pen-and-paper role-playing-game for well over a decade now. Its fusion of fantasy and science fiction provides a wildly unique setting, rich with conflict and drama. Trolls, dwarves, elves, and humans live side by side, struggling to survive in a world after the Awakening, the apocalyptic event that gave way to new races, a rebirth of magical power, and domination by massive corporations and paranoid governments.

Developer FASA has taken this much-loved world and wondered aloud how a fast-paced, strategic shooter would fare when paired with the magic, the cybernetic implants (cyberware), and unique races of Shadowrun.

Developer FASA has committed itself to game balance,
spending countless hours of testing and development
to ensure that neither platform will hold an advantage
over the other.

The answer is incredibly well, as Shadowrun boasts perhaps the fastest pacing of any strategic shooter ever produced for Xbox 360.

Magic and Technology
Before each round of play, cash is rewarded based on your performance. Use the cash to purchase new weapons, magical abilities and technology upgrades. These abilities are what drastically separate Shadowrun from its competitors. For example:

  • Wired Reflexes: Purchasing and activating this ability allows you to move and react faster than your opponents. Once installed, the ability is constant, but if you "activate" it mid-battle, you gain an additional burst of speed at the expense of your health.
  • Tree of Life: These magically summoned trees regenerate the health of any ally standing within reach, and are ideal for holding tactically important areas.
  • Strangle: These crystalline spikes take over entire hallways and doorways, and can be used to slow down anyone unfortunate enough to step onto them.
  • Glider: Patrolling players can swoop up to the highest peaks of a level, and glide slowly down onto their enemies from above.
  • Teleport: This multifunctional ability teleports you instantly fifteen feet in any desired direction, including through gates, walls, floors, and ceilings.
  • Smartlink: This cybernetic implant offers exceptionally refined targeting, even helping you lock onto targets. It also locks your trigger when aiming at an ally, dramatically reducing death by friendly fire.
  • Gust: This blast of telekinetic power pushes enemies from ledges and roofs and away from objectives, and also causes damage to an opponent in Smoke form.

Defend your territory.

Defend your territory.

A Matter of Essence
Both cyberware and magic take a toll on your character's essence rating. Each race boasts an essence meter, with installed cyberware permanently taking up chunks of essence, and magic draining your essence with each use. This mechanic requires strategy as you must balance not only which abilities you purchase, but how you use them during the course of a match.

Racial Abilities
The purchase of various spells and cyberware already differentiate your character, but the race you choose has an equally dramatic effect on how you play the game. For example:

  • Elves move faster than other characters and can regenerate their health over time.
  • Trolls lumber along at a slow pace, but use their essence to harden their skin against bullets.
  • Shorter dwarves offer a smaller target profile for enemies, and can drain essence from both allies and opponents.
  • Humans represent the ****c all-around character with a respectable essence rating and decent speed.

The Advent of Cross-Platform Gaming
Shadowrun represents a momentous shift as it introduces cross-platform gaming. For the first time a first-person shooter is bridging the gap between PC and Xbox 360, allowing gamers on both platforms to connect with and compete against one another.

Bleed your enemies from behind.

Bleed your enemies from behind.

For those worried about the mouse-and-keyboard PC setup wreaking havoc on the dual-analog Xbox 360 control, you can rest easy. Developer FASA has committed itself to game balance, spending countless hours of testing and development to ensure that neither platform will hold an advantage over the other.

Shadowrun for Xbox 360 and Games for Windows provides a lightning quick next-gen shooter, and one that requires well-conceived strategy and teamwork as much as twitch reflexes to succeed. Welcome to the next big wave on Xbox LIVE®!

Halo 3 Beta

Some of you, mostly my friends, are probably wondering why I haven't said a word about my experiences with the Beta on here.  Well, that is more due to lack of an attention span than due to hatred.

First off, I love the Beta, but its just a Beta so if you send me hatemail for what I'm about to say I will 1) pay you back in full 2) come to your house, yes I do know where you live, and nail a bunny to your door and 3) I will send you some pictures of two rinocerouses getting it on.  Continuing on...

The Beta has some new weapons, gadgets, and the man cannon but other than that it plays very much like Halo 2.  This is somewhat expected but nonetheless a dissapointment.  Quite frankly I am of the opinion that, comparitively, Halo 2's multiplayer stunk like elephant doo doo on fire in August.  Yes the ATV is nice, the Spartan laser is fun, and trip mines are hilarious but that doesn't make it amazing.  But I love it because most of the things I absolutely loathed about Halo 2 multiplayer are gone, and some new things have arrived.

On a side note for that guy who was playing me yesterday, you know who you are mister guy-with-the-stupid-carbine, there is one very simple fact you need to learn and take to heart, shotgun beats carbine at close range EVERY...SINGLE...TIME, unless you come up behind me...which you didn't mister if-I-crouch-he-can't-see-me-even-though-he's-looking-right-at-me...some people...

Crackdown/Enchanted Arms

Well on Saturday my neighbor got Crackdown and to date has 325 achievement points...however I have no fear of him passing me seeing as how I have 1010 achievement points in Crackdown.  That's right Samuel, it aint gonna happen...

On a different note, I'm currently contemplating buying Enchanted Arms for the 360, only contemplating because if I buy it then I'd either have to not buy Tenchu: Z when it comes out, or I'd have to sell some of my games to pay for it.  Or I could just sell my original xbox and games, which I'm probably going to do anyways to add money to my "Games-that-I-will-buy-but-will-probably-never-play-fund"...

Continuing my Assassin's Creed Buzz...

here's an interview with one of the Assassin's Creed producers:

Assassin's Creed was Ubisoft's most talked-about game at this year's E3, but it never struck us as the sort of game that ought to be confined to just one platform. Nevertheless, the company has always insisted that this promising action adventure from the creators of the latter-day Prince of Persia games would appear only on the PlayStation 3--until now. Finally, Ubisoft has come clean about development of an Xbox 360 version of Assassin's Creed, which has certainly whetted our achievement-craving appetites. For the first word on the 360 game, we went straight to producer Jade Raymond.

GameSpot: Why did you decide to bring Assassin's Creed to the Xbox 360?


Jade Raymond: Our ambitions with Assassin's Creed are high: We're aiming to deliver a completely new gameplay experience on a brand-new engine. With artificial intelligence, physics, animation, and graphics ambitions like ours, we weren't sure how many consoles we could support. But we always wanted to share our next-gen vision with as many gamers as possible. We have just recently been able to prove to ourselves that we will be able to deliver on both systems without sacrificing the quality or innovation of our original concept.

GS: How long has the game been in development?

JR: A small core team started working on the concept and technology for Assassin's Creed a little over two years ago. Creating an engine from scratch to fully take advantage of the next-gen systems has been interesting and challenging because you have to wait a lot longer to see gameplay materialize and you're never really sure what is good enough. For a while we had to ban the words "next-gen" because people were getting hung up on them. We had to find a sweet spot in innovation that allowed us to make progress and not get caught up in the theory of what a game could be.

GS: Will there be any differences between the 360 and PS3 games in terms of content?

JR: I hate to answer in such a lame way, but I can't say right now...

GS: Will the game have any online features?

JR: Yes, we will have downloadable content, achievements, and all of that other good stuff.

GS: Will the control functionality vary by console, such as the PS3 controller's tilt functionality?

JR: We are prototyping this kind of thing right now, but we are not sure yet if the prototypes will make it into the final game. We don't want to add control features if they are going to end up feeling gimmicky. We want to make sure that everything in the game, including controls, makes sense within the overall experience and adds to it.

GS: What HD resolutions and audio will it support?

JR: 720p and Dolby Digital 5.1.

GS: What can you tell us about the game's achievements?

JR: It's hard to list the achievements in a meaningful way without going through why it's cool to achieve them, but rest assured, they will drive the fiercest competition between you and your Xbox Live friends.

GS: Can we expect a Marketplace demo?

JR: Who am I to stop you from expecting? But I can't confirm anything at this point in time.

GS: Thanks for your time, Jade.

Assassin's Creed

For those of you who are interested heres some info from the Xbox website:

Assassin's CreedTM is the next-generation game developed by Ubisoft Montreal that redefines the action genre. Assassin's Creed merges technology, game design, theme, and emotions into a world where you instigate chaos and become a vulnerable, yet powerful, agent of change.

The setting is 1191 A.D. The Third Crusade is tearing the Holy Land apart. You, Altair, intend to stop the hostilities by suppressing both sides of the conflict.

You are an Assassin, a warrior shrouded in secrecy and feared for your ruthlessness. Your actions can throw your immediate environment into chaos, and your existence will shape events during this pivotal moment in history

  • The  Assassin: Master the skills, tactics, and weapons of history's deadliest and most secretive clan of warriors. Plan your attacks, strike without mercy, and fight your way to escape.
  • Realistic, responsive environments: Experience a living, breathing world in which all your actions have consequences. Crowds react to your moves and will either help or hinder you on your quests.
  • Total freedom: Eliminate your targets wherever, whenever, and however. Stalk your prey through richly detailed, historically accurate, open-ended environments. Scale buildings, mount horses, blend in with crowds. Do whatever it takes to achieve your objectives.
  • Epic times of the Crusades: Assassin's Creed immerses you in the realistic and historical Holy Land of the twelfth century, featuring life-like graphics, ambience, and the subtle, yet detailed nuances of a living world.
  • Intense action: Experience heavy action blended with fluid and precise animations. Use a wide range of medieval weapons, and face your enemies in realistic swordfight duels.
  • Next-gen gameplay: The proprietary engine developed from the ground up for Xbox 360 allows organic game design featuring open gameplay, intuitive control scheme, realistic interaction with environment, and a fluid, yet sharp, combat mechanic.