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David Perry: Selling Earthworm Jim was the "dumbest move ever"


When you stop to think about iconic characters for each of the big three a few easy ones come to mind. Master Chief owning on Xbox, Super Mario fighting for Nintendo and Kratos breaking dudes on the PlayStation (or insert your own characters if these examples don't work for you). One character that had the potential to be a huge gaming icon after his introduction was Earthworm Jim.

Jim had it all. Fun games, ridiculous cartoon and even action figures. Then one day the team that owned the rights to Earthworm Jim decided to call it a night and sell the character off for fear they wouldn't be able to bring him into the 3D world. David Perry, founder of Shiny Entertainment, has recently come clean on one of the biggest mistakes his company ever made; letting Jim get away.

"[Selling the rights of Earthworm Jim to Interplay] turned out to be the dumbest move ever," Perry said in an interview with Kikizo. "There's been other versions of Earthwork Jim done that were done without our permission really, licensing deals, and I was very unhappy about them." We'd be happy enough to see the original titles added to the Xbox Live Arcade or any news on the announced fourth title in the series.

You know, it's funny to hear losing Earthworm Jim was the biggest mistake in Shiny's history. We could have sworn it was just being involved with Enter the Matrix. Just saying.

X3F Defense Force needs your questions for Harmonix


If you only listen to one gaming podcast it should be the Xbox 360 Fancast. If you were going to listen to another we recommend the Big Download podcast. Have some extra time? The third best podcast on the internet is the Xbox 360 Fancast Friends Defense Force Podcast. Sure the name is ridiculously long but the podcast spawned out of the love of our own deserves your respect. They also need your help.

The X3FFDF (wow) team has a big interview with Sean Baptiste, manager of community development at Harmonix and need your questions for the momentous occasion. Have a question for the team behind Rock Band 2? Add your inquires to the comments of this post and the X3FFDF team will credit you during the episode. So, what do you want to ask Harmonix?!

Joystiq interviews Blow in a post-Braid world


Unless you haven't figured it out, we're pretty big fans of Braid on the Xbox Live Arcade. Braid's creator, Jonathan Blow, has become a household name for gamers and fellow fans at Joystiq decided to shoot a whole mess of questions his way post-release. The interview covers everything from why Blow isn't a big fan of most games to his admiration of the XBLA title Space Giraffe. Check it out.

Molyneux: the PS3 is waiting for a defining title


Game designer - and Microsoft employee - Peter Molyneux said in an interview with GamesIndustryBiz that the PlayStation 3 is still waiting for a game that defines the platform and sets it apart from its competitors.

"Nintendo did a brilliant job of doing that at launch with games like Wii Sports and Wii Play - maybe Fable 2 is a defining title," said the proud father of the upcoming Lionhead RPG who admitted to not being tremendously objective when referring to Fable 2.

Molyneux then stated the PS3-exclusive LittleBigPlanet, which launches a week after Fable 2, has the potential to be a defining title. "I'm incredibly proud of what they've done, and it's just an amazing experience to see how their game has progressed," he said of the Media Molecule developers who are mostly made up of former Lionhead staff.

Sorry flame war lovers, Molyneux just ended classy on y'all!

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.

[iTunes] Subscribe to X3F TV directly in iTunes.
[Zune] Subscribe to the X3F TV directly (Zune Marketplace link coming soon).
[RSS] Add the X3F TV feed to your RSS aggregator and have the show delivered automatically.
[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.

[iTunes] Subscribe to X3F TV directly in iTunes.
[Zune] Subscribe to the X3F TV directly (Zune Marketplace link coming soon).
[RSS] Add the X3F TV feed to your RSS aggregator and have the show delivered automatically.
[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.

[iTunes] Subscribe to X3F TV directly in iTunes.
[Zune] Subscribe to the X3F TV directly (Zune Marketplace link coming soon).
[RSS] Add the X3F TV feed to your RSS aggregator and have the show delivered automatically.
[M4V] Download the M4V directly.

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.

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