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Buddy System: Ubisoft’s Patrick Redding on Procedural Narration in Far Cry 2

Posted on 21 July 2008 by Sean Hollister

GameCyte gets all buddy-buddy with Far Cry 2’s narrative designer. Who knew an free-roaming FPS could tell such tales? Continue Reading


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E3 2008: Valve Interview: Left 4 Dead and Team Fortress, Too

Posted on 16 July 2008 by Jesse Henning

Following a half-hour play session of Left 4 Dead that ended entirely too soon for my tastes, I sat down with Valve Software’s Erik Johnson for a friendly chat. There, in a secluded portion of Valve’s E3 2008 booth, Erik let us in on the process behind the upcoming survival-horror-FPS, and how Valve was able to build a better zombie based on their experiences with Team Fortress 2. Erik also let us in on a few upcoming tidbits regarding the future of TF2, including hints as to upcoming animated shorts and planned content. TF2 fans, you won’t want to miss this one. Continue Reading


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Preview: Double D Dodgeball

Posted on 09 July 2008 by Jesse Henning

What would happen if Space Invaders could smack each other with athletic equipment? This seems to be the question Yuke’s Company of America hopes to answer with their new Xbox Live Arcade title, Double D Dodgeball. The answer doesn’t involve Vince Vaughn or Ben Stiller in any way, sadly, but there’s still a fair amount of fast-paced, colorful, chaotic gameplay to be had by 4 local — or 8 online – players. We sat down with the game earlier today and pelted our way through a handful of matches with Yuke’s representatives for a hands-on preview of the game that sounds much, much filthier than it actually is. Continue Reading


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Hands-Off Preview: CamSpace

Posted on 09 July 2008 by Sean Hollister

Wii-like 3D motion control using only a webcam: too good to be true? GameCyte investigates.

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Geeks and Otaku Giveaway

Posted on 23 June 2008 by Jesse Henning

…when a pertinent question about the limited Wii system memory was raised, Laurent Fischer, managing director of marketing at NOE, easily slipped into talking about how “geeks and otaku” were the only people who would want this issue addressed.

Edge Magazine/Next-Gen, 6/11/08

This infamous moment was not the smoothest comment in the world, and the apology was kind of half-assed, too. Still, Mr. Fischer’s remarks got us to thinking: What if he’s right? What if the only people worried about running out of space on their Wii are geeks and otaku? Well, then, it stands to reason that geeks and otaku are the ones who are downloading and enjoying WiiWare and Virtual Console titles the most, and the ones for whom the games are intended. On that line of reasoning, we’ve decided to help out/worsen the problem by making you worry more about your Wii Storage space — by filling it with games. Continue Reading


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Review: Don King Presents: Prizefighter

Posted on 16 June 2008 by Robert Coffey

Don King Presents: Prizefighter is a tour de force lesson in gaming, boxing, and—mostly—the pointlessness of human existence. Continue Reading


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Review: Ninja Gaiden: Dragon Sword

Posted on 03 June 2008 by Sean Hollister

Legendary badass Ryu Hayabusa may cheat death on a daily basis, but he can’t evade GameCyte’s scorn in this first portable outing. Continue Reading


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First Look: Combat Arms

Posted on 30 May 2008 by Sean Hollister

GameCyte goes hands-on with Nexon’s first free-to-play first-person shooter. Our impressions. Continue Reading


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The Telltale Art: Heads of Tales

Posted on 28 May 2008 by Mike

GameCyte talks with Telltale Games’ Dave Grossman about their unique business model, digital download, and working with ”cult” IP. (Part two of a series)


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Review: Myst DS

Posted on 23 May 2008 by Jesse Henning

Once upon a time, a game called Myst heralded a new era for gaming. The mysterious title (no pun intended) showed gamers what could be realized in the next generation of interactive entertainment – lush, immersive worlds, brought to life through painstakingly pre-rendered graphics, full-motion video, and studio-recorded sound. These are all design elements which, today, are either taken for granted or utterly obsolete, but to a world which had only just embraced the CD-ROM, they were unprecedented. Audiences had never seen a game like Myst, and it became an icon, bundled in with every CD drive, holding a record in sales for a decade.

Myst, originally designed to be played with a mouse interface, seemed like a natural adaptation for the Nintendo DS, and such a port has just been released by Empire Interactive. Sure, the graphics would need to be shrunk to fit a handheld screen, but with some new gameplay features included and a new world added that had not appeared in the original game, Myst DS seemed like a surefire way to immerse oneself in a nostalgic romp through a childhood favorite. This could not be further from the truth. Continue Reading


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