Hands-on: Borderlands' Mad Moxxi's Underdome Riot

Gearbox's Randy Pitchford made a pretty bold claim when he said that the new Borderlands DLC, "Mad Moxxi's Underdome Riot," would comprise more than just new levels, but an entirely new mode as well. After an hour or so spent battling it out in Moxxi's tournament, we're happy to report that, though it doesn't feel like a brand new game, it provides a welcome shake-up of the main story's quest-based structure.
Read on to see if Mad Moxxi's going to be worth your ten bucks when it arrives on December 28 on Xbox 360 and January 7 on PS3.
Read on to see if Mad Moxxi's going to be worth your ten bucks when it arrives on December 28 on Xbox 360 and January 7 on PS3.
Rock Band Weekly: Weezer, Yellowcard, Offspring, Limp Bizkit
Beverly Hills ... that's where I want to be (gimme, gimme), living in -- wait, not really. Next week's holiday Rock Band Weekly update has some catchiness, but it's short on cheer. There's a new track pack from Weezer, featuring two songs from the band's latest album, Raditude. There's also songs from Limp Bizkit, The Offspring and Yellowcard.
One last reminder: Rock Band Unplugged DLC is on hiatus until further notice. Check out pricing and track details for the console releases after the break.
One last reminder: Rock Band Unplugged DLC is on hiatus until further notice. Check out pricing and track details for the console releases after the break.
Sega: Aliens vs. Predator reclassified in Australia without edits

"We are particularly proud that the game will be released in its original entirety, with no content altered or removed whatsoever," Sega Australia general manager Darren Macbeth told Kotaku. "This is a big win for Australian gamers. We applaud the Classification Review Board on making a decision that clearly considers the context of the game, and is in line with the modern expectations of reasonable Australians".
We now urge our Australian friends not to do anything that might appear even the least bit inspired by this game. If you see a ravenous, monstrous alien, let it go unblasted.
Persona teams reunite for new project in 2010
After the completion of Persona 4, the team responsible for the game at Atlus split in two, with one half tasked with creating Persona 3 Portable, while the other half got to work on "an original new game." According to a translation by Andriasang of the P3 Portable creator's blog, that first game is "nearing completion," and the two teams will re-form [insert Voltron reference here] in 2010.
Persona 4 producer Katsura Hashino says that the re-unified team will work on "an even bigger title" in the coming year, though no details have been formally announced. We'll just have to giddily think about the impending release of 3D Dot Game Heroes in North America, while we wait for Hashino to dish.
[Via Andriasang]
Persona 4 producer Katsura Hashino says that the re-unified team will work on "an even bigger title" in the coming year, though no details have been formally announced. We'll just have to giddily think about the impending release of 3D Dot Game Heroes in North America, while we wait for Hashino to dish.
[Via Andriasang]
Army of Two: The 40th Day PSP: no demo today, but have a trailer
Not that you won't get the chance to step into the shoes of a masked, bloodthirsty murderer before the January 13 release in North America. A PSP demo will be available on PSN January 7 (January 14 in Europe). Just try to hold out until then. Maybe seek comfort from one good friend.
VGA 2009: Assassin's Creed 2 developers on DLC, third game
This past Saturday brought us the Spike TV Video Game Awards and – before experiencing the litany of world exclusives that awaited us inside – we spent some time outside cruising the red carpet and talking (briefly!) to many of the game developers and talent. We squeezed them for information as fast as we could while simultaneously wishing them holiday cheer and good tidings. Yes, it was as awkward as it sounds. Here's what we learned from Jean-François Boivin, Production Manager on Assassin's Creed 2.
So you have already announced two DLC packs. Will there be packs after that? How are you filling in Chapters 12 and 13? Is there a Chapter 15?
You guys will find out soon enough ... there's nothing really announced yet as to anything that would support the next two DLCs. It will all make sense. [Ed. note: here's that announcement, and we're springing out of our seats]
What has surprised you since launch?
One of the things that is really cool is that right now, the numbers show us that 40% of the people are actually finishing the game. What that tells us is that people are really submerging themselves into the world of Assassin's Creed.
Where would you want to set Assassin's Creed 3?
That's something we don't even know yet ourselves. Right now we're just taking a break after shipping this game. But we're thinking about where this license can go, and we're working on concepts in the next few months.
So you have already announced two DLC packs. Will there be packs after that? How are you filling in Chapters 12 and 13? Is there a Chapter 15?
You guys will find out soon enough ... there's nothing really announced yet as to anything that would support the next two DLCs. It will all make sense. [Ed. note: here's that announcement, and we're springing out of our seats]
What has surprised you since launch?
One of the things that is really cool is that right now, the numbers show us that 40% of the people are actually finishing the game. What that tells us is that people are really submerging themselves into the world of Assassin's Creed.
Where would you want to set Assassin's Creed 3?
That's something we don't even know yet ourselves. Right now we're just taking a break after shipping this game. But we're thinking about where this license can go, and we're working on concepts in the next few months.
Download the Metal Gear Solid: Peace Walker PSP demo
Here it is! If you can't access the PlayStation Store on your PSP, you can download the English language demo of Metal Gear Solid: Peace Walker right here. Make sure you have the latest firmware update on your PSP and at least 103MB of free space on your system. Connect your PSP via USB, extract the ZIP file and copy the NPUH90066 folder to your PSP's Memory Stick, under PSP/GAME.
Gallery: Metal Gear Solid: Peace Walker
PSN Thursday: Prepping for the holidays ... oh yeah, and Final Fantasy VIII
This will be the final "normal" PSN Thursday of 2009. Next week the update will occur on Tuesday, December 22, and there will be no update the following week.
Let's be honest, though, there's plenty of great downloadable games and DLC available that one week without an update isn't going to be that painful. For those who've been practicing their aversion to fun this year and are ready to accept joy, now's the time to check out some of this year's PSN titles like Fat Princess, Critter Crunch and PixelJunk Shooter. Also, today's update adds Final Fantasy VIII. Any other great downloadable titles from 2009 worth mentioning? Check out the full PSN update after the break.
Choose your platform to view the corresponding release list:
Let's be honest, though, there's plenty of great downloadable games and DLC available that one week without an update isn't going to be that painful. For those who've been practicing their aversion to fun this year and are ready to accept joy, now's the time to check out some of this year's PSN titles like Fat Princess, Critter Crunch and PixelJunk Shooter. Also, today's update adds Final Fantasy VIII. Any other great downloadable titles from 2009 worth mentioning? Check out the full PSN update after the break.
Choose your platform to view the corresponding release list:
|
![]() |
(Note: Continue past the break to view both release lists.)
Mafia 2 coming before July 31, 2010

Gallery: Mafia II
VGA 2009: Rocksteady's Paul Crocker talks Batman
This past Saturday brought us the Spike TV Video Game Awards and – before experiencing the litany of world exclusives that awaited us inside – we spent some time outside cruising the red carpet and talking (briefly!) to many of the game developers and talent. We squeezed them for information as fast as we could while simultaneously wishing them holiday cheer and good tidings. Yes, it was as awkward as it sounds. Here's what we learned from Paul Crocker at Rocksteady about Batman: Arkham Asylum.
So when are we getting real DLC?
We can't talk about DLC, I'm afraid. [Note: with the announcement of Batman: Arkham Asylum 2, if that indeed ends up being the name for the sequel, it seems highly unlikely that we'll get any more DLC for the first game. Rats.]
Well, that's not a no! What has surprised you all the most about the game since launch?
Well, for us we're just really happy that people liked it. We worked really hard to do the brand justice and to try and make a good Batman game. Obviously when you're working on something like that you're really inside a bubble, and you don't know what people really think. And the reaction has been quite cool, so everyone at Rocksteady is really excited.
Speaking about that reaction, how does it work for a developer on launch day? Is it like in the film industry where people get the box office numbers coming in right away? Are you getting sales figures? How do you know it's doing well?
In all honesty ... we look at websites. [laughs] I mean if some website says it sold X number of copies, we don't even know if that's true. I guess we're the last to find out. But we look at the reviews and read what people are actually saying about the game. The afternoon when all the reviews went live, we were all sitting in the office and it was just really exciting. If you get an 8 out of 10, you're like "Awww, that's bad" because the other ones were 9, you know? But we were seeing scores at 9 or more and it was an interesting afternoon, and quite a nice evening at the pub.
So when are we getting real DLC?
We can't talk about DLC, I'm afraid. [Note: with the announcement of Batman: Arkham Asylum 2, if that indeed ends up being the name for the sequel, it seems highly unlikely that we'll get any more DLC for the first game. Rats.]
Well, that's not a no! What has surprised you all the most about the game since launch?
Well, for us we're just really happy that people liked it. We worked really hard to do the brand justice and to try and make a good Batman game. Obviously when you're working on something like that you're really inside a bubble, and you don't know what people really think. And the reaction has been quite cool, so everyone at Rocksteady is really excited.
Speaking about that reaction, how does it work for a developer on launch day? Is it like in the film industry where people get the box office numbers coming in right away? Are you getting sales figures? How do you know it's doing well?
In all honesty ... we look at websites. [laughs] I mean if some website says it sold X number of copies, we don't even know if that's true. I guess we're the last to find out. But we look at the reviews and read what people are actually saying about the game. The afternoon when all the reviews went live, we were all sitting in the office and it was just really exciting. If you get an 8 out of 10, you're like "Awww, that's bad" because the other ones were 9, you know? But we were seeing scores at 9 or more and it was an interesting afternoon, and quite a nice evening at the pub.
Golgoth forced to find Toki HD publisher for XBLA

According to Toki HD producer Anthony De Sa Ferreira, the Xbox Live Arcade approval process only allows titles published by Microsoft or an approved third-party company. Following its submission, Microsoft told Golgoth Studio that Toki HD "did not fit with the current needs of Microsoft Game Studio," and suggested the developer contact another publisher. Golgoth tells Joystiq that it is in active conversations with multiple publishers and is confident the game will see life on the Xbox Live Arcade, saying an agreement may be only weeks away.
Ferreira believes Microsoft's approval process may have become more stringent in light of the recent high-profile success of original games on the platform, such as Shadow Complex. "I think it's too bad, because it's the independent studios who helped the XBLA to [meet] the success it knows today," he said, adding that not many indie devs can achieve such an impressive result as the Chair-developed title.
Gallery: Toki HD
VGA 2009: Tony Hawk talks disappointing sales and future plans

You've been very vocal about the negative reviews of the game. What made you want to strike back?
Because I feel like a lot of people ... not just bad reviews, but some of them were just mean-spirited. You know what I mean? I felt like that wasn't fair to us, and it was also turning people away from even trying it. I feel like it's not for everyone, but try it! I see kids love it. I see parents that take to it and really enjoy it, and I just wanted a fair chance for people to try it objectively. When I see people just coming down on me personally, that got me going and I was frustrated with it.
But at the same time, I'm totally proud of it, I love the game. I spent two years of my life getting it going, and it was my idea ... I brought it to Activision. For people to say "Oh, you just stick your name on the game and that's it," that's not what it is at all.
The sales figures came out and they were disappointing. Do you think Activision will keep going in the same direction with this game or will go back to the old Tony Hawk?
I don't know, I guess that remains to be discussed. I really feel like the board is a good device, and we can make more games based on it. I really want to do that. This wasn't a gimmick, I didn't want people to think they have to buy a new one next year. I wanted to make this board so ... it's a platform to do other things with.
Does the game have the ability to be mapped to a standard controller? Could Activision implement that via a download?
You know what, we looked into it ... the way that you physically play the game, it wouldn't translate to a very challenging game with a joystick. The control scheme would have to be completely different, and we didn't want to make a game that was confusing like that.
Vagrant Story finally coming to PSN in Europe
While most people recognize Square Enix as the company that gave us the Final Fantasy series, there are some who remember the company differently. Some remember Square as the benevolent force that gave Vagrant Story to the world back in the PSOne era. A truly unique action RPG, Vagrant Story brought together a great story and a one of a kind battle system. As such, many gamers (including Joystiq editors) have been slavering for the game to hit PSN. Japan received it earlier this year and now it looks like Europe is next in line.Square Enix has announced that Vagrant Story will hit the PSN in PAL territories starting December 22. The game will be sold for €5.99, an absolute pittance. Let's hope the North American release isn't far behind. Considering the bizarre gaps between regional PSN releases though, we're not holding our breath.
Dynasty Warriors Strikeforce footage murderously arrives online
VGA 2009: Assassin's Creed 2 composer on music for a murderer
This past Saturday brought us the Spike TV Video Game Awards and – before experiencing the litany of world exclusives that awaited us inside – we spent some time outside cruising the red carpet and talking (briefly!) to many of the game developers and talent. We squeezed them for information as fast as we could while simultaneously wishing them holiday cheer and good tidings. Yes, it was as awkward as it sounds. Here's what we learned from Jesper Kyd, music composer for Assassin's Creed 2.
How do you begin composing music for a 15th century assassin?
That was very hard to figure out. First, you have to stop thinking and start researching, because it can be overwhelming. The finished game had over three hours of music in it, so it's really about slowing down, experimenting, researching and seeing what sticks.
Did you compose the music for the minstrels and everything?
Every single note in there is my music! That was a lot of fun, some of those small bits.
How do you begin composing music for a 15th century assassin?
That was very hard to figure out. First, you have to stop thinking and start researching, because it can be overwhelming. The finished game had over three hours of music in it, so it's really about slowing down, experimenting, researching and seeing what sticks.
Did you compose the music for the minstrels and everything?
Every single note in there is my music! That was a lot of fun, some of those small bits.
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