пятница, 8 апреля 2011 г.

Safety is Most Important to Pokemon Director

Pokemon Black and White

It's an accepted fact that -- no matter how huge a hit it would be -- we won't be seeing a Pokemon game on, say, Facebook anytime soon. Besides Nintendo's own quirks, there's another reason why such a thing isn't going to happen: A concern for safety.

Longtime Game Freak employee andPokemon Black/Whitedirector Junichi Masuda explained that ensuring gamers can pick up a new Pokemon and play it safely and without any fears is what he considers to be most important when developing a new game.

Asked if he feels any pressure to change how Pokemon is delivered in light of the success of the social and mobile aspects of the industry, he toldMCV,"I don't feel pressured. What I consider to be most important when releasing a videogame is to ensure it reaches everybody and to make sure it can be enjoyed by players safely and securely."

Nintendo's game systems are a more appropriate, controlled environment for games that kids will want to play. Facebook and things of that nature, on the other hand, aren't really intended for people of all ages.

"For example, Facebook and MSN are mainly for adults, but what's very important is that everyone can enjoy a Pokémon game without feeling any fear,"he continued."So that's what I think about whenever I produce a new video game."

To some, that's likely to sound pretty strange. But online safety has been a high priority for Nintendo, as anyone who has had to use friend codes can attest.


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среда, 6 апреля 2011 г.

Today in Gaming - 3/30/11: 20 Years of Street Fighter, Super Meat World

Super Meat World

I can't imagine there being anyone out there that is worse at playing fighting games than me, and despite mysensationallypoor ability to defeat the game's AI, even I have an appreciation forStreet Fighter II. It certainly says something about the game's quality that after nearly two decades, I find myself buying multiple iterations of the game and still fighting to make it through the first few opponents in the single-player. (I've given up hope of ever defeating a human opponent without the assistance of their controller spontaneously combusting.) We've got a look back at20 years of Street Fighter II, including 20 thingsyou didn't knowabout the game and an episode ofRetronautsdedicated to Capcom's classic.

Today's highlights:

And here's what else happened today:

Super Meat World to Debut"Very Soon"

The automated level portal for user-madeSuper Meat Boylevels will be launching exclusively for Steam owners"very soon;"it's possibly even"days away."To"weed out the crap,"levels will be rated by both their difficulty and fun factor. It will launch with at least five chapters and 200 new levels.Respondingto a question about when Direct2Drive customers will see it, Team Meat said on Twitter,"probably not for a while (or at least not till they pay us)."

Just Cause Makers at Work on Renegade Ops

Sega will be publishing the new game fromJust Causedeveloper Avalanche Studios. Renegade Ops is a co-op shooter for XBLA, PSN, and PC that's planned for release in 2011."A number of developers in the studio wanted to try developing a smaller digital project, so we gathered a team, built a new IP and SEGA gave us the opportunity to carry this out,"said senior producer Andreas Thorsén."The IP is all about driving or flying around blowing stuff up while playing with your friends and that to us, is a dream-project."

Madden Concussions Will Take Players Out for the Game

The NFL is taking concussions much more seriously than it used to (which is to say, it's actually taking them seriously) and its policies are extending to Madden NFL.Accordingto a member of the NFL Players Association, when a player suffers a concussion inMadden NFL 12, they'll be unable to return to the game, as per current NFL rules.

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BurgerTime HD Coming Back as a Download Game

PuzzlerBurgerTimeis the latest classic game to be brought back. Rather than being coined as a remake, MonkeyPaw Games is calling this an"extension"of the old game."It's been 29 years since the original debut and now BurgerTime is back and much better than ever. By creating unique platform features while faithfully retaining the original gameplay, BurgerTime HD will redefine retro evolution", said MonkeyPaw president John Greiner."We also love the fact that playing the game makes our team really hungry."It'll support online multiplayer for up to four players.


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вторник, 5 апреля 2011 г.

Alleged Talent Thieving Leads to Injunction Against THQ

Assassin's Creed Brotherhood

A court in Quebec has granted Ubisoft an injunction preventing THQ from violating the non-solicit clauses of Ubisoft Montreal's employees. This development comes after a number of employees at theAssassin's Creedstudio departed from the company under suspicious circumstances.

After leaving Ubisoft Montreal last year, it wasannouncedin October that Assassin's Creed creative director Patrice Désilets would be heading up a new Montreal-based studio for THQ beginning in May. Since then, several other Ubisoft Montreal staffers have departed the company for various reasons that have raised some eyebrows,Game Informerreports.

Désilets isn't joining THQ Montreal until this May, following the expiration of a one-year non-compete clause. Three employees who left Ubisoft Montreal in his wake have Montreal Canadiens season tickets with Désilets, which makes you wonder if their decision to all leave was a coincidence. Keep inmind that his non-compete clause should have prevented Désilets from being able to recruit his former colleagues.

THQ core games boss Danny Bilson spoke withJoystiqin January about THQ Montreal, and some choice words of his could end up leading to trouble for his company. He said,"I don't think I can talk about the other three people we've already contracted because I wouldn't ... I just know Patrice said, 'I need these three guys.' And I said 'Okay! Whatever you need!' We put all of them on retention and got them started on their non-competes. I kind of know what their roles are, but they were the most important people to Patrice. All three of them are Ubi."

An injunction was granted by a judge in January. Despite that, another Ubisoft staffer was contacted about a potential employment opportunity at THQ by localization manager Adolfo Gomez-Urda. This latest injunction, which was first reported by French siteRue Frontenac, now includes Gomez-Urda in addition to THQ and Désilets.

This is quite a rocky start for THQ Montreal, and Désilets won't even officially start work there for another two months. The interview in January wasn't the first time Bilson had hinted at grabbing friends of Désilets' for the new studio;speakingwith 1UP last year, he said,"Now, combined with building out this huge facility in Montreal, with the {financial} advantage, and getting that kind of talent who lives here in it, and all his friends live here, we should be able to build out an incredible veteran team to anchor this studio."


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понедельник, 4 апреля 2011 г.

Steambot Chronicles 2 Officially Cancelled


Despite the fairly decent amount of news coming out in this week's issue ofFamitsu, the magazine is overall looking a little sad. With only 160 pages (an average issue easily breaks 250) and no reviews at all, it reflects the current state of both the local game biz and Japan in general -- on cruise control, holding their breath, as they struggle to deal with the past month's worth of national crises.

Something else in this week's issue will make game fans sad, too: The release pages formally confirmed thatSteambot Chronicles 2, sequel to theoffbeat 2006 titlethat featured free-world exploration in steampunk-ish"trotmobiles,"has been cancelled. The sequel, first shown as a PlayStation 2 title at the 2006 Tokyo Game Show, was slated to come out in 2007 but wound up missing its release date and falling into the realm of vaporware. It was re-announced by developer Item in late 2008 as a PS3 title, but the company once again fell completely silent on the title, even as it produced and released the PSP spin-off gameSteambot Chronicles Battle Tournament.

The news comes after Irem also cancelled the latest game in theZettai Zetsumei Toshiseries of disaster sims in the wake of the major earthquake and tsunami that struck Japan on March 11. The moves leave Irem with nearly no games to release, but the company itself -- which makes the majority of its income developing software for pachinko and other gaming machines -- is likely not in danger of going out of business.


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воскресенье, 3 апреля 2011 г.

Motomu Toriyama Talks About Making Heroines


How does Motomu Toriyama, the Square Enix director whose most recent project wasFinal Fantasy XIII, approach designing the women that populate his games?

"The first aspect of a heroine's design we decide upon depends on the game we're making,"he said in an interview published in this week'sFamitsumagazine in Japan."With Yuna fromFinal Fantasy X, we started with the back story of a summoner that fights against Sin, but for Lightning in FFXIII, our initial concept was just for a 'strong woman' -- it was personality-based instead of plot-driven. Then we consider the heroine's 'job,' her position in the story and duties in battle. We always try for unique worlds in the FF series, so we don't base characters off of real people or anything like that, but since there are so many games in the series, it's always a trial to ensure that new characters don't overlap with previous ones."

It isn't until that point when Tetsuya Nomura, Square Enix's resident character designer extraordinaire, gets involved."Once the character's concept starts to take form, we write out her basic personality traits and so forth on a sheet of paper and give it to Nomura,"Toriyama said."Sometimes this is before all of the details are worked out for all the characters, but we've got to get them drawn sometime, so..."

What happens next?"After that, we wrap up the details behind each character's background,"Toriyama continued."With Lightning, that would be how she resolved to become strong in order to protect her sister after their parents passed away. We're working on all the characters in parallel, which results in some inconsistencies popping up later on in the designs and story backdrops -- when that happens, we rework as necessary to fit with the design. With Lightning, one look at the design made me say 'This is it!' She looked so cool and strong that there was no need for any retakes. It was the same way with Yuna. Making an FF game takes several years, so if you don't essentially fall in love at first sight with a character, then you really can't keep yourself going."

Then comes the process of actually rendering the heroine as she appears in the game -- the hard part, in other words,"When portraying a character, we take extreme care in her movements and voice,"reflected Toriyama."This begins with the motion-capture process, something that will make everything go wrong if we mess it up, so we get very intricate with our directions for that. The voice acting comes last in this process, and the actors we work with are good enough that things usually go pretty smoothly. The voice we record essentially becomes the main image of the character, so in a way that's the most delicate part of making the character."

So what's Toriyama's favorite leading girl?"Out of the heroines I've had a hand in creating, Lightning and Yuna are definitely the ones that stick out in my mind,"he said."That, and Yoyo from {Japan-only Super NES RPG}Bahamut Lagoon, the first game I worked on. I wanted to make her into a heroine like any that's existed before."


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суббота, 2 апреля 2011 г.

Ratchet&Clank Dev Won't Develop NGP Games In-House

Resistance 3

Insomniac Games' franchises are sure to end up on NGP, but Insomniac is unlikely to develop any of them itself. It'll provide support, sure -- just don't expect its focus to stray from its newfoundmulti-platformdevelopment projects for PlayStation 3 and Xbox 360.

Speaking at an Insomniac community day event at the Egyptian Theatre in Hollywood, California yesterday, senior community manager James Stevenson explained that the company is currently"totally focused on the PlayStation 3 and Xbox 360."We don't know what the Xbox 360 project is except that it's the product of a partnership with Electronic Arts; for PlayStation 3, Insomniac hasResistance 3(pictured above) andRatchet&Clank: All 4 Onecoming later this year.

Stevenson explained that Insomniac would offer to"support Sony"on NGP game development but those games are"probably not something we would develop in-house."And indeed, the upcomingResistancegame for NGP is in development atPlayStation Move Heroesdeveloper Nihilistic Software. Insomniac wasn't responsible for the PSP edition of Resistance,Retribution; it was made by Sony Computer Entertainment's Bend Studio (which is now at work onUncharted NGP).

Insomniac isn't completely ignoring all non-console development. CEO Brian Hastings recentlyspokeabout how"increasingly challenging"the console market is and the need to"expand into the social sector"because of the size of its audience. This prompted Insomniac to open a new division called Insomniac Click that will be dedicated to web and mobile development.

"I don't think that every console developer needs to join the social and mobile markets to survive, but as an industry we do need to broaden our audience in order to have more companies survive in general,"Hastings explained.

Source:Kotaku


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пятница, 1 апреля 2011 г.

Vanillaware Returns With Grand Knights History


The new issue ofFamitsumagazine this week brings the first word onGrand Knights History, a brand-new PSP role-playing game and the first title from Tokyo-based Vanillaware since Wii action gameMuramasa: The Demon Bladein 2009.

Grand Knights History is the first traditional, turn-based RPG from Vanillaware, a developer that's gained a worldwide following chiefly thanks to the virtuoso 2D graphics and animation seen in their titles. The game is set in the land of Ristia, home to three competing nations: Union, Avalon and Logres. You play the leader of the knight corps in the nation of your choice, supervising a team of warriors that you're free to customize and train as you like -- raising their stats, defining their appearance and personalities, and so forth.

The battles in GKH are strictly turn-based, but there is some innovation to be had here -- Vanillaware has plans afoot for seamless online multiplayer, although they aren't going into details on them yet.

"The 2D characters will be animated just like in our action games, and we're also challenging ourselves to build a new type of gameplay by fusing online and offline,"said Tomohiko Deguchi, project director at Vanillaware."Most RPGs up to now involve one person or a group of friends playing together, but we're trying to set up this new kind of game, a full-on war that all the users are connected together in. It's a war RPG where not just one player, not just a few people, but all of the players are drawn together as they fight."

The PSP title, which is being published by Marvelous Entertainment in Japan, has a summer release date planned for the region. No US release has been announced yet.


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