Capcom sheds light on Resident Evil 5 release date

September 10th, 2008 by hiphper88

Resident Evil 5 and Chris Redfield are probably coming this March ‘09.

Remember the thrill you felt when you first heard about Resident Evil 5? At that time, GameCube owners were the only people enjoying Resident Evil 4, though the promise of a PlayStation 2 version was imminent. RE4 was critically acclaimed and with good reason; it was a reimagining of the franchise that had relied too long on annoying camera angles.

The announcement of RE5 intrigued gamers everywhere. RE4 was already a visual masterpiece of the then-current generation. What would the end-result be if Capcom were to place the same harrowing action in high-definition?

This question would be answered in March 2009.

According to GameSpot, Capcom has shed some light on RE5’s release in a business strategies presentation. During Capcom’s projections for its fiscal 2008 (which is up to March 31, 2009), the publisher said:

“(It) aims to sustain solid growth by introducing Resident Evil 5 and titles in other core franchises.”

Capcom’s sales projection for RE5 is at 2.3 million copies worldwide. The publisher also expects to sell 1.5 million units for Bionic Commando and 610,000 for Lost Planet: Colonies.

Image of Resident Evil 5 is courtesy of Capcom.

Tags: capcom, re4, re5, release_date, resident_evil, resident_evil_4, resident_evil_5

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GameSetLinks: The Ion’s New Clothes

September 10th, 2008 by hiphper88

- Back from the Twilight Zone Tower Of Terror at Disneyland, among other things, and am amused by how much Ion Storm’s old offices (I think - see left!) actually remind me of it in that picture.

Anyhow, that’s an oblique link into this set of GameSetLinks, which include some Ion reminiscences alongside Russell Carroll talking about innovation and fear, real cooking from Cookin’ Mama 2, and Raph Koster examining the state of online worlds.

This, then, is the news:

Canned Dogs - Blog Archive - spike niconico channel launched
Japanese YouTube-like video sites may be cracking down on gameplay videos? V.unfortunate if so.

How to really make GoW2 more ‘girlfriend-friendly’ - Veronica Belmont
‘I appreciate that Cliffy B. is thinking about making the game ‘girlfriend-friendly’ but I don’t know if that’s really at the heart of the matter.’

Classic Gaming Expo - cancelled for 2008, aw.
That’s a shame, it’s a neat, if superniche show - via Driph.

Video Games Business & Marketing: Rant: Innovation - to love, to fear
‘As much as we love to talk about innovation, my experience tells me core gamers are scared to death of it because it doesn’t look like what they are used to.’

Help me find an old article about Ion Storm? | Quiet Babylon
And he found it - and it’s rather awesome.

Richard Cobbett > Richard’s Online Journal - ‘Reviewspotting’
Examining ‘The Emperor’s New Clothes’ review, according to Richard: ‘This is what you get when a reviewer is having absolutely no fun, but is terrified it might be their fault.’

Thwomp Factory: Thwomp Factory Fryday: Cooking Mama 2
Real cooking from Cooking Mama 2 - v.cute!

Raph’s Website - ‘The market glut’
‘How many kids worlds can actually survive? I actually think the answer is just about all of them.’ Hm, I don’t think so, given VC dreams for the majority of them, as opposed to subsistence realities.

pushing buttons…: Difficulty Bandwagon
Former God Of War combat lead weighs in: ‘In my eyes Challenge vs. Entertainment is the dividing line for difficulty.’

Misplaced Promotional Quotations for Next-gen.biz (Magical Wasteland)
‘Only a craven serf would not carefully read this website every morning.’ Heehee, we need to get some of those quotes for Gamasutra, everyone else has ‘em!


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Penny Arcade Adventures Rain-Slick Precipice Episode One: A Startling Development on Desperation Street

September 10th, 2008 by hiphper88

pa1.jpg

Penny Arcade: On the Rain-Slick Precipice of Darkness: Episode One is an introduction to the gritty metropolis of New Arcadia, circa 1922.  From a bird's eye view perspective you catch a glimpse inside the window of the the Startling Developments Detective Agency, where the protagonists of Penny Arcade are seen in their Depression era threads.  Gabe is practicing jabs on a dangling punching bag, while Tycho is seated in a leather armchair, turning the pages of an antique manuscript.  The view shifts to a gargoyles perched on the side of the brownstone building, the camera descending into a grime-streaked alleyway.  There you are invited to create your custom-made character.  Choosing gender, body-type, facial features and various articles of clothing, your avatar will appear in the game's flash animation sequences exhibiting the characteristics you just selected.

 

You start off in a sleepy suburban neighborhood outside the black heart of New Arcadia, dubbed Desperation Street.  Dusk is setting in and the autumn trees are shedding rust-colored leaves.  A mysterious, genteel narrator welcomes you to your bleak surroundings, begging you kindly not to dwell too deeply on his mysterious identity.  He importunes you to to rake yon leave-strewn front lawn so as to bring Desperation's cul-de-sac into closer alignment with modern civilization.

 

Clicking on the rake, your character takes it up and heads over do some gardening, but before the unruly foliage can be brought under any semblance of order, your activities are interrupted by a sudden roar.  A towering iron giant appears and mercilessly stomps on your house, smashing it to smithereens.  The robot as it heads down Desperation Street is pursued by two strange men.  You are urged by the mysterious narrator to follow the monstrosity.  Your character, shrugging off the shock, responds "Alright disembodied voice, let's do this."

pa2.jpg

 

Finding a wood crate in the road, you can smash it with your gardening implement to gain a bandage, which will heal a quarter of your HP in battle. A clanking sound becomes audible nearby as you make your way down the road.  The narrator informs you that the small metal creatures in your path are a new phenomenon in New Arcadia–their carnal urge for fresh fruit leads them to tiny acts of vulgarity.  The "fruit fuckers," as they are known, will bark angry strings of binary code at you as you approach.  The screen splits, the upper frame showing a still shot of the 3D computer graphics, while the bottom frame depicts a 2D artistic rendering of the characters more closely resembling the webcomic.

 

Upon encountering the enemy, evocative words in huge font like "PERIL!" or "MAYHEM!" or "HUGE TEXT!"  will pop up on the screen, alerting you to the oncoming rush of enemies.  The robots will hobble up to you and assault your character with dealy bobber attacks or send a stream of searing citric acid shooting from their fruit-juicing nether regions.  If you hit the space bar at just the right time, you can block their attacks, or even counter without taking any damage.  You'll know when to hit the space bar by keeping an eye on the enemy's hitpoint gauge, which will flash at the precise moment when you should make your move.  Once your attack bar has filled up, you can swat one of the robots over the head with your rake.  After a couple hits, each metallic foe explodes into a cloud of smoke, leaving behind a cylindrical piece of scrap metal.  These spare parts can be collected to upgrade your weapons.

 

Following the giant robot treads in the dirt road, you can knock over trash cans to retrieve items like bottles of weak sauce, a condiment so mediocre that when used in battle it will render your opponents harmless.  By one of the houses you find a curled up cat, which you can recruit as a support character.  At first it seems not to know what to make of you, but by selecting the option of purring at it gently, "T. Kemper" will rub your calf cheerfully.  The cat appears to be useless in these initial phases of the game, lazy even by cat standards, but will likely be of some use further along in the quest.

 

pa3.jpg

 

Passing by the park you encounter a tree surrounded by a ring of pink flowers, which has hanging from its branches some oranges you can collect.  Once a battle with the robots has been initiated, you can toss one of the fruits to the side of the screen, and the machines will be positively haunted by its ripeness.  So preoccupied with juicing their find are the robots, you can walk right up and swat them with impunity.  Having succeeded in using the oranges as a clever ruse, you will be treated to a Grand Slam attack, which can be initiated by pressing the space bar four times in sequence during battle.  Properly timed, you will use the rake baseball bat style to deal a powerful blow against enemies.

 

Outside Desperation Elementary you will meet the two strangers following the robot.  You can gain their attention by waving your arms, as they are deeply engaged in speculating as to whether or not the strange creature they are pursuing is a yeti.  You discover that these two specialize in tracking down tainted artifacts and thwarting ancient, evil Gods. "Sometimes both!" they claim, cheerfully.  The two introduce themselves as Tycho Erasmus Brahe and John Gabriel of the Startling Developments Detective Agency.  You declare that you will be coming along, since the monstrosity they are pursuing trashed your house.  Gabe and Tycho are willing to let you in on the vengeance, and even offer you a robot-free place to crash in their office.

 

pa4.jpg

 

Gabe immediately gains the Unsporting Conduct special attack, which is initiated by rapidly pressing the spacebar to fill up a red meter, then tapping it again as a falling white bar passes over the target zone.  Gabe and Tycho also have a special combo attack called "What Goes Up," which involves Tycho hoisting his partner into the air so the brawler falls upon the enemy while delivering a potent dose of the fisticuffs.  Tycho, for his part, has a tommy gun in one hand and a hardcover tome in the other.  When it is time for him to attack, he throws the book up in the air, plugs the enemy with hot lead, and deftly catches his reading material on the way down.

 

At the end of the road you encounter a pack of robots by a derelict gasoline stand.  The machines creepily contend that you are on their to-do list.  Combat begins with the players rolling a 20-sided D&D dice roller for initiative.  Once the enemies have been dispatched, their leader, discernible by the red light bulb on top his head, shows up firing nuts and bolts from his barrel.  The boss will also make lascivious use of your leg if you let it.  Now might be a good time to make use of the extra orange found on the ground outside the Desperation park.  A few hits and a special attack are enough to deactivate the villainous automaton and cause it to explode.  The narrator bids you adieu, sending you like mewling babes on your way toward the rain-slick precipice of darkness.  At this point you can click the Startling Developments icon in the upper right corner, unlocking a new case, called "Up From the Ashes."

 

Images courtesy of Hothead Games.

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Get exclusive Bleach: Dark Souls content

August 29th, 2008 by hiphper88

051908blec.jpg

The new website for Bleach: Dark Souls has launched and with its launch comes a way to get exclusive password-protected content. You just have to sign up for Sega Pass! Don’t say that Sega never gave you anything! Let’s hope Sega Pass actually works, because I heard people are having issues with it.

They had the game available to play at Sega’s Gamers Day 2008. I asked the guy what the difference was between this one and the Japanese version. He said the American version has English voice actors and doesn’t have the ability to upload your own avatar on Wi-Fi, even though the site says you can make and use your own avatar. So who knows? I asked why they didn’t include Japanese voices and he said localization troubles with Viz. So they did try. It shouldn’t be an issue since fighting games rarely talk.

[image via Sega]
[Thanks for the tip Shadiwulf]

Tags: Bleach: Dark Souls, exclusive content, website
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New Details on Capcom Shooter Dark Void

August 29th, 2008 by hiphper88

Darkvoid
A week of previews reveals plenty of juicy details on upcoming Capcom shooter Dark Void.

The company is set to reveal more on the game, as well as the rest of its lineup for the year, at its CAPTIVATE08 media event next week. All this week, 1UP is offering previews and a behind-the-scenes look at the game’s developer: Airtight Games, a studio formed from people who worked on the action flight game Crimson Skies: High Road to Revenge.

The feature includes plenty of screenshots, hands-on impressions, and lots of commentary on the making of the game, with the final piece getting posted today in the form of a video that will include gameplay footage and interviews with the team behind the game.

A description like this can’t help but get you excited for the game:

Dark Void’s “wow” moment comes about 30 seconds into the press demonstration. After the Capcom tour guide runs the main character through a simple outdoor environment, he heads over to the ledge of a mountaintop, jumps off, watches as his limbs flail for about 20 feet, and then switches on his rocket-pack and boosts forward like a superhero. Equal parts shaky camera angles and over-the-top skydiving animations, the scene does a great job of demonstrating what the game is about — getting your feet off the ground.

I love this whole in-the-air thing, especially the fact that it’s such a huge part of the gameplay — a press release for the game promised that “Dark Void will deliver a groundbreaking combination of fast-paced vertical combat mixed with mid-air and on-foot action.”

Jet packs and first-person shooting? I’m in.

Dark Void: A week of World Exclusive coverage on Capcom’s PS3/360/PC shooter [1UP]

See also:



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So You Just Hit 70…

August 29th, 2008 by hiphper88

While are many people with level 70’s out there especially since the TBC expansion has been out for more than a year already, I’m sure there are lots of people who don’t or at least just did and don’t exactly know what to do. I was sitting around in Shattrath City earlier when someone asked the exact thing in trade chat, hinting that there might be a lot of people out there like this guy who don’t know what to do when you first hit 70. So what exactly do you do? After allocating your last remaining talent point an buying your level 70 skills, these are things you may want to do when you hit 70.

1. If you’ve got the gold to spend, it would be really helpful to buy your flying mount right away. This could help in your mining and herbalism while also giving you access to places like Skettis, Ogri’la, Elemental Plateau and the Tempest Keep dungeons.

2. If you don’t have the gold to spend or just want more of it, then it’s really helpful to do the Shattered Sun Offensive daily quests. Ogri’la and Skettis requires you to have a flying mount to reach while the SSO dailies don’t except for the quest Intercepting the Mana Cells, which you do in Blade’s Edge Mountains.

3. Group quests in Netherstorm and Shadowmoon Valley normally have great quest rewards that could add to your starting gear as a fresh 70.

4. If you’re a clothie class and a tailor, investing time to farm the mats to make your Spellfire/Frozen Shadoweave/Primal Mooncloth sets.

5. As you’re looking to gear up, PvP epics are generally a nice way to go to get yourself ready for higher content. BG and Arena gear are great at plugging those holes until you get a good PvE equivalent from Karazhan or Heroics.

6. I’m assuming that as you’ve leveled up to 70, you must have achieved honored rep with at least some of these factions: Thrallmar/Honored Hold, Cenarion Expedition, Keepers of Time, Sha’tar, and Lower City. These factions have a decent starter pvp set which could also be great for PvE.

Druid

Feral Dragonhide Battlegear

Resto Kodohide Battlegear

Balance Wyrmhide Battlegear

Hunter Stalker’s Chain Battlegear

Mage Evoker’s Silk Battlegear

Paladin

Holy Crusader’s Ornamented Battlegear

Ret/Shockadin Crusader’s Scaled Battlegear

Priest

Shadow Satin Battlegear

Holy Mooncloth Battlegear

Rogue Opportunist’s Battlegear

Shaman

Enhancement Seer’s Linked Battlegear

Restoration Seer’s Ringmail Battlegear

Elemental Seer’s Mail Battlegear

Warlock Dreadweave Battlegear

Warrior Savage Plate Battlegear

7. Of course you still have to do dungeons so that you can get nice blues to get you ready for Karazhan and heroics. Don’t forget that while it’s no longer required that every member of a Karazhan raid have the master’s key, it’s still nice to do the quests to get it. The quest chain brings you to some dungeons to get some gear and also the quest rewards afor the chain are pretty good too.

8. Rejoice and be glad that you have a level 70! To all of you guys who just got to 70, congratulations and have fun!

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PixelJunk Monsters Soundtrack: An Interview with Otograph

August 29th, 2008 by hiphper88

PJM Soundtrack

Hello, it’s Dylan Cuthbert from Q-Games, the company behind PixelJunk, and I’ve decided to write another blog entry to coincide with our upcoming release of the PixelJunk Monsters Soundtrack. Yes, you heard right! We are going to be the first people ever to release a soundtrack on the PSN store and it’s because we have been inundated with requests from all the fans out there! Here’s a sample track:

So today’s blog is going to be slightly different so I can simultaneously introduce you to Otograph, who made the music, and Kentaro Yoshida, who is studio director here at Q-Games and has worked hard as Producer on all the PixelJunk titles. Yoshida has a long history, having worked as an artist on all the Panzer Dragoon games for Sega, including “Orta” (for which he was art director) and he also worked for a few years at Sony Japan during which time I met with him and we made the duck-in-a-bath PS2 tech demo together. Anyway, today I am acting simply as translator because I have persuaded him to interview Otograph for the blog, so here we go:

Yoshida and his chaos

Yoshida: To begin with please tell us a bit about yourselves, the genre of music you make and what you have been up to recently.

    Otograph: We are creative unit consisting of two people, Iura Takashi and Oshima Sachiyo. We formed in 2004 and work to express ourselves in art as well as music, without limiting ourselves to any particular medium. We are often told our music doesn’t really fit in a particular genre, and that is probably because instead of specializing in one style, we place more importance on moments of touch and visual sensation to inspire us.

    From 2007 we have been involved in a young modern artist group called “small-ness” and have been holding exhibitions here in Japan. We are planning to show this exhibition outside Japan in the near future. Also, we are considering holding our own independent Otograph exhibition.

Yoshida: It’s interesting but there seem to be many artists and musicians in Kyoto, why do you think this is so?

    Otograph: Well the truth is both of us just happened to have been born here and we also went to University here in Kyoto. But we do think Kyoto is a very relaxed city that lets you concentrate on being creative and this might be one of the reasons. We also have a lot of artistic friends here. To use a phrase from Buddhism, Kyoto is a city with many threads of destiny. Of course, nowadays, no matter where are you are there are many ways to get your message across to the world. We plan to expand out of Kyoto at some point but wherever we go it will always be a very important place for us.

Yoshida: Ok, so name some of your all-time favorite games!

    Otograph: Well, we like different games, Iura’s favorite game is Wizardry 1 thru 4 and Oshima’s favorite is the original Game&Watch Donkey Kong!

Yoshida: You’re making me nostalgic. Tell me your favorite musician.

    Iura: There are so many musicians that I greatly respect so it is very difficult to choose a favorite. However, recently I have been listening to nothing but Wes Montgomery.
    Oshima: Glenn Herbert Gould. The grain and quality of the sound is really beautiful.

Yoshida: Please tell us about the experience you had making music for Monsters.

    Otograph: Well, first of all we were approached by Mr. Tominaga [Dylan side note: “Tomi” is the main director of PixelJunk Eden by the way] of Q-Games who would always came to our live music performances. We were interested in collaborating so we prepared a sample track (the raw material for “bye bye Monsters” which is on the soundtrack), and Q-Games signed us up. The rest is history!

Yoshida: I think this is the first time you’ve been involved in making music for a video game. So how was it?

    Otograph: We progressed quickly with the music before the design for the game was finalized. After hearing the initial description of the type of music Q-Games was looking for, we were given a lot of freedom to create whatever we liked. Then, when the game started coming together we were nicely surprised at how the music, art and the player’s movement all fit together so strangely well.

Yoshida: What did you find difficult about working on Monsters?

    Otograph: Well, for games, not only is there music, but there are also sound effects and we had to design both not to conflict with each other. For example, we tried to keep the rhythm sections and tones simple because of this. We also paid attention to giving the sound effects and music a sense of unity. The stages in Monsters are basically one screen so we attempted to use the music to expand the world beyond that for the player, and with just the music, our goal was to arouse the sensation in people to create puzzles.

Yoshida: So what is your opinion of the final product - PixelJunk Monsters?

    Otograph: Well actually, we only got around to buying a PS3 just a few weeks ago and now we are totally addicted to Monsters! Of course we play-tested the game a number of times during development but the final tuning that went into all of the stages is exquisite! When we close our eyes we see those pink tower level meters and gems floating before us. -)

Yoshida: If you have the chance again, what genre or type of game would you like to be involved in?

    Otograph: Well, PixelJunk Monsters was a very fresh but at the same time somehow nostalgic-feeling game, so next we’d love to work on a game style that has never been seen before and is totally new and different. Right now, we are very interested in puzzle games, or games that make you exercise your brain.

Yoshida: I think there are probably a lot of people in the West who heard your music for the first time when they played Monsters and I’m sure you have gained many fans. So finally what would you like to say to them?

    Otograph: To everyone who listened to and enjoyed our music, we are hugely grateful to you all! We will endeavor to challenge ourselves more and more so keep cheering us on!

otograph

________________________
Well, that wraps up the Q&A. Thanks to Yoshida and Otograph for taking the time to give us some detailed and thoughtful answers…I enjoyed translating them. Remember everyone, the soundtrack is available this Thursday May 22 on the US store for just $2.99. Support us and we’ll support you!


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1984

August 29th, 2008 by hiphper88

Quem leu o livro de George Orwell, escrito em 1948, vai fazer um paralelo interessante entre o título (também nome da obra) do post e a notícia que vou citar log [leia mais]

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Column: Welcome to the GameSetWatch Comic - ‘Welcome to the Street Fighter’

August 29th, 2008 by hiphper88

[’Welcome to the GameSetWatch Comic’ is, once again, a weekly comic by Jonathan “Persona” Kim about the continuing adventures of our society, cultural postdialectic theory, and video games.]

Next up following his intensely deconstructed Metal Gear Sold vs. Mega Man opus, Persona takes on everyone’s favorite Street Fighter wall-crawler in his brand new ‘Welcome To The…’ strip. Yay.

His mom was probably Asian

[Jonathan “Persona” Kim is a character animation student at the California Institute of the Arts. When not working on cute low poly models, he continues the Mecha Fetus revolution on the Mecha Fetus Visublog.]


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Law of the Game on Joystiq: Used to be Fair

August 29th, 2008 by hiphper88

Filed under: Features

Each week Mark Methenitis contributes Law of the Game on Joystiq, a column on legal issues as they relate to video games:

Based on the comments to the last few copyright-oriented columns, it seems like everyone wants to talk about fair use. In fact, fair use is one of the most misunderstood aspects of intellectual property law, even though it’s popular to play the “fair use” card in response to alleged infringement. Much of the confusion stems from the fact that there are different fair uses of copyrights and trademarks; still, other confusion stems from the fact that many of the tests for what qualifies as fair use are not terribly clear — but I’ll be clearing much of this up for you today … hopefully.

For the most part, trademark fair use is far simpler to understand than copyright fair use, so trademarks will be our first stop. Simply put, it is fair to use a trademark nominatively or for identification. That means if you re-sell a BMW, you are allowed to refer to it as a BMW. If you’re writing a book or game dialog, you are allowed to refer to brand names. You are also allowed to refer to brand names in comparative advertising too; for example: “Our console has more games than the PlayStation 3!” or “Our hardware is more powerful than the Nintendo Wii!” or “Our system is more fun than the Xbox360!” Now that I’ve angered all the fanboys, that’s pretty much the entire universe of trademark fair use. Copyright fair use, on the other hand, is far more complicated.

Continue reading Law of the Game on Joystiq: Used to be Fair

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