<![CDATA[Kotaku: afro samurai]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: afro samurai]]> http://kotaku.com/tag/afrosamurai http://kotaku.com/tag/afrosamurai <![CDATA[Namco Bandai's Best-Selling Games Are...]]> Namco Bandai today released their Q1 2010 earnings report. And buried amidst the boring money stuff (net sales are down 15.8%) is something a little more interesting: game sales data.

Listed were the publisher's top five-selling games for the quarter ending June 30, 2009 (as in, only those sold during that three-month period, not lifetime sales). Those expecting Nintendo-like numbers will be disappointed, but those who love Afro Samurai - or just numbers in general - will be thrilled!

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<![CDATA[Namco Says Its Not Evil, Dropped Splatterhouse Devs For "Performance Issues"]]> When Namco Bandai yanked the modern-day Splatterhouse from developers BottleRocket, it was met with boos and hisses from the angry internet mob. But Namco's Makoto Iwai says the publisher wasn't trying to be evil.

"Basically, the only reason why publishers pull the project out from the developer is when the developer isn't really meeting the requirements," Iwai tells Gamasutra in a new interview. Such was the case with BottleRocket, with the Namco Bandai EVP noting that a "performance issue" was to blame.

The Xbox 360 and PlayStation 3 version of Splatterhouse is now rumored to be in the hands of the team that developed Afro Samurai, the first game to appear under the publisher's Surge label. Iwai tells Gamasutra that, despite some "brutal reviews" for the licensed action game.

"The team did a great job with the limited amount of time, which allowed them to make improvements up to the last moment," Iwai commented. "But again, this is the very first internal project that we have started as a newly born Namco Bandai Games America."

Let's hope that Surge's next game will be more fondly remembered.

Q&A: Namco Bandai's Iwai Talks Tricky Topics In Western Markets [Gamasutra]

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<![CDATA[Afro Samurai Review: Hip Hop Hack and Slash]]> Hip-hop sensibilities and anime style clash in Afro Samurai, a hack and slash brawler based on the cult-hit animated television series.

Afro Samurai follows the story of Afro, a samurai on a life-long quest to avenge his father's death, set against the backdrop of a futuristic feudal Japan, where traditional Japanese sensibilities mingle with hip-hop culture. The game loosely follows the storyline from the animated series, following the Samuel L. Jackson-voiced Afro as he travels the land encountering interesting new people, generally killing them in spectacularly bloody fashion.

Afro Samurai is Namco Bandai's first release under their Surge publishing brand, geared at releasing games that appeal to the western world's particular palette. Is Afro Samurai a game fit to launch a new label?

Loved
A Work of Art: By far the most striking aspect of Afro Samurai is the art style. A combination of water-brushed backdrops and cross-hatched cel-shading give the game a very unique and stylized look that is hard to covey in words. In a way it reminds me of the hand-painted look of Capcom's Okami, albeit a darker, grittier version.

Slice and Dice: Combat in Afro Samurai is quite visceral and highly satisfying, at least once you put aside the notion that this is just a generic hack and slash title. Landing punches, light attacks, and strong attacks builds up your focus meter, which allows you to perform focus moves. Time slows to a crawl, the screen turns white, and if you time it just right you wind up slicing through whatever is in the path of your sword, be it arm, leg, head, or torso. Lining up multiple enemies for a wide-sweeping focus attack is as satisfying as anything I've experienced in the genre.

The Got-Damned Voice Acting: The excellent voice cast from the anime returns for the video game adaptation, with stellar performances from Kelly Hu, Ron Perlman, and - of course - Samuel L. Jackson. As the voice of Afro's "traveling companion" Ninja Ninja, Jackson delivers some of the raunchiest dialogue I've ever heard, and he delivers it damn well. Just make sure you don't play it around anyone's mother, or things could get really awkward.

A Little Decapitating Music: If the anime Samurai Champloo taught me anything, its that hip hop music and samurai swords go together inexplicably well. I often found myself moving along to the music as I played (I would never call it dancing). Where the soundtrack truly shines is during the game's big set-piece battles, where the rhythm of the background music almost seems to guide your every move.

Hated
Slaughter, Rinse, Repeat: As entertaining as the combat in Afro Samurai is, repetition does set in from time to time, particularly in portions of the game where you kill enemy after enemy, desperately hoping that the next one is the last and you can move on. As frustrating as that can be, you'll also find yourself in areas where you wish enemies would just pop up to make things a little bit more interesting. For a game that focuses on the rhythm and flow of combat, the enemy flow can be annoyingly inconsistent.

Cheap-Ass Boss Fights: Boss battles in Afro Samurai have two settings - ridiculously easy or throw your controller at the screen shouting obscenities difficult. Things start off simple, with Afro needing only to block until he can get a few slices in, but soon you'll find yourself facing the flamethrower guy, also known as the f***ing flamethrower bastard. While similar games will at least hint at the strategy needed to take down a more difficult boss, Afro Samurai gets you used to fighting one way and then hits you with a guy you can't fight that way.

Platforming Done Wrong: The developmental focus for Afro Samurai was clearly the combat, as the platforming feels as if it were thrown together at the last minute, simply to provide a break in the action. The movement controls that flow so well during battle don't work nearly as well when trying to clear a jump or navigate some of the game's more labyrinthine levels, and the aforementioned camera issues just make it worse.

Not being all that familiar with the source material, I began playing Afro Samurai expecting to experience yet another sub-par anime tie-in that injected characters from the show into as basic a game as the developer possibly could in order to make a quick buck. I was pleasantly surprised to discover a beautifully rendered game with an involving storyline and compelling characters, all wrapped around a fighting engine that is completely satisfying, both in complexity and sheer bloody brutality. At times its pacing falters and frustration begins to set in, but then the fighting music kicks in and suddenly it's all worth it.

If you can manage to slice your way past the game's more pressing problems, you'll find that Afro Samurai has more than enough style and substance to make up for its shortcomings, delivering a solid, visceral hack and slash experience that's sure to satisfy the violent psychopath lurking in all of us.

Afro Samurai was developed by Namco Bandai and published by Surge for the PlayStation 3 and Xbox 360. It was released on January 27th, for $60. Played PlayStation 3 version to completion.

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<![CDATA[When The RZA Wants To Game, He Is Supplied With A Dev Kit]]> The RZA is in Wu-Tang. And the Wu-Tang Clan ain't, if you must be reminded, nothin' to fuck with. So when the RZA needs a 360 to game on, he doesn't game on no 60GB.



No, Bobby Digital is given, as you can hear on this clip, a dev kit. Just so the dude can do a little research for his Afro Samurai marketing junket. A $10,000 dev kit! Oh, to be rich and famous, and have dev kits delivered to my house, and be paid to rate games not on a scale of "loved and hated", but on a scale that goes all the way up to shoobadoop.

[Image]

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<![CDATA[Frankenreview: Afro Samurai]]> Namco Bandai Games christens their new western games division Surge with the release of Afro Samurai for the Xbox 360 and PlayStation 3, based on the Spike TV anime starring Mr. Samuel L. Jackson.

Afro Samurai combines a hip hop vibe and music with a futuristic take on feudal Japan, creating an atmosphere that is equal parts mystic and urban. Now Namco Bandai Games hopes to take the unique feel of the cult hit series and carry it over to the video game world with an action-packed retelling of the anime's story.

Have they succeeded, or will they face the wrath of one bad motherf***er?

IGN
The story told in Afro Samurai isn't a sequel to the popular anime but more of a re-imagining of the origin we all know and love. As a child, Afro witnesses the murder of his father — a badass swordsman — in a duel for the No. 1 headband, which is basically the symbol of the greatest fighter on the planet. From there, Afro focuses on getting the No. 2 headband and avenging his father. On this journey, he'll make friends, make love, and make a whole lot of people die thanks to his trusty katana. The story itself is solid and intriguing, and it makes a somewhat decent appearance in the game, although if you have never seen the show, the emotional impact and the finer points of the story will be lost on you.

GameSpot
At the forefront of (the game's vibe) is Afro Samurai's combat, which cribs from most games of its type. You can issue weak and strong attacks, kick your enemies around, and string these three basic moves into a variety of combos. You'll spill a lot of blood using these simple actions, but if you really want to punish your acrobatic foes, it's better to enter focus mode and watch the guts fly. With a pull of the trigger, you can slow down time, adjust your blade's trajectory a bit, and lop heads, digits, or entire limbs off of your smack-talking enemies. You have to charge up focus mode by landing combos, but you will never go without the ability for long, and the resulting mix of old-fashioned button mashing and focus-powered slaughter is satisfying and fun.

Gamepro
While the game's faithfulness to the show is refreshing, the storytelling is rather inconsistent. I found myself lost from time to time as I ventured through Afro's disturbed memories. The platforming segments are also schizophrenic in their difficulty-they're either insultingly easy or obscenely difficult. Much in the vein of the Prince of Persia series, Afro can wall-run and leap across ledges in certain environments, but with clunky detection as well as clipping issues when it comes to some of Afro's more difficult acrobatic pursuits, the game just becomes plain frustrating in an extreme trial and error manner.

TeamXbox
All of the pieces of the gameplay puzzle appear to be here, but often times these bits feel strewn atop a table rather than ordered, glued together and framed. For instance, the HUD-less design of Afro Samurai obviously allows its style to shine through in as many instances as possible, but there will be times when you simply want more information, such as the location of your next checkpoint locale (rather than having to rely upon the “Ninja Ninja” GPS—basically, Sam Jax barking commands to your next route) or a little more clue as to how power-ups are affecting Afro’s battlefield prowess.

OXM
And the camera isn’t always on your side, swinging loosely during integral boss fights and often settling in the wrong position at the wrong time. It’s not so abusive that’ll you’ll be driven to tears, but with all the high-quality razzledazzle going on with Afro’s lovely looks, hip-hop beats, and sophisticated revenge tale, it’s too bad the spotless presentation doesn’t bleed seamlessly into every aspect of its gameplay and mechanics. Yet, Afro Samurai persisted in mesmerizing us. And really, with Sam Jackson spouting lines like “That girl puts the two ‘asses’ in ‘assassin’” in feudal Japan, how can we resist?

The two asses in assassin? Might have to buy this despite the average reviews.

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<![CDATA[Church's Chicken Hypes Afro Samurai]]> Church's Chicken, home of quite possibly the best fast-food fried chicken on the planet, has teamed up with Namco Bandai's Surge label to promote the release of Afro Samurai.

The famed fried chicken franchise will be plastering stores, radios, and televisions with advertisement's promoting the video game, which is based off of an animated cartoon featuring the voice of Samuel L. Jackson. Restaurant customers will be able to participate in the Afro Samurai Enter-to-Win Sweepstakes, with a $7,500 grand prize up for grabs, as well as an Afro Samurai iPod.

The press release from Church's is calling this "advergaming", citing their SoulCalibur IV promotion last year as another example of this. Just figured I'd pass along the news and maybe let Church's PR know that no...this is not "advergaming". This is "advertising" for a game.

Church’s Chicken® Uses “Advergaming” and Text Messaging to Connect with a Cross Section of Urban Young-Adults

Church’s Chicken's New 2009 Promotions Connect Drumsticks and Joysticks

ATLANTA—(BUSINESS WIRE)—Church’s Chicken® begins a new year with interactive promotional initiatives that target the mature, multicultural, urban young-adults with the best of food, video games and mobile technology. Church’s Chicken announces the brand’s promotional partnership with SURGE, a studio and publishing label created by NAMCO BANDAI Games America Inc. The joint partnership has culminated in the release of Afro Samurai, an animated video game fusing hip-hop overtones with Japanese inspired themes. The brand is also in collaboration with Coca-Cola® on a promotion called Be Heard that uses mobile technology to engage and interact with a younger segment of the brand’s target audience.

Church’s Executive Vice President and Chief Marketing Officer, Farnaz Wallace said, “Making sure that marketing campaigns are relevant while resonating with our customer base is vital and always our key ingredient in planning. The urban youth market is the second largest and fastest growing segment in the US and an audience we see emerging as one of our core customers. It just makes sense to reach out to them in non-traditional media platforms where they socialize and play to supplement long-term brand building and recognition within this important group.”

Afro Samurai, which is based on the acclaimed animated series, has a large cult-following. The video game has already gone gold and will be officially released throughout North America on January 27, 2009, for the Xbox 360® video game and entertainment system from Microsoft and PLAYSTATION®3 computer entertainment system.

Church’s Chicken, as the exclusive partner for the quick-service restaurant category, will promote the game with the support of national TV and radio advertising on urban young-adult channels and outlets in addition to in-store merchandising. The brand will launch a traffic-driving Afro Samurai Enter-to-Win Sweepstakes on January 26th to capitalize on the heavy Namco advertising campaign breaking behind the video game launch in late January. For the promotion, Church’s customers will have the chance to win the $7,500 grand prize as well as other prizes including a customized Afro Samurai iPod player, a copy of the game or gaming console.

But Afro Samurai is not the brand’s first foray into “advergaming”. Last year the brand had a successful run with the release of Soulcalibur IV®, yielding approximately 17,300 online sweepstakes entries where nearly 20% of those entries actively requested to receive coupons and promotional information from Church’s. The Soulcalibur IV promotion also increased traffic to Church’s official website by an average of 30% and supplemented an increase in the brand’s value combo sales.

“Gamers are an emerging loyal fan base akin to those of traditional sports like football or basketball. According to the Entertainment Software Association, 65% of American households play computer or video games. We made a strategic decision to be more steadfast in spending time, research and money in targeting to this growing influential segment,” Wallace added.

After conquering the gaming world, Church’s Chicken sets its sights on a mobile campaign to tackle the power of text messaging. The Be Heard promotion, slated for implementation early this year, allows customers to text in a code after answering four simple questions - polling their recent Church’s in-store visit. Once submitted, customers instantly receive a bounce-back coupon for exciting offers. The promotion wets more than the appetite with an opportunity to win $1,000 in cash to be awarded on a weekly basis for the 9-week promotion, and a Be Heard poster featuring artwork by notable visionary Kadir Nelson and an inspirational poem by acclaimed R&B artist Musiq Soulchild.

“With the rapid evolution of social and interactive technology like video games and cell phones, brands will be tested and graded on how their traditional marketing tactics intersect with emerging trends and digital past times. Pioneering new and exciting ways to connect with the younger demographic is ultimately the true testament to a brand’s insight, marketing dexterity and creative shelf-life. Our loyal fans can expect us to deliver more value-driven promotions, whether through traditional or new media, that successfully connects and effectively resonates with them in the near future,” says Church’s Director of Marketing Services and Communication, Jennie Hong.

While Church’s marketing recipe for success is going digital in 2009, the chicken chain will still continue to focus on new product introductions and innovative marketing initiatives that connect fresh consumer trends with the brand’s proven tradition of positive sales and sustainable success.

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<![CDATA[Samuel L. Jackson Wants You To Buy Afro Samurai At Game Crazy]]> And here I thought novelty celebrity phone messages were a thing of the past. Not so for Game Crazy, who have Samuel L. Jackson reminding customers to pre-order Afro Samurai.

Sure he doesn't quite pronounce Namco Bandai correctly, but he doesn't need to. He's Samuel L. Jackson, and when he tells you to go pre-order the game at Game Crazy so you can get a little figurine of the character he portrays in the anime, well then by damn you better do it. When he tells you to keep him in your pocket...well you do that to. Then, when you realize you just put a tiny Samuel L. Jackson armed with a sword in your pocket, it's too late.

Remember kids, never let Samuel L. Jackson near your genitals with a sword. It just doesn't make sense.

Thanks Mexfreak86 for passing this along!

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<![CDATA[New Afro Samurai Clips Contain Afros, Samurai]]> Here's a trio of new videos from Namco Bandai Surge's upcoming cutting-edge, genre-defining game targeted at satiating the appetite of western gamers, Afro Samurai.

I love the art style. I love the music. The gameplay looks pretty interesting, to say the least. I'm a bit put off by the game being released under a label that eschews a name I trust for the name of a long-dead and sorely missed carbonated beverage in the name of appealing to my western tastes. Yes I know Coca-Cola has put out Vault, but it's not the same damn thing.

Samuel L. Jackson wouldn't put up with this bullshit.

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<![CDATA[Namco Bandai Needs Westerners, Plans "Surge"]]> Namco Bandai Games has Japan locked down with Gundam, Tekken, Tales and Tamogotchi, but now it wants you, John Q. Western Gamer. Today it announced Surge, a new studio and label aimed at Westerners.

The Surge label, according to Namco Bandai, is "dedicated to providing cutting-edge, genre-defining games that are targeted at satiating the appetite of western gamers" just like you. The first appetite sating game that will cut edges and define genres is hyper-violent Afro Samurai video game, due in January. The PlayStation 3 and Xbox 360 title is being developed by a team built from the ground up by Namco Bandai, which may have contributed to the new identity.

More titles under the Surge label are slated for 2009. We'll assume they will be logo appropriate in the electrifying edginess and style. Press release, which is making me thirsty for a citrusy soda, is after this.

NAMCO BANDAI GAMES ANNOUNCES NEW ‘SURGE’ PUBLISHING LABEL

SURGE Represents Robust Line of Titles and Audience Expansion

Santa Clara, Calif., (December 4, 2008) – Leading video games publisher and developer NAMCO BANDAI Games America Inc., today unveiled the formation of SURGE™, a new studio and publishing label dedicated to providing cutting-edge, genre-defining games that are targeted at satiating the appetite of western gamers. SURGE will deliver quality interactive entertainment across a wide assortment of categories and platforms.

“SURGE presents a significant milestone for NAMCO BANDAI as it personifies our commitment to deliver compelling content for the discriminating player who is looking for games that are not only groundbreaking but also push the envelope,” said Andrew Lelchuk, executive vice president of sales and marketing at NAMCO BANDAI Games America, Inc. “Through passion and innovation, SURGE will complement our portfolio of established franchises and intellectual property while positioning the company as a creative force.”

Afro Samurai®, the high-style title that blends urban hip hop culture with traditional Japanese aesthetics, will be the first game to launch under the new label when it is released on January 27, 2009. Additional IPs currently in development and slated for 2009 will also be published under the SURGE label.

For more information about Afro Samurai and other NAMCO BANDAI Games products, please visit: http://www.namcobandaigames.com.

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<![CDATA[Afro Samurai's Cutting Screens]]> Live action samurai versus ninja fights aside, the Afro Samurai presentation at yesterday's Namco Bandai presser was surprisingly brief. They showed a trailer which featured Afro cutting lots of people in half, both horizontally AND vertically. It didn't demonstrate, however, how effective the game play mechanic will be in emphasizing what the developers call the game's "elegant violence", a style of fighting that is meant to balance acrobatic platforming with stylistic slicing and dicing. Still, the art style is striking and shading and texturing different enough to make me want at least a better look. Check out the game's latest screens on the jump.




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<![CDATA[Afro Samurai Dinner Theater, Minus Dinner... and Theater]]>
The sudden appearance of a fro-stachioed samurai on the stage during Namco-Bandai's presentation this morning of Afro Samurai was met with such surprise and bewilderment that everyone seemed to be frozen for a moment. And then he was joined by a trio of ninja, kicking off a six minute long performance by the four that involved much sword waggling, mismatched sound effects and blurry visuals. It was sort of like a live action Wii game.

After wrapping up their sword play, the group performed a traditional Japanese blessing that involved cutting things with swords and shouting by everyone, including the press audience. Sword blessing and shouts above. Live Action Fro on the jump.

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<![CDATA[Afro Samurai Slips To January]]> Ah, Fall 2008. It's the Most Wonderful Time Of The Year, because early on in a year, Fall 2008 seems to be the Promised Land of game releases. Everything's coming out in that pleasantly hazy "Fall 2008" window.

That is, until the delays begin. "Fall 2008" is liable to become any date from October to February, and that's exactly what's happened with the impressive-looking Afro Samurai, now delayed to January 27th. Feels funny calling it a "delay" when we never really had a date, huh?

Afro Samurai Delayed to January 27 [Shacknews]

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<![CDATA[Afro Samurai Hands-On Impressions]]> Namco Bandai treated Comic-Con attendees to a playable — but all too brief — demo of Afro Samurai, the Xbox 360 and PlayStation 3 title based on the manga of the same name. The demo, which feels like an early, tutorial-style level, helps get the player up to speed on the fighting mechanics in a tight, enclosed portion of a Japanese village.

After a brief voiceover from character Ninja Ninja, voiced with super salty language by Samuel L. Jackson, Afro Samurai is set loose on a steady stream of sword wielding bad guys.

The attack system is rather straightforward, using the X and Y buttons for light hits and heavy hits respectively. Afro jumps with A and kicks with B. Blocking is performed with the right trigger, but it's the left trigger that makes the combat more interesting.

This puts Afro into in-focus mode, turning the game world black and white and slowing down the action. Instead of tapping the X and Y buttons to form strings of combos — we saw some quick combos pop up during loading screens — you'll hold down the X or Y button then release when you feel a rumble to perform a deadly horizontal or vertical slash. You'll see a gleaming white line streak across your target's body as you charge your slash. Connect, and you'll slice your target in half.

You'll get a rather grisly, yet comical view of your opponent's insides. There's no shortage of blood or gore, but it's implemented well.

At one point, we entered "Over Focus" mode, in which Afro sprinted from foe to foe, performing one-hit kills with far less effort. That particular sequence felt pre-scripted, as some two dozen bad guys descended from the rooftops just prior to our Over Focus attack.

Our demo ended soon after this batch was laid to waste. The end of the demo introduced us to Brother Six of The Empty Seven, giving Sam Jackson as Ninja Ninja another opportunity to drop some F-bombs.

Afro Samurai does action rather well, at least in the small taste we had. What it doesn't do as well is offer a perfect camera. We lost track of evil swordsmen and ninja, clicking the right analog stick to recenter, more than a few times. It may have been due to the tight surroundings, but could have a big impact on how swordplay works out in the end.

The game's graphics are just stunning, capturing the look of the manga accurately, giving it a softer, pencil-sketch look that impresses on many levels. It may be worth the price of admission to see it in action, because it looks simply fantastic. The eye candy, which extends to the glorious killing of many enemies, will be a big draw for those unfamiliar with the property.

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<![CDATA[Afro Samurai Gets Comic-Con Appearance]]> Afro Samurai will be demoed to the public for the first time at this week's Comic-Con International in San Diego, Namco Bandai announced today.

The playable demo will give gamers a chance to check out what looks to be a pretty stylistic fighter based on the Samuel L. Jackson executive produced anime series. There will also be an Afro Samurai panel on Thursday featuring the creators behind the show. Panelist members will include Samuel "Snakes on a Plane" Jackson, THe RZA, Takashi Okazaki and Leo Chu. The group plan to talk about the development process, dish on some behind-the-scenes anecdotes and explain the inspiration behind the characters, music and story.

NAMCO BANDAI GAMES ANNOUNCES PUBLIC DEBUT OF AFRO SAMURAI® AT COMIC-CON INTERNATIONAL: SAN DIEGO

Santa Clara, Calif., (July 23, 2008) – NAMCO BANDAI Games America Inc., announced today that the battle to become #1 begins at Comic-Con International: San Diego (July 23-27, San Diego Convention Center) with sneak-peak demos of the Afro Samurai® video game. Based on Spike TV’s critically-acclaimed anime series starring and executive- produced by Samuel L. Jackson, Afro Samurai the game blends urban hip hop culture with traditional Japanese aesthetics to create a brutally fresh cinematic, interactive experience. The playable demos (located in booth# 5037) will provide attendees an early glimpse at this high-style action adventure game before its Q1 2009 release for the Xbox 360® video game and entertainment system from Microsoft and PLAYSTATION®3 computer entertainment system. The Afro Samurai anime series is produced by Japanese studio GONZO in association/partnership with GDH K.K. and FUNimation Entertainment.

Adding to the Comic-Con excitement, an Afro Samurai panel will be conducted on Thursday, July 24 (4:15pm – 5:15pm; Room 6B) featuring the creators behind the hit series including star and executive producer Samuel L. Jackson (The Spirit), musical artist The RZA, (Kill Bill), original creator Takashi Okazaki, and executive producer Leo Chu (Spike TV). This will be a rare opportunity to hear from the talent behind the Afro Samurai franchise and how it translates to different platforms such as video games and the anime series. Hear first-hand about their experiences in the development process, behind-the-scenes anecdotes, and their inspiration for the characters, music and the story. Be the first to see the worldwide premiere of the exclusive Comic-Con trailer, dazzling artwork from the manga, and never-before-seen demos of the pulse-pounding video game.

More about the Afro Samurai video game

In Afro Samurai, follow Afro in his tale of revenge as he searches for his father’s murderer and the holder of the coveted number one headband. The game follows the plot of the original anime series with added material and background for fans and new comers alike.

Blood is beautiful™ in this hip hop infused action adventure as Samuel L. Jackson reprises his role as Afro and Ninja Ninja, his wisecracking sidekick. A striking cross-hatch art style gives Afro Samurai a truly unique look and feel across beautifully animated open environments as he wages war against his adversaries to become number one. Using an innovative gameplay system, enemy A.I. is affected by the beat of the musical score supervised by The RZA of Wu-Tang Clan fame. These dynamic battles ensure stylized encounters throughout the game that affect the overall tone of gameplay. Slice and dismember opponents as Afro acrobatically leaps from one location to the next, interacting with anything and everything in the environment to help him on his journey.

For more information about Afro Samurai, please visit: http://www.namcobandaigames.com or www.afrosamurai.com.

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<![CDATA[Namco Bandai Roundup - Digimon, Naruto, And The Game That Never Ends]]> My very last E3 appointment was at Namco Bandai on Thursday afternoon, and while the majority of my time was spent getting my ass kicked at Soul Calibur IV, which I will handle in a separate post, they did have several interesting offerings on hand, from the girl-friendly We Cheer to the anime-friendly Naruto: Ultimate Ninja Storm to the most authentic Digimon experience for the Nintendo DS. Here's some of the titles that Namco Bandai has coming your way.

Digimon World: Championship: As mentioned above, this is the ultimate Digimon experience for the DS, bringing the game back to its handheld electronic pet roots. Use the stylus to capture Digimon in the wild, bring them back to your base to train, feed, and care for them, and then place then in the arena to battle. Includes cleaning up Digi-droppings - it doesn't get any better than that.

We Cheer: God help me, We Cheer didn't look all that bad. Using two Wii controllers you follow the motions depicted on-screen in a style reminiscent of Elite Beat Agents as your tiny cheerleader avatar does her thing. I had one of the reps on hand demo the game for me, and when he asked if I wanted to try I was sorely tempted. This scares me.

PowerUp Forever: PowerUp Forever is a game coming to Xbox Live and PSN that combines the frantic shooter gameplay of Geometry Wars with the growth mechanic of flOw to create a game that could literally have you powering up forever. You pilot a small ship that must destroy certain enemies to unleash a boss. Defeating the boss makes your ship grow, enemies scaling as you progress. Large structures eventually become smaller enemies for you to take on, and this continues forever until you lose all of your life. It's a throwback to the games of yesteryear that wouldn't actually end until the machine exploded. Definitely a purchase for me.

Afro Samurai: We posted impressions of Afro Samurai back in April, which is good because some jerk was completely dominating the display kiosk at Namco Bandai's booth. I did get to watch for a bit, and found the game a bit reminiscent of the Samurai Champloo game for the PS2, which was released by Bandai before the whole Namco deal. There's good reason for this too - developer Grasshopper worked on both titles. I was one of the few folks to really love the Samurai Champloo game, and with this knowledge in hand, Afro Samurai is now situated firmly in my radar.

Naruto: Ultimate Ninja Storm: I saw characters I can't tell you about, and with my newfound understanding of the series I even know who they are! The game is going to have 25 characters total, a few of which are sure to surprise and delight fans of the series. The game play is extremely solid and entertaining, though I cheated a bit and downloaded the Qore demo on PSN before I played it at the booth, so I knew what to expect. Despite all of the new characters I saw, I will still play as Hinata, because she is so freaking adorable.

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<![CDATA[Afro Samurai "Over Focus" Video Demo]]> These three videos show you the two types of power-ups in this hip-hop slasher. You've got the basic "In Focus" mode, which turns the cel-shading from color to black and white, slows time and gives you accurate swordplay—you can chop off different body parts. The "Over Focus" mode makes time practically stand still as you run around chopping the limbs off of multiple enemies. The rap soundtrack intensifies during these power-ups as well. I'm looking forward to spending some hands-on time with this game when it comes out early next year.

Read more of Kotaku's Afro Samurai coverage right here.

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<![CDATA[Afro Samurai Screen Blast]]> Bandai Namco just sent over a batch of fresh screenshots for Afro Samurai. The upcoming hip-hop, Samurai, action-adventure game for the 360 looks to feature an interesting blend of hand-drawn and cel-shaded art. It's very pretty stuff. Hit the jump for a clutch of dazzling screens. I hope the play lives up to the fidelity.






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<![CDATA[Afro Samurai Will "Smack the Taste Out of Your Mouth"]]> Senior Producer David Robinson talks up the upcoming stylish slasher Afro Samurai. It is, he says, a game "carved out of style." Sounds like it, you can cut up a person anyway you want, none of it pre-canned animation. You can cut of body parts, nose, fingers. Sounds pretty damn cool.

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<![CDATA[Namco Bandai Editor's Day: Out For Revenge with Afro Samurai]]> Fans of Afro Samurai have a treat headed their way in the form of a game based on the show about a renegade African american Samurai seeking revenge on the killers of his father. Armed with his father's trusty katana, he goes forth to slice and dice the evil doers.

In the build that I saw, the slicing and dicing was really the focus du jour. The game utilizes a dynamic cutting system that does away with the pre rendered cutting animations of past games. Wherever you cut your enemy, that's exactly where the body part gets lopped off. And there were plenty of body parts flying around believe you me.

The game itself was gorgeous to look at. The art style was an amazing homage to dark anime and manga. The textures were gorgeous and at times looked almost photographic with the exception of the tight, thin lines outlining every object and character. Close up looks at the characters showed a beautiful texturing that mimics the scratchy pen and ink line style of many mangas. The character's skin also had a texture applied that almost made them look like they were carved from a fine grain wood. Sometimes during certain scenes, the image would go split screen, showing approaching enemies and Afro Samurai at the same time in separate sections, adding to the overall anime/manga style of the graphics

Seeing as we just watched the fellow roam through a few of the levels laying waste to the many enemies, it was hard to get a real handle on the gameplay or running story. If the ending gameplay and story matches up to the beauty of the graphic treatment, Afro Samurai will be a game both fans and non-fans of the show will really enjoy when it hits sometime this fall.

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<![CDATA[Afro Samurai Trailer Makes Surprise Appearance At DICE]]> Like Afro Samurai? Excited about the Namco Bandai console game of the same name? Buddy, have we got the ghetto captured, shaky-cam video for you. During Roger Hector's DICE presentation today, the VP of Development at Namco Bandai Games showed off the first trailer for the game, which looks to stay true to the series' trademark art style. Hector showed off work in progress versions of Afro, in 2D and 3D form, a transition the character seemed to make with ease. Hopefully, we'll get a direct feed version of the above clip soon and put this whole bush league video capture job behind us.

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