<![CDATA[Kotaku: Capcom]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Capcom]]> http://kotaku.com/tag/capcom http://kotaku.com/tag/capcom <![CDATA[Capcom Reveals New We Love Golf! Costumes]]>

The Western release of Capcom's We Love Golf! for the Nintendo Wii approaches, and with two exclusive characters in the release, Capcom had to come up with two special Capcom classic-inspired costumes for each one, so they decided to let the players choose.

Out of a field hat contained choices such as Roll Caskett from Mega Man Legends and Captain Commando (my choices), the votes came out in favor of Morrigan from the Dark Stalkers series and Ken from Street Fighter. Morrigan will be portrayed by the lovely Stephanie, while Mark will don a red gi and blond locks, becoming the first African-American Ken Masters.

It may look a bit odd to you, but I used to have a black friend who dressed up as Ken for anime conventions, so these screens just bring back fond memories.

We Love Golf! Exclusive Character and Costume Revealed!

The fans asked for it and so they shall receive

Hi guys,

We Love Golf!'s release is steadily approaching soon and in addition to the Wii-tastic golf action, one of the really fun things about We Love Golf is the alternate Capcom costumes for the characters. When we heard the team was adding two new characters for the upcoming Western release of the game, we asked "why not ask our fans to pick their alternate costumes?"

As it turns out, everybody at Capcom had lots of extremely good reasons why this was a terrible idea. But then we did it anyway!

For the female character, your choices for the alternate costumes were Cammy (Street Fighter), Morrigan (Darkstalkers), Rouge (Power Stone), Roll Caskett (Mega Man Legends), and Ashley Graham (Resident Evil). For the men, the options were Frank West (Dead Rising), Balrog (Street Fighter boxer), Guy (Final Fight), Ken (Street Fighter), Dhalsim (Street Fighter), and Captain Commando (from, um, Captain Commando).

Today we're proud to announce the fans' choices: Darkstalkers' own Morrigan, and Street Fighter's Ken! Morrigan's outfit is available as Stephanie's alternate costume, and you'll find Ken's red gi on Mark, giving us our first African-American incarnation of Ken Masters!

Thanks to everyone who voted for making this a ton of fun and adding some great surprises to the game.

Cheers,

Tim and the Capcom PR team

]]>
http://kotaku.com/391229/capcom-reveals-new-we-love-golf-costumes http://kotaku.com/391229/capcom-reveals-new-we-love-golf-costumes Fri, 16 May 2008 11:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=391229&view=rss&microfeed=true
<![CDATA[New RE5 Trailer Debuting On GameTrailers TV May 30th]]> re5trailerdeb.jpg Former Kotaku guest editor turned television host Geoff Keighley dropped us a line earlier to let us know that a brand-spanking-new trailer for Resident Evil 5 would be debuting on Friday the 30th (or early Saturday depending on time zone) on Spike TV's GameTrailers TV. The new trailer shall be comprised of both cutscenes as well as gameplay footage, promising to offer more hints at the mystery facing Chris Redfield. Perhaps the trailer will also offer some insight into some of the images revealed in Famitsu earlier this week. Mark it on your calendars folks, Friday, May 30th at 1amET/PT.

Now that I actually have cable television once again I'll finally be able to feel really bad about missing it instead of being able to fall back on the no cable excuse.

]]>
http://kotaku.com/390916/new-re5-trailer-debuting-on-gametrailers-tv-may-30th http://kotaku.com/390916/new-re5-trailer-debuting-on-gametrailers-tv-may-30th Thu, 15 May 2008 12:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=390916&view=rss&microfeed=true
<![CDATA[Rocketmen To Expand With Uranus Today, Tomorrow]]>

Capcom has announced it will be bringing the expansion to Rocketmen: Axis of Evil to the North American PlayStation Store tomorrow with the Xbox Live Arcade version hitting today. Rocketmen: It Came From Uranus will set interested gamers back 400 Microsoft Points or $4.95 USD depending on your console of choice. You will, as with most expansions, need the original release. Full details on what's included in It Came From Uranus is after the jump.

A digitally-distributed add-on to Rocketmen: Axis of Evil

• Players must have already purchased Rocketmen: Axis of Evil in order to play It Came from Uranus
• Continue the Rocketmen saga with your characters from the original game.
• 400 XBLA points / $4.95 PSN Store

3 New Weapons
• Blobber: Shoots blobs of goo at enemies, does damage over time in the part of the ground that it covers.
• Beamer: Shoots lighting at enemies, does high intensity damage.
• Bomber: Shoots grenades instead of bullets; grenades explode on impact doing damage.

2 New Secondary Weapons
• Falcon: Robotic falcon that attacks enemies automatically
• Screw bomb: Rocket that turns into a proximity mine on impact

3 New Levels
• Level 11 - Finding Jane: The player must escape the Saturnian prison mine and reclaim Nick's ship, the Icarus Jane.
• Level 12 - Clear the Asteroids: The player must clear a path for the ship through Saturn's rings
• Level 13 - The Plan: The player must make his way through the Saturnian palace and convince Angelica, leader of the Saturnians, to join the Alliance.

New Enemies
• Saturnian Marine
• Saturnian Elite
• Heavy Mining Terra Scientists
• Terra Rocket Marines
• Saturnian Pit Boss
• Saturnian Asteroid Demolition Machine
• Lord Angelica

]]>
http://kotaku.com/5009090/rocketmen-to-expand-with-uranus-today-tomorrow http://kotaku.com/5009090/rocketmen-to-expand-with-uranus-today-tomorrow Wed, 14 May 2008 20:00:41 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5009090&view=rss&microfeed=true
<![CDATA[Bionic Commando, Lost Planet Comic Books Comin']]>

Capcom has partnered with Devil's Due Publishing—apparently I'm out of the comic book publisher loop—to introduce a series of comic book titles based on properties like Bionic Commando and Lost Planet. The video game publisher already has a line of comics based on the Street Fighter universe published by Udon, who in turn is providing artwork for Super Street Fighter II Turbo HD Remix.

The press release, via the official Capcom blog, hints that additional and unannounced Capcom books will be revealed at the San Diego Comic Con this July. It does not, however, indicate if we'll get backstory that explains why Bionic Commando has sausage-filled limbs. My own theory is that he was bitten by a radioactive hot dog while on a field trip, giving him the proportionate strength and speed of a frank that plumps when you cook it. That's totally speculative, though.

Press release follows.

DEVIL’S DUE PARTNERING WITH CAPCOM® ENTERTAINMENT ON NEW COMICS

New titles to include Bionic Commando® and Lost Planet™

Chicago, IL. (May 13, 2008) – This year, one of the biggest names in cutting-edge action comics will team with one of the most respected publishers and developers of video games, as Devil’s Due announces a new publishing deal with Capcom®. As part of an expansive package, Devil’s Due will launch four new titles based on Capcom game properties, including Bionic Commando® and Lost Planet™.

“DDP is very excited to be joining forces with Capcom,” said DDP President Josh Blaylock. “Not only are these awesome games, but they have great stories behind them ripe for comics, including a vintage classic with Bionic Commando that’s been revived along with the new sequel.”

Already a leader in comic books featuring prominent pop culture icons, Devil’s Due heads into Summer 2008 with a rapidly swelling library of new adapted and original titles.

“Devil’s Due is a very passionate and creative comic publisher,” said Germaine Gioia, senior vice president, licensing, Capcom Entertainment. “We are thrilled to be working with DDP to begin evolving some of our highest profile videogame properties in other media.”

More details about Devil’s Due’s plans for Bionic Commando, Lost Planet, and other new Capcom books will be announced at July’s San Diego Comic-Con.

]]>
http://kotaku.com/5009077/bionic-commando-lost-planet-comic-books-comin http://kotaku.com/5009077/bionic-commando-lost-planet-comic-books-comin Wed, 14 May 2008 18:40:48 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5009077&view=rss&microfeed=true
<![CDATA[Which Street Fighter IV Figurines Do You Want?]]>

Capcom USA is in a bit of a pickle. Seems they want to give us shiny new Street Fighter IV figurines to play with in the bathtub display in a mature fashion atop our mahogany bookshelves, but there are just so many characters out there they cannot decide which ones to make. They've decided to turn to the gaming community to decide, with a poll running along the side of their page that will allow you to choose your top three choices for immortalization in PVC form. Will you go with the new characters just to give them a fair shake, or are the 20 million Chun-Li figures out there just not enough for you? Hit up the Capcom blog and make your voice heard!

Street Fighter IV Figurines: Vote for your Favorites! [Capcom Unity Blog]

]]>
http://kotaku.com/390452/which-street-fighter-iv-figurines-do-you-want http://kotaku.com/390452/which-street-fighter-iv-figurines-do-you-want Wed, 14 May 2008 12:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=390452&view=rss&microfeed=true
<![CDATA[Let's Look At New Resident Evil 5 Art]]>

Nothing like lo-res magazine scans to show off your game! This week's Famitsu has a huge 9 page article on upcoming Resident Evil 5 features game concept art, which sheds light onto how the finished product might look. While the game is set in a new location, it will apparently feature big boss style enemies from earlier games. So far, only three weapons are confirmed: a knife, a handgun and a sniper rifle.

New RE5 Art [DarkZero via videogaming247]

]]>
http://kotaku.com/390260/lets-look-at-new-resident-evil-5-art http://kotaku.com/390260/lets-look-at-new-resident-evil-5-art Wed, 14 May 2008 06:40:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=390260&view=rss&microfeed=true
<![CDATA[Sega And Platinum Games Join Forces]]>

Platinum Games, the studio founded by former Capcom developer Clover, has apparently struck a deal with SEGA to publish three games. Those games are:

Bayonetta, directed by DMC creator Hideki Kamiya, and is described by the site’s correspondent as a “stylish action game” with “a witch battling angels”. Apparently she has guns on her feet.
• A science-fiction RPG for the DS called Infinite Line, where you play as a starship captain, customising your ship and crew.
• A Wii game called MadWorld. ...it’s, “Black and white Sin City graphics, with red blood. Ultra ultra violent. Fatality moves like shoving a post through someone’s head. Chainsaw on your right arm.”

Wow! Three games — make that, three Platinum Games games. The page we are sourcing has been taken down, and the developer hasn't yet issued an official statement on the company's site of its English language Facebook page announcing these titles. So we'll mark this as a rumor for now. A really, really cool sounding one. Stay tuned!
Trio Of Games [videogaming247]

]]>
http://kotaku.com/5008698/sega-and-platinum-games-join-forces http://kotaku.com/5008698/sega-and-platinum-games-join-forces Mon, 12 May 2008 07:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5008698&view=rss&microfeed=true
<![CDATA[Devil May Cry 4 DVD Case Offer]]> And now for a value-added post, if you're a Devil May Cry 4 Special Edition owner, and live in the U.S.

There's an offer out on the Internets for a swell DVD case for the animated series DVDs included within. You also get $5 off your purchase of Vol. 2 of the anime. The Right Stuf International is taking the orders on behalf of publisher ADV. The site has the details and everything you need to order. It's $3.99, but clearly, this thing pays for itself.

Devil May Cry DVD Case/Insert/Coupon Offer [Anime Superstore]

]]>
http://kotaku.com/5008619/devil-may-cry-4-dvd-case-offer http://kotaku.com/5008619/devil-may-cry-4-dvd-case-offer Sun, 11 May 2008 11:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5008619&view=rss&microfeed=true
<![CDATA[There Are Talks of MORE Street Fighter Movies]]>

They're still making the Street Fighter: The Legend of Chun-Li flick, and yet, there's already talks of sequels! The film's scribe Justin Marks, who's also adapting Voltron and HE-MAN for the silver screen, says:


There are always plans [for sequels]. We've seen this as being a really drawn-out way to explore the Street Fighter world. Start small, then go bigger and bigger, bringing in more characters and eventually spinning it horizontally to explore other threads and origin stories.

Meaning if this movie does halfway decent, we can possibly look forward to the likes of Street Fighter: The Legend of Ryu, Street Fighter: The Legend of Guile and Street Fighter: The Legend of Dan. They probably should've started with Dan. You can only go up!
Justin Marks on SF [JoBlo via Capcom Blog] [Pic]
]]>
http://kotaku.com/388310/there-are-talks-of-more-street-fighter-movies http://kotaku.com/388310/there-are-talks-of-more-street-fighter-movies Wed, 07 May 2008 22:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=388310&view=rss&microfeed=true
<![CDATA[Capcom, Nippon Ichi, Namco Bandai, Gust, And Idea Factory Team For RPG Fan's Wet Dream]]>

Being a gigantic fan of the Japanese RPG and knowing the appetites of said fans, I am half tempted to just toss these new Famitsu scans out onto the site and then head for high ground to avoid the ensuing flood of drool, but I'll be nice.

Cross Edge is a new RPG due out in Japan for the PlayStation 3 this September that is a collaboration between some of the top names in the genre. Nippon Ichi, Gust, Namco Bandai, Idea Factory, and even Capcom have lent their properties to this superstar game, which features characters from Darkstalkers, Disgaea, Ar Tonelico, and many more. Hell, a game with Etna and Morrigan together alone is worth eleventy million dollars. The game features turn-based battles, a plot that involves rescuing souls, and...if you look to the bottom right corner of the scan...the ability to dress your characters up in a wide variety of outfits, from PE clothes to devil costumes.

Chances of this coming out in the states? Pretty damn unlikely. Chances of me importing this? Over nine thousand. Thanks to SupaPhly for the scans!

]]>
http://kotaku.com/387992/capcom-nippon-ichi-namco-bandai-gust-and-idea-factory-team-for-rpg-fans-wet-dream http://kotaku.com/387992/capcom-nippon-ichi-namco-bandai-gust-and-idea-factory-team-for-rpg-fans-wet-dream Wed, 07 May 2008 09:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=387992&view=rss&microfeed=true
<![CDATA[Capcom's Sushi Muse?]]>

So my day job (Frengo Corp.) is like, not even a block from Capcom supreme world U.S. command in San Mateo, Calif. And equidistant to us both is the above Trader Joe's grocery, which Californians know as a go-to stop for tasty lunchtime treats for not a lot of dough. I enjoy the barbecue chicken pinwheels, even if they do pack 53 percent of my RDA of fat.

But I was in there Thursday and I noticed something.

okamiSushi.jpgHmmm. Okami sushi? Okami video game? Nah ... that's just a coincidence ... right? Okami means "one who is higher." And really, if one were to burn doobage, who wouldn't eschew the Funyuns and king size Almond Joy for a yummy party tray of sushi? (And $5.99 for 14 pieces is pretty slick for the non-high too.)

So, nah, no way, Capcom did its homework and totally did not get a video game title from a grocery's in-house sushi brand.

Wait, what's this? On the label, what the hell is that, an IGN watermark over the Okami title ...?!?!?!?!?!!!!!

sushiWatermark.jpg
Oh dammit, someone's gonna get FIRED.

]]>
http://kotaku.com/386837/capcoms-sushi-muse http://kotaku.com/386837/capcoms-sushi-muse Sat, 03 May 2008 10:00:00 MDT ogood http://kotaku.com/index.php?op=postcommentfeed&postId=386837&view=rss&microfeed=true
<![CDATA[Industry Insiders Discuss ESA, E3's Future]]> e3logo.jpgWhat's the fate of E3, and of the Entertainment Software Association? It's worth examining in light of recent events. This morning we broke the news that two major publishers, Activision and Vivendi, have decided to take a pass on the event and exit the trade association, while other companies have withdrawn their E3 attendance as well. At the same time, the ESA appears to be facing stirrings of industry discontent with the ESA's leadership, namely its current president, Mike Gallagher.

E3 is not the boon to publishers that it once was, says Penny Arcade's director of business development Robert Khoo, who as the organizer of the PAX fan expo clearly has an interest, to say the least, in how things turn out.

"The reason that E3 imploded in recent years was because the publishers felt that it turned into this sort of pissing contest between them... where they were trying to figure out who could one-up each other," Khoo said. "They all thought to themselves that it just wasn't worth it."

The controversial decision to re-format last year's E3 into a smaller, more toned-down event was what Khoo calls "a self-correcting measure by the members of the ESA," in an effort to address its constituency better.

"I would imagine that that show is still trying to look out for what the publishers want - that's the whole goal of that trade association, which is to deliver the needs and try to figure out what their members actually want."

Neither Khoo nor Penny Arcade are ESA members, so he couldn't speak to whether the association is acting optimally to assure its members' best interests. "The real question is whether a show like E3 is something publishers want," Khoo said. "I guess Activision, Sierra, Blizzard, Vivendi feel that is not the case."

Earlier today we reported that several companies skipping E3 blamed their departure on "business issues," which analyst Michael Pachter pinned on poor timing for the July event, inconvenient to those companies' fiscal calendars and overlapping with times during which they must observe a "quiet period" and avoid communicating with investors.

"That blackout period is definitely interesting," Khoo said. "We don't really deal with that at all, just given the timing of our show, because its smack dab in the middle of the quarter. I'm sure that is a genuine concern, but since the third quarter ends at the end of September, it doesn't affect us at all."

According to Khoo, the years where publishers knew what to expect from E3 appear to be over, and that's hurting the event and potentially the ESA by association. After last year's "transitional period," quite a bit looks still to be up in the air, he said.

"It's in flux, and since publishers have that level of uncertainty, that is an unattractive trait to have going into a fairly large investment not knowing what you're going to get out of it."

Several industry sources expressed the same opinion as analyst Pachter: that Gallagher's lack of involvement in the industry not only results in poor planning and poor communication regarding E3, but may weaken the ESA's power to serve the video game industry in the long run.

When prior president Doug Lowenstein gave his final, impassioned speech at DICE 07, he vented his frustration at developers and publishers who refuse to defend their creative work when it's controversial, saying, "Don't duck and cover when the shit hits the fan."

But that's largely what Gallagher did when the association failed to publicly defend Mass Effect during the infamous Fox News "SeXbox" controversy. In an interview with GameDaily, he promised to "support the thrust of the industry activities and the reaction of the video gaming community," but refrained from taking any public position on behalf of the ESA.

However, plenty of the major publishers, including Capcom, Take-Two and EA, continue to support both E3 and the ESA. "It seems that at least four very large members are on the floor and doing press conferences, and it seems like a fifth unaligned company is doing a large event contiguous to that," said EA's Jeff Brown, VP of corporate communications. "That means that there's going to be no problem getting a crowd into LA for E3 this summer."

For the first time in several weeks, Take-Two is in agreement with EA on something: "As a member company, Take-Two Interactive supports the Entertainment Software Association, its leadership and its efforts on behalf of the industry," said CEO Ben Feder. "Mike Gallagher has done an outstanding job as president of the ESA and we look forward to participating in the E3 Media and Business Summit this July."

"No plans to drop out, no issue with Mike, no comment," Capcom said, when asked for their thoughts on the usefulness of the ESA and the fate of the event.

Atlus USA is one of the companies declining to participate in this year's E3, but spokesman Aram Jabbari stopped short of placing the blame on the ESA. "The nature of the show changed when they changed it from a consumer show to an invite-only press show," he said. "A lot of things have changed, but our participation doesn't have to do so much with the changes... we just chose not to exhibit this year and we do wish the ESA and all the exhibiting companies the best of luck."

NCsoft said its refusal to attend E3 was related to a timing issue with their internal development schedule and not with any conflicts about E3, but PR manager Mike Crouch declined to comment on potential issues concerning the state of the ESA. "One of the primary functions of the ESA is to manage E3," Crouch said. "And we still believe in E3, and we would have gone this year had the timing worked out for us. In that regard, we don't have anything negative to say about the usefulness of ESA."

"We would have definitely found E3 useful had it fit into our schedule this year. The judgment would be the ESA serves its purpose as far as we're concerned, as far as E3."

]]>
http://kotaku.com/386713/industry-insiders-discuss-esa-e3s-future http://kotaku.com/386713/industry-insiders-discuss-esa-e3s-future Fri, 02 May 2008 15:40:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=386713&view=rss&microfeed=true
<![CDATA[Capcom Promotes Beaumont To COO]]> capcomlogo.jpgCapcom promoted executive VP and officer Mark Beaumont to the role of chief operating officer, the company announced today. Beaumont, a 25-year industry vet who has been with Capcom since 2005, will now be responsible for overseeing and expanding the company's Western development and licensing activities, in addition to his previous responsibility for U.S. and European consumer software.

Full release follows the jump.

SAN MATEO, Calif.— May 2, 2008— Capcom® Entertainment, a leading worldwide developer and publisher of video games, announced today that Mark Beaumont has been promoted to Chief Operating Officer of both Capcom Entertainment, Inc., in North America and Capcom Entertainment Europe, as well as maintaining his position on the Capcom Board of Directors. Beaumont had been serving as Executive Vice President, Officer, and head of the consumer software publishing business in North and South America and Europe. Beaumont's promotion is effective as of April 1, 2008. Beaumont has been with Capcom Entertainment since 2005, joining the company as Senior VP, then promoted in 2007 to Executive Vice President and Officer with additional responsibilities to oversee Capcom's European business. Beaumont's responsibilities as COO now include growing and managing Capcom's ambitious Western-focused development efforts, as well as the company's pan-Western licensing activities, in addition to the US and European consumer software responsibilities held previously. "Since joining Capcom in 2005, Mark has been the driving force behind the company's improved performance, resulting in an overall revenue growth of 10% in the US and 20% in Europe," said Hiroshi Tobisawa, president and Chief Executive Officer, Capcom Entertainment Inc."This deserved promotion recognizes his dedication and commitment to Capcom." Beaumont has over 25 years in the video game industry, dating back to the original Atari. His responsibilities have extended from marketing to product development, general management to lead publishing roles. He has had consistent success in revenue growth and profit generation, with a proven track record in assembling and building organizations for long-term success. For over 10 years, Beaumont has been involved in setting strategic vision and long-term product plans for numerous interactive publishers, with over 5 years of direct responsibility for the European as well as American marketplace. ABOUT CAPCOM Capcom is a leading worldwide developer, publisher and distributor of interactive entertainment for game consoles, PCs, handheld and wireless devices. Founded in 1983, the company has created hundreds of games, including best-selling franchises Resident Evil®, Street Fighter®, Mega Man® and Devil May Cry®. Capcom maintains operations in the U.S., U.K., Germany, Tokyo, Korea and Hong Kong, with corporate headquarters located in Osaka, Japan. More information about Capcom can be found on the company web site, www.capcom.com. Capcom, the Capcom logo, Resident Evil, Mega Man and Devil May Cry are either registered trademarks or trademarks of Capcom Co., Ltd., in the U.S. or other countries. Street Fighter is a registered trademark of Capcom U.S.A., Inc. All rights reserved. All other marks are the property of their respective owners.
]]>
http://kotaku.com/386599/capcom-promotes-beaumont-to-coo http://kotaku.com/386599/capcom-promotes-beaumont-to-coo Fri, 02 May 2008 10:40:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=386599&view=rss&microfeed=true
<![CDATA[That Clock Tower Movie Is Actually Happening, Apparently]]> clock_tower_game.jpg Last we heard about the Clock Tower movie was way back in 2006. Chilean horror filmmaker Jorge Olguin was supposed to helm the pic and When A Stranger Calls scribe Jason Wade Wall was taking writing duties. Well, all that's been scrapped it seems. Hollywood trade Variety is reporting that Senator Entertainment is set to produce the Capcom game adaptation for Weinstein Co. The script is being written by Eric Poppen (Borderland) and will be produced by Marco Weber and Martin Weisz (The Hills Have Eyes 2). Capcom's President Haruhiro Tsujimoto is set executive produce. Shooting starts this July.
Senator Adapting Clock Tower [Variety Thanks, jmh!]

]]>
http://kotaku.com/386459/that-clock-tower-movie-is-actually-happening-apparently http://kotaku.com/386459/that-clock-tower-movie-is-actually-happening-apparently Fri, 02 May 2008 06:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=386459&view=rss&microfeed=true
<![CDATA[How's Lost Planet Colonies Lookin'?]]>

Don't know why Capcom bothered with all these. There's 14 shots of Lost Planet: Colonies here, and they really only needed to send one, because when you show Frank West in naught but his Capcom-flavoured undies, we kinda get all distracted...

]]>
http://kotaku.com/386400/hows-lost-planet-colonies-lookin http://kotaku.com/386400/hows-lost-planet-colonies-lookin Fri, 02 May 2008 01:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=386400&view=rss&microfeed=true
<![CDATA[New Commando 3: Wolf of the Battlefield Footage Is Shootalicious]]>

The best thing about Commando 3: Wolf of the Battlefield isn't the demo for Super Street Fighter II Turbo HD Remix—god those are some verbose game titles—it's the ability to shoot lots and lots and lots of things. The sequel to Commando and Mercs is coming to Xbox Live Arcade and PlayStation Network soon (we hope). Let's revisit Forgotten Worlds soon too, Capcom. Please?

]]>
http://kotaku.com/386375/new-commando-3-wolf-of-the-battlefield-footage-is-shootalicious http://kotaku.com/386375/new-commando-3-wolf-of-the-battlefield-footage-is-shootalicious Thu, 01 May 2008 16:40:33 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=386375&view=rss&microfeed=true
<![CDATA[Street Fighter IV - Shadaloo Represent!]]>

Pardon the fuzzy screens from Famitsu we posted last night, but it's all good now that Capcom has come forward with crisp new shots of not two but all four of the shady Shadaloo bosses appearing in Street Fighter IV. Sagat is looking especially menacing in his pics, with the most ferocious Tiger Uppercut I've ever seen bursting to life. As for M.Bison or Vega, depending on where you live...well I only wish Raul Julia were alive today to see more clearly what an agonizingly bad choice he was for that role.
Return of the Kings [Capcom Blogs]

]]>
http://kotaku.com/385816/street-fighter-iv-+-shadaloo-represent http://kotaku.com/385816/street-fighter-iv-+-shadaloo-represent Wed, 30 Apr 2008 14:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=385816&view=rss&microfeed=true
<![CDATA[How To Bring The West to Japan]]>

Fact: There are differences between Western and Japanese games. Intrinsic differences that sometimes make it hard to bring Western games to Japan. The words, the phrases, the idioms — they're familiar to you. It's English, and chances are if you are reading this, the language is either your mother tongue or a second tongue or neither and you've happened on this page by accident. But for a segment of Japanese gamers, Western games are just not playable no thanks to the language barrier. But some of those differences arise from the background of developers.

The vast majority of Japanese devs have an arcade background, and if an arcade game is going to be a hit, it needs to work, it needs to be tight and snap. If you put in a coin in a buggy game that locks up or freaks out, you'll complain to the arcade manager, who will then complain to his boss, who will then complain to his boss, who will complain to that game's publisher. Shit's gotta work. While the arcade scene is very much alive in Japan, it's not in the States, and most developers are coming in with a strong PC gaming background. If shit's broken, patch, patch, patch! "Japanese games have very few collision problems — hands, arms going through walls, etc," says Capcom producer and former localization head Ben Judd. "When western gamers see in-game collision issues, they don't care as long as they're having a good time. That's just not acceptable for the Japanese." Things like A.I. and programming is where Western devs really shine, while Japan picks up the slack on things like textures.

ben_judd.JPG Other things that separate Western and Japanese games, points out Judd, include such seemingly small things like "Japanese player typically don't like controlling two thumbsticks are once — they get sick" and "Japanese players like a strong tutorial." Japanese players, says Judd, prefer that characters are skewed slightly younger and have more anime-style qualities, while Western gamers favor 30 year-old bald men. "RPGs are popular," says Judd. "Players don't typically like the first person point of view and want to see their character. It makes it easier for them to support that character." No wonder Rockstar's Grand Theft Auto has found a welcome audience in Japan.

While Japanese games have been localized to varying degrees of success on a consistent basis since the early-to-mid 1980s, Western games, save for the oddity here or there, haven't. This is nothing new, and Capcom has been bringing Western games over to The Land of the Rising Sun for sometime, even working with Blizzard to localized Warcraft III. "But it wasn't until GTA III that the company really saw the potential of Western games," says Judd. Even though a heavily censored GTA III was slapped with a dreaded CERO Z rating (the equivalent of ESRB AO), the game was a hit, fueled by US hyper carry-over as well as controversy in Japan. San Andreas moved something like 500,000 copies! Just as there are Western gamers who salivate at the idea of grinding through Japan-Only RPGs, there are Japanese gamers who cannot wait to tear through BioShock or Halo 3. Thing is, there doesn't seem to be as many of these Japanese gamers...

setumeisyo.jpg For Judd and his team, the challenge is selling Bionic Commando, a game developed by Swedes and clearly geared for a Western audience. One reason that game is getting made is because Western journos kept harping on a new Bionic Commando during Capcom press events and interviews! The original game, Top Secret: Hilter no Fukkatsu (Top Secret: The Return of Hitler) wasn't a huge arcade or home hit in Japan, but the NES console port with its endearingly cruddy English localization became a cult hit. "For the Xbox Live Arcade and the PSN Bionic Commando, the question has been how much to push Hitler," says Judd. "People in Japan know Hitler no Fukkatsu more than Top Secret or Bionic Commando." Then again, while releasing a Hilter game for the Famicom was apparently totally fine in the 1980's, it's not in today's world. Instead of releasing a Hilter no Fukkatsu remake on the Japanese PSN and XBLA, Capcom's releasing a re-localized version of the localized Bionic Commando remake. While Judd is fairly confident that Bionic Commando: Rearmed will do will with Western gamers, he's upfront about how it'll do in The Land of the Rising Sun. "Bionic Commando: Rearmed will have a tough time in Japan," says Judd.

"We don't really have a team in place to localize English games," says Capcom's Gearoid Reidy. "We're either outsourcing games we're publishing like GTA or God of War to be localized or trying to tie-up loose ends in-house." Capcom is staffed with a team of native English speakers like Reidy and Judd who are both fluent in English and Capcom and who have extensive experience in localization. What about vice versa? Besides Japanese staffers who are proficient in English, there isn't a dedicated in-house team of Japanese native speakers acting as translators. That's not to say the outsourcing firm does shoddy work, that's not to say that at all. The outsourcing firm has handled most of Capcom's Japan English game releases. "The problem is that there's a delay," points out Reidy. "Since they are outsourced, it takes a bit longer than if we had an in-house team doing English-to-Japanese translation." Judd would like to create a team of Japanese native speakers doing translation work in-house. "It really depends whether these games are successful or not," he says. With Capcom publishing Grand Theft Auto IV in Japan later this year, there's a pretty good chance they will be.

Translating is hard. Translating English to Japanese is harder. "You can't do direct one-to-one translations," says Tokyo-based localizer Matt Alt, who has his own localization company AltJapan. "You often have to capture the spirit of the original text." Programming-wise, changing English text into Japanese text can be tricky. "I've really come to hate the Japanese language," says Judd, who's not only a Capcom producer, but a licensed Japanese language teacher. "There are no breaks between words in Japanese," he explains. All Japanese words are mashed together, making breaking up in-game Bionic Commando text tricky. In English, text can easily broken up by spaces, but Capcom has had to go back and create a special program for breaking up the Japanese in-game text. "We've spent a lot of money on coding the Japanese text alone."

Game-BionicCommando-NES.jpg Some games just should not be dubbed. Besides the difficulty of matching up the character's lips, sometimes dubbing just doesn't fit. Take SEGA's localization of Yakuza, for example. That game needed subtitles. American voice actors trying to pass off as yakuza just sounds strange! Bionic Commando will not be dubbed for Japan. "Some titles," says Judd, "the Japanese just don't want the language changed." Shit Japanese Western game dubs become the object of ridicule for the Japanese internet. Who wants to hear cutesy anime voice actors try to act like badasses? Nobody! Bionic Commando will be subtitled in English. Besides, when you're looking at selling 100,000 Bionic Commando copies in Japan (as Capcom is doing) and you're consumers are Japanese gamers with a thing for Western games, what's the point of dubbing, really?

Even if the game is localized correctly, the Japanese market is tough to crack. "Japanese companies don't even know what'll be hits here," says Reidy. "Who saw Nintendogs or Monster Hunter and thought those games would be hits?" Some publishers feel that it's a market that needs pandering to. "Consumers need to know what they're buying," says Judd. So when Crackdown is given anime-style style poster art, it's not exactly a fair description of what's in the box and reeks of 1980's style game promotion. While Western publishers take advantage of things like podcasts and blogs, those really have not caught on in Famitsu-press-release-fed Japan. Bionic Commando has a Japanese blog, but it's updated only once a week. If users have any questions, their identity is censored by Capcom for privacy concerns and only their sterile question appears before developers to answer, creating a very sterile community interaction. Judd explains: "In Japan, we can't do community. It's considered a liability here." There are too many unknowns with community sites. What if an employee says or does something stupid? The lack of direct corporate control is dangerous. "We just waiting for Capcom to drop the hammer on our podcast," says Judd. "Lucky they don't speak English." Lucky, indeed. bionic-commando12_l.jpg

]]>
http://kotaku.com/385604/how-to-bring-the-west-to-japan http://kotaku.com/385604/how-to-bring-the-west-to-japan Wed, 30 Apr 2008 11:00:05 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=385604&view=rss&microfeed=true
<![CDATA[Revenge of Capcom Didn't Dev Street Fighter IV]]> rollinsliar.jpg Forget for a moment this is still "unconfirmed", but according to magazine EGM, Capcom's Street Fighter IV isn't being developed by Capcom — but outsourced to another Osaka developer. That's right, apparently DIMPS is working on the game. DIMPS was founded by former SNK devs and is best known for its excellent Rumble Fish fighters along with churning out run-of-the-mill Dragon Ball Z games. Another DIMPS fun fact: That FPS Gundam game they develped for the Xbox 360 wasn't really being developed by them, but apparently outsourced to a Korean dev who's did a shitty job on it. Anyway! Also, forget for a moment that Capcom USA has been saying that Street Fighter IV is being developed internally. One more thing, forget for a moment that we've been going on about DIMPS doing SFIV since, well, last year. Personally, I don't care if Capcom or DIMPS does the game — just don't make it sucky, m'kay?
Capcom Lied Again [NeoGAF]

]]>
http://kotaku.com/385557/revenge-of-capcom-didnt-dev-street-fighter-iv http://kotaku.com/385557/revenge-of-capcom-didnt-dev-street-fighter-iv Wed, 30 Apr 2008 06:45:03 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=385557&view=rss&microfeed=true
<![CDATA[Street Fighter IV's B-List - Balrog And Bison]]>

Reader Pon Zu reminds us that there is another game with the roman numeral IV in that we are terribly excited about by pointing us towards Famitsu, where the latest batch of screens from the game reveal two new characters, M.Bison and Balrog. Better known in the states as Balrog and Vega, these two are at completely opposite ends of the fighting spectrum, with one being all about speed and finesse and the other focused solely on brute force. M.Bison knows not how to kick, and Balrog looks like more of a woman than Chun Li. All is right with the world.

『ストリートファイターIV』四天王の存在が明らかに![Famitsu - Thanks Pon Zu!]

]]>
http://kotaku.com/385473/street-fighter-ivs-b+list-+-balrog-and-bison http://kotaku.com/385473/street-fighter-ivs-b+list-+-balrog-and-bison Tue, 29 Apr 2008 19:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=385473&view=rss&microfeed=true
<![CDATA[Where Bionic Commando And Nintendo Stand]]>

The PSN and Xbox Live Arcade are getting Bionic Commando remakes. But what about the original game? Why isn't that on the Virtual Console? BC producer Ben Judd told IGN: "If it's not on the Virtual Console, you can bet there's a reason for it." Game blog Siliconera points to Capcom mouthpiece Christian Svensson added his two cents: "Guys, you have to take this up with Nintendo. This is NOT, repeat NOT, a Capcom issue. Please remember, Nintendo calls the shots on what goes up on VC, not third parties." Let the conspiracy theories commence!

But where does Bionic Commando stand regarding Nintendo? There was that internet petition, but it's ground to a halt — everyone's forgotten. Here's what Capcom producer Ben Judd told Kotaku:


Of course I know Bionic Commando's history, and it's relationship to Nintendo platforms. A Wii version is something we are considering. And if we did a Wii version, it would not be a port of the next-gen games or a remake. It would be an original title, but wouldn't use the Wii-mote for one-to-one swinging. I have a pretty creative idea for how to handle the controls.

No one-to-one swinging, but "creative" Wii-mote controls? Could it be simply *gasp* pressing buttons?!
]]>
http://kotaku.com/384509/where-bionic-commando-and-nintendo-stand http://kotaku.com/384509/where-bionic-commando-and-nintendo-stand Mon, 28 Apr 2008 00:00:02 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=384509&view=rss&microfeed=true
<![CDATA[Meditations Upon Chun-Li]]> chunli.pngDestructoid dares to ask the question: "Is Chun-Li a post-op transsexual?" Hard hitting and thought provoking, to be sure, but, you know. Meh. Her hands are big? yarly.

But it's as good a jumpoff for me to reminisce about the intersection of Street Fighter, my fraternity in college, and a case study in cognitive dissonance.

This happened back at N.C. State, where I was a member of Tau Kappa Epsilon's Beta-Beta chapter. Names have been changed to protect the ashamed, but the frat nicknames are, I swear to God, real. Here goes.


Around 1993, everyone was playing one of two games on their Genesises or Super Nintendoes — Street Fighter or a college football ripoff game that called us "STATE OF NORTH CAROLINA" to skirt NCAA licensing rules. But I digress. Everyone knew Street Fighter is the point, and everyone got their asses handed to them by Evil E, Ton O' Fun, Big Al, or Strap-On, almost always playing Chun-Li or Ken.

My roommate, Queef, and I lived next door on the front hall to a brother, Guy, who was about as shady as they come. Like a few years later, the State Bureau of Investigation was looking into the fact he and some others signed up for free Columbia House CDs under a dog's name, and some other identity shit. In fact, one night we heard a "business partner" stop by and threaten Guy within an inch of his life over, I guess, money that was owed. So Guy had a rep for moving with unclean company, that's important.

One day, and I forget how this unfolded, but Guy's roommate, Cooter, dragged me and Queef into their room to play their answering machine. Cooter got home from class before Guy, hit play, and heard a startling threat from, apparently, a Korean gangster. There was a demand for money, an ultimatum of bodily harm, and a meeting place and time: "[REDACTED] THIS IS ... CHUN LI ... YOU MEET ME ... ELEVEN THIRTY AT ... HOUSE O' PANCAKES ...!"

It was an utterly ridiculous, cartooned, even racist voice, but at the time, none of us had ever lived outside North Carolina. So we fucking fell for it. Cooter and I actually drove out to the IHOP on Hillsborough Street to stake out the encounter, following our chapter rule: "The object is not to fuck your brother, but to get your brother fucked."

Even though intercourse was not on the menu of options, we figured allowing Guy to be murdered by a Korean gangster out to collect a bad debt fell into guilty knowledge or passive allowance of fucking over a brother.

So away we went. We even bought 12-inch sandwiches from Sadlack's Heroes to gnaw on while we waited in the car, the two biggest shithead cops on a two-hour stakeout ever. And neither Guy nor any Korean mafiosi showed up.

And when we got back, Ray White Trash and Grape Ape copped to leaving the prank message.

Evil E said, "I knew it was fake. The Korean language does not produce words that sound anything like Chun Li. That's specifically Chinese."

Gee thanks, asshole.

For the record, my fraternity nickname was Fellatiowen.

Is Chun-Li a Post-Op Transsexual? [Destructoid]

]]>
http://kotaku.com/384348/meditations-upon-chun+li http://kotaku.com/384348/meditations-upon-chun+li Sat, 26 Apr 2008 18:00:00 MDT ogood http://kotaku.com/index.php?op=postcommentfeed&postId=384348&view=rss&microfeed=true
<![CDATA[Hot Bionic Commando On Bionic Commando Multiplayer Action]]>

They say ignorance is bliss, whoever "they" are, and the new batch of multiplayer focused media for Capcom's Bionic Commando Rearmed proves it. To me, anyway, as I was blissfully ignorant of the fact that Rearmed had such a strong multiplayer component, with team deathmatch, free-for-all and more in the features department. Now, I'm experiencing multiplayer knowledge bliss! I suppose I'll have to reeducate myself on the XBLA and PSN remake to see what else I've been missing. Hey! A swinging mechanical arm! Neat!

]]>
http://kotaku.com/383860/hot-bionic-commando-on-bionic-commando-multiplayer-action http://kotaku.com/383860/hot-bionic-commando-on-bionic-commando-multiplayer-action Thu, 24 Apr 2008 17:40:21 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=383860&view=rss&microfeed=true
<![CDATA[Monster Hunter Portable 2nd G Ships Over 2 Million]]> mhp2glogolv4.jpg Capcom is rolling in money — Monster Hunter money. The most recent iteration in the PSP franchise Monster Hunter Portable 2nd G has shipped over two million copies in Japan. Wowzers! The game just went on sale March 27th and has really helped power the crap outta PSP sales.
Monster Sales [Famitsu]

]]>
http://kotaku.com/383480/monster-hunter-portable-2nd-g-ships-over-2-million http://kotaku.com/383480/monster-hunter-portable-2nd-g-ships-over-2-million Thu, 24 Apr 2008 06:40:30 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=383480&view=rss&microfeed=true
<![CDATA[Street Fighter B-Listers Get The T&A Figure Treatment]]>

Ibuki from Street Fighter III and R. Mika from Street Fighter Alpha 3 may not be the most household of household names, but that doesn't mean they shouldn't be immortalized in sculpted polyvinyl chloride. Capcomaniax scoops up two sculpts from the Street Fighter character barrel, readying them for a summer release in Japan. They're perfect additions to the T&A figure collector shelf, with Ibuki's thigh-revealing costume sure to be the focus of a many, many macro digital photos on Japanese blogs. R. Mika? We're scared to think of what will be done with her.

We haven't seen anyone offering these figures up for import yet, but if you've got the display case space, they're retailing for 5775 yen (about $55 USD).

CAPCOMANIAX [Mega Hobby]

]]>
http://kotaku.com/383326/street-fighter-b+listers-get-the-ta-figure-treatment http://kotaku.com/383326/street-fighter-b+listers-get-the-ta-figure-treatment Wed, 23 Apr 2008 20:40:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=383326&view=rss&microfeed=true
<![CDATA[Capcom Fix Okami's Cover, And Then Some]]>

So Capcom's artists swiped (swiped back?) some IGN-watermarked art and it made it onto the game's cover. Whoops. Oh well, everyone makes mistakes, right Capcom? What's important is not the mistake, but the fact the company are going out of their way to make amends. If you've already picked up a copy of the game that features the IGN watermark, and would like a replacement cover, visit this website and Capcom will send you a new one, free of charge. You even get a choice of covers: you can pick from the original, or from two snappy pieces of art (shown after the jump) cut and polished into "high quality" game covers.

Okamicover2.jpg
Okamicover3.jpg
Okami box art: now with 100% less IGN watermarks [Capcom]
Okami Cover Artwork Redemption [Capcom]

]]>
http://kotaku.com/383408/capcom-fix-okamis-cover-and-then-some http://kotaku.com/383408/capcom-fix-okamis-cover-and-then-some Wed, 23 Apr 2008 20:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=383408&view=rss&microfeed=true
<![CDATA[Devil May Cry 4 PC ALMOST Dated]]>

We've already heard that Devil May Cry 4 is coming to PCs, but now we almost know when. This summer. Yes, that's as specific as Capcom is getting at the moment. In addition, a demo is promised and DMC4 PC will be sporting some new modes, too:

Turbo mode will turn-up the action to insane speeds, while Legendary Dark Knight Mode will harness advanced PC processing power and fill the screen with an unbelievable number of enemies for extra difficulty. Moreover, familiar enemies from the console versions will show-up in new locations in the PC version.
I dunno. In the PC gaming world, "new modes" and "additional content" are beginning to feel more and more like a lame apology for showing up 2 hours late to a dinner party whilst reeking of Whopper Juniors. To read more about the menu, check out this press release:
CAPCOM®'S DEVIL MAY CRY® 4 COMING TO PC THIS SUMMER Demo With System Benchmark Mode Will Be Available Before the Game's Release

SAN MATEO, Calif — April 23, 2008 — Capcom®, a leading worldwide developer and publisher of video games, today announced that the highly anticipated PC version of Devil May Cry® 4 is locked and loaded for release this summer. Devil May Cry 4 is already a certifiable hit in the console world, having shipped over 2 million units world wide since its release in North America in February. A demo of the game will be released for PC players before the retail version ships, allowing PC gamers to try the game ahead of time, as well as testing their system's prowess with the included benchmark mode. The PC version of Devil May Cry 4 will feature new modes, enhanced graphics options and some additional content. Devil May Cry 4 has been rated M for Mature by the Entertainment Software Ratings Board.

Good things come to those who wait as PC owners will benefit from having more modes and more visual customization options to help enhance their demon-slaying action. Turbo mode will turn-up the action to insane speeds, while Legendary Dark Knight Mode will harness advanced PC processing power and fill the screen with an unbelievable number of enemies for extra difficulty. Moreover, familiar enemies from the console versions will show-up in new locations in the PC version. The high resolution screen settings allow the cut scenes of the game to run at up to 120 frames per second (up from 30 frames per second in the console version of the game). Slider options are available to manage various visual effects seen throughout the game. Devil May Cry 4 for the PC will have both DirectX® 9 and DirectX® 10 modes, and will also be compliant with the Games For Windows® program.

From the producer of the original Devil May Cry® and Resident Evil® 4 comes the next installment in the hugely successful stylized action series that has so far achieved global sales of nearly seven million units. Devil May Cry 4 immerses gamers in a gothic supernatural world, where a new protagonist clashes with a familiar hero. As the new leading man, Nero, players will unleash incredible attacks and non-stop combos using a unique new gameplay mechanic: the powerful "Devil Bringer" on his right arm.

]]>
http://kotaku.com/383200/devil-may-cry-4-pc-almost-dated http://kotaku.com/383200/devil-may-cry-4-pc-almost-dated Wed, 23 Apr 2008 12:20:00 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=383200&view=rss&microfeed=true
<![CDATA[The Okami Art School, Only $39.99]]> What happens when you need to put together an instructional video on how to play Okami on the Wii, and either budgetary restraints or international licensing rights mean your first choice for host - Dr. Steve Brule - isn't available? Easy. You get this guy to do his best Brule impersonation, and hope for the best.

]]>
http://kotaku.com/382943/the-okami-art-school-only-3999 http://kotaku.com/382943/the-okami-art-school-only-3999 Wed, 23 Apr 2008 03:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=382943&view=rss&microfeed=true
<![CDATA[GTA IV Coming To Japan This Year, Too]]>

Japan hasn't been so lucky with Grand Theft Auto releases. Either the games come years later, heavily censored or both. Well, this time is different. Today, Capcom announced it is bringing a localized version of the multi-platform title Grand Theft IV to The Land of the Rising Sun sometime this year. Though, we're pretty sure CERO (Japan's ESRB) will censor it pretty heavily. Japan doesn't take kindly to random human killing!
GTA IV in Japan [Game Watch Impress]

]]>
http://kotaku.com/382970/gta-iv-coming-to-japan-this-year-too http://kotaku.com/382970/gta-iv-coming-to-japan-this-year-too Wed, 23 Apr 2008 03:00:40 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=382970&view=rss&microfeed=true
<![CDATA[A Squadron Of 1942 Joint Strike Screens]]>

Can I be the only gamer out there pumped for a return to Capcom's 194X series of vertical shooters? Surely not! I long to return to the heady days of my youth wasted at Chuck E. Cheese, force feeding a 1943 cabinet tokens—then ultimately crushed the heartbreaking by the NES 1942 port. Capcom's seen fit to deploy a quintet of new screens for its Xbox Live Arcade and PlayStation Network sequel, 1942 Joint Strike, a title that fills my heart with POWs. It's still so pleasing that Japan isn't sore enough about all those aerial casualties as to keep Capcom from pumping out WWII-era shmups.

]]>
http://kotaku.com/382380/a-squadron-of-1942-joint-strike-screens http://kotaku.com/382380/a-squadron-of-1942-joint-strike-screens Mon, 21 Apr 2008 19:20:43 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=382380&view=rss&microfeed=true
<![CDATA[Mortal Kombat Vs. Street Fighter Kind Of Almost Happened]]> mortalfighter.jpgMortal Kombat Vs. The DC Universe, announced last week, doesn't sound so bad. But did you know that we almost had Mortal Kombat Vs. Street Fighter in its place? Mortal Kombat co-creator Ed Boon recently revealed that:
I did a couple of write-ups and whatnot on it, and sometimes we'd get really close to it but issues like our representative for the other company left the company for some reason, and that reset the whole thing back to beginning.
[Ed note: contrary to Boon's statement, the game actually did go through. But upon hitting store shelves, Mortal Kombat Vs. Street Fighter Annihilation Vs. Dark Horse Comics Or Something set of a massive "Big Boom" explosion, eventually ceasing life as we know it before restarting the entire cycle again over billions and billions of years. Notably, the game only received a 75 on IGN, begging the question, "was it really worth it?"]

Ed Boon Interview [CVG via N4G]

]]>
http://kotaku.com/382078/mortal-kombat-vs-street-fighter-kind-of-almost-happened http://kotaku.com/382078/mortal-kombat-vs-street-fighter-kind-of-almost-happened Mon, 21 Apr 2008 11:40:00 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=382078&view=rss&microfeed=true
<![CDATA[Chun-Li Has Freakazoid Hands]]>

Gah! Man hands! That's apparently the still-in-progress Chun-Li character image from the location test. Capcom's still finishing up and tweaking the images, sure, but geez, what is up with her hand and her thumb? She get bitten by a bumblebee? Makes her thighs look totally normal.

A blurry version of the completed work is after the jump. Something sticks out like a sore thumb, though. Literally.

chunli_thumb_blurry.jpg

Ikeno's Art [Street Fighter IV Blog via 1Up]

]]>
http://kotaku.com/381910/chun+li-has-freakazoid-hands http://kotaku.com/381910/chun+li-has-freakazoid-hands Mon, 21 Apr 2008 03:00:57 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=381910&view=rss&microfeed=true
<![CDATA[Leon Kennedy Jumps/Shoots The Shark]]>

Hey, it's Resident Evil's Leon Kennedy! Whatcha doin, Leon? Leon? Hey. Wait a second. Is that really you, Leon? Your fringe...it looks coiffured, with a hint of emo. The real Leon's fringe is stylish, with a hint of camp. You're a phoney. An unlicensed, knock-off phoney! I'm telling Capcom. They probably don't know about this! Actually, I don't think anybody knows about this, since the rest of the poster so perfectly recreates the Resident Evil 4 experience. Right down to Leon's...PEGA Shark Gun.
Unofficial Resident Evil 4 art gives Leon unofficial Wii accessory [Siliconera]

]]>
http://kotaku.com/381900/leon-kennedy-jumpsshoots-the-shark http://kotaku.com/381900/leon-kennedy-jumpsshoots-the-shark Mon, 21 Apr 2008 01:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=381900&view=rss&microfeed=true
<![CDATA[IGN Watermark in Okami Cover Art]]> okami.jpgFor a game that rides on artistic chops as much as Okami, this is a pretty bad F-up. Several of you mentioned that there is an IGN watermark on the box art picture. More or less, the background under the wolf was formed by a hi-res shot lifted from IGN's site.

Several readers tipped us, including Riven, who supplied images from NeoGAF. And Crecente just emailed to say, yup, it's on his box, too. Pictures after the jump.

I'm wondering if the designer Capcom hired couldn't get the hi-res originals from his own client, and googled them off of IGN? No idea, but this is some real stank on Capcom, at least for insiders.

Here is the cover. The IGN watermark is next to the dog's mouth. You have to squint.
okami2.jpg
Here's a blowup pointing it out.
okamign.jpg
And here is the picture apparently used to create the background.
originalart.jpg
Oopsie!
IGN Watermarks discussion [NeoGAF]

]]>
http://kotaku.com/381846/ign-watermark-in-okami-cover-art http://kotaku.com/381846/ign-watermark-in-okami-cover-art Sun, 20 Apr 2008 09:00:00 MDT ogood http://kotaku.com/index.php?op=postcommentfeed&postId=381846&view=rss&microfeed=true
<![CDATA[Let's Compare Okami Wii and PS2]]> Whether it's on the PS2 or the Wii, damn, this is a pretty game.

(We keep getting emails about either the game disc being wonk or the game being wonk. Any of you having issues?)

]]>
http://kotaku.com/381744/lets-compare-okami-wii-and-ps2 http://kotaku.com/381744/lets-compare-okami-wii-and-ps2 Fri, 18 Apr 2008 21:00:24 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=381744&view=rss&microfeed=true
<![CDATA[Resident Evil Zero Dated For Japan (And Only Japan)]]> biohazard_zero_dated.jpg Japan-only Wii version of Resident Evil Zero has been dated for, well, Japan. The GameCube port will hit The Land of the Rising Sun July 10th and will retail ¥4,190 (US $TK). You know, one good thing about these Wii ports is that they're pretty cheap. Even though it's Japan-only at the moment, if it sells, you can bet your ass Capcom will release it elsewhere. Maybe in your town, too!
Biohazard Zero Dated [Famitsu]

]]>
http://kotaku.com/381323/resident-evil-zero-dated-for-japan-and-only-japan http://kotaku.com/381323/resident-evil-zero-dated-for-japan-and-only-japan Fri, 18 Apr 2008 07:20:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=381323&view=rss&microfeed=true
<![CDATA[Okami Thank You Cards That GROW]]>

Pre-ordered Okami Wii? You're in luck. Capcom is sending out handmade thank you cards with exclusive Okami stamps and made from recycled fibers and embedded with seeds to those who pre-ordered the game via the Capcom Store. You can plant these thank you cards and sage plants will grow! This is the thank you card that keeps on giving. Or growing, rather.
Thanks for the love [Capcom Blog]

]]>
http://kotaku.com/379719/okami-thank-you-cards-that-grow http://kotaku.com/379719/okami-thank-you-cards-that-grow Tue, 15 Apr 2008 02:00:49 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=379719&view=rss&microfeed=true
<![CDATA[Portable Gamer Meet Up Places...]]>

Where do Hong Kong gamers go when they want to play some Monster Hunter Portable 2nd G? McDonald's. With burger, fries and WiFi, it's got all you need for a MH meet-up. It's such a popular gamer destination that Hong Kong game mag Gamestation lists all the 24-hour McDonald's in the city for Monster Hunting. According to Spencer at game blog Siliconera:


I don't frequent McDonalds, but I have noticed groups of PSP owners huddled into a booth when I stopped in once for a late night snack. I wasn't aware that this was common in Hong Kong.

The folks in Hong Kong can't be alone. Anyone else know of other WiFi portable gaming hangouts?
Monster Hunter Paradise [Siliconera]
]]>
http://kotaku.com/379730/portable-gamer-meet-up-places http://kotaku.com/379730/portable-gamer-meet-up-places Tue, 15 Apr 2008 01:00:59 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=379730&view=rss&microfeed=true
<![CDATA[Devil May Cry... Darts?]]>

Darts? Dangerous. Devil May Cry darts? Extra dangerous. Reader Landon writes:


I was at some game center/bowling/darts place and I saw these Devil May Cry darts in the window. I'm a huge DMC fan, so I would've bought them if they were cheaper, but I couldn't justify the $25 price tag.

Obviously the only justification for Devil May Cry darts is that they are DMC darts. Just think of the combo insanity!
]]>
http://kotaku.com/379246/devil-may-cry-darts http://kotaku.com/379246/devil-may-cry-darts Mon, 14 Apr 2008 04:00:03 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=379246&view=rss&microfeed=true
<![CDATA[Capcom Trademarks Spyborgs]]>

Last week, Capcom went and registered the trademark Spyborgs. Two weeks before that, they registered the domain name spyborgs.com, which at time of writing sits empty and unused. This of course means absolutely nothing right now, but at an unspecified future time, when writing about Capcom's official unveiling of the exciting new Spyborgs franchise, we'll be able to link on back to this post and show you where it all began.
Spyborgs [Trademork]

]]>
http://kotaku.com/379269/capcom-trademarks-spyborgs http://kotaku.com/379269/capcom-trademarks-spyborgs Mon, 14 Apr 2008 02:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=379269&view=rss&microfeed=true