<![CDATA[Kotaku: d3 publishing]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: d3 publishing]]> http://kotaku.com/tag/d3 publishing http://kotaku.com/tag/d3 publishing <![CDATA[ D3 Invades PAX 2008 ]]> D3 Publisher will be bringing Puzzle Quest: Galactrix, Naruto and Bangai-O to the Penny Arcade Expo later this week.

This year's Penny Arcade Expo seems to be an interesting mix of announcements, unveilings and games that aren't just dated, but already available at stores. It's as if some of the publishers and developers in attendance haven't gotten the message yet: PAX is kinda a big deal.

Full D3 break-down on the jump. The only thing on the list I'm looking forward to messing around with this coming weekend is Galaxtix.

Bangai-O Spirits - Created by revered Japanese developer TREASURE, the twitch-fest shooter gameplay in Bangai-O Spirits includes more than 160 levels, punishing supermoves, exclusive content for the Western version, and a sensory overload of fireworks onscreen. Bangai-O Spirits boasts a powerful level editor tool that turns the gamer into the designer, local wireless multiplayer for up to four players and the pioneering new Sound Load Technology. Bangai-O Spirits exclusively for Nintendo DS is currently available at retail stores across North America for the suggested retail price of $29.95.

NARUTO:: Clash of Ninja Revolution 2 - TOMY Corporation and D3Publisher's highly anticipated NARUTO: Clash of Ninja Revolution 2 offers an all-new original storyline featuring the Anbu created for the North American audience and also features the largest character roster yet for the Clash of Ninja series. The latest iteration of the hit fighting game represents a huge progression from the previous game, including never-before-seen modes, improved visual presentation, and polished gameplay mechanics. The only four-player NARUTO fighting game series available,
NARUTO: Clash of Ninja Revolution 2 for the Wii home video game console is anticipated for release this fall 2008.

NARUTO: Path of the Ninja 2
- TOMY Corporation and D3Publisher's NARUTO: Path of the Ninja 2 is the latest in the popular RPG videogame series offering a completely original storyline, expanded character roster featuring 30 playable characters and improvements to the battle system that will give players more options than ever before as they make use of the newly-added Squad Leader and Ninja Tag systems.
For those who want to test their mettle against fellow ninja across North America,
NARUTO: Path of the Ninja 2 will also provide the opportunity to earn points and special ninja cards as players prove their strength over Nintendo Wi-Fi Connection.
NARUTO: Path of the Ninja 2 is anticipated for release on Nintendo DS this October 2008.

Puzzle Quest: Galactrix - A rich new addition to the beloved Puzzle Quest universe, Puzzle Quest: Galactrix incorporates a powerful blend of puzzle, strategy and RPG gameplay elements, into an all-new futuristic, science-fiction setting. Offering an innovative new hexagonal puzzle board for a wide range of strategic depth, a rich storyline and fresh gameplay elements, Puzzle Quest: Galactrix is a captivating new adventure to explore and conquer in Q1 2009 on Xbox LIVE Arcade, Nintendo DS and Windows PC.

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Mon, 25 Aug 2008 09:20:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5041319&view=rss&microfeed=true
<![CDATA[ Puzzle Quest Being Considered for iPhone [Update] ]]> Yesterday I whined a bit about the lack of original announced titles coming to the iPhone. Specifically, very specifically, I called out Infinite Interactive, asking why they haven't jumped onto the iPhone bandwagon yet.

We all know the world can't get enough Puzzle Quest... well, at least I can't get enough of it. And the thought of being able to play the very touch-perfect puzzle RPG on my iPhone gives me goosebumps. So after my little hint didn't result in any immediate announcement of an iPhone Puzzle Quest or Galaxtrix, I took matters into my own hands and emailed Infinite Interactive to see what was up.

Janeen Fawkner, producer on the game was quick to respond:

Hi Brian, We would love to do a game on the iPhone, but we'll have to see what our publisher D3P has in mind... We'll suggest it to them :)

Sounds good, but I'm impatient, so I went to D3 next, asking when we could hope to see a Puzzle Quest on the iPhone and pointing out that Inifinite was gung-ho. Their spokesperson's response?

They're looking into details now and will get back to me soon.

Now, now, I want it now! I even made this handy-dandy screenshot for them. You can imagine what a pain I was to my parents when I was a kid.

Update: D3 just got back to me with this: "D3Publisher of America is exploring opportunities to bring Puzzle Quest: Challenge of the Warlords to a variety of mobile carriers."

That doesn't sound like a "Yes we're making it and you'll have it next week" to me at all. Not at all.

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Thu, 13 Mar 2008 14:40:41 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=367486&view=rss&microfeed=true
<![CDATA[ Dark Sector Impressions ]]>

I had about 15 minutes to play around with D3 Publisher's Dark Sector today and while I loved having the ability to arbitrarily and capriciously lop off limbs and heads with a Krull-like throwing blade, the shaky controls and spastic graphics just killed the game for me.

When not in motion, or under any taxing special effects, the graphics aren't really that bad. In fact, I initially kind of liked the look of the game. But once I started taking fire and jumping stuff, things nose-dived. In one scene I dropped down from a ledge, at the request of the game, and the animation showed my character float out off the ledge and then drop straight down, his legs never really bending. When explosions hit near the character the entire screen turns red, I don't mean like a red tint or a blood effect, I mean an ugly red that blanks out the entire screen.

Even if I was willing to put the graphic issues aside, the aiming also left me pretty cold. I actually spent a bulk of my time trying to figure out exactly what I didn't like about the aiming. The problem was that the aiming felt greased, like if you pushed too hard in one direction the reticle would zip past your target. And it wasn't just a sensitivity issue. It just felt off. I found that the best way to play was to move reticle to my target, let go of the thumbstick, and then press fire in bursts. This typically worked, but really sucked for fluid play.

The game's one salvation was that damn cool throwing knife. Not only did it have a much, much larger targeting area, but when you hit someone it slid through the target like a hot knife through butter. Initially the target just sort of slumps, but as their lifeless body hits the ground whatever you popped sort of falls off, like a leg or an arm. The resulting real-world physics and jets of arterial blood almost made up for everything else.. almost.

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Thu, 20 Sep 2007 09:20:48 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=301779&view=rss&microfeed=true