<![CDATA[Kotaku: Ninja Gaiden]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Ninja Gaiden]]> http://kotaku.com/tag/ninja gaiden http://kotaku.com/tag/ninja gaiden <![CDATA[ Yokai Attack! In My Ninja Gaiden Dragon Sword? ]]> That's a screen from DS title Ninja Gaiden Dragon Sword. Maybe you've seen it, maybe not. It refers to a book on monsters called Yokai Attack!. That's a real book! Look, it exists right here — they wrote it. See, when ninjy translators Matt Alt (a "robot otaku") and Hiroko Yoda (a Facebook revolutionary) localized the game, they translated the original Japanese text and an "encyclopedia of yokai". But, when they saw the final product, they noticed that the game's localization director Andrew Szymanski had changed it to Yokai Attack in honor of Alt and Yoda's book.

Yokai Gaiden [Alt Japan]

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Fri, 29 Aug 2008 06:40:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5043386&view=rss&microfeed=true
<![CDATA[ Ninja Gaiden II: One Million Served ]]> Chin up, Itagaki. You went out a winner! Tecmo have announced today that Ninja Gaiden II has now sold over one million copies worldwide since release. Which, really, they'll be over the moon about considering the game launched with little marketing and (come on, let's be honest) wasn't even as good as the first one. Wonder whether the next one - the one without Itagaki - will do any better. For all we know, Square could add Sephiroth as a playable character and watch it sell 20 million.

Ninja Gaiden II skewers 1M [GameSpot]

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Thu, 28 Aug 2008 23:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5043341&view=rss&microfeed=true
<![CDATA[ The Most Difficult Games Of All Time? ]]>
GameTrailers countdown of the 10 Most Difficult of all time brings back so many painful memories for me. For once, I played every game on the list, and the development of the dirty mouth I have today can be directly traced back to many of these. The only games I take exception to are F-Zero GX - the only racing game series I ever excelled at - and Battletoads, which while difficult to be sure, was nowhere near number one difficult. Ug. I'm going to need an antacid.

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Thu, 14 Aug 2008 12:30:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5037121&view=rss&microfeed=true
<![CDATA[ Ninja Gaiden II Freezing Problems, Temporary Solutions ]]> While the freezing issues with Ninja Gaiden II that arose with the title update and mission mode downloadable content pack towards the end of last month have yet to be fixed, Microsoft assures us that they are working closely with Tecmo and Team Ninja towards a solution.

Microsoft is aware of the issues that players are experiencing with the title update to “Ninja Gaiden II” and are currently working to resolve them with Tecmo/Team NINJA. Please stay tuned for a new update. We thank you for your patience!

There is currently no ETA for a new update. Their suggestion for the meantime? Clear your cache and play the game offline. Doing so will remove all game updates and disable the mission mode DLC, but you'll be able to complete the main game without locking up while we wait for further updates. Hit the jump for cache clearing instructions.

To clear cache:

- Go to the system blade and then select memory.

- Press Y on the HD symbol and then press X, X, Left Bumper, Right Bumper, X, X. Once you do this, a message will appear saying: Do you want to perform maintenance on your Xbox 360 storage devices? Select yes.

A relatively simple fix for the issue, and really your only choice if you wish to complete the game before a new patch.

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Mon, 11 Aug 2008 15:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5035642&view=rss&microfeed=true
<![CDATA[ Ninja Gaiden II Mission Pack Take 2 ]]> Well TECMO and Microsoft did release their Ninja Gaiden II Mission Pack this past Friday as promised, which stealthily infiltrated players' games and killed them. Seems like a very ninja thing to do to me, but apparently users started getting a bit upset when their game started getting corruption errors after unlocking the first new achievement. The pack was pulled, but on top of that the title update that preceded the release is causing freezing during cutscenes. Luckily the folks at the Gamerscore Blog have some good news...

The team believes they have isolated and fixed the Mission Pack problem that some of you reported earlier this morning. They will continue to test it over the weekend and are hoping to get it back onto Marketplace on Monday. If you already downloaded the pack, go ahead and sign into LIVE. Your achievement should update allowing you to continue playing. The freezing issue is still being investigated.

...and some bad news. That's what you get for paying $60 to invite deadly killing machines into your home.

More Ninja Gaiden II Missions for Your Pleasure! [Gamerscore Blog via Eurogamer]

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Mon, 28 Jul 2008 09:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5029904&view=rss&microfeed=true
<![CDATA[ First 4 Figures Does Ryu Hayabusa Right ]]> If I had worked on Dead or Alive 4 with the folks at Team Ninja, I would definitely spend my bonus money on this amazing Ryu Hayabusa statue from First 4 Figures. The company that has brought us so many pretty works of Metroid and Zelda art has been awarded the license for Ninja Gaiden II from Microsoft and TECMO, and the first product coming out of that license certainly does not disappoint.

Ryu is clad in a lovely black leather ensemble, standing a whopping 18 inches above his base of artificial grass, with the full piece measuring 31 inches tall once you figure in the Eclipse Scythe. As with all things First 4 Figures, Ryu is extremely limited and rather pricey - only 1,999 pieces are being made at a cost of $349.99 each. Each model comes with a certificate of authenticity that allows you to purchase the same numbered version of the next in the series. Grab those bonus checks and head over to First 4 Figures to preorder!

First 4 Figures Acquires the Ninja Gaiden II License to Produce High Quality Statues!

First 4 Figures is thrilled to announce that they have been awarded a license from Microsoft and TECMO/Team Ninja to create high end 1/4 scale statues based on the characters from the Ninja Gaiden II video game exclusive to Xbox 360. The first statue release is the video game’s super Ninja warrior, Ryu Hayabusa. In Ninja Gaiden II, Ryu must battle the evil Black Spider Ninja clan and Four Greater Fiends to avenge the honor of the Hayabusa Clan and protect Humanity from destruction.

Ryu Hayabusa, in his default NGII black costume, is coming soon from First 4 Figures. Based on the official Ninja Gaiden II box artwork and in-game 3D model, First 4 Figures has painstakingly captured Ryu Hayabusa’s intensity and deadly demeanor. The base is covered in artificial grass and features Ryu walking through a graveyard of swords from fallen warriors. He comes equipped with his signature Dragon Sword, Eclipse Scythe, and a Falcon’s Talon. At 1/4 scale, Ryu stands at 18 inches tall and when you include his Eclipse Scythe, he stands at 31 inches tall (that’s over 2½ feet)!

Height: 31 inches to the top of the Eclipse Scythe (approximately 80cm).
SRP: $349.99
Available: Q1-2009
Limited: 1,999 pieces worldwide

To place your order, go to: https://www.first4figures.com/component/option,com_myphp/Itemid,3/product,68/

This is the first in the Ninja Gaiden II series so low numbers will be given on a first come first served basis. Comes in deluxe full color packaging, hand numbered base, and includes a Certificate of Authenticity which allows you to purchase the same number of the model next in the Ninja Gaiden 2 series. Qty is strictly limited to a highly limited 1,999 units only worldwide. For more information on “Ninja Gaiden II,” please visit www.xbox.com/ng2.

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Fri, 25 Jul 2008 09:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5029084&view=rss&microfeed=true
<![CDATA[ 25 New Missions Tomorrow For Ninja Gaiden II ]]> We knew Ninja Gaiden II Mission Mode was coming on July 25th, but what exactly is Mission Mode? Mission Mode is a pack of 25 new missions for the game, broken up into two sets. Karma missions involve trying to get the highest possible score, while survival missions are all about taking on hordes of enemies with a single weapon to see how long you last.

The pack will be available tomorrow for 800 Microsoft points, or the price of your standard Xbox Live Arcade title. Is it worth it? Not a clue. A real ninja does not pay to go on missions - we get paid for them, and then kill the guy who pays us, taking the rest of his money.

More Ninja Gaiden II Missions for Your Pleasure! [Gamerscore Blog]

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Thu, 24 Jul 2008 17:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5028867&view=rss&microfeed=true
<![CDATA[ The Meaning of Ninjy ]]> They're the people in the shadows. You don't know their names, but you know their words. They localizers, the folks that take games not only from another language, but also another culture and open them up for another audience. "Good translation is tough to quantify," says Tokyo-based localizer Matt Alt. "If it's well done, it sort of disappears. Ideally the person playing the game doesn't even realize they're reading something that wasn't originally written in their native tongue." He runs AltJapan along with his wife (and company president!) Hiroko Yoda out of a small second story office on Tokyo's westside. And with 99.999 percent of the games AltJapan works on that’s true. Well, save for one: Ninja Gaiden II.

Since the PlayStation 1 era, the AltJapan team has been working on big AAA titles — games you've probably played. Games like Dragon Warrior VII, Shenmue 2, Monster Hunter, Final Fantasy XI, Dragon Quest VIII and most recently Ninja Gaiden II. Like we said, big famous games that were made by big famous Japanese game designers. "One of the big misconceptions about working in localization is that you have constant face-to-face contact with the game designers and directors," says Alt. "In reality, many times you have very little contact with the people who made the game outside of sporadic emails. The dev team is busy with their own work, trying to make their own milestones. So I can count the times I've met directors of projects we've worked on on one hand. If your deepest desire is to simply speak with star video game directors and designers, you're probably better off going into journalism!" Though, for Ninja Gaiden II, AltJapan was doing more than mere translating.

"I needed a sounding board," says Tokyo based localizer and former Team Ninja member Andrew Szymanski. "So it was great having Matt and Hiroko." Andrew, who joined Tecmo after college and recently left the company last September, did an excellent job localizing the first Ninja Gaiden for the Xbox, but felt it was somewhat stilted. If game development is a group effort, why should localization be solitary? He was able to convince Tecmo and Microsoft to let him bring in Matt and Hiroko for the NGII localization.

It was a reunion of sorts as the trio had previously worked on Ninja Gaiden: Dragon Sword and Dead or Alive Xtreme 2. "One of the things that helped me convince the higher ups," recalls Andrew, "was that Matt and Hiroko both are authors and write books together.” Both are best known for titles like Yokai Attack! or Hello, Please!. “For localization, your skill at writing English is actually more important than your Japanese," says Matt. If you don't know a Japanese word, you can always look it up or ask someone. But if you can't string together a sentence, you can always, no wait, you're screwed.

Team Ninja knew Ninja Gaiden II wasn’t aimed strictly at the Japanese market. "The main target for Ninja Gaiden II was the West," says Andrew. “The market is global, and Japan is more global than ever before.” And since it’s a game targeted for a Western audience, it needed to be written in a Western language: English. The game’s story was conceived by Ninja Gaiden II’s director Hiroaki Matsui in highly detailed, manga-like stories boards.

But where did former Team Ninja lead ninja Tomonobu Itagaki factor in? According to Andrew: "Itagaki-san's main responsibilities are, of course, overseeing the development of the whole game, but he is often focused on combat design, enemy AI, level design, and other key gameplay elements. He trusts Matsui-san implicitly for art and story direction, and thus we mainly worked with Matsui-san to develop the dialogue, worldview, and key story points. He also relies on my judgement when it comes to the localization and the entire English version of the game as a whole, so it was great having the freedom and support to bring on Matt and Hiroko and create an English script that we were all proud of. It goes without saying that Itagaki-san has final say over everything that goes into the retail game, and it was a tremendously satisfying feeling to hear his words of praise when it came to our finished voiceovers and other localized assets. It was great seeing him say ‘Submit, or die!’ in English as he watched the cutscenes!"
At work and after work over bottomless beers, Matsui gave Andrew very vivid instructions of how he envisioned Ninja Gaiden II’s story and world. “These Team Ninja guys live and breathe this stuff,” says Andrew. “So much stuff happens outside the office because they’re always thinking about whatever they’re working on.” Andrew then typed up a rough English draft. Andrew then reconvened with Hiroko and Matt to punch up the first draft — which was also in English. Meaning? That the script Team Ninja was working from was in English and all the motion capture and voice acting was in English.

Even though it was being written in English, the trio were striving to make sure it stayed in line of what a ninja would actually say. Explains Andrew, “The question we always asked ourselves was ‘Is this ninjy?’” Basically, would a ninja actually say this. Continuing, he adds, “So I ninja would never say ‘I am going to kill you.’ Instead, a ninja would says, ‘You will be the bloostains on my blade.’ That’s ninjy.” Andrew, Matt and Hiroko weren't simply pulling out a dictionary and digging through to find words that “match”, but rather, entrenching themselves in the game from head to toe and back and again. “The first rule of localization,” says Andrew, “is to integrate localization into the development process.” But this wasn’t *just* localization — Ninja Gaiden II was something else entirely, somewhere between translation, collaboration and straight-up writing.
Ninja Gaiden II is the game as Team Ninja conceived it — no compromises. “It turned out exactly the way we wanted,” says Andrew. Team Ninja’s plan, the original impetus, was to create a throw-back — you know, a spiritual successor to something you would’ve played on the Nintendo Entertainment System. “This is a game where ninjas fight dinosaurs,” says Andy. “If you can’t have fun with that, where can you?”

"The hardest projects I've worked on have been the ones where the client doesn't appreciate the value of a good translation." says Hiroko. "Or ones where the contribution of a native Japanese speaker to the English version isn't appreciated, which happened more often in the early days. The easiest ones are the projects where the dev team welcomes us in as part of the process, because the closer the you can work with the people who designed the game, the smoother the whole process goes."

No matter how good your localization skills are, nothing can compare to working directly with the team that made the game to ensure that their vision makes it to gamers outside Japan. That's exactly what happened with Ninja Gaiden II. If any of the localizers had questions about what the developers originally intended, then Hiroko and Matt could immediately turn to Andrew. If Matt or Andrew had any questions about the intricacies of Japanese culture or nuances, they could refer to Hiroko. “It's so rare that a native Japanese speaker confronts an English speaker about their English translation,” says Matt. “I'm not talking about errors, necessarily, but more like nuance.” You know, the stuff between the lines, not on the page. The ninjy.

[Andrew, Itagaki Pic]

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Sun, 13 Jul 2008 11:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5024530&view=rss&microfeed=true
<![CDATA[ Ninja Gaiden II Mission Mode Hits Xbox Live July 25 ]]> Those looking for more to do in Ninja Gaiden II should start rooting through the couch cushions for loose Microsoft Points, because details on the game's DLC have appeared, like, out of nowhere. One second there's a puff of smoke, the next Gamersyde reports that you'll be paying 800 MS Points for 25 new missions via Xbox Live. Cheap!

According to the report, two types of self-contained missions will extend the life of your Ninja Gaiden II experience: "Karma Attack missions task you with obtaining the highest score, while Survival missions give you a single weapon to fight off as many enemies as possible." What? No camera battle missions? That's the best part!

Ninja Gaiden DLC details [Gamersyde]

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Wed, 09 Jul 2008 20:00:15 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5023630&view=rss&microfeed=true
<![CDATA[ Ninja Gaiden II Mission Mode Coming This Month ]]> July is Ninja Month! So says Xbox Live, which now randomly sports a Ninja Live ad which takes you to ninja paradise. Well, not exactly ninja paradise. In ninja paradise, you'd all be dead. Instead, you get links to ninja movies and television shows, ninja games, ninja style, and this particular Ninja Gaiden II page, which displays the dates for new Ninja Gaiden II content. July 11th sees the release of NGII Skull videos, and then on the 25th the game gets its Mission Mode on righteously.

I personally want to thank Microsoft for making Ninja Month every bit as special as they did Pirate Month. Oh wait, there wasn't a Pirate Month, now was there? FACE!

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Thu, 03 Jul 2008 10:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5021908&view=rss&microfeed=true
<![CDATA[ Ninja Gaiden II Outfits Are Out ]]> Ninja Gaiden II owners, Tecmo has stuff for you to buy. Today, three costume packs for Ryu Hayabusa went up on Xbox LIVE. The three packs (dubbed "Demon", "Shadow Walker", and "BioMetal") are 200 Microsoft Points a piece — that's $2.50 in US money. Each pack contains five costumes variations on the pack's theme. So that works out to fifty cents an outfit. Way cheaper than real ninja clothes!

コスチュームパック [IT Media]

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Wed, 02 Jul 2008 23:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5021690&view=rss&microfeed=true
<![CDATA[ NECA's Ninja Gaiden II Figure ]]> Whoah, NECA! Slow down! You'll wear yourself out, then you won't be any good to anyone. Not content with releasing God of War figures, and Gears of War of War figures, and Bionic Commando figures, they've just released shots of a Ninja Gaiden II figure as well. Of course, it's of Ryu Hayabusa, who'll stand 7" tall and come with a bunch of weapons and accessories when he's released in September. In case you haven't noticed with those ball hips and wacky shoulders, the emphasis here is on his flexibility, not his detail.

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Tue, 24 Jun 2008 06:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5019075&view=rss&microfeed=true
<![CDATA[ Hard Proof That Tecmo Japan Is Lying? (This Seems Like It) ]]> Things are going from bad to worse for Tecmo. First Dead or Alive creator Tomonobu Itagaki announced he was leaving and suing Tecmo, while a totally separate lawsuit has been filed against Tecmo by Hiroaki Ozawa and co-plaintiff Tatsuki Tsunoda. Ozawa is the Tecmo Labor Union leader and Ninja Gaiden 2 lead engineer, while Tsunoda is the Ninja Gaiden 2 level design lead. Two key Team Ninja members! That alone does not bode well for Tecmo. But, this isn't just a story of two guys trying to get some overtime, but also apparently of deception, falsified statements and a dead, beloved company president. There's concrete evidence in the plaintiff's claims — so concrete that it could very well be the silver bullet for Tecmo's current upper management.

Ozawa and Tsunoda both filed their suit this past Monday. According to the suit, the workers were illegally placed on a "flexible hours" work scheme where overtime was not paid. Because of this dubious employment structure, overtime for the employees exceeded over 100 hours per month in unpaid overtime. Along with the lawsuit, they provided hard evidence to prove that Tecmo's actions were unethical and illegal.

The following day, Ozawa clarified their lawsuit with Japanese website IT Media, explaining what it means for the entire company: "There are only two employees bringing this suit, but our accusations encompass all 300 employees, and if Tecmo doesn't immediately address the issue and correct the problem, we are ready to start a second and a third class action suit." Hiroaki Ozawa is an official representative of the labor union, having been elected with a majority vote from amongst the 300 employees. That's why, when he says that he is prepared for a 2nd or 3rd wave of class-action suits, you can take him seriously — he has been voted in by a majority of Tecmo employees.

If the claims made in this suit are indeed fact, how much has Tecmo exploited its 300 employees for over these two years. After Team Ninja member Ozawa was fairly elected as the head of the Tecmo Labor Union this past February, made it his first priority to right these wrongs, thus the reason why the employees' lawsuit was filed. (The previous Tecmo Union Head was never elected and in management — despite the majority of Tecmo's employees being in R&D.)

The evidence the plaintiffs submitted in their suit seems to indicate that Yoshimi Yasuda, president of Tecmo Co. Ltd., falsified contracts relating to overtime work, illegally withholding payment of wages to 300 employees over the course of the past 2 years. Before Ozawa was elected democratically by Tecmo employees, a figurehead Tecmo Union leader was in place, pushing through measures that employees did not agree to and did not have a voice in. Measures like the overtime and flex time "agreements". Despite Yasuda’s direct involvement with this deception, he attempted to shift responsibility by claiming that this was the fault of the founder and former chairman of Tecmo, now deceased, stating he was told not to hold an election and just pick someone to head the Tecmo Labor Union. The leaders of the labor union who discovered this impropriety have filed suit. They are seeking damages of approximately 4,160,000 yen each.But what is the crux of their argument? How much water does it hold? The answer: A lot, it seems. And this case might be more open-and-closed that Tecmo is ready to admit.

Let's have a look at the actual evidence submitted by plaintiffs Ozawa and Tsunoda:

Above, is a document from last year where the figurehead Tecmo Union leader signed an overtime work "agreement" claiming to represent all employees. It even says "chosen by popular vote" at the bottom in Japanese, which is circled. (There was no vote, apparently.) This figurehead exec's name hasn't been make public, and it is grayed out in the document. It does say his position though in Japanese: 経営管理部 経理課 係長, which basically means a low-level management exec. Not exactly the kind of guy 250+ R&D employees would choose to represent them. Link here.

Here is another document is similar, but for the so-called "flex-time" agreement. The aim in Japanese employment law for the "flex-time" rule it to allow employees to work non-standard hours freely. However, Tecmo stands accused of using it as an excuse not to pay overtime to workers. It was signed by the same figurehead, therefore the suit claims it is invalid. Link here.

This document is from this spring, after Ozawa had finally be elected by a democratic Tecmo staff vote, replacing the figurehead. This is a statement from Tecmo's president, Yoshimi Yasuda, in response to several queries made by Ozawa and the Tecmo Labor Union and is in response to the labor unions request for information on why a low-level management guy was made labor union head without an election. Yasuda claims that the owner of the company, now deceased, told him before his death that he should "just pick someone in management and make him the labor representative."

This document is important in two ways:

1. It backs up the claim that there was no election.
2. It shows that Yasuda is trying to dodge responsibility by blaming the beloved founder of Tecmo, now deceased.

Note: Tecmo released an English language press release yesterday which reads: "There are several inaccurate reports stating that all 300 company employees are named in the lawsuit and the company would like to clarify that only two employees are involved in the suit." Tecmo is correct, only two employees are actually named as plaintiffs in the suit, but how many do they represent. As Kotaku originally posted, "The plaintiffs represent all 300 Tecmo employees and contest that because of this dubious employment structure, overtime for the employees exceeded over 100 hours per month in unpaid overtime."

The documents submitted as evidence can also be found here. There are also, of course, part of public record.

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Thu, 19 Jun 2008 01:00:07 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5017831&view=rss&microfeed=true
<![CDATA[ Tecmo Employees Sue Tecmo (Tecmo Seems Fucked) ]]> First Dead or Alive creator Tomonobu Itagaki sues former employer Tecmo, now this. On June 16th, two Tecmo employees filed suit with the Tokyo District Court for unpaid wages, demanding 8.3 million yen (US$77,000) in payment. According to the suit, the workers were illegally placed on a "flexible hours" work scheme, starting four years ago. From that point, overtime wasn't paid, apparently. The plaintiffs represent all 300 Tecmo employees and contest that because of this dubious employment structure, overtime for the employees exceeded over 100 hours per month in unpaid overtime. Tecmo developer Hiroaki Ozawa is one of the plaintiffs in the case, and since February has headed up the "Tecmo Labor Union". The suit even claims that Tecmo has created false documents and has covered up accounting documents. Officials are looking into whether Tecmo has violated labor laws. Things look bad for Tecmo. Very, very bad.

テクモ社員、残業代求め提訴 [jiji via my game news flash]
テクモ労働組合の執行役員2名が未払賃金を求めて提訴 [Game Watch Impress]

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Tue, 17 Jun 2008 01:30:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5017065&view=rss&microfeed=true
<![CDATA[ Rumor:36 on Team Ninja Quitting, Planning Lawsuit ]]>
The Itagaki-Tecmo pissing match may have hit a new level of animosity. 1Up, attributing only "word on the street," reports that as many as 36 key members of Team Ninja are walking, and preparing a class-action lawsuit against Tecmo regarding unpaid bonuses they were due for completed games.

Earlier this month Tomonobu Itagaki, who leads/led Team Ninja, announced his intention to quit Tecmo, effective July 1. In his announcement he was PO'd about a company decision not to pay bonuses on a completed game, so, chances are his comrades feel the same. Tecmo, for its part, says the bonus to Itagaki that is in dispute was approved by a previous management team, not the current one.

1Up also writes:

Another problem for Tecmo is that in Japan, any lawsuit filed against a publicly-traded company must be immediately reported to its shareholders on the same business day. The fact that Itagaki had actually filed a complaint against Tecmo in Tokyo District Court on May 14, but Tecmo management withheld this information from shareholders, possibly as late as when the notorious developer released his high-profile public statement on June 2, creates even bigger problems for the game publisher.

Of course Tecmo still owns Ninja Gaiden and Dead or Alive, and can hire developers to make all the games it wishes off of those franchises. But if this is true, it's absolutely a fair to wonder what they'll be like without, and how faithful they'd be to the gaming experience so many have come to expect to this point.

Rumor: Three Dozen Team Ninja Members Leaving With Itagaki [1Up]

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Sun, 15 Jun 2008 16:30:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5016616&view=rss&microfeed=true
<![CDATA[ Ninja Gaiden II Review: Swan Song or Death Knell? ]]> Last month when I spoke with Tomonobu Itagaki in San Francisco he told me that Ninja Gaiden II represented the culmination, the absolute height of the franchise and because of this he would no longer be making any more Ninja Gaiden games. Ninja Gaiden has always been about perfection of timing, on some level the art of the sword, this is no more evident than in this latest game.

But is Ninja Gaiden II really the franchise's swan song or is Itagaki's decision to ditch Team Ninja and sue Tecmo over unpaid bonuses the real reason he won't be making any more of the titles?

Loved
Limb-Lopping Animation: The sheer level of gore is stunning when you first sit down to play the game, and later, later it's still stunning. Don't get me wrong, I love it, it is a celebration of violence that is both fitting for the title and useful in gameplay. Useful? When faced with an armless, or legless ninja they can be, like an injured animal, even more dangerous, so the glistening red stumps help you spot who can be taken out with a quick, merciless series of beautifully detailed cuts. This over-the-top gore balanced with the graceful cuts of the weapon and movements of Ryu blend to create a beautiful ballet of death that alone is worth the price of admission.

Stunning Backdrops: Brown maybe the color of first-person shooters, but you can find just about every hue of the rainbow in Ninja Gaiden II. The eclectic mix of settings and backdrops are so lovingly detailed, so scenic that I found myself stopping to look around and marvel at the spectacle of, say, a world washed red in a rainfall of blood or Team Ninja's take on a future Tokyo, complete with flying cars. This mix of beautiful backdrops also helped keep the game moving forward, avoiding the trap of sameness that often can tear a game's level design down.

Fast-Paced, Tactical Combat: There is a moment, I imagine, for everyone, when they foolishly approach Ninja Gaiden II as a button-masher, but the game's subtle level of tactics, timing and defense eventually come through and they learn the pace of Ryu's frenetic battles... or they die a bunch and give up on the title. For me Ninja Gaiden II is at its heart a game about timing. The game can approach the insanity and necessary perfection of a hardcore shoot-em-up, but instead of facing waves of bullets, players must deal with masses of enemies filling the screen. One misstep can lead to a chain of attacks that leaves Ryu depleted or dead. Never is this analogy more fitting than with the boss battles. Each of these fiends have very specific attacks and can really only be dealt with in one or two ways. Defeating them is more about figuring out how to do so than taking them head-on.

Save System: The game's new save system, which makes the save points much more plentiful and automatically saves before boss battles, is a welcome addition to a game notorious for its difficulty.

Hated
I'm Ready for My Close Up: The camera controls remain problematic at the best of times. At the worst of times it can make the game frustratingly hard to deal with. It seems that Team Ninja, when tweaking the camera, was more worried about capturing the action from a cinematic view than they were dealing with the need to make Ryu easier to control. This isn't in anyway a deal breaker, just frustrating at times, especially when you're forced into first-person perspective and the game sort of freaks out.

Blinded By the Fight: What? You're complaining about the camera angles twice? Yes, strange voice in my head, I am. Actually this is more about a confluence of problems that occurs a handful of times in the game. There are four or five major battles in the game that become so crammed with people, so lit up with bloom, effects and colors, so confused by the camera angles that you have no idea what's going on. At times you can't even see where Ryu is.

Double Down Bosses: Each boss, and there are quite a few of these in the 14 levels of Ninja Gaiden II, are painfully hard to defeat, but I can deal with that. What I can't deal with is that with the exception of a single boss, you end up having to face off with every one of the bosses two different times. It feels more like a device to lengthen the game than something meant to add to the experience.

Slooooow Motion: I like what the game is trying to do, overwhelm you with mayhem on a level rarely seen in an action title, but there's a reason it's rarely seen: It's too intense for a console to handle. It doesn't happen often, but occasionally, on the slicker levels, when the screen fills with bad guys the motion slows down to a crawl, a slow motion crawl. It manages to stay smooth, which helps, but it's annoying to see such chug in a triple A title.

Weak Community Features: It's a minor complaint, but why add something like the ability to record and playback chunks of gameplay without putting some effort into it? You can't edit, you can't control the playback at all and you can only share your full save-point-to-save-point recordings if you are ranked on the leaderboards. Seems like a waste to me.

Ninja Gaiden II is a spectacular game but it's marred with some of the same tragic flaws that have followed the series since its introduction into the world of 3D, most notably the camera angles. Despite that and some of the most painfully hard boss battles I've encountered, I thoroughly enjoyed playing through almost every bit of the game. In fact, I've already started through a second time on a harder difficulty level.

Ninja Gaiden II is a game you should expect to frustrate and to reward, and it does both quite well, you just have to deal with a bit of design pettiness along the way.

Ninja Gaiden II was developed by Team Ninja and published by Microsoft Game Studios. Retails for$60. Available on Xbox 360. Played to completion on easiest "Path Of The Acolyte" setting. Played first two chapters on "Path of the Warrior" setting. Saved one film.

Confused by our reviews? Read our review FAQ.

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Tue, 10 Jun 2008 11:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5014993&view=rss&microfeed=true
<![CDATA[ Details Surface About Akihabara Killer (Ninja Gaiden 2 Confusion) ]]> As we reported earlier, tragedy struck Tokyo's video game/anime/manga district Akihabara this Sunday. A 25-year-old-man stabbed 17, killing 7. Truly, truly horrible stuff. The killer's name is Tomohiro Kato, and according to blog Japan Probe, details about him include: He had been to Akihabara many times in the past. He worked for a Tokyo-based temp company and had been sent to Shizuoka for work. He played tennis in school. One of his year book sketches includes a character from Namco RPG Tales of Destiny with messages he wrote in English (after the jump). The mass media has already latched onto the game connection, instead of the tennis one to explain this senseless spree. (Because tennis driving people to kill makes no sense — but apparently video games does!)

The chilling part (if trying to kill 17 people wasn't chilling enough!) is how Kato chronicled the events leading up to his mass murders. Truly disturbing. AFP via Yahoo! News incorrectly points out: "On a different site, an anonymous posting on May 27 was entitled 'A disaster in Akihabara' and warned that an incident would take place on June 5." As commenter muu points out, the "disaster" that the thread is referring to? Ninja Gaiden 2 — which went on sale, you guessed it, on June 5th in, that's right, Akihabara. The thread is apparently nothing more than a fanboy flamewar. That Ninja Gaiden 2 Xbox 360/PS3 fanboy fight appeared on television news here as well (above). Yahoo! News Japan has pulled its original story, but at time of posting Yahoo! News was still running that AFP story.

For those interested in how this horrible event might change Akihabara, check out the below post for insights.

AKB Massacre [MetaのTame]

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Mon, 09 Jun 2008 03:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5014476&view=rss&microfeed=true
<![CDATA[ Let's Quickly Learn About Ninja Gaiden ]]>
Forget the finger-pointing and lawsuits for a moment, here's a quick look at the history of Ninja Gaiden, minus amusing English mispronunciations.

X-Play History [Go Nintendo]

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Wed, 04 Jun 2008 21:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5013249&view=rss&microfeed=true
<![CDATA[ Microsoft Thanks Itagaki For Years of Support ]]> When Tomonobu Itagaki dropped a bombshell late last night telling us through a translator that he was not only leaving Team Ninja but suing his former employer, it was pretty stunning.

Temco later declined to comment saying that they were aware of his statement but unwilling to say more. Now Microsoft is chiming in, responding to our request for comment, thanking Itagaki for his years of Xbox support.

Tomonobu Itagaki has decided to leave TECMO and Team NINJA to pursue other opportunities. We thank Tomonobu Itagaki for the many years he has supported Xbox as he has contributed immensely to the success of the videogame industry as a whole.

I'm sure that if Itagaki carries out his threats and leaves Team Ninja he won't be leaving game development. In fact he told us as much last month when he decided to drop another bomb, saying that Ninja Gaiden II was his swan song and that he was thinking of creating a shooter set in the Pacific Theater during World War II, perhaps one from the Japanese perspective. The question now is will he form his own studio or latch on to another collection of disenfranchised, but artistic developers. Yeah, probably not, I think it's more likely he's going to Microsoft, but I can dream.

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Tue, 03 Jun 2008 13:20:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5012740&view=rss&microfeed=true
<![CDATA[ Win Free Copy of Ninja Gaiden 2 ]]> Trivia time! And not just any old trivia, Ninja Gaiden 2 trivia! And for the 20th person who answers the poll and sends the correct answer to kotakucontestATgmailDOTcom with the subject heading "Ninja Gaiden II" and a picture of your most recent meal will get a free copy of Ninja Gaiden II. Just like that!

Gawker Media polls require Javascript; if you're viewing this in an RSS reader, click through to view in your Javascript-enabled web browser.

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Tue, 03 Jun 2008 13:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5012568&view=rss&microfeed=true
<![CDATA[ Tecmo Stays Mum on Itagaki Departure ]]> Late last night Tomonobu Itagaki's translator Andrew Szymanski contacted Kotaku to tell us that the famed producer of Dead or Alive and Ninja Gaiden was leaving Tecmo and suing the company for unpaid bonus.

He blamed his departure on President Yoshimi Yasuda, saying that Yasuda told him that "if you are dissatisfied with the decision not to pay the bonuses, either quit the company or sue it." So Itagaki is doing both.

We contacted Tecmo last night and this morning for comment on the surprise departure and just received their mostly no-comment response:

"We’re aware of the statement sent out to the press by Itagaki but do not have anything more to add at this time."

Requests for comment to Microsoft Japan and Microsoft have gone unanswered, but we'll be sure to keep you up to date as this story shakes out.

To read Itagaki's full statement to Kotaku hit up the link.

Itagaki Leaving Tecmo, Suing Tecmo [Kotaku]

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Tue, 03 Jun 2008 10:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5012645&view=rss&microfeed=true
<![CDATA[ Ninja Gaiden II Demo Is Mostly Up In Europe ]]> Rejoice! The Ninja Gaiden II demo that came out last week in Japan is now unleashed on the moderately Western world! It's Europe's turn today, with the demo now available everywhere Europeans live in large numbers with the exception of Germany, who must have been naughty. I can only imagine that Microsoft's Larry Hyrb typed out this post on his blog, hit publish with a stick, and then dived for cover for fear of the backlash of angry U.S. and Canadian fans, desperate to get their hands on what seems to be the last Ninja Gaiden game Itagaki will ever create, now that he's angrily stormed out of Tecmo.

Hopefully the demo will be available to the rest of us by the end of the week as promised, though with the game being shipped to stores today I doubt it really matters all that much anyway.

Demo: Ninja Gaiden II [Xbox Live's Major Nelson]

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Tue, 03 Jun 2008 09:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5012618&view=rss&microfeed=true
<![CDATA[ Itagaki Leaving Tecmo, Suing Tecmo ]]> Tomonobu Itagaki is leaving Tecmo and suing the company for unpaid bonuses. The Dead or Alive creator cites an unfulfilled Dead or Alive 4 completion bonus, stating, "President Yoshimi Yasuda chose not only to violate this agreement, but also turned defiant, telling me 'if you are dissatisfied with the decision not to pay the bonuses, either quit the company or sue it.'"

Tomonobu Itagaki's translator Andrew Szymanski contacted Kotaku, telling us, "At approximately 2:30 PM Japan Standard Time today, June 3rd 2008, an official statement from Tomonobu Itagaki was sent by fax to major Japanese news outlets. In the interest of fair and expedient reporting of this story throughout the English-speaking world, I have been asked by Itagaki to convey this statement to you. Herein find attached Itagaki's official statement, in English, for the benefit of your readers."

What does this mean for Itagaki's future? Szymanski does not know, adding, "You will likely have questions regarding the content of the statement, or about Itagaki's future plans. I am afraid that I will be unable to answer such questions for the time being; however, rest assured that more information will be forthcoming as soon as it is deemed appropriate to do so." Quitting Tecmo (and suing it) means the chances of Itagaki making Dead or Alive 5 are more dead than alive. Guess he wasn't kidding when he said Ninja Gaiden II would be his Ninja Gaiden swan song. Hit the jump for Itagaki's full statement.

Statement

I, Tomonobu Itagaki, hereby announce that on the 14th of May 2008 I filed a complaint in the Tokyo District Court against Tecmo Co., Ltd. for unpaid completion bonuses, and against the President of Tecmo, Yoshimi Yasuda, for such unlawful acts as unreasonable and disingenuous statements made towards me, claiming damages in total of 148 million yen. I also announce that this complaint was delivered to the defendants on May 22nd of the same year.

In addition, I hereby announce that I have today submitted a letter of resignation to Tecmo Co., Ltd. stating that I will resign as of the 1st of July, 2008.

Before the start of development on DEAD OR ALIVE 4, Tecmo Co., Ltd. had agreed to pay a completion bonus to me for this Xbox 360 title, which I produced. However, when the time came for the actual payment, Tecmo Co., Ltd. went against its previous agreement and refused payment. President Yoshimi Yasuda chose not only to violate this agreement, but also turned defiant, telling me “if you are dissatisfied with the decision not to pay the bonuses, either quit the company or sue it.” In addition, he made demeaning remarks about me to my subordinates and colleagues, causing me significant emotional distress and worsening my personal relationships and work environment. Thus, I have no choice but to resign from Tecmo Co., Ltd.

The conduct of Tecmo Co., Ltd. and its president Yoshimi Yasuda towards me has been unbefitting of a publicly-listed company.

I have filed this lawsuit with a strong intent to question the social responsibility of Tecmo Co., Ltd. and its President Yoshimi Yasuda, as well as condemning them for their unjust acts. Today, in addition to announcing the reasons for this lawsuit, I make clear my reasons for resigning.

To All Game Fans

I truly feel sorry to all the fans of the games I have made. NINJA GAIDEN 2, which will launch on the 3rd of June will be the last NINJA GAIDEN I will create. I will also never be able to make DEAD OR ALIVE 5. I regret the circumstances that have forced me to leave Tecmo, where I had worked for so many years, and I regret the disappointment this will cause my fans.

However, I can no longer continue to work with President Yoshimi Yasuda, a man who chooses not to honor promises even when he is able to do so.

I truly hope that nothing like this happens again in the future.

Tecmo Co., Ltd. Creative Officer

Leader, Team NINJA

Tomonobu Itagaki

[Pic]

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Mon, 02 Jun 2008 23:45:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5012535&view=rss&microfeed=true
<![CDATA[ Itagaki Explains Why Xbox 360 Not Popular In Japan ]]> Tomonobu Itagaki always has something to say. And right or wrong, for that, bless him. Previously, he's announced that Xbox 360 exclusive Ninja Gaiden II is the last entry in the series and that the game won't be going multiplat. In an interview with game site Kikizo, Itagaki describes the advantages of working with Microsoft — which included access to a troop of playtesters. But still, the Xbox 360 isn't exactly tearing up the Japanese hardware charts. Why is that? Itagaki offers this:

Yeah, there's nothing that can be done about that. Things like economic policies, the fact that the size of the size of the population of children in Japan is dwindling, people are moving away from console gaming — there are a lot of factors involved, it's not just Xbox 360 doesn't do well in Japan because it's Xbox; there's a whole load of societal factors involved there. It's not as though the hardcore would make a big difference. This all goes back to decisions that politicians made like sixty years ago.

Of course, by moving away from console gaming, Itagaki means moving away from HIS console gaming. Nonetheless! Itagaki will be announcing Dead or Alive 5 later this summer. It's unconfirmed whether this DoA will also be an Xbox 360 exclusive.

Itagaki Interview [Kikizo] [Pic]

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Mon, 02 Jun 2008 22:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5012471&view=rss&microfeed=true
<![CDATA[ Ninja Gaiden II Demo "By The End Of The Week" ]]>

Like Ninja Gaiden II? Don't like fiddling around with a Japanese Xbox Live account just to play the demo? Me too. So...good news! Microsoft's Larry Hryb has slipped into his Twitter account a little note on the status of a Western demo for the title, writing "I am told that it will be available by the end of next week". That was written last Friday, so "next" week is actually this week. Be sure to count down the days on your calendar. In blood.

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Mon, 02 Jun 2008 04:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5012144&view=rss&microfeed=true
<![CDATA[ Ninja Gaiden II Demo Live In Japan ]]> It's finally time for you to get some hands-on time with Ryu Hayabusa in Ninja Gaiden II for the Xbox 360...if you live in Japan. Tecmo has released an 857 MB demo for download via Japanese Xbox Live Marketplace. Said demo is due to be released throughout all regions, but as of right now there is no ETA on when that's going to happen.

And for all of you heading to your Xbox 360 to log in to your Japanese account, make sure you upgraded that baby to Gold first...Silver users will have to wait a few days before they can start the download...as I just discovered minutes ago. Stupid Silver account, making me look bad.

We'll let you know as soon as this becomes available to the western world.

Demo: NINJA GAIDEN 2 (Japan Only) [Xbox Live's Major Nelson]

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Fri, 30 May 2008 08:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5011832&view=rss&microfeed=true
<![CDATA[ Ninja Gaiden II Sexy Photo Event Fun Time ]]> The inclusion of the chesty Sonia in Team Ninja's Ninja Gaiden II isn't just an excuse to pander to the caveman portion of gamer brains everywhere with ladies in tight rubbery outfits in a video game. It also provides an excuse to pander to the caveman portion of gamer brains everywhere with ladies in tight rubbery outfits in real life. To wit, the "Ninja Gaiden II Red Hot Night Sexy Photo Event" that just went down in Korea. Ninja Gaiden II producer Yoshifuru Okamoto was there, promoting the game along with a gaggle of half-hearted flesh and blood attempts at Sonia, each holding things like plastic swords and plastic Ninja Gaiden II cases. It was, as you'll see in the gallery, a huge success.

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Tue, 27 May 2008 19:30:39 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5011200&view=rss&microfeed=true
<![CDATA[ Ninja Gaiden II Bloody Video Blowout ]]>
Let's take a break from Itagaki shooting his mouth off and get back to Ninja Gaiden II, eh? And we'll get back to it by checking out not one, not two, not even three, but four new videos for the game. Above, Mr. Hayabusa painting (a mysteriously drab-looking) Times Square red, with the other three after the jump.



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Tue, 27 May 2008 01:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=393240&view=rss&microfeed=true
<![CDATA[ Itagaki Not Impressed With Devil May Cry ]]> Team Ninja's top ninja Tomonobu Itagaki sure has opinions! Lots of them. Previously, he praised Rockstar's work on GTA IV and then crapped on his company's Ninja Gaiden Sigma. And now? Now, he offers his opinion on Devil May Cry and the franchise's creator Hideki Kamiya:

I think Kamiya-san makes good games. However, I think they, the systems, gameplay elements in his game tend to be rather shallow and he makes up with that through stylish presentation. I think if you were to compare them directly, the combat and other gameplay elements in Ninja Gaiden II are much deeper than projects that he works on.

...In my games its all based on a back and forth with the enemies, its very interactive. You feel like you're pushed to the brink but you manage to survive, the enemies are as out to get you as you are to get them. Whereas other types of action games, one of which being Devil May Cry, enemies exist there as objects on which you unleash your attacks.

Gotta give Itagaki this much: at least he's not boring!
Talking with Tomonobu [OXM Thanks, Hatchetforce!]

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Fri, 23 May 2008 21:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5010815&view=rss&microfeed=true
<![CDATA[ Itagaki Rags On Ninja Gaiden Sigma ]]> While Tomonobu Itagaki adores Grand Theft Auto IV, he totally despises Ninja Gaiden Sigma. And Itagaki's own Team Ninja made it! From an interview with website CVG:

What did you think of the PS3 game Ninja Gaiden: Sigma? I'm told you won't even sign copies of the game...?

Itagaki: It was no good.

Why's that? I thought it was pretty good.

Itagaki: All you need to do is play Ninja Gaiden II and then try and play Sigma afterwards and you'll see why. Despite the fact that it's on a 'next-generation' console there's no evolution whatsoever. That was made not by me, but one of my sub-ordinates who basically tried to copy the success of Ninja Gaiden.

Ouch. We thought it was pretty good! Elsewhere in the interview, Itagaki confirms that Ninja Gaiden II will never appear on the PS3, and if it ever did that would be "a loss of face for everyone involved."

Tomonobu Itagaki Interview [CVG] [Pic]

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Wed, 21 May 2008 22:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5010331&view=rss&microfeed=true
<![CDATA[ Itagaki's Opinion of GTAIV and Rockstar ]]> Tecmo's Tomonobu Itagaki is a serious guy. Dead serious about things like his Ninja Gaiden games and things like anatomical physics. He's not messing around, folks! So when he looks at Grand Theft Auto IV, does he see serious business? Says Itagaki:

I think it [Grand Theft Auto IV] is made extremely well and is a fun game... People always use that as an example of violence in games. But I don't think there's anyone who takes their job as seriously as the guys who make that game. You only have to look at all the detail in there.

That's a pretty high compliment right there, Rockstar!

Itagaki Talks GTAIV [CVG]

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Tue, 20 May 2008 21:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5010100&view=rss&microfeed=true
<![CDATA[ Itagaki Is Focused on "Movement" and "Animation" ]]> itagaki_vs_kotaku.jpg As Crecente previously reported, Tecmo's Tomonobu Itagaki is ready to move on after Ninja Gaiden 2. He's said its the last entry in the series. What's next for the sunglassed one? According to Itagaki:

I love the action game genre, in particular I am very focused on movement and the animation. One of the precepts I always have for my games is making sure that the animation of all the characters is as fluid and as cool looking as they can be... I think that I'm going to continue to explore the action genre and do something that allows me to go in directions that I haven't been able to go with the Ninja Gaiden series, with an entirely new franchise.

Itagaki told Crecente that he was thinking about either a World War II game with an American developer or on a space game. Whatever Itagaki settles on, you can be damn sure of one thing: It will have great boob physics.
What's Next [Videogamer]

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Fri, 16 May 2008 07:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5009313&view=rss&microfeed=true
<![CDATA[ Itagaki: No More Ninja Gaiden, This Was My Swan Song ]]> In an interview with Kotaku earlier today Team Ninja's Tomonobu Itagaki said that he doesn't plan on making any more Ninja Gaiden games for any platforms following the release of Ninja Gaiden II for the Xbox 360.

"Personally I think we were able to create the definitive 3D game in this series so I'm not planing on making any other games in the series," Itagaki said through a translator. "So I hope fans treat this as a swan song for the franchise.

"I think we were able to achieve everything we wanted with this game so anything else would be extraneous."

When asked if he plans on making a "swan song" Ninja Gaiden title for the PlayStation 3, Itagaki replied " that would be ridiculous."

Instead, the creator of the beloved franchise said he wants to make something that is "totally new, completely unrelated to anything I've done before. Not any part of any existing franchises."

Itagaki said what he'd like to do is work on another action title or perhaps a war themed game, perhaps something set in the Pacific Theater during World War II.

"I think the Pacific theater of World War II is a interesting topic," he said. "I think it would be cool to work with an American developer and do a game based on the Pacific Theater."

"I think it would be cool to do something like what Clint Eastwood is doing for that time period," he added, referencing Flags Of Our Fathers and Letters From Iwo Jima which shows both sides of the war.

When asked how long he had been thinking about doing such a title, Itagaki said it was something he came up with during our short interview.

"That's what it's like to create something; you start from nothing and you have to clear your mind and come up with new ideas," he said. "I'm interested in that period of time, for my generation, that was an event that influenced us more than anything else. I think that would be an interesting topic to explore."

If it turned out that a Japanese developed game about World War II was "too politically charged," Itagaki said he might want to explore the same issues in a game set in space.

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Tue, 13 May 2008 19:30:15 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5008949&view=rss&microfeed=true
<![CDATA[ More Too Human, Ninja Gaiden II Gameplay Video ]]> Some footage that you may have missed from both Silicon Knights' Too Human and Team Ninja's Ninja Gaiden II is now available for your streaming pleasure. Both Xbox 360 exclusives are packed to the brim with the whacking of foes, which you're most likely aware, but did you know both feature giant spider bosses? It's true! Clearly we've not begun to come close to tapping the well of ideas. Too Human does have more than giant spirit bears, though, as shown in the clip above. Extended bloody ninja slicing action courtesy of Ryu Hayabusa after the jump.

Update: Apparently, this is what they call B-roll footage, not an officially sanctioned trailer for the game and not intended to be shown in its entirety. We think it's just a spectacular selection of gameplay, but please note this is "raw" unedited video.

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Tue, 13 May 2008 18:40:31 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5008944&view=rss&microfeed=true
<![CDATA[ Ninja Gaiden II Trailer Scythes Outside The Box ]]> Here you go kids, the official trailer for Ninja Gaiden II, complete with movie-guyish announcer voice and some damn fine intro music. The scythe popping out of the letterbox effect for some reason had me stopping and starting the clip over and over again. I suppose I am so used to letterbox at this point that I find something breaking those sacred black strips strangely compelling. Whoever came up with the effect deserves a cupcake. As for the rest of you, better get ready. Vengeance is coming, June 2008. Might want to clean your house or something, make things nice for it. ]]> Tue, 13 May 2008 12:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=389990&view=rss&microfeed=true <![CDATA[ Microsoft Shows Off Fall Lineup In San Fran ]]> mgslogoevent.jpg Microsoft is showing off their biggest titles at the Microsoft Game Studios showcase event in San Francisco today, and you're invited! Okay, so you aren't technically invited, but we'll be bringing you the latest news, screens, and videos from the biggest Xbox 360 titles of the year as the day progresses.

What are they showing? Ninja Gaiden II, Gears of War 2, Fable 2, Too Human, and several games without 2 or Too in them, including Banjo-Kazooie: Nuts & Bolts, Viva Piñata: Trouble in Paradise, and Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, Episode One.

Crecente will be there all day for the event, so you can expect all sorts of fun stuff from him later in the day. While we busy ourselves setting up galleries and processing videos for your enjoyment, feel free to read through the official press release, after the jump.

Microsoft Game Studios Unveils Gears of War 2 Gameplay

"Viva Piñata: Trouble in Paradise" Set to Burst Onto Store Shelves This Fall
LONDON - 13th May 2008 - Today Microsoft Game Studios (MGS) and industry luminaries from the world's top development studios will be on hand to show off the latest features of the year's most in-demand titles; present will be Epic Games' Cliff Bleszinski, Lionhead's Peter Molyneux, TECMO/Team NINJA's Tomonobu Itagaki and Silicon Knights' Denis Dyack. This year, the visage of Marcus Fenix joins the likes of Ryu Hayabusa, Banjo, vivacious piñatas, cybernetic gods and a hero with a loyal dog sidekick in the all-star 2008 MGS line-up that promises to make Xbox 360 the console of choice for players everywhere.

Attendees of the MGS San Francisco showcase event will witness the first extended taste of "Gears of War 2," the sequel to the blockbuster third-person tactical action game that sold nearly 5 million units. Epic Games Design Director, Cliff Bleszinski, will demonstrate dramatic new gameplay elements and stunning visual effects in a campaign sequence from early in the game - where Marcus Fenix and COG forces engage in pulse-pounding firefights between two Derrick transports, fend off vicious Reaver fly-by attacks and rabid Brumaks - all in the same rollercoaster ride of a level. As the most anticipated Xbox 360 exclusive title of the 2008 holiday season, "Gears of War 2" offers an unforgettable gameplay experience that blends a gripping story with visceral combat on a grand scale.

MGS will also crack open "Viva Piñata: Trouble in Paradise," set to appear on store shelves this September. Developed by the creative masterminds at Rare, this sequel to the colourful, sleeper hit builds upon the gameplay of the original and adds innovative twists to the mix. In an effort to help Piñata Central rebuild their computer database of piñatas, players will send piñatas at full candiosity to parties all around the world while using their creativity and imagination to attract, capture, protect, train and manage more than 100 newly discovered and existing piñata species. An exciting, new "Just for Fun" setting makes getting into the game fast and easy. For the first time, players will be able to collaborate together on a garden through a rich co-op experience, connect and play with others online via Xbox LIVE as well as instantly introduce new piñata species to their garden through an innovative new feature utilizing the Xbox LIVE Vision Camera.

MGS will also pull back the curtain on another beloved franchise with the triumphant return of Banjo, one of Rare's most successful characters, in "Banjo-Kazooie: Nuts & Bolts." Defying the laws of nature, a bear, a bird and a backpack team up to embark on another incredible adventure this November. MGS is breaking the rules of traditional platformer games by putting the power to invent new abilities for Banjo directly into the players' hands. By using their ingenuity to build imaginative vehicles that can be combined with infinite variations, gamers help Banjo successfully complete missions through multiple terrains. Through exploration, discovering hidden secrets and solving puzzles to win rewards, players will continually find increasing ways to customize and improve their contraptions, creating an unprecedented level of user-generated content and emergent play for a 3-D adventure game.

These instantly recognizable franchises join the enviable company of "Fable 2," "Too Human" and "Ninja Gaiden II" from Team NINJA/TECMO, making Xbox 360 the home of the best blockbuster game experiences this year.

Other news and features of 2008 Xbox 360 blockbusters:

• "Fable 2": The wait is almost over for the sequel to THE biggest action role-playing game in Xbox history. Swords, guns and now the newly unveiled magical power round out the combat in this action RPG from acclaimed developer Peter Molyneux and Lionhead Studios. Players will have even more choices to continuously shape who their characters become in a world 10 times the size of the iconic Xbox game. "Fable 2" introduces a host of exciting new features for gamers, including a first-of-its-kind Xbox LIVE Arcade experience, and a genre-stretching multiplayer experience, allowing gamers easily play "Fable 2" with friends and family side-by-side from the comfort of a living room couch. Players can immerse themselves in this vibrant world that only Lionhead and Molyneux could create, beginning this holiday.

• "Too Human": Today, MGS and Silicon Knights will confirm that the wait is almost over - "Too Human" will be available on August 19 in North America and August 29 in Europe. "Too Human" is an epic, highly anticipated action game with integrated RPG elements and features a rich storyline with deep character development, both hallmarks of Silicon Knights' legendary tradition of video game development. Additionally, Silicon Knights is showcasing for the first time, the title's online cooperative play via Xbox LIVE; allowing gamers to experience "Too Human" with friends in a multiplayer setting.

• "Ninja Gaiden II": Team NINJA/TEMCO will reveal today that gamers can get a head start on expanding and customizing their "Ninja Gaiden II" experience with the release of Gamerpics and Themes, available as PDLC on Xbox LIVE beginning today. The Gamerpics packs include five new images each, at 100 points per pack; and the Themes, which focus on heroes and bosses, are 150 points per pack. Soon gamers everywhere will follow Ryu Hayabusa's entire blood-drenched mission - through cities like Venice, New York and Tokyo - to avenge his clan and prevent the destruction of the human race. "Ninja Gaiden II" slashes its way onto store shelves on June 3 in North America and June 6 in Europe. Additional "Ninja Gaiden II" PDLC will be available for download on May 20, with subsequent releases throughout the summer.

• "Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, Episode One" on Xbox LIVE Arcade provides a first-of-its-kind RPG-Adventure experience based on the popular Web comic. The creative collaboration between Penny Arcade creators Mike 'Gabe' Krahulik and Jerry 'Tycho' Holkins, legendary game designer Ron Gilbert and producers at Hothead Games results in a 100-percent authentic Penny Arcade experience that pushes bizarre characters, outrageous combat and adult humor to the precipice of darkness. "Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, Episode One" will be available on Xbox LIVE Arcade May 21, 2008.

Microsoft Game Studios is the home to many of the industry's biggest franchises and continues to set the bar for top-quality entertainment experiences for players of all types. Characters from the game universes of "Gears of War," "Fable," "Banjo-Kazooie," and "Viva Piñata" have enthralled gamers young and old all over the world. In 2007, MGS made history with some of the biggest video game launches ever, including Halo 3," "PGR4" and "Mass Effect."

With games often among the highest rated in their class by critics, Microsoft Game Studios delivers the best and most complete game experiences exclusively on Xbox 360, fuelled by the passion of 10 million gamers worldwide playing on Xbox LIVE.

This is just the beginning of what promises to be another landmark year for games on Xbox 360. Stay tuned for more announcements in the coming months.

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Tue, 13 May 2008 10:10:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=389970&view=rss&microfeed=true
<![CDATA[ Ninja Gaiden II's Big Scary Bosses, Cheesy Monologues Revealed ]]>

Team Ninja is nearly unrivaled in its ability to squeeze expert visuals out of console hardware. They're equally skilled at perfecting hammy voice acting, evidence by the latest batch of Ninja Gaiden II media. This is awesome, potentially spoiler-filled stuff, as Ryu Hayabusa is subjected to melodramatic speeches from the game's Greater Fiends and supporting cast. If you're looking for pretty graphics plus plenty of cheeseball delivery—"I recognize that stink, the repugnant stench of the Dragon lineage!"—don't pass on this batch of new clips.

Ninja Gaiden II [GameTrailers]

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Mon, 12 May 2008 19:30:43 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5008802&view=rss&microfeed=true
<![CDATA[ You Can Buy Ninja Gaiden II Skins ]]> NGIICostume1.jpg Get out those wallets, 'cause Microsoft and Tecmo have some tender-lovin' DLC they want you to buy. With Ninja Gaiden II being released this June, three packs of Ryu Hayabusa ninja outfits will be available for purchase at 200 MS points a pop. That's right, the equivalent of US $2.50 for skins! In Europe, select retailers in the UK, Italy, The Netherlands, the Nordic countries and France will giving out the pictured skin to 39,000 customers who either at launch or for pre-orders. Everyone else, pay up!
NG2 DLC [NeoGAF via Xbox 360 Fanboy]

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Fri, 09 May 2008 04:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=388821&view=rss&microfeed=true
<![CDATA[ Great Games For Kids: Ninja Gaiden: Dragon Sword? ]]> ninjagaidends.jpg Chris Plante has an interesting post up on kid's games — well, sort of. Following the idea that there's no reason to patronize children with edutainment and titles aimed specifically at wee munchkins, he argues there are plenty of games that grown up gamers play and love that are appropriate for kids, including ... Ninja Gaiden: Dragon Sword for the DS? Well, yes — with a few caveats. But why a Ninja Gaiden game of all things? It's all in the mechanics:

I call it the scribble factor. On the normal setting, the player can wildly scribble across the screen, mostly back and forth between enemies, and fair pretty well. Eventually, they must learn to make distinct and correct pen strokes to progress, but by that appointment they have a move-set so exciting and large it allows for plenty of creativity. The complexity's nice for advanced gamers. The scribble factor's great for a young player, creating a sense of wonder as the game translates his simple movements into elaborate, elegant attacks.
Some interesting food for thought on what makes for good 'children's' games.

Baby's First Sword [Hardcasual]

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Sat, 19 Apr 2008 11:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=381754&view=rss&microfeed=true
<![CDATA[ Wait! You Might Not Want To Buy The Halo 3 Legendary Map Pack ]]> Did we get your attention before it was Too Late? We hope so. Because if you were already interested in picking up Ninja Gaiden II, pre-ordering the game at Circuit City will score you the Halo 3 Legendary Map pack free. While the process isn't instantaneous, Circuit City will email you a redemption code within a week of your order. And seeing as Halo doesn't seem to be going anywhere in the near future, it could be a decent way to save yourself ten dollars 800 Microsoft Points.

Ninja Gaiden II (Xbox 360) [Circuit City via Xbox360Fanboy]

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Tue, 15 Apr 2008 12:00:00 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=379960&view=rss&microfeed=true