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xbox 360 spring showcase

Penny Arcade Game Impressions

After finishing up playing a bit of Too Human coop yesterday, I noticed a demo station of Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness sitting all by itself, tucked away next to the Ninja Gaiden II stations.

Since the game wasn't getting official demos, I decided to take our 30 minute break between games to sit down with a game and take it for a test drive.

The game starts off by letting you customize your character's look and clothing. The selection isn't as robust as I would have liked to see (no luxuriously long hair guys? I'm hurt) but there's still more than enough to make the character feel like one of your own.

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xbox 360 spring showcase

Viva Pinata: Trouble in Paradise and Pinata Vision Impressions

It sounds like Viva Pinata: Trouble in Paradise was designed to deal with one big issue the original title had.

"It looked like a kids game, but was quite difficult to play," said a Rare developer walking us through the game. "We kept the basic principal, you're in a garden and trying to attract animals to it."

But the team's done a lot to simplify the game and make it more accessible to a wider audience. Chief among the changes is a co-op mode that lets you play in the garden with friend. They've also added a fun mode which gives gamers the ability to buy just about anything in the game, removes the bad guys and turns the garden into an instant gratification sandbox.

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xbox 360 spring showcase

Fable 2: A Glimpse at the Beginning and A Co-Op Surprise to Come

The always charming Peter Molyneux took some time during yesterday's Xbox 360 Spring Showcase to walk folks through Fable 2. Specifically he was showing off the game's entire introduction, talking up the free roaming in the game a bit more and showing a little bit of fighting customization.

"We're going to be talking about Fable 2 today of course, next time I meet you we will be talking about our next new project, but today it's about Fable 2," he said. "It's going to be full of bugs and you're going to write some pretty horrible things about it, but it's about time that I show you what the game will feel like from the beginning."

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xbox 360 spring showcase

Banjo Kazooie: Nuts & Bolts Hands-On Impressions

It has been ten years and two console generations since the team of Banjo and Kazooie stormed the Nintendo 64 to rave reviews and not much has changed, at least not much for platformers, or so say Rare.

"We felt the platform genre hasn't really evolved much," said one of the developers showing off Banjo Kazooie: Nuts & Bolts to the press yesterday. "Up until recently things really haven't evolved much."

The team decided they wanted to tweak the formula, adding "fun physics" to the franchise and making it more about vehicles than traditional platforming. The change seems to be turning the franchise into what appears to be a sort of platformer on wheels that is centered more around challenges than a linear storyline.

I say appears to be because we were only shown a small part of one level of one of the game's five worlds. In it Banjo and Kazooie have to complete a short challenge for one of the game's characters. The challenge can be completed on foot, but it's not really meant to be. To complete it quickly you have to use a vehicle. It's the customization of these vehicles that seem to be the heart of the game.

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night note

Which RSS Do You Use?

To: Crecente
From: Bashcraft

Fucking hamster! The small animal that powers the site was in a disagreeable mood during the night and gobble up some posts. Bastard. Wonkiness abound!

Speaking of wonkiness, my RSS died on me. I've using Google Reader as a backup, which is pretty great, but do you have any recs for any other Readers?

What you missed last night
No More Ninja Gaiden
Rumored Spring Xbox 360 install
SNK is not closing its US branch
Liberty City vs NYC
MGS4 wants to sell you things
PlayStation sales
New RE5 art


xbox 360 spring showcase

Second Level Gears of War 2 Play Through

Today at Microsoft's Spring Event Cliff Bleszinski walked members of the press through the entire second level of Gears of War 2. Actually he played through the level, live, as we watched in rapt attention.

Gears of War 2 takes place six months after the first Gears ends, he said. It is fall and the last stand for humanity as the Locust Horde work to collapse the last major city on Sera. To fight back Marcus Fenix and his squad are asked to deliver a "grind lift" to a nearby lost city and ride it into the Locust underground home cities.

Level two starts off with Fenix and company boarding a giant combat truck and riding it as it makes it way to a nearby city. Dizzy, a conscript driver, maneuvers the vehicle as Fenix and the other members of Delta squad work to defend it. The platform the squad stands on is large enough to still make good use of the game's trademark cover system.

The level also showed off some of the other large vehicles found in the game, like helicopters and tanks.

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mgs4

So... Will There Be Another Metal Gear Solid?

Last year, Konami spent an insane amount of money on the Metal Gear 20th Anniversary Party. The swish event was at the Ritz Carlton in Tokyo Midtown. Throughout the event, Metal Gear creator Hideo Kojima kept mentioning that the fourth entry was the last game in the series. That this was it! But as Konami CEO Fumiaki Tanaka kept saying that he hoped Kojima would make more Metal Gear and others kept saying they hoped there would be more Metal Gear, Kojima was overheard at the end of the night saying that there would be more! Granted, how involved he would be in the future games is up in the air. So it wasn't exactly a surprise when a sequel was vaguely hinted at the end the press conference. But is it a Metal Gear Solid sequel? Dunno, it was way too vague. But, really, Konami (and Kojima) would be silly not to eventually do MGS5 with Metal Gear being its second biggest IP after Winning Eleven and a huge exclusive for Sony. Sure, this is pie-in-the-sky talk, but let's just hope Kojima gets the chance to branch out and do something different in the interim.

sony

It's Sony Financials Time (incl. PlayStation Sales Data)

EA weren't the only company to release their financials today. Sony Corp did as well, and while these were results for the entire company, there were of course gaming-related numbers to be had amongst them. Overall sales for the PlayStation group were up 26% off the back of increased interest in the PS3, while the gaming division cut its losses from $232 million to $124 million (with forecasts it'll have gone into the black by this time next year). But hey, unless you're a Sony shareholder/raving-mad fanboy, that stuff's of secondary importance. Most of you will probably just want to know how many PS3s, PSPs and PS2s the company shifted last year. More »

electronic arts

Yup, The PS2 Is Still Buttering EA's Bread

Here's something interesting. We know, EA lost some cash last year, and we know, they did so despite selling a gagillion games, but just where did those games go? Like, which systems did EA make the most money off? Let's check their quarterly results and find out. Anyone hoping Q42008 would be the time a current-gen system (like the Xbox 360, for example) finally beat out last-gen had best look elsewhere, because yes, the PS2 still rules EA's money-making roost. And the 360 came second? Nope. More »

mgs4

New MGS4 Screens Want To Sell You Things

Metal Gear Solid 4 offers more than great gameplay and solid graphics. It also offers product placement! From an in-game iPod and Triumph motorcycles to cell phones and energy drinks, MGS4 has tactical advertising down pat. Click through the gallery below!

rumor smash

SNK USA Is So Not Closing Down

Rumors are swirling that SNK Playmore, best known for Metal Slug and The King of Fighters, is closing its US offices this summer. What's more, apparently the company is letting all American employees and officially no longer directly selling its games in the States. The Osaka-based game developer says that this is false. The company is relocating its US office. SNK Japan tells Kotaku: More »

xbox 360 spring showcase

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.

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ea's biz plan

EA Makes Three-Year Growth Plan, Quits Quarterly Guidance

During its call to investors, Electronic Arts said that it will no longer provide quarterly estimates of its financial guidance. Why?

The company said that in the event it has to delay titles to benefit their long-term quality, it'd take a big hit on the quarter that wouldn't necessarily be indicative of an annual loss. Moving away from a quarterly guidance model is a method by which companies can keep their stock from slumping on short-term problems.

The decision's likely due to some volatility EA saw during the year thanks to delays such as Mass Effect PC's push-back that don't actually indicate financial losses — it just means the company makes money in a different quarter than it may have planned. Shifting to an annual guidance model may allow the company more flexibility as risk levels rise in the burgeoning video game industry.

EA did not, however, note any specific plans to delay any upcoming titles. Executives explained their decision:

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ea's biz plan

EA's Riccitiello Still Sees PC Opportunities

On EA's financial call to investors, CEO John Riccitiello said the company's still bullish on opportunities in the PC gaming market—the publisher said it plans to ship 30 PC platform titles in fiscal 09, the same number it has scheduled for Xbox 360 and PlayStation 3 during the period.

"Were it not for The Sims and the WoW box sales, it'd be a pretty dismal sector," said Riccitiello, responding to an investor who inquired about "soft" PC retail sales. "The fastest growing [sector] is subscription, microtransactions-based and casual games, many of which are pretty much centered on the PC. One of the things we try to look at at EA is the total business represented on PC game software, and we're seeing a growth in business there. It's been growing for several years... it's categorized wrongly by looking simply at the box side of the equation."


ea talks take-two

EA's Riccitiello Talks "Holographic" Madden Interface, No Need For Take-Two

On Electronic Arts' call to investors, CEO John Riccitiello promised "a great year" to come for EA Sports — and referred to a "new holographic interface" for Madden's 20th anniversary incarnation.

Holographic... interface?

Riccitiello also promised that the next NBA Live would take "a huge step up," with new features set to be unveiled at E3.

EA seems enthusiastic about its sports franchises, and Riccitiello says he expects EA Sports will help drive the company to an additional $1 billion in revenue and an 100 percent increase in operating income. Riccitiello was optimistic about the company's studio structure in general, also listing big things ahead for the Sims Studio: Two sequels for MySims, a new SimAnimals title, and the launch of The Sims 3.

"Our fiscal 09 operating plan keeps us on track to achieve our fiscal year target - even without Take Two," Riccitiello said.

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ea games spring break 08

Battlefield Heroes: Hands-On Impressions

Before the whole shebang took off last night and Electronic Arts kicked off their Spring Break Games Day, I managed to sneak my way onto a computer loaded up with Battlefield Heroes to check out a bit of gameplay and mess around with the game's interesting customization settings.

DICE's free-to-play upcoming shooter features Team Fortress 2-like graphics and a definite Battlefield Lite feel, but what really captured my interest was the game's use of customization.

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ea games spring break 08

Skate It Wii Hands-On Impressions

Standing on the tiny white stage set up in front of the back bar of Supperclub last night, a drink sloshing nearly out of its glass in one hand, Skate It executive producer Scott Blackwood promised not to use the phrase "built from the ground up" while explaining his game.

Boo me off the stage, he insisted, if I do... and then he proceeded to use the phrase.

"If it's not built from the ground up, is it a port? Not really."

Blackwood explained that before Black Box started their work on the Wii and DS versions of Skate, they had to figure out if the controls would work.

"It we couldn't get that great flick it feel, we weren't going to do it," he said.

Later on, while trying out the Wii version of the game for myself, I was told the team spent three to four months working on getting those controls right and for the most part, it felt like they succeeded.

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ea games spring break 08

Battleforge Impressions

At first blush Battleforge appears to be an amalgamation of Magic the Gather and Warcraft, a PC game that combines the strategy and pacing of a well put together real-time strategy game with the collectible nature and infrastructure-free feel of a trading card game.

During last night's EA event Richard Leinfellner, executive producer of the game and video president of developer Phenomic, walked the press through a quick co-op battle.

While Battleforge has single player and versus modes, it appears that it's really, at its heart, a cooperative game, supporting up to 12 players.

To play, players first build a deck from the cards they've collected by working through the campaign, which rewards gamers with new cards, trading online or buying booster packs.

Once the deck has been built, players use these cards to summon their armies, there are no production buildings or resource management, instead you fight to capture territories, which gives you the ability to summon larger and larger creatures.

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