<![CDATA[Kotaku: Ps2]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Ps2]]> http://kotaku.com/tag/ps2 http://kotaku.com/tag/ps2 <![CDATA[ New Screens For Atlus' Dokapon Kingdom ]]>

Atlus loves to talk about how its upcoming PS2/Wii "party RPG," Dokapon Kingdom, is going to make you and all of your friends hate each other as you fight one another to be the best kingdom-defender and win the hand of Princess Penny.

But man, how can there be hostility when these screens look so damn adorable and hilarious, seriously? Fist-in-teeth, girl-squealing adorable?

You're looking at the official box art for Wii. Release date is October 14th, new screens after the jump!

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Wed, 23 Jul 2008 18:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5028262&view=rss&microfeed=true
<![CDATA[ Afro Samurai Gets Comic-Con Appearance ]]> Afro Samurai will be demoed to the public for the first time at this week's Comic-Con International in San Diego, Namco Bandai announced today.

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

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

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

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

More about the Afro Samurai video game

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

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

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

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Wed, 23 Jul 2008 17:20:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5028420&view=rss&microfeed=true
<![CDATA[ "Major" PS3 Exclusive To Be Announced In August? ]]> The PlayStation Lifestyle blog promises that on August 3rd, a "MAJOR" PlayStation 3 exclusive will be announced that makes MAG, Killzone 2 and inFAMOUS look like "NOTHING" (yes, the author seems to like all-caps).

The blog also says it'll offer three hints on Saturday, July 26th, stressing that it is a "new" PlayStation 3 "exclusive." In this case, it's the author, not I, who put those words in quotes — does that make anyone else a little leery?

Right now, all that's up in the post is a reminder that the announcement is unrelated to Square Enix's event over the same August date. Uh, oo-kay? Oh yeah, and they've got three words listed, all of them crossed out with strikethrough:

RPG
FPS
Next gen Twisted metal

Real? Hoax? Guess we'll find out.

Announcing MAJOR new PS3 exclusive on 3 August [PlayStation Lifestyle]

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Wed, 23 Jul 2008 15:40:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5028244&view=rss&microfeed=true
<![CDATA[ Kojima Talks The PS3 And MGS4's Shared History ]]> In the wake of that Xbox 360 Final Fantasy XIII announcement, that old chestnut rumor resurfaced that Metal Gear Solid 4 was coming to the Xbox 360. Maybe it will one day, who knows. No idea what kinda deal Sony and Konami have worked out. Other Metal Gear Solid have certainly appeared on other platforms — Microsoft platforms, even. But Hideo Kojima does a good job of explaining how MGS4 was developed especially for the PS3:

We had started to work on Metal Gear Solid 4 four years ago after finishing Metal Gear Solid 3. At that time, we really didn't know what the PS3 was going to be like. So the first two years was all about experimenting, developing and trail and error. In the last two years, we've known what the PS3 is capable of, the specifications of it and how we can use utlitilize it. We finished the plot and built the game. The PS3 is a monster machine. That is why it's taken so much time to create MGS4... Since we were developing only for the Sony format, of course Sony has given up lots of advantages before the official release of the hardware. So we had many meetings with them to discuss the specifications, and we analyzed this black box quite a lot before it was released, and we experimented with it. And we gave Sony a lot of feedback, like "Can we do this?" or "Can we do that?"

See? The two are totally linked. Hit the link below for the full interview clip, where Kojima says how he thinks the game controller, keyboard and mouse and the Wii-mote-type controller will all be around for a long time. And what does the future hold? Better backgrounds, says Kojima.

Hideo Kojima's future of gaming [BBC Thanks, Mel!]

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Wed, 23 Jul 2008 00:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5028034&view=rss&microfeed=true
<![CDATA[ Is WipEout HD Failing An Epilepsy Test? ]]> Considering the version we played at TGS last September looked pretty slick, the continued absence of WipEout HD from the PSN is a puzzling one. SCEE's David Reeves said last week the delay is down to a "really, really tricky technical problem", but failed to go into specifics. What kind of problems can cause such a long delay? Here's a possibility: the game's failing important, necessary epilepsy tests. That notion was raised in the comments of our post, and have now been raised by CVG as well, though it's important to note that this is far from confirmed, and Sony have yet to comment on the claims. As far-fetched as they sound (it could just as easily be something like, oh, online MP issues).

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Tue, 22 Jul 2008 23:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5028024&view=rss&microfeed=true
<![CDATA[ Famitsu Boss Says PS3 Penetration Will Accelerate ]]> Famitsu editor Hirokazu Hamamura isn't just an editor. He's a pundit! And he's got a bag full of opinions with him to share. Hamamura thinks the PS3's "slow penetration" is improving. Nice and slow, that's how Sony does it. According to Hamamura:

The PS3’s penetration pace has been slower than I expected. Its higher price tag and software development difficulties have been major causes for stalling the growth of its installed base. However, these problems are gradually being resolved.

If the console gets another price cut by the year-end shopping season, I believe its penetration pace will become accelerated.

Don't blame Hamamura for the "penetration", blame the translator.

‘PS3’s problems are being resolved’ [MCVUK]

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Tue, 22 Jul 2008 23:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5028029&view=rss&microfeed=true
<![CDATA[ Peter Dille Talks FFXIII Exclusivity, Seems Confused ]]> Sony's Peter Dille has never been a man short on words. So when asked by MTV what he thought of Microsoft's Final Fantasy XIII coup, he offered words:

Consumers responded to “GTA” on the PS3 just as they did on the 360. And it becomes a bit of a jump ball. But it didn’t rise the tide for them. And I think if you fast forward to when “Final Fantasy XIII” comes out I think you’re going to have millions of people who grew up playing “Final Fantasy” on the PlayStation playing it on a PlayStation 3. They spent a lot of money, I’m sure, to get “Final Fantasy” onto the 360 but at the end of the day it’s on our platform as well. Which is why we focus on, “Let’s look at what happens when you have “Metal Gear Solid” on your platform … when the NPD numbers come out … I think you’ll see the value of what a real exclusive title does and how it raised the bar for PS3 versus 360.

So...exclusives don't really matter, yet exclusives like MGS4 bring "value" and "raise the bar" for the PS3? You seem confused, Peter.

Sony: ‘Final Fantasy XIII’ Going To XBox 360 Creates ‘Jump Ball’ [MTV]

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Tue, 22 Jul 2008 21:40:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5027991&view=rss&microfeed=true
<![CDATA[ PlayStation 3's "MAG" In Real-Time ]]> The reveal of Zipper Interactive's MAG at E3 2008 was slightly tarnished by the fact that what Sony presented at its media briefing was a pre-rendered affair. Sure, it looked like that clip utilized in-game assets, but we've been burned by CG before. Never again!

Fortunately, on the official PlayStation.blog, we get a look at how MAG will run in real-time, thanks to Rade Stojsavljevic, the game's senior producer. Stojsavljevic notes in the comments that the official still of MAG is "an actual screenshot running on a PS3," one "cropped to center on the action."

Impressive? Hard to tell at 500 x 281 resolution, but we're willing to give it the benefit of the doubt.

First look at MAG [PlayStation.Blog - thanks, Stephen!]

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Tue, 22 Jul 2008 18:40:51 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5027992&view=rss&microfeed=true
<![CDATA[ PopStar Guitar - Oh Look, Another Guitar Game ]]> Electronic Arts. Activision. Konami. XS Games? The relatively tiny publisher is wading into deep waters this October when they ship PopStar Guitar, a guitar playing game for the Wii and PlayStation 2. The game features more than 50 pop songs from artists such as 3 Doors Down, Simple Plan, Blink 182, and many other bands you'd be likely to find on that damn Buzz Cuts CD they keep advertising on television. The game includes single player and co-op mode, allowing one or two players to visit 25 unique venues on their road to making their hands tired.

The difference with PopStar Guitar is the way you control it on the Wii. While the PS2 version is compatible with Rock Band or Guitar Hero controllers, the Wii version ships with something called the AirG, which attaches to your Wii remote to form "an electrifying air guitar." Sounds dangerous. Look, I'm all for competition in the marketplace, but you have to bring something more to the table than a one-shot accessory and more than 50 pop songs " including several masters performed by the original artists." Several?

XS GAMES ANNOUNCES POPSTAR GUITAR™, NEW MUSIC RHYTHM GAME FEATURING HITS FROM TOP POP RECORDING ARTISTS

PopStar Guitar For the Wii™ Includes the Unique AirG™ Peripheral,
Turning your Wii Remote into an Air Guitar

NEW YORK, NY - July 22, 2008 - Videogame publisher XS Games announced today its new music rhythm game, PopStar Guitar™, featuring songs from top pop music stars including 3 Doors Down, Simple Plan, Blink 182 and many more. PopStar Guitar allows players to unlock their inner pop celebrity and star as the lead guitarist in their very own band. Shipping in October 2008, PopStar Guitar will be available for the Wii™ and the PlayStation®2 computer entertainment system. The Wii™ version of PopStar Guitar will feature the AirG™, an exciting new peripheral that turns the Wii Remote™ into an air guitar.

"The popularity of music rhythm games is at an all time high, but to date the games have primarily featured hard core metal, classic and alternative rock music," said Steve Grossman, chief executive officer of XS Games. "With popular songs from today's top pop artists, PopStar Guitar is a game the whole family can enjoy. We've also created a dynamic new air guitar game play experience with our AirG peripheral for the Wii, allowing players to have a blast as they unleash their inner pop star."

PopStar Guitar features a single player Career Mode and two-player Co-operative Mode, along with single player and multi-player mini-games. The game takes the player on a musical journey that starts with forming a garage band to playing at 25 unique venues and eventually performing in the worldwide "Battle of the Bands" contest. Twelve playable characters are featured in the game and can be customized to give the band its own unique look. PopStar Guitar features over 50 pop songs, including several masters performed by the original artists.

Exclusively for the Wii™, PopStar Guitar will come with the AirG™, a peripheral that snaps onto the Wii Remote and turns the controller into an electrifying air guitar. For PlayStation®2 system players, PopStar Guitar will function with any PlayStation®2 system compatible guitar peripheral.

PopStar Guitar has not yet been rated by the ESRB.

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Tue, 22 Jul 2008 14:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5027651&view=rss&microfeed=true
<![CDATA[ Rounding Up Sony's E3 Presser Announcements ]]>

Jack Tretton took the stage at Sony's E3 2008 press conference and proclaimed it "the year of the PS3." Reflecting on the oft-touted ten-year lifespan of the PS2, the underlying message seemed to be similar to what we heard from Sony in the past: Just wait, a little bit more.

Sony dropped few big bombs during its press conference, which lasted an hour and a half, but did have plenty of details to reveal: just in case you missed something, we've got complete Cliff's Notes from Sony's presser for you after the jump.

Fitting the theme of a gradual but ever-progressing transition for the PlayStation 3, Sony announced the first Greatest Hits collection for the console, older titles that will now sell for $30 in North America. The first of these will be Resistance: Fall of Man, Motorstorm, Warhawk, Call of Duty 3, Fight Night and Need For Speed: Carbon.

The company also provided a launch window for LittleBigPlanet — previously pegged for September, the company now plans to release it in October.

Sony also spent time on the PS2, which Tretton said is still alive and kicking. "In 2008, we're introducing more than 130 titles to PlayStation 2," he said. A new PS2 bundle, called the "Family Value Pack," is hitting North America in the fall, coming with LEGO Batman and Justice League: New Frontiers on DVD for $149.

As concerns the PlayStation Network, Tretton mentioned the company's effort to ease user migration from PS2, part of which is giving all PlayStation users a single sign-in that can migrate from PSP to PS3 and PC. The other piece of big PSN news was the announcement of Ratchet & Clank: Quest For Booty, which is a shorter-length downloadable that Europeans will have the option of purchasing on disc.

Tretton touched on Sony's long-awaited virtual world, Home, with little new information to report. "Your patience [for Home] will be more than rewarded," said Tretton said at E3 — meaning there's still no launch date in sight. However, the demo that was shown during Sony's press event looked, according to our own Crecente and McWhertor, much better than Home had previously looked.

As a counterweight to Microsoft's announcement of a partnership with Netflix, Sony revealed that it, too, would be receiving downloadable movies through studio partnerships, including Warner, 20th Century Fox, Lionsgate, Disney, MGM and others. The cost is $15 to purchase, $6 to rent in HD, and $4 to rent in standard definition. The AVC-format videos downloaded to PS3 can also be transferred to the PSP via a USB cable, and the service was set to go live on the same day the announcement was made, July 15th.

A new "Life With Playstation" channel was announced, set to launch in North America at the end of the month, said to bring the news, weather and more to your PlayStation 3.

Finally, the PS3 did get a price drop — of sorts. Tretton announced a 80 GB PS3 "Core Pack" that'll go for $400 — "the same functionality of the 40 GB... with twice the storage," he said.

"This new 80 GB PS3 is perfectly suited for HD games, music, movies and more."

On to PSP, a new bundle was announced, the $199 Ratchet and Clank: Size Matters pack, which comes with the game, National Treasure 2 on UMD, a 1GB memory stick and a voucher forEchochromeon PSP.

The PSP is also getting several new titles: Sony showed Resistance: Retribution, in development by Sony's Bend Studio, along with LocoRoco 2, Patapon 2, NBA 09: Inside, Super Stardust Portable, Buzz! Master Quiz, and Midnight Club: Los Angeles Remix.

The presser closed with the unveiling of MAG, the so-called "Massive Action Game" that may or may not be a SOCOM IP, promising battles for up to 256 players online at once.

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Tue, 22 Jul 2008 13:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5027726&view=rss&microfeed=true
<![CDATA[ Guitar Hero III Virtuoso Pack Adds Guitar Heroes ]]> Okay, NOW they can call the game Guitar Hero III: Legends of Rock. How did Activision get away with this for so long without including Joe Satriani and Steve Vai? We probably should have set the company on fire for this gross oversight, but it's too late now. In two days Satriani's "Surfing with the Alien" and Vai's "For the Love of God" will be joined by Buckethead's "Soothsayer" to create the Guitar Virtuoso Track Pack, barely giving us time to gather enough pitchforks and torches to form an angry mob. We always miss the good angry mob moments, don't we?

The Guitar Virtuoso Track Pack will be available July 24th via PlayStation Store and Xbox Live Marketplace.

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Tue, 22 Jul 2008 09:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5027681&view=rss&microfeed=true
<![CDATA[ Last Guy Looks Simple, Sounds Fantastic ]]>
Here's a gameplay trailer for The Last Guy, due on the PSN at the end of the month (least, in Japan). They sure weren't fooling around when they said it was using Google Maps, whose services you use to lead the survivors of a zombie apocalypse to designated "safe zones". The whole thing looks nice and simple (which it will be, since it's going for under $5), but whatever, if that music makes it into the final game, this moves up a spot on our shiny white purchase board from "will buy" to "must buy".

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Tue, 22 Jul 2008 06:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5027625&view=rss&microfeed=true
<![CDATA[ 12 Yr. Olds And Up Get Tentacles, Rope Play And Suggestive Udder Spray ]]> Last week while we were caught up in the E3 circus, we missed the launch of PS3 title Tears to Tiara. Bummer! The game went on sale July 17th, and the "Adventure + simulation" fantasy sword-swinging RPG features 2D cutscenes. A bevy of screenies are popping up online showing just how suggestive the game is — tentacle touching included! Other MAXIMUM RISKY scenes include cow milking and bound girls and girls in mid-riffs. Here's the kicker: This Japanese game is rated CERO B, which is ages 12 and up, so start 'em young. Check out the gallery below.

PS3「ティアーズ・トゥ・ティアラ」はCERO「B」なのに顔射 [Hatimaki]

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Tue, 22 Jul 2008 05:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5027596&view=rss&microfeed=true
<![CDATA[ Kaz Hirai Wonders Where The GameCube, Xbox Are... ]]> So E3 came and went, and we still don't have a hard and fast date for Home yet. Sure, we've got a "fall" dating for the Home Beta, but still, people have been waiting. And people kinda wish that Sony would hurry it up! According to Kaz Hirai, Sony's trying to make it right so that first time users have a positive Home experience. Fair enough! Says Hirai, "...we don't want to prematurely launch it and then be dinged for having a bad service... this is a platform initiative which means that we need to be extra careful that we've crossed all the 't's and dotted all the 'i's." And hey, Sony is in it for the long haul. No need to rush. Just listen to Hirai chime in about that 10-year-life-cycle and keeping the last hardware generation alive:

And we certainly don't do the consumer the disservice of basically saying that the consoles have gone by the wayside because we have a new one. Right now, a prime example? PS2 is nine years into it. Where's the Xbox? Where's the GameCube?

Same thing with the original PlayStation. At some point we looked around and asked what happened to the Saturn? Where's the N64? So if we're doing that, let's compare apples to apples, and for me, because we're on a ten year life cycle, unless we're talking ten years it doesn't really make that much sense to me.

The only way Kaz Hirai tracks time is with decades.

This is Living [GamesIndustry]

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Tue, 22 Jul 2008 03:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5027605&view=rss&microfeed=true
<![CDATA[ User-Created LittleBigPlanet Content To Launch Free ]]> So we've heard a little bit about LittleBigPlanet's saleable user-created assets, but does that mean you'll have to pay for everything? Not so, Sony's David Reeves told Eurogamer, clarifying that all user-generated content will be free at the game's launch.

"SCEE and Media Molecule can guarantee that all consumer-generated content will be free at launch. We know how important this is to the LBP community and what we want most is for people to enjoy playing, creating and sharing their content," Sony told Eurogamer.

Monetizing user-generated content has been a hot-button issue in video games' adjacent virtual worlds sector, where casual multiplayer social games usually rely on microtransactions support to make money, and community content to drive engagement. It'll be interesting to see whether LittleBigPlanet can set the standard for bridging those two worlds with what Reeves calls an "iTunes meets eBay" system.

How willing are you, Kotaku readers, to pay for something another player has made? Or will you just stick to the free stuff?

All LBP user content to be free at launch [Eurogamer]

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Mon, 21 Jul 2008 18:40:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5027404&view=rss&microfeed=true
<![CDATA[ Hirai: Your 40 GB PS3's Still Good ]]> Sony President and CEO Kaz Hirai wants 40 GB PS3 users to know that they still own a "very powerful machine," and said that those who need a bigger hard drive can just swap theirs out.

Speaking to MCV, Hirai said the PS3 continues to evolve over time, and that as PlayStation Network content expands, Sony wanted to offer more storage capacity without raising prices.

“We brought in the 80GB because we wanted to make sure we continued offering the value proposition to consumers in the true fashion of PlayStation," Hirai told MCV.

"We heard a lot of response from the consumers basically saying 40GB is nice, but with a lot of additional download products were offering via the PlayStation Network, consumers were looking for a higher capacity hard drive."

"We thought it was a great time to introduce it at E3, but also make sure that we continued to keep the pricing the same.”

Hirai reassures 40GB PS3 owners [MCV]

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Mon, 21 Jul 2008 17:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5027417&view=rss&microfeed=true
<![CDATA[ Does This Target Card Show LBP's Release Date? ]]> Kotakuite ZeroGinc sent us a snap of a $5 reservation card from Target that seems to reveal a release date for Sony's much-anticipated LittleBigPlanet. Expected initially for September, you may recall that during Sony's E3 2008 presentation, they pegged the game as dropping in October — precisely the month indicated on the card you'll see after the jump:

10/21/08, just one day before my birthday! Note, if you will, however, the asterisk pointing the way to fine print: Release date subject to change. Perhaps I will hold off on that birthday wishlist, just to be sure.

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Mon, 21 Jul 2008 16:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5027411&view=rss&microfeed=true
<![CDATA[ BioShock PS3 Getting Bronze, Silver, Gold and Platinum Trophies ]]>

Bioshock PS3 will be getting a robust collection of trophies, in three flavors.

Tynan Wales, designer for BioShock PS3, took the time to walk through some of the rewards you can grab up while playing through this amazing game on the Playstation 3. Reading through her description it sounds like the rewards are broken down into bronze trophies, for the more mundane stuff, silver and gold trophies. There's also a single Platinum Trophy that can be earned only by gathering up all of the other trophies in the game.

Wales even laid out a couple of example trophies.

Silver Trophy

For the true explorer, we present one of the more difficult Trophies to get in all of Rapture. The “Historian” Trophy is awarded for finding every single audio diary. This particular Trophy is Silver because we understand the rigor required for this endeavor. If you’re a true adventurer and seek to know the full story of the fall of Rapture, look under every desk and open every door. There are many to find.
As you may expect, several Trophies must remain secret. Giving this information away has the same effect as turning to the last page in a great book. We imagine you hate this as much as we do. The other silver Trophy must remain in our vault until you discover it for yourselves.

Gold Trophy

When considering how to use these Trophies to reward players, we chose to give a respectful nod to those few who desire a challenge. We believe that BioShock PS3 has a lot to offer in a single play through, but we wanted to emphasize and reward a player’s second or third descent into Rapture. This led us to create new Trophies that encourage more advanced tactics and enemies that provide a greater challenge.
As a result of this thinking the first Trophy bears the name, “Brass Balls”. If you desire to be among the few who have this prestigious award on their mantle, you must win BioShock on Hard difficulty with the Vita-Chambers turned off. A feat so daring that anyone even glimpsing this formidable Trophy in your glass case will be shaking with terror and respect.

BioShock PS3 Trophies Confirmed, Detailed [Playstation Blog]

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Mon, 21 Jul 2008 15:50:34 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5027496&view=rss&microfeed=true
<![CDATA[ Silent Hill: Homecoming Hands On With The Pipemaster ]]> While Fahey only went rods and cones on with Silent Hill: Homecoming at E3, I got to spend a few minutes with the Double Helix developed horror game, most of which was spent wrapping my head around the game's new control scheme. After some initial fumbling, which led protagonist Alex Shepherd bumping into walls and ambling backwards unintentionally, I got it.

It's not like Silent Hill has ever had an exemplary control set up. Homecoming at least gets some credit for making the experience feel a bit more intuitive, once one breaks old Silent Hill habits and allows for easier access to your inventory. After some grumbling — and a confused search for a quick turn button — it felt like a change for the best.

Visually, the game has gotten some flak for not feeling like much of a graphical leap. After the gorgeous Silent Hill 3 wowed PlayStation 2 owners with its lifelike characters and detailed textures, Silent Hill: Homecoming was (rightly) slammed for feeling like a step back.

It's kind of true. Our hero can look blurry, blocky and low-res under the right circumstances. The wee monitors at the Konami meeting room weren't doing the game any favors, but there are portions of the game's visual make up that look rather attractive. It won't knock your socks off, but it gets the job done.

Silent Hill: Homecoming's environments are definitely more interactive. You'll bump into chairs, knock over vases and feel like the world — while still barren and empty — is more live in.

The other big change to the series is its larger focus on action. During one brief set piece, we had to take on a demonic denizen, some spider-like humanoid thing, while riding an elevator. Pop in the head once with a bullet and it would scurry away. The experience felt familiar, but also added a bit of tension to the game. The very limited ammo made it felt more "survival horror" than psychological horror, as some refer to the series.

Hero Shepherd's expertise with swinging a pipe didn't do much to add to the gameplay — we didn't encounter much in the way of enemies — but the combo mechanic still feels a little out of place. Still, fewer deaths from average controls will be welcome in the final product, we assume.

We also solved a quick, if frustrating puzzle, one that involved rewiring an electrical box that allowed to ride said elevator. To call it uninspired would be... well, accurate.

Walking away from our brief time with Silent Hill: Homecoming, we weren't horribly impressed, but we certainly weren't willing to write it off yet. This kind of game does not demo well in E3-sized bites. It might not be such a visual treat for the eyes that some were expecting and we have our reservations about the direction, but it appears there's some of the game's spirit within.

Whether that's going to make it worthy enough of a successor or not remains to be seen.

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Mon, 21 Jul 2008 13:40:05 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5027371&view=rss&microfeed=true
<![CDATA[ Using The Force In Soul Calibur IV ]]> It seems almost pointless to write hands-on impressions of a game several of you have already gotten your hands on, by I assure you my hands are professional trained to receive impressions still harboring the faint traces of a spiral notebook I fell asleep on in 1989. Those are lasting impressions right there. Either way, I got a chance to test my Soul Calibur IV mettle against some of the Namco Bandai folk at E3 last week, and boy did I ever fail to kick complete ass. Word to the wise: don't button mash against employees of the company creating the game. They are wise to such tricks. Could I alter my strategy and beat them at their own game?

No. They were very good. After all, at that point they'd been playing the game for three days straight, so I didn't stand much of a chance. Still I took a few swings, only to discover the force isn't quite so strong in this one.

The reps were really keen on showing off the Star Wars characters, so that's what I mainly played. First came Yoda on the Xbox 360, who proved a bit of a nuisance to my opponent's Cervantes, who couldn't seen to land a high attack to save his life. Yes, Yoda effectively cuts the attack arsenal of his enemies by a third, with upper attacks harmlessly passing over his tiny, wispy head. His character model was excellent - in fact the characters have never looked better, but that's the sort of thing you'd expect from a "next gen" game. I was so busy button mashing gawking at Yoda's character model that I was soundly defeated.

Then I tried out Vader's secret apprentice, and proceeded to get pummeled by my opponent's newly useful upper attacks. He did show me some of the special force moves, including a force lightning attack that actually had me win a round before the Namco Bandai rep realized he was better than that and came back strong.

We moved over to the PlayStation 3 then, where another rep had been working on creating a custom character than looked a lot like Jack from the Tekken series. He moved aside to let me try my luck playing as Darth Vader in a match against an AI opponent.

"So who do you want to fight against?"
"Oh, let me fight against Raphael. She's hot."
"Um, Raphael is a guy."
*blank stare* "Riiiight.

Apparently Raphael is a vampire, a fact that I must have completely missed in the last two games? When did this happen?

Confusion aside, I quickly found the one hidden weakness of lightsabers - real swords. If Obi-Wan had just pulled out a scimitar during his final battle aboard the Death Star, the trilogy would have been severely truncated. I decided to forego button mashing and note taking for actually playing the game as it was intended, and Raphael went down like the little bitch he is.

My final match pitted me as the pointy-breasted, anime-inspired Angol against the game's big boss, bird-armored Algol - no relation. Using a secret combination of "blocking" and "attacking intelligently" the boss soon succumbed to my adorably spiky chest armor and I was triumphant.

Force powers aside, the game plays out much like any other Soul Calibur game does, only prettier. The Soul Calibur series has been uniformly excellent for years, and the fourth installment (technically fifth) looks to be no different. Tons of characters, smooth controls, and what looks like one of the best character creation elements ever included in a fighting game - you were expecting anything less?

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Mon, 21 Jul 2008 12:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5027373&view=rss&microfeed=true
<![CDATA[ Rise Of The Argonauts: Not Mything A Beat ]]> No health bar...no damage meters...just a man and his fellow heroes going toe to toe with fearsome enemies in one of the greatest stories ever told. This is Rise of the Argonauts, a game developed by Liquid Entertainment and to be published by Codemasters, and while it takes some liberties with the classic tale as Leigh explained in her impressions last month, it also takes liberties with the classic action RPG formula, creating an experience that could very well be the stuff of legends.

The main difference between Rise of the Argonauts and your standard action RPG is how you kill your enemies. As the devs on hand at the E3 2008 demo for the game pointed out, a spear through the chest isn't just going to take off a few hitpoints. Not many creatures mythological or not are going to survive that sort of thing, so they won't in this game either. Enemies will do their best to block your attacks, but a sword in the gut is a sword in the gut. They'll take slashes and show damage, but when it looks like you are landing a killing blow you WILL be landing a killing blow.

This sort of realism also applies to you, unfortunately. When fighting with a shield, you your blocking is limited to enemies attacking you on the side you hold your shield. There isn't any of this holding down the block button and becoming impervious to all attacks nonsense. You have to position yourself, and if enemies get behind you I'd highly suggest you get the hell out of the way.

Rise of the Argonauts also has a decision tree dialog system, much like that found in Mass Effect and similar titles. The whole game revolves around gaining favor with four different gods - Ares, Hermes, Apollo, and Athena - and the mechanic even extends to the dialog choices you make. Early on in the game you encounter the enchantress Medea, who offers you her services. Depending on which decision you make - trust her, be wary, etc. - you gain favor with one of the four gods your choices represent. The choice also effects whether Medea is locked up in your hold during the journey or free to wander the ship, so the replay value from the dialog tree alone should be immense.

Each of the four gods also represents one of Jason's weapons. Ares is the massive mace, Apollo the shield, Athena the spear, and Hermes the sword. Gaining their favor allows you to invest in new powers and attacks pertaining to each weapon, so if you favor the sword and board you might want to lean towards Apollo and Hermes, while spear fans can tailor their choices towards Athena. No one should put points into Ares. If Hercules: The Legendary Adventures taught me anything, it's that Ares is a dick.

The demo ended with Jason and two companions taking on Medusa, who in Rise of the Argonauts is a gigantic woman with vicious eels for hair, taking up an entire ruin. First you take out the eels coming in from the sides, and then...and then they stop the demo. What is it with the teases this year?

When I first heard about Rise of the Argonauts I was convinced it was a way to capitalize on the success of God of War, but after seeing it in action I know that this is something altogether different. With a different take on the action RPG genre and a story steeped in Greek mythology, Rise of the Argonauts is definitely a title I will be picking up.

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Mon, 21 Jul 2008 10:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5027305&view=rss&microfeed=true
<![CDATA[ Fallout 3: No Two Hands-On Alike ]]> On the last day of E3 last week before coming home and getting violently ill I had a chance to sit down with 30 minutes of Bethesda's Fallout 3. Technically it was supposed to be more like 20 minutes, as they were running behind and I had an appointment coming up, but Fallout 3 is one of those games where 30 minutes passes in the blink of an eye and then Bethesda's Pete Hines has to pry the controller out of your hands. I think I spotted a crowbar behind their booth, just in case.

I got to wander around the shattered landscape, poking at rubble, shooting at people, and trying on clothes. I got my first hands-on taste of the VaultTech Assisted Targeting system, which allows you to pause the action, choose where your bullets are heading on your target's body, and then plays through in slow motion - and there is nothing sweeter than a slow-motion exploding head. It was all very exciting, but as I took a moment to gaze about the room I realized that the most exciting thing about Fallout 3 is what everyone else was doing.

While we all started at the point in the story where we were exiting the Vault we grew up in for the first time, within 15 minutes each of the groups at the six kiosks they had put up in their booth were in completely different places doing completely different things. Some had made a beeline for a nearby settlement, some had found a ruined school building nearby and were involved in combat with some seedy B&D enthusiasts, while others spent a good 10 minutes trying to see if the ruined playground equipment was working from a physics point of view (it wasn't, and yeah...that was me).

Like Bethesda's Elder Scrolls series - especially Oblivion - Fallout 3 is a game that melds itself to the gameplay style of the player, offering something for people who want to explore, kill, or try on different clothing. By the time my 30 minutes was up I was wearing Mad Max-style bondage armor and a baseball cap, while others didn't even bother going into their inventory at all, the barbarians.

The variety is really something to keep in mind when the game comes out and the reviews start pouring in, as the Fallout 3 the reviewers play could potentially be a totally different game than the one you play. The foundation that Bethesda has laid down for you is excellent, but as with any open-world game the experience is ultimately what you make of it.

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Mon, 21 Jul 2008 08:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5027235&view=rss&microfeed=true
<![CDATA[ Konami Sorry For MGO Expansion Clusterfuck, But No Fix In Sight ]]> (Not) surprisingly, the online rollout of Konami's first major expansion for Metal Gear Online has been a complete disaster. So what are they doing to make amends? They're...they're...well, they're saying sorry! A notice on the company's site explains that the Gene expansion's release has been "marred by major system related problems resulting in great inconveniences for all our customers". Least they're being honest about it. As for what they're doing about it, however, don't expect a fix anytime soon, as they go on to say "unfortunately there are no permanent solutions we can announce at this present moment".

A full report and apology for the problems surrounding the release of Metal Gear Online "Gene Expansion" expansion pack [Metal Gear Online]

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Mon, 21 Jul 2008 03:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5027126&view=rss&microfeed=true
<![CDATA[ Kaz Wants Lifetime PS3 Sales To Beat Lifetime PS2 Sales ]]> While the PS3 is outselling the PS2 on a monthly basis, it's still well over 100 million units shy of its older brother in the lifetime sales department. But don't let that stop Sony from dreaming about the future! Kaz Hirai is hoping for a day when, all things going according to plan, the PS3 sells more consoles than the PS2 did. FYI, the PS2's sold around 150 million. "It's not fun for me replicating the PS2 numbers. I've seen that movie already," the SCE boss said. "I want to try to see if we can exceed the PS2 numbers after nine years, otherwise why are we in this business?". Because you like the free pens and fancy party foods?

Sony sets 150m sales target for PS3 [FT]

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Mon, 21 Jul 2008 01:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5027131&view=rss&microfeed=true
<![CDATA[ Game Club Beyond Good & Evil: Assignment Two ]]> Sorry for the delay on our second assignment for the Beyond Good & Evil Game Club.
E3 was overwhelming and knocked my plans a bit off-kilter for the week. BUT, I've got your second assignment right here and we're going to go ahead and meet on Tuesday rather than Monday. Yes this will call for a little late night, last minute cramming, but isn't that what clubs are all about anyway?

In this second assignment for Beyond Good & Evil you'll need to complete the Slaughterhouse section of the game. Make sure you don't play past that point because I'd like us all to be on the same page, so to speak. After playing through the chunk, try to think up some interesting questions and discussion topics. I will have a list of my own, but I'm hoping we can all ask each other interesting things to discuss.

The game is available for the Xbox (not backwards compatible) PS2, Gamecube and the PC via Steam and Gametap.

We'll be meeting on Tuesday at 9:30 p.m. Eastern. Just come to the site and look for the Game Club Beyond Good & Evil Discussion post. Again sorry for the delay in putting this out to you all.

Hit the jump for the Game Club rules.

The Game Club is going to be conducted via the Internets, meaning, sadly, we won't all be meeting in Fahey's living room over coffee and crumpets to discuss the latest Game Club game. Instead, we will be meeting both on Kotaku and in a giant chat room.

I hope to dump the on-going discussion the group of people is having into the Kotaku post so those who couldn't make it in or who arrive late can still participate with one another.

Once in the room, I'll moderate the chat. The idea here is that we don't want a few dozen people all trying to talk about the game at the same time. So, I hope we can get someone to ask an intelligent question and then take turns discussing it. Remember this is a work in progress so we'll make tweaks to the mechanics of how this works as we proceed.

A cardinal rule will be that there will be no off-topic talking, no trolling, no flame wars, no fan-boyism in the chat or the person will be kicked out. We're all intelligent people, I don't see why we can't act like we are when gathered together online.

In general the idea is for people to discuss the current video game in a thoughtful and meaningful way. Why we won't totally disallow discussion of things like graphics and play mechanics, those particular topics should really be brought up in a way that addresses the deeper meaning and ideas presented in the game.

Each week I'll do a post outlining the Game Club's assignment. Please, no playing ahead. This could taint your views of what's currently going on in the section we hope to discuss.

Hopefully, this mostly makes sense. Ask your questions here about how this will work and I'll try to answer them.

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Sun, 20 Jul 2008 20:59:13 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5027103&view=rss&microfeed=true
<![CDATA[ Insider Describes the World of Sony's MAG ]]>

It’s not hard to imagine that Sony knew Microsoft would choose E3 to make its curtain-call announcement of Final Fantasy XIII for the 360. It’s likewise reasonable to believe they searched their catalog of works under development for the best candidate to generate any buzz. What we got was a mixed bag — the trailer of an incredibly expansive shooter, but it didn’t even have a title. It was just MAG: Massive Action Game. It sounded tempting, but very incomplete.

In fact it was shown to a focus group less than a month before E3. One among that group, after seeing the MAG E3 debut, reached out to me, under a promise of anonymity, to describe what was shown and asked of the group. Put simply, MAG — whatever title it comes out under — will be a mercenary combat MMO. We're told that it will more than likely carry SOCOM branding, as Zipper Interactive is behind it. And if so, it could be called SOCOM: Shadow War or SOCOM: Zero. Though Sony did stress it was a brand new IP at the press conference.

For purposes of identity protection, my source, who has experience in other video game focus groups, will be called Orange. Being identified could cost Orange, and others, future work.

“They gave us six options for taglines at the end,” said Orange, who could only remember four: MAG: Shadow War; MAG: Zero; MAG: Global Assault and MAG: Final Hour. Orange said the group liked Shadow War and Zero. Orange reasoned that Zipper Interactive's involvement means all signs would point to a repurposing of SOCOM IP for this one, rather than creating a new title outright. Indeed, when providing me visual examples of certain factions that he observed, Orange used images from SOCOM 3.

“We were all deliberating what sort of game it was similar to, and for the most part, SOCOM and Planetside (another Sony title) were the only names that came out, based on what we have heard and seen,” Orange said. The group members saw, or was described, gameplay but could not perform it themselves, which indicated it was in a far less complete stage than other games for which Orange had been in a focus group. All the group saw was a “touched up” version of the trailer that ran at E3, Orange said. Then they were asked questions, mostly regarding the game’s story and the scope of its battles.

SOCOM and Planetside were the closest cousins, Orange said, because the game involves “troop like gameplay with a 3rd person view. The game is set following catstrophic events in the near future — “2015 to 2020, around there,” said Orange — in which mercenaries, aligned with certain factions, are engaged in relentless secret wars for control of resources.

Orange saw three factions — Americans, based in Alaska (“I can assume a snow level,” Orange joked) Europeans and a Middle East faction. Orange provided two .jpgs from SOCOM 3 that were close analogues to the MAG Europe and Middle East factions. If Sony chooses to go forward like this, the obvious Middle East motif could cause some PR problems (although, “It was a black American soldier they showed us, if that makes up for it.”) To Anglo players, that kind of garb clearly says “terrorist,” and not mercenaries, especially considering the regular fatigues and high-tech suits worn by Americans and Europeans, respectively.

Orange said the presenters focused on two topics: Whether the story justifying the state of current events in the game was believable enough for gamers, and whether the scale of combat was appealing. MAG is promising multiplayer battles of up to 256 participants, broken down into 8-member units aligned to one of two sides. There will be no third-party intercessions on any battles, Orange said.

“For MAG they were all about scale,” Orange said. “That was the word they were going for. Massive (as in the scale of the level). With 256 players, they don’t want it to be a clusterfuck of deathmatch. They want vast levels where troops can approach from all angles.”

At that scale, you can be an independent operator assigned to one unit, knowing none of the others on your side, or you can gather up to seven of your friends and jump in as a squad, with other participants added in if your unit totals less than eight. Obviously, it’s not obligating you to find 127 of your closest friends if you want to see the largest scale of combat MAG will offer.

That said, mission objectives for these battles will definitely be in the hands of a few human players. We’ve reported on the concept of ranks in MAG, where players accumulate experience and ascend a shot-calling ladder within the game, such that they are either grunts, lieutenants, or generals in charge of the whole operation. You’ll ascend in rank according to a points accrual system that Orange was able to describe loosely.

“When they were describing it, it kept reminding me of Alterac Valley from World of Warcraft, if you are familiar,” Orange said. “What happens is: You get points for contributing with your troop/overall team. If you happen to win or do better than the rest of your team, you get more points. So the more you play, or the more points you get, the higher your rank goes.”

Some speculated/wished that at high command levels, the game moved back into some sort of top-down/RTS interface. That sort of happens. “Everyone is in the field,” Orange said, “but the person in charge is capable of looking at the map and commanding the overall group or individual troops. He is also capable of things like airstrikes and parachute drops. He could either control and babysit from far back, or jump right into the action [with a weapon himself.]”

Orange didn’t like the fact another human player could set all the mission parameters. “Why would I want someone telling me how to play the game?” Orange said. “Perhaps I know more about the certain terrain than they do, should they have the ability to penalize me if I don’t listen? Granted, penalizing and kicking were not mentioned but they’re always a possiblity.

While Orange did not see individual character classes or their abilities demonstrated, Orange came away with the understanding that all units could be comprised of a single class if they desired. Also, once a character achieved a certain point ranking, certain options became customizable, such as appearance and equipment/weaponry upgrades.

In all, Orange described an appealing game, and it’s a logical progression from MMOs set in fantasy contexts. After all, there are, at least for narrative purposes, kingdoms and heads of state in those worlds too, and adventurers set off on individual quests and find combat there. Given a good enough story to set it up, what should preclude that kind of experience in the modern world?

Don't forget that since this is all coming out of a focus test it could be very pie-in-the-sky stuff, though certainly ideas that are tickling Sony's collective grey matter.

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Sun, 20 Jul 2008 15:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5027094&view=rss&microfeed=true
<![CDATA[ Metal Gear Online Expansion Surprisingly A Huge Technical Disaster ]]> Before Kojima Productions and Konami get Hideo Kojima that editor he so desperately needs, perhaps the company should hire someone who knows how to launch an online multiplayer game. The Metal Gear Online "Gene Expansion" was released yesterday and promptly melted Konami's servers, resulting in the closure of the game's MGO Shop and Reward Shop and difficulty logging in to the service. Some MGO players have reported paying for the new expansion and getting nothing in return.

Konami's solution to some of these issues was to restrict random IP ranges from accessing the shops, in an effort to lighten the load.

The company has also cancelled all Metal Gear Online "Survival" battles planned for this weekend, promising to have a new hamster wheel installed to power the servers as soon as is technically possible.

Metal Gear Online Support [Konami - thanks, Shakir!]

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Fri, 18 Jul 2008 19:20:41 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5026858&view=rss&microfeed=true
<![CDATA[ Tretton Talks About Kaz's Influence on the Playstation Universe ]]> Speaking with a group of game writers earlier this week SCEA head Jack Tretton talked briefly about how Sony Computer Entertainment has benefited under the shift from Ken Kutaragi to Kaz Hirai.

Specifically, he talked about the promise that Sony's regions would be a bit more antonymous under Hirai.

"There is no question that Kutaragi-san ruled with an iron fist, but it was his vision," Tretton said. "In terms of how we went to market in region, that was anonymous."

But Tretton said that Hirai has a better understanding of the company's day-to-day operations and the challenges they face both in Japan and abroad.

"He's been in the regions. He's been in the trenches. He's been outside the towers in Tokyo," Tretton said. "I think there is a better understanding."

Tretton also touched on how SCEA and other regions had to struggle a bit with the perception of PS3 as a super computer created by Kutaragi and the reality that the console had to be a gaming platform first to sell.

"Kutaragi-san built the PS3 as a super computer for the home," he said. "We thought there was a risk of losing the game identity of the Playstaiton 3, so we tried to distance ourselves from that and we understand that credibility would be built with games."

See our other Tretton stories from E3:

Tretton Says No 360 Final Fantasy XIII Coming to Japan
Tretton Explains the Long Road to Home
Tretton: Sony Considering PSP with Harddrive

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Fri, 18 Jul 2008 15:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5026749&view=rss&microfeed=true
<![CDATA[ Miyamoto Caught on Film Checking Out Killzone 2 ]]> As with previous E3s, Nintendo tastemaker Shigeru Miyamoto swung by a few booths to check out the action. In this vid we get a glimpse of Miyamoto getting a glimpse of hardcore shooter Killzone 2. What I don't get is why he keeps looking at these big-name shooters. He's been pretty clear in the past about how he feels about them.

[Thanks Runandgun]

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Fri, 18 Jul 2008 09:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5026657&view=rss&microfeed=true
<![CDATA[ How Power Outages and WTO Protests Influenced inFamous ]]> Sucker Punch Productions' anti-hero action game inFamous looks to deliver the sort of everyman superhero found in Hancock, just without all that alcohol and attitude.

The game, due out next year on the Playstation 3, starts off with an explosion tearing through Empire City, killing everyone in a six square block, everyone but Cole. As he recovers from the blast the city starts to fall apart with people rioting, then a plague strike and finally all of Empire City is quarantined from the mainland. A television broadcast links Cole to the scene of the bomb blast and he becomes a wanted man, but he also recovers to find himself with super electrical abilities.

inFamous has players battling through the now crime-infested city working to solve the mystery behind the blast while also learning Cole's new super powers.

Sucker Punch's Brian Flemming told us that before the blast Cole was an urban explorer, a guy who liked to climb around and explore the city. So there's a taste of parkour.

"This is a modern super hero story," Flemming said. "It's different from traditional super hero games. We wanted to create a character from the ground up.

"Initially you go through this psychological side, 'Am I going crazy? Can I really control electricity?'"

While all of Cole's powers are meant to be based on the control of electricity, the developers got pretty creative with them. You can lock someone to the ground with bands of electricity around their ankles and wrists. You can heal people. You can kill people.

A huge element of inFamous is Cole making moral decisions about whether he wants to be famous as a super hero or infamous as a super villain. They declined to tell us how those decision would play out in the story, but one would assume it would change things. The did tell us that your powers grow as you make those moral choices.

The team pushed heavily on making the game feel more organic, specifically in the way people react to you and your choices. In other words, they want you to feel the love or hate of those trapped in the city with you.

The Sucker Punch folks told us that some of their inspirations for the game came from some real world events that happened in Seattle in the past years. One was the six days the city was without power and how that changed the way people had to live their lives for the week. The other was one of the developer's experiences participating in the 1999 WTO protests in Seattle that ended in pepper spray and riots.

"In the absence of law," Flemming said he discovered, "there is a new morality."

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Fri, 18 Jul 2008 08:40:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5026649&view=rss&microfeed=true
<![CDATA[ Britain, Your PS3s Will Stream TV As Of September 10 (Everyone Else, Little Later) ]]> Europe's PlayTV service for the PS3 is looking very nice. We already knew SCEE were looking at a release window of around September, but yesterday Sony's David Reeves started handing out actual dates and actual info. The UK will be the first country to get PlayTV, with it due to start up on September 10, with a staggered roll-out across Europe in the weeks after. As a bonus treat, he also confirmed that you'll be able to record TV onto your HDD at the same time you're playing a game, with the necessary code having been quietly slipped into the 2.41 update. Oh, and before anyone not up to speed on PlayTV asks, no, there are no plans to bring it to the US.

PlayTV dated, will record TV while gaming [Eurogamer]

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Fri, 18 Jul 2008 07:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5026571&view=rss&microfeed=true
<![CDATA[ Yup, You're Getting Eternal Sonata On The PS3 ]]> In June, Namco Bandai said of the PS3 version of JRPG Eternal Sonata - currently due for release in Japan - "We have no plans to release the game on the PS3 in the US at this moment". No plans in June, maybe, but this is July, buddy, and Namco Bandai have plans. They've announced that the game will indeed be getting a US release, in the Fall, and just like the Japanese version, will feature extra characters, extra cutscenes and (*squeal*) extra outfits. Presser's only a click away.

Santa Clara, Calif – Leading video games publisher and developer NAMCO BANDAI Games America Inc., today announced Eternal Sonata™ for the PLAYSTATION®3 computer entertainment system. An award-winning role-playing game inspired by the life of legendary composer Frederic Chopin, Eternal Sonata is set to arrive on the PLAYSTATION 3 system this fall with new quests, new playable characters, new music and more.

A unique role-playing experience, Eternal Sonata lets gamers travel with 19th century composer Frederic Chopin as he explores a magical dream world during his final hours among the living. Utilizing a breathtaking cel-shaded graphics engine that gives form to the ethereal beauty of Chopin’s music, the game transports players to a vivid world inhabited by brave heroes, fearsome monsters and stunning environments. The game’s fast-paced battle system features an innovative“light and dark” mechanic which allows players to execute different special attacks depending on whether they stand in light or shadow, and transforms enemies into new and fearsome forms. Combining turn-based and real-time elements, this system allows for creative strategy and engaging action in each encounter, breaking new ground in the role-playing genre.

Critically acclaimed upon its original 2007 release, Eternal Sonata was selected as“Best Role-Playing Game” by GameTrailers.com and received“Best Artistic Design honors from IGN.com at E3 2007. The game was also chosen as a runner-up in the role-playing game category at the Spike TV 2007 Video Game Awards.

Eternal Sonata will launch for the PLAYSTATION 3 this fall and is currently available in stores for the Xbox 360. For more information, please visit eternalsonata.namcobandaigames.com.

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Fri, 18 Jul 2008 02:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5026562&view=rss&microfeed=true
<![CDATA[ inFamous Trailer, Screens Will Shock You ]]>
inFamous (no, spell checker, it's not my fault), for the PS3, looks to be Crackdown tied together with better graphics and a healthy dose of Deus Ex Machina. And while the game's tone and colour palette could probably do with a little lightening up, the nuts and bolts - you know, the parts where you electrify a car before throwing it off a train track at somebody - seem to be doing a good job of getting folks excited.

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Fri, 18 Jul 2008 01:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5026556&view=rss&microfeed=true
<![CDATA[ WipEout HD Has "A Specific Technical Problem" ]]> One of the best PS3 games we've laid our hands on over the past 12 months has been the PSN version of classic PlayStation racer WipEout. It was playable all the way back at TGS, and has been playable at various events since, and yet at E3 this year, it was nowhere. No mention of it, no mention of a release date. So what gives? Looks as if while most of the game simply sings, some of it doesn't, with the game plagued by a "really, really tricky technical problem" that nobody at Sony has been able to fix. As a result, they're hoping the game will be out by Christmas, but just can't guarantee it. Bummer.

WipEout HD delayed due to technical issue [Eurogamer]

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Fri, 18 Jul 2008 00:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5026576&view=rss&microfeed=true
<![CDATA[ Resident Evil 5: Killing Zombies WIth My Best Girl ]]> Resident Evil 5. An eagerly awaited game awash in a sea of racial controversy that seems silly when every morning for the past week I woke up, look out the window, and was greeted by a 200 foot tall advertisement for Tropic Thunder featuring Robert Downey Jr. with his face painted black. I think the gaming public has pretty much moved on at this point, which is nice, because I don't want my hands-on impressions of Capcom's E3 demo for the game sullied by conflict.

The demo starts off with my character (Chris) holed up in a shack with Rosario Dawson.

Okay, so she isn't Rosario Dawson, but the South African B.S.A.A. member Sheva Alomar bears a striking resemblance to the Clerks II actress. In fact, throughout the demo I could be overheard mumbling, "out of the way, Rosario" or "I'll save you Dawson!" Perhaps an unintentional likeness, but I'd like to think that if I found myself in the middle of a zombie holocaust Rosie would be nearby, just in case.

Chris and Rosie are holed up in a shack, peering out the window as a big boss baddy has a character executed by a bulky figure with an axe, much like RE4's giant guy with chainsaw. Of course we all know what happens when you peek. The bad guy sees Chris through the dirty window and orders his minions to attack.

You're in a dirty shack in a small African town and you're surrounded by zombies. What do you do? WHAT DO YOU DO!? You and Rosario Dawson open fire, of course. The controls are very similar to RE4 right now, though of course that's subject to change. Hold down the right trigger to pull your gun, aim with the stick, fire with one button, reload with another. Pull up the menu to switch weapons, left trigger does a melee attack with your knife.

These new zombie-ish enemies begin pouring in, crawling over obstacles, coming through windows, or using the door like polite diseased madmen. Killing them is extremely enjoyable. Shoot them in the head and it could blow off, revealing a strange tentacle creature sprouting out of their necks. The enemies react to where you shoot them, which is even more enjoyable when you switch to the shotgun and start shooting them...well, everywhere.

From time to time you'll be forced to do the old left-stick waggle out of a grapple trick, or you'll get the opportunity to deliver a special attack with a button push in certain situations. Rosie gets into a lot of trouble with the zombies, required you to rush to her aid, brutally brushing off her attackers. She also returns the favor, responding to your calls for help when things look most dire.

Your enemies keep coming in relentless waves, as the whole point of the demo is to survive until your support opens an escape route via missile strike. The game looks slick, though there are a few places where nitpicking can be applied. At one point I took cover against a wall and could see the zombies on the other side clipping through as they lined up to scale the surface and take us out. Other times enemies reacted strangely, such as the executioner from earlier, who would take a swing at me and then just stand there with his back turned until I did damage to him. Of course an E3 demo isn't the full game, and I am sure they'll get that cleaned up in post.

While I am not the biggest fan of the Resident Evil series, I have stuck with the series over the years and am happy with the evolutionary steps the franchise has taken. Resident Evil 4 wowed me when it debuted on the GameCube, with graphics unlike anything we had seen on the system and new gameplay mechanics. Resident Evil 5 isn't as much of a leap. It looks great, but aside from a few mechanics (you crouch to pick up items) it feels the same as the last one. That fact bothered me for a moment, and then I pulled out the shotgun and took out six of the crazy bastards at once. Not too big of a leap, but when your starting point is as excellent as 4 was, anything above that is icing on the cake.

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Thu, 17 Jul 2008 15:00:28 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5026463&view=rss&microfeed=true
<![CDATA[ Killzone 2 Online Multiplayer: 'Fast Action! Lots of Explosions!' ]]>

After a slight delay due to internet issues in the prior presentation, a pack of media people shuffled into a little room to hear all about Killzone 2. Guerilla Games' managing director, Hermen Hulst, looked slightly horrified that the horde of journalists had left the two women in the room to sit on the floor ('Someone please get her a chair!'), but Kotaku writers getting stuck on the floor be damned, the show will go on! Eric Boltjes — senior online game developer — launched into a presentation and explanation of Killzone 2 online multiplayer's unique features and mechanics. After, of course, a nice video showing ... fast action, and lots of explosions! Boltjes underscored the fact that everything we watched was shot in real time on the PS3, and everything still looked nice even with 32 players in a game. We got a long laundry list of features and mechanics, which all seemed to come back to one word, 'customized.' For more from the presentation, hit the jump.

Boltjes laid out four goals for the game: 'everyone can enjoy Killzone 2 online,' 'play just the way you like it,' 'inspiring team play,' and 'create community beyond the game.'

Under the 'everyone can enjoy Killzone 2 online' category, Boltjes mentioned they wanted the hardcore and uh, less hardcore audiences to be happy and have fun, and noted a few features. The quick join feature will ensure that players can just hop into a game suitable for their ability level, but pickier players will be able to search for specific criteria before joining a game. The game will feature a 'slow introduction,' working up to advanced features; the advanced features will hopefully keep the hardcore audience chipper while not demoralizing those who aren't ready for a really steep learning curve. Along with that, there will be transparency in the progression of the game, with twelve military ranks to progress through as you play the game (unlocking more features along the way), with an additional 46 badges and medals to be won for completing specific goals. Stats junkies will also be able to track 'over 100 statistics' regarding their progress and performance.

Boltjes seemed very proud of the 'play just the way you like it' features, which meant customize, customize, customize (within reason). Players will be able to select from six badges; each badge has a primary and a secondary ability. Decide you're really more of a medic-engineer than just a medic? Combine the two to take the medic's primary badge and the engineer's secondary badge (and vice versa if you decide to play as an engineer-medic). Custom games will allow players to select everything from the maps played, types of missions, weapons available, types of badges allowed, and variable settings (how long it takes to revive a player, how long it takes to set/defuse an explosive, etc.)

Under 'inspiring team play,' Boltjes discussed the benefits of having a squad, including the ability to see the stats of other squad members, a squad-only headset channel, and a 'spawn on squad leader' feature. Also under the spawning mechanics is the ability to cycle through available spawn points and check out what's going on in real time. Dynamic missions will also allow several missions to be selected for a game, with another mission starting after one objective has been won (there is also the option to switch in the middle of a round). There can be four members per squad and eight squads per faction.

Boltjes finished up by discussing the clan system and how they want to 'create community beyond the game.' Clans can support up to 64 players, and clan vs. clan matches can handle 16 on each side. Clan matchups will feature a 'valor' betting system, with winner takes all of the predetermined 'valor' bet. It is possible to run out of valor, but by participating in entry fee-free competitions, clans can rebound from a lack of valor. Clan tournaments can be set up in a tier-based system, with a maximum of 256 clans. On the issue of community more broadly, Boltjes talked about the leaderboards — including individuals, friends, clans, and clan member stats — that can be sorted on an all-time, daily, weekly, or monthly basis. The Killzone 2 website was also brought out as a more in-depth companion to everything available in game.

During the Q&A, a few more things came up: no, graphics were not downsized for multiplayer (and the game did look nice, at least the parts we were shown). A public beta will be open later this year, and they will be closely monitoring for exploits and vulnerabilities. Killzone 2 will also be functioning on a global server system. Further, more single player news will be out later this year, and while they have some interesting ideas to go with Sony's Home, "we're not discussing it right now."

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Thu, 17 Jul 2008 11:20:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5026284&view=rss&microfeed=true
<![CDATA[ D3 Publisher: Boobs, Sheep, and Aliens, Oh My! ]]>
At this year's E3, D3 Publisher had several offerings to show off, ranging from kiddie show spin offs and more Naruto games to M-rated boobs and gore, as well as the 'spiritual successor' of Puzzle Quest: Challenge of the Warlords. While I passed by the Naruto games due to time constraints and lack of interest, I did look at five other games: Puzzle Quest: Galactrix, Onechanbara, Ben 10: Alien Force, Bangai-O Spirits, and Shaun the Sheep. Hit the jump for some art assets from the games and impressions.

A 'Spiritual Successor': Puzzle Quest: Galactrix:

The most obvious changes in this semi-followup to Puzzle Quest: Challenge of the Warlords are the space theme and the new circular game space, which allows for some interesting mechanics that are a slight-but-satisfying shift from the typical match three rules of play. As is obvious from screenshots, Galactrix has a galactic setting, with spaceships, stars, and planets. In this incarnation, players can have up to three ships with various capabilities and stats, so they can swap up play styles easily throughout the game.

I found the new layout of the play area, now in a circle shape, interesting — instead of falling down in a straight line, game pieces can slide in from all sides. The direction from which they slide depends on how you play your line of three (or however many) — while casual players probably won't notice this feature, it does add an extra bit of strategy. The game is due out in the first quarter of '09, for PC, XBLA, and DS.

Aliens for the Kiddies: Ben 10: Alien Force

Ben 10: Alien Force is a Cartoon Network property that features a kid (the titular Ben) who, while on summer vacation, comes to possess a watch known as the Omnitrix. The Omnitrix allows Ben to transform into a variety of alien forms in order to battle evil and save the world. A game based on the series (Ben 10: Protector of Earth) was released last year, and Ben 10: Alien Force is seeking to follow up on the apparent success of that game.

The game is an 3D action-brawler; it features 5 playable characters. While only Ben can transform into aliens, these aliens are selectable and each have unique qualities. The Wii and PS2 versions will feature a multiplayer coop mode; the DS version more strongly resembles a side scroller, but does feature three exclusive aliens. The game also features puzzles, though it was mentioned that it is not a puzzle heavy game — the focus is supposed to be on accessible, fun gameplay, estimated at 6 to 11 hours if one is breezing through and not focusing on collecting all the unlockables.

The game will see an October 28th release, launching simultaneously on the DS, PSP, Wii, and PS2. Yuri Lowenthal, the voice actor for Ben in both the cartoon and the game, wandered over to offer some thoughts on the challenges of recording for games — namely, most sessions are done alone, sometimes with very little context for what is going on beyond the actual lines.

My, That's Some Rack You Have: Onechanbara

Despite the enthusiasm of the person demonstrating this Wii game from Sandlot, which was compared to Earth Defense Force, I came away pretty unimpressed regarding this hack and slash — and I do love me some ridiculous hack and slash games every once and a while. 'It's like playing a cult-following B horror movie!' cried the demonstrator as he hacked and slashed his way through hordes of zombies with the Wiimote. It certainly had enough ridiculous costuming, jiggling cleavage, and blood to qualify.

The game features two sisters, Aya and Saki; players can choose to play as either and also engage in coop modes. Perhaps the most 'interesting' feature is the 'blood coating everything including your character' aspect of the game — if your sword gets covered it blood, it becomes dull and starts getting stuck in your zombie enemies. You must clean the sword off to return your weapon to its slashing glory. Furthermore, your character can become completely coated and go into a special rage mode, doing tons of damage ('The developers really like this because she looks naked!').

The game only has a Wii release planned in first quarter of 2009; it will be a 'budget title' and clock in for less than $59.99, actual price not yet decided.

Classical Shmup: Bangai-O Spirits

A follow up to Bangai-O, a side scrolling shmup released for the Dreamcast and N64, Bangai-O Spirits is a pretty retro looking game that features some playful technology. Featuring over 160 levels with an old school arcade feel, most of the presentation focused on the level editing and sharing capabilities.

Every level can be customized as you play to tailor your play experience, and for those among us who like creating things, levels can be created and shared. The interesting part is the delivery method, known as 'sound load.' It was a little hard to hear in the D3 room, but as a level was saved, it was possible to hear a sort of melody. This melody — the level save — can be uploaded or saved to computer as a .wav file. To transfer a saved level to the DS, one plays back the .wav while using the DS microphone. I didn't get an exact explanation of precisely how all this works, and it does seem ripe for mistranslation somewhere, but it's a cool idea nonetheless.

The North American release features some exclusive content, including eight all new levels and can support one to four player local wifi play. It will be released August 12th, and will be going for $29.99.

Baa, Baa Black Sheep: Shaun the Sheep

OK, I love sheep. I think real sheep are pretty cute, if kind of stupid, and really like the variety that don't barge through fences (i.e., trapped in a video game). Shaun the Sheep is an animated series from the Wallace and Grommet people, Aardman Studios — shown on Disney in the US, it's now getting a darling DS title to go with its adorable show. These are really, really cute sheep, and I had to stop myself from squeeing when the DS was fired up to demonstrate the game.

Shaun is a preternaturally intelligent sheep who is tasked with finding fifteen of his less cerebrally endowed herdmates in the game; the puzzle/adventure title is, unsurprisingly, being marketed as family friendly and fun for kids. Shaun features lots of mini and micro games and lots of cute sheep. The nature of gameplay is designed for kids, but also won't bore the pants off adults, especially those who are fans of Aardman productions.

The game will be released for DS on September 23rd and will retail for $29.99 — and feature lots and lots of cute and fuzzy sheep. Lots of sheep.

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Thu, 17 Jul 2008 08:20:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5025987&view=rss&microfeed=true