<![CDATA[Kotaku: Sega]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Sega]]> http://kotaku.com/tag/sega http://kotaku.com/tag/sega <![CDATA[ First House of the Dead EX Screens ]]> As foretold, here are the first screens of zombie love, zombie bowling, zombie rock and roll, zombie sumo, zombie apple picking Ai sareru yori ai shitai: House of the Dead EX. The game looks more causal and more crazy. It's jammed pack with mini-games that are controlled by the gun and the foot pedal — mini games, and that's not in a pejorative sense! This series spin-off looks fun and totally fitting for arcade play. We approve, SEGA, we really do.

SEGA PRIVATE SHOW 2008 -SUMMER [IT Media]

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Fri, 04 Jul 2008 06:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5022206&view=rss&microfeed=true
<![CDATA[ The House Of The Dead EX Is All About Zombie Love And Mini-Games ]]> Zombie romance, zombie bowling, zombie rock and roll — all key components of the next The House of the Dead. At least, that's what we can glean from Sega's whacked out promo flyer for The House of the Dead EX, a more comedic, more casual spin-off for the light gun series that brings with a foot pedal a la Time Crisis and a whole mess of crazy. Looks like some of the games in The House of the Dead EX will require just the gun, with others, like bat-thing riding requiring the use of the pedal.

Honestly, we have no idea what's going on here yet, but we like Sega has tossed on an off-kilter anime style to the whole thing. We actually liked the cel-shaded The House of the Dead III and were crushed when Sega nixed it for a more photorealistic look.

Sega is showing off the new arcade light-gun shooter at the Sega Private Show in Japan and we're anxiously awaiting more details.

House of the Dead EX [AM-net]

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Thu, 03 Jul 2008 17:40:29 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5022001&view=rss&microfeed=true
<![CDATA[ More On Yakuza 3 And Its Idyllic Summer Getaway ]]>

A third, proper Yakuza game? For the PS3? Exciting stuff. So let's go over a few of the game's finer details. While we already know the game will be an immediate sequel to the second, featuring the same characters and the same storyline, what we didn't know was that the game's going to be taking a pleasant break from the streets of faux-Tokyo. While the game will still be based around Kamurocho, it'll be adding a "second city": island getaway Okinawa (or, at least, a fictional take on Okinawa). Toshihiro "Brown Man" Nagoshi talks up the addition, saying the addition of the island's resort lifestyle and touristy atmosphere - coupled with its "darker side" - will stand in stark contrast to the gritty, urban atmosphere of Kamurocho, and as far as the story goes "fits the bill perfectly". No doubt the location testing will also fit Nagoshi's sun-bathing bill perfectly, so it's a win-win situation for all involved.

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Thu, 03 Jul 2008 02:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5021682&view=rss&microfeed=true
<![CDATA[ Alpha Protocol Aims Ambitiously For RPG, FPS Fans ]]> Obsidian Entertainment says it's found the right mix of action and RPG, balancing subtlety with "over-the-top" visual style, and weighing realism carefully against the "abstraction" of fantasy elements.

Alpha Protocol, though billed as an "action-RPG," sounds a bit weighted more toward the former than the latter, aiming for a happy medium that hopes to make RPG elements accessible to twitch fans, while still adding the depth to please RPG purists. Not only that, but the team's touted a heavy emphasis on character interaction and player choice.

It sounds like a a tall order to fil, but when the developers' pedigree includes projects like KOTOR 2 and Neverwinter Nights 2

The Obsidian team held a conference call today to answer tons of questions about the game. Is it challenging to do a modern, realistic RPG (especially with Star Wars and NWN in your rearview)? How do the action elements balance with the RPG elements, and just how much influence will the players have? What kind of man is hero Michael Thorton?

"When we made Alpha Protocol, we had just finished up Neverwinter Nights 2 [which was] pretty traditional, pretty rules-based... and we wanted to do something a little more action-based, a little bit more accessible," said Obsidian executive producer Chris Parker.

"We really liked the spy genre," he said. The team also thought it would be cool to give the player the experience of developing from a green rookie agent into a "modern-day superhero." Thorton will have many traditional weapons, but will level up on a skill-based curve.

One of the things the team said was that they hoped to welcome more traditional FPS players into the RPG fold by allowing the player to simply auto-level on a class-like track, while still allowing more experienced RPG players to develop whichever skills they wanted, and allocate their points on their own.

While they hope to offer a good deal of character customization, players won't, Obsidian said, be doing the "traditional 'make your face' type modifications" — instead, customization for Thorton is more about his skills, abilities and accessories, along with subtle appearance factors like hairstyles.

Interactions with different characters will influence which factions ally with you and which oppose you - in particular, the team said you can expect your endgame to be heavily influenced by your actions in the game. The conversation wheel, the team said, resembles Mass Effect's a bit, but with less looping back and more of a real-time feel; it's also possible to choose a single "stance" and carry it through all of your interactions.

Even though Alpha Protocol is a modern spy thriller, the team decided it shouldn't go too far into realism. "We originally went for a more realistic version of gameplay and the way Thorton interacted with the world, but that wasn't as exciting as having some kind of magical abilities," said Parker. "Michael Thorton is a super-agent, so we have added some abstraction, and something... like super-powers."

One such special ability will involve Thorton being able to stop time and line up shots to kill many opponents at once.

It was also a challenge to balance realism with an engaging RPG, the team said, so in terms of the story feel, they took inspiration from the post-processing effect film style of Syriana. For the visual style, though, the design team wanted to elevate the artistic language. "We wanted to stay away from just having guys in suits... it helps gameplay-wise if they have over-the-top characteristics."

The team also hopes that the game's opening events will draw players in on an emotional level. At the story's opening, a tragic event sends Thorton on a mission - "something that has value to the world and to other people immediately." From there, the world gets turned upside down when Thorton is forced to go rogue to unravel the mystery.

"It's a unique opportunity for the player to have an effect on real world events... basically, the player can affect things happening in the news, in the financial market... to bring down a real bad corporation, or the government if that happens to be the case. There's a chance for the player to affect things happening in our world right now."

Alpha Protocol is slated for release on Xbox 360, PlayStation 3 and PC for February 2009.

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Wed, 02 Jul 2008 14:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5021528&view=rss&microfeed=true
<![CDATA[ Yakuza 3 Announced (No, Not Again, A New Yakuza 3) ]]> In the latest issue of Famitsu, it was announced that SEGA's toasted Toshihiro Nagoshi has been working on Ryu ga Gotoku 3 (Yakuza 3). This isn't to be confused with Edo-era PS3 exclusive Ryu ga Gotoku Kenzan!, which is actually the third Yakuza game in the franchise, but not actually Yakuza 3. Confused? According to the article, Kenzan! was a spin-off, and this newly announced game is actually the third one in the series, m'kay. Work began on the game commenced after development on Kenzan! finished, and the story picks up where Yakuza 2 left off. Well, that makes sense at least.

Yakuza 3 Announced [2chan.net]

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Wed, 02 Jul 2008 06:20:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5021369&view=rss&microfeed=true
<![CDATA[ First Details About Sega's New Arcade Racer ]]> After its recent location test, details about SEGA's new arcade racer R-Tuned: Ultimate Street Racing have hit. Before the race starts, players select their car and its neon lights. There are unlimited super boosts — be careful as using it causes the steering wheel to shake and possibly lose control. Players can win money that's used to buy new cars. Racing locales include New York, Shinjuku, Shibuya and Hong Kong. All this wrapped in the same cabinet AMPlus is using for SEGA Race TV. Kind wish the cabinet's bottom was neon lit!

Hummer Game Looks Cool, Too [Sega Nerds Forums via Sega Nerds]

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Mon, 30 Jun 2008 22:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5020954&view=rss&microfeed=true
<![CDATA[ This Sonic Unleashed Trailer Makes Us Wonder... ]]>

Why do the civil engineers in the Sonic universe feel the need to construct boost pads, spring loaded bumpers and twisting rails that connect to nothing? They're everywhere! And who's putting those gold rings all over the place? I realize we're discussing a game in which a giant blue hedgehog who wears shoes battles robots at high speeds and occasionally gets freaky with human beings, but c'mon. Sure, Sonic Unleashed looks good — better than any Sonic the Hedgehog effort we've seen in a long time — but when Sega's mascot gets all real world on us, we have to question this stuff.

This much crisper look at the Xbox 360/PlayStation 3 version is also available in impressive high definition.

Sonic Unleashed Trailer [GameTrailers]

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Fri, 27 Jun 2008 19:00:39 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5020460&view=rss&microfeed=true
<![CDATA[ Samba De Amigo Wii Maraca Controllers Appear ]]> In our previous encounters with Sega, reps have told us that they were "thinking" about maraca controllers for the Wii version of Samba de Amigo. They're "looking into it," they say. Well, if this box art from UK retailer HMV is right, they're pretty much a lock. Dug up by GoNintendo, the included maracas appear to be sleeve-style attachments, not dedicated controllers similar to the ones Sega shipped alongside the Dreamcast version of Samba.

HMV is currently listing the game and maraca combo for £34.99 (about $70 USD). We've contacted Sega to find out more and have expressed our genuine excitement, hoping that they'll get back to us sooner rather than later.

Samba De Amigo: Including Maracas [HMV via GoNintendo]

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Fri, 27 Jun 2008 16:40:22 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5020412&view=rss&microfeed=true
<![CDATA[ Test Out SEGA-AM2's New Arcade Racer ]]> This Friday (today!), SEGA is location testing new street racing game from its famed AM2 division. Dubbed R-Tuned: Ulimate Street Racing, the arcade game runs on SEGA's Lindbergh arcade system board and supports up to four players. Apparently there is also a home version in development, but that's unconfirmed. The location test kicked off today at 10:00AM Japan Time at the Shinjuku Club SEGA and will wrap up next Monday. Stop by, check it out. Tell 'em Kotaku sent cha!

R-Tuned [Official Site via Game Watch]

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Fri, 27 Jun 2008 04:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5020160&view=rss&microfeed=true
<![CDATA[ Sega's Battery Hen, Egg-Destroying Arcade Game ]]> Oh Sega. Spotted in some run-down Boston arcade by a UK:R reader, this is Sega's Wack-A-Doodle-Do. In which "animated roosters & hens raise their heads, gobble, squawk and cluck as the player races to wack each egg yolk to finish a sequence". Note: these are not regular roosters & hens. They are gangster, robot chickens. So, yeah. Bad chickens. So don't feel bad about crushing their eggs/unborn young. The machine's flyer is after the jump if your hunger for ridiculous Sega arcade machines isn't quite satisfied.

"WACK-A-DOODLE-DOO" [UK:Resistance]

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Fri, 27 Jun 2008 01:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5020158&view=rss&microfeed=true
<![CDATA[ Sega Disagrees With Nintendo's Euro Release Schedule ]]> Whoops! Looks like Nintendo of Europe's upcoming summer (and beyond) release schedule doesn't quite line up with Sega's. The publisher tells Eurogamer that some of the products Nintendo was touting simply don't exist. Sonic Unleashed, for example, is not getting a Nintendo DS release, nor is Beijing 2008 on the Wii.

Both products have since been removed from Nintendo's software release list. We hope this wasn't too crushing of a blow for your future Nintendo hardware-based purchases.

SEGA comments on Nintendo date listing [Eurogamer]

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Wed, 25 Jun 2008 20:00:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5019762&view=rss&microfeed=true
<![CDATA[ Nancy Drew PC Adventures Jump To Wii ]]> Almost a year ago today exactly I sat down with Her Interactive's Nancy Drew: The White Wolf of Icicle Creek for the PC and became - for just a moment - the world's pluckiest young female detective. The results were a bit mixed, as the videos I posted back then clearly indicate, but overall I found the game to be a great way for young girls to get their wholesome game on. Apparently Sega thought so too, as the two companies have teamed up to bring the game to the Nintendo Wii this October.

Point and click adventure games and the Wii just make sense, and while they are tweaking some of the title's mini-games to take advantage of the Wiimote's motion sensing abilities, the rest of the game should remain intact. It could be the beginning of a very lucrative partnership between Sega and Her Interactive. Just don't ask me to review them.

Nancy Drew Embarks on Her First Nintendo Wii Adventure in Nancy Drew: The White Wolf of Icicle Creek

SEGA and Her Interactive Team Up for First Nancy Drew® Game for Console

BELLEVUE, Wash.—(BUSINESS WIRE)—Her Interactive, Inc., the designer, developer and publisher of the award-winning Nancy Drew® PC game series, today announced they are partnering with SEGA® of America to bring the best selling franchise to the video game console market. Already a cross-generational phenomenon for over a decade and the number one bestselling PC game adventure series, Nancy Drew ®: The White Wolf of Icicle Creek will make its Wii™ debut this October.

“With sales of our popular Nancy Drew PC series continuing its year-over-year growth, we felt that it was the natural progression to expand the brand into the console arena,” said Megan Gaiser, President and CEO of Her Interactive. “Additionally, the layout, interface and style of our Nancy Drew games make them an ideal fit for the Wii audience, and we are pleased to introduce this title with such a respected partner as SEGA.”

“SEGA is immensely excited to be working with Her Interactive on the Nancy Drew franchise and expanding our catalog into the family-focused games market,” says Sean Ratcliffe, VP of Marketing for SEGA of America. “Her Interactive has created a loyal following of upcoming detectives and bringing that to the Nintendo Wii is an ideal gaming partnership that we are thrilled to be a part of.”

Nancy Drew: The White Wolf of Icicle Creek finds Nancy far from home in the middle of the Canadian Rockies to investigate several suspicious accidents occurring at Chantal’s spooky Icicle Creek Lodge. To make matters worse, an eerie wolf’s howl in the distance is haunting the guests at night, causing Nancy to wonder if the accidents and the mysterious wolf are connected.

Assuming the role of Nancy Drew, players embark on a mystery adventure that will tax their deductive reasoning skills as they tackle intricate puzzles and master a variety of gesture-based mini-games with the Wii Remote™. Additionally, Nancy Drew: The White Wolf of Icicle Creek lets players choose either a Junior or Senior Detective level, making it a perfect game for players of all skill levels.

Nancy Drew: The White Wolf of Icicle Creek will be available this October at retailers nationwide, as well as from the Her Interactive website for a suggested retail price of $29.95. More information on Her Interactive and the company’s entire line of exciting Nancy Drew games can be found at www.HerInteractive.com.

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Wed, 25 Jun 2008 08:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5019509&view=rss&microfeed=true
<![CDATA[ Miyamoto's Secret To Quality Control: Less Sega, More Mario ]]> With console warring between Nintendo and Sega a thing of the past, Sega now relegated to a software only existence — robot girlfriends and indoor astronomy gizmos not included — you'd think that those Genesis era wounds would have healed. Perhaps without meaning to, famed Nintendo designer Shigeru Miyamoto may have split them open again.

When asked about maintaining quality control at Nintendo, Miyamoto says the key is in avoiding Sega-style design. He tells Wired, "I'm always instructing my game designers on the history of the characters and worlds we've created. Often we're in development and I'll say, 'Oh, this looks like a Sega game. We need to make it look more like Mario.'" Ouch.

In Miyamoto's defense, he may have been talking about Sega's last decade or so of existence. And that's totally fair.

15th Anniversary: Revenge of the Wii [Wired via NeoGAF]

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Tue, 24 Jun 2008 19:30:41 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5019395&view=rss&microfeed=true
<![CDATA[ Happy Birthday Sonic! ]]> Seventeen years ago to this day, Sonic spirited onto the Genesis/Mega Drive. And he did it with 'tude. That's right! SEGA's Sonic the Hedgehog was released in North America and Europe on June 23, 1991. The game came out a month later in Japan. In his heyday, the blue hedgehog gave Mario as run for his money during the 16 bit generation. While SEGA seemed to have lost the plot in the last few years (human kissing anyone?), recent Sonic titles like the Sonic Team and Dimps developed Sonic Unleashed show promise of a return to form. And that is probably the best birthday present Sonic could ask for.

Sonic's Birthday [Sega Nerds]

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Mon, 23 Jun 2008 23:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5019006&view=rss&microfeed=true
<![CDATA[ London Getting Sticker Picture Specialty Shops ]]> Cute, glossy and girly. Yep, sticker pictures! Back in the mid-1990s, game developer Atlus (along with Sega) introduced the world to Print Club. The arcade machine let gals take snaps with buddies and printed them out on glossy sticker paper. Huge trend throughout the rest of the decade! That pic up there? That's not Japan, that's London. Arcade industry report The Stinger Report reports (look all at those reports) that London's popular Covent Garden shopping area is getting a print club smorgasbord called "Flora Print Club." The space is dedicated to importing sticker picture machines from Japan for Londoners to pose and picture take. All that's missing are schoolgirls squealing kawaii~!

A Look Inside The Flora Print Club [Arcade Heroes]

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Mon, 23 Jun 2008 06:40:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5018713&view=rss&microfeed=true
<![CDATA[ Ryu Ga Gotoku Movie Screening In New York ]]> Oneechanbara isn't the only video game-to-movie adaptation screening at the upcoming New York Asian Film Festival. Director Takashi Miike's film Ryu Ga Gotoku, known as Yakuza in the West and Like A Dragon when literally translated, is based on the PlayStation 2 game from Sega of the very same name. It will make its North American premiere next Monday, June 23 at the IFC theater, with a repeat performance on July 3. But wait, there's even more video game fun hitting that silver screen.

In addition, as friend of the site Matt Hawkins was nice enough to tip us off to, two episodes of Retro Game Master will be screened at the event. You may know the series better as Game Center CX, in which host Shinya Arino is tasked with beating games under a time limit. This is similarly a North American debut and will feature Ghosts 'n' Goblins and Mystery of Atlantis.

Matt tells us that he's planning to review a good portion of this stuff in his Cinema Pixeldiso column for GameSetWatch. If you've never read the irregular column, it's all about video game inspired cinema and, furthermore, shame on you.

Like A Dragon & Retro Game Master [Subway Cinema]

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Thu, 19 Jun 2008 19:40:03 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5018153&view=rss&microfeed=true
<![CDATA[ Sega Creates Robotic Girlfriend ]]>

Sega has created the ultimate peripheral for guys too busy gaming to meet women. Meet Ema - Eternal Maiden Actualization, Sega's robotic girlfriend. She stands around 18 inches tall and can sing, dance, and totally make out with you. When switched to "Love Mode", a feature sadly lacking in real life companions, Ema uses infra-red sensors to detect nearby human heads, doling out kisses with her cold, mouthless face.

Ema goes on sale in September for around 18,000 yen ($166 USD), and while she is currently exclusive to Japan, Sega isn't ruling out bringing her worldwide should demand prove high enough.

Not going to say anything further, as opening my fat mouth at this point could get me in serious trouble.


Sega creates robot girlfriend
[Telegraph.co.uk - Thanks Seiger!]

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Thu, 19 Jun 2008 11:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5017976&view=rss&microfeed=true
<![CDATA[ Sonic Unleashed Looks Too Good To Be True ]]>
It does! I mean, look at this thing. It looks amazing. Absolutely amazing. Speed, bright colours, Sega music, speed, blue skies...oh man. And yet...it's a Sega game. A Sega Sonic game. Made after 1992. Part of me wants to give myself over to the excitement, while the other part is afraid. Afraid they'll find some way to balls this up.

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Tue, 17 Jun 2008 23:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5017431&view=rss&microfeed=true
<![CDATA[ Yakuza 2 Will Feature The Japanese Language ]]> Phew! Sure seems like Sega listens to fans. After the first Yakuza game was released with an English language dub, erasing the brilliant original Japanese one, people complained. Why not, you know, release the game with subtitles? It is called Yakuza and English dubbing, no matter how good, kills the mood! Well, that is, unless you're one of those can't-see-foreign-movies-with-subtitles people. For the PS2 sequel, Sega points out on the game's official site:

Authentic, cinematic sequel. The gritty, genuine portrayal of life in the Yakuza is made more realistic throughout 16 gripping chapters with a return to the original Japanese voice cast and English subtitles.

Bravo, Sega, bravo. The game does a neat job of authentically capturing Osaka's nightlife (above) — though needs more people. Still, it's a PS2 game and quite a nice looking one at that!

Games Yakuza 2 [SEGA via Sega Nerds]

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Tue, 17 Jun 2008 23:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5017441&view=rss&microfeed=true
<![CDATA[ Sega Says Leaked "Crucible" Is Not Its Silicon Knights Game ]]> One of the many rumored games—that may or may not be actual games—that sneaked out of the Intellisponse leak this weekend was a title known as "Crucible." A trailer for the unannounced action game quickly made its way to YouTube, leading many to believe it was Sega's The Crucible: Evil Within, a title the publisher trademarked in April 2007.

The Crucible trailer also led some to draw the conclusion that it was the unnamed title that Silicon Knights was developing as a follow-up to Too Human. Sega has since denied that the trailer is that particular project, with a rep going on record saying "it’s definitely not the project that Silicon Knights and SEGA are producing." The carefully worded statement doesn't rule out that the game is ultimately Sega's, but it does tell us to expect something "soon."

Sega: Supposedly Leaked Silicon Knights Title Is Not Our Game [MTV Multiplayer]

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Tue, 17 Jun 2008 14:40:44 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5017297&view=rss&microfeed=true
<![CDATA[ Sega Details Beijing 2008 Track And Field Events ]]> Sega is getting ready to launch Beijing 2008 later this month, and they've just dropped new information and screens on the various track and field events available for play in the Olympic title. Six track events and eight field events make up the T&F portion of the game, with the races benefiting from a new analogue starting block mechanic involving the controller's trigger buttons. Players will be able to either button mash or stick-waggle to work up speed, intermittently leaping hurdles where applicable.

Meanwhile, on the field side of things, players can compete in the pole vault, high jump, triple jump, long jump, or my personal favorite events, the throws, with javelin, hammer, shot put, and discus all represented. Always been a big fan of throwing things. Just ask my borderline neurotic targets cats.

Beijing 2008 - The Official Video Game of the Olympic GamesTrack And Field Events, Screenshots and Details Available Now

LONDON (16 June, 2008) – SEGA Europe Ltd. proudly presents Beijing 2008™ - The Official Video Game of the Olympic Games: Track and Field events.

Appearing on the Xbox 360® video game and entertainment system from Microsoft®, the PLAYSTATION®3 computer entertainment system and PC, Beijing 2008™ delivers a host of Track and Field events.

Of the six Track events, the 100m is the blue-riband event of the Olympic Games and is watched by millions of people worldwide. A new analogue starting block mechanic has been added to the gameplay using the trigger buttons on the controller. After launching out of the starting blocks, players will have the choice to either waggle the thumb stick from left to right, or press the A button and B button alternately to gain speed. Other track events are the 200m, 400m, 800m, 1500m and the 110m Hurdles for Men and 100m Hurdles for Women.

There are eight Field events in Beijing 2008™ and new to this iteration is the Hammer Throw which is played with both analogue sticks to build up power, whilst using one of the triggers to throw the Hammer. Other Field events are the High Jump, Pole Vault, Long Jump, Shot Put, Triple Jump, Discus Throw, and the Javelin Throw. All of these events have different gameplay mechanics and are playable with both male and female athletes.

Beijing 2008™ is slated for a global release on June 27th 2008 for the Xbox 360, PLAYSTATION®3 computer entertainment system and PC.

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Mon, 16 Jun 2008 14:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5016832&view=rss&microfeed=true
<![CDATA[ Happy Tree Friends Live Next Week ]]> Fans of lovable little cartoon animals dying in entertaining ways will have reason to rejoice next week as Sega officially confirms a June 25th release for Happy Tree Friends: False Alarm for the Xbox Live Arcade. The game features 10 levels of Lemmings-inspired action, in which you interact with the environment using hilariously deadly tools in order to save the Happy Tree Friends from dying horrible deaths, which I am sure we'll all get around to doing once we've done killing them.
While no official price has been set, I'd assume the game won't stray far from the established 800 point average.

Happy Tree Friends has always ticked me off a bit, as these folks make money doing exactly the sort of thing that got me kicked out of high school art class and sent to the counselor's office. Lucky bastards.

Happy Tree Friends for XBLA next week [Eurogamer]

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Mon, 16 Jun 2008 09:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5016740&view=rss&microfeed=true
<![CDATA[ Valkyria Chronicles Statue: Alicia ]]> Valkyria Chronicles looks gorgeous. Couldn't care less how well it plays. So even if it ends up being a complete disaster, it'll still have its fans, who dig it for the canvas-painting graphical style and snappy re-imagining of WWII Europe. Fans who will, for example, buy over-priced merchandise. Over-priced merchandise like this 20cm statue, of the game's heroine Alicia, which goes on sale later this year for ¥7140 (USD$65).

[via Famitsu]

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Mon, 16 Jun 2008 06:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5016661&view=rss&microfeed=true
<![CDATA[ The Incredible Hulk Review: The Beast Within ]]> The Incredible Hulk is the living, breathing embodiment of mankind's rage. An unstoppable engine of fury and destruction, obliterating anything and anyone that stands in his path. When you get right down to it, a developer couldn't ask for a better main character in a video game. Just ask Radical Entertainment, who in 2005 created one of the best video game to comic book adaptations of all time with The Incredible Hulk: Ultimate Destruction.

Now Sega and developer Edge of Reality have taken up the task of gamifying the green goliath, creating The Incredible Hulk to coincide with Marvel's new movie of the same name. Does this new game live up to Ultimate Destruction's legacy, or does it just make us angry? You wouldn't like us when we're angry...

Loved

Ultimate Destruction: New York is the Hulk's playground, and he isn't know for being easy on his toys. Everything in the city can be destroyed – every car, every tree, and every building is a target. One of the achievements involves razing an entire neighborhood. Sorry Spanish Harlem, but you had to go.

Moving It: Traveling through New York as the Hulk is a joy, cars being knocked out of his way, fire hydrants shooting gouts of water as they shatter, pedestrians flying. Climbing buildings almost as fun as destroying them.

Incredible Feats: The feats system presents an excellent, relatively entertaining way of unlocking new powers. Rather than merely spending points, each feat has a variety of conditions that need to be met in order to unlock it, from killing enemies certain ways to using certain powers a set number of times.

Dirty Little Secrets: There's a ton of secrets hidden within The Incredible Hulk, from comic book covers and concept art to 200 power ups scattered around the city Crackdown style. There are even a handful of hidden characters to unlock, including earlier incarnations of the hero and some of his most powerful foes.

Hated

Hulk Program Puny Game: the Hulk very well could have programmed a bit of this game himself, judging from some of the glitches I ran into. Getting stuck in an animation when you are shot while climbing, enemies popping in and out of the architecture, and the jumping hilarity that ensues when you accidentally fall into water all make the game seem a bit rushed.

Loud Noises: Is it possible that everyone remotely involved with sound in this game was having a bad day when it came time to record? The voice actors sound bored and the music, when there is music, is an uninspired mess.

Limited Engagements: Not only are the enemies in the game repetitive, the bosses in the game are repetitive. One of the major storylines involves battling an shadowy scientific organization known as The Enclave, whose four bosses all fight almost exactly the same way. Very anticlimactic.

Mini-games: While some of the mini-games aren't too shabby, I found the majority of them to be either frustrating or simply boring. Mini-games shouldn't feel like gameplay padding.

Very Cut-Scenes: Two things about the cutscenes in The Incredible Hulk. First, they look absolutely hideous. Second, with few exceptions they all last under 15 seconds, making me wonder why they even bothered including cutscenes at all.

There is a great deal of fun to be had in The Incredible Hulk...just not nearly as much as there was in its obvious inspiration, Ultimate Destruction. It's almost as if Edge of Reality took Radical's original game and filtered out the charm and wit that made it a complete experience, delivering something more serious and visceral but ultimately less entertaining. I did enjoy playing the game, but I felt that it could have been so much more.

While the comic book has always been about the balance between the man outside and the beast within, Sega's The Incredible Hulk lacks the human qualities that could have made it a classic.

The Incredible Hulk was developed by Edge of Reality and published by Sega. Retails for$60 on Xbox 360 and PS3, $30 on PS2 and PC, and $50 on Wii . Played to completion on the Xbox 360. All secret characters unlocked. All side stories resolved.

Confused by our reviews? Read our review FAQ.

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Wed, 11 Jun 2008 11:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5014863&view=rss&microfeed=true
<![CDATA[ Universe At War Patch Lets Xbox 360, PC Players Duke It Out ]]> Sega and Petroglyph's real time strategy sci-fi game Universe At War: Earth Assault was all patched up today, bringing with it an exhaustive list of changes, tweaks and fixes. The most notable? The saucer's build time was reduced from 30 to 28 seconds. Almost as exciting was the addition of Xbox 360 versus PC cross-play in Ranked, Quickmatch and Conquer the World game modes, something that should make it much, much easier to find a game for Universe At War players.

For the full list of changes implemented in patch 3, hit the jump for details.

General Changes:
Implemented Interoperable cross-play between Xbox and PC players in Ranked, Quickmatch and Conquer the World modes.
Team voice chat fixed so that communication between players is on a team basis during tactical combat
Fixed an issue where difficulty for Achievements was not being tracked correctly resulting in cases where Achievements might not always unlock.
Fixed an issue where the Corruptors would not fire on enemies within their attack radius.
Fixed an issue where Defilers would walk in place if the Project Radiation ability was targeted to close to them.
Fixed an issue where Collectors would stop collecting because they were trying to reach resources outside the playable area.
AI players are now added to custom multiplayer sessions with unique color and team settings.
In replays objects should no longer be tinted as if under the fog of war.
Implemented a quality of service check for multiplayer games to improve game matching, especially in Conquer the World mode.
Fixed an issue where Altea's aura would not un-phase enemy units.
Fixed an issue where Avengers would take zero pop-cap.
Fixed an issue where cloaked units that have been in the sight radius of a Sight-linked unit loose their ability to cloak until Sight link is removed.
Fixed an issue that was having a Conquer the World player leave the session if the other player disconnected BEFORE the stats results could be reported, preventing the player who remained connected from getting the win.
Fixed an issue where the light/dark mode was not properly reset during a tactical battle restart.
Fixed an issue where units selected in a group would not respond to orders if some were locked down by a Hacker.
Forged Alliance Achievement Renamed to Peacebringer. Requires the player to defeat 2 ranked game or CTW opponents on the opposite platform.

Xbox 360 Specific Changes:
Performance optimizations.
Fixed a random game freeze issue related to particles.
Fixed a random game freeze related to voice chat.
Fixed several Out of Sync issues, including a high-latency issues which would
cause the game to go OOS instead of correctly waiting for players.
Added Guard mode to the special ability carousel.
Added Patrol mode to the special ability carousel.
Fixed an issue where network selection lag would cause the carousel to never come up.
Fixed an issue where the build queues selected from the Command carousel would randomly disappear in battle.
Fixed an issue with paint select decal selecting units outside its radius.
Mirabel now plays her unit responses.
Fixed an issue with Foo cores not adhering to double-click movement rules.
Fixed an issue where Hackers were able to be built without the Science Center.
Fixed the invisible radar map issue in the Novus Homeworld tutorial.
Fixed an issue where the A button might appear behind something in the Novus patch menu.
If saving a replay to a full memory unit an appropriate error message is now displayed.
Players can no longer incorrectly bring up the pause menu at the battle end screen.
Multiplayer is now properly paused when the Battle End Screen is activated after the game is over, so you don't get continuing sound and rumble effects.
Fixed an issue that was causing the skirmish lobby to force the pop cap *UP* to 60 if you added 3 AI even if your chosen pop cap was less than 60.
Fixed an issue where the Y button prompt appears off the Radar Map and fails to function when maximum build cap is reached.
Fixed an issue with accepting an invite while the attract movie is up.
Fixed issue with white texture showing up for the neutral detection array's scan pulse ability.

PC Specific Changes:
Added Patrol mode via hotkey: Ctrl+A
Added progress bars to display unit/upgrade production in tactical and global modes.
Added multi-threaded support for systems with multi-core processors providing a large performance increase on those systems.
Research now available in Single Player Campaign.
Fixed an issue where using a laptop with a touchpad containing a horizontal and verticals scroll touch option would break the mini-map.
Fixed an issue where the help text would display off screen.
Fixed an issue where dropdown text would get cut off at extremely high resolutions.
Fixed an issue where tooltips for the capture ability would give an incorrect time.
We now hide the Private Game combo box when hosting, so you must make the decision about hosting a private game when you first create the session ... you can't change your mind later.
Fixed an issue which was preventing disconnected game notices from ever being displayed.
Game now pauses when LIVE dialog screen is up.
Fixed an issue which was causing multiplayer games from ending properly if the game was minimized when the battle ended. In Conquer the World this could prevent a player from being awarded a territory in some cases.
We now check save files to make sure they haven't been corrupted on the PC.
Fixed an issue where the game would crash when holding ALT key while loading and saving a game.
Fixed an issue with the research tree and other menus closing intermittently while in a MP game.

Novus Balance Changes:
Hackers now autonomously lock down targets in range.
Constructors now repair 14% faster.
Increased Constructor’s FOW reveal by 20%.
Reduced Constructor’s build time from 18 to 13 seconds.
Reduced Constructor’s price from 650 to 500.
Increased Constructor’s crush defense from 10 to 30.
Increased Founder’s Prowess health from 900 to 1100.
Increased Founder’s FOW reveal range in Prowess mode.
Increased Founder’s health from 500 to 650 in performance mode.
Decreased Vertigo’s FOW by 10%.
Increased Vertigo’s health from 700 to 775.
Increased Vertigo’s guard radius by 15%.
Increased Mirabel’s base weapon damage by 20%.
Decreased Mirabel’s Snipe recharge from 55 to 52 seconds.
Increased Mirabel’s missile damage volley by 10%.
Increased Mirabel’s missile speed by 10%.
Decreased Mirabel’s missile range by 25%.
Increased Amplifier’s movement speed by 10%.
Changed Amplifier’s armor from light to heavy.
Decreased Amplifier’s global cost from 450 to 400.
Decreased Amplifier’s tactical cost from 900 to 800.
Decreased Amplifier’s build time from 28 to 26 seconds.
Increased Amplifier’s guard range by 15%.
Increased Amplifier’s crush from 6 to 21.
Increased Field Inverter’s FOW reveal by 15%.
Decreased Field Inverter’s global cost from 600 to 500.
Decreased Field Inverter’s tactical build time from 30 to 28 seconds.
Increased Field Inverter’s guard range by 25%.
Increased Field Inverter’s shield mode walk speed by 25%.
Increased Field Inverter’s damage by 15%.
Decreased Hacker’s speed by 15%
Increased Hacker’s guard radius by 20%
Increased Hacker’s cost from 500 to 600.
Decreased Hacker’s max targeting range on lockdown ability by 15%
Increased Ohm’s max attack range by 25%.
Increased Ohm’s run speed by 10%.
Increased Ohm’s health by 15%.
Increased Ohm’s guard radius by 20%.
Decreased Corruptor’s cost from 600 to 500.
Increased Corruptor’s guard radius by 20%.

Hierarchy Balance Changes:
Increased Kamal’s health 900.
Decreased Kamal’s FOW reveal by 20%
Increased Nufai’s health from 700 to 750.
Increased Nufai’s guard radius by 15%
Increased Defiler’s cost from 775 to 850.
Increased Defiler’s build time from 26 to 30 seconds.
Increased Defiler popcap from 3-5 (updated)
Increased Saucer’s guard radius by 10%
Increased Saucer’s popcap from 3 to 4.
Decreased Saucer’s build time from 30 to 28 seconds.
Decreased Saucer’s cost from 825 to 750.
Increased Saucer’s speed by 10%.

Masari Balance Changes:
Decreased Light Mine damage by 50% for standard and upgraded figment mines.
Increased Charos, Zessus, Altea and Disciple’s guard radius by 15%
Increased Zessus’ health from 800 to 850.
Decreased Altea’s walk speed for both light and dark modes by 15%
Increased Altea’s health from 600 to 725

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Mon, 09 Jun 2008 18:00:54 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5014727&view=rss&microfeed=true
<![CDATA[ Let's Visit Sega World, Sydney! ]]>
Well, you wouldn't want to today. It's not there anymore. The building is, and you can still find a few signs here and there pointing towards it, but Sega World Sydney itself is loooooog gone. Was too expensive, nobody cared. Complete rubbish. But often it's not until something's gone that we can truly appreciate it for what it was. So let's all take a trip back in time to around, oh, it looks like it's around 1999, and see the kinds of things Sega blew its money on while it still had money to blow. Oh, and before you watch it, yes, host Ernie Dingo is indeed "the most Australian man imaginable".

[via UK:R]

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Fri, 06 Jun 2008 04:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5013773&view=rss&microfeed=true
<![CDATA[ Okami Producer Says Exclusives "Make No Sense" ]]> Choices, choices, choices. We've got three home console platforms: PS3, Xbox 360 and Wii. (Don't forget the PC!) And that's just current gen! The PS2 is still going strong. Add to that, portable platforms the PSP and the DS. Game developers do have a wide range of choices. Yet some choose to stick their games on a single platform. Not Okami producer and current Platinum Games exec Atsushi Inaba, who states:

While the level of what’s missing has reduced, I still feel that none of the platforms totally satisfy my needs. That’s why different games on different platforms is the way to approach the situation. Also, from a business point of view, it doesn’t make sense to develop for a single platform at this point.

True, but don't count on third party exclusives to vanish anytime soon.

Platinum Games [Next Gen via Go Nintendo] [Pic]

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Thu, 05 Jun 2008 06:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5013310&view=rss&microfeed=true
<![CDATA[ Movie Voice Guy Does Sonic Chronicles ]]> This Sonic Chronicles: The Dark Brotherhood trailer one of those clips that marketing types refer to as a "sizzle" promo. That means that it's light on gameplay, but heavy on things like drama and Movie Voice Guy-style narration. We really wish he'd said "Sonic and his shitty friends" in his trademark gravely boom, but we don't write the checks over at Sega.

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Wed, 04 Jun 2008 15:40:07 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5013162&view=rss&microfeed=true
<![CDATA[ Alpha Protocol Leaps Into Action ]]> It may be an action RPG, but it looks like Sega and Obsidian Entertainment's Alpha Protocol will be a bit heavy on the action side, unless of course the high-flying performance above is from a cutscene...which is more than likely. Still, these shots are much more lively than the previous set, which more like stills form a movie set than anything resembling a game.

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Tue, 03 Jun 2008 10:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5012654&view=rss&microfeed=true
<![CDATA[ Yakuza 2 Takes Another Baby Step Towards American Release ]]>

While the Japanese continue to enjoy Yakuza 3, Americans are stuck with Yakuza 1. Don't even have Yakuza 2. Which came out in December 2006. But, hey, don't be so slum, chum. The ESRB have gone and classified it, which means it'll at least be out sometime. In the future. Which could be in six months, it could be while you toil the rest of your life away in an alien salt mine, who knows. The point is you can cross "if" off your speculation whiteboard, and circle "when" a little more furiously.

Yeah, we’re getting Yakuza 2 [Siliconera]

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Mon, 02 Jun 2008 22:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5012491&view=rss&microfeed=true
<![CDATA[ Golden Axe: Beast Rider Looks Brown ]]> Remember all those lovely blue and pink dragons and purple chicken beaked things, those brightly colored characters from the original Golden Axe? You won't see much of that in the debut trailer for Sega's Golden Axe: Beast Rider, the adventure game that features a playable Tyris Flare who has traded in bikini and boots for something a bit more extreme. If we're sounding a bit down on the Xbox 360 and PlayStation 3 franchise reboot, it's because there's not a single purple chicken beaked thing in sight.

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Mon, 02 Jun 2008 20:00:41 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5012492&view=rss&microfeed=true
<![CDATA[ Space Siege Is Full Of Space Win ]]> Ever since the Expedition to the Barrier Peaks module for the original pen and paper dungeon and dragons, I have firmly believed that anything in a fantasy setting becomes at least twenty times as awesome if you drop it into an outer space setting.

With that in mind, I present you Sega's trailer for Gas Powered Games space-themed follow-up to Dungeon Siege, Space Siege. Just the name alone, going by the classic "Add Space To Anything" rule, is full of epic win. So says Space Fahey.

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Thu, 29 May 2008 13:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5011613&view=rss&microfeed=true
<![CDATA[ Magical Segata Sanshiro Mullet Makes Rambo Return ]]> Forget the Sega Rambo arcade game for a moment, look at that mullet! Look!! That business-in-the-front party-in-the-back belongs to none over than Hiroshi Fujiioka, the Sega Saturn's human mascot Segata Sanshiro. In the late 1990s, that character went around telling people to play the Sega Saturn — and had a truly amazing theme song. A Rambo arcade game makes this press conference cool. That mullet makes it even cooler. But that mullet belonging to Segata Sanshiro? Jeez, that pretty much seals this as the press event of 2008, hands down. Oh, that lady with him is Maomi Yuuki.


Rambo Game [Game Watch Impress]

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Thu, 29 May 2008 06:40:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=393890&view=rss&microfeed=true
<![CDATA[ Sega Reups Unreal License for Secret Game ]]> Tantalizing. Sega just announced that they've signed a new Unreal Engine 3 licensing deal for an "unannounced, cross-platform game."

"The great capabilities of Unreal Engine 3 make it possible for our developers to deliver incredible gaming experiences,” said Dave Cobb, Vice President of Development for SEGA of America, Inc. "Unreal Engine 3 provides superior power and flexibility enabling SEGA to bring original and exciting next-generation multi-platform titles."

Yeah, yeah, yeah, but what's the game Cobb? Well, Sega won't say just yet, but I can't help but wonder. It can't be the new Aliens game since that was already announced. I'm hoping it's the fourth unnamed Platinum Games title. Something that's going to be as visually sexy as it is aesthetically interesting and provocative.

Thoughts?

SEGA Purchases New Unreal Engine 3 License

SAN FRANCISCO – May 27, 2008 – SEGA® of America today announced that it has extended its relationship with Epic Games by signing a new Unreal Engine 3 licensing deal for an unannounced, cross-platform game. SEGA entered into its original licensing agreement to develop multiple titles with Unreal Engine 3 in May 2007. Details of the project in development will be released at a later date.

"The great capabilities of Unreal Engine 3 make it possible for our developers to deliver incredible gaming experiences,” said Dave Cobb, Vice President of Development for SEGA of America, Inc. "Unreal Engine 3 provides superior power and flexibility enabling SEGA to bring original and exciting next-generation multi-platform titles."

“SEGA has cultivated some of the world’s most treasured game franchises, and we are thrilled that they have decided to make more games with Unreal Engine 3,” said Mark Rein, vice president of Epic Games. “Epic is committed to supporting SEGA with exceptional tools and technologies so it may continue to build upon its successes.”

Developers and publishers around the world have licensed Unreal Engine 3 for PC, Xbox 360 and PlayStation 3. Since Epic has shipped its internal titles across all supported platforms, the engine's content pipeline and technical capabilities have achieved unprecedented levels of maturity and accessibility. These advancements, combined with the continual incorporation of top quality middleware libraries via Epic's prestigious Integrated Partners Program, present Unreal Engine 3 as a superior offering for cross-platform game development.

Through this licensing agreement, SEGA will be able to take advantage of Unreal Engine 3’s latest technological enhancements, including dynamic ambient occlusion, destructible environments, an advanced crowd system and much more.

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Tue, 27 May 2008 13:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5011144&view=rss&microfeed=true
<![CDATA[ The Incredible Hulk And Stan Lee's Rage ]]> Why do I continue to post these behind-the-scenes vignettes for Sega's new Incredible Hulk video game, despite the fact that they hardly every offer any real new insight into what goes into creating a game of this magnitude? It's all about Stan Lee, really. The man fascinates me, and the Hulk is a big part of why. The man is always cheerful, always courteous, always polite and clean...you just know that somewhere inside him there's a Hulk waiting to come out. I won't rest until I've got a video of Stan Lee screaming "F**K" and punching something. This is my quest. It'll probably never happen, but it's good to have a dream. ]]> Tue, 27 May 2008 10:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5011062&view=rss&microfeed=true <![CDATA[ Take A Look At Sega Rally 3 ]]> Yes, the proper Sega Rally 3, for arcades. Shown off to the press in the UK over the weekend, after being tested under the dummy name "Super Challenge" for the past few months, it'll run on Sega's new Europa-R board, run at 60FPS/720p, share much of the same assets as the recent Sega Rally Revo (nothing wrong with that) and comes with a car seat that's just downright classy. As a bonus, it's even got the desert track from the original Sega Rally. Exciting. It should be turning up in European arcades as you read this (having been developed by Sega's now-gone Racing Studio), with "the team hoping for international releases to follow".

Sega Rally 3: Hands-on impressions [Arcade Heroes, via DemonCleaner @ NeoGAF]

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Mon, 26 May 2008 23:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=393242&view=rss&microfeed=true
<![CDATA[ Devil May Cry Creator Doesn't See 3D Action Game Evolution ]]> 3D action games haven't evolved? Hideki Kamiya, the brains behind defining 3D action game Devil May Cry doesn't really seem to think so! Over on the official Bayonetta site, Kamiya's blogging echoes his earlier comments about 3D gaming:
How have 3D action games evolved since we blazed a new trail with DMC? Can you even go so far as to say they’ve evolved? Seven years ago, we put everything we had into Devil May Cry. But since then, like the hands of time for the 3D action genre were frozen at that moment, it seems like the drive to push users further has stopped. There is so much more that should be done now. And we are the only ones who seem up to the task. This is the spark that has lit the fire within me.

Ah, don't you love it when game creators have fires in their bellies? Way more uplifting than when they're burnt out and crazy. Also in his post, Kamiya says to believe him and Platinum Games that the upcoming Bayonetta "will be worth the wait." Alrighty, then.
“Pushing 3D Action to a New Dimension” [Sega UK Thanks, Screenshot!] [Pic]

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Mon, 26 May 2008 00:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5010906&view=rss&microfeed=true
<![CDATA[ Sega's Pictoimage Brings Pictionary to the DS ]]> My son and I have been playing this for years, and I'm sure we're not the only ones. When we're on a long car trip we'll take turns drawing pictures using Pictochat on the DS, then the other person has to guess what it is.

I'm not sure how much a developer can add to the basic mechanic that already comes with the DS for free, but Sega is certainly trying. The screens and fact sheet they provided with the announcement don't really give me a sense of what you'll be getting when you buy the game that you don't already get with the built-in app.

Reading between the lines I suspect you won't be getting WiFi play which is a down right tragedy. It's the one thing that prevents Pictochat from being truly useful. Yes I know, it's great at big press conferences and events, but I still miss the ability to shoot crudely drawn pictures of penises out into cyberspace.

SEGA ANNOUNCES PICTOIMAGE FOR NINTENDO DS

Get ready to push your freehand drawing skills to the limit in a variety of challenging, drawing-based multiplayer games

SAN FRANCISCO & LONDON (May 22, 2008) – SEGA® of America, Inc. and SEGA® Europe Ltd. today announced that PictoImage™, a fun and challenging party game that will sharpen wit and drawing skills is coming to Nintendo DS™. PictoImage is a pick-up-and-play puzzle game scheduled for release in August 2008.

PictoImage enables up to eight players to take turns drawing the image of a word generated from a large database while competitors race against the clock to guess the word first. Featuring eight multi-player game modes, players can compete against each other in a variety of party games including Picture Pass, a mode where a subject will be passed from player to player in an image and the last player has guess the subject based on all the drawings. In multiplayer mode players can also create a personal library of words to use when they square off against other players.

PictoImage will also include a single-player and two-player mode where players must guess an image from a library of 300 drawings created by people of all ages. The tutorial mode teaches players how to draw a variety of different images from four main categories (Animals, Objects, Food, and Other).

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Fri, 23 May 2008 11:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5010717&view=rss&microfeed=true
<![CDATA[ Sonic Unleashed Impressions ]]> Coming this holiday, Sonic Unleashed is the first Sega title built on the Sonic-loving "Hedgehog Engine," a next-gen platform in development since 2005. Perhaps to show off the new engine's muscle, Sonic Unleashed will take place in real world settings on a fractured Earth and feature both 3D third-person and 2D side-scrolling action. I caught a glimpse of the first level set in Greece and the fourth set in an unnamed European city during Sega's recent Gamer's Day.

The multiplayer-free game has Sonic traveling through the fractured chunks of an Earth recently shattered by Dr. Eggman, collecting Chaos Emeralds in an attempt to return the planet to its former state. The game will include stylized humans, but likely no hot hedgehog-on-female action.

The developers said one version of Sonic Unleashed is being developed for the Xbox 360 and PS3 and another for the PS2 and Wii. The Wii version of the game will allow you to use the remote and nunchuk or the classic Gamecube controller.

The developers showing off the game to media said that, while the engine was designed to "work well with Sonic titles," it can be used for other games.

Sega brought on Yoshihisa Hashimoto to lead the project because he "knows what needs to happen to make Sonic new and relevant again."

It was unclear if that meant the occasionally over-the-blue-fur look of the game or the yet to be unveiled "surprise" about the game, which I suspect might be his still-unconfirmed werewolf nature.

In our short session watching the game, it felt to me that playing through the third-person perspective sections of the game could be, if not nauseating at times, at least very daunting. The developer who ran us through several sections did just fine, though I imagine first-time gamers wouldn't be as adapt at jumping and maneuvering through the maps with such little warning of approaching turns.

Sonic Unleashed will have day and night gameplay and maintain the ability to collect ring energy. The faster you collect the energy the more you obtain. Eventually you can use it to boost your speed, making Sonic go so fast it blurs the scenery.

The sections we saw did include a couple of split paths, giving the game at least a bit of replayability.

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Thu, 22 May 2008 13:40:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5010519&view=rss&microfeed=true
<![CDATA[ The First Samba de Amigo Wii Trailer Is Fantastic ]]>
This just *might* make us forget there's no special maraca peripherals. Maybe. We're still thinking about it.

The Chimp Is Awesome [Sega Nerds]

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Thu, 22 May 2008 05:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5010400&view=rss&microfeed=true