<![CDATA[Kotaku: Tetsuya Mizuguchi]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Tetsuya Mizuguchi]]> http://kotaku.com/tag/tetsuya mizuguchi http://kotaku.com/tag/tetsuya mizuguchi <![CDATA[ Miz: No Reason For Space Channel 5 Remake ]]> Remakes are all the rage these days! Whether it's literally remaking a classic, or just putting out "reimaginings" of long-running franchises, we can't get enough of the good old stuff. By re-releasing Rez on XBLA, you'd think Q's Tetsuya Mizuguchi would be big on the idea of remaking more of his classic titles, right? Like...Space Channel 5, maybe? Sadly, he's not, telling Eurogamer there's no "really special reason to remake Space Channel 5 now". Reason being that Rez was an experience, which could be improved upon with HD graphics, 5:1, etc, while SC5 is "funny, like a comical TV show. I don't feel the need for much more resolution in that!". Oh dear. Just because YOU don't need to see Ulala in a higher resolution, Miz, doesn't man WE don't need to.

Tetsuya Mizuguchi Interview [Eurogamer] [Pic]

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Thu, 12 Jun 2008 05:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5015720&view=rss&microfeed=true
<![CDATA[ Tetsuya Mizuguchi on Rez HD, Game Design, the Future ]]> lumines_live.jpg Gamasutra has an interesting (if spotty at points) article up with Tetsuya Mizuguchi, the man behind Rez and Lumines (Lumines Live! is one of those games I have to be careful about playing, since I find it oh—so—hard to put it down), talking about proper vibrator placement while playing Rez, the future of Dadaist games, and emotional depth in games:

I think most dramatic and thematic games exist, and it's really hard. This is for an example: it's really hard to cry if you play a game. You can cry when you watch movies. I have, and everyone has that kind of experience. This is an emotional movement, very strong. But we can't cry when we play a game. This is a different catharsis. This is a physical reason. This is like a basic instinct. I think the game is designed as an experience. It's designed as a catharsis experience.

You have some accomplishments all the time, but accomplishment is a very strong keyword. It's a very strong factor of the game. I think in our 40 year history, we may [continually] redesign this, maybe. But in the last five years, you can get the resolution. This kind of resolution makes you have a very effective emotional possibility, with music, effects, hi-def movie effects. I think there can be growing, growing, and growing. There's some games coming in that class.

Well worth a read through, though be prepared for more talk from the interviewer than usually shows up in interviews.

Expressing The Future: Tetsuya Mizuguchi [Gamasutra]

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Sat, 16 Feb 2008 12:30:15 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=357308&view=rss&microfeed=true
<![CDATA[ Mizuguchi, Matsuura and Music ]]> Rez creator Tetsuya Mizuguchi and PaRappa the Rapper mastermind Masaya Matsuura are smart guys. They say smart things. This time, they're chatting up music — so essential to their games. Dig this exchange:


Mizuguchi: ...What is music? Music has many elements, so how can we cut and separate and remake the parts in the process of game design? So then, game designers have to know what is fun, what is the essence of music?

Matsuura: Essence of music, I don't know. I really don't understand the essence of music. I've been composing music for thirty years, and I still don't understand what music is. But I'm still looking for the certain shape of my music. Anybody who can define the existence of music, I really respect.

Mizuguchi: Yeah, I agree with you. Music is like a universe — many, many elements. Lyrics, chords, rhythm, beats, playing, listening. Emotionally, you feel something. When I was 11 years old, I listened to my first Beatles music. I couldn't understand English, but I felt emotion or something, sort of... I want to love somebody! It's the power of music, of chords... very physical things, very emotional things. Not logic — I don't know, maybe logic. If I understand the lyrics, and it's a new chemistry. Music, we have a long history with music, but new music is coming still. I don't know why. It's a universe. Amazing.


Great stuff. The rest of the dialogue over at Game|Life is worth checking out as well. Do it, you won't be sorry.
Interview with Miz and Matsuura [Game|Life] ]]>
Tue, 12 Feb 2008 23:00:56 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=355782&view=rss&microfeed=true
<![CDATA[ Mizuguchi: I'm Too Artistic, I Know ]]> Tetsuya Mizuguchi, founder of Q Entertainment and best known for his work on Rez, Space Channel 5 and Lumines took the stage at DICE today to talk about the future of gaming and give attendees a quick history lesson on all things MIzuguchi. His talk, titled "Art vs. Commerce" focused on his career-long struggle to balance the artistic and the fiscally responsible. From the wildly successful Sega Rally—which sold 20,000 full-sized arcade units and 1.5 million on consoles and PCs—to the commercial underperformer Rez—a game for which he declined to offer sales data.

Mizuguchi explained he was inspired by games at a young age, fascinated by Atari's dedicated Pong platform. He says he also discovered the music of The Beatles at the same time, combining the two experiences in a visual and emotional way.

He says he later was motivated to join Sega when he saw the Sega R-360 arcade cabinet for the first time. The enclosed, fully rotating cabinet gave developer AM2's G LOC a more realistic flight simulator experience (and surely induced plenty of nausea). When Mizuguchi saw the R-360 for the first time, he thought "Wow, who did this?"

His first project at Sega, arcade racer Sega Rally, got its own answer to the R-360 later, with a full-sized rally car chassis that sold a total of four units.

Moving on to the console division, the producer went to work on Space Channel 5. It was the result of his fascination with MTV culture as a child and his first foray into merging the emotional response from music with interactive entertainment.

His next was Rez.

DON'T THINK. FEEL IT.

The game, once known as K-Project was not just inspired by the paintings of Wassily Kandinsky, a Russian painter who had experience with the condition known as synesthesia. It was also partially inspired by Mizuguchi's early fascination with the Sensorama, a multi-modal device that promised an experience combining wide vision, motion color, stereo sounds, aromas, wind, and vibrations. "Wow," Mizuguchi said, questioning "What is this? What's happening inside?"

Combining those two motivators with Mizuguchi's interest in understanding why people, regardless of region, reacted to music at clubs and festivals physically—and vocally, as Mizuguchi said "Waaaaagggh!", arms stretched high.

These combinations continued, with games like Lumines, which recreated the "play with music" gameplay design and Ninety Nine Nights, Q Entertainment's attempt to combine action games and movies. NNN, Mizuguchi explained, was heavily influenced by Akira Kurosawa's Rashomon. Lumines II, which felt to many like a retread, was an attempt to more heavily incorporate music videos into the gameplay.

All of these marriages of medium are just portions of what Mizuguchi feels will bring to game development, now, according to him, still in its infancy. The "Big Bang" he says will be a hybrid product for a mass audience that combines online connectivity, video games, music, movies, community and advertising.

Since moving to Q and partnering with friend and now CEO, Shuji Utsumi, Miz says he's begun to come to terms with balancing art and commerce. Utsumi, he says, has been a good influence, especially when Mizuguchi becomes "too artistic." "Games," he says "are entertainment, not just art."

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Thu, 07 Feb 2008 17:40:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=353819&view=rss&microfeed=true
<![CDATA[ Three Vibe Hands-On With Rez HD ]]> A few days ago I headed to downtown San Francisco to meet up with the Tetsuya Mizuguchi and the folks from Q Entertainment as they did their final push for Rez HD before it officially hits XBLA this coming Wednesday. I was ushered into a hotel room and seated on a comfy couch in front of a nice big screen displaying the familiar beats and graphics of Rez. The next thing I knew I was being handed three different controllers: one was placed behind my back, one on the floor under my feet and the third in my hands to control the game. This, I was told, was "the Miz way" to play. As it turned out, the Miz way was the way to go.

They fired up the game, I chose my level and as soon as it started I could feel the first pulses of vibration at the small of my back, at my feet and in my hands. As the level progressed the vibration became more intense and the controllers did not always vibrate in tandem, sometimes they ping-ponged back and forth creating a unique sensation. Having only played the Dreamcast version and not being among the small number of people to have actually gotten a hold of a trance vibrator, I had no idea how immersive having all that extra vibration could be. If you have played Rez before and were on the fence about getting Rez HD, the multiple controller vibration (it can support up to four) should be enough to push you over the side.

When we saw the game demoed in Tokyo last year, they were still undecided on how they would incorporate the vibration into the game. One thing they didn't want to have to do was design a new peripheral, so they needed to come up with something else as Mizuguchi explains..

In this game, the vibration is really important. The mix of sound, music and vibration is like a chemistry. I didn't just want to have controller vibration, I wanted to do the Trance Vibration again and that kind of thing is difficult to reproduce. So one day, one of the game designers came up with the idea of the multiple controller vibration since most people have more than one 360 controller. We all thought it was a really fantastic idea.

Since the announcement that the PS3 controllers would once again feature rumble, I asked is they had considered bringing Rez HD to the PSN Store as well and Mizuguchi said that yes, it is definitley something they would like to do and have considered. So if all goes well, PS3 owners could well see Rez HD arriving on their consoles in the near future. For 360 owners just a few more days and you'll be playing Rez HD in all its vibrating glory. Remember, one controller at the small of your back, one at your feet and one in your hands, that's the Miz way. As to where you put that fourth, that is entirely up to you, just remember to wipe it off when your done.

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Mon, 28 Jan 2008 09:03:12 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=349342&view=rss&microfeed=true
<![CDATA[ Space Channel 5 Wii-make Rumors Abound, Mizuguchi Keeps Dodging ]]> ulala_art.jpgWe've been hearing rumblings about a Space Channel 5 appearance on the Wii, bringing Tetsuya Mizuguchi and United Game Artists' rhythm game born on the Dreamcast back into the limelight. The only problem with those rumblings are the sources. Joke threads on 2ch, the never-reliable Magic Box, and something in German that we couldn't make out. Sega? They aren't talking, outside of telling IGN the rumors had no validity. While that sounds like a fine outright denial, we just can't shake the feeling that Mizuguchi is hiding something, being very cagey about a Space Channel 5 update.

His response to GameSpot when probed about another futuristic dancing game? "With Space Channel 5, if I have reason to improve on the HD experience, I will do that. Have you asked Sega?" adding a bit of laughter. The annoying kind that hints that he's not ready to spill something yet. He answered similarly to Game|Life's question on the matter with the same godforsaken laughter.

Look, Miz. We aren't laughing. We've still got the Ulala and Morolian refrigerator magnets up, if that tells you anything. Despite Sega's dismissal of the idea, their new tendency to look backward for hits only makes us want more Space Channel 5.

We know it's rumor, and we actually don't believe a lick of it yet, but let's get this done already. No more laughing! And can we get a cute microphone controller, while you're at it?

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Fri, 25 Jan 2008 18:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=349268&view=rss&microfeed=true
<![CDATA[ "If I Have A Reason, I Will Remake Space Channel 5" ]]> ulala2cosplay.jpg Rez HD? Can't wait. The game is getting released next week on Xbox Live Arcade. What does that mean for folks who don't own an Xbox 360? Tetsuya Mizuguchi (Rez, Space Channel 5, Lumines) says:

We started on Xbox 360, but we have no reason not to provide this game to other platforms.

So, while we're in this share-the-love frame of mind, how about Space Channel 5 HD?

If I had a reason to remake Space Channel 5 on the new platforms, I will do that.

Oh, but you do, you do!
Miz Interview [Game|Life]

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Thu, 24 Jan 2008 01:30:34 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=348370&view=rss&microfeed=true
<![CDATA[ Want Rez HD Free? ]]> If 800 Microsoft Points is "too much" for a hi-def remake of one of the best video games of all time, by all means, go ahead and register to win one of fifty copies of Rez HD. It's no skin off my back if you want to fill out a registration form at the official Rez HD site and skirt the payment, you cheap son of a bitch. However, if you do have the gall to weasel your way into a free code for the Xbox Live Arcade version, do me a favor and don't tick the radio button on the survey that says "I'm a fan of Tetsuya Mizuguchi" because you'll be lying. The man's got kids to feed and you're trying to shortchange him and the rest of the underpaid Q Entertainment staff. People like you make me sick.

Rez HD Official Site

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Mon, 21 Jan 2008 15:00:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=347297&view=rss&microfeed=true
<![CDATA[ Work and Play: A Peek Inside the Lives of Gaming's Greatest ]]>

I've had a pet project I've been working on for years, three of them if my memory is right. It started as a simple idea: You can judge a lot from a person's desk. I bet you could judge just as much from their home entertainment system. So I decided it would be fun to try and track down some pictures from the work desks and home gaming set-ups of the people who work in and cover the video game industry. Simple right? Not so much.

Turns out that many of the people are either too busy or too private to want to participate in such a project. To make matters worse, there's always fear that something sitting on someone's desk, that ends up in a photo, could actually be news worthy. Like a secret project or the next big thing. But I didn't give up and about once a year I'd harass a bunch of game developers for photos. Finally, this year, the harassment paid off.

What started as a trickle of photos turned quickly into the collection of galleries you'll find on the jump: More than 40 different photo galleries from 17 studios, seven publications, two industry movers and shakers and a couple of fun surprises.

You'll get to see the desk of such greats as Sid Meier, Peter Molyneux and Tetsuya Mizuguchi along with plenty of others. Remember you can comment both on the next page and on each individual photo if you click on them.

If I find there is interest, I will try to periodically update this gallery of galleries with more developers, journalists and industry movers and shakers. Have fun.

DEVELOPERS
2K Games

ASTRO Gaming

Buzz Monkey Software

Capcom

Eat, Sleep, Play

Electronic Arts

Firaxis Games

Flying Lab Software

Gearbox Software

Harmonix Music

Incognito Entertainment

Insomniac Games

Kojima Productions

Lionhead Studios

NanaOn-Sha

Naughty Dog

NCSoft

NetDevil


Neversoft Entertainment


Ninja Theory

Pandemic Studios

Petroglyph Games



THQ

Q Entertainment

JOURNALISTS

Blue's News

BoingBoing

EGM

The Escapist

GameLife

Joystiq

Kotaku






MTV

Slashdot Games

VE3D

VH1

INDUSTRY FOLK


MISCELLANIES
I AM 8-BIT

Penny Arcade

Whorecraft

Video Games Live

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Fri, 11 Jan 2008 17:00:32 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=343590&view=rss&microfeed=true
<![CDATA[ Two Men, No Shirts, All Rez ]]> File this under "old" and "Hot Tears of Shame." Here at Kotaku, we get flack for posting lots of jubblies. Know this: we're equal opportunity! With all this about Rez HD on the Xbox 360, it's time to take a look back at this embarrassing PS2 Rez ad. It features two young men, who've got their shirts off and are telling each other how good the vibrating DualShock feels. Microsoft, Sony has set the bar pretty high with this ad. Try and top it!

Thanks, Aokaze!

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Wed, 09 Jan 2008 07:00:36 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=342596&view=rss&microfeed=true
<![CDATA[ Flynn Pwns Rez ]]>
So after Mizuguchi plays Rez for about 10 minutes, he hands the controller off to Flynn to everyone's surprise/jealousy. It's a tough act to follow when a game's birth parent has just dominated in front of a room full of people. But Flynn kicked some major ass (sorry we can't actually show you the gameplay, but they threatened to break my legs). You'll have to settle for dramatic big Flynn/Miz faces instead.

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Tue, 18 Sep 2007 08:00:48 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=300834&view=rss&microfeed=true
<![CDATA[ Justify Your Game: Rez ]]>
We made Tetsuya Mizuguchi justify his Rez. And if our "Justify Your Game" segment is cruel to English-native Western developers, it's straight up evil in Japan.

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Tue, 18 Sep 2007 06:00:12 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=300819&view=rss&microfeed=true
<![CDATA[ First Ever Hands On Impressions of Rez HD ]]> miznme.jpg It was a quick trip from our hotel to Q Entertainment where we had an early morning appointment with Mr. Rez himself, Tetsuya Mizuguchi. We discussed quite a few subjects that my esteemed colleagues will be filling you in on later, but I'm going to concentrate on Rez as, much to my delight, I was given the honor of being the first person outside of the Q offices to actually play it.

When Rez first came out for the Dreamcast, I played it extensively and still even plug the old girl in every once in a while for the sole purpose of playing Rez. I've beaten the game quite a number of times so when Mr. Mizuguchi fired up the game for us to watch I got a great rush of nostalgia as I heard the familiar music start to play. He played through the first level of the game with predictable ease and as he got to the boss he turned to me and gestured towards the controller. I was instantly filled with a mixture of elation and terror. Here I was in a room with one of my idols playing his own game in front of him, surrounded by co-workers and being tasked with a boss level. But, I rose to the occasion and took the chair offered me by Mr. Mizuguchi and went in for the kill.

I was immediately impressed at how sharp everything looked. With the relatively simple graphic style of a game like Rez, you might think that HD wouldn't do much for it, but the difference was obvious from the very beginning. The controls, while still in the early stages of development, were very smooth and I actually found them to be much easier to deal with than the Dreamcast's. Having the rumble built right in to the controls without the purchase of the Trance Vibrator was a great addition as it was something I hadn't been able to try before. The music also sounded great, and I was told that all the tracks were being remastered for the full 5.1 Dolby experience. I managed to make it through the whole boss level like a pro, only devolving once and when it was all over I was rewarded with a clap on the back and a handshake from Mr. Mizuguchi.

Rez HD is going to be a great addition to the XBL lineup and will give players who formally couldn't get their hands on it a chance to play for the first time. It will also be terrific for old fans who will be able to experience the crisp new graphics, widescreen and remastered music creating a new way to enjoy an old game.

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Mon, 17 Sep 2007 23:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=300814&view=rss&microfeed=true
<![CDATA[ Miz Makes His Own Second Life ]]> Now that Rez creator Tetsuya Mizuguchi is hopefully finished doing the umpteenth reiteration of Lumines, he's ready to do something different, something virtual, something Second Life. Miz has agreed to create a virtual Tokyo for the pc game, and so far he envisions his creation a "museum of Japanese culture." What's more, he adds:


My work all these years has been to entertain people through video games, but this virtual Tokyo concept could be the next step and path... The Tokyo we are trying to create is based on the image of city. How do people in Tokyo perceive the city? How about foreigners? That's what we want to express.

That's nice and all Miz, but what about the flying penises and the furry fucking?
Lumines Creator Creates for SL [1Up] ]]>
Thu, 05 Jul 2007 03:00:22 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=275049&view=rss&microfeed=true
<![CDATA[ Yet, Another Lumines Clone ]]> And the Lumines clones don't stop! Earlier, we brought word of Luminator, a Lumines copycat made by Germans. That's not all. Already out in stores is Got Game's Puzzle Scape, which looks and sounds a helluva like Lumines. A description from the company's website:


Escape to block-busting puzzles and pulsating beats in this exciting new puzzle game for your PSP® (PlayStation®Portable) system! Be entranced by brilliant, interactive evolutionary backgrounds from cells to dream-like landscapes in four unique themes over 40 levels.

Geez, doesn't Lumines creator Tetsuya Mizuguchi have lawyers or something?

Puzzle Scape [Got Game via GameSetWatch]

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Fri, 29 Jun 2007 05:00:21 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=273406&view=rss&microfeed=true
<![CDATA[ It's Like Lumines, But Not ]]>

Don't you wish game designer Tetsuya Mizuguchi would've brought PSP game Lumines to the DS, instead? He doesn't have to. Germans are doing it for him! Well, not exactly. Germany's bhv Software is releasing Luminator DS third quarter 2007 in Europe. This DS title has only fifteen skins and 15 "CD quality" songs. I'm no lawyer, but it seems as though we've moved beyond flattery into the gray area of copyright infringement.

Luminator DS [Siliconera]

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Thu, 14 Jun 2007 21:00:30 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=269048&view=rss&microfeed=true
<![CDATA[ Nakazato Dishes On Lost Odyssey, Microsoft Japan ]]> Gamasutra's Brandon Sheffield scored an unusually frank and revealing interview with Microsoft Game Studios Japan's former senior manager Ray Nakazato in which the FeelPlus (makers of Lost Odyssey) president reveals the inner workings of the Japanese game biz. He not only recounts the troubles that plagued Tetsuya Mizuguchi's sub-par Ninety-Nine Nights, but speaks openly on dealing with Rockstar Games and working at Microsoft.

Nakazato also gives the Xbox 360 a fighting chance in Japan, the console in which his company is heavily invested:

I think most of the Japanese gamers will go to casual games on the DS and such, but there will be a high-end gamer market. For those gamers, because of a lack of Japan-made games, they're going to start playing U.S. games. Then, I think the Xbox 360 will have a better chance.

Xbox Live is so sophisticated - on that point I think even Sony is behind, even after their most recent announcements, like Home. I think their infrastructure is still behind. If Microsoft has a chance to succeed in Japan, I think the Xbox Live services and new entertainment fully using Xbox Live are important.

An amazing, and, at seven pages, long interview with great insight into the inner workings at FeelPlus, Capcom and Microsoft. Don't miss it.

Ray Tracing: A Japanese Game Market Expose With Ray Nakazato [Gamasutra]

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Mon, 07 May 2007 16:40:35 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=258337&view=rss&microfeed=true
<![CDATA[ Kojima Hints At New Snatcher Plans, Miz Talks Next Project ]]> SNATCHIN YAThis weekend saw the game developer Grasshopper Manufacture hold an event in Tokyo called Snake vs Zombie Vol. 2 which was host to a series of music performances and conversations from famous game developers. Appearing at the event were Resident Evil director Shinji Mikami, Rez director Tetsuya Mizuguchi, and Metal Gear Solid director Hideo Kojima among others.

Amid the usual banter and camaraderie, there was as an announcement from Mizuguchi that his next project "is not going to be a video game" but an interesting environmental/convservation themed something. Sounds interesting. I hope that Q? Entertainment can break out of their puzzle rehash rut.

Also hinted at was that Kojima and Grasshopper's Suda 51 may be working on a Snatcher related project. Will it be a sequel to the Sega CD classic from Konami? We don't know! But we're anxiously awaiting the next Hidechan podcast to see what Kojima has to say about it.

Kojima Meets Mikami in Snake vs Zombie Event [1UP]

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Mon, 16 Apr 2007 17:40:40 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=252719&view=rss&microfeed=true
<![CDATA[ Every Extend Extra Extreme For XBLA ]]> Sorry, folks. If you're looking for that Rez in HD announcement, you should look elsewhere. Q? Entertainment announced today that it's bringing the PC-to-PSP musical shooter Every Extend Extra to Xbox Live Arcade in the form of (deep breath...) Every Extend Extra Extreme. We'll just call it E4.

The shoot-em-up from Tetsuya "The Milkman" Mizuguchi will feature the requisite HD graphical upgrade as well as 5.1 surround sound treatment that will provide a "clubbing experience right in the living room". However, the XBLA version will also feature a mode called "S4, Wiz ur Muzik" and will allow players to use custom tracks in-game. Wicked cool.

Leaderboards, acheivements, online play, it's all there. Let's just pray that Q will find some way to get the entire game, not a crippled, money-grubbing piecemeal version up on day one. *prays* Amen.

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Tue, 06 Mar 2007 18:40:58 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=241928&view=rss&microfeed=true
<![CDATA[ Rumor: Rez, Every Extend Extra For XBLA ]]> Could Tetsuya Mizuguchi's masterpiece Rez be en route to Microsoft's Xbox Live Arcade service? Is The Miz's remake of PC freeware shooter Every Extend not far behind? That's a definite maybe on both, if this month's EGM rumors are to be believed.

Adding more fuel to the fire that Miz and Q? Entertainment will be bringing a version of the previously-for-PSP game Every Extend Extra is today's report from CVG that reveal this week's GDC will be the time and place for a new XBLA announcement from Q. Could it be Gunpey? Meteos? What will it be?!

We'll let you know if we corner Miz!

GDC: Mizuguchi's new XBLA game [CVG]

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Mon, 05 Mar 2007 16:40:41 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=241206&view=rss&microfeed=true
<![CDATA[ Most Awkward Mizuguchi Interview Ever ]]>

This painfully awkward interview-slash-commercial for Q? Entertainment's Meteos cash-in for the Nintendo DS is as cringe-worthy as it is confusing. Look, I love you, Miz, but the once stellar name of Q? is desperately in need of something fresh. How about fewer ports and more original content? We're all out of Lumines goodwill at this point.

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Mon, 26 Feb 2007 17:20:13 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=239846&view=rss&microfeed=true
<![CDATA[ Lumines Live! Packs Hit Soon (And Cheap!) ]]>

It's widely known that the Lumines Live! screwjob from last year didn't sit well with Xbox 360 owners. Releasing a hobbled version of the game on Xbox Live Arcade with the promise of future through-the-nose payments rightly warranted some gamer finger wagging (and poisonous Kotaku comments).

But next week's Lumines Live! download packs might just make that bitter microtransaction pill a tad easier to swallow. For a limited time (until February 21), the following add-ons will be available at a reduced price.

- VS CPU Pack (100 MS Points)
- Puzzle/Mission Pack (100 MS Points)
- Heavenly Star Skin (Free for Gold Members)

See? Q Entertainment loves you. Of course, once that period of goodwill is over, the regular screwjob price for each will creep back up to 300 MS points.

Unless you want to be reminded how you shouldn't have snoozed from your Live peers, make sure you're ready to download these packs starting January 24 at 1 AM PST.

Get a Deal on Lumines Live! Add-On Packs [Xbox.com via Gamerscoreblog]

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Thu, 18 Jan 2007 18:20:15 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=229840&view=rss&microfeed=true
<![CDATA[ Remix Some Lumines II Tracks, Go To Miami ]]>

While Lumines II may not be winning the hearts and minds of PSP gamers quite like the first one did, at least you can maybe get a free trip to Miami out of it. All you need to do is suffer through the Lumines II Remixer at the official site then send in your remix.

What do you get if you win? Sadly no games! Instead the winner will receive a trip for two to Miami for the Winter Music Conference, a VIP "experience" with Junkie XL (hopefully no awkward passes from the artist), hotel accommodations, round-trip airfare, car rental and $500 spending cash. I suppose you could do worse. If only Tetsuya Mizuguchi were there I'd spend all night on my remix.

Go on aspiring DJs! Get your virtual wiki-wiki, scritch-scratch on.

Lumines II Video Mixer

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Thu, 30 Nov 2006 23:20:32 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=218491&view=rss&microfeed=true
<![CDATA[ Mizuguchi - Games Industry Sucks Many Things ]]>

In a speech given at the Montr al International Games Summit, Q Entertainment co-founder Tetsuya Mizuguchi spoke his mind on the future of the gaming industry, calling for integration of other media types in games, and bringing in fresh new talent. In my opinion there is no better person than the creator of Rez and Space Channel 5 to discuss innovation.

This industry is a kind of sponge," Mizuguchi continued. "If you want to make something, if you need some kind of technology, the games industry is always kind of sucking many things. So if you want to connect to people, technology is coming - [and there is] no form and no limit.
Truer words have never been spoken.

You've really got to love the language barrier. Wouldn't life be so boring if we all understood each other?


Mizuguchi calls on games industry to embrace new talent
[GamesIndustry.biz]

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Thu, 09 Nov 2006 14:40:28 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=213528&view=rss&microfeed=true
<![CDATA[ Japanese AV Actress Bags Ninety-Nine Nights ]]>

Take it as a good sign. Japan's geekiest adult video actress Ann Namba bought Ninety-Nine Nights, even name dropping Mizuguchi. "I'm so glad I bought it," she blogs as a glimmer of hope flashes in the eyes of Peter Moore. The *literally* hardcore actress-come-gamer has already impressed many by previously lining up for a DS Lite, gushing over Final Fantasy 12 and doing others unmentionables.

Fairly Innocuous But Still NSFW [Ann's Blog]

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Mon, 24 Apr 2006 19:38:08 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=169285&view=rss&microfeed=true
<![CDATA[ Ninety-Nine Nights Shirts, Coffee Cups And Other Crap ]]>

So Mizuguchi's RPG Ninety-Nine Nights just launched in Japan, and MSoft has licensed N3 tees, mugs and bags. Guys, shouldn't we be more focused on selling actual games?

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Goods Here [Dengeki Online]

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Mon, 24 Apr 2006 15:22:40 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=169046&view=rss&microfeed=true
<![CDATA[ Mizuguchi's 99 Nights and 9/11 ]]> The thing about Tetsuya Mizuguchi is that he often turns something rather straightforward into something magical by finding his inspiration in the most unusual places. His company's Q? Entertainment released block puzzler Meteos for the Nintendo DS, which Miz says was inspired by an idea based on the show "24". Now he's revealed at this week's GDC that the source of his inspiration for Ninety-Nine Nights came from two sources: media coverage of 9/11 and the Iraq War, and the film Rashomon. If you've never seen the latter, a film by famed director Akira Kurosawa, do so at your earliest convenience.

Mizuguchi and Sang Youn Lee, director of NNN developer Phantagram, also talk about the character design decisions that went into the dramatic brawler's leads, which range from empathy to pure boob lust. Check out the Gamasutra write-up on their talk at the link.

GDC: All About Ninety-Nine Nights: Next-Gen Character Design [Gamasutra]

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Sun, 26 Mar 2006 11:20:17 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=162993&view=rss&microfeed=true