<![CDATA[Kotaku: xseed]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: xseed]]> http://kotaku.com/tag/xseed http://kotaku.com/tag/xseed <![CDATA[A New, Improved KORG DS-10]]> Fans of the KORG DS-10 music creation software for the Nintendo DS will be happy to know that cavia, inc. and Procyon Studio are working hard on an enhanced version, aptly named KORG DS-10 Plus.

KORG DS-10 Plus isn't a sequel, but rather a revamped version of the original application, already released in Japan, with new and tweaked features implemented in order to create a more complete experience. Performance has been enhanced in Plus, with 12-voice polyphony, 4 tracks for the analog synthesizer simulator, and 2 drum machines, along with enhancements to existing controls, including the ability to mute per track and edit/play enabled in song mode.

As an added bonus for DSi owners, KORGT DS-10 Plus allows for 2 effect layers when played on Nintendo's more powerful version of the DS hardware.

"We are extremely pleased to build on the success of the original KORG DS-10 with the KORG DS-10 Plus," stated Jun Iwasaki, President of XSEED Games. "Musicians and gamers alike banded together for the original, and we believe the enhanced KORG DS-10 Plus will help bring that community even closer together as anyone with a desire can create professional-sounding original music with a portable device."

XSEED is bring KORG DS-10 Plus to the North American DS and DSi early next year.

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<![CDATA[Half-Minute Hero Review: A Good Risk]]> Have you ever had your intelligence insulted or your time wasted by a Japanese role-playing game? This one won't do either.

Half-Minute Hero, XSeed and Marvelous Entertainment's unusual, experimental role-playing game is smart, sharp, surprisingly long — given its title — and sloppy in a way that somehow doesn't break the game but instead makes it all the more charming.

Who knew a game that seemed like a three-note joke could accomplish so much?

Loved
Brave Design: Half-Minute Hero was made by developers with guts. They created an homage to 16-bit top-down Japanese role-playing games, but sped up the pace to force you to rush from the start of an adventure to the defeat of a boss in 30 seconds, daring to fill the script with comedy and automate the battles. The main gameplay is the time management of rushing the hero from town to battle to, maybe, secret hidden cave, leveling up in the blink of an eye and strategically spending quickly-earned money to pray to a money-hungry goddess and buy the time to get the clock back up to 30 seconds.

And that's just Hero 30, the first of the game's three main modes. The three other main modes, Princess 30, Evil Lord 30 and the unlockable Knight 30, offer similarly mad takes on side-scrolling shoot-em-ups, real-time strategy games and whatever you call the genre that involves escorting a sage through a dungeon with the help of carefully laid traps that keep enemies at bay. All of the four modes run on 30-second timers, each offering a different angle on how to extend the clock.

Your Time, Not Wasted: The game is fast, sometimes too fast. Most quests go from title screen to credit-rolling in 90 seconds — if you're slow. You don't have to press buttons during battles because, well, you don't have to think too hard about pressing them even in the many major Japanese role-playing games. So, in Half-Minute Hero, you're spared. Te battle screen switches the view of Hero 30's top-down RPG to a sideways view. Your hero automatically rushes from left to right, mauling or being mauled by his opponents. Conversation in towns — where time is frozen — is brisk and funny. Levels are unlocked fast and furiously. And leveling-up is accelerated in every mission you play. Soon enough, the player is leveling from zero to 20 and upgrading armor five times in just a minute. Makes you wonder why you ever had to spend 50 hours doing that.

Splendid Variety: The JRPG mode, Hero 30, is the game's main attraction. It is a strong entry in its own right, offering more than 30 quests before its conclusion and branching off in different directions depending on decisions you make during the adventure. The other three modes are entirely different, but each retain core values of the game and the JRPG genre. All are funny. All involve characters who don't take themselves too seriously. And all offer different ways to level up, access optional levels and experience that ever-satisfying progression from weakling to superstar that typifies a great role-playing game.

A Progressive Look Back: Half-Minte Hero's graphics may look 16-bit, but so many enlightened touches have been applied to them. For example, the pixelated sprite of the main character in Hero 30 changes depending on which head, chest, foot and hand items he's been equipped with. The music is a bravura tour of RPG emotion, hitting all the beats of triumph and sorrow from track to track, the music rotating for each of the game's quick levels. Even when the developers are pretending to be annoying — like when they roll the credits at the end of every Hero 30 level — they can't help but respect a modern gamer's needs by letting those credits be accelerated.

Wonderful Imbalance: Half-Minute Hero is mostly too easy, which would be a problem if completing it didn't require going through more than 120 separately laid-out levels. It's tempting to criticize how, in the RTS mode, the evil lord that the player controls can get caught in a corner and mauled by enemies even when it seems that the controls should enable some type of escape. He can summon monsters after all, so why can't he be liberated? Some of the fourth mode, Knight 30, seems like it's been made to be broken. A level or two appear to be beatable in normal mode if the player does little more than have the protagonist stand still. But it's hard to object, because those rough edges — that apparent sloppiness — fits the spirit of a game that is having so much fun with its trappings and is so quick to move on to the next quest and crack more jokes in script and gameplay.

Hated
Throwaway Level Design: Despite what I just wrote about the imbalance, the game's shoot-em-up mode, Princess 30, does disappoint. Completion of it, Evil Lord 30 (the RTS) and Hero 30 (the RPG) are required to access Knight 30 and the amazing final two unlockable modes that I will not spoil. The conceit of Princess 30 is that the Princess needs to leave her castle, find some medicine for the king and get back home by curfew. It's funny, especially because she turns from docile to destroyer as soon as she picks up her crossbow — and because of the inane logic of the plot that has her fetching bitter grass to heal dad because everyone knows good medicine is bitter — but the whole thing disappoints because the levels are barely-distinct linear rushes. Zip out of the castle with the shooting button spammed. Zip back in. Not enough changes to keep this mode as strong, so woe to the player who leaves most of Princess 30 to be played on its own. If you get the game, mix the Princess levels in. Don't save them.

I thought the appeal of Half-Minute Hero wouldn't last. And it would be if all of the levels were as quick and sometimes-silly/broken as those of Knight 30, Evil Lord 30 and Princess 30. But Hero 30 takes this one over the top. Level design in Hero 30 is clever, full of hidden secrets, fun gameplay twists and everything else that a good RPG can have — brilliantly packed into quests you can hope to clear in 60 seconds.

If more developers want to mess with conventions like this, please, please do.

(Half-Minute Hero was developed by Marvelous Entertainment and published by XSeed for the PSP on October 13. Retails for $29.95 USD. A copy of the game was given to us by the publisher for reviewing purposes. Played all quests to completion, except the bonus, crazy final post-completion one. Took me 12 hours, 15 minutes, 8 seconds.)

Confused by our reviews? Read our review FAQ.

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<![CDATA[Wizard of Oz Preview: Partying Up With The Tin Man]]> Thank goodness the new Wizard of Oz game for the DS doesn't closely follow the movie's plot, because this reporter, who played the game recently, could never get through that movie.

What Is It?
The Wizard of Oz is a newly announced (today!) game for the DS coming this fall from publisher XSeed. It's a turn-based 3D role-playing game that was released in Japan by developer Media Vision and publisher D3 as the anagrammatically challenged RIZ-ZOAWD. It is based loosely on L. Frank Baum's book that was turned into a classic movie. Players explore a 3D overworld and participate in turn-based battles in a separate battle screen, as you'd expect a conventional DS Japanese RPG to work. No party attacks or summons in this one. All stylus control.

What We Saw
Before playing XSeed's Half-Minute Hero and under secret embargo a couple of weeks ago, I took control of Dorothy at the start of the game, made sure she wasn't in Kansas anymore, followed the Yellow Brick Road (how am I doing with the film references), learned to pet Toto and fight enemies made of jelly before finally finding the Airy Scarecrow and adding him to my party.

How Far Along Is It?
The game was released in Japan several months ago, but the build I played, localized into English was still on a development cartridge. It will be released in the fall.

What Needs Improvement?
Toto Involvement: I'm no Oz expert, as you can tell, so I'm unshackled from any desire for this video game adaptation to be true to L. Frank Baum's book or the famous movie. So, let Toto fight. The poor dog is reduced to a follower, a poor-man's Fable II dog that can be petted with the tap of the lower screen.

Trackball Movement: As potential Oz players can see from the screenshots, the lower screen is dominated by a simulated trackball. Flicking on it with the stylus works okay, but it feels like a control interface from the days of Super Mario 64 and, more specifically, Pac 'N Roll. I'd have loved for D-pad controls if only to be able to input sustained movement instead of having to keep that trackball rolling.

What Should Stay The Same?
The Visuals of Oz: DS screenshots seldom look good anywhere but on a DS screen. So if you're turned off by what you see in this post, don't disregard the game's looks. The game's 3D graphics are comparable to the best on the system. Stylized 3D may still enable a cleaner look (see Zeldas on DS), but for something more conventionally rendered, Wizard of Oz on the DS is top-flight.

The Disregard For The Classics: Yes, you can get the Lion and the Tin Man in your party along with the Scarecrow. And you do meet Oz — or the guy playing him (should I have warned that a spoiler was coming?). But that Oz meeting happens within the first hour, after which the real goal of the game is to defeat four witches and fight lots of little creatures along the way. As this kind of long JRPG is not easily experienced in a five-minute demo, I didn't see or play much of the adventure. But what I did see mixed the familiar trappings that even a non-Oz-watcher like me have heard of with a colorful array of enemies and locales.

Final Thoughts

People love the Wizard of Oz, and yet it remains one of the most popular pieces of adventure fiction to not have much of a presence in the gaming medium. There was a Super Nintendo Oz game. And maybe another one or two. But this DS game is a rarity. If you are into the fiction, it's worth a look. For those who need a gameplay hook, I can't say I saw anything distinct about how this game plays. Not yet.

And now, as I end the piece, am I supposed to make a joke about not being in Kansas anymore or there being no place like home? Forget it.

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<![CDATA[Half-Minute Hero Preview: Don't Blink And Miss It]]> This was the most pleasant surprise of my week.

Half-Minute Hero is a PSP game that rested unattended at a New York City event for XSeed games that I attended last night. It was an assuming oddity in the corner, running on the console that doesn't have many games that people are talking about these days. In other words, it would have been easy to miss.

It's a game that just may be the most marvelous answer to the criticism that Japanese role-playing games are tediously-paced.

This game, at least its hero mode, plays a full RPG quest in 30 seconds, at a pace that makes WarioWare seem relaxed. And would you believe it's the first RPG I've played that had me hoping for more random encounters?

What Is It?

Half-Minute Hero is a PSP game developed by Marvelous Entertainment and Opus Studio with eight-bit graphics but a thoroughly modern send-up to top-down Japanese role-playing games.

What We Saw

The game is said to have four modes of play, including a magician mode and princess mode that play like riffs off of genres other than the JRPGs lampooned in the hero mode I tired. I got to play two missions. Each set my hero down on an old Final Fantasy SNES-era world map with a timer counting down 30 seconds until game-ending catastrophe. I had just a half-minute to save the world from some comically evil dark lords.

How Far Along Is It?

The game is slated for a Fall 2009 release. The two missions I played were fully localized and feature-complete. I don't know how far along the rest of the game is.

What Needs Improvement?

Not Much: The game hyper-accelerates the pace of the traditional role-playing game flawlessly. The demo missions were a little hard, but I didn't mind. It was confusing to figure out which health items on sale in the shops did what, but that wasn't a big problem either.

What Should Stay The Same?

Most of It: You control the hero with the d-pad and walk (or run) him around the map. You have just 30 seconds — sort of. Entering castles, towns or other locations represented by buildings pauses the game's countdown. In those locations, the game switches to 2D-side-scrolling and lets you talk or buy items such as better swords, shields or even a potion that refills the countdown clock. None of the talking was serious. And the spirit of the game compels the player to get on with it. Out in the overworld wilderness, I discovered that random encounters transition the game into battle mode. These battles are also rendered in 2D and are run automatically. Your hero dashes to the right, sword pointed at enemy. All I could do was wait for his repeated attacks to succeed. Or I could make him flee. All of this happens in Charlie-Chaplin-style high speed. A battle is over in two seconds. Experience points are tallied, gold is earned. Leveling up commences (I went up six levels in half a minute). Leveling is fun, but the goal is to rush to the boss — hoping that by the time you get near his lair you've been prompted with the "You > Evil." That alert indicates that victory is attainable. So you crush the boss. With hundredths of seconds to spare. Very vague echoes of Majora's Mask.

Respects For The Gamer: I am weary of JRPGs that waste players' time with cumbersome menus as well as inane and unessential dialogue. Half-Minute Hero seems to be designed by people who agree and have sped things along. Gameplay and fun appear to have been prioritized over tedious item management and maudlin narrative.

Final Thoughts

XSeed was showing only a tiny portion of the game. The official fact sheet for the title promises 15 hours of gameplay, spread across four modes of play that have 30 missions each. While missions can last more than 30-seconds if you make the necessary time-extension purchases in some missions, that still doesn't add up. But who's counting?

It may well be that the other modes of the game — conspicuously absent from the demo I was able to play — don't share the hero mode's ingenuity. That's a key thing to look for as the game's fall 2009 release approaches. Nevertheless, the game made the best first-impression of any new title I sampled this week.

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<![CDATA[One Weird Wii Control Scheme]]> Imagine, if you will, a flying game called Sky Crawlers controlled by Wii remote and nunchuck. Guess the control scheme. You probably guessed wrong.

To control an airplane in a Wii game, I have held the Wii Remote like a paper airplane.

I have held it like a flashlight, dipping and raising it to orient where my plane's nose is pointing.

These schemes failed me when, unsupervised by representatives in attendance at publisher XSeed's New York demo event last night, I took up Wii Remote and nunchuck and sent my World War II dogfighter into the drink.

The Sky Crawlers: Innocent Aces, this flight combat game from the developers of Ace Combat, is controlled differently.

Read this next part slowly, lest you be as flummoxed as I was.

The nunchuck controls plane movement. Tilt, twist, turn it and the plane does the same.

The Z-button on the nunchuck shoots the plane's guns.

The C-button on the nunchuck switches weapons.

The Wii Remote controls the throttle, so it gets held vertically. Pulling it toward you speeds the plane up. Tilting it away slows the plane.

Tilting the nunchuck's control stick lets the player pick from a batch of stunt maneuvers. Pressing A on the remote activates them.

Flying the plane into yellow circles on the game's mini-map causes a meter to appear, a horizontal bar that slowly fills with color. Pressing A as the meter fills makes the plan maneuver into position behind an enemy plane. The more that meter is filled, the better the resulting position is.

Once I got it, the controls worked well. Here's to Project Aces for coming up with one of the stranger Wii control schemes yet.

A note about the story, which is its own brand of strange: I didn't play more than a quick skirmish in the air, but the fact sheet reveals that the plot of this game involves a peaceful world that is nostalgic for the constant wars that used to befall it. To remedy the social unease caused by a lack of war, governments hire private companies and fliers, like the ones controlled in this game, to fight battles. The game's hero is rookie pilot Lynx, who, according to the fact sheet, "becomes involved in a secret new military project with the goal of making pilots immortal." This is a "somber story of a world that needs war to survive."

The Sky Crawlers: Innocent Aces is a single-player Wii exclusive set for holiday release, published by XSeed and developed by Namco Bandai Games and Project Aces.

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<![CDATA[Wii RPG Fragile Coming Stateside Via XSEED]]> Namco Bandai and tri-Crescendo's role-playing game Fragile is coming to North American Wiis later this year, thanks to publisher XSEED. If you were a fan of Baten Kaitos or Eternal Sonata, this one's for you.

According to IGN, XSEED has picked up Namco Bandai of America's publishing slack, with Fragile: Farewell Ruins of the Moon arriving sometime this Winter. The game, which features the adventures of a boy name Seto in a post-apocalyptic world devoid of light, makes extensive use of the Wii remote, which acts as a flashlight and metal detector in-game.

The game seems to have been well received by Japanese critics and sold well, but not extremely well, when it debuted in Japan. The game looks spooky, the hair spiky, so we'd recommend JRPG fans check out more about Fragile.

Pre-E3 2009: Fragile Coming to America! [IGN]

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<![CDATA[XSEED Bringing Ragnarok Online DS Stateside]]> XSEED has teamed up with developer GungHo Works to bring the Nintendo DS version of popular 2D online game Ragnarok Online to North America this winter.

Losing the massively multiplayer aspects of the PC version but retaining a lot of the look and feel, Ragnarok Online DS is more of a traditional action RPG. The player takes on the role of the orphan Ares, who heads out to seek his fortune. He runs into a young girl with mysterious powers who has lost her memory, which pretty much covers all the standard RPG conventions. You still change job classes, gain levels, enhance your armor and weapons, and occasionally team with other players for wireless battles, but otherwise it sounds like a pretty standard RPG with Ragnarok trappings.

"We could not be more pleased to be involved in bringing such a well-known and beloved series on the PC to a handheld platform," said Jun Iwasaki, President of XSEED Games. "Ragnarok Online DS stays true to the original while adding elements to optimize the experience on the Nintendo DS."

Look for Ragnarok Online on the Nintendo DS this winter, and I promise this is the last time we'll ever announce this game.

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<![CDATA[Muramasa: The Demon Blade Lands New Publisher, Launch Date]]> Vanillaware's lovely looking Wii game Muramasa: The Demon Blade (née Oboro Muramasa) is no longer coming to North America by way of publisher XSEED. Instead, publisher Ignition Entertainment will bring it to these shores.

The publisher announced today that it had acquired the North American publishing rights to the title, planning for a September 2009 release, talking us down from the ledge, drying our tears, wiping our noses and telling us that everything will be alright.

Muramasa: The Demon Blade comes from the development team responsible for the gorgeous side-scrolling action game Odin Sphere. According to Ignition, the game will support 16:9 widescreen display, two playable characters—one ninja, one kunoichi—and has been "hailed by Kotaku as 'this year's prettiest, most enticing Wii game.'" And they're right! We totally said that.

New-like screens of the Wii exclusive await you...

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<![CDATA[Muramasa Loses Its American Publisher]]> What is it with Wii games losing publishers? First Fatal Frame, now Muramasa - which was about the best-looking thing due on the console in 2009 - finds its American release up in the air.

Vanillaware's gorgeous 2D side-scroller was supposed to be released by XSEED in North America later this year (it was released in Japan earlier this month). But the company today issued a statement that reads:

XSEED Games confirms that it is no longer involved with the North American release of Muramasa: The Demon Blade. XSEED Games and Marvelous had previously announced the game as part of the initial line up between the two publishing partners. We firmly believe in the product and will look forward to seeing it release in North America. We enjoy and respect our relationship with Marvelous, and are committed to working together to deliver an amazing line up of games in the US including the highly anticipated Little King's Story, the epic RPG Arc Rise Fantasia and Suda51's intriguing mystery adventure Flower, Sun, Rain.

So now Marvelous need to find somebody else to publish the game in the US. Or, going by the tone of that release, have already found one, and for some reason aren't announcing it just yet. Either way...please hurry!

XSEED Loses Muramasa: The Demon Blade [IGN]

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<![CDATA[Marvelous And XSEED's E3 Line Up - RPG Goodness]]> Marvelous Entertainment USA and XSEED games are teaming up for E3, showing off their line up of upcoming titles together as one united force of goodness. While the focus is mainly on the Nintendo DS and Wii, there is a PSP game in the form of RPG sequel Valhalla Knights 2 to spice things up. The name of the game here is RPGs, and the two combined have them in spades. For the Wii they've got three outstanding offerings - Rune Factory: Frontier, which takes the RPG/farming sim combo from the DS games to the console market, Avalon Code, a new RPG from the team behind Rune Factory and the Final Fantasy III and IV DS remakes, and the recently announced Little King's Story.

For those of you with a low tolerance for hit points, the dynamic duo will also be showing off XSEED's first DS games, Populous DS based on the classic PC game, KORG DS-10, a music creation program, and Retro Game Challenge, a mini-game title based on the Japanese Game Center CX TV series. Perhaps these three non-RPG titles will calm me enough to keep the Rune Factory fan in me from dry-humping their booth.

Marvelous Entertainment USA and XSEED Games

Join Forces to Announce E3 2008 Line Up

Independent Game Publishers to Showcase Stellar Portfolio of Titles on Wii™ and Popular Handheld Systems

Torrance, Calif., (July 11, 2008) – Marvelous Entertainment USA and XSEED Games today announced its E3 plans which include a stellar line up of games for both Nintendo platforms, the Nintendo DS and Wii, as well as the PSP® (PlayStation®Portable) system. Both companies will display their portfolio of upcoming titles at E3 2008 which will be held at the Los Angeles Convention Center from July 15th – 17th. E3 attendees are invited to visit the Marvelous Entertainment USA and XSEED Games booth located at Concourse Hall Pavilion #427.

”We’re very pleased to be able to give the North American audience a sneak peak at our upcoming lineup,” stated Yasuhiro Wada, Managing Director of Marvelous Entertainment. “This is just the beginning of some of the great games that we’ll be releasing in the US under our Marvelous Entertainment USA banner.”

“It’s been an amazing year for us, and we feel that we’re well positioned going into E3,” said Jun Iwasaki, President of XSEED Games. “We’ve got a fantastic partnership with Marvelous Entertainment which we greatly appreciate, and the overall line up of titles we’re showcasing is strong and diverse, which we’re exceptionally excited about.”

Games being shown under the Marvelous and XSEED Games partnership are:

Avalon Code DS

From the creative minds behind Rune Factory and Harvest Moon with the development studio responsible for the Final Fantasy III and Final Fantasy IV DS remakes comes Avalon Code, an action RPG boasting incredible graphics, a deep and engrossing story, and innovative game play mechanics. Using the main character’s ‘Book of Prophecy’, players can modify the rules of engagement during battle as well as weapon and monster attributes. The player even has control over the story as it changes depending on which gender the player chooses to play as, enhancing the ability to immerse themselves into the story. Avalon Code DS is scheduled for release Q1 2009. The game will be published in Europe by Rising Star Games*, a subsidiary of Marvelous Entertainment.

Rune Factory: Frontier Wii

From the creators of Harvest Moon and Rune Factory for the DS comes the first installment of Rune Factory for a home console. Developed exclusively for Wii, Rune Factory: Frontier features stunning graphics and takes full advantage of the Wii’s unique controls to fully immerse players in the Rune Factory universe. Rune Factory: Frontier incorporates an open-ended structure that allows players to choose the type of game they wish to experience. Whether it’s growing crops, expanding the town, fighting (or befriending) monsters or even falling in love, the experience is unique to each player. Rune Factory: Frontier Wii is scheduled for release Q1 2009. The game will be published in Europe by Rising Star Games*, a subsidiary of Marvelous Entertainment.

LITTLE KING’S STORY Wii

Little King’s Story has an art style that is very ‘story-book’ in look and a magical fairy tale quality that will intrigue and delight gamers. The storyline, visual look, and lyrical music of Little King’s Story, work in concert to transport players to an interactive, enchanting, fairy tale world. By combining gameplay elements from life-simulation, real-time strategy, and adventure genres, the many aspects of creating a vast kingdom come to life! As King, players will manage and involve their townspeople in the goals of creating this new territory; enlisting them to dig for treasure, build new buildings and otherwise better their community. Of course, leadership is a two-way street, so as King, players will try to conquer rival nations to create a single unified kingdom, while also granting the requests of townspeople at whim. The game transforms the Wii Remote™ to a royal scepter and offers players the chance to be the best king in the world! Little King’s Story Wii is scheduled for release Winter 2008. The game will be published in Europe by Rising Star Games*, a subsidiary of Marvelous Entertainment.

VALHALLA KNIGHTS 2 PSP system

Sequel to the popular Valhalla Knights, Valhalla Knights 2 promises to give fans of the original game a vast and expansive world to explore, and the customization tools to create the ultimate battle party. This action RPG (Role Playing Game) sequel adds new races, job classes, weapons, magic spells, foes, armor and more to the Valhalla Knights universe, all within an engrossing story arc. Controlling and choosing character aspects such as skills, race and appearance, players engage in real-time 6 on 6 battles, reliant on tactical combat strategies to achieve success. Supporting 2 player ad hoc network play, gamers can engage in Co-op and Versus modes with friends, or simply trade items and weapons. Valhalla Knights 2 PSP system is scheduled for release Fall 2008.

Separately, XSEED Games will unveil the company’s first official support of the Nintendo DS with three titles:

Populous™ DS

Based on the original Populous PC classic from Electronic Arts, Populous DS brings a re-imagination of the classic game, which pioneered the God simulation genre. Featuring touch-screen controls that utilize the dual-screens, players manipulate 5 elementally-imbued gods, each with their own unique miracles, within an extensive single-player campaign. Within the multiplayer wireless mode, up to 4 players can unleash earthquakes, tidal waves and raging volcanoes onto rival players’ lands. Populous DS is scheduled for release Fall 2008. The game will be published in Europe by Rising Star Games*, a subsidiary of Marvelous Entertainment.

KORG DS-10

Designed after the famous KORG MS-10 music synthesizer, KORG DS-10 is a music-creation program for professional and aspiring musicians alike. The sound sources in the KORG DS-10 come from KORG, one of the world’s top musical instrument producers, and no effort was spared in the replication of creating high-quality sounds. The Nintendo DS’s touch-screen controls are utilized to the fullest to provide an authentic feel and operability across a dual-screen layout that is unsurpassed in portable music creation. A 6-track/16-step sequencer enables precise control and provides a wide range of musical possibilities, and up to eight DS units can be linked via wireless connection to play together or to exchange sounds and songs. KORG DS-10 is scheduled for release Fall 2008.

Retro Game Challenge

An original game based on the popular Japanese GAME CENTER CX TV series, Retro Game Challenge reinvents how classic games are played. Featuring a story-driven progression, players complete short challenges in a wide-variety of fictional retro-games. Specific challenges in shooting, racing, action and even an epic role-playing game are integrated into the story, while the in-game magazines offer cheat codes as well as fake 80’s news stories paying tribute to the rich history of the gaming industry. Released to raving reviews as Game Center CX: Arino’s Challenge in Japan, the game received a Gold Award from Famitsu with a 33/40 review score. Retro Game Challenge is scheduled for release Winter 2008.

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<![CDATA[Awesome TWEWY DS Was A Present From Nomura]]> So the other day when I was visiting Xseed, checking out Valhalla Knights 2 and Little King's Story, I espied this sweet The World Ends With You DS. My photo quality is poor, so the little caption beside it says "It's A Wonderful World."

Turns out that Square Enix's Tetsuya Nomura gave the TWEWY DS as a gift to Xseed's company president, Jun Iwasaki, who was Square's CEO before he left to found Xseed. Nomura also gave Iwasaki one of those Crisis Core PSPs, but apparently, while Iwasaki decided to keep the TWEWY DS, he gave the PSP to one of his colleagues.

The DS is even more awesome-looking in person; it's gloss silver, and the logo is nice and shiny.

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<![CDATA[King Me, With Feeling: Checking Out Little King's Story]]> We've heard Xseed is publishing Marvelous' Little King's Story on the Wii this Winter (you can stop calling it "Project O" now), and between the gorgeous art style, charming look and the somewhat Harvest Moon-influenced gameplay blend of real-time strategy, adventure and RPG, there's a lot to clasp our hands in hopeful anticipation about.

Wait, there's more: The all-star team behind the game includes Yasuhiro Wada (Harvest Moon), Yoshiro Kimura (HM & Chulip), Youichi Kawaguchi (Dragon Quest VIII) AND Hideo Minaba, art director for FFXII.

I got to see an early demo of the kingmaking of little Corobo, the shy boy who the player must nurture into a wise and strong ruler.

The first thing that jumped out at me was the beautiful watercolor-pencil style of the cute, humorous cutscenes (we published the trailers a while back here) - and how well they transitioned immediately into the brightly-colored game world. I watched as a wacky looking old knight came riding up on a cute, bulbous cow (yes, it was the much-revered Harvest Moon cow) in his search for the true king.

Corobo then discovers a crown, suddenly prompting his friends to prostrate in homage. Next thing you know, you're in a throne room, and as you start the game as a level one "rookie" king, your mailbox soon fills up with all sorts of mundane requests, like getting rid of a red mushroom that's annoying the townsfolk, or filling in a mysterious hole behind someone's house.

In the scene I watched, the charming, fancily-mustachioed Bull Knight explained to Corobo that the neighboring lands are under siege by Oni devils and under the rulership of false kings, which, of course, it falls to you to rally your folk to deal with. Any time you want to know the state of your kingdom or what needs doing, you return to your throne.

But, of course, you're the King, so you don't have to do this dirty work yourself. Waving your sceptre at townspeople will recruit them to your aid - you can have a few or up to a throng of fifty following you from place to place, ready to do your bidding. Many townsfolk will have different specialties; for example, a team of carpenters will build something when instructed much faster and more efficiently than a group of regular individuals.

You can often earn respect by completing these quests; the more renowned you are as a ruler, the more people will obey you. And your obedient subjects are not just faceless nobodies. They've got HP and attack points, can gain in abilities, and will even show their relationship status - given enough time, your townspeople will marry and propagate. If you don't treat them well, though, if you battle too recklessly or work them too hard, they can permanently die, and as their King, you'll have to attend their funerals. That could be very interesting.

What I saw was mostly exposition and early stages of play, but this is a title I'll personally watch with enthusiasm, because life-sim/adventure hybrids rate pretty high up among my favorite genres.

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<![CDATA[Checking Out Valhalla Knights 2, A Grind-Fan's Dream?]]> Publisher XSeed admits that the first Valhalla Knights was just a wee bit of a hardcore grind, targeted squarely at that sector of the Japanese audience - and the non-Japanese fans who share their tastes.

So will Valhalla Knights 2 change things up a bit? Make things a little bit easier, more accessible? Add some simple modes, some auto-leveling, some easy outs?

Not so much.

"This one's actually a little bit harder," the Xseed rep told me when I went to go see Valhalla Knights 2 today. And, I'm told, that's exactly how the core JRPG fanbase wants things. In fact, the entire game's been built to accommodate the fanbase's feedback, and is shaping up to be a veritable wishlist of JRPG elements that could conceivably blow some minds when it hits PSP, likely in September.

Valhalla Knights 2 will be a sequel to the first only as much as, say, the Final Fantasy titles are sequels - incorporating some of the same magic systems and thematic elements, but existing in its own new world. More of a successor than a sequel, then.

Though VH2 adds more cinematic cutscenes than the previous Valhalla Knights, story takes somewhat of a back seat to quest-based gameplay, it seems. "There's more stuff to do, and more is better," said the rep.

I'm not done mentioning Final Fantasy, either. VK2's story's being written by Miwa Shoda, scenario designer for FFXII as well as Sword of Mana and SaGa Frontier, while the music's done by Advent Children soundtracker Shojiro Nakaoka.

The basic premise for VH2 involves a Goddess of Judgment, who appears every thousand years to evaluate the world and see how humans are doing. Oops, I'm showing my race bias - there are dwarves, halflings and robots, too. Anyway, this time, the Goddess determines that there's just too much war going on, and decides, in a Biblical Flood-type scenario, to eradicate all life as we know it. A witch with just a little more faith in mankind (and dwarfkind, and halflingkind, et cetera) decides to wound the Goddess to stay her hand, and yes, now it's up to you to save the world.

We know that VH2 will add three new job classes not seen in its predecessor, and two new races - in the demo I saw, you can play as one of various breeds of dog. Dogs using tennis rackets, statues and giant mallets as weapons. The rep told me that the franchise's hallmark is its character customizations; in addition to being able to select your characters' race and job class and customize their look and ability with armor and accessories, VH2 now adds the ability for you to customize faces and hair, too.

There are significantly more options across the board for VH2 - its predecessor had some 200 weapons and armor altogether, and this one's got 300. There are now over 100 items and over 70 spells, and from where I sat, the possibilities looked virtually endless. You can have up to six characters active in your party at a time, and can switch out the leader in realtime, and their entire outfit and equipment on the fly.

You can also change a character's job class at any time. Let's say you're a level 10 Priest. You can switch to being a Level 1 fighter - and keep all of your leveled-up Priest spells and your stats, too. In fact, the rep told me it'll be necessary to switch classes periodically to develop well-rounded characters. At any given time, you occupy one primary class and two sub-classes.

A grid in your menu lets you decide your battle formation - i.e., who stands in front and who stands in back. VH2's battles aren't random - all enemies are visible in the game world. If they see you, they'll try to engage you, but you can stealth-sneak past them by crouching down while you walk if you're hoping to avoid a fight. A small map on the upper right corner of the screen shows you where enemies are in relation to you, so that they don't sneak up on you, too.

If you do happen to get attacked from the back, your back row becomes your front row - but you can rapidly switch your team around in real time too, to get the mages behind the fighters and so forth. And as the battle progresses, each character builds up a gauge to use a special attack (think Limit Breaks) , and the type of attack depends on the type of weapon equipped.

Right now, said the rep, gameplay stands at a hefty 80 hours, but I was told this may be reduced somewhat for the U.S. audience. The length and intensity, said the rep, was aimed more at the Monster Hunter type of fan, so some edits might get made to suit the specifics of North American taste.

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<![CDATA[Have Your Art In Little King's Story]]> Marvelous' upcoming Little King's Story, formerly known as "Project O," has some gorgeous art, so it's not a stretch to guess it might inspire some fan art. With that in mind, Marvelous and its publisher, Xseed, have announced an art contest, with the winner's design to appear in the game.

One artist will be chosen among 100 winners submitting an original picture of a creature, person, ghost, beast, or anything like that - the chosen design will become a character in the game, while the other 99 will be featured in the in-game museum exhibit.

The requirements for a valid entry are pretty specific, and all info and submission instructions are included after the jump. Pens, pencils, paint, go!

Marvelous Entertainment USA and XSEED Games are Pleased to Announce Fan Art Contest for Little King’s Story

Marvelous Entertainment USA and XSEED Games are holding an artwork contest where winning entries will appear in the upcoming Little King’s Story

Torrance, Calif., (June 13, 2008) –Marvelous Entertainment USA and XSEED Games announced today that they are holding a fan artwork contest where winning entries will appear in their newly announced video game title Little King’s Story for Wii™.

100 winners will be selected – One (1) Grand Prize Winner’s illustration will become an actual in-game character, while ninety-nine (99) other illustrations will be displayed in the in-game museum exhibit! The theme of the competition is some kind of UMA, or an Unidentified Mysterious Animal. The illustration can be any kind of creature, beast, ghost, a weird man, etc; the only thing limiting the creativity of the creation is your own imagination!

The contest may be entered by e-mailing an original digital work of art in the form of a .gif, .jpg, .bmp, .tiff, or.eps file to comments@xseedgames.com with the subject heading “Little King’s Story UMA Contest.” Your illustration must be an unpublished, original work of art and the image should have dimensions of 148mm x 105mm with a resolution of 300 DPI.

Please provide the following information in the body of your e-mail:

· Name of your UMA

· Your name

· Your age

· Your address

· Your phone number

· Your e-mail address

· Name that you wish to appear with the illustration (real name or pen name)

If you prefer to send in your submission by mail, mail a standard 4.25” x 6” postcard with the UMA illustration or a CD containing the digital artwork and above listed information to:

Little King’s Story UMA Contest

XSEED Games

21515 Hawthorne Blvd., Suite 1020

Torrance, CA 90503

All entries must be e-mailed or post-marked by August 1, 2008

For more information and to read the full official contest rules please visit:

http://www.littlekingsstory.com

or

http://www.xseedgames.com

Marvelous Entertainment Inc.

Marvelous Entertainment is a leading Japanese creator of interactive entertainment with such esteemed franchises as Harvest Moon, Rune Factory, Luminous Arc and No More Heroes under their corporate umbrella. More information on Marvelous Entertainment can be found at http://www.mmvus.com.

XSEED Games

XSEED Games was formed in November 2004, by a small group of industry veterans led by president Jun Iwasaki with a common vision; to cross pollinate the avid gaming culture of Japan and North America. Delivering unique, innovative titles across multiple platforms and genres, XSEED Games is dedicated to publishing products that appeal and enrich the North American market. More information on XSEED Games can be found at http://www.xseedgames.com.

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<![CDATA[XSeed, Marvelous Team Up, Announce Valhalla Knights 2]]> vhkn.jpgJapanese RPG fans, rejoice. Japan-based publisher Marvelous Entertainment announced a co-publishing partnership with L.A.-based XSeed, who's best known for Shadow Hearts: From The New World and Wild Arms 4 and 5. Through the deal, Marvelous, who among other titles publishes Natsume's Harvest Moon series, gains more North American presence, while XSeed gets to publish some of Marvelous' upcoming games here in the U.S.

Slated for a Fall 2008 launch, the first title they'll co-publish is Valhalla Knights 2 for PSP, a sequel to the April 2007 RPG that the two companies also co-published.

Full release follows the jump.

Torrance, Calif., (May 9, 2008) - Japan-based game publisher Marvelous Entertainment Inc. and Los Angeles-based game company XSEED Games announced today their entering into a strategic co-publishing partnership. The deal will help to establish a US publishing presence for Marvelous Entertainment and will provide XSEED Games an opportunity to access and bring to market titles from Marvelous' portfolio of high quality, popular games. Under the agreement, XSEED Games will support key Marvelous Entertainment titles for publishing and distribution in North America, with the first title to be announced under this partnership, Valhalla Knights 2 for the PlayStation® Portable (PSP), scheduled to launch in fall 2008. "We're pleased to be able to announce our new expansion into the largest gaming market in the world, the United States. I'm confident that together with our co-publishing agreement with XSEED Games, we will be able to hit the ground running as we ramp up our US operations," stated Yasuhiro Wada, Managing Director of Marvelous Entertainment. Jun Iwasaki, President of XSEED Games, shared Mr. Wada's sentiments. "We're honored to get the chance to partner with Marvelous Entertainment as they establish and grow their presence in the US market. They have an exceptional library of original and creative games many of which should prove a hit with Western gamers."

Sequel to the popular Valhalla Knights, Valhalla Knights 2 promises to give fans of the original game a vast and expansive world to explore, and the customization tools to create the ultimate battle party. This action RPG (Role Playing Game) sequel adds new races, job classes, weapons, magic spells, foes, armor and more to the Valhalla Knights universe, within an engrossing story arc. Controlling and choosing character aspects such as skills, race, and appearance, players can engage in real-time 6 on 6 battles, reliant on tactical combat strategies to achieve success. Supporting 2 player ad hoc network play, gamers can engage in Co-op and Versus modes with friends, or simply trade items and weapons.

"Valhalla Knights 2 will carry on the legacy its predecessor established as a beloved game in any RPG player's library," remarked Ken Berry, Marketing and Sales at XSEED Games. "We appreciate this game being the first in our co-publishing partnership with Marvelous Entertainment as it will help to set the quality standard high for all future games coming out of this deal."

Marvelous Entertainment and XSEED Games will be announcing additional titles under this co-publishing deal in the near future, as well as more specific game details and assets for Valhalla Knights 2.

Marvelous Entertainment Inc.

Marvelous Entertainment is a leading Japanese creator of interactive entertainment with such esteemed franchises as Harvest Moon, Rune Factory, Luminous Arc and No More Heroes under their corporate umbrella. More information on Marvelous Entertainment can be found at http://www.mmvus.com.

XSEED Games

XSEED Games was formed in November 2004, by a small group of industry veterans led by president Jun Iwasaki with a common vision; to cross pollinate the avid gaming culture of Japan and North America. Delivering unique, innovative titles across multiple platforms and genres, XSEED Games is dedicated to publishing products that appeal and enrich the North American market. More information on XSEED Games can be found at http://www.xseedgames.com.

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<![CDATA[Wild ARMs Puts Hex On PSP]]> I am convinced that the PlayStation Portable is going to become the best platform for Japanese RPG if they ever get around to phasing out the PS2, and XSEED's announcement of Wild ARMs XF (Corssfire) coming to North American PSPs in Spring of next year only strengthens that belief. The first handheld Wild ARMs game ever, XF is the natural progression of the series from the hex grid system used in the past two console versions into full-on hex-based strategy. It places you on the dying world of Filgaia, where a personal story of revenge slowly transforms into a mission to save the world. Pretty standard for Wild ARMs, really. What isn't is standard is the turn-based strategy, which features over 60 stages, tons of optional battles, and 20 job classes to help customize your party. As a special bonus, the US version includes a 20 track music library accessible from the game's main menu, letting you listen to the game when you shouldn't be playing. Check out the gallery below for tons of portable Wild ARMs goodness.

XSEED Games Announces Wild ARMs XF

Journey Through the World of Filgaia With Strategic Hex Battle System

Torrance, Calif., (November 29, 2007) —- Are you ready to carry around the fate of a dying planet in your hands? XSEED Games today announced that it has acquired North American publishing rights for Wild ARMs XF, a deep and challenging turn-based strategy RPG for the PSP® (PlayStation®Portable) system, scheduled for release in Spring 2008.

Wild ARMs XF (pronounced "Crossfire") is the newest installment in the long-running role-playing series which marks a couple firsts for the franchise; the first one containing tactical strategy gameplay, as well as the first Wild ARMs game to appear on a handheld system. Wild ARMs XF offers a unique strategy role-playing experience with a hex-based grid system producing more tactical positioning options, a large number of job classes allowing vast party customization, and a wide range of mission objectives making it one of the deepest strategy games on the PSP® system. Wild ARMs XF features an all-new cast in an epic story of death, betrayal and redemption played out against the backdrop of the dying world of Filgaia.

The Story

The once vibrant world of Filgaia is slowly dying, a result of some cataclysmic event lost in the dim, misty reaches of the past. The few pathetic remnants of once mighty nations are caught up in an endless cycle of war, fighting over Filgaia's ever-dwindling natural resources. Amidst the carnage and slow decay, there is one kingdom that has until recently managed to avoid the chaos and suffering plaguing its neighbors; the kingdom of Elesius.

However, the kingdom is slowly descending into anarchy with the king inflicted with a mysterious illness that has kept him bed-ridden, intensifying the future uncertainty as the heir-apparent disappeared a year earlier and is presumed dead. An opportunistic senate has formed its own police force and is gradually usurping power from the royal family.

It is against this backdrop of political intrigue and social decay that the main character Clarissa Arwin, accompanied by her half-brother and protector, Felius, enter Elesius hot on the trail of Rupert Dandridge, the man who murdered her mother. What started out as a personal vendetta soon turns into an epic battle to not only keep a kingdom from falling, but to save the world of Filgaia from being turned into an uninhabitable wasteland.

Key Features

· Innovative hex-based battle grid system allows more tactical positioning options, such as Formation Arts and Combination Arts, as opposed to the traditional square-based battle grid.

· One of the deepest strategy games on the PSP system with over 60 stages containing a wide array of mission objectives, as well as numerous optional battles.

· Almost endless party customization with over 20 unique job classes to choose from such as Berserker, Elementalist, Grappler, Geomancer and Sacred Slayer.

· Extensive material creation options to create more powerful weapons, spell books and armor by combining rare materials obtained by sending out hired mercenaries to scavenge throughout the world of Filgaia.

· US-exclusive inclusion of a Music Library containing 20 select tracks from the game accessible any time from the game menu.

The ESRB rating and suggested retail price will be announced at a later date. Additional information on the title will be available at http://www.xseedgames.com.

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<![CDATA[Fake Boxing, Real Boxers]]> Victorious Boxers: Revolution is coming out for the Wii next week, and the XSEED folks took a copy of the game down to the 3rd Street Gym in San Francisco to see what real boxers think about the anime-flavored pugilist simulation. Apparently it does something to your muscle twitch fibers, whatever those are, and judging by the boxer's general demeanor when he says this, that's a good thing. I'm still on the fence on this one. On one hand, Wii boxing was one of my favorite minigames in Wii Sports. On the other hand, I'm still disappointed that this isn't a game about triumphant underwear.]]> http://kotaku.com/index.php?op=postcommentfeed&postId=311776&view=rss&microfeed=true <![CDATA[Frankenreview: Valhalla Knights (PSP)]]> Valhalla Knights has a fantastic pitch. From the companies behind Technu and Harvest Moon, it's a 3D hack n' slash with hardcore RPG roots. You can customize up to 6 players in your party. You can play ad hoc with a friend. You can waste your life away for higher MP/HP. And you can actually transcend to a higher level of existence (feature untested). So what did the reviewers think?

Hit the jump for our Frankenreview. We take little parts of every review and shove them together like the classical monster you all know and love - better known as Swamp Thing.



TKgraph.jpg
G4
Chop off the realtime combat system, replace the graphics with a primitive first-person view, and you have Wizardry, The Bard's Tale, or any number of other PC adventures. You have to have been there to get in on the joke, but a few players over on the shady side of 30 should some pleasant reminder of their youths...As for everybody else, well, there's not as much here.
Sun%20Plaza—screenshot_viewer_medium.jpg

GamesRadar

... what little story is present, involving your main player's loss of memory and speaking in ellipses, won't be enough to keep most players mashing buttons. Not that we consider all thumb workouts unnecessary, but if enemies are going to successfully melee attack you regardless of their proximity, rendering any dynamic evasion moot, it makes us wonder why they didn't just keep it turn-based.
12—screenshot_viewer_medium.jpg

1UP

...Valhalla Knights becomes pure torture. You see, in order to change classes, you must remove all of a character's equipment. Since you've only got 30 free inventory spots, though, that doesn't leave much free space to actually hold this equipment. Thus, switching jobs — a simple task that should be as easy as accessing a menu option — becomes a tedious, drawn-out game of hot potato as you swap armor, weapons, and healing flasks between characters for what seems like hours on end...Oh, wait — it is hours on end.
16—screenshot_viewer_medium.jpg

Total Playstation

[With] Ad-Hoc-only multiplayer modes...Though you can't quest through the main game in any sort of proper co-op, you can go on specific quests to gain experience and items to help out in your solo adventure...you can also duel someone, winner take all. They're decent additions to be sure, but actually having a full-time co-op mode would have made trudging through those dungeons and doing all that backtracking a whole lot easier.
32—screenshot_viewer_medium.jpg

GameZone

...even with these flaws, the game's best features shine through. You'll love the fact that the game includes a wide range of weapons and equipment (all which even alters the appearance of your character). You'll adore the fact that you can add than one job class to your character, allowing your fighter to have some Priest healing abilities or a Ninja's ability to successfully sneak past enemies...Plus, the story is not bad once you get past the complex beginning.
media-1.jpeg
Despite those who ripped the game (basically everyone), I still really want to play it. I miss designing my own characters and building my own teams. Plus, I love tedium. It's just great.

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