Tuesday, December 30, 2008

Fragile - tons of new info


The guys atNeoGAF rounded this information up from a recent Bandi-Namco conference.

Producer : Kentarou Kawashima (Seven, Venus and Braves)
Art Director : Keiko Harada (Seven, Venus and Braves)
Main Programmer : Munehito Yasui (Baten Kaitos - Tri Crescendo)


• After much investigations, they found out that the average Japanese and European home game user identifies primarily three things in the games they play, in this order : 1) Story and Characters, 2) World presentation, 3) Game system.
For example, he (the producer) thought at the time (of "Seven"'s development) that rendering the gameplay mechanics more and more complex could alone make for an enjoyable game, when he found out that in fact, stressing the game system too much only lead to a dead-end.
Another example he brought up was about...the ramen restaurants : why is it that some ramen shop are radically more popular than some other despite serving basically the same thing - noodles in a soup : it's because customers are paying, not only for the good diner, but also for the "experience" provided by the restaurant.
Which is why, he concludes, as for the game system and mechanics, so the means used to entertain the user wouldn't be overdone, the question asked must be : "Which experience do you customer feel like getting ?", and the answer from the customer could be : "If I play this game, what kind of experience should I expect ?"

• Comparison brought up by Kawashima : "Resident Evil" = "frightening" ; "Fragile" = "oppressive"

• Kawashima thinks that it's essential than the creator reflects in his games the feelings he experienced himself, which is why they personally went out to take shots of existing locations (such as the Kawaji Dam, or the Tokyo Metropolitan Underground Discharge Channel), while observing the atmosphere, and listening to the environmental sounds. All of this seemed to have given a fairly high quality atmosphere to the game.

• The game should last around 30 hours. And because Kawashiwa considers that these 30 hours are most precious to the user, he wanted to make them the most meaningful possible.

• Kawashima's cherished theory is that, if the consumer demands to personally experience something interesting, then the game creator should create interesting games from these individual experiences "First is to provides varied experiences, the technology comes afterwards."

• Here is another thought from Kawashima : do the typical game user has a better response to the story of the superhuman which literaly makes the world revolve around him, or to the story of the average person which is confronted to occurrences he cannot control ? Well Kawashima himself, in addition to preferring the latter type, thinks that games haven't explored this type of plot enough. He calls this line of thought "From action games to reaction games".

• Fragile has actually been in development for around 2 years and became a fairly big project over time. "RPGs need a lot of money", he says. As expected, they intend to recoup these development costs with the game sales, and derived products. But the distribution and advertising won't be cheap either.

• At the start of the Fragile project, the game was supposed to be set in Winter (as opposed to the current game, which is set in Summer), and the main character was supposed to be a Treasure Hunter.
• A few elements survived the transition from the early project, such as the bonfires, the messages written on the walls, or the pointer/flashlight mechanics.

• The main programmer (Yasui) wasn't too hot on the battles as they were in the first prototype. He even proposed that the game would only consist of ruins exploration.

• Yasui worked hard with one other programmer to get the prototype version (the playable version which must allow the company to decide the fate of the project) up and running from the specification documents. So much that it was completed in about 4 months (he explains that his work on Baten Kaitos helped, as the Wii hardware is pretty close to the Gamecube), and the project could finally be greenlit.

• Seems like they had to change their art director at some point early, so Keiko Harada had the difficult task of inheriting her predecessor's work.

• A big work has been done on the sound flow, and the co-existence between the BGM and the environmental sounds.

• The project has been on schedule the whole time, so at the final development stage, they could actually afford to up the quality of the game significantly.

link

Sounds like a very interesting and deep game. I don't remember if this was confirmed for coming to the United States or not but hopefully it is. What do you guys think?

Monday, December 29, 2008

Resident Evil Wii-make screens






It's amazing how good this game looks nearly 7 years after it got released on Gamecube. I might be interested in the Wii make of this just because the game is so good (the controls will just be pointer interactivity).

Saturday, December 27, 2008

Mad World - story info and gameplay video



Nice to hear that this is going to have some kind of story to it. It kinda sounds vaguely similar to the first Manhunt game.

Friday, December 26, 2008

Fragile Wii video



Looks extremely good to me! The art style and overall graphic quality is very impressive.

Wednesday, December 24, 2008

Monster Hunter 3 - new screens





Screens/scans you get the idea....the game looks amazing.

Tuesday, December 23, 2008

*Rumor* Factor 5 Lair engine tech demo on Wii



With the strong rumors that Factor 5 is going out of business (or pretty much already out of business it is not really official yet), seeing things like this make me a little sad. Will we ever get to see Factor 5's Wii games in the future? Is High Voltage and Capcom the only third party developers that will show what the Wii is truly capable of graphically? Lets hope that Factor 5 can remain a float or come back from the dead. Hey maybe Nintendo can "share the wealth" with Factor 5 and keep them in business.....

Monday, December 22, 2008

Rouge Trooper - Wii screens







I've seen this game in motion on the Wii and I thought it looked really good. These screens don't show that and kinda makes the game look boring, with flat graphics. We'll have to wait and see what develops with it in the future.

Thursday, December 18, 2008

Mad World - screen blowout















Awesome.

The Gods favor you Spaniard, red is their color.....

Wednesday, December 17, 2008

Mad World - very uncensored holiday trailer



Well the first one was censored so here is the uncensored version. Do you think that just because this game is in black and white and has the comic book exclamations that it will still avoid an "Adults Only" rating?

Tuesday, December 16, 2008

Tatsunoko vs. Capcom - Viewtiful Joe gameplay



Why? Why? Why doesn't Capcom bring this game here to the states??? Fun stuff.

Monday, December 15, 2008

Mad World - Holiday Trailer



The guys at Platinum were nice to wish us a happy holiday with a new trailer for one of the more gruesome games coming out next year. Thanks?

Thursday, December 11, 2008

Wii sells over 2 million for November '08


The Nintendo Wii outsold the Xbox 360, PS3 and PSP combined for the month of November.....did you think that just because you were seeing a lot Wii's available at Gamestop and Walmart that the Wii's sales were dying down? It's obvious that Nintendo increased the production big time and everything that shipped has sold. 2.04 million is a monstrous number.

Click here to see exactly how much the Wii crushed everything else.

Wednesday, December 10, 2008

Dragon Quest X confirmed Wii exclusive!!!

Link


I haven't actually played a real Dragon Quest game on any system (I played "Swords" on the Wii but it was not very interesting and not a real DQ game) so I can't really be all that excited from a gamer point of view. Now, from a business point of view I'm very very excited since Dragon Quest sells insanely in Japan and since this will be exclusive to the Wii you can bet that this locks the Wii as the # 1 system in Japan from here on out (it kinda already is though). Excited for this news guys?

Monday, December 08, 2008

The Conduit - updated manual shown



Nice to know (if this guy is to be believed) that we will be seeing a major update to the Quantum 3 engine with footage shown in about a month or so. I'm still really looking forward to this game, and it seems that High Voltage really knows how to keep the hype going with these updates.

Friday, December 05, 2008

-Speculation- New Metal Gear game coming to Wii?



Lets see here, we know that the i looks a lot like the Wii "i" and the power logo looks exactly the same as the Wii power button logo. So the next Metal Gear must be coming to the Wii right? The only issue is that this is in green and the Xbox 360 also has the same power logo as the Wii. However, that "i" really can only mean one system........ man I hate teasing!

Thursday, December 04, 2008

Mad World - new screens & info




In 1up's new interview with Platinum Games it was brought out that one of the original ideas in art style for Mad World was having stick figures as the characters in kind of a silhouette black and white concept. They went on to stay that Mad World will be a game that you can spend "hours and hours playing until you are full" so there is much more to the game than what has been shown so far. I'm looking forward to seeing more soon.

Tuesday, December 02, 2008

Sonic and The Black Knight - even more awesome screens!








Either Sega knows how to take Wii screen shots or they are really putting their best effort into this project (a little of both?). Yes some of the enemies have a little lower polygon count and these screens are being taken with anti-aliasing or higher resolution, but the detail and textures do tell the truth. This game is one to look out for.

Monday, December 01, 2008

Sonic and The Black Knight - gorgeous new screens










Wow, I must say that I'm impressed by the texture detail in this Sonic game. Usually textures are sacrificed for a faster frame rate or getting more things on screen. So the question is just how much of a "Sonic" game is this? Sonic and the Secret Rings was basically a Sonic game but there was a lot of other stuff going on in it to make you thing otherwise. I for one really liked that game and it seemed like a good spin-off on the 3D Sonic tried and true. So since the same developers who made Sonic and the Secret Rings are making Sonic and The Black Knight, I'm hopeful that they will fix some of the issues that plagued the former and improve on them in this game. Sega is definitely making this game take full advantage of the Wii's power; the lighting, shading and model detail all reflect a lot of obvious hard work. I can't wait to see more in the near future.