Archive for July, 2010
Q&A With Kobayashi-San On Sengoku Basara
Jul 30th
Thanks to Gamasutra.com:
Let’s start out by talking about the historical setting, with real people from Japanese history. Do fans consider this weird, or do they feel like this it is normal even though the game world is very exaggerated?
Hiroyuki Kobayashi: Originally it was manga fans who we targeted for the series, not necessarily fans for the Basara series, but we’ve been developing fans that are fans of the manga or anime. They have no problem with having real people in the game as characters. They’re pretty good at understanding that there should be a disconnect there.
Yeah. And manga and anime fans may be more used to that kind of scenario already.
HK: Yeah. They see the title of the game, and they understand, “Okay, this is just a game.” But as they become fans of the game, then they actually start to study more of Japanese history and learn the real side of what actually happened.
One thing that I appreciate about this game is that it doesn’t try to stay within the boundaries of reality. Why did you decide to go for this fantastical setting?
HK: When we first wanted to make the original game, we decided to make it in the Sengoku period, and we wanted to have these characters, but we want to make them stand out like Street Fighter characters. We went for something where you see the character right away and know exactly who he is; you know what his personality is. Whereas with realistic characters, you don’t get that right away.
There’s a very strong sense of vibrant color in the game. How did you decide to use certain colors and schemes from a development perspective?
HK: When we started the series, we went for colors that the actual real characters had if they had any. For example, the Takeda clan’s main color was red, so we were able to start with that. And as the series built up and we got more and more characters, we tried to pick colors that no other character has had so they would have their own unique personality.
How does the vibrant color affect what you can do with the backgrounds?
HK: Like I mentioned, we used vibrant colors for the characters, so making the background was more like, “What can we do to make those characters stand out?” Of course we used a lot of different colors, so it makes the characters stand out. If you play the game, you’ll notice the ground isn’t nearly as bright or vibrant as the characters.
Do you think it would be interesting to do something like this with other historical periods, with characters like Abraham Lincoln and George Washington in exaggerated, crazy situations? I think that would actually get people excited.
HK: This fit really well with Japan because of Japanese history, but doing it with different countries’ histories probably won’t be accepted the way this was. Sengoku, the actual period, is a special period in Japanese history. There’s a lot more interest in it than there would be in other periods of Japanese history; it’s a very special time period.
How do you feel hack-and-slash games are doing now? The genre is very crowded with Koei’s numerous Dynasty Warriors titles and a few other franchises. Do you feel like there’s still some sustainability to this genre?
HK: It’s a very popular genre in Japan, and I feel like it will just keep growing strong in Japan. It’s what Japanese gamers really like to play. In America or in the West, I don’t think it will go away, but it probably won’t reach the popularity that it has in Japan.
Who is your target demographic, gender-wise? Are you trying to attract mostly males, or do you want more of an even split?
HK: Yes, of course anime, manga, and action game fans were the main targets for the series, but a lot of females in Japan buy and play these games too. In North America and the West, it’s probably the males that like action games, and they would be the biggest fans of the series in those territories.
What made you decide that this was the time to release Basara as it is in the West versus making any changes to it? Was there any specific reason that it seemed like the game could be just translated to English and released as-is?
HK: This is actually the third game in Japan, so we’ve been able to really ramp up the action part of the game. We really felt like this really is a game we can release now for action game fans in the West. The action gameplay is very similar to Devil May Cry. It’s close enough where people who like Devil May Cry should like this game too. It was the right game at the right time.
Yeah, It’s just that Japanese culture was really popular in the early to mid 2000s, and right then it would’ve been a great time to release something that’s based in Japan. Did you ever have that feeling?
HK: Even without some kind of anime boom right now, it’s about the action in the game. It’s an action game, not an anime series, so the action will sell people on the game. When people play it, they will see that it’s fun, and that’s not going to go away anytime soon. There’s no action boom; action games are here to stay.
What are the most important tenets of an action game, responsiveness to timing and combos? What are the main things that make an action game successful?
HK: It’s important to have responsive controls, and a unique feature that other games don’t have. For example, everybody in our game has unique special moves–no other game has those. The uniqueness becomes a main draw for the game.
Inception Star Loves Street Fighter
Jul 30th
Okamiden: Videos veranschaulichen Pinsel-Techniken
Jul 30th

Die offizielle japanische Teaser-Seite zu Okamiden erläutert die Pinsel-Techniken, die in dem Nintendo-DS-Titel rund um das Wolfsjunge Chibiterasu zum Einsatz kommen. Der Stylus wird dabei einfach als Malwerkzeug benutzt, mit dem man auf dem Touchscreen zeichnet. Videos auf der Seite veranschaulichen den innovativen Pinsel-Einsatz:

Um sich das bewegte Bildmaterial anzuschauen, geht es hier entlang: CLICK
Okamidens Chibiterasu zum Selberbasteln
Jul 30th
In Capcoms kommendem Nintendo DS-Titel “Okamiden” spielt der kleine Wolfswelpe Chibiterasu die Hauptrolle. Er verkörpert eine Gottheit, die den Menschen zur Seite steht und auf kreative und einzigartige Weise die Welt rettet.
Um die Wartezeit bis zur Veröffentlichung zu verkürzen, können sich Bastler das liebenswürdige Fellknäuel bereits nach Hause holen: Dank Nintendo Papercraft reichen Schere und Kleber aus, um sich den kleinen Chibiterasu mit ein wenig Fingerfertigkeit zusammenzubasteln.
Um sich die Bastelvorlage auf der offiziellen Webseite von Nintendo Papercraft herunterzuladen, geht es hier entlang: CLICK

The highest level of Street Fighter play: Daigo vs Arturo Sanchez
Jul 29th
Evo, the western world’s biggest fighting games tournament, isn’t all about the official championships, or the friendships made throughout the day. It’s also about the seedy underworld of late night money matches between pros, and the betting on these matches that takes place. Last year, Arturo’s Dhalsim took on arguably the most famous player in the world, Daigo Umehara, and Arturo won. This year, they rematched. Here it is -
Super Street Fighter IV für 3DS: japanische Webseite ist online
Jul 29th
Im Land der aufgehenden Sonne hat Capcom bereits die offizielle Webseite zu “Super Street Fighter IV” für Nintendo 3DS ins Leben gerufen. Ein schöner Schwung Screenshots steht zum Abruf bereit und macht Appetit auf mehr.
Zum Besuch der Seite geht es hier entlang: CLICK

Chun-Li stürzt sich in den Tod
Jul 29th
Ein tragischer Unfall ereignete sich im Büro der deutschen Capcom-Niederlassung: Street Fighter-Heldin Chun-Li stürzte aus dem 5. Stock des Gebäudes in den sicheren Tod. Ob es aus persönlichen Beweggründen geschehen ist, bleibt derzeit unklar. Wir ermitteln bereits in alle Richtungen.
Ein erster Hinweis auf die mysteriösen Umstände: Sie wurde als Fenster-Stopper zur Straßenseite eingesetzt, ein Windstoß drückte sie über den Fenstersims, so dass sie schließlich ihr Gleichgewicht verlor.
Auf Wiedersehen, Chun-Li. Wir werden deine Zwillings-Schwester pfleglicher behandeln.
IGN kürt Marvel Vs Capcom 3 zum “Best Game at Comic-Con 2010â€
Jul 28th
Eine schöne Auszeichnung gibt es von IGN zu vermelden: Sie verliehen “Marvel Vs Capcom 3: Fate of Two Worlds†den Stempel “Best Game at Comic-Con 2010â€. Der heiß ersehnte Beat’em-Up-Hit hat namhafte Konkurrenten wie beispielsweise „Infamous 2“, „Halo: Reach“ und „Spiderman: Shattered Dimension“ auf die hinteren Plätze verwiesen.
Hier der Beweis: Click
Lost Planet 2: Vorhang auf für den neuen Spielmodus “Rush Arena”
Jul 28th
Mit “Rush Arena” steht für Capcoms Lost Planet 2 ab sofort ein neuer Spielmodus zur Verfügung, bei dem sich Spieler mit den größten Kreaturen auf E.D.N. III messen. Teams bestehend aus bis zu vier Spielern schultern ihre Waffen gegen alle im Spiel vorzufindenden Boss-Widersacher – vom Salamander-ähnlichen Gordiant bis hin zum mysteriösen Akrid X und dem finalen Endboss.
Spieler aus aller Welt tragen sich in die Leaderboards ein und kämpfen um die Bestzeiten zum Akriden-Sieg in diesem klassischen Capcom-Modus.
Ein neues Charakter-Modell namens “Post Modern” steht ebenfalls zur Verfügung. Dieses Skin kann ausschließlich in Multiplayer-Matches verwendet werden, sofern Spieler den Kampagnen-Modus bereits beendet haben.
Der DLC wird darüber hinaus einen Patch beinhalten, der das Spiel auf der Basis des Feedback zu den Veröffentlichungen der Map-Packs 1&2 ausbalanciert.
Der Preis für den PS3- und Xbox 360-”Rush Arena”-DLC beträgt 240 MP beziehungsweise 2,99 Euro
Resident Evil 5 Gold Edition & PlayStation Move Clarification
Jul 27th
The original Resident Evil 5 was in development for several years before PlayStation Move even existed as a concept for Sony. RE5 was released in March 2009 without the code to allow for future changes to control schemes through DLC or patching. Therefore the original Resident Evil 5 will not work with PlayStation Move. Short of building a time machine, going back in time and recoding the game so we can patch control schemes on it in the future there is nothing we can do. Sorry.
Resident Evil 5 Gold Edition was released in 2010, at this time Capcom was aware PlayStation Move had gone from an early concept to an actual product, tweaks to the code were made to allow prototype Move to work, which was then shown off at TGS 2009. Aware that Move was coming but still unaware of it’s final specs, the release of Gold Edition in 2010 featured the same bit of code that allows new control schemes to be added and while Move will ‘not work out of the box’ with existing RE5GE the ability to download a patch will see current owners of RE5GE be able to use PlayStation Move providing they have an internet connection to download a patch that will be available from 14th September.
Now just to confuse matters! There is a brand new Resident Evil 5 Gold Edition with move support built in on the disk. This will be easily recognisable as it has the PlayStation Move branding prominently on the box (I’ll post a pic shortly)
RE5GE was originally an exclusive to a high street retailer, and I believe has now sold out, but this ‘new’ version of RE5GE will be available across all retailers and will be launched on 15th September with PlayStation Move.
In Summary. RE5 Gold Edition works with Move with the caveat that you need to download a patch if you already have a RE5 Gold Edition in your possession. Any new purchase of RE5 Gold Edition from 15th September look out for the updated ‘Move’ packaging if you want the game without the need to download a patch.  The ’Original’ RE5 doesn’t work with move…as we don’t have a time machine.

