Posts Tagged ‘ jonathan-holmes

Hanabi Festival hits Europe’s Virtual Console March 12th 11 March 2010 at 5:00 pm by Admin

Hanabi Festival hits Europe's Virtual Console March 12th screenshot

For a few years now, Nintendo of American and Nintendo of Europe have used Japan’s fireworks-based holiday, the Hanabi Festival, as an excuse to release Japan-only Virtual Consoles games in their respective regions. That’s how we got Sin and Punishment here in the States, as well as the baby-powered platformer Bio Miracle Bokutte Upa, the oily-buttock powered Cho Aniki, and that weird sequel to Milon’s Secret Castle that no one liked.

Looks like Nintendo Europe is continuing the Hanabi tradition this year with a few pretty kick-ass games. Well, maybe “kick-ass” is a little strong. The NES port of Lode Runner isn’t all that great, but Iron Clad for the Neo Geo is pretty awesome if you like weird steampunk shmups. The real star of the show is Castlevania Rondo of Blood. Long considered one of the greatest games in the Castlevania series, this Virtual Console release will be an unaltered replica of the Japanese original; no text translation, no English voice-acting, nothing. For a purest like myself, that’s totally awesome.

The festival kicks off in Europe on March 12th. Wait, isn’t that in an hour?

I HATE YOU, EUROPE.

Europe- Hanabi Festival 5 Starts Friday [Nintendaan]

+ Are the Bit.Trip guys suing the hell out of Anthony? By Admin 08 March 2010 at 12:20 pm and have No Comments

Are the Bit.Trip guys suing the hell out of Anthony? screenshot

I probably shouldn’t be writing this, as it may not be good for my friend and coworker Anthony Burch, but he’s on his way to GDC and I can’t get a hold of him. There is the chance that posting this will somehow negatively effect his ongoing lawsuit against Gaijin Games, the creators of Bit.Trip RUNNER, but I can’t risk not getting this info to him ASAP. If someone reading this can tell him to read the site as soon as possible, thank you in advance. That would be a huge relief.

Anthony, it looks like you may not have acquired the copyright to the name and concept to Runner (the game we worked on together), so now you may actually be found at fault be at fault for using the name and concept, at least legally.

I’m torn about this. On one end, I still consider the guys at Gaijin Games to be some of my favorite game developers, and I don’t want to ruin my working relationship with them. On the other hand, you’re my friend and collaborator, and I don’t want you to get screwed either. Also, if you get sued, are you going to make me pay your fines with you? I know I did a lot of the graphics for Runner, but I’m not sure that it’s fair that I be involved with this legal stuff.

Anyway, past the jump is the email I got from Alex Neuse, CEO of Gaijin Games, forwarded from his lawyer. Anthony, please read this as soon as you can, and if it’s not too late to get Runner copy-written, do so immediately. I don’t like being caught in the crossfire like this.

To whom it may concern,

As General Counsel to Gaijin Games, Inc. I oversee all legal matters of the corporation, to include response to litigation and the threat of litigation.

I have reviewed the claim put forth by Destructoid that they somehow have exclusive rights to the word “runner”.    

I have researched all pertinent data banks with regard to copyright protection and found no evidence of that word being protected by any party.    

Imagine if you would, a world wherein any person can claim any word as “his”.  

Their claim to the word “runner” has no more merit than an individual claiming all rights to the word “crap”. For instance, a husband leaving his house to take his dog for a walk would no longer be able to say to his spouse “Honey, I’m taking Fido out for a walk so that he can take a crap”.  That poor slob would instead have to substitute something like “Honey, I’m taking Fido out so that he can lay some pipe. I would have used the word ‘crap’ but some bastard has that all locked up”.  

If Destructoid goes forth with their meritless claim, be assured that we will respond with a counter-suit that will tie them up tighter than a gnat’s scrotum. We will include a count for frivolous litigation and will extract from them all of my legal fees incurred defending their defenseless claim. Come to think of it, I could use a replacement sail for my yacht.

Regards, Atty. Lawrence A. Osborn, J.D.

+ The Destructoid Comic: #sports By Admin 06 March 2010 at 7:00 am and have No Comments

The Destructoid Comic: #sports screenshot

[The Destructoid Comic is a community plot driven comic series drawn by Mikey.]

Previously, on the Destructoid Comic:

Reverend Anthony Burch and Ashley Davis have been called in to help clean the streets of Destructoid City. According to Technophile and his fellow FORUM members, they must destroy as many of the Red Ring Zombies as they can to weaken the remote signal to the larger automaton.

Fighting the endless hordes of mechanical undead is taking its toll on the team. 


THE RULES!

Here are your choices for the next pages:

1 – Samit, Rev and Ashley team up and continue to patrol the Dtoid streets, taking out as many Red Rings as they can.

2 – Niero manages to telepathically link to the Destructoid Helmet and is able to free himself.

3 – Geraldo Beedog and his trusty camera man, Rey Gutierrez, are wandering around the city filming all the action. Señor Beedog never misses a good story, no matter how dangerous!

4 – CTZ and Brad Nicholson continue fighting for their lives on the rooftops.

5 – Topher flies circles around the Destructor-toid, keeping it distracted while Jim and RetroforceGO! try to get inside it and sabotage its inner systems.

6 – Technophile and his FORUM super commandos discover the source of the remote signal and infiltrate Jack Thompson’s base.

Vote for what you want to happen and feel free to add your own ideas to the choice you pick!

Cover
Page #1: When it rains, it pours
Page #2: Enter … THE SHARK!
Page #3: The plot thickens!
Page #4: Annnnnnd welcome!
Page #5: Revenge of the Red Rings
Page #6: Time to formulate a plan
Page #7 + #8: The Long Way Round
Page #9 + #10: Compulsory underground level
Page #11 + #12: Run or shoot?
Page #13: HAWP to it
Page #14 + #15: Mandatory monologue
Page #16 + #17 + #18: Face to face
Page #19 + #20: Those left behind
Page #21 + #22: Goodwill hunting
Page #23 + #24 + #25: A new challenger appears!
Page #26 + #27 + #28 + #29: Battle stations
Page #30 + #31: Power up!
Page #32 + #33: Open fire!


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+ Bass, Treble, and more Mega Man 10 DLC confirmed By Admin 01 March 2010 at 5:00 pm and have No Comments

Bass, Treble, and more Mega Man 10 DLC confirmed screenshot

Here it is folks, the latest videogame news, straight from my television set. That is how Bass and Treble will look in Mega Man 10. They’ll be made available as playable characters via DLC on April 5th, for the cost of 200 Wii points. Also launching on April 5th is the first of three downloadable Special Stages for Mega Man 10, for a measly 100 Wii points. This stage will have it’s own unique boss, though nothing else is known about it at this time.

Even later, on April 26th, we’ll see the return of Endless Mode (one of my favorite aspects of Mega Man 9) for 300 Wii points. We’ll also get not one, but two more Special Stages, again for one buck each. Of course, this all only applies to the WiiWare version of the game, and may not apply to the PSN an XBLA ports.

So far, I’m not sure that I like Mega Man 10 as much as Mega Man 9, but there is no arguing that the DLC is better this time around. Three new stages, and a character that has never before entered the realm of the low-res sprite. That’s pretty much “the balls” for a retro-Mega Man fan like myself.

(And yes, I know Forte appeared on the Wonderswan version of Rockman and Forte. That doesn’t count.)

MM10 DLC Revealed, Bass Confirmed As Third Playable Character (UPDATE) [Protodude's Rockman Corner]

+ Mega Man 10’s has a challenge mode, also candy By Admin 27 February 2010 at 7:00 pm and have No Comments

Mega Man 10's has a challenge mode, also candy screenshot

One of my favorite things about Mega Man 9 was the game’s Endless Mode DLC. Combining the best aspects of roguelikes with traditional Mega Man gameplay just clicked. Tons of randomly ordered levels, plenty of exciting hardships, awesome music, survival-horror tension, and online leaderboards. Yeah, it’s pretty awesome.

Looks like the Mega Man 10 will have something similar. Mega Man 10’s Challenge Mode forces the player to make it through new levels with certain predetermined restrictions; no jumping, no damage, no attacks, that sort of thing. Do well and you’ll get a medal, and medals are awesome, way more awesome than not-medals (which is what you get if you do crappy). We’ve heard about this mode before, but this is the first time Destructoid has done a full post on the news, so deal with it.

Also announced is a new Mega Man 10 branded gummi-candy. Each tin comes bursting with candies of different shapes and flavors, each to corresponding with one of the game’s eight weapons. Ever wanted to know what Thunder Wool tastes like? Now you can find out (that is, if you have a way to get you hands on this Japan-only candy).

My guess is that Thunder Wool should taste like an angora sweater soaked in Redbull, but in reality, it will just taste like a pineapple gummi bear. Either way, I totally want some.

Capcom PS3/Wii/ Xbox 360 Rockman 10 Challenge mode!! [Game.watch.impress]

+ Review: Resident Evil 5: Lost in Nightmares By Admin 24 February 2010 at 12:00 pm and have No Comments

Review: Resident Evil 5: Lost in Nightmares screenshot

How did you like Resident Evil 5? Were you one of the many who loved the game, or were you among those who thought it was something of a failure? What do you think of the mandatory co-op? Did you think the move toward an action-packed, “blockbuster” experience helped the series to evolve, or did you see the change in tone as a rejection of the survival horror core that made the series great in the first place?

How you answer these questions will, in a large way, indicate how much you enjoy Lost in Nightmares, the first of two planned DLC campaigns for Resident Evil 5. You may assume that answering the second question with a hearty “Resident Evil 5 f*cking ruled” guarantees that you’ll love Lost in Nightmares as well, but that may not be the case. Just because you liked Resident Evil 5 doesn’t mean that Lost in Nightmares is for you, and likewise, if Resident Evil 5’s main mode wasn’t your jam, Lost in Nightmares may go on to change your mind about the game.

Hit the jump for the the Destructoid review of Resident Evil 5: Lost in Nightmares.

Resident Evil 5: Lost in Nightmares (Xbox 360, PlayStation 3 [reviewed])
Developer: Capcom
Publisher: Capcom
Released: February 17, 2010 (360) / February 18, 2010 (PS3)

Lost in Nightmares works both as a prequel to Resident Evil 5 and as an expanded, playable version of one of the retail game’s many cut scenes. In the second half of the main campaign of Resident Evil 5, Chris explains to his new partner Sheva that a few years prior, he lost his longtime partner Jill Valentine in a battle to the death with series antagonist Albert Wesker. This mini-campaign shows exactly what Jill and Chris went through on the way towards that vicious battle with their ex-boss.

Seeing Chris and Jill together again is just the start of the fan service. The first section of Lost in Nightmares bears a strong resemblance to the Arklay mansion seen in Resident Evil 1 (and parts of Resident Evil: Code Veronica). Want piano-playing puzzles, password hunting, lock unlocking, and crank-turning back in your Resident Evil? Well, you’ve got it, with a fair amount of self-referential banter to boot. Lost in Nightmares also plays a lot like old Resident Evil. Check the entrance three times, and the game’s camera reverts to the strategically placed, predetermined style of Resident Evil 1 to 3 (for the opening areas only). This opening area also places a definitive emphasis on foreboding atmosphere, quiet moments, and an overarching sense of uncertainty. Take all the complaints you’ve heard longtime Resident Evil fans lay onto the feel of Resident Evil 5 (too much noise, bright light, explosions, set pieces, etc.) and throw them into reverse. That’s Lost in Nightmares. When it comes to style, tone, and flavor, it’s pretty much the anti-Resident Evil 5.

I say “pretty much” because the one major gameplay change introduced in Resident Evil 5 – the required co-op (with either a computer-controlled or human-controlled partner) — remains intact. Just like in the main campaign of Resident Evil 5, playing Lost in Nightmares alone and playing it with a friend are very different experiences. While with a human, being separated from your partner adds to the fear, anxiety, and sense of desperation that the game aims to evoke. When you’re playing with a computer-controlled partner, your A.I. buddy will frequently ruin scares, play interesting parts of the game for you (so you won’t have to?) and generally make things less fun.

I’d say that they should have done away with co-op all together, but I can’t deny that it is really fun when played with a friend. To make co-op optional really would have required everything to be designed in two completely different ways, which is more than one could ask of some DLC. Instead, the game relies on co-op from beginning to end. The campaign is basically split into four parts: an atmosphere-focused opening area; a cramped, combat-driven prison zone; a weapons-free, evasion-focused dilapidated sewer; and a QTE-infused final boss fight against Wesker. All these areas require near-constant cooperation with your partner. Again, that works great when you’re actually playing with a friend, but when the game is playing itself for you, the fun starts to go out the window.

I understand that since Capcom went with the co-op thing in the original Resident Evil 5, they’ve sort of got to stick with it for this DLC campaign. What I don’t understand is why they only went part of the way with bringing the game back to its zombie-loving roots. Lost in Nightmares features two different types of “regular” enemies, and yes, zombies are one of the two. The problem is, these are the Resident Evil 5 zombies that just sort of lie around looking dead(er) until you get within arm’s length. Then they grab you, requiring a bit of left analog stick waggling, until you’re cut loose. After that, one bullet will put them down. No crowds of shambling, hard-to-kill zombies of past Resident Evil games here — just a few sleepy undead that are more of a nuisance than a threat.

The real enemies of the game don’t feel all that new at all, though they definitely look original. They stalk and attack the player much in the style of the one-hit-killing executioner enemies of the game’s main campaign, but they offer much more in the way of bulging arm-eyeballs and spurts of acid blood. Probably the best thing about them is how unpredictable their appearances are. My first time through Lost in Nightmares, I didn’t run into one in the first area, but the second time through, I bumped into one in the middle of a previously safe hallway. Beyond the occasional surprise appearance, these “new” enemies don’t do anything too different. You’re only likely to bump into nine or ten of them throughout the game, and while they certainly add a much-needed sense of danger, they won’t do much to you that you haven’t already seen before.

Along with the Lost in Nightmares campaign, this DLC package also includes the ability to play as Resident Evil 1’s Barry Burton and Resident Evil 5’s Excella Gionne in a new version of the Mercenaries mode called “Mercenaries Reunion.” Personally, I loved the Mercenaries mode in Resident Evil 5 even more than the campaign. Being allowed to play either cooperatively or in true single-player mode makes for a much better game, and that’s what Mercenaries mode offers. Though the maps and gameplay are the same in “Mercenaries Reunion,” Barry and Excella do a lot to make things feel fresh.

Barry has a slew of new hand-to-hand attacks (including a decapitating headbutt and a goofy punch attack called “Barry Sandwich”), and Excella packs weapons that make her the perfect assist partner in co-op games. She comes equipped with a grenade launcher loaded with flashbang rounds, which don’t do any damage themselves but are perfect for freezing a group of enemies in place, allowing Barry to headbutt the crap out of them one by one. I expected that these two bonus characters would be unfulfilling re-skins of Sheva and Chris, but instead, Capcom has gone and made Mercenaries mode feel as fresh and addictive as it did when I first unlocked it on the disc last year.

Pound-for-pound, I enjoyed Lost in Nightmares more than the main campaign of Resident Evil 5. It’s not really that far from the original Resident Evil 5 in terms of objective quality, but the overall change in style goes a long way towards making it a more memorable experience. All the effort Capcom put into making Lost in Nightmares feel like a “classic” Resident Evil game, as well as the copious amounts of fan service, make this mini-campaign act almost like an apology for the less admirable aspects of Resident Evil 5. That said, this DLC doesn’t quite go all the way with the apology, and that’s a little disappointing. Without “real” zombies as enemies and a true single-player mode, Lost in Nightmares feels halfhearted at times, like Resident Evil 5 impersonating Resident Evil 1, as opposed to truly leaving its failings behind. It’s also worth mentioning that fans of the explosion-packed, majini-on-dirt-bikes, Redfield-on-steroids craziness of Resident Evil 5’s on-disc content may be disappointed with the deliberate, slow-paced, normal-size-arm adventure found here.

All quibbles aside, Lost in Nightmares still does a lot to correct the things that I didn’t like about Resident Evil 5, and I hope it’s an indicator for where they may take the series in the future. More of Barry Burton headbutting Saddam Hussein look-a-likes until their faces explode would be a good thing.

Score: 8 – Great (8s are impressive efforts with a few noticeable problems holding them back. Won’t astound everyone, but is worth your time and cash.)



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+ Fan-created Mega Man FPS gets an even better trailer By Admin 16 February 2010 at 3:00 pm and have No Comments

Mega Man games seem to go over better when they stick to their 8-bit roots, but there’s no reason why they can’t be 8-bit-ish while operating on all three axes. Just take a look at Mega Man 8-bit Deathmatch, a game that takes the sprites from the original Mega Man games and pastes them onto a Doom-like engine. It may be a little hard on the eyes for those who prefer the “realistic” look utilized in most FPSs, but I bet Mega Man fans of old would rather play this than Call of Duty.

If Valve could put the official stamp on the fan-created Half-Life mod Counter-Strike and permit it to become a “real” game, I don’t see why Capcom couldn’t let this title go to WiiWare/PSN/XBLA as a $5 download. I know I’d buy it.

 

+ Review: The Magic Obelisk By Admin 15 February 2010 at 12:00 pm and have No Comments

Review: The Magic Obelisk screenshot

Game Arts? Hey, I love Game Arts. They’ve made many of my favorite games, including the Lunar and Grandia series of games. Now they’ve released a WiiWare game that’s pretty far away from the previously mentioned role-playing titles. The new title, The Magic Obelisk, is actually a puzzle-style game.

Lukus, a tree spirit, takes on a human form to break away from the elder tree to find his own place to take root and grow. He is accompanied by Popo, a flying creature that doubles as a light source (you’ll see) and a guide for the unseasoned traveler….

Hmmm. You’ll just have to trust that it’s a bit cooler than I just made it sound.

The Magic Obelisk (WiiWare)
Developer: Game Arts
Publisher: Game Arts
Released: December 28, 2009

Lukus cannot step foot into sunlight at all. He must traverse the world in shadow, or else he’ll instantly take root when the sun hits him, right where he stands. That doesn’t sound too difficult, does it? A light-based puzzler? All you need to do is stay in the shade? Yes, but know that you do not control Lukus. Instead, you control his flying buddy, Popo. Lukus moves on his own, looking to move along the shade you — as Popo — create for him.

Popo’s job is to activate magic obelisks (hence the game name) on the game’s maps to cast shadows for Lukus to walk in. After switching one on, Popo acts as a light source. Your job is to position Popo behind the obelisk at an angle that will cast a shadow that can connect other shadows, so that Lukus can continue on toward his goal.

At first, the game’s maps only has you connecting shadow to shadow. It gets more difficult, though, with obstacles and enemies that cannot be defeated. Instead, you’ll have to steer Lukus in the right path, around these obstacles and enemies. It doesn’t help at all that Lukus is kind of stupid. He’ll blindly walk into danger, so you’ll have to scramble to intercept his mindless strolling, or whistle (by hitting the 1 button) to distract him. Things complicate even further when new obelisks are introduced, bringing elements like ice, heat and wind into play. This is a game that will keep you on your toes, with the action steadily increasing over more than two dozen levels.

On paper, this really unique puzzle concept is solid and smart. Unfortunately, the execution lets the game down a bit. The major problem is the control. While appropriately simplistic, using only two buttons and the d-pad on a sideways-held Wii Remote, it lacks in precision, leaving Popo to miss steps, which leads Lukus to his doom more often than it should. Popo needs the ability to smoothly fly around these round obelisks to shine his light at a precise angle, so that a shadow will fall exactly where needed. With the digital-only control, which seems somewhat jerky and imprecise, sometimes a rushed shadow drop falls at a just-miss. It becomes frustrating quickly, and it seems like smooth analog control would have been more appropriate here.

It’s a shame because some of the later puzzles are close to brilliant in their level of challenge. With a fixed camera and multiple light sources going, you have to have your thinking cap on to figure out how the shadows will fall. When you do finally work it out in your head, you’re excited. Too bad you’ll be let down by the failed control sometimes. If I were the guy that worked so hard on creating such smart levels, I’d have serious beef with the team/people that worked on the control. I wouldn’t go as far as to say that the control is a dealbreaker, though. It’s more like a blemish on an otherwise perfectly fine videogame.

One nice thing I can say is that The Magic Obelisk is freakin’ adorable. Lukus, while kind of dumb, is childishly charming, with his huge blond ahoge and his goofy smile. Sometimes his idle animations are so cute that you can’t help but laugh. I often found myself watching him to see what he does, like when he shivers and his eyes bug out on the ice levels. You’ll do other cute things like help a fat bear find presents for his mom. Or lead a mopey giraffe to water. Again, I can’t stress the cuteness enough. The graphics are pretty nice for a $5 WiiWare, with pretty colors and eye-pleasing vistas. As you’d expect from a light-based game, some of the maps sport really nice lighting effects and shadow work.

The Magic Obelisk has so many things going for it. It has really unique light-based puzzle game play, super cute graphics and characters, and a fantastic price tag. The clunky control does let the game down a bit, but I still think it’s certainly worth your time and your $5.

8 — Great (8s are impressive efforts with a few noticeable problems holding them back. Won’t astound everyone, but is worth your time and cash.)



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+ Better than sex: Rockman 10 animated Twitter icons By Admin 14 February 2010 at 1:00 pm and have No Comments

Better than sex: Rockman 10 animated Twitter icons screenshot

Having a sh*tty Valentine’s Day? Well don’t worry about it, because nothing, and I mean nothing could make your Hallmark Holiday better than these Rockman 10 Valentine-themed Twitter icons. They’re right here, and they’re hot.

God, I’m sweating from the heat right now, and trust me, the heat is sexual.

These icons are only available until February 26th, a scant three days before Mega Man 10 launches in the United States. There is literally no better way to get yourself ready for the game’s release than to first download these icons, then tweet about how sexually aroused you’ve become. I know that’s what I’ll be doing, though under an assumed name. There is a reason why my tweets never show up in the Dtoid Twitter sidebar.

If the rest of the staff knew about the bubbling sewer of sexual 8-bit pornography I’ve been tweeting and re-tweeting for the past two years, there is no way I’d still be working here.

Mega Man 10 – animated Twitter icons [Gonintendo]

+ Final Fantasy XIII and the NBA All-Star celebrity JAM By Admin 10 February 2010 at 5:00 pm and have No Comments

Final Fantasy XIII and the NBA All-Star celebrity JAM screenshot

In the spirit of Shaq-Fu, Beyoncé pretending to like Rhythm Heaven, and countless other videogame/mainstream media pairings, Square Enix and the NBA have announced Final Fantasy XIII as a presenting partner of the 2010 NBA All-Star Celebrity Game (Partnership with World-Renowned Fantasy Videogame Includes Visibility Throughout the Game and at NBA All-Star Jam Session presented by Adidas.)

What does that mean, exactly? Well, there will be some Final Fantasy XIII commercials during the game when it airs on ESPN on February 12th at 7pm EST, with some Final Fantasy XIII banners and posters hanging around the court to match. People who have never played a Final Fantasy game will stare at said banners and posters and say “Final Fantasy XIII? How can it be ‘final’ if they’ve made thirteen of them?” They will then go back to being hypnotized by the sight of Chris Tucker and Dr. Oz as they sweat and bumble around the basketball court, effectively killing any awareness that they may have started to form of a videogame called Final Fantasy XIII.

Those who actually attend the event will even get to play Final Fantasy XIII for a bit, but does anyone who cares about NBA All-Star Celebrity things want to play Final Fantasy XIII? Does anyone interested in Final Fantasy XIII want to have their first time with the title happen in the middle of a basketball game?

Is this the least effective pairing of a videogame and a non-videogame-related event ever? Does Michael Jackson’s ghost dream of making Moonwalker 2 in HD? Wasn’t it cool that one time when Mario and the Black Mage from Final Fantasy had a slam dunk contest?

Please, answer these questions in the comments, and/or hit the jump for the full press release.

 

NBA ANNOUNCES SQUARE ENIX’S FINAL FANTASY XIII AS PRESENTING PARTNER OF 2010 NBA ALL-STAR CELEBRITY GAME

– Partnership with World-Renowned Fantasy Videogame Includes Visibility Throughout the Game and at NBA All-Star Jam Session presented by adidas –

NEW YORK, Feb. 8, 2010 – The National Basketball Association (NBA) and Square Enix Inc. (Square Enix) today announced a promotional partnership that will make FINAL FANTASY® XIII – the latest in the world-renowned action-packed role-playing videogame series that has shipped more than 92 million units – the presenting partner of the 2010 NBA All-Star Celebrity Game.

As the presenting partner of the NBA All-Star Celebrity Game, FINAL FANTASY XIII will have prominent exposure throughout Center Court at NBA All-Star Jam Session presented by adidas, where the game will be played. The role-playing videogame, which features futuristic characters and gameplay, will receive significant presence during the broadcast on ESPN, which will televise the NBA All-Star event for the sixth consecutive year. There will also be a dedicated FINAL FANTASY XIII area at NBA All-Star Jam Session where fans will be able to preview the videogame, which will be available for both PlayStation®3 and the Xbox 360® on March 9, 2010.

“FINAL FANTASY XIII, the next evolution in videogame entertainment, will appeal to first time players and series fans alike,” said John Yamamoto, President and CEO of Square Enix, Inc., “We are delighted to be the presenting partner at the NBA All-Star Celebrity Game and give fans a chance to experience the most highly anticipated game of the year before it launches on March 9.”

“FINAL FANTASY is a storied brand in the videogame category and this partnership will bring an exciting new element to this year’s NBA All-Star Celebrity Game,” said Mark Tatum, NBA Executive Vice President of Marketing Partnerships. “A good portion of our fanbase overlaps with the young, videogame-playing audience, so it is a natural fit for us to partner with a leading franchise like FINAL FANTASY around one of our marquee All-Star events.”

The 2010 NBA All-Star Celebrity Game presented by FINAL FANTASY XIII will tip off on Friday, Feb. 12 at 7:00 p.m. EST/ 6:00 p.m. CST from NBA All-Star Jam Session presented by adidas inside the Dallas Convention Center. This year’s celebrity participants will include a cast of players from film, TV, and music who will be outfitted in retro 1986 NBA All-Star uniforms paying tribute to NBA All-Star 1986 in Dallas. The game will also feature former NBA players and current WNBA players.

FINAL FANTASY XIII marks the dawning of a new era for the celebrated franchise, bringing the series to multiple high-definition consoles simultaneously for the first time in its history. The series is defined by a constant evolution, offering nothing less than the finest creative vision, graphical quality and gameplay system of its generation with every installment, and FINAL FANTASY XIII will be no exception to its legacy.

About Square Enix Co., Ltd. and Square Enix, Inc.

Square Enix Co., Ltd. (Square Enix), with headquarters in Tokyo, Japan, develops, publishes and distributes entertainment content including interactive entertainment software and publications in Asia, North America, and Europe. Square Enix® brings two of Japan’s best-selling franchises — FINAL FANTASY, which has sold over 92 million units worldwide, and DRAGON QUEST®, which has sold over 53 million units worldwide — under one roof. Square Enix is one of the most influential providers of digital entertainment content in the world and continues to push the boundaries of creativity and innovation.

Square Enix, Inc. is a wholly-owned subsidiary of Square Enix Holdings Co., Ltd. with offices in Los Angeles, California. It handles operations in North America, including development, localization, marketing and publishing of Square Enix titles. More information on Square Enix can be found on the Internet at http://www.square-enix.com.

About NBA All-Star 2010

NBA All-Star 2010 in Dallas will bring together some of the most talented and passionate players in the league’s history for a global celebration of the game. Among the many events that will reach fans in more than 200 countries and territories in more than 40 languages are the T-Mobile Rookie Challenge & Youth Jam, NBA All-Star Celebrity Game presented by FINAL FANTASY® XIII, and NBA All-Star Jam Session presented by adidas. American Airlines Center will host All-Star Saturday Night, featuring the Foot Locker Three-Point Shootout, Taco Bell Skills Challenge, Haier Shooting Stars, and Sprite Slam Dunk. The 59th NBA All-Star Game will be played on Sunday, Feb. 14 at Cowboys Stadium in Arlington, Texas, before an expected crowd of more than 80,000 – the largest group ever to witness a live basketball game. TNT will televise the All-Star Game for an eighth consecutive year, marking Turner Sports’ 25th season of All-Star coverage. This will be the second NBA All-Star in Dallas. The city also hosted the event in 1986.