Posts Tagged ‘ project

Talking to the Needlemouse: The Emerald Hills developers 14 September 2009 at 2:20 pm by Admin

Talking to the Needlemouse: The Emerald Hills developers screenshot

There’s been a lot of talk about the brand new, 2D, high-definition Sonic game. It’s been something people have wanted for a long time, and the idea that this could be a sort of “Sonic 4” is pretty damn amazing. We’ve even got a screen shot and level design for the game!

Except, well, we don’t. You see, at the same time that Sega was making their announcement for their new Sonic, code-named Project Needlemouse, a couple of young guys in Massachusetts announced their fan-made game, Needlemouse: The Emerald Hills. Needless to say, the timing was more than a little off, and those level builds are not from the new Sonic title.

However, this fan-made, inspired-by-but-not-endorsed, Needlemouse: The Emerald Hills is pretty damn interesting. I contacted the two guys behind the game, Jono Forbes and Matt Schoen, and talked to them about their project. While certainly big fans of Sonic, Forbes said that “we think we are the perfect age for this product. The first game we ever really played was Sonic 1, and that was my thing…that was my childhood, and that’s what got me interested in game design.”

According to the team, the game has been in the works since May, but has been tossed around for the last few years.  Obviously, Needlemouse: The Emerald Hills is an act Sonic-fandom, and they hope to make a game that would act as inspired from the speedy hedgehog’s better days. Ultimately, they hope to have a final game for people by spring of next year, although that depends on how things come together.

Before I left them, I asked them about what they would want to see in a new, 2D Sonic the Hedgehog game. Forbes said that “if Sega is going to be remaking the classic, I would assume they would be keeping to the original feeling, as well as trying to keep to the art as true as possible, in a modern HD way; a big distinction between these Needlemice, I think, is that while we are also striving to remake the original feeling, we’re taking our liberties aesthetically, and you can expect some radical changes to the look.” For those interested, check out the Needlemouse: The Emerald Hills website to follow up on the project, as well as stay up to date on any updates and beta tests for the game.

+ Shane Kim: Natal is about ‘breaking down all the barriers’ By Admin 31 August 2009 at 4:00 am and have No Comments

Shane Kim: Natal is about 'breaking down all the barriers' screenshot

Microsoft Game Studios’ Shane Kim — the guy that said a Microsoft handheld was a matter of “when” and not “if” — believes Project Natal can earn the hardware manufacturer a blue ribbon this console generation by smashing “barriers” that frustrate the casual audience.

In an interview with OXM UK, Kim said Microsoft isn’t the winner of this generation, but Project Natal could put them over the edge. His vision is clear: Natal isn’t about responding to what Nintendo is doing; rather, it is about opening magical pathways so console-dumb Granny and company will feel the need to buy an Xbox 360. In short, Kim thinks Natal will net Microsoft more warm-bodied followers.

“Because the generation isn’t over, and we’re not winning yet,” Kim said. “Our goal is to win, always has been. We want to have hundreds of millions of customers, whether that’s on 360 or on LIVE, and that’s our vision.”

“That’s what Project Natal is about,” he continued. “Natal is not about responding to Nintendo and what they do with Wii, it goes well beyond what Nintendo and Sony are doing. This is about unlocking the potential and breaking down all the barriers that remain that prevent people who are intimidated or feel awkward with a controller in their hand — anything that prevents them from jumping in and having a great time with Xbox 360 and Xbox LIVE.

“That’s what it’s about. It’s about the 60% of households around the world, more in some regions, that don’t own a games console today. We only have so much to offer, so much value to offer: how do we prevent ourselves getting in the way? That’s what Project Natal really is,” said Kim.

Kim’s thoughts aren’t wild, but there is a small problem: people who can’t figure out dual-analog sticks already have a Wii, and it doesn’t seem like they take issue with the remote.  

[via VG247]

+ Policenauts fan translation finally released By Admin 24 August 2009 at 6:40 am and have No Comments

Policenauts fan translation finally released screenshot

Today is Hideo Kojima’s birthday. To celebrate, the long-awaited fan translation patch for Policenauts has been released. Though repeatedly re-released in Japan for PC, 3D0, PlayStation and Sega Saturn, the game has never ventured outside of its country of origin. Policenauts is referenced in other Kojima games and I’ve been curious to try it ever since seeing a poster for the game in Otacon’s lab on Shadow Moses.

The translation, which has been in the works for several years, is available over at policenauts.net. You will, of course, need a copy of the game as well, which can be purchased from many fine online retailers and certainly not downloadable from many not fine purveyors of illicitly traded data.

So, who among you will be taking a crack at this Kojima classic?


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+ Codies: Natal won’t replace traditional controls By Admin 12 August 2009 at 5:20 am and have No Comments

Codies: Natal won't replace traditional controls screenshot

At E3, Microsoft proudly showed someone using a system of mystical motions in order to play a racing game, but despite Project Natal’s promise of a brave new tomorrow, genre staple Codemasters remains skeptical, believing traditional controllers are the way to go.

"The complexity of control for a racing game, certainly for a core racing game like ours, requires a controller," explains game design manager Ralph Fulton. "It requires feedback, and I don’t think waving your hands around and pretending you’re steering a car offers you the precision or the feedback that racing games require.

"That’s not to say that I don’t think you could do some really cool things, particularly with Natal, which can function as additional control over and above the controller in racing games. But I certainly don’t ever see it replacing the wheel or the controller as the principle controller method."

That said, Fulton is excited to get kits for both Natal and the Sony Wiimote, although he believes Natal is more exciting because Sony’s little wand doesn’t look as new. Fair point, really.

+ Star Wars: The Old Republic slated for October 2010 release? By Admin 11 August 2009 at 5:00 pm and have No Comments

Star Wars: The Old Republic slated for October 2010 release? screenshot

If a report is to be believed, we may be playing Star Wars: The Old Republic next year. French fan Web site Star Wars-Universe is reporting that the ambitious MMO will drop in October 2010. In the piece, the release information is said to come from a Lucas Arts source person. That part might not be true.

Speaking with Destructoid, LucasArts senior PR manager Adam Kahn confirmed that a release date has yet to be announced. He also mentioned no one tied to the project announced a release either.

“There has been no release date announced for The Old Republic, from anyone related to the project,” Kahn said via e-mail.

Of course, the game could launch in September 2010. That part of the larger question Kahn, understandably, didn’t clarify. But whenever we do score the delicious details, we’ll let you know.

[via Massively]
 

+ Project Natal E3 demos were powered by Unreal Engine 3 By Admin 22 July 2009 at 2:40 pm and have No Comments

Project Natal E3 demos were powered by Unreal Engine 3 screenshot

Unreal Engine 3. Is there anything it can’t do?

Apparently not. Remember the Project Natal tech demos from E3? Of course you do! But since I cannot seem to locate our original coverage of the Microsoft press conference, go back and watch Jimmy Fallon play with the device again if your memory is a little fuzzy.

Talking to OXM UK, Epic Games VP Mark Rein revealed something I would have never guessed: two of the Project Natal games were created using the company’s uber popular game engine.

"The ricochet game and the paint party game are Unreal Engine 3," says Rein, "so we’re obviously the first technology on the new platform which is kinda cool." Indeed. I find it kind of funny that although UE3 is the first, Epic has stated that its future games will most likely be using the classic control interface.

[Via TeamXbox]

+ MGS: Peace Walker is Kojima’s Metal Gear Solid 5 By Admin 16 July 2009 at 12:40 pm and have No Comments

MGS: Peace Walker is Kojima's Metal Gear Solid 5 screenshot

Hideo Kojima has been chatting about Metal Gear Solid: Peace Walker, the unexpected new PSP game starring Big Boss, aka Naked Snake. Kojima has revealed that, although it isn’t Metal Gear Solid 5 as some had expected, he considers the PSP title a "5 class game.

"This game is an MGS5-class game," states the mad developer. "I am supervising, designing, producing, directing, and editing this title together with the MGS4 team. Therefore in that sense, "METAL GEAR SOLID" has not ended, and the "METAL GEAR SAGA" continues."

Kojima also reveals what the various symbols on the Kojima Productions countdown teaser site meant, revealing how they hinted at the announcements of Peace Walker and MGS: Rising in Kojima’s typically convoluted and wacky way:

5=it is an MGS5 class game
S=Snake
巳=snake in Kanji
E=E3
R=Raiden
3=3 from 360 and E3
6=6 from 360
P and S=PSP and adding 3 makes it PS3

Hit the jump for Konami’s full Q&A session, and make sure you check out our gallery for a handful of new shots. Having just replayed Metal Gear Solid 4, this news couldn’t have come at a better time. The only question I have is this … when will Kojima say he’s going to stop making Metal Gear Solid and actually mean it for once? Big fan of the man, but he’s such a liar.

Konami Digital Entertainment, Inc. today revealed a Q&A session with legendary video game creator and head of Kojima Productions, Hideo Kojima, and new screenshots from the highly anticipated title coming to the PSP® (PlayStation®Portable) system in 2010, Metal Gear Solid: Peace Walker. This latest PSP installment picks up where Metal Gear Solid®3 for the PlayStation®2 computer entertainment system leaves off as players take control of the famed Naked Snake. Taking place in 1974, Metal Gear Solid: Peace Walker features original game design, story and scenario by Hideo Kojima. The game takes the series in an exciting new direction with its incredible visuals and its unique new game system designed specifically with the PSP in mind.

HIDEO KOJIMA – Q/A

1) I bet many users had expected the next MGS5 announcement. When did you start this project?

I actually had the plan for this project in mind while working on MPO. Back then, I intended to place the project in the hands of the next generation of creators at Kojima Productions. However, in the end, I felt that it was still a little too early to leave it completely in their hands, so I decided to take the reins.

This game is an MGS5-class game. I am supervising, designing, producing, directing, and editing this title together with the MGS4 team. Therefore in that sense, "METAL GEAR SOLID" has not ended, and the "METAL GEAR SAGA" continues.

2) You have been telling for many years that your ultimate theme is "Anti-war and Anti-nuclear weapon". Does this theme continue in this title?

Absolutely. The METAL GEAR SOLID series has always featured "Anti-war" and "Anti-nuke" themes. This title is no exception.

In the event of an attack from a neighboring country, I believe that finding a solution through diplomacy is ideal. However, the fact is that even peaceful countries with no intention of retaliating still maintain armies just for the sake of deterrence. I am sure there are varied opinions regarding this subject, but I believe that it is our generation’s role to "create peace through discussion." What makes things complicated is that the youth of today have been born into a world where the current situation is the norm, so it’s difficult to convey this message. That is why my hope is to have players ponder and learn about why there are people who advocate the "need for armies, military power, and nuclear weapons" so that they may realize "why things turned out the way that they did" while they play this game.

3) I understand that it is a tactical espionage action game but could you provide some explanation for bringing this title to the PSP platform? I saw 4 Snakes
in the trailer presented at E3, is this COOP?

The game will be stealth-action based. I can’t reveal too many details yet, but we are implementing features that can only be realized on the PSP platform that I believe everyone can look forward to. The game will be a little different from the METAL GEAR that players have come to know. However, the story can be replayed numerous times and the game is full of challenges to complete, so I feel that this title will really satisfy players with its long-lasting play time. Just as an example, do you recall the cardboard box at the end of the Peace Walker trailer? In addition to that two-man box, we are preparing a variety of other different cardboard boxes this time around.

To give a little more insight into the game, you can, how shall I say… customize Snake according to your preferences and determine what kind of soldier you will use prior to embarking on your mission. For example there’s heavy gear configurations that make a lot of noise, but that allow you to equip numerous weapons. Or, there are other configurations that won’t allow you to carry many weapons, but will allow you to be light on your feet. We will be preparing a variety of other types as well. Being able to make decisions and plot a strategy will be one of the really enjoyable features of this title.

We are also working on a "growth feature" as well, where your character evolves. It will be a new type of system, so I hope everyone will look forward to it!

4) "You’re known for boot camps and on site checks. This time which part would
you like to stress about the reality in terms of game quality?

We conduct research in many ways and then begin game production. In regards to the quality of the game, the main staff of MGS4 are producing it. They are aiming for PS3 quality because they were creating MGS4 on the PS3 not too long ago. In reality it is hard to maintain the same quality as the PS3 but we strive for it and we are expressing this in ways only we can express it in.

5) Regarding the KJP countdown teaser site, there were several signs as a message, could you explain what this message is all about?


5=it is an MGS5 class game
S=Snake
巳=snake in Kanji
E=E3
R=Raiden
3=3 from 360 and E3
6=6 from 360
P and S=PSP and adding 3 makes it PS3

Aside from the Snake and Raiden visuals, we featured a total of 10 "symbols" and when all of these are rearranged, they form connections to the announcements that we made at E3.

The first symbols that appeared were the number "5" and the letter "S" for Snake that represented PW which, to me, is a "5" class title. "巳" not only hints at the lowercase lettering of "E" for E3, but it is the kanji for the word "snake." Also, the symbol that appeared at the very end is the kanji "日" and represents a sunny background and the sunrise that links to RISING.

The "RISING" of "METAL GEAR SOLID RISING" implies "the sun rising," "the sun shining," and "the sun shining on Raiden" that was revealed in the visuals on the HP. In addition, "RISING" also represents how "METAL GEAR SOLID" will be taking the next step up.

Going back to the symbols found on the HP, they also link to "the day of 360" and also to each of the titles that we announced at E3. When each of the symbols are rearranged, I think you’ll be able to recognize E3, PSP, PS3, 360 and others. So everyone, how did you like it? Were your predictions on the mark?


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+ Sony’s new PSEye features taste like Project Natal By Admin 16 July 2009 at 9:40 am and have No Comments

Sony's new PSEye features taste like Project Natal screenshot

Sony has been late to the party on most things this generation, but the platform will be damned if it won’t try to compete with absolutely everybody. Not content to follow Nintendo with its own Wiimote, Sony has revealed that the PSEye will be taking on Microsoft’s Project Natal thanks to some natty facial recognition software. To be fair though, at least Sony started the whole Natal stuff with its EyeToy shenanigans.

Head of developer services Kish Hirani claims that his team has got "a wealth of libraries available" and that many experiments have been undertaken by SCEE R&D to get this all working. "It’s a lot of fun in the office," he claims. 

Looks like the age of gimmickry and gadgetry has descended upon the world of videogames. There’s all sorts of interesting and/or stupid technology being thrown at there at the moment, which prompts the questions … how many of these things will end up long-forgotten on junk-filled flea market tables in ten years’ time?

+ Epic likely to use traditional controllers moving forward By Admin 07 July 2009 at 10:40 am and have No Comments

Epic likely to use traditional controllers moving forward screenshot

While Project Natal will be infinitely cool if it works as promised and games are made specifically for the device and not simply forced to adapt its motion controls, but there is one thing I cannot stop thinking about: first- and third-person shooters. How exactly are they going to work in a meaningful way using Natal? I couldn’t say.

Epic Games, that one company that kind of maybe knows a thing or two about making successful shooters, seems to agree. In an interview with Develop, Cliff Bleszinski spoke about the merits of Natal, and whether or not the company will create future games specifically for the device.

"Y’know, we’ll take a look at Natal — no promises — but it’s likely that the classic control interface is what Epic will be working on in the foreseeable future," he said. "But I think there’s ways that you could merge the two interfaces and supplement a classic game with Natal controls to make something compelling."

And that, my friends, is as of this time the only way in which I can see the genre working well with Project Natal. I can only hope other developers agree with this sentiment, because otherwise we would probably get a flood of Virtua Cop clones. Sure, it would be neat for like an hour, but then what?

+ Fan translation of Culdcept DS rocks my world By Admin 02 July 2009 at 3:00 pm and have No Comments

Fan translation of Culdcept DS rocks my world screenshot

The Culdcept series rules. If you like board games, card games and screwing over your friends, there are few games which can compare. But, apart from a PS2 release and Culdcept Saga for the Xbox 360, predominately English-speaking Culdcept fans like the attractive and popular people pictured above have been left out in the cold.

Thankfully, some stalwart heroes over at GBATemp came to the rescue and have been working on an open translation of last year’s Culdcept DS. While things look to have stalled out a bit on the project, all of the cards have had their mechanics translated. Individual card descriptions, story mode script and in-game taunts from characters still need a lot of work, but that’s just icing. As long as I can play Culdcept DS, I’m a very happy camper.

If you can read Japanese, they have a wiki set up where you can contribute to the project. And you should, because Culdcept is awesome and you want to be part of something awesome, right?

[Thanks, P3T3Y!]