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    by Published on March 12th, 2010 17:47

    via Computer and Video Games


    Early purchasers of the western version of Yakuza 3 are discovering that a huge amount of content that was in the Japanese version has been cut.

    It was previously known that the Japanese original's hostess bars would be chopped, as Kotaku reports, but it seems reams of other content, including several sub-quests and mini games, are missing from the western version.

    It's reported that the cuts were due restricted development time, despite the game arriving here over a year after the Japanese release with no English-language voicing (subtitles only).

    Posters on the game's official forums have put together a list of stuff they've notice missing:

    Chapter 3, 4
    • I Wanna Go to Tokyo pt. 1
    • The Brewer's Treasure
    • Make the No. 1 Cabaret Club Girl!
    • English Conversation Solicitor step 1
    • English Conversation Solicitor step 2
    • Love's Cupid
    • Love's Cupid Continues
    • Love's Cupid Continues Again
    • A Trip Before Marriage

    Chapter 5
    • Manga Artist Debut (Mangaka Debut)
    • The Runaway Phone Chat Girl (Terekura Iede Musume)
    • I Wanna Go to Tokyo pt. 2
    • Great Genius Showdown
    • Is she talking about me...?
    • Ayukawa Rina***

    ***You cannot date her. In the RGG3 you can date 10 girls, for whatever reason 1 of them didn't make it overseas.

    Chapter 6
    • No cuts (!!!!!!)
    It still looks great though. CVG sister mag PSM3 slapped a 9/10 on the end of their praising Yakuza 3 review. Check it out through the link. ...
    by Published on March 12th, 2010 17:43

    via Eurogamer


    Peter Molyneux has told Eurogamer that he doesn't think PlayStation Move is the same kind of step forward as Microsoft's Project Natal, but admits he fancies a crack on Sony's new magic wand controller.

    "I have seen some of it. We're not really surprised, are we? I mean at E3 last year we saw they were having a wand, and that's kind of what I expected. It looks like they've taken a step forward but it's not as big a step as something like Natal, I don't think," Molyneux told us in an interview at GDC.

    "This is purely me talking personally, but I think maybe it's slightly more a device for the core than it is for the casual market, because I think it's quite precise.

    "As a designer it's another one of those things I'd love to get my hands on and to play around with. As a consumer, everyone's talking about motion control now - I mean, I'm starting to get confused. It's kind of like the arms race, with the Wii MotionPlus and now the Sony Move and now I'm getting kind of confused."

    Asked what he thinks of Move relative to Natal, Molyneux said it was "down to what us poor old designers do with this stuff, because all these guys do is make the hardware".

    "Whether we utilise that hardware in a real way or whether we just take shortcuts, that's really going to be where we succeed or not."
    Check out the full Eurogamer interview with Peter Molyneux at GDC 2010 for details on this week's Fable III revelations and what we can expect Molyneux to be speaking about at E3. ...
    by Published on March 11th, 2010 23:47



    Palm just showed us the Unreal Engine 3 running on webOS, which apparently took a couple weeks to port over to the platform using that fancy new PDK. It runs at a pretty smooth clip, with just a tiny bit of artifacting in our enemy's death animation. As an added bit of wow factor, Palm has it currently setup to demonstrate the game at 1 fps when in card view. Like most touchscreen shooters, this doesn't really solve the problem of simulating dual analog sticks, but it's still a fun and good looking engine for a mobile device. We're still unaware of any games that have been built for the mobile engine, which has now been shown for iPhone, Tegra 2, and will be headed to the iPad as well, but we have to assume we'll be seeing some before too long.

    http://www.engadget.com/2010/03/11/u...eve-got-video/ ...
    by Published on March 11th, 2010 23:46

    Sony barely mentioned pricing with their PlayStation Move motion controller, only noting that the combo pricing with PlayStation Eye and a game will cost less than $100. But by our back-of-the-envelope calculations, the experience is going to be really expensive.

    Our previous look was with the Wii MotionPlus, which clocked in at $80 per person to be fully equipped. That was $40 for the Wiimote, $20 for the Nunchuck and another $20 for the MotionPlus dongle. Now, you can get a WiiMote + MotionPlus bundle for $50, bringing the 1 person cost down to $70, factoring in the Nunchuck. For four people, assuming you didn't trash the bundled WiiMote and Nunchuck from your Wii console purchase, the cost would be $230.

    What about the PlayStation Move?
    For the full PlayStation Move experience, each player needs two PlayStation Moves and a sub-controller. The reason why you need two Moves AND a sub-controller is because the sub-controller doesn't support motion gaming at all, and the Move doesn't have that analog stick you find on the sub. Some games will require Move + sub, some will require two Moves. You also need one PlayStation Eye that services all four players. Let's price these components out, hypothetically.

    Oh but wait, how many Moves does the PlayStation support?
    Sony just confirmed for us that the PS3 will be able to support at most four Move controllers at once, or, two Move controllers and two sub-controllers. So four people will be able to play simultaneously if they only use one Move each, or two people if you're playing with a Move and a sub.

    Suppose you started off by purchasing the PlayStation Move + Eye bundle—the one that Sony says will be priced at than $100. This is a fair entry point to the experience, seeing as not many PS3 owners have the PlayStation Eye to start out with, since there aren't very many supported games. Let's price that bundle at $80. The Eye by itself is $40, so we'll say that the Move is $50, by itself. Here's why.

    We price the Move at $50 in order to be in line with the Wiimote + MotionPlus bundle, because Nintendo's controllers have somewhat equivalent tech to Sony's Move. (The Move actually has more advanced tech, with the LED ball on the end and better motion tracking, but to the end user, the experience is similar.) $55 is also the price of a DualShock 3, to compare the price to a controller Sony already sells. So $80 for the first bundle, which is logically cheaper than buying everything separately, plus you have a game in there for free.

    To have a "full" experience, you need just one PlayStation Eye, but two Moves and a sub-controller per player. And since the sub-controller doesn't have motion (but does have wireless), we'll price it at $30. The first player gets set up with the Eye and the Move bundle for $80. He still needs another Move and a sub-controller, which is an additional $80. That's $160. Every subsequent player only needs two Moves and a sub, which is $130, in our thought experiment. That's a total of $550 for all four players. Holy shit. The second player needs one too, so it's $130. That's a total of $290.

    These are all hypothetical numbers, conjured up because they're reasonable and in line with pricing we've seen before from Sony, which prices higher than Nintendo. But, if we wanted to try this with more aggressive pricing that's in-line with what Nintendo has, we can price the Move at $40 and the sub-controller at $20. That also brings down the bundle price to $70. Using these numbers, you have $430 for the total price for four players $230 for the total price.

    What does this mean? Since Sony confirmed to us that you can have at most four Moves or two Moves and two subs connected at once, it changes the landscape a bit. Because the hardware limitation caps the amount of controllers you need to buy, you can get away with spending less and still getting the "maximum" amount of enjoyment that any given developer intended you to have.

    Well, even if you factor in the low end pricing, you're still going to have to pay more for controllers than you are for the actual console itself. This is true of both the PS3 (base console price: $300) and the Wii (base console price: $200), but the PS3's is so much more expensive than the Wii's. It's a good thing that Sony is making it possible for you to play at least some normal games with the Move and the sub-controller combo, because imagine having to buy regular DualShock 3 controllers on top of this.

    But, a-ha! Natal! Even if the base price of Microsoft's Xbox 360 add-on is priced somewhere upwards of $100, that's all you'll ever need to buy for motion gaming. You can add on a second, third or fourth player (though maybe Microsoft will limit it to two) to your motion gaming with no additional cost! Microsoft isn't going to charge you money for your limbs, as much as they probably would like to. But if they did, that would be the first and last acceptable use of the cliche about charging an arm and a leg for ...
    by Published on March 11th, 2010 23:43

    MTV Games has announced Rock Band: Green Day is set to lauch worldwide on June 8th on Xbox 360, PlayStation 3 and Wii.

    The title will feature avatars of the band as well as art and locations synonymous with the group. In addition, the Rock Band: Green Day track list will be fully exportable to Rock Band and Rock Band 2.

    The Xbox 360 and PS3 version of the title will cost US$59.99, while the Wii version will cost US$49.99. The PS3 and Xbox 360 will also have a special "Plus" edition, available only in North America, packaged with six additional Green Day DLC tracks for US$69.99.

    Earlier this week, Harmonix and MTV Games announced that it intends to release Rock Band 3 this year.

    http://www.computerandvideogames.com...VG-General-RSS ...
    by Published on March 11th, 2010 23:37

    Sony announced during its GDC 2010 press conference that the upcoming US release of EyePet will feature support for its motion controller, PlayStation Move. The game will allow players to manipulate toys and also play games with their EyePets. Furthermore, it's even possible to create new toys. The promotional video during the event showed off a child using the Move to draw a car on some virtual paper, which then jumped off the page and became an object that players and the EyePet could then interact with.

    In addition, Sony announced that EyePet is slated for a North American release this holiday. There was no mention of what will happen to the European version of the game, which was released last year. Presumably, Move support will be added once the peripheral launches.

    http://www.joystiq.com/2010/03/10/ey...ica-holiday-2/ ...
    by Published on March 11th, 2010 23:37



    In case this is your first visit to Joystiq, know that Sony has dropped major megatons this evening at its GDC press conference -- as well as one very small megaton: the PlayStation Move "sub-controller." What you see above is the little brother (if you will) to the main ice cream cone–esque Move wand and the enabler of all things analog stick-controlled.

    As per Sony's announcement of Move, the sub-controller attachment is intended to "expand the game play options that PlayStation Move games can offer," and -- unlike Nintendo Wii's Nunchuk controller -- it will connect wirelessly to the console via Bluetooth. We'll have our hands-on with the PlayStation Move (and the sub-controller) for you later tonight

    http://www.joystiq.com/2010/03/10/pl...ub-controller/ ...
    by Published on March 11th, 2010 23:33

    Almost a year ago, a trademark for "Crafting Mama" was spotted. It's now being put to use, as Majesco has announced, well, Crafting Mama for DS. In her latest endeavor, Mama will occupy her seemingly endless time with a new task: arts & crafts.

    In a series of 40 projects, players will create things like birdhouses, quilts, kaleidoscopes and adorable new aprons for Mama to wear, as well as Mama dolls. Of course, these creations will all be realized through the familiar touch-based minigames, played alone and in multiplayer, which so many of us have grown to love in the utterly populous Cooking Mama game franchise. It's kind of crazy that a company can announce a game about making quilts and birdhouses, and we can already pretty much imagine how to play it!

    Majesco plans a fall 2010 release for Crafting Mama, but we suspect the publisher is at least considering bumping that up a bit.

    http://www.joystiq.com/2010/03/11/ma...g-mama-for-ds/ ...
    by Published on March 11th, 2010 23:33

    Almost a year ago, a trademark for "Crafting Mama" was spotted. It's now being put to use, as Majesco has announced, well, Crafting Mama for DS. In her latest endeavor, Mama will occupy her seemingly endless time with a new task: arts & crafts.

    In a series of 40 projects, players will create things like birdhouses, quilts, kaleidoscopes and adorable new aprons for Mama to wear, as well as Mama dolls. Of course, these creations will all be realized through the familiar touch-based minigames, played alone and in multiplayer, which so many of us have grown to love in the utterly populous Cooking Mama game franchise. It's kind of crazy that a company can announce a game about making quilts and birdhouses, and we can already pretty much imagine how to play it!

    Majesco plans a fall 2010 release for Crafting Mama, but we suspect the publisher is at least considering bumping that up a bit.

    http://www.joystiq.com/2010/03/11/ma...g-mama-for-ds/ ...
    by Published on March 11th, 2010 23:31

    At last night's Indie Game Maker Rant, Tommy Refenes, one half of Team Meat, appropriately let off some steam about Apple's App Store, saying, "The majority of people who do anything for the App Store work on it and then kind of get screwed over." Refenes suggested that what the App Store specializes in are cheap ports of established brands, sold on their established names alone, as he compared it to the Tiger LCD handheld games of the late '80s and early '90s.

    "It's just a way to sell a brand," Refenes said. "That's what the Tiger handheld games were, and that's what I think the App Store is."

    To prove a point that the App Store is "kind of shit for most things," Refenes recounted the experiment he launched with Canabalt creator Adam Saltsman. The two developed a "joke game" called Zits & Giggles (in which players pop pimples) and submitted it to the App Store at the 99 cents price point. Each time sales dropped off, they raised the price. Consumers kept buying it, however, as the game rose to $15, then to $50, and so on -- it was even purchased for $299!

    We don't know what to take away from that, but luckily Refenes had an observation: "My conclusion to all of this is that the people who you're selling to on the App Store are not necessarily gamers." Care to challenge that theory?

    http://www.joystiq.com/2010/03/11/su...of-generation/ ...

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