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  • wraggster

    by Published on January 20th, 2007 10:54

    We've written a number of previews on it already, but SEGA's highly-anticipated Virtua Fighter 5 is finally in our offices. This means that we could sit down and try features we had only heard about before, or spend additional time with things we had to rush through at gaming events. The new Quest, Customize, and VF.TV modes stand out in particular, and there were a few surprises to be found as well.

    The first stop that most v-fighters should make is at the rather extensive customization screen. It's a lot more detailed than the character modifier from VF Evo, and it gives players the opportunity to equip items won in battle onto ten different sections of the body (including their face, hips, wrists, legs, and feet to name a few). To keep things interesting, combatants are also given a maximum encumbrance level that limits how much stuff they can wear at once (illustrated with a 10-point system). Some items are worth more points than others and even if you haven't equipped every section of your body, if your item points exceed 10, then you can't equip anything else.


    As you might expect, the huge range of items that players can toy around with alters their fighter's look pretty drastically. Users can unlock or purchase an incredible number of costume alterations and add-ons ranging from standard jackets and shirts to the more exotic swords, shurikens, and face masks. Even better is that gamers can now customize four different costumes for a single character instead just two, and you can save up to 30 unique characters per game. Bizarrely, the rather useless "red contact lenses" have made their return from Evo and can be equipped as well, but why anyone would want to spend their money on this barely noticeable addition is beyond me,

    The meatiest and most addictive option, of course, is the aforementioned Quest mode -- which is essentially a beefed up version of the like-named Kumite revamp from Virtua Fighter 4: Evolution. Its premise is simple: take one of the characters you've customized above and throw them into the wild and wacky world of arcade dominance. Illustrated with a surprisingly old-gen menu interface, the city is shown as an icon-based map that allows competitors to hop from virtual arcade to virtual arcade. There are seven coin-op havens in all, and they're the ideal place to rack up ranking points, items, money, and other goodies (you can still go up ranks in standard arcade or versus matches too). There's even an "Orb Disc" that you can fill with spheres earned in special bouts that allows you extremely rare and unique items as you progress.

    Full Article at IGN ...
    by Published on January 20th, 2007 10:53

    via ign

    "Wait till next year." Easily one of the worst phrases any sports fan can utter, those four words are the last attempt to absolve teams of mistakes or lackluster play over a season. The same can be said for some games. While some of the concepts behind Major League Baseball 2K6 were good ideas, their implementation was less than stellar. Whether it was the baserunning issues, fielding problems or visually tame player models, MLB 2K6 seemed more like it was in the minor leagues at times.

    What a difference a year makes. Instead of trying to brush off the issues that plagued the previous game with a load of new features, 2K Sports decided to completely overhaul the pre-existing title. Don't think that this is a step backwards at all though, as the core features of the game that worked well have been retained while other aspects are being re-tuned and fixed. 2K Sports stopped by a few days ago, and showed off a number of the improvements to the next gen versions of the franchise, and the attention to detail is definitely noticeable. For instance, the design team wanted to bring little nuances to each player's game, so they decided to implement what they're calling Signature Style for each player.


    Everything from a player's batting rituals at the plate to facial expressions have been captured in this year's game, making them seem like their real-life counterparts. Player accessories have also been personalized as well, so if an athlete wears things like baggy pants, wrist bands or a certain type of glove, they'll be properly represented. Player models have also been improved to with accurate physiques for each athlete. No longer are there simply tall or stocky character models; larger players like Bartolo Colon or C.C. Sabathia will actually have guts in the game (maybe now they'll actually hit a treadmill -- although I'm not holding my breath).

    There've also been some subtle changes to some of last year's features. The Inside Edge scouting system does make a return to MLB 2K7, although there's now a bit more of a bonus system provided to batters. If a particular pitcher has been scouted before the game, and a batter uses this information to guess where a ball may be going in a particular hot or cold zone, they'll receive additional power on their swing. The controversial sprinting mechanic, which could give some players a superhuman burst of speed as long as you had quick fingers, does make a return in 2K7, although it has been redesigned. Now, the burst has been downgraded to a more realistic and manageable level. As for fielding, players will notice a couple of changes to last year's Pure Motion Physics system. Not only will guys back up positions on some plays, accurately responding with relay and cutoff men, but fielders will smoothly get in position to make the catch, planting and adjusting to make the play. This addresses the stuttering animation issues that hampered throws or dives last year.


    Now, while this is the first time that 2K Sports has brought baseball to the PS3, they're still planning on taking advantage of the SIXAXIS controller when you're at the plate. To use the feature, players keep the controller level in front of them, and simply push the controller forward to make contact with the ball. Now, you can push or pull the ball to the left or the right by twisting the controller in those directions. Similarly, you can influence whether you're going to try to pop the ball up or aim for a ground ball by pushing the controller up or down in a 30 degree angle. It seems to take a little getting used to, but once you've got the hang of it, it's a creative use of the motion sensitivity mechanic.

    Fans of the 2K series will also pick up on some of the other touches that have been included to make the game seem much more natural or vibrant. For one thing, players will notice pitchers sent out to bullpens to warm up during a game. Umpires will have their own personality, which can affect their tolerance towards a call that a player may want to argue. Some may be willing to take a little jawing, while others will be quick to start tossing players out of the game. You'll notice different camera angles that frame the action from the mound to the plate. In particular, we were impressed by the Dirt Cam and Grass Cam, which presented sharp details of on-field action. This is especially cool when you're watching a replay of baserunning, which has received a facelift. No longer will you see large numbers in the corners of the screen to represent a base. Now, you'll find a runner moving on the screen via a transparent overlay, with bases appearing as he nears them. These technical improvements will be supported with a stronger presence from the commentary crew. Jeanne Zelasko and Steve Physioc will have a much more in-depth presentation before the start of games, and Jon Miller and Joe Morgan will once again anchor the solid play-by-play for each game.


    Other features from the ...
    by Published on January 20th, 2007 10:51

    via ign

    Square Enix is spreading the love on Final Fantasy XIII pretty evenly between Japan's biggest game publications. Following up on our earlier reports from Famitsu, we have even more info from the pages ofDengeki PlayStation and Famitsu PS2.

    In Dengeki, FFXIII director Motome Toriyama said, "The intensity of the opening scene -- it's probably the most in the Final Fantasy series so far." The game's opening will consist of a real time battle scene whose intensity Toriyama promises will surpass what's been shown in the few trailers release for the game so far.

    Toriyama also clarified some points on the relationship between the Cocoon world and the world below it. FFXIII's story begins as something from the lower world invades the Cocoon, causing a panic. The people of Cocoon are generally afraid of the outside world, and anyone who is believed to have received outside influence is forced out of Cocoon. Toriyama likened this "influence" to a virus.

    The biggest concern amongst Cocoon residents is that of their home falling from the sky. People who do things that could make Cocoon fall from the sky, and people who are ablieved to have the ability to do such things, are deported from Cocoon.

    Closing up his comments with Dengeki, Toriyama promised some surprises for the celebration of Final Fantasy's 20th anniversary this year, as well as a chance to get our hands on Final Fantasy XIII as soon as possible. The first 20th anniversary surprise came recently with the announcement of the Final Fantasy 1 and 2 remakes for the PSP. Let's hope the second part of Toriyama's promise isn't too far off.

    Tetsuya Nomura had a few comments of his own with Dengeki, regarding both FFXIII and FF Versus XIII. Nomura, character designer for FFXIII, shared some details on the mysterious blonde-haired guy who appears at the end of the latest FFXIII trailer. He's a big guy, Nomura revealed, adding that the design specs for the character called for someone big enough to run while carrying two people around. Recently, it was decided that his foot size would be 33 centimeters.

    He wouldn't reveal the relationship between this character and Lightning, the game's main character, except to say that it will be something different that what we've seen so far. Other friendly characters will appear in the game, of course, although Nomura admitted to currently being in the middle of the design process.

    Nomura has more involvement in the Versus project, on which he's serving as director. While nothing but CG has been shown for the game so far, he said that due to the power of the PS3, the game should be able to feature battles set in areas with great differences in height, just like in the trailer. Players will have to fight using the full environment, both directly in front of them and above and below.

    The trailer showed the still nameless main character warping about while taking out enemies. Nomura explained that players wont be able to warp freely to every spot on the battle field. However, you will be able to warp to the location where you've placed your sword. You can also throw your sword into the distance, then warp to it. This is one area of the game where Nomura and crew are currently conducting tests.

    Also hinted at the trailer is that the main character will be fighting by himself. That won't be the case in the final version. You'll fight along side party members who have their own abilities and weapons. We can expect something similar to Kingdom Hearts, said Nomura.

    Nomura added one more important bit when discussing FF Versus XIII with Famitsu PS2. Asked what type of PS3-only features the game will have, he mentioned Six Axis support. He didn't go into specifics.

    Like FFXIII, we're sure you're wondering when you'll be able to get your hands on FF Versus XIII. Nomura has mentioned previously that development on the Versus XIII project is trailing that of its sister project. While Toriyama was able to suggest a playable version of FFXIII in the not so distant future, Nomura stated that he's already come up with ideas for the next Versus XIII trailer, which he promises will be extremely cool. ...
    by Published on January 20th, 2007 10:49

    Sonic the Hedgehog is one of those franchises that gamers truly love, even while the individual games get consistently slammed in reviews. With the recent 3-D entries in the series, the overwhelming consensus is that Sonic has largely deviated from his 16-bit roots as a smack-talking speed demon. SEGA has added a whole cast of supporting characters to the mix, consequently placing the focus on timed platforming, combat, and exploration rather than on pure, unadulterated speed.

    Sonic and the Secret Rings is the first Sonic title developed exclusively for the Wii. With this game, it is obvious that SEGA took all of these complaints about recent Sonic games to heart and devoted itself to creating a game that remained true to Sonic's roots, while at the same time making interesting use of the Wiimote. Sonic and the Secret Rings is set in an Arabian Nights-inspired setting, with Sonic and crew taking part in an epic quest, while tangling with mythical beasts and mysterious enemies. Of course, storyline has never been the strength of a Sonic game, and Sonic and the Secret Rings is absolutely no exception. While the storyline does serve to break up the level progression, it is far from being the focus of the game.

    Full Article at IGN ...
    by Published on January 20th, 2007 10:47

    via ign

    The Wii is already off to a rollicking success all across the world mostly thanks to strong first-party game offerings. Wii Sports and The Legend of Zelda Twilight Princess have been more than enough game to keep rabid Wii-ners satisfied up until now. Of course, all of that will change as we enter a lull in the release schedule approaching Spring 2007. Sure, Nintendo has a few first-party offerings slated to fill in the gaps, but the burden of supporting the system is going to fall on third-parties over next few months.

    Enter EA. While the publishing giant has been known in the past to deliver lackluster ports to Nintendo systems -- much to the ire of diehard Nintendo fans -- its approach to Wii development has noticeably defied this trend. EA has seen fit to fill the lonely winter months of 2007 with some solid Wii-specific content. Although, EA has a slew of interesting games lined up to be released on the Wii, the premiere title among these is without a doubt SSX Blur.

    SSX Blur is an exclusive Wii version of the popular snowboarding franchise. With SSX Blur, EA set out to combine the best aspects of older SSX games into one nice little package, neatly wrapped up with some solid Wiimote-controls. We recently got a chance to get our hands on a Wiimote and hit the slopes with SSX Blur, and we can state with some degree of certainty that it is a game to watch out for this spring.

    Full article Here ...
    by Published on January 20th, 2007 10:46

    The latest ESRB ratings have come in, and with it a few more Wii surprises for the coming months. Though most of the titles hitting this list have already been previously confirmed, or were entirely expected by anyone with half a brain (Bonk's Revenge and Bonk III come to mind), we've snagged the latest set of rated Wii games for your snooping enjoyment.

    ESRB Ratings for 1/19/07


    Sproink - Windows PC/Wii, Rated E (21 Rocks, LLC)

    Jewel Quest II - Windows PC/Wii, Rated E (21 Rocks, LLC)

    Dragon's Curse - Wii, Rated E (Hudson)

    Bonk's Revenge - Wii, Rated E (Hudson)

    Bonk III - Bonk's Big Adventure - Wii, Rated E (Hudson)

    Sonic and the Secret Rings - Wii, Rated E (SEGA)

    Mario Party 8 - Wii, Rated E (Nintendo of America)

    Xevious - Wii, Rated E (Namco Bandai)

    via ign ...
    by Published on January 20th, 2007 10:41

    via ign

    One of Capcom's most talented developers may have a chance to show his stuff on Nintendo's latest gaming machine, the Wii. Speaking with Japan's Gemaga, Keiji Inafune revealed that Capcom has an unannounced Wii title in development. He hopes to be able to show it this year.

    Inafune most recently brought Xbox 360 owners Dead Rising and Lost Planet. Both were critical and commercial successes throughout the world, making interest in his future projects high.

    His role on this new title is unknown. He may have direct involvement, or it may be just a general Capcom project. ...
    by Published on January 20th, 2007 10:38

    via wiifanboy

    We love all sorts of game-related videos, from straight up footage to fan-made homages, but videos that blend several elements from pop culture are always fun. Continuing the theme from last week's dramatic look at Super Smash Brothers Brawl is a similar video, though much lighter in tone. This one features those super cute Elebits and music from Naruto.

    Video here --> http://www.youtube.com/watch?v=R7n9cIsoti0 ...
    by Published on January 20th, 2007 10:32

    via wired

    Stop me if you've heard this one before: a writer pitches an idea to their editor, the editor approves, the writer starts to research it, and bam, an overlooked fact downs the whole thing. Such was the case with a post planned for earlier this week, entitled "No Wii Point Password Protection? Thanks a lot, Jerks." Then I discovered you can password protect those Wii Points, after all. Oops.

    Turns out it's a rather simple process to boot:

    1. Hit the Wii Options button in the lower left-hand corner of the Wii Menu and navigate to Wii Settings.
    2. Click the arrow on the right side of the screen to bring up Page 2, choose Parental Controls.
    3. Go through the process of creating a PIN and a secret question.
    4. In Other Settings, select "Yes" when asked about restricting the use of Wii Points. Go ahead and limit use of Internet Channel, News Channel, and the highest gaming rating allowed if you're feeling adventurous.

    Why any sane, childless person would bother with this after the jump.

    The Wii Shop Channel doesn't retain credit card information on the server a la Sony and Microsoft, so there's no worries about fraudulent charges by other users. I'm also aware that many, like myself, only purchase Wii Points when there's something they actually want, the odd leftover sum typically not enough to buy a NES game.

    But then Christmas came, and with it, a deluge of Wii Point Cards. Because I'm horrible at keeping track of flimsy plastic cards, I made sure to redeem them all right away, which left me with something like 800 million Wii Points on my account. And considering the Wii's popularity among drunken college students, well, I really don't want to come home and find out someone thought Urban Champion sounded like, so totally awesome, dude. Plus the more standing between me and the impulse purchase of yet another shooter, the better ...
    by Published on January 20th, 2007 10:28

    Shash hs once again updated his blog with news about his DeSmuMe exploits - DS Emu for Windows:

    As stated in the comments, I've not been feeling well for the past 10 days or so, so not much done related to coding/testing. I'm starting to feel better, so I'll be able to post screenshots of really new stuff, and not from the 1.5 months old 3D core :P

    Anyway, as promised on comments, here are some screenshots (last two ones are personal choice, I just loved how the game looks):

    As you can see, blending it's still not fixed: I don't know if I'll ever fix it in the current renderer, I've to rewrite some stuff from scratch, and that should fix almost all blending problems

    Screens Via Comments ...
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