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  • wraggster

    by Published on May 11th, 2006 22:17

    via CVG

    Until this week, details about the forthcoming Final Fantasy VII prequel have been harder to come by than a moogle without its pompom. Square Enix threw anxious FFVII fans a bone at their E3 press conference when they screened a brief trailer of the game and also announced fresh plot details. Better get yourself a cup of tea, this might get a little complicated.

    According to Square Enix, Crisis Core is a prequel to the original Final Fantasy VII, which was released way back in January 1997 on the PlayStation. It's actually the final installment in the four-part Compilation of Final Fantasy VII series, which also included the Advent Children DVD/UMD. The all-new Crisis Core storyline centres around a character called Zack who returned to the Lifestream some time before the events of FFVII, and promises to reveal more secrets about the behind-the-scenes skullduggery of Shinra.

    That's about all we've got for now, more as and when Square Enix drip feeds it to us ...
    by Published on May 11th, 2006 22:10

    Via CVG

    The man who heads up Microsoft Game Studios has called Sony's PS3 online service into question, claiming that it is already way behind Xbox Live and can't match up with the new Live Anywhere system.

    Speaking exclusively to CVG at E3 today, Kim told us that "Sony still has a lot to prove with its online service" if it's going to challenge the established might of Xbox Live. When we asked him what would happen if Sony's online service matched Xbox Live, Kim's doubts over the PS3's ability to match up were evident. "It's a big if," he said. "We've already gone to the next level, and I don't think Sony can do what we're doing."

    But Kim pointed out that there were no plans to 'spoil' the launch of the PS3 with Halo 3 - or any other game. "If we wanted to use Halo 3 as a pawn in our strategy then yeah, we'd release it on PS3 launch date. But Halo 3 is not a pawn. It won't do anybody any good to have Halo 3 rushed out just to spoil someone else's console launch."

    Kim reckons that the Halo 3 trailer - shown for the first time at Microsoft's Pre-E3 press conference yesterday and available for viewing right here - was a far stronger statement than either Sony or Nintendo managed. "It was a great way to end our briefing as opposed to the way some other people ended theirs. It was great to finally confirm that the new Halo game will be the third in the trilogy and that Master Chief will be finishing the fight in 2007."

    And what about those rumours that the next Halo game would be some kind of spin-off from the trilogy? "Hopefully we've put to bed any concerns or confusion about what Bungie is doing with the Halo universe. They're very focused on Halo 3 and they're going to make it bigger and better and everything everyone expects."

    Kim is also confident that the Xbox 360's line-up of games is strong enough to compete with the PS3. "Xbox 360 is going to be the only place you can play Gears of War, Forza Motorsport 2 and Grand Theft Auto IV. I really think Gears of War is shaping up to be the next big blockbuster and we have that exclusively. That's why I believe we have the very best lineup available on the next-gen consoles."

    As for the PS3's pricing, Kim echoed Peter Moore's comments to us earlier today that Sony has priced it too high. "I also think we have a pricing advantage," he said. ...
    by Published on May 11th, 2006 22:09

    Via Gamesindustry

    Speaking to GamesIndustry.biz at E3 this week, Microsoft's games boss Peter Moore discusses his reaction to Sony and Nintendo's conferences, and Microsoft's own plans for the future of the games business.

    GamesIndustry.biz: All three companies laid their cards on the table earlier this week - from your perspective, what do you make of the three conferences and the reaction to them so far?

    Peter Moore: I think that we came here with a very focused view on what we needed to communicate at our press conference. I was quite frankly surprised at what Sony had to show - and I was a little surprised at the pricing announcement. We weren't quite sure about whether they were going to come clean with the pricing. Having two SKUs sounds familiar, having a global launch in November sounds familiar...

    I'm trying to rationalise $500 and $600, though. I don't know what that is in pounds - they haven't announced pricing yet - but I remember the abuse we got for ��. I'm trying to rationalise whether Blu-Ray, a format that hasn't hit the market yet, can justify that pricing - and whether, when I look at their games and look at our games, I can see a $200 or $300 price differential in the quality of their games versus our games. I don't know about you, but I'm not seeing that yet.

    Maybe I'm missing it, but when I see Gears of War... When I know that what you saw from Halo 3 is in-engine... Actually, blown up on the big screen, I didn't like the way it showed, because I've seen it on things like this [gestures to LCD screen] which is the way you should see it, and the game was spectacular. That was not CGI, that's in-engine work.

    Then, having that little announcement of making sure that Grand Theft Auto IV debuts on our platform on day one, October 19th in Europe - when I roll all that together, and throw in this little thing called Xbox Live, and all of the opportunities that has provided for gamers to look at different ways to play, for publishers to have the opportunity to commercially transact with consumers who are totally connected. Xbox Live and Marketplace continues to be a monster phenomenon.

    I add all that together, and compare it to what I'm seeing from the other guys, and I'm feeling pretty good that we're certainly in the right place. You know, having ten million units head-start - it's funny, you wrote about it at the ELSPA Summit last summer when I said that ten million was important. People kind of laughed at that and said there was no way we could do it, but we'll hit ten million way before the holiday of this year.

    We think that a head-start of that magnitude is a virtuous cycle. There's a lot of goodness for publishers, there's a lot of goodness for retailers - but more importantly, we're driving Xbox Live, driving Marketplace, driving Arcade, driving fresh, downloadable content.

    Providing gamers around the world - as we're dong right now, in real time - the ability to download hi-def content. We put everything you saw at the conference up on Marketplace last night, so that the guys who can't get to E3 can experience it on their hi-def TVs or whatever way they want to experience it. We're getting the numbers right now, but I can feel the heat from the servers as they handle those downloads. The Gears of War demo is being downloaded, the video of that, the trailer itself - and of course, Halo 3, the in-game video that we showed.

    So I'm feeling comfortable that we're delivering what we say we're delivering. I don't think we've ever said things that we haven't delivered on, at this point. Last year was tough for us, because we took the high road; you, and everyone else, criticised us for having alpha kits running, but to me it would have been disingenuous to show videos of things that we needed to ship that year.

    I haven't had a chance to go over to Sony's booth - I'm sure there's a ton of playables over there, I don't know. I want to go see Killzone, and see what it looks and feels like that.

    You'll be disappointed on that front I'm afraid, there's no sign of it this year.

    Yeah, well. There's a surprise.

    From our point of view, we're completely focused on delivering volume and supply for retail this year - because it's going to be another tough holiday if we don't step up our volume.

    Despite what Sony will tell you, they really don't know - they don't know what their yields are, they don't know what issues they're going to face in production. While I hope for the good of the industry that they hit the numbers that they say they're going to hit, it remains to be seen whether you can ramp at that level. That's a lot of units ramping; they've got to start making it very soon. Complexities of Blu-Ray, complexities of Cell technology, silicon yields and what have you... They'll figure it all out, but they know it's not easy.

    You mentioned GTA IV a moment ago, but is it really a huge coup for you just to get equal treatment from Rockstar on a game? Is a simultaneous multi-platform launch really worth tattooing yourself over?

    Well, here's the deal - yeah, absolutely. Many people would attribute the success of the PlayStation 2 to the success of Grand Theft Auto 3. It is our view that in the next generation, third party exclusives will become harder to find - so what people were missing, and maybe it wasn't made clear, is that day and date is important to us because when we do our research and ask PS2 owners why they're going to buy a PS3, they say it's because the only place they'll get Grand Theft Auto. That is empirical data that we've been amassing.

    So when you talk about neutralising ...
    by Published on May 11th, 2006 22:07

    Via GiBiz

    SCEI president Ken Kutaragi has declared it will be up to consumers to decide whether the PS3 is worth the asking price - as they did when the original PlayStation was released.

    In an interview with the Nihon Keizai Shimbun, Kutaragi said: "Price setting is always a headache for us. No game machines are comparable to the PS3, which is neither a genuine game console, home electronics [product] nor a personal computer. It is a new kind of product."

    The PS3 is set to launch globally this November, priced at USD 499 / EURO 499 for the 20GB version or USD 599 / EURO 599 for the 60GB model.

    According to Kutaragi, it will be "consumers who decide whether it's expensive or cheap. If a product offers charm, then buyers will be convinced."

    Kutaragi then referred to the original PlayStation, which launched in December 1994 with a price tag of YEN 39,800 (EURO 280).

    "With Nintendo's 16-bit machine selling for about YEN 12,000 (EURO 85) at that time, the media criticised us for priciness - but it became an explosive hit." ...
    by Published on May 11th, 2006 22:06

    Via GIBiz

    Following confusion over the technical specifications of the two versions of the PS3 Sony plans to launch, SCEA president Kaz Hirai has confirmed that the 20GB model will not feature HDMI output or data card inputs.

    In an interview with CNN Money, Hirai said: "We felt that if you want to save something on your Memory Stick, most people have those readers on their PC, which is easily adaptable to the PlayStation 3 with a USB cord."

    "The only difference is HDMI - and at this point, I don't think many people's TV's have that. The ultimate result, to my eyes anyway, is there's not a discernable difference between what you get between HDMI and other forms of high definition."

    There is still some confusion over whether the 20GB PS3 will feature wi-fi functionality - according to a spec sheet issued by Sony, it will only be incorporated into the 60GB model. Neither Hirai's comments nor those made earlier by Sony Worldwide Studios president Phil Harrison have cleared up the issue.

    Hirai went on to defend the price point for the PS3, which will retail for USD 599 / EURO 599 for the 60GB version and USD 599 / EURO 599 for the 20GB model. He dismissed suggestions that the price is too high, stating: "I think when you look at what we put into the box - Cell, Blu-Ray, backwards compatibility, the ability to go online - I think it's a very compelling package for consumers. The totality of what we bring to the table makes it a good value for consumers."

    "What we're presenting to consumers is future-proofed. It's not going to fall by the wayside," he added.

    Hirai went on to say that he is confident Sony will meet its targets of shipping four million PS3s around the globe by the end of the year, with a further two million to follow by April.

    "We have the advantage of manufacturing our own chips. Most of the PlayStation 3's core components are manufactured in-house. The decision to give the go order comes when we're getting good yields."

    "Obviously, the sooner the better, but we're not at the mercy of someone else." ...
    by Published on May 11th, 2006 22:05

    Via GIBiz

    Nintendo president Satoru Iwata has revealed that the company does not intend to produce any further iterations of the Game Boy Advance, despite the success of the GBA SP and GBA Micro.

    In an interview with Reuters, Iwata said: "I would have a second thought about using our resources on what would be the next generation of Game Boy Advance, considering the strong support DS is now enjoying."

    "The Japanese game market is now evolving around DS. We don't need to do something that will pour cold water on the situation."

    More than 74 million Game Boy Advance units have now been sold, a figure which includes sales of the original handheld, the more compact, backlit GBA SP, and the diminutive Game Boy Micro.

    At the company's pre-E3 press conference earlier this week, Nintendo said that consumers have snapped up more than 16 million DS units since the handheld launched in the US on November 21st last year.

    However, the company will not be focusing all of its attention on the DS over the coming months, since the Wii is due to launch this winter. Iwata promised that there will be a strong day one software line-up, stating: "I am aware that we cannot win user support by offering only a few titles at the launch like we did for Nintendo 64 and GameCube."

    "We want to make it a double digit and we are able to do that." Titles already confirmed for launch include The Legend of Zelda: Twilight Princess, the Wii Sports compilation and Ubisoft shooter Red Steel.

    Iwata said he believes Nintendo can be the market leader in the next-generation console cycle, despite the fact that poor sales of the GameCube have left the Japanese giant trailing in third place this time around.

    "We are fighting not with Sony or Microsoft, but with indifference among our potential customers," Iwata said.

    "We are the only one who has clearly made it a mission to lure those who don't play games and those who have quit playing games, and to break down a wall in a household between players and non-players. If that goal is achieved, there is a good chance that we can be number one." ...
    by Published on May 11th, 2006 22:03

    Via GIBiz

    Nintendo's Shigeru Miyamoto has defended the company's decision not to incorporate high definition technology into the Wii - but says the console's successor will be an HD system.

    Speaking at an E3 Q&A session to unveil Wii title Super Smash Bros., Miyamoto said: "If you look at the technology that's out there and the companies that Nintendo has partnerships with when creating the system, obviously if we had decided to create an HD system we could have very easily."

    "But a videogame isn't just graphics. A videogame is a combination of the interface you use to interact with the game, a combination of the graphics, the sound, perhaps the network... We thought at this time going in the HD direction was leaning too much to the graphics."

    Miyamoto went on to observe that the penetration rate of HDTVs is "really not that high yet," adding: "Of course I think five years down the road it would be pretty much a given that Nintendo would create an HD system, but right now the predominant television set in the world is a non-HD set."

    Nintendo has continually reiterated its intention to focus on offering a console which is accessible to a broad audience, rather than one which boasts cutting-edge specifications - despite the fact that both rival systems from Microsoft and Sony will feature HD technology.

    "We thought it would be better to create a system that allows you to interact with any TV set you have in your home in an entirely new, different way, and even kind of turn that into a toy for your TV that anyone can pick up, interact with and enjoy - rather than only the people who have a very high-tech, specific kind of TV set," Miyamoto said. ...
    by Published on May 11th, 2006 22:02

    Via GiBiz

    Following the announcement that Sony plans to launch two versions of the PS3, Phil Harrison has denied reports that the 20GB model will feature lower technical specs than the 60GB version.

    "What we should be clear about is that the functionality is identical in both machines. There is no difference in what the machine does," he told BBC News.

    Confusion arose after Sony Japan issued a spec sheet which appeared to indicate that the 20GB PS3 would not feature Wi-Fi, HDMI output or inputs for data storage cards. But according to Harrison, both versions will support high definition output: "It's just that the technical method of extracting audio and video from the devices is slightly different."

    He went on to defend Sony's decision to launch two versions of the console by highlighting the importance of consumer choice. "Some people might be interested in the PS3 primarily and exclusively as a games system, whereas other users might look at it as a multimedia hub in the home, which is games and music and movies and other digital content." Harrison said that he personally would purchase the 60GB model.

    The PS3 will launch worldwide this November - a year after the arrival of the Xbox 360. At Microsoft's pre-E3 press conference Bill Gates said the company expects to have sold 10 million consoles by then, giving it a healthy head start over Sony. But Harrison is not convinced, stating: "I doubt they will achieve that."

    He is also doubtful that Microsoft will be able secure a position as market leader once Sony's new console arrives: "I think the clear advantages of the PS3 will mean that this product is very well accepted in the marketplace. We have a great brand and fantastically loyal consumers."

    The PS3 will launch in Japan on November 11 and the US and Europe on November 17, priced at EURO 499 for the 20GB version and EURO 599 for the 60GB model. ...
    by Published on May 11th, 2006 06:47

    A world of transformations awaits as Capcom today announced Mega Man® ZX for the Nintendo DSTM, an original new action game that joins the Mega Man universe. A dynamic Biometal system plays the central role, offering players the ability to transform into different Model types, each with their own unique abilities and advantages. Utilizing new Models presents a variety of gameplay experiences, allowing players access to different powers and the ability to expand the game field, opening new and hidden areas for exploration. In addition, there is an option to play as either a male character or, for the first time ever in the Mega Man series, a female main character. Capcom plans to release Mega Man ZX across North America in Q3 2006.

    In Mega Man ZX, hundreds of years have passed since the battles between humans and Reploids (robots). After fierce wars between the two sides, peace was finally restored and the two groups were able to establish various cooperative nations within the “Inner” area of the universe. However, danger zones remained in the undeveloped “Outer” section where independently evolved robots called “Mavericks” began wreaking havoc. A group called the Serpent Company scours the Outer universe to provide energy created from otherwise unattainable items to the Inner population and also serves to protect these peaceful nations from Maverick attacks over the years. On an excursion to the Outer region, they discover relics of ancient technologies in the ruins. These relics, called Biometals, are living, conscious materials, with records of information and weapon data from history housed within.

    Players assume the role of either a human male character named Vent or his female counterpart, Aile, who are employees of the Girouette Express, a courier service that takes jobs transporting anything to anywhere. On a job accompanying their boss, Girouette, to transport a package containing Model X and Model Z Biometals, they are attacked by a mysterious group of Mavericks who seeks to take the material for themselves. During the scuffle, the Model X Biometal is absorbed into the main character, causing a transformation into Model X form while the Model Z Biometal fuses with Girouette. Facing innumerable enemies, Girouette lends his newfound power to his employee and the two substances combine to form Model ZX. With powerful abilities at their disposal, they must discover who the menacing enemies are and what they are ultimately after.

    In Mega Man ZX, players traverse an open map structure as they face various foes in order to acquire Biometals. The crystallized Biometal data collects at the weak points of bosses, so only by defeating them will players acquire the necessary substances to transform into different Models. The specific powers of each type will help access previously inaccessible areas and progress through the game. Each Model type offers distinct abilities including the ability to break walls, burn enemies with fire, dash through water and more.

    Mega Man ZX includes the following features:

    Two playable characters – play as either a male character named Vent, or as a female named Aile

    This is the first time ever in the Mega Man series where a female is the main playable character

    Vent is bigger and more powerful while Aile is smaller and more agile

    Each character has their own specific cut scenes

    Biometal is the key – in order to gain the best transformation possible, strategically attack bosses without damaging its Biometals, otherwise its effects may become downgraded and must be repaired to regain its full potential

    Transformations offer a range of different abilities

    In human form, speak with townspeople and perform basic movements like walking and jumping

    Model X form, drawing upon the Biometal data of Mega Man X, features a long range buster shot, basic actions, dashing and wall kicks

    Model ZX form also includes the abilities of Model Z’s Z-Saber for short range attacks in addition to the Model X abilities

    Biometal allows transformation into additional Model X types with distinct abilities – Model HX, Model LX and more

    Expanding environment – unlock additional areas of the map by using different Model X forms’ powers

    Real time info system – engages both screens of the DS system

    Not only do different Model X types offer powerful abilities for players as they battle on the top screen’s “real world,” they can also trigger helpful Cyber Elves that display useful information on the bottom “Biometal screen” counterpart utilizing special abilities of Biometals

    While the main action happens on top, beneficial data ranging from an enemy’s weak point, locations of hidden items and more are displayed on the bottom

    The type of data displayed is different with each Model type

    Overdrive invoke system – utilizing the Biometal Gauge, power up for ...
    by Published on May 11th, 2006 06:45

    Heres another new press release:

    Konami Digital Entertainment GmbH has announced two new additions to the popular Coded ArmsTM series. Coded Arms Assault will see the gun-toting range blasting on to PLAYSTATION®3, while the franchise will also return to its PSPTM (PlayStation®Portable) roots in the form of Coded Arms Contagion (Working Title) with a wealth of innovative additions.

    Coded Arms Assault for the PLAYSTATION®3 casts players as a hacker entering a virtual world in an attempt to overthrow an evil corporation bent on world chaos. Set in cyberspace, players take on fearsome enemies, unleash deadly viruses and download new weapons as they fight to bring down this new threat. Powered by the Unreal Engine 3, Coded Arms Assault lets players unleash unprecedented destruction on the game's breathtaking environments, using explosions to send deadly debris flying towards their opponents and strategically using high-powered weaponry to shoot out enemy cover. The entire campaign mode of the game can be played online co-operatively with up to four players.

    Boasting support for large-scale online combat, Coded Arms Assault lets up to 16 players go head-to-head in the game's multi-player-specific environments. In several team or individual play modes, gamers will also be able to utilise land and air-based vehicles for extra speed and power, and unlock additional multi-player content by achieving different conditions of play.

    Coded Arms Contagion continues the series' tradition of outstanding handheld first person shooting action for the PSPTM. The game thrusts players into a new cybernetic crisis where they must use their hacking abilities and an arsenal of high-powered weaponry to survive. As a lone security agent, players will return to A.I.D.A. (a virtual reality military training program), to prevent cyber-terrorists from taking control of the program and gaining access to classified military information. Across a variety of enclosed and open-air levels, players will take on original enemies with an all-new selection of firearms and explosives that lets them counter the terrorist menace with more firepower than ever before.

    Expanding upon the acclaimed multiplayer modes of the series' debut on the PSP system, Coded Arms Contagion supports online and wireless local play for up to eight players. Across a selection of new environments, players will also be invited to go head-to-head or form teams in several different gameplay modes that highlight the game's fast paced action and customisable controls to create the ultimate portable online shooting experience. ...
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