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  • DCEmu Featured News Articles

    by Published on October 13th, 2006 16:05

    Video game console makers Microsoft, Nintendo and Sony are harnessing the power of online communities -- the secret sauce behind Web phenomena like eBay and MySpace -- in a bid to usher in a new era of game play.

    Microsoft's Xbox Live online service has been credited with creating buzz and upping the appeal of its next-generation Xbox 360 console last year. The service has a loyal community of users who number in the millions and log in to compete, chat and collect gamer points that translate into all-important bragging rights.

    Not surprisingly, both Sony and Nintendo are hoping to put their own stamps on the community building process with their next-generation consoles, the Playstation 3 and the Wii.

    While the designers behind the Playstation 3 are expected to follow a model similar to Xbox Live with a robust online component offering games, music and movies, Nintendo is taking a different approach with its console, which hits stores on November 19.

    Known for its contrarian approach, iconic characters like the Mario Brothers and ultra-cute games such as "Nintendogs," Nintendo's Wii will include the tools users need to mint a "Mii," a customized, cartoony version of themselves.

    The company's Mii Channel character creation software lets users choose from dozens of features, including eyes, hair, lips and eyebrows to create a virtual character, also referred to as an "avatar" in video game parlance.

    MOMMY AND MII

    Video game chat boards are already attracting crowds of Miis as "Mii generators" such as http://www.blogsmithmedia.com/www.jo...006/10/mii.swf have popped up on the Web.

    These sites are giving users the chance to practice their Mii creation skills, and generating lots of excitement about the Wii launch.

    When Wii owners first turn on their new consoles, they will find their characters in "Mii Plaza," a virtual waiting room where the Miis wander around, bumping into one another.

    They can then use the Wii remote, or "Wiimote," to drop Miis into a game or email.

    Up to 100 Mii characters can exist in the Mii Channel at a time. In addition, up to 10 of them can be saved on Wiimote and carried to a friend's house.


    Miis dropped into a game, such as the "Wii Sports" title shipping with the Wii at launch, will replace generic characters in games, whether they are the star of the show or part of a crowd.

    Messages from parents to children can be delivered by the adult's Mii-doppelganger.

    Nintendo expects the Mii Channel to bridge the generation gap between gamers of all ages.

    "A younger player can create a caricature of their parents, and it might entice them to play (a game)," said George Harrison, Nintendo's senior vice president of marketing.

    Harrison says that right now, he only knows two games that will be Mii compatible; the aforementioned "Wii Sports" and "WarioWare," which is due in January.

    He expects third-party video game publishers to make Mii creation tools available and expects more Mii-compatible titles by the middle of next year.

    "It's true potential isn't even known yet," Harrison said. ...
    by Published on October 13th, 2006 16:03

    The majority of sixty polled developers at 19 Japanese publishers agree on one thing: They kissyface the Nintendo Wii. When Famitsu asked about expectations for next generation consoles, Wii got overwhelmingly high marks compared to the PS3 and the Xbox 360.

    What games were the developers excited about? Metal Gear Solid 4 and Final Fantasy XIII, along with Blue Dragon and Lost Odyssey. But, Twilight Princess was the overwhelming winner.

    Interesting part: Developers were asked which part of each system they liked best. Visual power and overall hardware specs took the PS3's top spots. For the Xbox 360, it was Xbox Live and ease of development. And for the Wii, it was the Wii-mote and Wii Connect 24. This is contrasted with which system they wanted personally—with the Wii edging out the PS3 in a close race.

    Pitted against each other, 60 percent of developers said the Wii would win, 37 percent said the PS3 and 3 percent said the Xbox 360. Aren't you just dying to know who that 3 percent are?! ...
    by Published on October 13th, 2006 16:01

    Dubbed "Sparkly Jewelry Seals," these stickers seemed aimed at Japan's young female gamers (or grown men very secure with their sexuality). One set of stickers turns pink when in UV sunlight, and the other turns green in dark places. Going on sale October 16th in The Land of the Rising Sun.

    Screens Via Comments
    via kotaku ...
    by Published on October 13th, 2006 16:01

    Dubbed "Sparkly Jewelry Seals," these stickers seemed aimed at Japan's young female gamers (or grown men very secure with their sexuality). One set of stickers turns pink when in UV sunlight, and the other turns green in dark places. Going on sale October 16th in The Land of the Rising Sun.

    Screens Via Comments
    via kotaku ...
    by Published on October 13th, 2006 15:56

    After announcing at its monthly conference that Japanese gamers would be forced to use Nintendo's own online shop to purchase the GameCube version of The Legend of Zelda: Twilight Princess, Nintendo UK has confirmed to GamesRadar that European gamers will be able to grab a copy from shops as per usual.

    "Nintendo has no online store in Europe to buy products, therefore The Legend of Zelda: Twilight Princess will be available in the UK via the usual retail channels," our Nintendo contact has assured us.

    Nintendo was unable to provide us with a confirmed UK launch date for the GameCube version of Twilight Princess, although we expect it to appear before Christmas, after the launch of the motion-sensitive Wii version. ...
    by Published on October 13th, 2006 15:55

    Fresh from the house of Lumines comes another slice of light-and-sound action for PSP - puzzle game Gunpey Rebirth. And while you need to see it in motion for the full effect, check the images tab for more still screens and you'll get the idea.

    As the name suggests, it's a remake of an old puzzle title by none other than sadly deceased Nintendo designer Gunpey Yokoi (who created Metroid, among other greats). Gameplay consists of arranging diagonal lines to form linked blocks crossing the playfield - but with Lumines developer Q on board, it's backed up with animated backgrounds and thumping tunes that come to life as you play.

    Looking as perfectly portable and perfectly slick as Lumines, we can't wait to be so hypnotised by our PSPs that we miss our train stop by four hours and snap out of the trance in Scotland again.

    Screens at Gamesradar ...
    by Published on October 13th, 2006 15:52

    Nintendo has announced the launch of LiveMove, a new development tool designed to make the process of producing titles for the Wii easier and faster.

    LiveMove was created by Californian artificial intelligence specialist AiLive with involvement from Nintendo. It allows developers to "train" the Wii remote within minutes simply by performing motions.

    "LiveMove will allow the game industry to move away from indirect digital control to more natural analog control for the first time," said AiLive chairman Dr. Wei Yen.

    Nintendo's senior MD of integrated research and development, Genyo Takeda, added, "In early 2006, I challenged Dr. Wei Yen and his AI scientists to develop AIware for the Wii Remote. When Nintendo's development teams saw LiveMove, we instantly recognized how it would greatly increase our ability to explore and experiment with new concepts and make our lives easier.

    "This revolutionary tool liberates the imaginations of game creators. We are more than happy to share this collaborative LiveMove tool with independent Wii software developers all over the world. From a cowboy's lasso to a samurai's sword or a chef's cooking utensils, we just can't wait to play the developers' new, 'unexpected' applications."

    LiveMove is now available for a mass adoption license fee of USD 2500 per seat. ...
    by Published on October 13th, 2006 15:51

    News from Eurogamer

    Gusto Games' ProStroke Golf: World Tour 2007, released last month, was an impressive first attempt at kicking Tiger Woods into a bunker - but despite enjoying the PS2 version a lot, we did wonder how it would translate to the PSP with its single analogue stick.

    So, with the game due out on Sony's handheld on 10th November, publisher Oxygen has gone ahead and told us, and basically the solution is this: don't rely on having analogue sticks. Makes sense. Instead, the game handles club swing and shifting weight through the shot by using the shoulder buttons.

    As with the home console versions, players will use the circle button and analogue to line up the shot marker in the distance, which also advises you on what percentage of the shot it's necessary to use to reach that point. But when players engage the actual swing part of the equation, things change.

    Still looking down at the ball between the feet, players perform the backswing by holding the right shoulder button, with a shot meter then filling up toward 100 percent. At the optimum point - the maximum, or however much of the shot is needed to reach the marker - the player then releases the right shoulder button and clamps down the left, which handles the downswing. The idea is then to release the left shoulder button as close to the zero percent mark as possible.

    As with the other versions, going too far either side of the zero percent mark removes some of the accuracy from the shot, so precision is important - and particularly so if you want to go a little bit further than the normal shot distance, because shifting weight continues to play a role. In order to maximise distance, instead of releasing the right shoulder button at the top of the swing, you can hold it for a little while as you start holding the left shoulder button. This moves the body through the shot with the ball, adding distance, but the cost is the need to make sure you release the left shoulder button within a smaller window. In other words, you can go further, but your ambition exacerbates the penalties for failure.

    Not content with all that of course, the game also allows you to change foot position while in the swing view to guarantee fade or draw. Other options for tweaking your swing include opening and closing the club-head using the analogue nub, pushing up or down on the analogue to opt for chip-and-run and pitch shots, and moving the ball around in your stance with the d-pad to allow for punch and flop shots. ...
    by Published on October 13th, 2006 15:50

    Microsoft is planning to shut down Xbox Live for a whole day next week, but apparently it's not for the highly anticipated autumn dashboard update.

    The service and Xbox.com will be down starting midnight Pacific Time (7AM BST) on 17th October for "up to 24 hours".

    Why? "Because we're adding some cool stuff," according to Xbox.com. What? "Secret cool stuff that we'll tell you about when we're back online October 18. Other stuff we'll be talking about later in the fall."

    Okay then. ...
    by Published on October 13th, 2006 15:48

    New from Divineo China



    A set of 2 official touch pens featuring Mario and Luigi on them!

    -Official licensed product.
    - 2pcs per set - 1pcs Mario Touch Pen, 1pcs Luigi Touch Pen.
    - H126mm x W14mm x D14mm ...
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