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    by Published on March 8th, 2007 20:25

    via gamespot

    On Wednesday, the big news at the 2007 Game Developers Conference was Sony's debut of its PlayStation Home avatar-based service. On Thursday, Nintendo had the opportunity to claim some of the buzz with Shigeru Miyamoto's keynote at the Moscone Center's cavernous south hall esplanade.

    The line of eager developers waiting to get into the hall surrounded an entire city block 20 minutes before the keynote was intended to tip off. It snaked back around on itself as GDC staffers did their best to keep the crowd from spilling over onto the streets.

    The enthusiasm was understandable, though. The previous evening, Miyamoto took home a lifetime achievement award at the Game Developers Choice Awards for his three decades of work. After receiving a standing ovation, he promised those in attendance that he would have much to say at his keynote the following morning, amping up expectations to stratospheric heights.

    10:40: Inside the hall, attendees are greeted by the obligatory gaming press conference thumping techno music. Five massive video screens dominate the space as a host of gaming journalists huddle over softly glowing laptops. Almost 10 minutes after the scheduled start time, people are still finding their seats as an announcement is made asking for cell phones to be turned off.

    10:47: People are still finding seats. A certain game-blog staffer is running around with a video helmet haranguing anyone in range.

    10:48: Staffers are still trying to find seats for attendees, squeezing as many people into the auditorium as possible. Mutterings in the crowd range from discussion of Sony's keynote to assessments of the week's various parties, with free beer, swag, and embargoed news being freely disseminated.

    10:52: People continue to jostle for seating. Hopefully there aren't any fire marshals about...

    10:55: The DS pictochats are almost as full as the auditorium as attendees are again asked to take their seats. The keynote is scheduled to end at 11:30 a.m., but that seems unlikely at this rate.

    10:59: Still nothing happening. You can almost feel an epidemic of gluteal cramps begin to break out amongst the constantly shifting crowd. Still, Perhaps surprisingly, the crowd seems to be tolerating the delay in good spirits. Conversations about Mega Man, Mario, and other familiar franchises rise above the din.

    11:00: Now the show starts.

    11:01: GDC director Jamil Moledina takes the stage to introduce Shigeru Miyamoto, talking about the creator's "quarter century of disruptively contagious hits."

    11:02: Miyamoto takes the stage to a round of applause and cheers. He's wearing a link pin on his lapel.

    11:03: Speaking through a translator, Miyamoto says he will use the Wii's photo channel to give his presentation.

    11:04: Miyamoto begins talking about his 25 years designing video games, referencing games like Donkey Kong and Pac-Man as the games people talked about.

    11:05: He shows a picture of the stereotypical child gamer, eyes glazed, jaw slack, and calls it "disturbing."

    11:06: He brings up the top-selling games of 1998, pointing to Nintendo's GoldenEye at the top of the charts and saying that the gamer image was still generally neutral. But by 2004, he said something had changed.

    11:07: With Grand Theft Auto and Halo 2 on the top of the charts, Miyamoto said he was getting new questions from reporters, questions about what effects games had on people. Even though sales went up, he said the reputation of the industry went down.

    11:08: Miyamoto expressed his concern about games becoming stagnant as everyone tried to do the one type of game that was successful, and then brings up his creative vision, and "The Nintendo Difference."

    11:09: The three elements of Nintendo's corporate vision are next. Up first is the expanded audience. Miyamoto says he has his own way of gauging a product's potential success with an expanded audience. He calls it "the Wife-o-meter," and shows a graphic of it. It measures one variable: The interest of his own wife.

    11:10: He says that we may remember the first time we played Pac-Man or Super Mario Bros. as important moments in our lives. However, they were not important moments for his wife.

    11:11: Not even Tetris attracted Miyamoto's wife, but she took some interest in their daughter's experience with Ocarina of Time. Animal Crossing scored even better on the Wife-o-meter, convincing her to actually pick up the controller, but Miyamoto still strived to drive the meter higher.

    11:13: Now he talks about pets. While his wife is a cat person, Miyamoto prefers dogs. He references the Wii Everybody Votes Channel poll on the subject to show that more than 60 percent of the voting population agrees with him.

    11:14: After an extended detour and pictures of his dog, Pick, Miyamoto gets back to the point. He talks about showing Nintendogs to his wife, and how she started looking at games from a different perspective.

    11:15: For Valentine's Day, Miyamoto said he came home from work expecting her to be asleep, but instead found her playing the Wii. She had stayed up casting votes on the Everybody Votes channel.

    11:16: Miyamoto was shocked, saying it meant she had downloaded the channel herself. He said it would have been less surprising to find Donkey Kong ransacking his house.

    11:17: Now he shows a picture of the second installment of Brain Age, and how she's embraced the game completely. Miyamoto says she's turned into a hardcore gamer and shows off her Mii, which she uses ...
    by Published on March 8th, 2007 20:16

    Welcome to this week's Games & Toys update, our weekly summary featuring all new product arrivals from the last seven days.

    It's been a fantastic release week, with more than 30 Japanese and a number of interesting Asian & US version game releases. Next gen console highlights have been Sega's tennis arcade hit Power Smash 3 / Virtua Tennis 3 (Japanese / Asia) for PS3™, Bomberman Land Wii and Eyeshield 21: Field no Saikyou Senshi Tachi for Nintendo Wii™ as well as the Asia release version of Def Jam Icon for Xbox360™.

    The PlayStation2™ continues to be strong in the market with releases such as Spike's Kenka Banchou 2: Full Throttle, the Sega Ages Monster World Complete Collection and Konami's GuitarFreaks & DrumMania Masterpiece Gold.

    Popular handheld game releases have been Seiken Densetsu: Heroes of Mana and Izuna: Legend of the Unemployed Ninja (US version) for Nintendo DS™ as well as Marvel Trading Card Game for PSP™.

    Last but not least, Milestone's arcade shooter Karous is marking an end of the Dreamcast™ era. Due to Sega's GD-ROM production stop, this game is expected to be the last commercial Dreamcast™ GD-ROM release ever.

    Full info on all the commercial game releases this week here ...
    by Published on March 8th, 2007 18:59

    While at the Vicious Cycle booth, we got a chance to view at Vicious Engine, now working on the Wii, and how the team sees to implement controls for first-person and over-the-shoulder titles.

    Essentially, only the nunchuk is used for camera and movement. The top joystick moves and strafes your character, while left and right rotations trigger the accelerometer and rotate the characters perspective left and right and a forward / back roll with cause the camera to look down / up, respectively. In play testing the control scheme, using the accelerometer control to move the camera feels awkward, and the rotations seem to move in 15 degree spurts (as opposed to fluid movement). After a few minutes, however, the movement became more intuitive.

    With the simplification of movement in one hand, the other hand (and, more importantly, the infrared motion sensor) is free to control whatever -- sword-fighting or off-of-middle cursor positioning. Level Designer Bryan West told us, rather bemused, that with how the control scripts are implemented in the engine that even he could build a game with what's available.

    Visually, the engine looked slightly better than Red Steel, especially the character model we saw. West talked with us and lamented about the common trend of ignoring Wii's graphical capability and simply upscaling textures used for PSP titles. We're assuming, then, that we won't be seeing the same issue with Alien Syndrome, a PSP and Wii title using the Vicious Engine. West also told us that they are working on a Wii game internally that involves the Vicious Engine but cannot currently discuss at this time.

    via joystiq ...
    by Published on March 8th, 2007 18:58

    At yesterday's Experimental Game Design lecture, Alex Butterfield discussed his latest project, the mind-bending PSP title Crush, billed as a "revolution twist on the puzzle platform."

    Butterfield's presentation focus on the challenges of making a game that seemingly transitions from 2D to 3D without effort. Crush is designed so that your character, who is under hypnosis to cure insomnia and forced to find a way through 40 dream sequence levels, can only "crush" (transform 3-dimensional space into 2-dimensional platformer) horizontally and top-down.

    Of the challenges discussed, Butterfield talked about the shortcut challenge, whereas the clever player would be able to use the crushing ability to move from the beginning of the level to the end without effort. Thus, the team devised three different blocks whose behavior differed when crushed: ghost block (insubstantial), solid blocks (impassible) and hollow blocks hollow block (somewhere in between).

    Other issues include disorientation, which Butterfield tried to fix by way of camera work and the placement of prominent landmarks to help the player. There were two design flaws that the dev team worked to solve. The creation of cut-zones let the developers section off part of the level so that one does not accidentally crush themselves next to a horrid enemy without prior knowledge. A safety feature was also implemented so that a crush process does not cause the character to fall helplessly to their doom; "an explanation as to why you failed the puzzle" will be shown instead. Many of these problems were also solved, of course, through countless QA and debugging.

    Following the talk of problems and problem solving, Butterfield moved into the realm of conjecture, philosophy and other higher-order thought. What if you were allowed to crush at any angle? What if you could crush outward into four dimensions (with time being the 4th candidate); i.e. a block could become a bridge, a cockroach would crush into a centipede, etc. How about multiplayer? Butterfield suggested separate realities for each character, whereby only you control the crushing in your reality and only your movement would be reported to the other player's screens.

    There's no clean-cut solution, but some of these problems give us an idea of the far future of platform puzzlers. Crush is looking good and the game's twist well-executive. The game is slated for release later this year on the PSP.

    via joystiq ...
    by Published on March 8th, 2007 18:57

    Almost a year after its release in Japan and six months after the same in Europe, Nintendo is finally sending the Opera DS browser to North America on June 4. Although it lacks Flash, video, sound and PDF support (yikes!), the package includes full stylus control as well as handwriting recognition. You can create bookmarks and display images, but forget about saving sexy pictures of Anna Kournikova to your DS. It's definitely a gimped way to surf the web, but reports say it's a generally smooth experience. The browser retails for roughly $32 in Japan and $52 in Europe, but no pricing has been mentioned for the North American release.

    via joystiq ...
    by Published on March 8th, 2007 18:56



    via joystiq

    Ubisoft has picked up the North American publishing rights to Hiite Utaeru DS Guitar M-06, simplifying the name to 'Jam Sessions' and adding a save feature. Guitar Hero this is not. Gone is the rock star play-along backdrop, replaced with bare chord cues and player-generated rhythms. Jam Sessions morphs your DS into a simulated acoustic guitar, meaning that "it's both cooler ... and potentially way more niche" than the Harmonix pastime. Picture it: Minibosses take the stage and rock an entire 'Unplugged' sesh on their DSs. ...
    by Published on March 8th, 2007 18:51

    via gamesradar

    Readers, let's try and work something out together. See, we went out and splashed a penny shy of $70 on a brand new Game Boy Micro last month, despite the fact we've already got another, ooh, five or so machines that can already play GBA carts. Why did we do this? Seriously, we want to know. After all, surely the Game Boy brand is deader than the much-neglected GamesRadar potted plant?

    In a recent interview, Reggie himself conceded that there was only one more holiday season left in the Game Boy Advance, a glum forecast that still looks woefully optimistic when you consider Nintendo has dropped support for their smallest child like a hot sausage roll.

    Additionally, the third-party publishers we spoke to regarding GBA support were non-committal at best. Only Square Enix seem particularly interested, with a few Final Fantasy remakes and a proposed sequel to FF Tactics in the pipeline - despite the fact that in December 2006, the GBA outsold the Wii, with 850,000 units snapped up. Clearly, the console itself does still have a future. And not just as a "gateway console" for younger players to buy, which the endless stream of depressingly conservative licensed cartoon-games seem to be geared at.

    But if you walked into your local Best Buy and strolled over to the forlorn GBA department, you would be forgiven for thinking that's all the Game Boy has left to offer anymore. And it's understandable that, for all its success, people are abandoning the format. Greedy-eyed publishers look at the DS sales and see the larger margins, while smaller developers are often locked out because the prohibitive costs of the Nintendo license discourages some of the quirkier ideas from ever being more than a napkin scrawl. ...
    by Published on March 8th, 2007 18:51

    via gamesradar

    Readers, let's try and work something out together. See, we went out and splashed a penny shy of $70 on a brand new Game Boy Micro last month, despite the fact we've already got another, ooh, five or so machines that can already play GBA carts. Why did we do this? Seriously, we want to know. After all, surely the Game Boy brand is deader than the much-neglected GamesRadar potted plant?

    In a recent interview, Reggie himself conceded that there was only one more holiday season left in the Game Boy Advance, a glum forecast that still looks woefully optimistic when you consider Nintendo has dropped support for their smallest child like a hot sausage roll.

    Additionally, the third-party publishers we spoke to regarding GBA support were non-committal at best. Only Square Enix seem particularly interested, with a few Final Fantasy remakes and a proposed sequel to FF Tactics in the pipeline - despite the fact that in December 2006, the GBA outsold the Wii, with 850,000 units snapped up. Clearly, the console itself does still have a future. And not just as a "gateway console" for younger players to buy, which the endless stream of depressingly conservative licensed cartoon-games seem to be geared at.

    But if you walked into your local Best Buy and strolled over to the forlorn GBA department, you would be forgiven for thinking that's all the Game Boy has left to offer anymore. And it's understandable that, for all its success, people are abandoning the format. Greedy-eyed publishers look at the DS sales and see the larger margins, while smaller developers are often locked out because the prohibitive costs of the Nintendo license discourages some of the quirkier ideas from ever being more than a napkin scrawl. ...
    by Published on March 8th, 2007 18:49

    The pink PlayStation 2 is finally making its way down under. Sony Computer Entertainment Australia (SCEA) has confirmed that the pink-coloured PS2 will make its local debut on March 15, 2007.

    The pink PS2, which debuted in the UK late last year, will retail for A$249.95 ($194) and will come with two pink controllers and a pink Memory Card.

    In a statement, SCEA said the pink PS2 was being brought to Australia because games like the SingStar and Buzz series had diversified demand for the console down under, particularly from female audiences. "Games such as SingStar have really heightened the appeal of the PlayStation 2 for a whole new diverse audience, who may not previously have considered themselves gamers," SCEA director of marketing Raoul Bedford said.

    via gamespot ...
    by Published on March 8th, 2007 18:48

    via gamespot

    Koji Kondo, the veteran Nintendo composer responsible for the music behind the Super Mario and The Legend of Zelda series, received a rock star's reception during his lecture at the Game Developers Conference today. Once the cheers and applause had died down after his introduction, Kondo outlined what he views as the three essential elements of great gameplay music--rhythm, balance, and interactivity.

    Kondo, speaking through an interpreter, said all games have an internal rhythm that must be identified and followed to create music that makes an impression. He used the now-famous music that is played during the first level of the original Super Mario Bros. as an example of finding rhythm, saying that he wrote the theme after long observation of how Mario moves and jumps in the level.

    "All games contain unique rhythms in some form or another. These rhythms can be found in character movements and also in the timing of players pressing buttons. It's essential to grasp these rhythms and use the ones that represent the most satisfactory playing experience and create music based on them. To be able to do this, you have to play the game you're working on again and again," Kondo said.

    When it comes to balance, Kondo said he thinks the most important sound effect should be the one heard most clearly. But Kondo added that the overall flow of the music from a game's beginning to its end is just as vital. Kondo says unlike other composers who hand in each piece of music to a game director after they are completed, he prefers to hold on to a piece for some time before handing it in with several other completed compositions. This allows the director to look at the music as a whole and not as discrete sections.

    "It's important to think of all the music as one piece for an entire game and not just simply a collection of individual pieces," he said. "I consider how one song flows into the next and look at the overall flow of the music from the beginning to the end of the game."

    However, interactivity is the key element that sets game music apart from other media, Kondo said. He urged the attendees at the lecture to continue to create real-time, interactive music to further the genre.

    "I believe that incorporating sound ideas that showcase the interactive nature of video games is the most important part of sound work. For example, as the remaining time decreases in the original Super Mario, the tempo of the music increases. This is something you can't do with CDs, movies, or other broadcast media. It's just one example of sound changing to suit a player's condition." he said.

    "Incorporating interactive elements has the following advantages. It has the ability to create music that changes with each play-through. And it has the ability to create a multicolored composition by transforming themes within the same composition. Musical changes can also add surprises to a game and make it more enjoyable to play. And it has the ability to add musical elements as actual gameplay features. Video game music is not the simple background music you find on movies or TV." ...
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