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  • ViviTouch haptic technology hands-on: electroactive polymer giving a 'high definition feel'

    by 
    Richard Lai
    Richard Lai
    09.17.2011

    Haptic feedback isn't exactly something that'd blow people's mind these days, with most mobile devices and gaming controllers already packing a little vibrator to spice up one's gaming experience. While these motors do the job just fine for delivering the sensation of large engines and explosions, their monotonic performance and relatively high minimum output threshold means they can't reproduce finer vibration. For instance, you wouldn't be able to feel a guitar string fade away after a strum, nor would you feel the finer end of a spring recoil. This is where Bayer MaterialScience's ViviTouch -- previously dubbed Reflex -- tries to fill the void. For those who aren't familiar, the magic behind ViviTouch is its electroactive polymer (or EAP in short) -- imagine a thin sheet that consists of two electrode layers sandwiching a dielectric elastomer film, and when a voltage is applied, the two attracting electrodes compress the entire sheet. This slim, low-powered ViviTouch actuator module can be placed underneath an inertial mass (usually a battery) on a tray, thus amplifying the haptic feedback produced by the host device's audio signal between 50Hz and 300Hz (with a 5ms response time). %Gallery-134043%

  • Inafune: 'Messed up' working relationship led to Bionic Commando's Wifearm

    by 
    Ben Gilbert
    Ben Gilbert
    09.17.2011

    "At the end of developing Bionic Commando, things got really messed up between the two companies," Mega Man creator and former global head of production at Capcom Keiji Inafune told me in an interview this week. Sitting in a quiet corner of Tokyo Game Show's business area, Inafune was addressing the retail version of BC developed by the now shuttered studio Grin -- a game that helped nail the coffin shut on the Swedish dev house, and scared Capcom off of its big third-party push. In case you weren't aware, at the end of BC's main campaign, it's revealed that the protagonist's bionic arm is, at least partially, made from his dead wife. Seriously. "I don't even know what happened there," Inafune lamented. The project was apparently rife with development issues, which Inafune exemplified with a phrase that represented the attitude Grin and Capcom had for each other at the time: "Whatever, do what you want, I don't care." Though he couldn't say what specifically happened to result in such a bizarre game ending, Inafune explained that the issue of foreign companies working with Japanese ones was at the heart of the situation. "At the beginning, things are very, very good between the two companies. Things get kind of weird from the middle, and it gets really bad at the end -- especially for the Japanese companies," he said of the development process. "They should be more flexible about things," Inafune added, no doubt part of his decision to leave his long-time employer late last year. "If you don't do that, everything will become messed up from the middle. And that's the most important part. Not the beginning, but in the middle and finishing the game."

  • Tour GREE's massive TGS booth

    by 
    JC Fletcher
    JC Fletcher
    09.17.2011

    The biggest booth on the TGS show floor, as far as we can figure, isn't Sony's or Capcom's -- it's the one occupied by mobile social game service GREE. GREE offers games from major publishers, including Sega, Capcom, and Square Enix, in major franchises, for phones. And we're not talking iOS or Android experiences, specifically -- we saw mostly regular cell phone games. But it's working, since GREE had the money to splash out on this big booth experience -- including capsule toy machines that are used for a labyrinthine swag process. First you play a game, then you get a "medal" which you're directed to put into one of the machines. The capsules have numbered slips of paper, which you then bring to a desk to exchange for a prize. I got a notepad.%Gallery-134153%

  • Halo Anniversary's Kinect functionality partially explained

    by 
    Ben Gilbert
    Ben Gilbert
    09.16.2011

    Halo: Combat Evolved Anniversary may be just a couple months away, but Halo franchise development director Frank O'Connor is still keeping mum on some of the remake's Kinect functionality. He did let a few bits of info slip, however. "For example, you can switch to Classic or Anniversary mode using voice commands," he explained to me in a meeting at TGS 2011 this week. Wait, really? That's it? "We actually have some more story content in the game that's gonna be supported by Kinect," he added. Unfortunately, either the folks at 343 Industries or its corporate benefactors at Microsoft Studios have deemed the rest of the information too early to mete out. "We've added a really interesting feature we're gonna talk about in October that uses Kinect to add some story to the game." As interesting as the content may be, it may never make it to the final product -- apparently the October reveal is about more than a carefully timed marketing plan for the re-release of a decade old game. "We're still testing the features, so if it doesn't work, we're gonna change it." And with just under two months to go until launch, 343 had better get a move on. [Image credit: 'LaughPong']

  • Sony PlayStation Vita battery life: as little as three hours on a charge

    by 
    Sharif Sakr
    Sharif Sakr
    09.16.2011

    We've had plenty of QT with the Vita on the floor at TGS, but battery life is hard to judge when you can't take the device away with you. Back at our earlier hands-on in June we were told that longevity should be on a par with first-gen PSPs, which were all rated at 4-6 hours and -- with the PSP-1000 -- achieved around 3.5-5.5 hours in real-world tests. Now though, Sony says the Vita has just enough juice for 3-5 hours' gaming. We need to play this thing to death before we can be sure, but this does sound like a potential 15-25% drop in minimum play time. Do we care at this point? Not particularly. We're too busy salivating over this.

  • NIS America bringing Disgaea to Android, Vita; Neptunia and Clan of Champions headed to NA

    by 
    Ben Gilbert
    Ben Gilbert
    09.16.2011

    In NIS America's continued efforts to put Disgaea games on more and more platforms, the company today announced that Disgaea: Netherworld Unbound is headed to Android devices later this year. Netherworld Unbound is an Android-optimized version of the original Disgaea game, though NIS says it'll expand on that by selling "characters, items, features, and more." The Disgaea heading to PlayStation Vita will also be launching in the US sometime in spring 2012. Beyond renaming the subtitle "Absence of Detention" (rather than the original's "Absence of Justice"), the Vita port adds "all-new characters, stories, and game systems." Beyond the Disgaea series, NIS is bringing "everyone's favorite JRPG with Mega Man creator Keiji Inafune as a weapon," Neptunia MK-II, to the US. Like in Japan, the game will remain exclusive to Sony's PlayStation 3, and it's expected to launch in spring 2012 as well. The company also announced intentions to bring the tentatively titled "Clan of Champions" from Tenchu dev Acquire Corp. to the US, and to both the Xbox 360 and PlayStation 3. [Disgaea 3: Absence of Justice for PlayStation 3 pictured above.]

  • Visualized: PS Vita in eight unlikely colors, mockup game cards chill on the sidelines

    by 
    Sean Buckley
    Sean Buckley
    09.16.2011

    We found a veritable rainbow of PlayStation Vita prototypes hiding out in the rear of Sony's TGS setup, surrounded by accessories, mock retail packaging, and faux game cards. PlayStation representatives assured us the colorful consoles were just for looks, and only the basic black will be available when the system launches in December. Hit the gallery below for a multicolored peek, or just skip past the break for a view of Gravity Daze's mockup retail box.%Gallery-134025%

  • Seen@TGS: Physical copies of PlayStation Vita games

    by 
    Ben Gilbert
    Ben Gilbert
    09.15.2011

    You've heard about the "NGV," right? Sony's proprietary media format for the PlayStation Vita? If you haven't, that's totally okay, as Sony hasn't exactly been speaking about it very much. The company didn't actually mention it during its Vita-focused TGS 2011 press conference, or during its similarly Vita-heavy keynote. In fact, outside of a generic version shown off over the past year, we'd never actually seen a physical copy of a game for the upcoming PlayStation Vita. That all changed this morning, as we spotted the little NGV cards hiding in a glass case at the Sony booth, alongside their housing -- small blue Vita game boxes. Uncharted: Golden Abyss, Gravity Daze, and Hot Shots Golf (Everybody's Golf 6 in Japan) were all on display, as seen in the gallery below. Take a peek, they're adorable!%Gallery-134015%

  • Dante takes on the surrealist carnival in latest DMC trailer

    by 
    Ben Gilbert
    Ben Gilbert
    09.15.2011

    You've seen Dante take on some smaller demons, sure, but have you seen him take on a giant beast in a terrifying surrealist carnival? Neither had we until the just released Devil May Cry trailer from TGS 2011 arrived, but now we're feeling like maybe Dante's in deeper than we'd originally thought.

  • PlayStation Vita augmented reality comes in two very different flavors

    by 
    Ben Gilbert
    Ben Gilbert
    09.15.2011

    Sony Computer Entertainment head of Worldwide Studios Shuhei Yoshida has a carpet with a little monkey in it. Except the monkey's virtual, and he's using a PlayStation Vita to make the little guy appear. Thus is the Vita's "Markerless AR," an augmented reality application that Yoshida demonstrated with a smile on-stage during Sony's TGS 2011 keynote this afternoon in Tokyo. Yoshida also had a set of marker cards and "Wide Area" AR to boot, showing off a full-scale game played across a table with a handful of marker cards laid out to assist in the process. Yoshida's demonstration seems to indicate the the Vita will ship with a variety of AR applications when it launches this December in Japan -- perhaps even more than the handful of AR games that Nintendo's 3DS came packed with earlier this year. We'll do our best to nail down some more specifics this week as TGS continues.

  • The Persona fighting game caught on video, straight from TGS 2011

    by 
    Ben Gilbert
    Ben Gilbert
    09.15.2011

    When we first heard about a rumored Persona-based fighting game from BlazBlue dev Arc System Works, we couldn't believe our eyes. And then Famitsu's full report on Persona: The Ultimate In Mayonaka Arena went live, officially detailing the bizarre mashup of Persona and the fighting game genre.Now, just a few short weeks later, we've got a full 10 minutes of the game being played on video, courtesy of Japanese video sharing site Niconico. If you woke up this morning hoping to see a virtual female viciously beaten with a chair, look no further -- this video's just for you.

  • Project Draco flying to XBLA in 2012

    by 
    Richard Mitchell
    Richard Mitchell
    09.15.2011

    Previously announced as a 2011 title, Joystiq learned today that Project Draco, the Grounding Inc. Kinect project "inspired" by Panzer Dragoon, will actually be released in 2012. We can also reveal that the title is much more than inspired by Team Andromeda's seminal on-rails shooter. Straight up: Project Draco is basically Panzer Dragoon Kinect. We'll have our full hands-on impressions up soon.

  • Razer unveils arcade fightstick prototype at TGS, looks to gaming community to hammer out the details

    by 
    Sean Buckley
    Sean Buckley
    09.15.2011

    It seems like the folks at Razer are taking the company's "for gamers, by gamers" motto to heart, today unveiling a new customizable PC / Xbox 360 arcade stick at Tokyo Game Show that won't even hit production until the fightstick community disassembles, mods, and judges the heck out of it. The yet-to-be-named arcade controller will first make its way to select applicants of a closed beta program, putting the rig in the hands of some 200-plus gamers who, after having their way with it, will provide the outfit with tips on how to fine-tune the final product. Razer's TGS staff gave us a brief overview of the unit, and let us swap around wires, pop out buttons, and fiddle with the rig's faceplate. The prototype unit is built with Sanwa Denshi components, but Razer tells us that mod-minded gamers are free replace, modify, or otherwise tinker with any of the controller's major parts without fear of voiding its warranty -- only the stick's control board is off limits. Beta registration is already open, and the first test units should ship out sometime next month. Check out the gallery below for an eyeful, or point your peepers up top for a demo straight from the TGS show floor. Want more text? Hit the break for an official press release. %Gallery-133861%

  • PlayStation Vita's Torne app pulls in live TV streams served up from a PS3

    by 
    Richard Lawler
    Richard Lawler
    09.15.2011

    Need another reason to be interested in the PlayStation Vita? Sony announced during tonight's press conference that it will tie in with the only-available-in-Japan Torne DVR adapter (PlayTV in Europe and nonexistent in NA) for the PlayStation 3. Once synced up, it allows users to remotely tune into live TV streams Slingbox-style, browse listings and remotely schedule recordings via an app on the portable device. It should be ready to go at launch, while the ability to export recorded shows to the Vita like one of Monsoon's boxes will be added later. For now however, we can only look on in envy and hope rumors of a PlayTV 2 eventually come true, and come out here.

  • We get up close and personal with the Nintendo 3DS Slidepad attachment

    by 
    Ben Gilbert
    Ben Gilbert
    09.15.2011

    As per usual, Nintendo's skipping out on the Tokyo Game Show, despite being kind of a big deal in Japan. But that doesn't mean that the Slidepad -- the 3DS' bizarro circle pad attachment -- is skipping the show as well. Capcom had Slidepads equipped on two Nintendo 3DS units at its TGS booth, and we headed over promptly this afternoon to check it out. Here's the skinny: it's another circle pad on a 3DS. Shocking? Not exactly, but the circle pad attachment feels fine, if a bit bulky. For reasons unknown, Capcom wasn't allowing TGS attendees to use the Slidepad with any games, so we can't say for sure how it'll change gameplay. That said, the circle pad itself is identical to the already existing circle pad on the left side of the 3DS. More interestingly, the attachment also adds triggers and bolsters already existing shoulder buttons, giving the entire console more of an actual controller feel. No doubt about it, the Slidepad is bulky and, for sure, kind of silly looking, but it also makes the portable feel more substantial in terms of control. We'll reserve our final judgment until we can spend some real time with the attachment in the coming months. That is, if it even heads to North American markets -- the Slidepad is currently slated for a December 10 launch in Japan.%Gallery-133856%

  • PlayStation Vita's slick augmented reality demoed in Reality Fighters, we go hands-on (video)

    by 
    Richard Lai
    Richard Lai
    09.15.2011

    Back in January, we caught a glimpse of a hilarious PS Vita title dubbed Reality Fighters, and as the name suggests, it's a Street Fighter-like game that makes use of the device's augmented reality feature. Well, SmartAR, to be precise, which has already been proven to deliver slick AR in large space without the need of a marker, and that's exactly what we experienced earlier today at TGS 2011. What happens in this game is that you can first create your own fighting avatar -- not only does it let you map your face using either camera on the Vita, but there's also a whole range of body shapes, facial features, weapons and fashion accessories to add to your character. Once you have your fighter ready, you then have three options: use the current surroundings as your battle backdrop, or use one of the many default backdrops (and the final version of the game will allow players to create their own backdrop), or use a marker. We only managed to try the first two AR modes with the brief hands-on time we had, but both worked seamlessly for us -- see for yourself in our hands-on video above. Surprisingly, this game only uses just one of the four CPU cores on the Vita! But then again, we've already seen SmartAR running smoothly on the Xperia Arc, which goes to show how relatively little number crunching power is required for SmartAR. Expect to see this funny game to come out in February.

  • PlayStation Suite SDK beta coming in November, offering new games in spring 2012

    by 
    Richard Lai
    Richard Lai
    09.15.2011

    We haven't heard much about the PlayStation Suite for quite some time, but at the TGS 2011 opening keynote today, Sony announced that it'll finally be rolling out an SDK for said cross-platform framework in November. Furthermore, Sony's expecting new games and apps to be available for the PlayStation Suite in spring, which means willing C# developers will be busy over the next few months should they wish to deploy their software across certified devices -- these currently include the PS Vita, Xperia Play, Tablet S and the upcoming Tablet P. Of course, we're also hoping that Sony will convince at least one other manufacturer to get its NVIDIA Tegra devices certified for the PlayStation Suite, otherwise it'll be tough to get the ball rolling for everyone.

  • Torne application on PS Vita allows for remote TV recording and viewing

    by 
    Ben Gilbert
    Ben Gilbert
    09.14.2011

    Sony's hardware-based Torne service is heading to the PlayStation Vita, albeit in application form. Sony head of worldwide studios Shuhei Yoshida introduced the application live on-stage during today's second keynote, demonstrating the ability to navigate television listings, remotely set up recordings, and stream television, all via the PlayStation Vita and its Torne application. Yoshida never stated an exact release date, but he implied that the application would launch with the Vita in Japan this December. And as you might expect, the application is thus far only slated for the Japanese market.

  • Nintendo 3DS extended slide pad add-on, first hands-on

    by 
    Sean Buckley
    Sean Buckley
    09.14.2011

    Nintendo may be AWOL on the TGS show floor (as usual), but that's not stopping Capcom from strutting the big-N's hardware in its stead -- we dropped by its booth for a gameplay-free handling of the 3DS extended slide pad add-on. The control-extending cradle is every bit as bulky as it looks, killing any hope we had of cramming the rig into our pocket. The trade-off? It's much more comfortable to hold than the naked 3DS, giving our meaty hands a smooth, contoured surface to grip. The new right-hand circle pad feels just as solid as the handheld's dedicated pad, and didn't significantly obstruct our access to the 3DS' face buttons. All in all, the cradle is a comfortable, if awkwardly large extension to the 3DS that doesn't seem to compromise the handheld's existing input. Hit up the gallery below to size up the plump peripheral for yourself. %Gallery-133843%

  • PlayStation Suite SDK arrives this November

    by 
    Ben Gilbert
    Ben Gilbert
    09.14.2011

    Ever since introducing the PlayStation Suite back in January, Sony has been slowly meting out information on the cross-platform service. But Sony blew out the service this morning during the company's TGS 2011 keynote, revealing that the Suite's software development kit will become available for devs this coming November. A brief demo of a basic sidescrolling shooter, named "Zero Gravity," was also shown, demonstrating the cross play between PlayStation Vita and the Xperia Play. Unfortunately, no price or exact date was given for access to the SDK, but Sony reps did demonstrate the ease of using the SDK for cross-platform development. A simple animation was created using a Sony tablet, which was then pushed across a variety of Sony and Android platforms -- "No play, no life," it read. We tend to be more of the "no food/air, no life" crowd, but we'll accept Sony's statement for the sake of demonstration.