tgs-2010

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  • Ghost Trick's Shu Takumi on finding humor in a murder-mystery

    by 
    JC Fletcher
    JC Fletcher
    09.20.2010

    We'd happily take any opportunity to talk about Ghost Trick: Phantom Detective -- to our readers, our coworkers, our friends, people we meet in elevators, etc. So we happily jumped at the chance to talk with Capcom's Shu Takumi, the person responsible for creating the supernatural puzzle-adventure game. In a brief TGS interview, we spoke with Takumi about the unique humor in Ghost Trick and the Ace Attorney series -- and the relative uniqueness of any humor in a video game. Your games tend to have a certain tone, they tend to be funny. Most video games don't even attempt humor. Why do you think it's so rare, and how is it that you can continue doing funny games? I don't really know why people don't attempt to put humor in games. That's something I would actually love to know. I'd love to ask people why they don't try it. As for me, why I put humor in my games, and why I'm able to continue doing that: I like funny things. I like humor. I like writing mysteries, and mysteries have to be fun to read. They have to be something entertaining where you want to continue reading it. It can't be boring or dry. For me, what makes it interesting is adding a little humor here and there, using that to my advantage. Basically, I just write what is funny to me, whatever I'm interested in for other people to read. And that's how I'm able to continue in this manner that I do. It's important what I write, but what I write is in Japanese, and part of that humor and part of what makes it unique is the translation. (Note: Takumi's interpreter in this interview was Capcom's Janet Hsu, who actually works on localization for the Ace Attorney games. She reported her embarrassment about translating praise for herself.)

  • Tales of Graces PS3 preview: Unlocalized fun

    by 
    Andrew Yoon
    Andrew Yoon
    09.20.2010

    It's disappointing to see Tales of Graces continue to go without a North American release. Last year's Wii game was not localized, and it's a shame that the enhanced PS3 version, Tales of Graces F, will likely miss an American release as well. That's too bad, because Graces is an excellent (albeit familiar) addition to the RPG franchise.

  • Hideo Kojima wants to show a game of his own at TGS 2011

    by 
    JC Fletcher
    JC Fletcher
    09.20.2010

    While a new Kojima Productions game was on display at TGS 2010 -- Castlevania: Lords of Shadow -- Hideo Kojima's direct involvement seems limited to providing the voice for a mischievous chupacabra. In a tweet, the game director expressed his interest in showing a true Hideo Kojima game at next year's event. Kojima said "I think it would be nice if next year I can do not just editing, but introduce my own new game (game design, script and direction)." During the Metal Gear Solid cosplay event at TGS, he also jokingly said "It's 5! Shall we make 5! With this, I won't have to quit Konami. I'll be there for 3 more years." This was in response to a prompt to "say something shocking," however, and not "say something true." A grain of salt is advised.

  • Edwin and Enoch: El Shaddai's official jeans

    by 
    JC Fletcher
    JC Fletcher
    09.20.2010

    Are you over your initial shock about Ignition's El Shaddai, the abstract, psychedelic third-person action game based on the Bible's Book of Enoch? Now that you've assimilated that into your worldview, prepare to have your mind blown once again: this Bible-themed game includes co-marketing with jeans. An Ignition rep explained to us that Lucifel (a certain fallen angel you may have heard of, who goes on to a measure of infamy after the game's time) is capable of traveling through time at will, and enjoys the 20th century, bringing back styles from the era into the distant past for himself and his pal Enoch. This includes the jeans both wear, which are Edwin brand. In turn, Edwin will offer special El Shaddai styles of its jeans in Japan, on display in glass cases at TGS. The rep was careful to explain that El Shaddai wasn't conceived as a vehicle for clothing marketing -- we believe this, given that one of the in-game "models" is, you know, the devil, which can't be one hundred percent ideal. %Gallery-102674%

  • TGS 2011 provisionally dated, TGS 2010 audience breaks record

    by 
    JC Fletcher
    JC Fletcher
    09.20.2010

    Tokyo Game Show organizer CESA announced the dates for next year's event: either September 15 through 18 or September 16 through 18. The reason for the uncertain date range: CESA has yet to decide whether to cut one of the two business days from the schedule -- otherwise known as the "we actually get to see and play things" days. In addition, CESA also announced record-breaking TGS 2010 attendance. 207,647 people in total showed up over the four days of the event, the first time it's broken the 200,000 mark. This is despite slightly smaller numbers during the business days, and the smaller size of the show overall. Basically, it means that more people were crammed into the Monster Hunter line at one time than ever before. [Pictured: Monster Hunter Portable 3rd line -- on a business day]

  • Keiji Inafune remains critical of Japanese games, deems even Capcom 'complacent'

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    09.20.2010

    "I think Japanese gaming is dead. When I say these things, I'm called a traitor. But I love Japan. I want to save it." Keiji Inafune still hovers over the Japanese video game industry, defibrillator paddles at the ready. According to an interview with the New York Times, the outspoken designer and Global Head of Production at Capcom saw little at this year's Tokyo Game Show to change his pessimistic outlook on Japan's creations. "I look around T.G.S., and everyone's making awful games. Japan is at least five years behind," he said. "It's like we're still making games for the last generation of game consoles." And Inafune's ire isn't just aimed at competitors -- he cited Lost Planet 2 as a clear failure to connect with audiences everywhere. "Lost Planet 1 was designed for the Western market. But the guys who made Lost Planet 2 were misguided. They made it too Japanese. They made it like Monster Hunter." The Monster Hunter franchise is far more popular in Japan than it is elsewhere, and modifying it could alienate its current customer base. Inafune is willing to compromise here: "We basically want to make games that will sell globally, but some games might sell only in Japan.That's O.K. – as long as we make a profit on it." Still, he warned that Capcom remained complacent in the ranks of worldwide competitors, who are already targeting bigger markets like China. "I'm always so shocked when I see global sales rankings," he said. "I think: Wow, Capcom's ranked so low. However you approach it, we're dead. Resident Evil sold 5 million copies. That's still no good." Inafune is well aware of how harsh his comments appear among Japanese creators -- who are "always so ambiguous" -- and expects to be treated like a "lunatic." With that kind of drive, he'll either be in full control of Capcom and the Japanese industry within the next five years ... or be relegated to playing cards with Yu Suzuki in a basement somewhere.

  • PixelJunk Shooter 2 preview: It's a gas

    by 
    Andrew Yoon
    Andrew Yoon
    09.19.2010

    It may not have had an official presence at TGS this year, but I had a chance to see an updated build of PixelJunk Shooter 2 behind closed doors. Q-Games' Dylan Cuthbert was mum on when we can expect the PSN sequel, but he did showcase a bevy of new features we can expect in the Shooter follow-up. Like its predecessor, Shooter 2 is all about elements. Whereas the first game explored more traditional elements like water, lava and gas, the sequel expands upon the concept with new gimmicks: light and dark, acid, foam and sand. Whilst in foam, you'll lose control of your ship, requiring the use of a grappling hook that can swing you around obstacles. Sound familiar? Perhaps it's because it looks a bit like Q's platformer, PixelJunk Eden. There are a number of games that offer inspiration for the sequel. Shockingly, Dig-Dug is one of them. In areas with sand, you'll be able to don a new suit that lets you dig through the earth. Your movement is restricted, just like in its arcade inspiration, and you'll have to navigate carefully to make sure that you aren't crushed by any rocks. PixelJunk Shooter 2 takes more direct inspiration from classic hardcore shmups as well, with a new enemy type that sprays out complex bullet patterns that require pixel-perfect movement, timing and reflexes. As in the best shmups, these segments are all about dodging: You won't be able to shoot these enemies. Instead, you must grapple them when close.

  • Dead Space Extraction PS3 preview: Rescue operation

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    09.19.2010

    EA is sending in the experts to salvage Dead Space Extraction, left adrift in retail space last year. Although Extraction impressed critics with its threatening environments and frantic action, it never quite found the audience it deserved on the Wii. The on-rails shooter was an essential component of EA's harsh sci-fi universe, trading engineer Isaac Clarke's high-pressure exploration for a briskly paced series of intense standoffs -- that 480p resolution certainly didn't stop it from being a Dead Space game. The PlayStation 3 version's high-definition graphics are a straightforward (if unambitious) improvement, but the wider distribution via the PlayStation Network, and through Limited Edition PS3 copies of next year's Dead Space 2, offers the greatest opportunity to connect with new players. %Gallery-102268%

  • El Shaddai preview: Confusing my religion

    by 
    JC Fletcher
    JC Fletcher
    09.19.2010

    El Shaddai is the most bizarre possible amalgam of seemingly random elements: simple, casual-friendly controls, exciting action, thoroughly abstract visuals, side-scrolling platforming ... oh, and Bible stories. And pants. I don't know what publisher Ignition Entertainment envisioned for its first internally produced, original retail game, but there's no way in Hell this was it. El Shaddai, though, is much more interesting than most of the games at TGS -- you know, those games that show evidence of having been made by sane people.

  • Caption contest: not feeling so Mega today

    by 
    Tim Stevens
    Tim Stevens
    09.19.2010

    This year's Tokyo Game Show is naturally full of people in interesting costumes, but there was just... something about this Mega Man that caught our eye, making him stand out from the sea of similarly giant-headed mascots. Despite having a laser for an arm he just didn't look like he was having a particularly good day. Josh T.: "Ladies, here's one you don't want to miss. Tall, handsome, shoots fireballs, ice, or electricity from his left arm, total sex machine. Bidding starts at $200." Tim: "You'd be making this face too if you had a saggy diaper that leaks." Darren: "P90x... what a rip-off." Paul: "If I have to star in one more shameless reissue cash-in..." Sean: "...but not as dour as the day he posed for the original Mega Man box art." Vlad: "Stewie was far from happy. He'd specifically asked for an aquamarine supervillain outfit, not turquoise. Philistines!" Chris: "When he gets like this, autograph sessions usually end in a fatality or two." Richard Lai: "Have you seen the size of his cannon in the Mega Man movie? No wonder he's mad."

  • DISSIDIA 012 [duodecim] FINAL FANTASY preview: a sensible sequel

    by 
    Andrew Yoon
    Andrew Yoon
    09.18.2010

    DISSIDIA 012 [duodecim] FINAL FANTASY may have a bizarre, head-scratching title, but its brand new features make a whole lot of sense. The follow-up to 2008's mash-up fighter offers the most obvious addition for a sequel: an expanded roster, including Final Fantasy XIII's Lightning and Final Fantasy VII's Tifa. However, it also includes a number of other features that make the experience more engaging for fans, and more accessible for newcomers to the franchise. The original Dissidia met a mixed response from fans due to its rather unique combat system. Instead of copying the model of other fighters -- Nintendo's Smash Bros., or Capcom's Vs. series -- Square Enix crafted a battle system inspired by Advent Children, but still rooted in RPG mechanics. If that doesn't make much sense to you, you are not alone. Arguably the biggest new feature for Duodecim is the addition of an "RPG Mode" that strips down the combat experience into something that might be a bit more familiar to traditional Final Fantasy players. Unlike the traditional "Action Mode," you lose direct control over your character in this mode, relegated to selecting commands. You'll be able to switch between attacking Bravery and HP, or choosing a more defensive role. It may seem like the game is simply controlling itself, and to a certain degree, it is. However, this mode lets you understand the various mechanics that are at play in Dissidia without being overwhelmed.

  • Kinect object scanning adds some color to Joy Ride

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    09.18.2010

    As you would expect, Microsoft's Kudo Tsunoda has expressed an optimistic viewpoint on Kinect's rarely utilized ability to scan real-world objects and incorporate them into games. At a recent Tokyo Game Show demonstration of Kinect Joy Ride, he revealed a small example of how Microsoft-owned developer BigPark utilizes the motion-sensing camera's capture capabilities. It's not quite a scanned skateboard, but it's enough to spur some color commentary. Kinect Joy Ride features some minor pre-race vehicle customization options, starting with your car's color. If you're dissatisfied with the selection of bold colors in the game, Kinect can take a peek at any item positioned in front of the camera (within a small, on-screen reticle) and transfer its color onto your car. You could apply a dark shade of red (apple), an uplifting purple (GameCube) or a disgusting, sickly white (game journalist arm). It's worth noting that this technology is hardly new -- you might have used it to capture textures in LittleBigPlanet with a PlayStation Eye -- and the implementation is far removed from Kinect's promotional promises. It's not even a particularly interesting addition in the case of Joy Ride, but right now it's in Microsoft's best interests to shift its conversation with consumers, away from, "What can't it do?" and onto "What can it do?"

  • Interview: Katsuhiro Harada talks Tekken Tag Tournament 2

    by 
    Christopher Grant
    Christopher Grant
    09.18.2010

    Just minutes ago, immediately following the Tougeki fighting game championship finals held during the Tokyo Game Show, Namco Bandai game director Katsuhiro Harada announced Tekken Tag Tournament 2, the first iteration in the Tekken Tag series since the 1999 debut over a decade ago. We had a chance to speak with Mr. Harada following this unveiling, and learned more about the long delay, the game's arcade destination, the current state of fighting games and what's going on with Tekken X Street Fighter. Joystiq: How long have you been working on Tekken Tag Tournament 2? Katsuhiro Harada: Actually there was some talk at first of doing this before Tekken 6 came out, but when we discussed it amongst ourselves and the team we felt like we first wanted to make a proper sequel to 6 to see how far we could push the limits of our graphics engine on that hardware before going to Tag. As you've seen for yourself in the trailer, we have three or four characters on the screen at once so that's simply twice as much power needed than previously for example in Tekken 6. So obviously trying to do that right off the bat earlier on would be much more difficult. If it's running on the same technology as 6, which came not only to arcades but to consoles, what are your console plans for Tag 2?

  • Limbo was top Summer of Arcade title 'by a long stretch,' part of 'changing' XBLA market

    by 
    Christopher Grant
    Christopher Grant
    09.18.2010

    Five of the top six spots on Xbox Live Arcade aren't just Japanese; they are all ports of classic titles. When we asked Microsoft Games Studios VP Phil Spencer about the observation, he said he could challenge the assumption that ports and existing IPs dominate sales on the platform. His ammunition was Limbo, the superb platformer that kicked off this year's Summer of Arcade. "Our number one Summer of Arcade game is Limbo," Spencer said, "by a long stretch." Other games in the five-week lineup included updates of classic titles like Hydro Thunder and existing – and highly visible – IPs like Castlevania and Lara Croft. "I think there was a time when Live Arcade was about IP that people knew," Spencer acknowledged, while conceding that those games are "always going to be important." "It's changing though," he said. "I really think coming out of Braid, Shadow Complex, Limbo [...] that it's changing a little bit. We see that in the market, that it's becoming less about iconic IP that people know and it's becoming more diverse." And that's a good thing for everyone involved, including Spencer. "I love Limbo. I think Limbo's probably my game of the year right now." Us too.

  • Tekken Tag Tournament 2 hitting Japanese arcades in 2011

    by 
    Andrew Yoon
    Andrew Yoon
    09.18.2010

    Attendees of the Tougeki fighting game tournament in Japan received a special surprise today. Namco Bandai unveiled a brand new Tekken game for Japanese arcades. Tekken Tag Tournament 2 is a follow-up to 1999's arcade original, updated with a new roster and a current-gen graphics engine. Neither a US nor console release have been announced at the time, but we're certain they're in the works. Even the debut trailer (after the break) states that "other region release dates are TBD." %Gallery-102650%

  • Project Dark trailer is dark, Demon's Souls-esque

    by 
    Christopher Grant
    Christopher Grant
    09.18.2010

    There's still a lot of unanswered questions about Project Dark, the next title from the Demon's Souls team at From Software, but chief amongst them is the simple query: Is this a Demon's Souls sequel? While we still don't have a clear answer on that front, the below cam-captured teaser provides some evidence that it's at least cut from the same, blood-stained cloth. Project Dark is a PS3-exclusive in Japan, while Namco Bandai's English website lists an Xbox 360 version as well. [Thanks, thepapercut]

  • Super Street Fighter IV Arcade Edition adds Yun and Yang

    by 
    JC Fletcher
    JC Fletcher
    09.18.2010

    Here comes a new challenger! Here comes another new challenger! Straight out of TGS's Tougeki fighting game tournament, Capcom finally, officially revealed the two new characters for the arcade release of Super Street Fighter IV: Street Fighter III's Yun and Yang. If you're excited about these new characters, you could either wait for this arcade game to hit your local game center this December (in which case, you are in Japan), or you can start saving up for the unannounced, but inevitable, DLC. [Thanks, Terry!]

  • Ghost Trick: Phantom Detective bumped to January 2011

    by 
    Christopher Grant
    Christopher Grant
    09.18.2010

    When last we heard Ghost Trick: Phantom Detective, Capcom's excellent spiritual (get it?) successor to the Ace Attorney series, was due in "winter 2010." With that in mind, we have bad news for would-be phantom detectives, as Capcom's TGS fact sheet for the title includes a "January 2011" North American release date. The good news: our time with the title in Tokyo this year has further convinced us that the wait will be worth it.

  • Deus Ex: Human Revolution TGS trailer is hard to understand, easy on the eyes [update: now in English!]

    by 
    David Hinkle
    David Hinkle
    09.17.2010

    We've got a new Deus Ex: Human Revolution trailer fresh from TGS, but we can't understand much of what these people are talking about. Thankfully, the language of kicking ass and looking good while doing it is universal. [Update: Now in English!]

  • Warriors: Legends of Troy preview: Changing the dynasty

    by 
    Andrew Yoon
    Andrew Yoon
    09.17.2010

    It seems that nearly every Koei game, in some shape or form, is related to Dynasty Warriors. Legends of Troy is no different, giving you control over a lone warrior slaughtering hundreds of generic enemies. While it's bound to fall victim to the curse of repetition, Warriors: Legends of Troy makes some significant advancements to Koei's familiar formula: improved visuals and deeper combat. That said, the TGS demo I played wasn't polished enough to keep me captivated. %Gallery-102564%