tokyo-game-show-2011

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  • Tokyo Game Show 2011 draws largest crowd ever as show floor continues to shrink

    by 
    Ben Gilbert
    Ben Gilbert
    09.22.2011

    Though shrinking booth sizes and publishers entirely skipping this year's event characterized the Tokyo Game Show, it saw its highest attendance numbers ever in 2011, according to the event's organizers. Over four days, the event drew 222,668 visitors, averaging 85K people on the two public days and 26K on the two "industry" days. TGS grew by 15,021 visitors in 2011 (3.25 percent), with each of its four days seeing individual growth as well. The next show has been scheduled for 2012, and will take place from September 20 through September 23, once again at the Makuhari Messe in Chiba, Japan. We'll be on-site for breaking news, liveblogs, and, of course, videos of Rappies. We've also got our usual list of ... alternative statistics after the break.

  • We don't object to this Professor Layton vs. Phoenix Wright trailer one bit

    by 
    Ben Gilbert
    Ben Gilbert
    09.21.2011

    Sure, it's all in Japanese. And sure, we're not really sure what's going on as a result, but that doesn't mean we can't enjoy the latest trailer for Professor Layton vs Phoenix Wright on Nintendo 3DS. No plans exist for a US release yet, but Level 5 gives us hope with its recent news about Ni no Kuni. Layton next, please!

  • Inafune's next game was ready to show at TGS, but he wasn't

    by 
    Ben Gilbert
    Ben Gilbert
    09.20.2011

    Ex-Capcom head of production Keiji Inafune has announced a couple of social titles in development at his company Comcept, and some form of involvement in a female dating sim for PSP, but he's yet to speak about anything in the console realm from his other company, Intercept. He had plans to show off his first console title since leaving Capcom in late 2010 at this year's Tokyo Game Show. So, what happened? "We decided not to," he told me this past weekend. "As for titles which aren't social games," he noted, it would be "very, very soon." He specifically pointed out that his company already had work ready to show, but due to the crowded space, he decided against it. "By the time you guys get back to North America, we might have something releasing," he said. When I told him we'd be flying back the following Monday, September 19, he just laughed and added, "That's a bit too soon, it's going to be a little longer."

  • Mad Catz fully responsible for relaunch of Rock Band 3

    by 
    Ben Gilbert
    Ben Gilbert
    09.20.2011

    When Mad Catz re-releases Rock Band 3 this holiday, it'll be acting as sole financier on the Xbox 360-only publishing deal. "They're actually doing the retail distribution as well as marketing support, etc. They're acting as de facto publisher for the title," Harmonix CEO Alex Rigopulos explained to me in an interview session late last week at the Tokyo Game Show. That makes Rock Band 3 one of the first retail Xbox 360 game to be published by Mad Catz, a long-time peripheral manufacturer who is now getting into publishing on Microsoft's console. The company's second title, appropriately named War Wings: Hell Catz, is due to arrive on PCs some time in 2012. It has yet to be announced for the Xbox 360. Additionally, Mad Catz has a rugby title due out later this year. Rigopulos also noted that the relaunch is aimed at a variety of people, from new audiences who haven't ever played a Rock Band title, to "people who are still playing Rock Band 2 or Guitar Hero players who haven't even entered the genre yet." Rock Band 3 will relaunch with Mad Catz branding and peripherals for the Xbox 360 some time this holiday season.

  • Inafune asked to keep working on canned Mega Man projects post-Capcom; Capcom declined

    by 
    Ben Gilbert
    Ben Gilbert
    09.20.2011

    When Mega Man co-creator and former head of production at Capcom Keiji Inafune vacated his long-held position late last year, it was unclear what would happen with the two projects he had just fought to get going -- a long-awaited sequel in the Mega Man Legends series and an ambitious XBLA/PSN Mega Man mashup title. Despite a brief period of support from his former employer, the two games were eventually canceled. Inafune, however, was still fighting for the games after his employment ended. "I really wanted to finish those two projects, especially Legends," Inafune told me in an interview this past weekend at the Tokyo Game Show. "It's really up to Capcom to let me do it or not, and for the moment I don't think they're gonna let me do it," he resignedly added. Apparently after leaving his position at his former employer, he requested to continue working on the project in some capacity as a contractor. Cacpom, however, wasn't interested in that idea. But rather than directly blame Capcom for canceling the two projects -- he's not into pointing fingers, as we already know -- Inafune spoke to his struggle even getting them going.

  • Let's play the blame game: Inafune on what went wrong with Capcom's original IP push

    by 
    Ben Gilbert
    Ben Gilbert
    09.19.2011

    In the latter half of 2009 and early 2010, Capcom released two major retail games in collaboration with prominent Western devs: Crimson Skies dev Airtight Games created Dark Void, and gun-for-hire Grin rebooted Bionic Commando. Those two games, however, were prominent sales flops. One even contributed to the eventual closure of Swedish dev Grin. For its part, Capcom promptly returned to its tried and true franchises, with a lineup today featuring many more sequels than back in 2009. At the time, Mega Man co-creator Keiji Inafune was overseeing production on Capcom's retail titles, and when I spoke with him this past week at the Tokyo Game Show, I wanted to know what went wrong. Beyond sales, neither game was particularly loved by critics, especially Dark Void. "[It's] very, very simple: The publisher was Japanese and the developer was foreign. Even inside Japan, when you work in two different companies, they always blame each other for any small mistakes, so that's pretty much what happened in those two games -- blaming each other," Inafune explained. He went on to compare those development experiences with that of Dead Rising -- a game that has since become a major franchise for Capcom, not to mention a commercial success.

  • Tokyo Game Show 2011 wrap-up

    by 
    Richard Lai
    Richard Lai
    09.19.2011

    All good things must come to an end, and likewise with this year's Tokyo Game Show which wrapped up yesterday. Despite the PS Vita's dominance and the lack of newly-announced hero hardware at the show, we were still able to keep ourselves entertained with the odd peripherals here and there, alongside some very interesting exhibits both at TGS and the Amusement Machine Show next door -- head past the break to humor yourselves. Alternatively, feel free to catch up on our TGS coverage while you're here (we have a list after the break as well), and don't forget to check out our awesome buddies over at Joystiq for even more gaming news. %Gallery-134244%

  • Harmonix CEO Alex Rigopulos explains what happened to Rock Band Japan

    by 
    Ben Gilbert
    Ben Gilbert
    09.18.2011

    After announcing intentions to bring its Rock Band franchise to the Japanese market way back in the summer of 2008, Harmonix and co-developer Q Entertainment quietly walked away from the project. "Never say never," Harmonix CEO Alex Rigopulos said of the project in a group interview session this week at Tokyo Game Show, answering a question asked by Kotaku's Brian Ashcraft. "We were very much interested in bringing that experience in some form to the Japanese market," he explained. "There were a couple of significant challenges." Beyond the whole "manufacturing and shipping hundreds of thousands more plastic peripherals to an island country" ... thing, Rigopulos lamented issues with licensing Japanese music for the game, which he characterized as "very difficult in Japan, relative to other countries." He also pointed to a rather obvious concern: space limitations in Japanese households. "Even for people who have the space, Japanese families tend to not make a lot of noise in their homes. They generally have a quieter lifestyle at home 'cause they're living in closer quarters, and also Japanese families don't entertain in their homes as much." Given the original inspiration for Harmonix' franchises Guitar Hero and Rock Band was the arcade-born Guitar/Drum Freaks franchise, I wondered if Harmonix had looked at Japanese arcades as an option instead of a home console release. "That's something we considered," he admitted. "One of the challenges is that arcades are very, very noisy, and so if you're trying to make something that's really a musical experience and you've got 37 other arcade machines all turned up to full volume, it kind of impairs the musicality of the experience." Again, Rigopulos said Harmonix has yet to give up on the concept of Rock Band in Japan, but from the sound of things, it's not exactly at the top of his priority list. [Image credit: ShonenKnife.com]

  • Harmonix interested in branching out beyond music with Kinect

    by 
    Ben Gilbert
    Ben Gilbert
    09.18.2011

    Many years ago, before Harmonix was the dev house that birthed Guitar Hero, Rock Band, and Dance Central, the company created EyeToy: AntiGrav -- a motion-controlled game for Sony's PlayStation 2 "EyeToy" camera peripheral. Despite strong sales, that was the last time that the Massachusetts-based developer created a project not steeped in music. But it seems that the studio may not have abandoned its one-time interest in non-music motion-based games. "I think we're always open-minded about new opportunities," Harmonix CEO Alex Rigopulos told me in an interview this week at the Tokyo Game Show. "Certainly our focus always has been and probably always will be on music-themed games," he added, but his company's involvement with Dance Central has rekindled the studio's interest in other types of motion-based gaming. "A perfect example is the Kinect, which I think that through our work on Dance Central we've developed an affinity for -- towards motion gaming." Though Rigopulos wouldn't speak to specifics, he would say that, "It wouldn't be surprising if in the future we took some steps outside of our wheelhouse in music to try some new things in non-music focused motion gaming." Harmonix' latest release, VidRhythm for iOS devices, may also be on the cards for some type of Kinect-based adaptation. "Of course our hope is to keep improving it and expanding it, including bringing it to other platforms, such as possibly Kinect," Rigopulos explained. That said, with VidRhythm having just launched in the past few weeks, he's not even sure of initial sales reports just yet, so it may be a few before we hear more about the application headed to other devices.

  • Inafune envisions a future where portable gaming consoles and Smartphones coexist

    by 
    Ben Gilbert
    Ben Gilbert
    09.17.2011

    When Nintendo president Satoru Iwata delivered the keynote back in March at this year's Game Developer's Conference in San Francisco, he spoke of the "commoditization" of gaming, and the resultant devaluing of games. But given his position as head of a company leading the charge in the dedicated gaming portable market, it was difficult to see past his highly vested interests in this stance. To put it more bluntly, Iwata is a man who relies on people buying his portable console's games for $30 to $40, and thusly his ideas on the subject are tainted by his own vested interests. But when Mega Man co-creator and ex-Capcom head of production Keiji Inafune feels similarly, we can't help but take note. I asked him during an interview this week at the Tokyo Game Show how he felt about Mr. Iwata's keynote, and if the Nintendo 3DS -- as well as the PlayStation Vita -- stand a chance against the rise of the Smartphone. "I think it's very similar between cell phone cameras and professional digital cameras [DSLRs]. You don't use a Smartphone camera for an interview, and you don't use a really professional camera to take some small pictures when you're going to work," he told me, drawing a comparison between the DSLR my colleague was holding and the iPhone 4 I was recording the interview with. "I think that's the same thing that happens with game consoles as well," he continued. "If you want to play a good game, you get a PS3 or Xbox or that kind of thing. You don't stay on your iPhone or on a Smartphone game for three or five hours, nobody would do that. So I think the needs difference is happening here."

  • 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."

  • 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']

  • 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%