Archive by ‘tomkuzch

Street Fighter IV available on iPhone tonight 09 March 2010 at 9:13 pm by tomkuzch

Finally, your morbid curiosity about what it would be like to play Street Fighter on an iPhone can be satiated. At a Capcom Fight Club event, Capcom launched Street Fighter IV for iPhone as fans watched — which made for probably the most exciting iPhone game launch of all time.

It’s not showing up on the App Store just yet — Capcom said it may take a couple of hours for the Apple servers to catch up — but sometime tonight, you’ll be able to swipe, swipe, swipe until you finally pull off a Hadouken.

JoystiqStreet Fighter IV available on iPhone tonight originally appeared on Joystiq on Tue, 09 Mar 2010 22:13:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments


+ Valve confirms Mac support for Steam and Source Engine By tomkuzch 08 March 2010 at 12:22 pm and have No Comments

In today’s completely shocking and unexpected bit of news, Valve has announced Mac support for its Steam digital distribution platform and Source — the engine that powers Half-Life 2, amongst others. In fact, Portal 2 will be Valve’s first simultaneous release across PC and Mac. “Steamworks for the Mac supports all of the Steamworks APIs, and we have added a new feature, called Steam Play, which allows customers who purchase the product for the Mac or Windows to play on the other platform free of charge,” said Valve’s Jason Holtman. “For example, Steam Play, in combination with the Steam Cloud, allows a gamer playing on their work PC to go home and pick up playing the same game at the same point on their home Mac. We expect most developers and publishers to take advantage of Steam Play.” If that doesn’t get you all kinds of giddy, then you may just be dead inside.

Steam and Valve’s lineup of games (including “including Left 4 Dead 2, Team Fortress 2, Counter-Strike, Portal, and the Half-Life series”) will be available to Mac users this April, but from here on out, simultaneous cross-platform releases should be the norm. “Checking in code produces a PC build and Mac build at the same time, automatically, so the two platforms are perfectly in lock-step,” said Josh Weier, project lead on Portal 2. “We’re always playing a native version on the Mac right alongside the PC. This makes it very easy for us and for anyone using Source to do game development for the Mac.”

So, who’s got the champagne and noise makers?

JoystiqValve confirms Mac support for Steam and Source Engine originally appeared on Joystiq on Mon, 08 Mar 2010 13:22:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments


+ We’ve got more Blur multiplayer beta codes! By tomkuzch 04 March 2010 at 5:24 pm and have No Comments

Weren’t quite fast enough to snag a Blur multiplayer beta code this morning? We only had 1,000 and they were gone in less than 30 minutes – we can hardly remember it, it was all a … what’s the word?

Nevertheless, we managed to squeeze another 6,500 codes (!) out of Activision and our giveaway page is back up! Hop to it!


*Key codes are not redeemable through Xbox Live. Use your key to register for the beta at Blurgame.com. The online beta begins Monday, March 8. Xbox Live Gold membership required.

JoystiqWe’ve got more Blur multiplayer beta codes! originally appeared on Joystiq on Thu, 04 Mar 2010 18:24:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments


+ Rock Band Network’s User-Generated Music Goes Live By tomkuzch 04 March 2010 at 12:38 pm and have No Comments

Reaper

Harmonix launched the Rock Band Network music store on Thursday, featuring over 100 songs created by end users.

Rock Band Network works with the Xbox 360 version of Rock Band 2. From the average user’s perspective, it’s just another source of music; 100 more songs from obscure indie bands as well as acts like Flogging Molly and Steve Vai. But these songs weren’t created in-house; they were put together by independent music-makers using software provided by Harmonix, then peer-reviewed by their fellow indie developers. Artists get 30% of the take.

Harmonix says that a selection of Rock Band Network tracks will be brought to the Wii and PlayStation 3 platforms no sooner than 30 days after each releases on the Xbox 360.

Now for the million-dollar question: With the songs online and available to every Rock Band 2 owner, will these bands make a bunch of money? And what happens when the service inevitably balloons from 100 songs to thousands?

Image courtesy Harmonix


+ Q&A: Nintendo’s Cammie Dunaway Says Wii May Have Peaked By tomkuzch 25 February 2010 at 6:17 pm and have No Comments

dunaway_nintendo_2010

SAN FRANCISCO — Nintendo’s Wii console might not sell as well this year as it did in 2009, executive vice president Cammie Dunaway said Thursday.

Speaking to Wired.com during the company’s media summit at the W hotel in San Francisco, Dunaway said that at this point in the lifecycle of Nintendo’s home console, sales might not continue to climb. “It’s natural that at this point in the lifecycle, going in to our fifth year, that we’re probably not going to sell as many units next year as we sold this year. That’s the course of a cyclical business. But that’s not to say that we can’t continue to sell a lot of units for a long period of time,” she said.

As of January 2010, the NPD Group said that Nintendo had sold 27.6 million Wii consoles in the U.S, 9.6 million of which were sold in 2009. Wii launched in November 2006.

The rest of our interview touched on the other things that Nintendo said (or were conspicuously reticent about) at the summit, from the Nintendo DSi XL to The Legend of Zelda on Wii to the company’s localization plans for Japanese games like Xenoblade. An edited Q&A is below.

Wired.com: Originally, I don’t know if Nintendo knew what the audience was going to be for the DSi XL — the colors were wine red, cigar brown, so it was oriented towards adults. But it seems a lot of kids are buying it because the screens are big.

Cammie Dunaway: That’s exactly what’s happened. As we launch here in the U.S., that’s why we’re taking a three-pronged approach: We’ve got America’s Test Kitchen launching with it, which is great for showing off the social nature. We also have Wario Ware: D.I.Y. launching at the same time, and Pokémon, all in the same two weeks. We’re not trying to target it at any one particular group.

Wired.com: You’ve announced major games for the first half of the year. Do you see the game industry moving toward a more year-long release schedule, in general?

Dunaway: One of the things that’s true for Nintendo is that we’re not driven by a calendar for our release dates. When the games are ready to go, when the quality is perfect, that’s when we release. We all benefit if we can keep a pretty steady pace, so the development teams have worked hard to make sure that we’ve got a full lineup this year. If you compare the first half of 2010 with the first half of 2009, it’s night and day. And from some of the things that Mr. Iwata has talked about, and that we will talk about at E3, like Zelda, you know that we’re going to have a good back half of the year, as well.

Wired.com: I think people were really interested to know, are they going to release Mario and Metroid and Zelda all in one year?

Dunaway: And you said we wouldn’t. You bet no, right?

Wired.com: I bet no. Are you going to hold me to that? Do I owe you a steak dinner?

Dunaway: I think you do.

Wired.com: I’m happy to lose that bet. Those are the kind of bets that I try to make.

Dunaway: So were you surprised to see the dates for Mario Galaxy and Metroid?

Wired.com: After the Australian leaks, no. But I am excited to play Mario Galaxy 2 in three months. I do have to keep drilling you, though, about some of the games that are out in Japan.

Dunaway: Of course you do.

Wired.com: Of course! Explain to me Nintendo’s philosophy on localizing games. Because it seems very clear to me that while most other videogame publishers make sure that most of the stuff that they publish comes out in other territories, sometimes even Nintendo games that come out in Europe don’t make it to America, like the Wii version of Trace Memory. It seems that Nintendo of America has a very restrictive approach and cherry-picks games.

Dunaway: The way it works is that Nintendo of America and Nintendo of Europe have teams who are responsible for going over to Japan three or four times a year, looking at what’s going on with the development teams, and making decisions about what makes sense to bring to the U.S. and when it makes sense to bring it here. I would argue that they are bringing a lot of great Japanese property here — I know you and I are great Professor Layton fans, and we finally got our Professor Layton 2, and hopefully we’ll get 3 sometime — I don’t know, but I’m hoping on it.

And bringing things like Fossil Fighter here, and certainly some of the lineup that we talked about today from things like Sin and Punishment, and also from a third party, bringing Dragon Quest IX, which we’re going to publish here in the U.S., Monster Hunter Tri, coming in a big partnership with Capcom to make sure that we really expose that content, which Japanese audiences love, to American audiences. So you’re right, we pick and choose, and we can’t bring everything. But I think that we’re working hard to try and bring a lot of those titles that did well in Japan to the U.S.

Wired.com: What about going to third-party publishers and having them publish the games that Nintendo passes on, like Sony does? Especially because the Wii could use more high-quality software, and to see third-parties put out games that are not up to these high standards of quality while there are games like Fatal Frame sitting in Japan.

Dunaway: Certainly you see us trying a lot of different ways to partner with third parties. You see things like Metroid, where the father of the franchise Mr. Sakamoto decides that he wants to work with Team Ninja so that he can bring in some of their amazing 3-D cinematographic approach to gaming. And you’ve got Dragon Quest IX, where we’re going to be publishing the title, responsible for marketing and selling it. And you see what’s going on with Monster Hunter Tri where Capcom is publishing but we’re working really closely with them on all sorts of programs.

Wired.com: I think what people think a lot when they look at games like Fatal Frame or a game that just came out in Japan called Zangeki no Reginleiv is, jeez, if only this game wasn’t published by Nintendo, because I’d be playing it right now. If this game had been published by someone else, it would have been brought to the U.S. It’s kind of frustrating, sometimes. It just seems like there must be some way, some how, to get people access to those games.

Dunaway: I was expecting you to ask about Xenoblade and The Last Story!

Wired.com: That was my next question!

Dunaway: It’s too early to say whether we’re going to bring those here; we just found out about them when Mr. Iwata announced them at the conference (in Japan). Another way that some of this unique content is coming is through more digital content, and the title Photo Dojo is a great example of something that’s wacky Japanese fun that might not have been able to be released as a piece of packaged software. But it makes perfect sense for DSiWare.

Wired.com: So now that you’ve sold a Wii to every single person on Earth, where do you go from here? A lot of people seem to think that the Wii has peaked, that 2008 and 2009 were so huge, that it can only go down from here. Or that people will migrate to Project Natal or the Sony motion controllers.

Dunaway: There is a lot of consumer demand out there, and we continue to tap into that by broadening our channels of distribution. You can find us in places like Sports Authority — who ever thought they’d purchase a game console at Sports Authority? But it’s natural that at this point in the lifecycle, going in to our fifth year, that we’re probably not going to sell as many units next year as we sold this year. That’s the course of a cyclical business. But that’s not to say that we can’t continue to sell a lot of units for a long period of time. Even with an installed base of over 28 million people (in the U.S.), that’s still shy of PlayStation 2’s installed base of close to 50 million people. So it suggests that we can still sell a lot.

But what you also focus on right now is the software. On one side, what we have to do is make sure that this expanded audience, people that we brought into the Wii, moves from being casual gamers to being committed gamers. So part of what we’re focusing on is, we’ve got a bunch of women who bought a Wii to play Wii Fit Plus. Now we find that they’re playing New Super Mario Bros. Wii and having a blast. So I want to make sure that they’re part of the crowd that goes out and buys Super Mario Galaxy 2. We’ve got to make sure we’re running on both cylinders, both for the active gamer and for the expanded audience.

Wired.com: Do you see Nintendo introducing a new piece of (home) hardware anytime soon, or is the Wii just going to keep going?

Dunaway: Nintendo is always ready when the consumer is ready. So as soon as we ship, we start thinking about what the next generation is going to be. But it won’t come until we think that we’ve satisfied consumer demand for the current generation, and that the market’s ready.

Wired.com: What do Project Natal and Sony’s motion controller mean from Nintendo’s perspective? Is the more important thing to release the Vitality Sensor, or to double down on what you already have with the Wii Remote?

Dunaway: We created motion control and we’ll continue to be in motion control. Consumers don’t care about technology; they care about how the game feels. We’ll continue to focus on that. We’ve got 60 million Wii Remotes out there, and 10 million MotionPlus. Consumers today are having a blast playing with the Wii Remote and Wii MotionPlus. We’re pretty darn good at creating experiences that are about more than just technology; they’re about great feel, great gameplay.

Wired.com: It seems like a lot of third parties are expressing concern, not only that the Wii but that the Nintendo DS software market isn’t what they thought it would be, that the casual games market is shrinking. What do you think is the issue here? Was there a casual game bubble on the Wii or DS that’s burst?

Dunaway: I think it’s important to realize that the lifecycles on both DS products and on Wii are very different. You see products like Mario Kart for DS that’s been out for years but continues to perform well month after month. And that’s just not the way our industry is set up. Retailers, publishers are geared up to launch something, focus on it for a couple of weeks, and then move on. So part of what people have to do is adjust to this mindset of evergreen titles, and the fact that the Wii audience and the DS audience continue to expand and so continue to discover titles that may have been out for years but that are new to them. And that requires a different approach to marketing activity, a different approach to working with retailers. And so I definitely think that’s a big piece of it.

The other thing I can tell you is that we continue to see great support from publishers. There are 50 Wii titles that are scheduled to come out from third parties between now and the end of July. There are 40 DS titles.

Wired.com: When third parties see the partnership with Capcom for Monster Hunter or Nintendo publishing Dragon Quest IX, if I were a third party I’d say, great, but what’s in it for me? Nintendo can’t publish everybody’s games. Are you doing anything to help third parties along? I get the sense that they feel out in the cold, and are thinking, gee, I wish they’d help us like that.

Dunaway: We’ve got a sizeable group in Redmond that works with third parties and meets with them constantly, trying to give them information, data, insights about things that help them be successful on our platforms. I think the Dragon Quest and Monster Hunter relationships represent an increased effort to try and help third parties be successful, and I think you’ll see more of those kinds of ventures.

Wired.com: Square Enix has been publishing Dragon Quest games on the DS; why is Nintendo publishing this particular title?

Dunaway: This title has sold over 4 million units in Japan, and we feel like it deserves to be introduced to the U.S. audience. We feel like if we can combine their great game development with some of our knowledge about U.S. consumers — and as you know we have successfully done things like bringing Pokémon over and making it big — and so we’re hoping that we’re going to capture that same kind of magic.

Wired.com: Are you able to speak at all about what exactly it is you’re going to be doing?

Dunaway: I can’t give away all of our secret sauce.

Wired.com: Oh, you can.

Dunaway: Not a chance.

Wired.com: The popular feature in Japan is called “passerby communication…”

Dunaway: Tag Mode.

Wired.com: Tag Mode? OK, cool. That seems like it’s going to be difficult to replicate in the U.S. with no major metropolitan center where everyone is playing Dragon Quest.

Dunaway: We want to make it popular here as well, and we think it’s a matter of finding the right venues to expose consumers to the Tag Mode. It’s certainly something we’re working on.

Photo: Nintendo

See Also:


+ Mario, Metroid, Sin and Punishment, more dated in Europe By tomkuzch 25 February 2010 at 9:00 am and have No Comments

Here’s some great news for those of you in Europe interested in playing Super Mario Galaxy 2 and Sin and Punishment: Star Successor. Nintendo announced that Galaxy will be available in Europe on June 11, not long after America’s May 23 date. And Sin and Punishment will be out in Europe (under the slightly altered title Sin and Punishment: Successor of the Skies) on May 7, exactly one month before North America gets its hands on that Treasure.

The bad news is that Metroid: Other M is dated simply “Q3.” It’s due June 27 in North America. We’ve collected all the European release dates for Wii and DS (including a “summer” date for Dragon Quest IX!) after the break.

[Via Eurogamer]

Continue reading Mario, Metroid, Sin and Punishment, more dated in Europe

JoystiqMario, Metroid, Sin and Punishment, more dated in Europe originally appeared on Joystiq on Thu, 25 Feb 2010 10:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments


+ X10: Alan Wake is more intense than Dead Space By tomkuzch 15 February 2010 at 5:20 am and have No Comments

X10: Alan Wake is more intense than Dead Space screenshot

The survival horror genre has had its share of ups and downs. Dead Space is one of those amazing milestones that will always creep up on me in the middle of the night, reminding me what a coward I am for not finishing it, because it was far too creepy and intense.

Fast forward to today, and I find myself religiously following the development of Alan Wake, stalking Remedy’s Oskari Hakkinen any chance I get for the smallest glimpse of what’s to come.

Dare I say, after experiencing a whole chapter in Alan Wake at X10, I have learned of a new fear. Will I be too chicken to finish Alan Wake? Eh, I’ll take the shrieking sounds of the Necromorphs in the darkest corners of the galaxy over having to man up to Mr. Wake’s shadowy foes.

+ Why not? Cloud Strife hacked into Smash Bros. Brawl By tomkuzch 09 February 2010 at 3:00 am and have No Comments

Why not? Cloud Strife hacked into Smash Bros. Brawl screenshot

The two games that won’t ever die come together through a little hackery. Cloud Strife, the spiky haired hero of Square Enix RPG Final Fantasy VII, has been inserted into Nintendo’s Super Smash Bros. Brawl, Buster Sword and all. Cool idea, I guess, but the modders must have made sure Cloud had his Generic Materia equipped as it looks like Cloud is wearing a tight-fitting Janitor’s worksuit. You can see him in action in the video above?

Me? I’ve got no opinion. I’ll let a commenter from Game Videos do the work:

It’s just a slightly modified Ike, and it really doesn’t even look like Cloud. Frankly, I don’t know why modders waste their time make such lame changes to the game. If you’re going to go to all the effort to change the game, then actually do something good.

And, after being scolded by another commenter:

No crap I couldn’t do it. That’s hardly the point. The point is why bother wasting so much time on something that’s this lame or half assed. There are plenty of things that I can do extremely well, but I don’t waste my time and talents doing stupid things.

I love that I work on the internet.

Hackers put Cloud Strife in Super Smash Bros. Brawl [GoNintendo]

+ Nippon Ichi earnings plummet in 2009 By tomkuzch 09 February 2010 at 2:00 am and have No Comments

Disgaea developer and publisher Nippon Ichi didn’t have the best 2009, dood. Last week, the company announced its earnings for the first nine months of its fiscal year (ending December 31, 2009), recording operating profits 97.5% lower than those of 2008.

This week, reacting to the news of the precipitous drop, investors freaked out a bit and the price of NIS stock on the Japanese JASDAQ exchange dropped ¥7,000 ($78.42), almost 20%. JASDAQ froze the price, or it might have dropped further. Siliconera posted a list of all recent and upcoming NIS games. Have a look — we’re sure NIS America would really, really appreciate a purchase of Sakura Wars: So Long, My Love or Holy Invasion of Privacy, Badman 2 in the next few months.

JoystiqNippon Ichi earnings plummet in 2009 originally appeared on Joystiq on Tue, 09 Feb 2010 03:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments


+ Leaked Duke Nukem footage tugs at familiar heartstrings By tomkuzch 03 February 2010 at 2:30 pm and have No Comments

They say time heals all wounds. Then why does it still hurt to think about Duke Nukem Forever? Even its apparent demise failed to bring closure to the big hole in our heart. And now this: new gameplay footage?

The latest video remains to be found (resting — in one piece — after the break) seem unmistakably to be those of our beloved Duke. Maybe it’s the familiar dark, underground environments we’ve gotten to know in other gameplay videos — like the Jace Hall Show clip and that leaked animator’s video — that send chills down our spine. Or maybe it’s just Duke himself, still out of bubble gum and still kicking ass. (Yeah, it’s probably that.)

Go on. Head past the break and weep. It’s okay!

Continue reading Leaked Duke Nukem footage tugs at familiar heartstrings

JoystiqLeaked Duke Nukem footage tugs at familiar heartstrings originally appeared on Joystiq on Wed, 03 Feb 2010 15:30:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments



google

google

asus