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Namco chooses quantity over quality with latest Klonoa trailers

April 29th, 2009 by David Hinkle


Namco-Bandai, we have a tip for you. If you’re going to send out trailers for your upcoming game, Klonoa, then make our job a little easier and send out one long video, as opposed to the 6 incredibly short videos you sent our way. Don’t get us wrong, we want to check out the game, and we know some readers feel the same way. But, get a clue, because stashing 5 criminally short videos past the break isn’t part of our job description.

Continue reading Namco chooses quantity over quality with latest Klonoa trailers

Joystiq NintendoNamco chooses quantity over quality with latest Klonoa trailers originally appeared on Joystiq Nintendo on Wed, 29 Apr 2009 13:00:00 EST. Please see our terms for use of feeds.

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Fragile is the best-looking Wii game you’ll see today

August 1st, 2008 by Chris Greenhough

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Click image to check out the new screens

Even though there are only four new screens of Namco Bandai’s Fragile ~ Farewell Moon Ruins, their beauty warrants an update. Besides, we can’t have been the only ones who thought of Yorda, of Ico fame, when we first clapped eyes on the slight, barefooted girl above (also seen here). We currently know nothing about this waifish character, though some Ico-style hand-in-hand gameplay wouldn’t go amiss; Fragile’s post-apocalyptic wasteland certainly seems like the ideal location for a bit of cooperation!

Gallery: Fragile

[Via Go Nintendo]

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First Fragile screenshots and Wii RPG storyline details

November 25th, 2007 by supadupagama

Fragile outside Wii screenshot
Bandai Namco has unveiled the first details of the Wii-exclusive RPG Fragile. Japanese gaming magazine Famitsu reports that the game is being developed by Tri Crescendo (of Baten Kaitos and Eternal Sonata fame). Game design and graphic direction are being handled by the staff that worked on Seven and Venus & Braves, two little known, but highly regarded, PS2 strategy RPGs.

Fragile storyline takes place in the near future, in a world that has lost its population. You play as Seto, a young boy who wanders around, searching through the abandoned cities and facilities of this world, trying to learn the truth behind the disappearance of all the people, and to find someone to keep him company.

Fragile inside Wii screenshot
The Wii Remote is used as an aid in exploration. Seto uses it as a flashlight to light up his surroundings, and it can also be used as a metal detector he has. In the game Seto has to deal with ghosts/demons who appear in the ruins with a stick of some sort, translates IGN.

A recent event showing a short teaser video of Fragile, had the game’s producer talking. He said that although the game might look like a horror game at the moment, the game is really more of a human drama story. There will be various short stories and sketch arts on walls and stuff throughout the game hinting at the world before. — Additional translation from Japanese by Duckroll.

Bandai Namco making a new RPG named Fragile exclusively for Wii

November 20th, 2007 by supadupagama

Fragile artwork (Wii RPG)
Bandai Namco have opened up a teaser site for Fragile, a new RPG they are developing exclusively for the Nintendo Wii.

The upcoming game is described as a “Ruin Exploration RPG” taking place in the Farewell Moon Ruins. Click on this Fragile game scan from Japanese games magazine Famitsu to see more artwork and vague screenshots.

Check back on the official website (first link above) on November 26th to see the game’s unveiling online. This is actually the second Wii-exclusive RPG Namco are working on, the first being Tales of Symphonia: Knight of Ratatosk. — Translation from Japanese by Neogaf.

Handle these Fragile scans with care

November 20th, 2007 by Eric Caoili

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This week's issue of Famitsu has the scoop on Namco Bandai's new "ruin-exploration RPG," Fragile ~ Farewell Moon Ruins. Along with revealing that the game will be developed by tri-Crescendo (Baten Kaitos, Baten Kaitos Origins, and Eternal Sonata) and the Venus & Braves team, the Japanese magazine previewed Fragile with two pages of luxuriously purple screenshots and artwork. You can explore past the break for those.

Despite the protagonist's feminine features and outfit, the pictured character, Seto, is actually a boy. Fragile might still be in the early stages of development -- Seto has the same pose in every shot and combat scenes are noticeably absent -- but it really looks like it has a lot of potential. Hopefully, this game won't eventually bomb in Japan like Opoona did, and some publisher will feel motivated to bring this to the states.

Click on the resized scans for the full images.




[Via Ruliweb]
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Ace Combat 6 downloadable content: 5 new planes ready for November 21 take off

November 19th, 2007 by supadupagama

Ace Combat 6 for Xbox 360Namco Bandai are set to launch downloadable content for the Xbox 360-exclusive flight action game Ace Combat 6: Fires of Liberation on Wednesday, November 21st. Five additional planes will appear as downloadable content on the Xbox Live Marketplace.

One of the planes will be a free download, while the other four will cost an unspecified amount of Microsoft Points.

The list of five planes is as follows:

* Su-33 Flanker — The Idolmaster Miki: Providing American gamers with a taste of the smash hit Idolmaster series, this variation gives the Su-33 added stability and an undeniable flair for the dramatic.
* F16C — Historic Windhover: Sacrificing stability and for unparalleled freedom of movement, this plane is the same as the one used by Emmerian freedom fighter and Garuda team member Daniel Pollini.
* Mirage 2000-5 — Experimental: This phenomenally fast aircraft is the culmination of exhaustive research on thrust refinement. This increase in speed comes at the cost of stability, making it suited to only the most skilled pilots.
* A-10A — Thunder Shark: This highly recognizable plane exchanges missiles for a devastatingly powerful Gatling gun, using its increased stability to hit its mark.
* F/A-18F — Scarface Emblem: Bearing the insignia of the heroes of Ace Combat 2, this aircraft’s armor has been reinforced at the expense of maneuverability.

Sadly 1UP didn’t mention which plane would be free, but I’m guessing it’s the Idolmaster Miki custom plane.

Namco Bandai reads minds: Family Ski to use Balance Board

November 15th, 2007 by Chris Greenhough

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To us, it was a no-brainer: Namco Bandai's Family Ski and Nintendo's Wii Fit Balance Board were always supposed to be together. We're no skiing experts, but the sport seems to involve its fair share of leaning, making the game and Nintendo's wobbly slab the perfect match.

The Famitsu scan above suggests that Namco Bandai now feels the same way, despite initially announcing that the game would only use the Wii Remote and Nunchuk. Unless our memories have failed us, this would make Family Ski the first third-party title to support Nintendo's new peripheral.

Presumably, this means we'll be using the Balance Board as well as the Wii Remote and Nunchuk, which sounds damn involving, if nothing else. Indeed, short of the game shipping with a free wind tunnel, snow machine, and a garish all-in-one jumpsuit, we doubt much more could be done in terms of player immersion.

[Via GoNintendo]
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Virtually Overlooked: M.U.S.C.L.E.

November 8th, 2007 by JC Fletcher

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Welcome to our weekly feature, Virtually Overlooked, wherein we talk about games that aren't on the Virtual Console yet, but should be. Call it a retro-speculative.

It's plainly obvious that we love talking about terrible NES games here in the Virtually Overlooked squad command center. According to a statistic that we just made up, about 72% of the games we profile are awful. Nothing is more fun than snarking about a game that is not only completely without merit or value, but also old enough that nobody will show up to defend it.

But what isn't so obvious is the fact that we genuinely, honestly love playing some of the worst NES games. Whether it's a result of nostalgia or some kind of bizarre preference for poor game design, we don't know. But the fact is that we would give serious consideration to buying a virtual copy of M.U.S.C.L.E., despite owning the cartridge.



In the US, M.U.S.C.L.E. was a line of unpainted, unarticulated, tiny wrestler figurines, most of which were solid pink (other solid colors came later), and had no real context or story other than "HEY HERE ARE SOME WEIRD WRESTLERS." The line did well selling 4-packs of these bizarre little dudes. It is in this same spirit that Bandai's M.U.S.C.L.E. game for the NES was presented. The game did nothing to represent the Japanese Kinnikuman manga upon which both it and the toys were based-- in fact, it was a straight-up "wacky" wrestling game, with no semblance of storyline. Notably, the characters at least had names for the first time. Since the story absolutely didn't matter to kids obsessed with collecting hundreds of inch-high mutants, it was a smart decision for Bandai not to attempt any mangled Engrish storytelling in the game. Of course, this was some early NES-era stuff, so cutscenes or other story sequences were out of the question. And Japanese kids knew the characters anyway.


Everyone was happy -- Japanese players with a game in which they could play as their favorite characters, and American kids with WEIRD DUDES WRESTLING LOL. Oh, except nobody was happy, because it's an ugly, shallow, buggy game.

But, like other early Bandai NES games (Dragon Power, Chubby Cherub), the crude graphics and oversimplistic gameplay made an impression on me. I continue to enjoy the game. It's even simpler than Pro Wrestling: As a tag-team of eight doughy, ill-defined wrestlers, you punch, jump-kick, and suplex the other wrestlers until they run out of life. Occasionally your partner will throw a glowing orb into the ring, which allows you to perform a special move for a short time. These special moves are super-strong versions of normal attacks (Robin Mask throws you extra hard, Geronimo throws a tomahawk when he punches, etc.)



Some games are fun because they're well-designed, but occasionally, kusoge like M.U.S.C.L.E. is occasionally enjoyable precisely because it's crap. You can just beat up on some pudgy little characters. As long as you don't have to pay much for it. But maybe I'm just simple! Maybe I've been punishing myself for all these years.
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Soul Calibur Legends goes gold

November 1st, 2007 by David Hinkle

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Namco Bandai hit us with a press release today, declaring that upcoming spin-off title Soul Calibur Legends has gone gold and is on schedule to release to retail on November 20th. With 10 different stages in Quest mode, as well as a variety of different characters, we're interested in seeing how this whole thing turns out.

We still wake up late at night in a cold sweat screaming from nightmares of Death by Degrees, so let's hope this doesn't turn out the same way.

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[Via press release]
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The Making Of Eternal Sonata video

October 24th, 2007 by supadupagama

Eternal Sonata for Xbox 360Eternal Sonata (titled Trusty Bell: Chopin’s Dream in Japan) on Xbox 360 follows the adventures of famed composer Frederic Chopin as he travels through his own dream world filled with colorful characters and stunning locales. In a land where music influences both combat and exploration, Chopin sets out on a journey not only of self-discovery, but also one of redemption.

Hiroya Hatsushiba, President of Tri-Crescendo and Creative Director and Script Writer for Eternal Sonata, talks about the game’s main concept, the music of Chopin. Watch the first part of “The Making Of Eternal Sonata”.

Eternal Sonata will be ported to PS3 in 2008 as well.