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Deus Ex 3 debut teaser

November 27th, 2007 by supadupagama

Deus Ex for PCEidos has reconfirmed its futuristic first person-shooter/RPG Deus Ex 3 plans. Eidos Montreal general manager, Stéphane D’Astous, has said their in-house development team has just passed proof of concept for Deus Ex 3. As a result you can see the below debut trailer. To quote: “This game was very highly rated at its release in 2000, and we have this great huge mandate to do the third one, and everybody is very excited.” The game will come out on PC, Xbox 360 & PS3.

According to D’Astous, development teams will stay small and dev cycles will be lengthier. He stressed: “We’re only working on AAA, major titles. We’re going to be developing only major AAA games, using only next-gen technology. We will want to limit our dev teams to a human-sized team of 80 people at the very highest of the peak in the production cycle. We don’t want to become a huge studio where there’s over 100 people on a title. We want a smaller, multi-discipline group that are tightly knit together. But by doing so, we will give them at least 18 to 24 months for the production cycle.”

This very brief look at the Deus Ex 3 sequel ponders why for centuries, man has struggled to understand his true nature…

Real the full interview with Eidos at Gamasutra.

X, Star Fox, Star Fox 2 video interview with developer Dylan Cuthbert

November 26th, 2007 by supadupagama

Star Fox for SNESIn this video interview with former Argonaut Software games developer Dylan Cuthbert you find out about the first 3D wireframe shooting game “X” Commander (1990-1992) on the original Nintendo GameBoy. And the resulting history of “Star Fox” (1993) and the SNES graphics chip Super FX and how they made that 3D shooter happen together with Nintendo.

Keep an eye out for the Winter Consumer Electronics Show 1993 that unveiled Star Fox, the laser setup was beautiful. It gets even better near the end when he talks about Shigeru Miyamoto’s habit of cutting things from games if they don’t fit, or worse, his cancellation of “Star Fox 2” because better 3D consoles like the PlayStation, Saturn and then-upcoming Nintendo 64 were already outperforming the 3D SNES graphics.

Enjoy, it’s absolutely fascinating! Click on the bottom-right corner arrow to view it fullscreen.

By the way, Mr. Cuthbert ended up quitting UK’s Argonaut Software in 1995 (after joining in 1988) and working for Sony in America & Japan for a few years on the PlayStation and PlayStation 2. After which he started his own studio as president called Q-Games in 2001 (working for both Nintendo & Sony), which is where this Points 02 Gamevideos interview was filmed in Japan.

Valve wants every game ever made on Steam

November 25th, 2007 by supadupagama

Valve Steam logoGame developer Valve’s co-founder Gabe Newell talked in a recent interview about a good place for retro games nowadays, their online game download service Steam. Over 13 million Steam users seem to agree. To quote Mr. Newell’s own impression:

“Retail doesn’t know how to deal with those games. On Steam there’s no shelf-space restriction. It’s great because they’re a bunch of old, orphaned games. They’re games I want to play. The day we turned on the Team Fortress 2 beta I was sat in my office playing Quake 1, saying, “Hey, this is great!” I’d never had been able to find my original Quake discs, they are long, long gone. But it shows up on Steam and I can start playing.”

When Mr. Newell asked if he expects more retro games to show up, he gives the surprising answer that he wants every game ever made on Steam!

Question: And you expect more old games to show up?
Answer: Oh yeah, I expect we’ll go back in time and eventually pretty much every game that’s ever been available will be on there 24/7.

Question: Old LucasArts games?
Answer: Sure, those are some great games. I mean there are some real problems, where the waters are muddied and companies have gone out of business. That makes things difficult.
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AmBX ambient gaming expected for PCs and consoles in 2008

November 22nd, 2007 by supadupagama

Philips amBX 2.1 PC Gaming SystemThe Philip AmBX ambience and environment changing technology will be released for PCs early in 2008. Recent news about the company says the light, wind & rumble technology is expected to also make it to consoles.

What are Philips plans with AmBX and the home console market?
“We started out making this product for pc-gamers because they generally are the most technology-minded. They will be most eager to try this new stuff. When it comes to consoles, we would first opt to develop AmBX for Xbox 360 or PlayStation 3. People who own those expensive consoles are more willing to invest in new technology to go along with their games.

So, no AmBX for the Wii?
“Wii-players are generally younger and also consist of people who haven’t played games before. This is actually a smart move by Nintendo, who really found an untapped resource of new players. But Wii-players are generally not very technology-minded. They just want to play and have a good time and we don’t think they would immediately embrace our system.”

Watch a Philips amBX Gaming System video:

Via Neurope

Samurai Warriors: Katana announced for Wii with a U.S. release date on January 15, 2008

November 16th, 2007 by supadupagama

Pre-order Samurai Warriors: Katana for WiiKOEI announced that Samurai Warriors: Katana for Nintendo Wii will be coming to North America beginning January 15, 2008. Using a first-person perspective, the Samurai Warriors: Katana adventure game is based on the popular Samurai Warriors series and aims to give arcade-style action right into your own home. Armed with your motion-sensitive Wii Remote, you’ll journey back in time to do battle as a lethal samurai warrior.

On each mission, legendary samurai and allies will serve as your guide. Prevent pirates from invading your ships, rescue maidens from a burning castle, and explore mysterious caverns stalked by ninjas. These and many more challenging missions require quick reflexes, fast thinking, and precision marksmanship.

On the battlefield ninja assassins will be poised to strike at your every turn, but with close-range and long-range weapons, you’ll be well equipped for your counterattack. Combat gets up close and personal with the classic samurai sword, spear, and mighty war hammer, but you can still target enemy soldiers in the distance using a bow and arrow, a gun, and even a cannon.

Watch how it works to decide if you want this.

Samurai Warriors: Katana offers three different modes of play. Action-packed with nearly 30 hours of game play, Musou Mode takes you on an adventure through Feudal Japan. Samurai-in-training can prepare for battle with a multitude of challenges in Trial Mode. Here you’ll earn gold which can be used to purchase weapons and precious items. And in Vs. Mode, you can go head-to-head with a friend in eight mini games.

Samurai Warriors: Katana has three difficulty levels for players of all skill levels, and is for up to 2 players (in Vs. mode). This game features Dolby Pro Logic II audio.

Microsoft to offer free Xbox 360 Arcade download on November 15th, interview about Xbox Originals service

November 15th, 2007 by astrotriforce

Psychonauts for XboxXbox Originals is a new service for Xbox 360 that allows you to download classic Xbox titles such as Halo, Crimson Skies, Fable and Psychonaughts at a price of $15 (1,200 Microsoft Points) and will be debuting with the next system firmware update on December 4th.

The Xbox Originals program is part of the Xbox 5th Anniversary Live is 5ive celebrations, and in addition to offering downloadable Xbox games Microsoft will also be giving away a free Xbox Live Arcade game for 48 hours, beginning on November 15th, which is the actual 5th anniversary of Xbox Live. Most Live subscribers will be able to get Carcassonne for free, whereas Korean gamers can get Hexic 2.

In this interview Xbox Live group marketing manager Aaron Greenberg discusses the new Xbox Originals service, including the criteria for how new games will be added.

GS: How frequently will you be releasing Xbox Originals?

AG: It will be a very regular flow. Obviously we have a large library of backward compatible titles, so we’ll have access to that library, and over the coming year we’ll release a very steady flow. Ideally, it will be close to a weekly basis. We haven’t ironed out exactly the flow, but it should be similar to what you see for Xbox Live Arcade game releases.

GS: So the work you’ve done on backward compatibility is the basis for the Xbox Original releases?

AG: Exactly. You basically download the bits of the game and they have to have passed all our backward compatibility certification and testing. We’re only going to make available the ones that we know perform extremely well and have a high quality, if that gives you an idea of some of the titles you may see. To start, I think we have a good lineup. To be able to download them, own them, and if you delete them you can download them again, it’s very similar to how Live Arcade games work.

GS: Beyond having a game that runs well, what are the criteria for selecting Xbox Originals?

AG: We look at sales of the titles, which is obviously important, and we look at the performance of the game. We also look at a third criteria–if it’s a cult classic. Psychonauts is a great example of that. It’s a title that maybe didn’t sell extremely well, but we know is very popular with our community and is something people would like that is not available at retail anymore. We’ll continue to make those titles available.

GS: So there won’t be enhanced content or added online play in Xbox Originals?

AG: No. What we’re basically doing is taking the games as they were originally created and maintaining that. We want to preserve the integrity of what that original game experience was like. If they have online multiplayer, it’s there. Whatever functionality was built into that original game is what people will get. We’re not going back and getting the teams that made the game and having them open the vault and recode them or anything like that.

GS: Will achievements, in-game messaging, and the rest of the Xbox 360 trapping be integrated somehow?

AG: It will perform just like a backward-compatible game, so you’ll have limited access to those things. You’ll be able to hit the guide button to get into the dashboard, but you won’t have access to in-game messaging and things like that.
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The Legend of Zelda: A Link to the Past 3D remake wanted by Zelda series director

November 13th, 2007 by supadupagama

The Legend of Zelda: A Link to the Past for GBA (DS)Eiji Aonuma, the designer/director on the recent Zelda games, was interviewed in the latest issue of the UK’s Official Nintendo Magazine. In the interview he made the following interesting quote:

“Ocarina of Time was the first title I worked on, and I was continuously tackling challenges every day during its development, so I think this is the title I feel I impacted the most. I believe that experience made me what I am now. I always think about what we couldn’t do and what didn’t work well in the previous game when we start a new title, but there’s no game that I would want to actually change as such. I have to say though, the first Zelda game that I played and felt potential in was Link to the Past. I’m actually very interested in what it would be like if we remade that title as a 3D game“.

Mr. Aonuma also states that he’s constantly thinking about what can be done in the next Zelda title that will surprise gamers. As far as graphics go, he can’t really say what approach the team will take. It depends on what visual style will best work with the story and gameplay. He says that the next Zelda could even end up with a graphical style that we didn’t even think of yet. — Transcribed by Gonintendo

The Legend of Zelda: Phantom Hourglass review (DS)

November 11th, 2007 by astrotriforce

The Legend of Zelda: Phantom Hourglass for Nintendo DSThe Legend of Zelda: Phantom Hourglass is the newest game in the Zelda series and the first Zelda title for Nintendo’s extremely popular DS handheld. It is also a follow-up to the GameCube’s The Legend of Zelda: The Wind Waker.

The game brings many new mechanics to the series thanks to the unique features of the DS. All the features you’d expect are here in full force: Both screens are utilized, the game is entirely touch-screen controlled and you can even use the stylus to make notes, it takes advantage of online play with Nintendo Wi-Fi Connection and even the microphone comes into play at various times throughout the adventure.

The game also harkens back to the cell-shaded style from The Legend of Zelda: The Wind Waker instead of the realistic style of Twilight Princess or the normal look of the past Zelda games. The game is effectively Wind Waker 2, but it does bring enough different things to the table to make it a unique game, thus the new subtitle, and you do not have to have played Wind Waker to enjoy Phantom Hourglass.
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Holiday shoppers beware: The Nintendo Wii will sell out despite 1.8 million being made each month

November 9th, 2007 by supadupagama

Get the Nintendo Wii including Wii Sports before it's sold outNintendo, the world’s largest maker of handheld game players, plans to keep monthly production at 1.8 million Wii consoles, after boosting the output during the three months ended June 30, 2007. The Wii lured buyers and especially new (casual) gamers with a controller that replicates users’ movements on screen, helping Nintendo’s Wii (priced $250 including Wii Sports) outsell Sony’s PlayStation 3 console (priced $400-$500) by about three to one, according to market researcher Enterbrain. Nintendo has proven to have the fastest-selling console ever with the Wii and is being very public about the 1.8 million new Wii’s being manufactured monthly and how they won’t meet demand this year. To quote Nintendo’s President: “I can’t guarantee that we’re going to meet demand. As a matter of fact, I can tell you on the record that we won’t.” So you might want to buy a Wii early if you want one under the Christmas tree, before it’s sold out everywhere.

Alexis Glick interviews Nintendo President Reggie Fils-Aime on the Fox TV show Money for Breakfast. He discusses the Wii Holiday season and brand new Super Mario Galaxy game.

While the anchor says Super Mario Galaxy will be released for Wii on November 17 in America, it’s officially November 12, and worldwide the same week. (thanks joe)

Bungie actively creating a new game franchise (outside of future Halo content of course)

November 9th, 2007 by supadupagama

Halo 3 for Xbox 360Bungie have revealed they are actively working on a new non-Halo game. While there will be more Halo content, they’ve got new ideas in development. To quote Bungie’s studio manager Harold Ryan:

“Obviously Microsoft wanted us to make more Halo games. Both I and some of the more senior guys from the original Halo game have deep piles of game designs for the Halo universe that we are excited to build at some point. If the stars align and motivations are good and the platforms are right we’ll do them.

But, on the other hand, a lot of the staff here are fans of the original game or fans of the studio. We shipped Halo with 45 people and now we’re 115, so two thirds of the studio have only shipped one or two games in the Halo series. For the most part they came here because they were really excited to work at Bungie and in the Halo universe. So from that point of view we don’t have a shortage of people happy to make Halo games.

But obviously there are guys that have shipped Halo games for ten years, and they are definitely ready to work on new IPs or create new things. We’re actively engaged with the senior staff here on a couple of new IPs right now, but the team that can generate cool Halo games is still running full-speed as well.

Halo 2 for Xbox (360)Previously Bungie had tried to create new spin-off projects, but the crunch around Halo 2 meant those were cancelled. He explained: “During the development of Halo and Halo 2, we had other, non-Halo IPs in development and we killed those projects both times. Both teams were swallowed whole by the Halo team. With Halo 3, that was the first time we know that we couldn’t let that happen – it’s not an acceptable way out to add 20 people to the project by killing that prototype.

We kept that prototype running throughout the development of Halo 3 and now we have a creative team which feels like they own that. We also have Halo DLC on the way, and a new IP prototype that we are very excited about. Then we have other Halo games [Halo Wars and Peter Jackson’s episodic Halo game] that are cranking along also. So the end result so far has been exactly as it should have been – we’re happy, excited, and doing our best work on a path that lets us grow.”

Full interview at Developmag, via CVG