Tag Archive | "E3"

WiiU revealed at E3

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WiiU revealed at E3

Posted on 07 June 2011 by GillRider

So there we have it. Nintendo’s next venture. They’ve taken an interesting approach. They’ve not only created a new console, but they’ve also created an entirely new controller concept that actually enhances and supplement the entire gaming experience. And from what we can tell, it’s looking to have a lot of potential.

 

Basically, this new controller adds another screen and window into the gaming world as well as add whole new depths to gaming. This bad boy is a powerhouse! Along with the traditional button scheme, it has a 6.2-inch, 16:9 touch screen. It also has a built-in accelerometer adn gyroscope, rumbl feature, camera, a microphone, stereo speakers, a sensor strip and a stylus. Nice.

This console supports up to four Wii Remotes, including all the essential Wii peripherals such as Nunchuck, Classic controller/Pro, and the Wii Balance Board. It plays 12cm proprietary high-desntiy optical discs, as well as the 12cm Wii optical discs (Nitendo is just fantastic about backwards compatibility). Although WiiU will come with an internal flash memory, it also supports SD memory cards and external hard disk drives for extra memory.

Of course, what would a new generation of consoles be without a visual upgrade? The WiiU supports video outputs at all resolutions up to 1080p. Audio output supports HDMI as well.

That’s a lot of features, and they all sound fantastic! The only real concern we had at this point was what this wonderful little machine was gonna cost us. We can see it being quite pricey. We hope Nintendo can keep the cost down. Keep your fingers crossed! The WiiU is scheduled for release in 2012.

You can check out a demonstration of the WiiU at Nintendo’s website: http://e3.nintendo.com/hw/#/video/HW_demo

You can also take a look at the WiiU software line-up (Darksiders 2, DIRT, Aliens Colonial Marines, Tom Clancy’s Ghost Recon Online, Metro Last Light, Tekken, and Ninja Gaiden 3: Razor’s Edge) http://e3.nintendo.com/hw/#/video/HW_sizzle

Here are the details of the WiiU in a nutshell:

  • Size: 1.8″x6.8″x10.5″ with a 6.2″, 16:9 touch screen
  • Traditional button controls including two analog pads, built-in accelerometer and gyroscope, rumble feature, camera, microphone, stereo speakers, sensor strip and a stylus
  • Up to four Wii Remote (or Plus) can be connected at once. Supports all new Wii controllers including the Nunchuk controller, Classic Controller, Classic Controller Pro and Wii Balance Board
  • A single self-loading media bay for 12cm proprietary high-density optical discs, as well as 12cm Wii optical discs
  • Supports 1080p, 1080i, 720p, 480p, and 480i. Compatible cables include HDMI component, S-video and composite
  • Uses AV Multi Out connector. Six-channel PCM linear output through HDMI
  • The console will have internal flash memory, as well as the option to expand its memory using either an SD memory card or an external USB hard disk drive.

 

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Soulcalibur V – E3 Screenshots

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Soulcalibur V – E3 Screenshots

Posted on 07 June 2011 by GillRider

We have some new E3 screenshots of Soulcalibur V! Check out some of these beautiful screenshots. I love Soulcalibur IV, and we are very excited for this one as well!

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Xbox Kinect Fun Labs

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Xbox Kinect Fun Labs

Posted on 06 June 2011 by GillRider

Xbox definitely has the upper hand on controller-free gaming. And they are kicking it up a notch even further with the introduction of Kinect Fun Labs.

I have to admit, as I was watching this presentation unfold, I was afraid it was gonna be another gimmick addition… well it sort of is, but it’s still pretty sweet.

There were three features introduced as main components to the Kinect Fun Labs.

The first was People Scanning. Basically, this allows the player to create an exact avatar of yourself, without having to sort through all the options to find “you”. The Kinect has the ability to scan even the finer features of your face, like the hair, eyes, and nose. The demonstration were pretty impressive.

The second features is the Kinect finger tracking. It basically follows your finger movements and allows you to draw on a picture, say of you, that the Kinect has scanned. So you can draw, big freakin’ deal… right? What makes this feature cool is that by moving your hands away and towards the Kinect, you can actually draw around your picture. Yes, you can draw in 3D! Of course, the picture can be viewed from different angles. All of these can be share via kinectshare.com. I thought this was pretty cool.

Finally, the last feature is Ocject Scanning. It’s pretty much the same as people scanning, except you can scan anything. You can scan your favorite object, whether it be a car, a stuffed animal, or better yet, an action figure! You scan the front and back, and presto! You have now a virtual copy of your object to control! Imagine being able to scan your favorite Star Wars/Power Ranger/Superhero action figure and being able to control it in a game! Sweet.

Kinect Fun Labs goes live today, with Xbox LIVE.

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Watch E3 Live access here!

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Watch E3 Live access here!

Posted on 06 June 2011 by GillRider

Check out the live access of E3, right here, and tell us what you think!!

http://www.gametrailers.com/netstorage/e3/e3-live.html

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Brink Preview – E3 2009 Impression

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Brink Preview – E3 2009 Impression

Posted on 17 June 2009 by ClassicMoments

So, is it too late to talk about E3 2009?

We don’t think so, especially when it’s one of the much anticipated titles for 2010. When you hear big names like Splash Damage (Enemy Territory: Quake Wars) or Bethesda Softworks (Fallout 3, The Elder Scrolls III) behind a title, you know it’s more likely to receive a positive feedback from gamers. And last time we checked, we were pretty avid gamers as well, so you bet we were excited as we walked out of the presentation room.

But let’s talk about what happened before we walked out of the room.

As the presentation started, we were greeted by a bright futuristic design with a little bit of  grunge textures here and there. If you guessed a war theme, then you’re correct.

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The story starts from a floating city called “Ark”, made by hundreds of different floating islands in the sky. With the rising ocean, the Ark became one of the few remaining hopes for humanity; yet it’s a place stricken with civil war.

After a short explanation about the world of Brink, we were introduced to the gameplay controls, which caught our attention right away; it uses a first person view, but you’re not just jumping or crouching; you can run and grab the object and pull yourself to the upper level, or you can run and crouch to slide. These character movements aren’t anything new to the FPS concept, but what’s interesting is that Brink has its own system called “S.M.A.R.T (Smooth Movement Across Random Terrain)“.

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Let’s say that you want your character to hang on a 7′ tall object, then pull himself up so he can stand on the object. With traditional FPS controls, you would press the jump button to hang, then jump button again to make your character pull himself up. But with the S.M.A.R.T Button system, you can just look up slightly while you run to the object, then hit the S.M.A.R.T button instead of the jump button; and your character will climb up on the object for you. So with Brink, all you need to do is to press the button once to climb up, instead of twice or more. Honestly, I’m more of a mouse-and-keyboard kind of guy when it comes to FPS, but I can see that once I get used to the controls of the S.M.A.R.T system, I might actually enjoy FPS more on a console than on a PC. Maybe.

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Brink has a class system you would commonly find on other FPS games. But the implementation is a bit different; you can actually change the class on the fly, meaning while you’re playing the game, you can adjust your class, in real-time. Just because you know how to build a turret doesn’t mean you’re stuck with a pistol and a monkey wrench until the mission is over. Awesome.

The missions and objectives system runs a bit differently as well. The main objective of the mission won’t change, but you can enjoy it in many different ways by taking on different quests to proceed with the mission. For example, you can either plant a bomb, or you can fix up and control the machineries to break down the wall; it’s all up to you. The harder the quest you choose, the more experience points you get. You can use these experience points on single player, multiplayer and online/offline  co-op mode so you don’t have to play again and again just to gain experience points for a certain mode.

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Overall, even though the title was in its early stages of development, the sound was in places where it should have been. And thanks to their Vitual Texturing technology, the graphics reminded me of something you’d only see on a very high-end PC with oversized graphic cards. And right after the presentation, just when the story was about to get interesting, they told us that the session was over.

They were so good at playing a game of tease that we thought they were coming on to us. Photos and/or videos were not permitted at the Brink presentation, and they didn’t gave us any extra screenshots or videos to really show their title. So in an attempt to feed your whet appetite for extra screenshots of Brink, we’ll just add more pictures of hot car-models from Korea.

But on a serious note, we really can’t wait until our next preview or hands-on of Brink. If you haven’t check them out, please do.

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Wet @ E3 2009: Rubi takes on the world

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Wet @ E3 2009: Rubi takes on the world

Posted on 07 June 2009 by Andrew

rubiblade

One game I haven’t had a chance to discuss yet is WET, centered on a blade-wielding, gun-toting, wall-running, frequently-acrobatic “problem fixer” named Rubi Malone. Now, Rubi hasn’t exactly had an easy time of things. She gets crossed, double-crossed, and then some, until the only thing keeping her safe is her own weapon-filled hands and sprinting feet. And you know what Rubi is best at? Doing what she does with style.

I’m actually serious on that point. WET is an action shooter published by Bethesda Softworks set to come out later this year. The players will have swords and guns at their disposal, but to really take advantage of their full potential, they’re going to have to dive headfirst into the game’s acrobatics system. Rubi is able to run on walls, slide one way while shooting the other (she can aim 360 degrees, baby!) and rack up style points while executing her attacks flawlessly in the process. In fact, your weapons are only at their full potential when Rubi’s on the move. If you’re mid-acrobatics, Rubi is able to dual-wield her guns, with the player taking manual control of one and the other automatically aiming. Don’t expect such perks if you clumsily attack head-on.

I really liked the look of the game. It’s just slightly cartoony enough to be different, without being fully cel-shaded like so many (read: too many) games out there. The graphics engine runs slick, and it was fun to watch the battles play out so fluidly. Not only that, but when Rubi enters “Rage Mode” in certain levels, reality seems to shift as the entire palette shifts to reds, blacks and whites as Rubi tries to rack up a decent multiplier by chaining up kills by taking down as many enemies as possible by whatever means necessary. I always appreciate when a game decides to change the pace up a bit.

After you’ve gathered some hard-earned style points in the levels, you’re free to upgrade skills, buy new moves, shuffle weapons, enjoy the fruits of your labor. Throw in the voice of Eliza Dushku, a plethora of different cities to fight your way through, and you’re good to go. I guess the biggest question mark at this point is the story. Of course, we don’t have the chance to get a sense for the plot in our relatively short span of time with the game, so I guess we’ll have to wait until the game’s release to find out how well all of this is tied together. PS3 and Xbox 360 owners, keep your eyes peeled and your wall-running talents sharp for the release later this year.

The vivid, surreal world of Rage Mode.

The vivid, surreal world of Rage Mode.

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New Super Mario Bros. Wii: Mixed thoughts

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New Super Mario Bros. Wii: Mixed thoughts

Posted on 05 June 2009 by Andrew

World 1-2 introduced us to the darkness that lingers even now.

While there were many announcements Nintendo didn’t quite provide us with at E3 (Zelda for Wii, anyone?) they certainly came through on another major first-party front: Mario. Mario vs Donkey Kong, Mario & Luigi: Bowser’s Inside Story, Super Mario Galaxy 2, New Super Mario Bros. Wii, etc. It is the latter that I myself had a chance to play.

Let me start this by saying that I was a huge fan of Four Swords on the Gamecube. Working (ostensibly) as a team, but really just struggling individually to get ahead, it provided a unique and entertaining multiplayer experience. Super Mario Bros. Wii is…a little different, perhaps.

The game has all the elements you’d expect from a classic Mario Game. Hammer Brothers hurling a barrage of weaponry at you, Dry Bones that just won’t stay dead, and a few million Piranha Plant teeth. Graphically, the game is extremely standard. With four players pulling in four different directions at any given time, the game doesn’t have the opportunity to zoom in and provide too much detail. Fair enough. My only complaint is that the game is relying too much on nostalgia for its gameplay dynamics. The biggest new thing we encountered during our time running through the levels was the Propellor/Penguin Suits. Give the Wiimote a shake, and you go soaring for a short time. Lock unsuspecting enemies in blocks of ice. As for the rest of it, there just wasn’t much there. What I loved about games like Yoshi’s Island and even Super Mario Land 2 on the Game Boy is that they weren’t afraid to do things a little differently. By not clinging to the Mario canon, they actually gave us a reason to push forward and explore the new ideas–fun new items, secret levels, altered enemies, you name it. Now, perhaps I am being too hasty in my judgment of NSMBW (the title’s something of a mouthful). Maybe all of those things exist and we didn’t get far enough to see them, but I somehow doubt it. Time will tell.

Criticism aside, it is always fun to leap on the heads of your quasi-allies to be the first to reach the big shiny coin. It is satisfying to be the last man standing, carrying the team on your back. And yes, it’s still fun to lose control on the ice levels and feel that last rush of adrenaline as you know you’re not quite going to make it. Maybe online multiplayer would have given a more competitive feel to the game, but there certainly is something to be said for four people spread across a living room, clambering for superiority. You can be one of those four in late 2009. In the meanwhile, you might want to dust off that Super Mario World 2 cart and give it a spin.

Ah, sibling rivalry. Quick solutions for nagging problems.

Ah, sibling rivalry. Quick solutions for nagging problems.

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Droplitz: Hands-on at E3 2009

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Droplitz: Hands-on at E3 2009

Posted on 04 June 2009 by Andrew

Droplitz on the iPhoneWhile I may not fully agree with the recent “casual games” terminology that has emerged as of late, I do acknowledge the fact that there are some games with widespread, general appeal. I am here to tell you that Droplitz is one such game. While it was merely one of many games available for hands-on play at the Atlus booth and most people were spending more time gazing upon their Trauma Center nurses more than any piece of software, I can guarantee that many iPhones will be spinning with leaky pipe pieces before too long.

The concept behind Droplitz is simple–there are several sources along the top of the screen, and several collectors along the bottom of the screen. Using various pipe pieces, the player must create connections between the two groups. After establishing a connection, a purple (red on the iPhone?) droplitz begins to traverse the path spawned by the player. It’s at this point that the real fun begins.

Connections between the top and bottom of the screen can be stacked in combos. As long as the purple droplitz has yet to reach the collector, you have time to create more links–and every link created brings along another purple droplitz to traverse the path. Making use of those windows of opportunity, massive combos can be chained up and these combos can be carried over with “Chain Reactions.” Each time all the purple droplitz have reached the bottom, all the pipes used evaporate, the speed increases slightly and new pipes drop in to repeat the process.

With a fitting soundtrack that suggests the degree of urgency necessary to really get into a puzzle game, the game will easily call you back time and time again to test your ability on a variety of difficulties and board sizes. Coming out on Xbox LIVE Arcade, PlayStation Network, Microsoft Windows and iPhone later this year, puzzle game enthusiasts owe it to themselves to give this one a second look.

Power-ups, "Infection" mode, and themed levels all add diversity to the mix.

Power-ups, "Infection" mode, and themed levels all add diversity to the mix.

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Kingdom Hearts 358/2 Days: First impressions

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Kingdom Hearts 358/2 Days: First impressions

Posted on 04 June 2009 by Andrew

partyofthree

Kingdom Hearts as a series came about from the most unlikely of alliances, and it continues to head in unexpected directions to this day. I have to admit that I had serious doubts about the series moving to the DS–Chain of Memories on the GBA set out to be something different from the very beginning, and ended up being a very satisfying experience for those willing to try something new. Would Kingdom Hearts 358/2 Days be able to carry over the joy of keyblade-swinging to a portable platform? I am here to tell you that the answer is a resounding yes.

First of all, the screenshots out on the web don’t do the game justice. When everything is in motion, it is readily apparent that they have expertly scaled the gameplay to the dual screens. The same effects are in place–stars shooting off from attacks, various magic attacks sparking all over the screen–and all of this within settings fans of the series have become familiar with over the last few games in the series.

For the most part, the game plays out the same. Keyblade combos, the Fire/Blizzard/Thunder elements we’ve seen since the first Final Fantasy decades ago, and action RPG goodness at its best. What remains to be seen is how the game contributes to the overall Kingdom Hearts storyline. With each game in the series up until now, they’ve shown that Kingdom Hearts isn’t only about hopping between Disney worlds racking up frequent gummi miles. A core mythology has been emerging as well. The biggest potential contributor we’ve seen to this from 358/2 Days is the character Xion. With 14 powerful Nobodies, why Organization XIII? Is it just me, or does her face (black hair aside) look strikingly similar to Kairi? Watching Roxas’ transition from the Organization’s Key of Destiny to his later adventures in Kingdom Hearts 2 is something we can all look forward to. Out September 29, 2009 in the US and Fall 2009 in Europe, it looks like you’ll be getting your fix of black-robed cast members soon enough.

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E3 2009 Day 2 underway!

Posted on 03 June 2009 by Andrew

Another action-packed day at the Los Angeles Convention Center! We have a ton to write about, which we’re chomping at the bit to discuss as soon as time allows. Some things to look forward to:

- WET (Slick female protagonist takes on scores of enemies with blade and bullets alike)
- Brink (Smoothest drop-in/out I’ve seen in a game, with chances to exercise your skills at every turn)
- Kingdom Hearts 358/2 Days (Portable destruction of Heartless and Nobodies, keyblade in hand)
- New Super Mario Bros Wii (Jump on all your allies to grab all the goodies first)
- Droplitz (Puzzle addicts, approach with caution as you risk losing all your free time)
- Aliens vs Predator (Huge variety in the way the different races seem to act–very exciting)

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We’re going E3!

Posted on 10 May 2009 by ClassicMoments

Yes, we’re going!
It’s the gaming world’s future, and why would we want to miss it, right?

If endless appointment schedules from publishers and $5 water with over $50 parking won’t make us happy, we don’t know what else will.

Of course we’ll be focusing on some of the big titles that everyone knows about, but we’re also covering many future-proof developers in early stage of taking over the gaming world. You just watch.

We already receiving secret messages from publishers and developer’s ninja-delivery system but we’re not allowed to tell you..for now. Stay close and as we get news, we’ll deliver it to ya!

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Alltop, confirmation that we kick ass




Fun Gaming Facts

Final Fantasy VII was originally designed for the Nintendo 64, but Square cancelled the project and moved to the PSone because of the lack of space in the console's game cartridges. FFVII would've filled 13 cartridges.