Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Bloodworth

Pages: 1 ... 103 104 [105] 106 107 ... 151
2601
TalkBack / The 2004 AIAS Awards Ceremony
« on: March 05, 2004, 08:11:15 PM »
Bloodworth gives his impressions of this year's presentation.

Written: 03/06/2004

Walking in to the Rain Nightclub at the Palms Hotel, my first question, of course, was where I should sit. After finding an attendant to assist me and waiting for him to ask around, I was informed to go up to the center bar. I got up there and was told that I could sit anywhere, including the sky boxes, but it was easily the worst place to put media. The "center bar" area was directly above and behind the stage, and although you could see the ceremony from the sky boxes, there was no way I was going to stand up there and take pictures of the tops of people's heads. The club was nice, but it clearly was not designed for this type of event because there were plenty of other areas with views that were just as bad.

So, I sat up there for a minute, thinking that perhaps this was a mistake, and I ate some of the sushi and shrimp that was set out for dinner. I walked around to ask another attendant about a better place when I spotted some other members of the press up there eating as well. It was for real; this is where they wanted the media to be, so of course I decided to find my own way to cover this event. There were a few couches near the stage, and I found myself a decent spot, without getting spoken to about it for the rest of the night (there were even women happily offering me cheesecake). I had a good view, except there was another camera man standing in front of the stage that I had to wait to finish before I could take any pictures of my own, which should be up early next week.

Last year's awards tried to be a big gala event like the Oscars, and they crashed and burned in the attempt with poor jokes and random celebrities, so I was very curious to see how this year's presentation would turn out. In comparison, it was very low-key. Diane Mizota (of G4 fame) hosted the event, but it seems each presenter wrote his own introductions to the categories, resulting in some similar comments made by different people. The choice of presenters seemed odd as well, since rather than being winners from prior years, they seemed to be randomly chosen from different parts of the industry, the most surprising of which was Infinium Labs' Kevin Bacchus. The nominees were presented with little fanfare. Only the box art was shown on the screen; not a single clip from gameplay or cut-scenes was shown the entire evening. Another issue was that you never knew just who was receiving the award. I understand that entire development teams worked on these games, but I'd still like to know who the person accepting the award is, even if it's only for photo captions.

The Prince of Persia team won award after award much to their own surprise, and they were clearly embarrassed, but they always managed to find someone to thank each time. At one point they even thanked the bar down the road from their office where many of the ideas for the game were born.

A two-man band, consisting of a guitarist and a DJ armed with 8-bit samples, performed between awards, but at times the samples were screechingly painful over the PA system, and sometimes ill-timing had samples drowning out presenters just as they began to speak.

Overall, being low-key kept the show from being an embarrassment, but there is still a long way to go before the show can garner the same kind of prestige as the Grammys or Oscars.  

2602
TalkBack / RE: DICE: Targeting Tomorrow's Consumer Today
« on: March 05, 2004, 08:05:09 PM »
Seriously guys, don't feel like Nintendo is trying to rip you off. They're just really against subscription fees.   These other guys are partly interested in the creative potential, but were very clear that in the future of online games, "You're gonna pay!" (That's a real quote from Ubisoft by the way.) That includes stuff you're currently getting for free like FPS games. Their justification is that if you spend $40 on a game that lasts 40 hours, then why should you get a game that lasts hundreds of hours for the same price?

I don't buy that logic, and it doesn't seem Nintendo does either.

2603
TalkBack / RE: Gossip from DICE
« on: March 05, 2004, 08:27:38 AM »
Funny opinions on the Mario RPG series there.  I haven't played Paper Mario, but I have played the other two.  I gave away the first game since I beat it in like a day (literally), but I really love the new GBA one and think it's a lot more entertaining and has really innovative gameplay.

As far as Zelda goes, I thought I had heard that you don't NEED a GBA, but it gives you an advantage if you have one.  And yes you can play by yourself, I believe against bots.

2604
TalkBack / DICE: Targeting Tomorrow's Consumer Today
« on: March 04, 2004, 02:00:16 PM »
Four marketing VPs on one stage, including Nintendo's Perrin Kaplan.

Although gamers' focus on the DICE Summit is the Interactive Achievement  Awards, the summit also features two full days of seminars for developers.  Since Nintendo's Perrin Kaplan was speaking, PGC attended the  second seminar this morning, entitled "Targeting Tomorrow's Consumer Today".   Moderated by Newsweek's N'Gai Croal, the panel featured marketing vice-presidents from  EA, Nintendo, THQ, and Ubisoft.  


The discussion actually dealt less specifically with gearing up for the next round  of hardware than with a number of current marketing issues, such as demographic  trends and the timing of release schedules.  Kaplan kept to the standard  Nintendo responses throughout the session, and often managed to slide in  GBA sales numbers, mentioning that it was the best-selling system of 2003 and  that the new Pokemon games in Japan (Fire Red and Leaf Green) have already sold two million copies.  


Once again, Kaplan showed the big difference between Nintendo's attitude  towards online gaming compared to the other companies.  The other  representatives were all very excited about the potential of online games, and they were very clear that players should pay for extra content and the extra development effort that  would be spent on online games versus traditional offline games.  EA's representative  pointed out that while it may be difficult for PC gamers to accept new payment  plans, there's still time to establish the business side of online games for  consoles.  Kaplan again stated that Nintendo is not interested in charging  gamers more money for games they've already purchased, and she brought up the  potential of connecting wirelessly as was implemented with the recent  Pokemon releases in Japan.


Another part of the discussion dealt with promoting interest in older games, since  the movie and music industries generate a lot of revenue based on catalog  sales.  Player's Choice programs were commonly seen as one of the best  measures to promote sales, as classics cannot compete at the same price point  as newer games.  One interesting concept that came up was generating interest  in new titles by adding trailers of upcoming games to a game when it takes on  Greatest Hits status.  Perrin said that Nintendo classics generally do very well,  and that they have been trying similar strategies -- possibly referring to the  various bonus discs Nintendo released last year.


Timing was another important issue, with more and more  games coming out during the holiday season.  Beyond Good & Evil was  specifically brought up, and while Ubisoft admits that the game got buried, Tony  Kee expressed that since it is such an artsy game, it's not clear that it would  have done better in another quarter.  The panelists all generally agreed that  gamers only have so many dollars and so many hours in November, and there  have been more successful releases outside of the fourth quarter timeframe in  the past few years.  Kaplan also mentioned the importance of other times of the  year that can be taken advantage of, such as when school lets out for the  summer.


PGC will have more coming from DICE and the Interactive Achievement Awards  as the summit continues.


2605
TalkBack / Preview: Splinter Cell Pandora Tomorrow
« on: March 04, 2004, 12:52:34 PM »

Fresh info from D.I.C.E.! Dan reports on the new Splinter Cell and its prospects on GameCube.



Last updated: 03/04/2004

This morning at the DICE Summit in Las Vegas, Ubisoft gave Planet GameCube a look at Tom Clancy's Splinter Cell: Pandora Tomorrow. While there's still no solid information on when the GameCube version will be released, we did get a quick look at the Xbox version, which comes out later this month.

Pandora Tomorrow takes place in 2006, and Sam Fisher is investigating a new worldwide terror network, headed by an Indonesian guerilla leader.

Ubisoft's Shanghai Studio used player feedback to focus in on improving several aspects of the game. Sam's character is developed more, and the story has been streamlined so it shouldn't be quite as hard to follow as in the first game, where many players were known to just skim past the story and go straight to the missions. Representatives also remarked that special attention was given to the pacing to give players more breaks between really stressful situations.

Ubisoft has also tried to find ways to give the player more choices, as many stealth games tend to be very linear. They showed a train level which can be completed multiple ways. You can go through the cars, creep across the roof of the train, climb under the train, and at times, even hang from the side of the train. Each direction requires a different strategy. Climbing around under the train will have you using your worm camera to look through trap doors before going into rooms. Hanging from the side of the train is necessary at times, but it requires tricky timing. You'll be passing over windows, which means not only avoiding being spotted by passengers looking directly out, but also timing your movements so that you're not in front of a window when the train passes a street light, since your shadow will also alert the guards.

Sam has a few more moves at his disposal now, and his previous gadgets have been upgraded and put to better use as well. On the train, you'll be looking for a man with a prosthetic leg, which you'll be able to spot by using the infrared setting on your goggles. Sam can now perform a half split-jump and climb up from there to reach a higher ledge, and whistling will distract guards and call them to your location, where it may be easier to take them out.

We didn't get to see much of the enemy AI Ubisoft has been touting, but if you start setting off alarms, the guards will start suiting up in body armor, and they'll get more vigilant in their patrols.

Ubisoft also gave us a look at the online portion of the game, which is very impressive, featuring teams of spies trying to sneak past teams of guards. The spy teams play much like the single player mode, but they have more agility and can only use non-lethal attacks. And since there are multiple spies, one can distract a guard while the other immobilizes him. The guard teams play from a first- person perspective and have big guns to take spies out of the game permanently. Online Splinter Cell is certainly a fresh concept, but unfortunately, online play still hasn't been confirmed for GameCube. Since the GC's current online library consists of two PSO games and there isn't any hardware or structure set up for the unique voice interactions players intended for this mode, chances are high that online play will not be featured in the GameCube version. This possibility, paired with the still unannounced release date, will likely have many Nintendo fans rightfully looking to Xbox and PC to get a Splinter Cell fix.  

2606
It looks like Rick put up a new thread, but if it's not in the trash, then it's gone for good I think.

2607
Very strange.  I couldn't find it in the trash bin either.   I sent a note to Rick, but even under the best circumstances, we'll probably lose replies that were already up.  bleh

2608
NWR Feedback / RE:Hello
« on: March 02, 2004, 10:06:32 PM »
Newbie Check-in

Please read through our rules, etiquette, and forum announcements, and keep in mind that if you continue to just talk for the sake of talking, you'll get unpopular real quick.  Read other threads for a few days and chime in on what others are saying.  Don't just start talking about things that are completely off-topic.

2609
TalkBack / RE: Twin Snakes Coming Next Week
« on: March 02, 2004, 04:37:29 PM »
Quote

Another no commercial game by Nintendo!


Er.. no this is Konami's deal.  Nintendo has little to do with MGS advertising.  

2610
Nintendo Gaming / RE: Help....i am rubbish!!!
« on: March 02, 2004, 04:34:46 PM »
er... yeah use the Zelda thread in Gameplay Help please.

2611
General Chat / RE: My cat has a tapeworm!
« on: March 02, 2004, 04:32:45 PM »
or not

2612
General Chat / RE: Official Avatar Discussion
« on: March 02, 2004, 04:12:40 PM »
heh..  I should have access to a digital camera soon to do a shot like my normal avatar, but all the other shots were from the birthday article which is what this pic was taken for... albeit too late to actually put up.

2613
Nintendo Gaming / RE: 1080 Stunt Mode Scores
« on: March 02, 2004, 05:48:18 AM »
oh hey, digging up an ancient thread -- what joy  :-p
Anyone could easily type out higher scores you know?

2614
Nintendo Gaming / RE: Metroid Prime Woes
« on: March 02, 2004, 05:31:47 AM »
We did a full completion guide as well that may have a little more information for you http://www.planetgamecube.com/specials.cfm?action=profile&id=394

2615
General Chat / RE: Official Avatar Discussion
« on: March 01, 2004, 04:23:18 PM »
Yeah, that article is where this picture would have been if I had gotten it submitted in time.  The big 5 is coming up.

2616
General Chat / RE: Official Avatar Discussion
« on: February 29, 2004, 05:01:58 PM »
Oh yes I am REALLY 24.  Of course that picture was just after DICE last year, so I was only 23 -- not that I really look any different now though.  And not having green hair isn't really an issue.  You should just naturally assume that your hair would take on a different hue if you became animated.  Duh!

2617
General Chat / RE: Official Avatar Discussion
« on: February 29, 2004, 04:51:12 PM »
Yeah, I won't keep this icon for long, but I had to cash in on the trend, especially since I know there aren't many decent pictures of me on the site.

2618
General Chat / RE: Official Avatar Discussion
« on: February 29, 2004, 09:36:59 AM »
LOL

2619
TalkBack / EA Hypes Madden Bowl X
« on: January 29, 2004, 01:28:32 PM »
Real players playing fake football!

10th Annual EA SPORTS Madden Bowl - January 29, 2004


The EA SPORTS Madden Bowl has become one of the premiere pre-game events during Super Bowl week. Entering its 10th year, the Madden Bowl features head-to-head competition on the most popular sports videogame ever, Madden NFL Football. This is the tournament that helps determine who has ultimate bragging rights in the NFL.


    What started as an evening for NFL players, celebrities and musicians to get together and compete on Madden NFL Football the week leading up to Super Bowl has emerged into the ultimate competition and party among the elite athletes. Many athletes start asking to be included in the competition before the NFL season even begins.


    "There are a lot of guys in the league who are die-hard video game players," said 1999 Madden Bowl winner, Ray Mickens of the New York Jets. "We all play in the locker room during training camp and in hotel rooms when we travel during the season, and the competition is intense. It's all practice for the Madden Bowl though, because that is the one tournament where you have to put up or shut up."


    The Madden Bowl is a private event featuring an 8-man tournament for NFL players only. This year it will be hosted by P. Diddy and Anthony Anderson.


    Super Bowl host cities, past winners and the teams they played for include:


    * 1995 - Miami - Reggie Brooks, Redskins
    * 1996 -Phoenix - Reggie Brooks, Redskins
    * 1997- New Orleans - Jimmy Spencer, Bengals
    * 1998 - San Diego - Morris Chestnut, actor
    * 1999 - Miami - Ray Mickens, Jets
    * 2000 - Atlanta - Terry Jackson, 49ers
    * 2001 -Tampa - Jacquez Green, Buccaneers
    * 2002-New Orleans - Jacquez Green, Buccaneers
    * 2003 - San Diego - Dwight Freeney - Colts


    The tournament is played on Madden NFL 2004, which has sold more than 4 million copies. In its 14th year and with over 34 million copies sold, Madden NFL Football once again proves its status as the undisputed leader in authentic NFL football simulation. As the most popular football videogame franchise of all time, Madden NFL Football is currently displayed in the Pro Football Hall of Fame and is the only interactive videogame to receive this honor.


    With a primary focus on in-game graphics, incredible depth, visual presentation, and tournament tested gameplay, this season Madden NFL 2004 continues to demonstrate why it's the definitive interactive sports gaming experience. New features include revolutionary Playmaker Control that lets gamers adjust on the fly just as NFL players do, deep Owner Mode options, and improved online play for the PlayStation 2 computer entertainment system.


 


This year's eight-man tournament players include: Ahman Green (Green Bay Packers), Jevon Kearse (Tennessee Titans), Clinton Portis (Denver Broncos), Julius Peppers (Carolina Panthers), Dante Hall (Kansas City Chiefs), David Carr (Houston Texans), and Dwight Freeney (Indianapolis Colts).


2620
TalkBack / More on 2003 Sales
« on: January 15, 2004, 03:34:51 AM »
Nintendo's full press release, restating the sales info from yesterday with some more GameCube numbers and staggering GBA numbers as well.

NINTENDO SALES SKYROCKET IN THE U.S. AND AROUND THE WORLD

<small>Nintendo GameCube: the Only Home Console with Positive Growth in 2003

   REDMOND, Wash., Jan. 15, 2004 – Around the world and around the block, Nintendo has taken a leadership position in the video game industry. Hardware and software sales in 2003 made significant leaps over 2002, and Nintendo's success bumped Microsoft's Xbox to the No. 3 position in the 2003 console wars.

   Global holiday sales for Nintendo GameCube™ in 2003 outpaced 2002 by a whopping 70 percent, and Nintendo anticipates it will meet its global sales target of 6 million Nintendo GameCube systems this fiscal year.

   Nintendo estimates for 2003, Nintendo GameCube U.S. hardware sales increased by more than 35 percent over 2002; Sony's PlayStation 2 dropped by about 25 percent and Xbox showed no relevant market growth. In December alone, Nintendo GameCube hardware sales soared 69 percent over December 2002, compared to a drop of about 30 percent for PlayStation 2. Again, Xbox showed little change.

   U.S. sales got a boost from a Sept. 25 price drop, which brought Nintendo GameCube to an MSRP of $99.99. Now Nintendo GameCube has nearly 6.8 million units sold in the U.S. since its 2001 launch. And Mario Kart®: Double Dash!!™ has become the fastest-selling Nintendo GameCube game in the United States, selling more than 1 million units in just seven weeks.

   "With the price drop for Nintendo GameCube and strong games across the board, we expected to have a good holiday season, but these numbers surpassed even our best projections," explains George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "Nintendo GameCube and Game Boy Advance have become the engines powering the video game industry this year."

   The hand-held Game Boy® Advance also saw double-digit increases in the United States, with nearly 2.5 million units sold in December, an 11 percent increase over December 2002. Nintendo sold more than 8.2 million Game Boy Advance systems in 2003, an increase of 18 percent over 2002 and the most sold in one calendar year in the 14-year history of the Game Boy. In 2003, the Game Boy Advance outsold PlayStation 2 by nearly 2 million units.

   Nintendo also led the way during the holiday season's software boom. The 2003 sales for Nintendo GameCube software increased 63 percent over 2002, while Xbox software increased 54 percent and PlayStation 2 software increased 23 percent. Nintendo expects to continue riding the wave of success through 2004, with a steady flow of strong software titles, including Final Fantasy®: Crystal Chronicles™ in February and Pokémon Colosseum™ in March.</small> Reply Here

2621
TalkBack / RE:Win Money for High Scores
« on: February 26, 2004, 10:07:56 PM »

2622
TalkBack / Jikkyou Powerful Pro Baseball 10
« on: February 26, 2004, 09:32:15 PM »
Baseball starved GameCube owners may find a wonderful surprise from Japan...as long as they can see around the big heads.

Written: 02/27/2004 by Mike Suzuki

A new baseball season is nearly upon us and so is a new crop of baseball videogames. Unfortunately, if you're like me and only own a GameCube, pickings are (and have been) kind of slim. This year EA's MVP Baseball 2004 takes over Acclaim's All-Star Baseball series as the only realistic game (i.e. non-arcade) in Nintendo town. What's a picky baseball-loving GameCube owner to do? Well, if you're willing to look a bit harder, say across the Pacific, you might find some other, more exotic, flavors of baseball gaming to satisfy your cravings.

Konami's Powerful Pro Baseball (Jikkyou Pawafuro Puro Yakyu) is the biggest baseball videogame franchise in Japan. Konami has churned out ten console versions of the game (not counting post-season "Memorial" editions), the game continues selling well, and it usually racks up good review scores. Powerful Pro is practically the Madden of Japanese baseball, so it was a natural choice for exploring the world of Japanese baseball games.

So what's all the fuss about? The first thing you'll notice, besides the fact that there's a lot of Japanese text, is the game's graphics. Devotees of ultra-realistic player models and high-resolution textures should look away now. Powerful Pro features cartoonish super-deformed people, complete with large heads, no noses, feet with no legs, and an overall round look to all their bodies and appendages. Stadiums and backgrounds are bright and colorful. The overall look is very cartoon like and, um, 'teh kiddy'.. However, don't let the super-deformed exterior fool you. Powerful Pro 10 has all the realism, features, and stat tracking of your standard American sports game.

The game allows you to play a quick exhibition game, replay historical scenarios/situations, engage in a homerun hitting contest, edit players/teams, practice any area of the game (hitting, pitching, fielding and running), play through seasons as a team, play through seasons as an individual player, and create a player to join a new fictional team. While most of these modes can be found in an American baseball game, there are 2 game modes that I have yet to see in an American game. These are the 'My Life' and 'Success' modes.

Both modes are similar in that the user creates a player and focuses on making a successful career for that player. The 'My Life' mode places your newly created player on one of the existing 12 Japanese league teams while the 'Success' mode starts you on a newly created fictional team. The end result is that 'My Life' is narrowly focused on your individual player growth while 'Success' covers a broader range of team growth that includes how you relate with your teammates and coaches. Unfortunately, 'Success' mode features a lot of player/coach dialogue and menu selecting before you can even play a game, so those who cannot read Japanese will have a very difficult time proceeding with this mode.

'My Life' mode also has a fair amount of Japanese text, but with a little bit of trial and error, you can create a player, start your career, and begin working your way to stardom. You start out on your team's development squad and must play well enough to earn a call-up to the big team. Unlike most baseball games, you participate in the situations involving your player. If you're a hitter, you only play your at-bats. Playing defense, base running (if you've reached base safely), and all other aspects of the game are simulated for you. If you're a starting pitcher, you'll make a start every 5 days and go as long as you can. If you're a reliever, you'll only come in to face a few batters as the game situation demands. Everything else is simulated.

It's a really unique experience because it limits what you can contribute to the team's success. A hitter depends on the rest of the lineup to get on base or drive him in, and he has to hope the pitchers can pitch well enough to keep the team in the game. A pitcher depends on his fielders to make the plays and has to hope that the lineup can score enough to earn the win.

Also, since the simulated parts of the game are viewed through the score board, a game can go by very quickly. A hitter can play through a game in one or two minutes, since the action only slows down for you at-bats. A pitcher can take a lot longer, depending on how many batters are faced, but a pitcher does not participate in every game. The end result is that you can play through a full season and generate all of your individual stats in a matter of hours.

Of course, there's more to becoming a star than generating great stats. Coming through in a clutch situation and landing a post-game interview will boost your player's popularity slightly. Continuous on-field success can even land a TV commercial and boost your popularity even more. After games, you can occasionally go out with teammates for some drinking, fine dining, or singing karaoke. These activities will drain some of your hard earned salary, but you can also boost your player's status which can help your play in the next few games. Going out can also help you meet women! Yup, if you play well enough you can get a nice following of female fans ranging from ages 30 to 18, yikes! Given the right care (i.e. play well for your girl and give her the yen when she asks for it), you can eventually fall madly in love and marry one of your female fans.

All of this amounts to a really fun personalized sports experience that I've yet to see in an American game. While the language barrier can be a bit intimidating, the 'My Life' mode has proven to be a lot of fun. Powerful Pro 10 is far from your average American baseball game, but that's really a good thing. If you can't read Japanese but love baseball, Powerful Pro is still worth a look as an alternative to the limited American GameCube offerings.

Mike Suzuki, Staff Writer  

2623
TalkBack / NFL Comes to the Streets
« on: January 13, 2004, 02:15:53 PM »
EA ships NFL Street to stores.

EA SHIPS NFL STREET – NEW FRANCHISE FEATURES NFL PLAYER PERSONALITY AND STYLE


REDWOOD CITY, Calif., - January 13, 2004 – Electronic Arts (NASDAQ: ERTS) announced today that NFL STREET has shipped to retail nationwide under the EA SPORTS BIG™ brand. The first game of its kind licensed by the NFL, NFL STREET boasts its ability to deliver a new brand of football. The game will be available on the PlayStation®2 computer entertainment system, the Xbox® video game system from Microsoft, and the Nintendo GameCube™.


    NFL STREET, which was developed by EA Tiburon, the makers of the legendary Madden NFL football franchise, features fast-paced, 7-on-7 gameplay where players use stylin’ moves, pitches, and brute force to power their way down the field. Players include over 300 of the NFL’s biggest stars from all 32 teams plus NFL legends; Walter Payton, Barry Sanders, William “The Refrigerator” Perry, and Lawrence Taylor. Eight urban locales are more than just a place to play; they change how the game is played. Each field has unique dimensions and field surfaces like loose sand, dirt, mud, and turf can force a change in lineup and game plan.


    NFL STREET also supports online play for the PlayStation 2 console (requires Broadband connection and Network Adaptor for the PlayStation 2), allowing players to choose from several gameplay modes or build a unique team from the ground up with the Create-a-Team feature.


    The in-game soundtrack features an all original score from the X-ecutioners as well as licensed tracks from other Sony Music artists including Korn featuring Nas, Baby D featuring Bonecrusher and Dru, Bravehearts featuring Nas and Lil Jon, DJ Kayslay presents Three 6 Mafia featuring Lil Wyte and Frayser Boy, Fuel, Killer Mike, Grafh, Jakk Frost, Lil’ Flip, Lostprophets, Wylde Bunch, X-ecutioners featuring Good Charlotte, and X-ecutioners featuring B-Real.


    NFL STREET is rated "E" (Everyone) by the ESRB and has a suggested retail price of $49.95. All of the NFL players featured in the game were made available from a license with PLAYERS INC, the marketing and licensing subsidiary of the NFL Players Association. For more information on the online features of the product, see the platform-specific pages at www.nflstreet.com, the official home page for NFL STREET.


2624
TalkBack / Konami's 2004 Yu-Gi-Oh! Line-up
« on: January 12, 2004, 03:23:57 AM »
More card-battling coming to GBA.

KONAMI ANNOUNCES YU-GI-OH!TM VIDEOGAME LINE-UP FOR SPRING 2004

<small>REDWOOD CITY, CALIF. - January 9, 2004 - Konami Digital Entertainment - America, a subsidiary of Konami Digital Entertainment, Inc. today announced three new games to be released in the blockbuster Yu-Gi-Oh! series. Further expanding the rich Yu-Gi-Oh! world, Yu-Gi-Oh! World Championship Tournament 2004 will be available for the Game Boy® Advance, Yu-Gi-Oh! Xbox (working title) for the XboxTM video game system from Microsoft, and Yu-Gi-Oh! Power of Chaos: Kaiba the Revenge for PC CD-ROM, in spring 2004. Each game stars the ever-popular Yugi and his loyal card-battling friends and ships with three exclusive limited edition game cards.

Yu-Gi-Oh! World Championship Tournament 2004 is the highly anticipated sequel to last year's World Tournament game and is the official videogame of the 2004 Yu-Gi-Oh! card battling tournament running throughout the Summer of 2004. Yu-Gi-Oh! World Championship Tournament 2004 for Nintendo Game Boy Advance is a heart-pounding card battling game that engages players in head-to-head multiplayer combat. Utilizing the most updated rules from the top-selling Yu-Gi-Oh! TRADING CARD GAME, players can now construct up to three separate decks to implement different dueling strategies during play. The World Championship Tournament 2004 game also features over 1,100 unique cards with over 100 cards that are new to the series, as well as over 25 characters from the hit TV show and comic book. Players will now be able to bring their real-life card battling strategies to the world of the videogames where they can compete for the title of Master Duelist. Details about the 2004 world tournament will follow in the coming months. Yu-Gi-Oh! World Championship Tournament 2004 is scheduled for release on February 10th 2004.

The exciting Yu-Gi-Oh! Xbox (working title) game marks the debut of the top selling franchise on the Xbox video game system from Microsoft. Now, Xbox players can enjoy the unique interactive Yu-Gi-Oh! experience in the only game that brings the rules and gameplay of the popular trading card game to a 3D world. A card battling game at its heart, Yu-Gi-Oh! Xbox thrusts players into the heat of the action where they must duel against challenging foes and powerful monsters. Featuring beautifully rendered 3D graphics, the game brings the monsters from the hit franchise to life before players' eyes. Also available in the Xbox game are over 1,000 Yu-Gi-Oh! cards, including exclusive cards that have never appeared in any other Yu-Gi-Oh! video game.

The third game revealed today is the follow-up to Yu-Gi-Oh! Power of Chaos: Yugi The Destiny and is the next game in the growing Power of Chaos series for PC CD-ROM. Featuring more advanced strategies and hundreds of additional cards, Power of Chaos: Kaiba the Revenge works in conjunction with Power of Chaos: Yugi The Destiny or as a stand-alone game. In Kaiba the Revenge, players will collect over 300 additional cards, build up their collection and create more strategic combos and chains. With an ultra-cool new dueling field, a sleek mechanical interface in the image of Kaiba Corporation and the original card game artwork, Power of Chaos: Kaiba the Revenge is a must-have for all Yu-Gi-Oh! fans! Yu-Gi-Oh! Power of Chaos: Kaiba the Revenge is scheduled for release in March 2004.</small> Reply Here

2625
TalkBack / Fight Box is Coming to GBA
« on: January 07, 2004, 03:27:01 AM »
The BBC is turning their hit franchise into a set of games for PC, PS2, and GBA.

Innovative TV tournament FightBox comes to PC, PlayStation 2, and Game Boy Advance BBC Multimedia is set to launch FightBox as a multi-format gaming title on February 6, 2004.


Based on the TV series airing on BBC Two, FightBox brings together computer gaming, Internet and TV technology to create a new entertainment format.


Taking the best FightBox warriors, created by members of the public for the first televised tournament, plus the 'in-house' Sentient characters, the computer games offer players the unique opportunity to recreate the FightBox experience on home PC, or via Sony PlayStation 2, or even on the move with the Nintendo Game Boy Advance version.


Each product will lead players through the tournament structure, where competitors design and build their personalized humanoid Warrior; enter the FightBox arena to face a variety of challenges of strength, endurance and dexterity; and face the power of the immortal Sentients.


Published by BBC Multimedia, the FightBox titles have been developed by the company's in-house development studio Gamezlab, which created the software for the innovative FightBox BBC television production.


Dave Lee, BBC Worldwide's Director of Multimedia, said: "FightBox is unique. There's nothing like it on television, and it also represents a unique gaming concept. We hope that these products will not only enhance the experience for fans of the TV show, but also entertain the wider, growing, gaming community."


Pages: 1 ... 103 104 [105] 106 107 ... 151