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"HELLO KITTY(R) ROLLER RESCUE" GOES GOLD
First 3-D Hello Kitty Game Arrives on the GameCube(TM)
SANTA CLARA, Calif., (July 20, 2005) - Leading video games developer and publisher Namco Hometek Inc. announced today that "Hello Kitty(R) Roller Rescue" has gone gold. Exclusively for the Nintendo GameCube(TM), the game was developed by XPEC Entertainment Inc. and is the first 3D Hello Kitty interactive adventure, and follows Hello Kitty and her Sanrio friends as they work together to thwart Block-O - the ambitious menace from Block Planet who aspires to take over the world - and his horde of troublesome bullies.
"Hello Kitty Roller Rescue" features Hello Kitty and more than 20 of her lovable friends, including Badtz-Maru, Mimmy and Keroppi in a quest to save Sanriotown. Completing missions to overcome Block-O's clumsy forces, Hello Kitty and her friends will explore detailed and colorful environments, and utilize teamwork and special abilities to save the day. Hello Kitty can even select a partner to help her through the game's fifteen vibrant levels.
"Hello Kitty is recognized worldwide as an icon, synonymous with happiness, sweetness and cheer," said Jeff Lujan, business director at Namco Hometek. "'Hello Kitty Roller Rescue' is a game based around these enduring qualities, providing an exciting and entertaining game for fans of all ages."
Rated E for Everyone, "Hello Kitty Roller Rescue" will skate into stores in August 2005.
For more information on "Hello Kitty Roller Rescue," please visit www.namco.com.
EA's Super Hero Fighting Videogame to Feature Character Back-story Written by Millar and Artwork by Dodson
SAN DIEGO, Calif. - July 14, 2005 - At Comic-con 2005, Electronic Arts (NASDAQ: ERTS) announced today that acclaimed comic writer, Mark Millar, and artist, Terry Dodson, will be joining the roster of top comic book talent, including Jae Lee, on the development of Marvel Nemesis(tm): Rise of the Imperfects(tm). Set to release this fall, the game features multiple Super Heroes(tm) from the Marvel Universe as well as a new set of characters created by EA called, "The Imperfects(tm)."
Millar's past works include the hit Marvel Comics' series, Ultimate X-Men, The Ultimates, and Ultimate Fantastic Four, the highest-selling comic launches in the year they were released. He is also currently working on two major screenplays. EA is working closely with Millar to create the back-stories for the new family of Super Heroes as well as the story-line for the single player mode in the game.
"It's been an incredible experience to see this new family of Super Heroes come to life from initial stages of character development to the videogame screen," said Millar. "Videogames are not all about mashing buttons anymore; they're filled with intriguing stories and memorable characters. I'm thrilled to be a part of this project."
Dodson's credits include Marvel's X-Force, House of M and Marvel Knights Spider-Man. Exclusive to the PSP version of Marvel Nemesis: Rise of the Imperfects, Dodson has helped with the character concept designs of the Marvel Super Heroes appearing in the game including Spider-Man, Wolverine and Captain America. Captain America will be an exclusive character only available for the PSP. Dodson is also working on the front-end interface for the PSP version.
Jae Lee is lending his artistic talents on Marvel character concept designs and the game interface for the PlayStation(r)2 computer entertainment system, Xbox(r) videogame system from Microsoft and Nintendo GameCube(tm) versions. Lee has illustrated high-profile comic titles including Spider-Man, Uncanny X-men, and X-Factor.
Marvel Nemesis: Rise of the Imperfects is being produced at EA Canada and developed by Nihilistic Software. For more information on the game, please visit: www.marvelnemesis.ea.com
ACTIVISION’S TRUE CRIME®: NEW YORK CITY DELIVERS AUTHENTIC DEPICTION OF THE CITY’S MEAN STREETS
Santa Monica – July 14, 2005 – Activision Inc.’s (Nasdaq: ATVI) upcoming True Crime®: New York City is poised to deliver the most authentic depiction of New York ever portrayed in a video game.
In the game, players take on the role of former gang member turned cop Marcus Reed as they fight crime on the GPS-accurate streets of Manhattan, complete with subways, hundreds of interiors, internationally recognized landmarks and real neighborhoods from Harlem to Chinatown to Times Square. Players will navigate the city the way New Yorkers do, by taking cabs, riding subways, walking and driving cars and motorcycles.
Players will experience all the sights and sounds of New York, complete with the energy and architecture authentic to the city’s diverse neighborhoods, the voices and likenesses of real New Yorkers, and the cacophony of ambient traffic and bustling noises unique to the city. The game also includes character concentrations specific to each neighborhood. For example, the player will find a plethora of tourists amidst the lights and large buildings of Times Square, but predominantly locals near the brownstones of Harlem.
True Crime: New York City is being developed by Luxoflux and is scheduled to release this fall for the PlayStation®2 computer entertainment system, the Xbox® video game system from Microsoft and the Nintendo GameCube™. The game has not yet been rated by the ESRB.
EA SIGNS JOHN MADDEN TO MULTI-YEAR AGREEMENT
July 13, 2005 – Redwood City, Calif. – Electronic Arts (NASDAQ: ERTS) today announced that John Madden, football icon and television analyst of ABC’s Monday Night Football, has signed a multi-year agreement to continue to license his name and appear in and consult on the development of future iterations of the blockbuster game that bears his name. Madden NFL 06 , the newest iteration of the EA SPORTS™ best-selling football franchise with the official videogame license of the NFL and its players, will feature the name, voice, likeness and expertise of the celebrated sports personality. EA SPORTS Madden NFL 06 is scheduled for release on August 9, 2005 . Financial terms of the agreement were not disclosed.
“John Madden personifies authentic football in any medium -- television or interactive," said Electronic Arts Chairman and CEO Larry Probst. "We look forward to a great future with John in EA SPORTS Madden NFL.”
“I am proud that we started to develop Madden Football twenty years ago,” said Madden. “Each year our goal is to improve the game, and with EA, we have been able to do that.”
With the official videogame license of the NFL and its players, and in its 16th year of the franchise, Madden NFL Football offers game changing innovation and complete NFL authenticity. With more than 43 million copies sold, Madden NFL Football continues to be the #1 football franchise and the all-time best selling sports franchise in North America . Since its inception in 1989 the game has become a cultural phenomenon and is the game the players all play. Madden NFL 06 is rated “E” (Everyone) by the ESRB and will be available on August 9, 2005 for six platforms and the PSP™ (PlayStation®Portable) entertainment system version will launch in September. For the first time in 10 years, the Madden NFL Football franchise has revolutionized its passing game with the new quarterback vision and precision placement. For more information check out www.madden06.com
After Rare was bought by Microsoft in 2002, many thought it was the end of their relationship with Nintendo. Fortunately, Rare still releases portable titles, such as Banjo Pilot and It's Mr. Pants. Up until this point, though, no one was completely sure if Rare would support Nintendo's newest handheld, the DS.
Well, now we know. Recently, Rareware.com updated their "Join Us" section with two want ads:
GAMES PROGRAMMERS (NINTENDO DS)
Must be motivated, enthusiastic and skilled in C/C++ to join our dedicated handheld team, recently nominated for a Develop Industry Excellence Award. 3D skills also an advantage in creating high-profile titles for this unique system.
EXPERIENCED 3D ARTISTS (NINTENDO DS)
Good understanding of 3D packages (preferably Maya), strong modelling and texturing abilities, imagination and motivation are all required from anyone hoping to join our Develop award-nominated team in creating key DS titles.
Of course, the question still remains: will the DS serve as a port machine for Rare's earlier classics or will they use the platform for all-new games? Only time will tell.
And thanks to BlackNMild2k1 for giving us the heads-up on this one!
Activision Unveils World Series of Poker(R) Video Game at 2005 World Series of Poker(R) Lifestyle Show; Game to Feature Realistic Experience of the World Series of Poker Tournament
LAS VEGAS--(BUSINESS WIRE)--July 7, 2005--Activision, Inc. (Nasdaq:ATVI) will unveil a sneak preview of the highly anticipated World Series of Poker video game based on the widely popular World Series of Poker (WSOP) Tournament at this year's Lifestyle Show in Las Vegas on July 6 - 10.
Activision will develop and publish the World Series of Poker video game for PlayStation(R)2 computer entertainment system, PSP(TM) (PlayStation(R)Portable) system, Xbox(R), Nintendo GameCube(TM) and PC featuring the likenesses of poker professionals participating in the 2005 WSOP Tournament. The game will offer players a truly unique experience unlike any other poker video game on the market today. The video game is expected to be available at retail stores nationwide later this summer.
"The World Series of Poker is the world's premier poker event, drawing thousands of entrants and millions of viewers worldwide," said David Oxford of Activision, Inc. "So it's a perfect fit to preview this exciting video game to participants of the WSOP Tournament where it will deliver to consumers the same excitement and authenticity of pulling up a chair at the WSOP table and competing against players of this year's WSOP Tournament."
For the first time ever, the 2005 WSOP Tournament will be held at Harrah's Rio Suites in Las Vegas, the same location simulated in the video game and the location of this year's Lifestyle Show. ESPN has aired the WSOP seven times since introducing the sport to the network in 1994, and garnered a 1.2 overall rating with an average of more than one million viewing households during their 2004 presentation of poker's premier event. The "World Series of Poker" video game will be featured in television spots on ESPN during the tournament.
July 6, 2005
Dude, Didja Know?
Nintendo Makes Waves as Proud Presenter of Rip Curl's GromSearch 2005
Groms rejoice! Nintendo has solved the timeless summertime dilemma: to surf or to game? This summer, the nations' top 6 to 16-year-old surfers, known as "grommets," can do both. Nintendo is pleased to announce that it is the presenting sponsor of the Rip Curl GromSearch 2005 national surfing competition. Nintendo is on board at GromSearch events coast-to-coast to provide video game fun in the sun for groms and their fans.
Groms at each location will get buffed out with Nintendo prizes and will bask in the summer's hottest Nintendo game play with new titles for Game Boy Advance(R) SP including WarioWare(TM) Twisted! and Mario Golf (TM): Advance Tour. Each event also will dub one aggro grom as winner of the "Nintendo Wave of the Day" award, honoring each day's best overall ride.
Between now and Nov. 7, Nintendo and Rip Curl will bring the interactive and energetic vibe of the GromSearch to nine North American beaches. All events are free and open to the public. For a list of dates and locations, please visit www.ripcurl.com.
UBISOFT UNVEILS GAME DETAILS FOR LUNAR: DRAGON SONG FOR NINTENDO DS
The First Original Installment of the Lunar Series in More Than a Decade Set for September 2005 Release
SAN FRANCISCO - July 1, 2005 - Today Ubisoft, one of the world's largest video game publishers, is delighted to announce Lunar: Dragon Song, a new video game exclusively for the Nintendo DS system. The game is the first original installment of the Lunar franchise to be released in more than 10 years.
Lunar: Dragon Song, also the first traditional fantasy RPG for Nintendo DS, takes players to 1,000 years before the events that occurred in the first game of the Lunar series, Lunar: The Silver Star. The world of Lunar is at peace under the protection of the goddess Althena, creator of Lunar. At the fringes of this peaceful existence, vicious demons have started to slowly invade, and there are few with power enough to know how to deal with this demon invasion. Players experience the world of Lunar as the human boy, Jian, and his group of friends. Jian's story begins simply but quickly evolves as he and his friends unravel the evil plot being laid against Althena and discover that they alone can save Lunar from the forces of evil.
Key Features:
Lunar: Dragon Song is developed by Japan Art Media (JAM), in conjunction with GameArts and will be arriving in North America in September 2005. For more information, please visit www.ubisoft.com.
When you can feel a character, not just play as him. It's all about that moment.
http://www.nintendoworldreport.com/editorial/561
I was recently going through some long-untouched games in my library, two in particular. First was Resident Evil 4 (not that old, but I haven’t played it in around four months). As I traveled along the path of Leon’s adventure, I eventually found myself at the cabin that left all who played it stunned. If you’ve played Resident Evil 4, you know the one. A horde of murderous villagers were attacking me all at once. I had nowhere to run, nowhere to hide – I was trapped within a would-be grave of spoiled wood. As I unleashed clip after clip of artillery, I could feel my heart beating, my hands shaking with each release of a round, my eyes narrowing in the hopes of overcoming the seemingly unbeatable challenge. Then it happened…
I had won. I had survived the attack long enough to proceed. It was at this time that I noticed I had stopped breathing, and I let out a sigh that could have been heard for miles. I could still feel the adrenaline pumping through my veins- the glory of a triumph was ripe within my soul. For a moment, I was Leon. I was shooting my way to conquest. I was completely immersed in the experience. It had ceased being a game. Just for that moment.
The second game I relived is widely referred to as one of the elite of this generation, Wind Waker. My favorite part of the game has always been the final battle scene, so I just picked up at the end of a previously beaten quest. For those of you who still haven’t finished the game, you may want to skip over the next couple paragraphs.
As I’ve done at least a couple dozen times before, I was once again up against the embodiment of evil, the sultan of sin, Ganondorf. After a somewhat lengthy precursor to the battle that followed, he revealed twin katanas to combat my trusty Master Sword. We dueled for what must have been a maximum of ten minutes. But what a fight… Sparks flew from each contact our blades made; I danced majestically through the air with each parry, and sped along the arena to accommodate a decent setup for Zelda to fire a light arrow into Ganondorf’s back.
And then it was over. I had sealed away evil once more and the world was safe again. The King of Hyrule then appears and we all know the rest, but it’s what follows that’s the most bizarre and perhaps the most sobering. As I sit through the credits, countless memories of the game’s adventure flow through my mind, coupled with the bubbled screenshots that are showed at the end. It’s here that I feel what I have yet to feel in any other game to date. Unlike Resident Evil 4, where it was action and suspense that bound Leon and I together, Wind Waker establishes a bond that goes much deeper – straight to the heart. Just for that moment, you feel Link’s pain, you feel his triumph, and you sympathize with his character, even though he doesn’t have a single line of dialogue.
When I talk to people who aren’t in-the-know about games, they often bring up controversial releases like Grand Theft Auto or Manhunt – citing the extreme degrees of violence or adult content. The way those people see it, games are about taking out aggression – it’s about some sort of perverse escape to perform cruel acts. And I feel sorry for them, because they’ll never know what I know. They’ll never experience the kind of catharsis I experienced during Wind Waker. They’ll never be bound to a character through a sense-shattering flurry of bullets in the attempt to save one’s own life. No, they’ll never understand why I play games. They’ll never understand that moment.