Saturday, May 16, 2009

Nintendo Wii History

The Wii is a home video game console released by Nintendo. As a seventh-generation console, the Wii primarily competes with Microsoft's Xbox 360
and Sony's PlayStation 3. Nintendo states that its console targets a broader demographic than that of both.
As of December 31, 2008 the Wii leads the generation over the PlayStation 3 and Xbox 360 in worldwide sales.

A distinguishing feature of the console is its wireless controller, the Wii Remote, which can be used as a handheld pointing device and detect
movement in three dimensions. Another distinctive feature of the console is WiiConnect24, which enables it to receive messages and updates over
the Internet while in standby mode.

The Wii is Nintendo's fifth home console, the direct successor to the Nintendo GameCube, and able to play all official GameCube games.
Nintendo first spoke of the console at the 2004 E3 press conference and later unveiled the system at the 2005 E3.
Satoru Iwata revealed a prototype of the controller at the September 2005 Tokyo Game Show. At E3 2006, the console won the first of several awards.
By December 8, 2006, it had completed its launch in four key markets.

Wii Remote
The Wii Remote is the primary controller for the console. It uses a combination of built-in accelerometers and infrared detection to sense its position
in 3D space when pointed at the LEDs within the Sensor Bar. This design allows users to control the game using physical gestures as well as traditional
button presses. The controller connects to the console using Bluetooth and features rumble as well as an internal speaker.
The Wii Remote can connect to expansion devices through a proprietary port at the base of the controller. The device bundled with the Wii retail package is
the Nunchuk unit, which features an accelerometer and a traditional analog stick with two trigger buttons.
In addition, an attachable wrist strap can be used to prevent the player from unintentionally dropping or throwing the Wii Remote.
In response to initial incidents of strap failure, Nintendo offers a free, stronger replacement for all straps.
Nintendo has also since offered the Wii Remote Jacket to provide extra grip and protection. The Wii MotionPlus was announced as a device that
connects to the Wii Remote to supplement the accelerometer and Sensor Bar capabilities and enable actions to be rendered identically on the screen in real time.

Memory storage
The Wii console contains 512 megabytes of internal flash memory and features an SD card slot for external storage.
An SD card can be used for uploading photos as well as backing up saved game data and downloaded Virtual Console and WiiWare games.
To use the SD slot for transferring game saves, an update must be installed. An installation can be initiated from the Wii options menu through an
Internet connection, or by inserting a game disc containing the updated firmware. Virtual Console data cannot be restored to any system except the unit of
origin.An SD card can also be used to create customized in-game music from stored MP3 files, as first shown in Excite Truck, as well as music for
the slideshow feature of the Photo Channel. Version 1.1 of the Photo Channel removed MP3 playback in favor of AAC support.

At the Nintendo Fall Press Conference in October 2008, Satoru Iwata announced that Wii owners would have the option to download WiiWare and Virtual
Console content directly onto an SD card. The option would offer an alternative to "address the console's insufficient memory storage".
The announcement stated that it would be available in Japan in the spring of 2009. Nintendo made the update available on March 25, 2009.
In addition to the previously announced functionalty, it lets the player load Virtual Console and WiiWare games directly from the SD card.
The update allows the use of SDHC cards, increasing the limit on SD card size from 2 GB to 32 GB.

Technical specifications
Nintendo has released few technical details regarding the Wii system, but some key facts have leaked through the press.
Though none of these reports has been officially confirmed, they generally point to the console as being an extension or advancement of the Nintendo GameCube
architecture. More specifically, the reported analyses state that the Wii is roughly 1.5 to 2 times as powerful as its predecessor.
Based on the leaked specifications, the Wii is the least powerful of the major home consoles in its generation. The Wii uses a storage system
similar to the GameCube, which uses "block" units rather than bytes. The conversion from blocks to bytes is roughly 8.12 blocks to one megabyte.

Processors:

* CPU: PowerPC-based "Broadway" processor, made with a 90 nm SOI CMOS process, reportedly† clocked at 729 MHz
* GPU: ATI "Hollywood" GPU made with a 90 nm CMOS process, reportedly† clocked at 243 MHz

Memory:

* 88 MB main memory (24 MB "internal" 1T-SRAM integrated into graphics package, 64 MB "external" GDDR3 SDRAM)
* 3 MB embedded GPU texture memory and framebuffer.

Ports and peripheral capabilities:

* Up to four Wii Remote controllers (connected wirelessly via Bluetooth)
* Nintendo GameCube controller ports (4)
* Nintendo GameCube Memory Card slots (2)
* SD memory card slot (supports SDHC cards as of System Menu 4.0)
* USB 2.0 ports (2)
* Sensor Bar power port
* Accessory port on bottom of Wii Remote
* Optional USB keyboard input in message board, Wii Shop Channel, and the Internet Channel (as of 3.0 and 3.1 firmware update)
* Mitsumi DWM-W004 WiFi 802.11b/g wireless module
* Compatible with optional USB 2.0 to Ethernet LAN adaptor
* MultiAV output port for component, composite and S-Video

Built-in content ratings systems:

* BBFC, CERO, ESRB, OFLC, OFLC (NZ), PEGI, USK

Storage:

* 512 MB built-in NAND flash memory
* Expanded storage via SD and SDHC card memory (up to 32 GB)
* Nintendo GameCube Memory Card (required for GameCube game saves)

IBM's Wii "Broadway" CPU
ATI's Wii "Hollywood" GPU

* Slot-loading disc drive compatible with 8 cm Nintendo GameCube Game Disc and 12 cm Wii Optical Disc
* Mask ROM by Macronix

Video:
* 480p (PAL/NTSC), 480i (NTSC) or 576i (PAL/SECAM), standard 4:3 and 16:9 anamorphic widescreen
* MultiAV multi-output port for component, composite, S-video,RGB SCART

Audio:

* Main: Stereo – Dolby Pro Logic II-capable
* Controller: Built-in speaker

Power consumption:

* 18 watts when switched on
* 9.6 watts in standby with WiiConnect24 standby connection
* 1.3 watts in standby


Features
The console contains a number of internal features made available from its hardware and firmware components. The hardware allows for extendibility through
expansion ports while the firmware can receive periodic updates via the WiiConnect24 service.

Wii Menu
The Wii Menu operating system interface is designed around the concept of television channels. Separate channels are graphically displayed in a grid and are
navigated using the pointer capability of the Wii Remote. It is possible to change the arrangement by holding down the A and B buttons to grab
channels and move them around. There are six primary channels: the Disc Channel, Mii Channel, Photo Channel, Wii Shop Channel, Forecast Channel,
and News Channel. The latter two were initially unavailable at launch, but activated through firmware updates.
Additional channels are available for download from the Wii Shop Channel through WiiWare and also appear with each Virtual Console title.
These include the Everybody Votes Channel, Internet Channel, Check Mii Out Channel, and the Nintendo Channel.

Backward compatibility
The Wii console is backward compatible with all official Nintendo GameCube software, as well as Nintendo GameCube Memory Cards and controllers.
Compatibility with software is achieved with the slot-loading drive's ability to accept Nintendo GameCube Game Discs.
The console supports progressive-scan output in 480p-enabled GameCube titles. Peripherals can be connected via a set of four GameCube controller
ports and two Memory Card slots concealed by removable flip-open panels.The console therefore retains connectivity with the Game Boy Advance and
e-Reader through the Game Boy Advance Cable, which is used in the same manner as it was used with the GameCube.
This feature can only be accessed on those select GameCube titles that previously utilized it. Gamercize accessories also utilize the backward compatibility
in order to support the Wii console. The Wii for release in South Korea lacks GameCube backward compatibility.

A Wii console running a GameCube disc is restricted to GameCube functionality. As such, a GameCube controller is required to play GameCube titles,
as neither the Wii Remote nor the Classic Controller functions in this capacity. A Nintendo GameCube Memory Card is also necessary to save game progress
and content, as the Wii internal flash memory will not save GameCube games.

Backward compatibility is limited in some areas. Online and LAN-enabled features for Nintendo GameCube titles are unavailable on the Wii,
as the console lacks serial ports for the Nintendo GameCube Broadband Adapter and Modem Adapter. The console uses a proprietary port for video output
and is therefore incompatible with all Nintendo GameCube audio/video cables (composite video, S-Video, component video and RGB SCART).
The console also lacks the GameCube footprint and high-speed port needed for Game Boy Player support.

Nintendo DS connectivity
The Wii system supports wireless connectivity with the Nintendo DS without any additional accessories. This connectivity allows the player to use
the Nintendo DS microphone and touchscreen as inputs for Wii games. The first example Nintendo has given of a game using Nintendo DS-Wii connectivity is
that of Pokémon Battle Revolution. Players with either the Pokémon Diamond or Pearl Nintendo DS games are able to play battles using their Nintendo DS
as a controller.Final Fantasy Crystal Chronicles: Echoes of Time, released on both the Nintendo DS and Wii, features connectivity in which the two games
can advance simultaneously. Nintendo later released the Nintendo Channel, which allows Wii owners to download game demos or additional data to their
Nintendo DS in a process similar to that of a DS Download Station.The console is also able to expand Nintendo DS games. Online connectivity
The Wii console is able to connect to the Internet through its built-in 802.11b/g Wi-Fi or through a USB-to-Ethernet adapter, with both methods
allowing players to access the established Nintendo Wi-Fi Connection service.Wireless encryption by WEP, WPA (TKIP/RC4) and WPA2 (CCMP/AES) are supported.
AOSS support was discreetly added in firmware update 3.0. Just as for the Nintendo DS, Nintendo does not charge fees for playing via the service and the 12
digit Friend Code system controls how players connect to one another. Each Wii also has its own unique 16 digit Wii Code for use with Wii's non-game
features. This system also implements console-based software including the Wii Message Board. One can also connect to the internet with
third-party devices.

The service has several features for the console including the Virtual Console, WiiConnect24, Internet Channel, Forecast Channel, Everybody Votes Channel,
News Channel and the Check Mii Out Channel. The console can also communicate and connect with other Wii systems through a self-generated wireless LAN,
enabling local wireless multiplayer on different television sets. Battalion Wars 2 first demonstrated this feature for non-split screen multiplayer
between two or more televisions.

On April 9, 2008, the BBC announced that its online BBC iPlayer would be available on the Wii via the Internet Channel.
This is only available to people in the UK.

On December 26, 2008, Nintendo announced that it will launch a new video channel for the Wii.

Parental controls
The console features parental controls, which can be used to prohibit younger users from playing games with content that would be considered unsuitable
for their age level. When one attempts to play a Wii or Virtual Console game, it reads the content rating encoded in the game data;
if this rating is greater than the system's set age level the game will not load without a correct override password.
The parental controls can also restrict Internet access, which blocks the Internet Channel and system update features.
Since the console is restricted to Nintendo GameCube functionality when playing Nintendo GameCube Game Discs, GameCube software is unaffected
by Wii parental control settings.

European units mainly use the PEGI rating system, whereas North American units use the ESRB rating system.The Wii unit supports the native rating
systems of many countries, including CERO in Japan, the USK in Germany, both the PEGI and BBFC in the United Kingdom and the OFLC in Australia and New Zealand.

source: Wikipedia, the Free Encyclopedia
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Friday, May 15, 2009

Lost Planet 2 Preview

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Thursday, May 14, 2009

Assassin's Creed 2 Preview

video story trailer:
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Wednesday, May 13, 2009

Dead Rising 2 Preview



before we comment this games, please view below a trailer first:



Dead Rising 2 is an upcoming survival horror video game with action adventure and RPG elements. The game is the sequel to the 2006 video game,
Dead Rising. It will be developed by Blue Castle Games and distributed by former developer Capcom. Original Dead Rising team members will return to
create the game, including Keiji Inafune. The game will be released sometime in 2010 for the Xbox 360, PlayStation 3, and Microsoft Windows platforms.


Plot
The game is set a few years after the events of the original Dead Rising. The zombie virus that originated in Santa Cabeza has spread all over
the United States. The game will take place in the fictional city of Fortune City, which is modeled after the real city of Las Vegas, Nevada.
The new protagonist and player character, Chuck Greene, is a former national motocross champion who is somehow involved in the zombie attack in Fortune City.

Gameplay
The protagonist and player character of Dead Rising 2, Chuck Greene. (Note that this is not his final design)

The gameplay remains similar to Dead Rising with the player controlling protagonist, Chuck Greene, as he fights off hordes of zombies while
accomplishing specific missions. The game will include several new objects that can be used to attack the zombies, including slot machines,
a giant hamster ball, spiked propane tanks, and others. The number of zombies which can be seen onscreen at any one time has also been dramatically
increased from 800 in the original to roughly 7,000.According to Inafune, the new protagonist will be more "interesting" than the previous hero, Frank West.


There will also be a greater variety of missions for the player to undertake, and the sequel will retain the original's time management mechanic.
However, the original game's photography mechanic will not be present in Dead Rising 2.

Xbox 360 magazine recently announced that Chuck's sports jacket is made by a sportswear company called "Ijiek", which is producer Keiji Inafune's
first name spelled backwards. As previously mentioned in a post on Kramez's Blog on the Capcom-Unity website, Dead Rising 2 gameplay was shown for
the first time at CAPTIVATE '09.

Multiplayer
Multiplayer was at first thought to be announced for the game but was later corrected by Laura Scholl stating, "In my 'During the Dead Rising 2'
presentation at GDC this past Friday, while I was describing how Blue Castle is using mental mill technology in character development,
I mistakenly referred to the game as multiplayer instead of multiplatform. I apologize for the confusion. The game is indeed multiplatform and
Blue Castle has done an amazing job creating incredibly photorealistic characters—from their skin tone to their clothing—in heavily populated and complex
levels throughout the game. Gamers are going to be thrilled with how the game feels, looks and plays."

Later, speaking at CAPTIVATE 09, Capcom R&D boss Keiji Inafune confirmed that Dead Rising 2 will in fact include multiplayer,
but refused to state what the mode would entail.

“We’re at a point in game history that you need to have some form of multiplayer component in a game. Single-player alone is not going to cut it.
So rest assured we are going to put multiplayer in the game, but I can’t go into specifics about what type of multiplayer as that directly relates
to some of the game systems that we don’t want to talk about at this event. It will be online multiplayer, so keep that in mind.”

Development
The sequel was announced on February 9,2009, confirming earlier rumors of the game's existence, as well as a viral video for the game.
The developers Blue Castle Games will be working with Keiji Inafune, the game's producer and Capcom's global head of research and development,
along with other Dead Rising team members.

Chris Kramer had this to say:
"Capcom’s kind of on a 30 year high right now, it’s a pretty amazing place to be. Between everything we’ve got going right now, between the launch of Street Fighter IV and Resident Evil 5,
and our big titles for next year, Lost Planet 2 and Dead Rising 2."

In March of 2009, in an interview with website MajorNelson.com, Chris Kramer mentioned that Dead Rising 2 would be released in fiscal year 09/10 (April 1 until May 31, 2010)

credit: Wikipedia, Free Encyclopedia
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Tuesday, May 12, 2009

Final Fantasy XIII Preview

Final Fantasy XIII Preview:

Final Fantasy XIII is an upcoming console role-playing game being developed by Square
Enix. It will be released exclusively for PlayStation 3 in Japan, then for PlayStation 3
and Xbox 360 in Europe and North America.
First appearing at the 2006 E3, the game features are futuristic and set in a high-tech world.

Final Fantasy XIII is the flagship title of the Fabula Nova Crystallis Final Fantasy XIII collection.



Gameplay
This section needs additional citations for verification.
Please help improve this article by adding reliable references. Unsourced material may be challenged and removed. (April 2009)

The concept for Final Fantasy XIII's battle system is to maintain the strategic nature of command-based battles.
The system stemmed from a desire to create battles similar to those found in Final Fantasy VII Advent Children.
Like those in Final Fantasy XII, battle sequences are integrated into the world environment.
The Active Time Battle (ATB) system will return, and it works differently from its predecessors.
Users will be able to chain large numbers of commands together in order to achieve attack bonuses.

The battle system that was shown during the E3 2006 trailer was only a prototype. Recently, Square Enix showed battle footage in various Japanese magazines
and trailers which introduced a new interface. In battle, the player can only control one character at a time out of a party of up to three.
Multiple commands can be stacked into slots per turn and released at the same time to form a combo.
The amount of command slots increases as the characters grow in strength.These commands include series staples such as Attack, Fire, Blizzard and Cure,
as well as new ones such as Launch, which sends the enemy up in the air. The game does not make use of MP but introduces "cost points" for each command.
Cost points determine how many times the commands can be used per turn. The player is able to view the HP and name of the enemy before engaging it in battle.
When the player engages an enemy, the camera moves to another position and the battle menu appears, making the battle transitions nearly seamless.

Final Fantasy XIII's gameplay system still uses the multiple command system and the time gauge bar just like the ATB. However,
the difference between this system and the ATB gauge is that commands can still be placed in the slots even though the bar has run out and the actions
will be executed once the required slots are filled up. This however will affect the chain combo hits as the combo has been interrupted.

The after-battle victory screen in XIII holds information such as the time it took to finish the battle, the highest number of combos executed,
the number of break attacks and the quality of battle which is determined by a ranking of one to five stars. The breaks refer to the times when
an enemy enters a state of non-retaliation. This occurs when a chain combo has been maintained for a certain period of time on an enemy.
When a high level combo has been achieved, the enemy will glow red and enter a break state, as indicated by the break bar.
At that point the player will be able to execute the highest amount of damage to the target. However at that point, the chain bar
will deplete slowly and when it is empty the break state becomes invalid.

A special command in the system is called Launch. This is used to toss enemies into the air and allows the character to perform mid-air combos on the opponent.
This attack is useful when dealing huge amounts of damage to a target, especially when the target is in a break state.
However it may be difficult to use this command on larger enemies.

Magic is restricted to characters that belong to the group called l'Cies. Magic is not readily available in the beginning of a game,
but it is bestowed upon the characters after a certain event. Because magic cannot be used outside of battle,
the HP of the party is completely restored after each battle.

The classic summoned creatures will return in Final Fantasy XIII. Shiva returns in the form of a pair of sisters who can merge into a motorcycle,
which the character Snow rides, and can use ice to create a path to drive on. Carbuncle emerges from a disc-like object when it is touched by the character Vanille.
Ifrit and Siren also appear in shown footage.[10] Producer Yoshinori Kitase has confirmed that Bahamut will also appear in the game.


Characters
Lightning as she is seen in the official E3 teaser trailer

The full cast of Final Fantasy XIII is yet unknown. The following characters have been shown in trailers and screenshots of the game, along with other released information.

Lightning is a young woman previously associated with the Cocoon military, who has been given a task by a Crystal.
Lightning has long strawberry-blonde hair and is 178 cm tall (5'10"). For her design, character designer Tetsuya Nomura was asked to create a
"female version of Cloud Strife from Final Fantasy VII". During development, he has described her as "not very feminine".
Lightning wields a combination of a gun and a sword and can also manipulate gravity with a device on her thumb.
Her voice-actor in the Japanese version is Maaya Sakamoto.

Working with her is Snow Villiers, a blond, bandanna-wearing male who rides the summoned spirit Shiva Sisters in their motorcycle form and totes a large gun.
Snow is the head of Team Nora, a resistance group against Cocoon.He is a big character and is capable of running while carrying two people.
He was nicknamed "Mr. 33 cm" by the staff of Final Fantasy XIII as a nod to his shoe size.[18] In the October 2008 issue of Weekly Shonen Jump magazine,
it is revealed that he uses a power that is related to the tattoo on his left forearm. Snow is a fighter class character. In other words he uses his fists
to take down opponents. Compared to the fast and agile Lightning, Snow focuses more on power and strength. In the Japanese version of the game, he is voiced by Daisuke Ono.

A third character is Oerba Dia Vanille, who is a girl with red-brown hair worn in pigtails and lives in Pulse.
In a trailer, she is seen captured by the Cocoon army and walking in a funeral procession. She is described as an optimistic person,
who carries a heavy burden in her heart. Her weapon resembles a modernized bow.In the Japanese version, she is voiced by Yukari Fukui.

A fourth playable character, Sazh Katzroy, was first featured in V-Jump Magazine. He is a young man with an afro who Lightning knows from her time serving in the military.
Sazh wields dual pistols, his strong point is striking enemies from a distance. He is a good combination with the close-range Lightning.
He has a baby chocobo as a pet that appears to live in his afro. He is described as a middle-aged man with good judgment and moral discernment.
He has a gentle personality and is easily moved to tears, and joins the party early in the game. His voice-actor in the Japanese version is Masashi Ebara.

In the Jump Festa 2009 and the official global trailer, three more characters who are part of Snow's resistance group called NORA are seen
in the hijack of the captives' train. One is a man with orange hair and dark olive skin called Gadot. He uses a pistol in battle,
providing quick assistance when it comes to executing combos. The second is a black-haired woman with a purplish butterfly tattoo on her shoulder named Lebreau.
Gadot and Lebreau are said to be childhood friends of Snow. Despite her small stature, Lebreau uses a shotgun in combat. She also acts as the healer for the team.
The third is a young blond-haired man wearing goggles and a bright pink outfit named Maqui.They were designed by Nao Ikeda. Their designs are based on sports,
and are inspired by NBA, beach volleyball, and snowboarding fashions, respectively.

According to a translation of April issue of Famitsu Hong Kong, there are five important members of NORA, the fifth member being yet unrevealed.
Famitsu also states that the four known members of NORA are featured in the Final Fantasy XIII demo, although Maqui does not participate in battles.

In a trailer at the DKΣ3173 event in Tokyo in 2008, two antagonistic characters were featured: a high-ranking female commander with knee-length
blond hair and glasses who interrogates the captive Vanille in the trailer, and an intimidating man wearing his hair up in a ponytail, who leads the Cocoon army.


Story
The plot focuses on the fal'Cie, a race existing beyond humanity. The people marked by the fal'Cie for a greater purpose are named the l'Cie.
Some thirteen centuries ago, a mythical Crystal told the fal'Cie to construct a paradise for humanity. The shell-like city of Cocoon was created to
float high above the surface of the world now known as Pulse, and it was maintained by its own Crystal.Cocoon's Crystal created life forms and machines for
its inhabitants to use, and humanity flourished. Over time, the people of Cocoon began to fear for the safety of their world, and were worried that it would
be cast down from the sky. In present day, the wilderness of Pulse has strange effects on people, and the theocratic Holy Government of Cocoon
quarantines and exiles anyone who has been influenced by Pulse from the city with the help of its mighty army, PSICOM.
A former soldier of that army, a woman codenamed Lightning is chosen by the fal'Cie against her will to become a l'Cie, and with that to be an enemy of humanity
and bring about the downfall of Cocoon.


Development
Final Fantasy XIII was first shown at the 2006 E3 convention.Along with Final Fantasy Versus XIII and the PlayStation Portable game Final Fantasy Agito XIII,
Final Fantasy XIII is part of the Fabula Nova Crystallis Final Fantasy XIII project, but none is a prequel or sequel to any of the other installments.
Square Enix explained that although all three games take place in the same universe, they are not directly related in terms of story.
The game runs on the Crystal Tools engine, a seventh generation multiplatform game engine built by Square Enix for its future games.
The engine and the game were originally slated to be used with the PlayStation 2 but were later moved to the PlayStation 3.

Several of the game's developers have worked on previous installments of the series. Motomu Toriyama, director of Final Fantasy X-2 and
director and scenario writer of Final Fantasy XII: Revenant Wings, will direct the game and write the story. Eiji Fujii, previously the movie director of Final Fantasy XII,
will return in this position. Isamu Kamikokuryō, previously the co-art director of Final Fantasy XII, will return as well,
with Tetsu Tsukamoto designing the weapons. The main programmers will be Kazumi Kobayashi and Yoshiki Kashitani. Occasionally,
developers from Final Fantasy Versus XIII assist with the development of Final Fantasy XIII. Final Fantasy X's battle director Toshiro Tsuchida
will return as the battle system director for the game. He intends on giving individual enemies their own personalities and background stories.
He chose not to comment when asked whether players will input commands for individual party members or control will be limited to the current party leader.
Final Fantasy X's co-composer Masashi Hamauzu will be scoring the game, with former regular series composer Nobuo Uematsu providing the main theme.


Release
Due to the frequency of rumored release dates appearing on the Internet, Square Enix's official website issued a statement reminding consumers
that any "confirmed release dates" reported by sources other than Square Enix are "erroneous and should be disregarded".
During Microsoft's media briefing at the 2008 E3, Square Enix announced that Final Fantasy XIII would be released first in Japan on PlayStation 3 in 2009,
then released in North America and Europe on the PlayStation 3 and Xbox 360. The latter would start development only after the Japanese PlayStation 3 version is completed,
and could possibly come on multiple discs. A Japanese release of the Xbox 360 version of the game is not planned.

At the DKΣ3713 Private Party event in August 2008, Square Enix announced that a playable demo of Final Fantasy XIII will be included in Final Fantasy VII Advent Children
Complete (released on April 16 in Japan and June 7 for North America) on Blu-ray Disc for PlayStation 3, along with new trailers of Final Fantasy Versus XIII
and Final Fantasy Agito XIII. The demo will see a limited release, subject to the initial shipments of the Advent Children package.
The demo, however, is not reflective of the final product as it was created using an old build of the game.

The official Japanese website has recently (as of late April 2009) been updated to include mention of a broad "Winter 2009" release window for Japan.
Speaking at a Dissidia: Final Fantasy-related press event in London, producer Yoshinori Kitase stated that the team was aiming to cut down the time
it takes for localization. Suggesting a European release "before winter 2010", he mentioned that localization was underway with some translation and
voicework already completed.At the same time, it was denied there were any current plans for a Western release of the trial version.

credit:Wikipedia The Free Encylopedia
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Monday, May 11, 2009

Tekken 6 : Preview



Tekken 6 is the latest installment of Namco's Tekken series,
which was released to Japanese arcades on November 26, 2007.
It is the first game to be released on the PlayStation 3-based System 357 arcade board.
At the 2008 Tokyo Game Show, it was announced the console version of Tekken 6,
which will include the new features of Tekken 6: Bloodline Rebellion, will arrive on PlayStation 3 and Xbox 360
in North America. It is expected to be released in Q4 2009, as of 5 December.


Katsuhiro Harada, director of Tekken 6, has stated the game will retain all of the elements from Tekken 5 and Tekken 5: Dark Resurrection that were well-received by fans.
He also said that the stages will be bigger and will have more interactivity and the character customization feature will be more involved with gameplay.

Changes that have been noted thus far include:

* Every frame animation for every character has been changed.
* Minor changes have been made to the move lists of all the characters. This includes additions of new moves and losses of others such as Heihachi Mishima's Twin Pistons. In some cases, a move may simply have a new command.
* Some characters have had their fighting stances changed. Some have been changed greatly, while others have only been changed slightly. Those characters are Bruce Irvin, Lei Wulong, Marshall Law, Nina Williams, and Yoshimitsu.
* A number of characters have had their voices and/or their sounds changed.
* Some stages are multi-tiered with destructible environments (players can break through walls or floors to reveal new fighting areas) with new stage features and daylight/night-time transitions (Temple Grounds) depending on the stage.
* Both the Playstation 3 and Xbox 360 versions of the game will include an online versus multiplayer mode over PSN and Xbox Live respectively.
* The character customization from Tekken 5 returns, with improved options and more items. The player is able to switch tops and bottoms between available character costumes, as well as substitute alternate pieces. There are common options shared by many or all characters including various items like glasses, hats, decorative swords and options for 'bare hands' or 'bare feet'. There are also character-specific items and pieces, as well as special items that unlock "item moves" once equipped. For example, Bryan Fury can use a shotgun.
* The game adds a new "rage" system, which gives characters more power when their vitality is low. When activated, a red energy field surrounds the character and their health bar starts to flicker red.
* The game introduces a new system called "Bound"; after moves that knock the opponent down in juggles, the opponent cannot tech roll. A new bound comes into play, extending juggle possibilities.
* The game has an increased health bar compared to the previous games, due to the extended combos made possible by Bound.
* Two new KO animations have been added. Low-hit KOs will have the character fall to their knees and roll onto their backs. Mid-hit KOs will now cause the opponent to jacknife forwards, clutching at their gut, before falling backwards to lie on their back, ending with their legs bent.
* Using a low parry, which is available for every character, no longer guarantees a launch.
* All jabs are now universally 10 frames except Ganryu's whose jab is still 12 frames.
* Some characters will have new costumes; others may have minor changes to their original default costumes such as color changes.
* Marshall Law has gone through an extensive change for Tekken 6, including a new ready stance and new moves.
* Yoshimitsu has gone under the most drastic change. Developers note that it will be much more difficult to use Yoshimitsu in Tekken 6, and they consider him an "Expert” character. Part of his story includes the fact that his sword is now losing power, and he must take a new fighting style, Kenjutsu from the Manji clan, this includes both dual sword fighting and pure fist fighting.



Tekken developer and Executive Producer of Tekken 6 Katsuhiro Harada said,
"The number of playable characters will be bigger than Tekken 5 and be the largest roster in the series.
I've been on the Tekken series for over 10 years, and one thing we have particularly focused on after Tekken 3 is making sure each character is unique and doesn't overlap with other characters. They all are unique not only in their appearance but their personality and techniques as well."

Harada has stated that Tekken 6 will boast the greatest number of characters ever seen in a Tekken game with a total of 42 characters, including virtually all of the characters from "Tekken 5: Dark Resurrection and two new Bloodline Rebellion characters).According to an Update article in the Playstation Gallery section on page 40 of the May 2009 issue of PlayStation: The Official Magazine players are able to create and customize their own characters and take any in-game or created character online.

Six new characters have been confirmed. The first character, Zafina, is a female who will have moves Harada likened to that of a "bird" and who enters the tournament to prevent the clash of the "two evil stars". The second character, Leo, is a German fighter who is intended to be a character which can be played by beginners and experienced players alike. The death of Leo's mother, presumably at the hands of Kazuya Mishima prompts Leo to begin investigating the Mishima Zaibatsu. The third character, Miguel Caballero Rojo, is a Spaniard with a passion for fighting, but no real discipline. Miguel wants to exact revenge upon the death of his sister at her wedding. The fourth character, Bob, is an American who was known as a martial arts genius. Due to being unable to defeat larger opponents however, he disappeared from the fighting world, determined to increase his weight and power while still maintaining speed. Bob enters The King of Iron Fist Tournament 6 to test his new skills and new size. The fifth character, Azazel, is the final boss of the game. Azazel's story is said to be related with Zafina and Julia Chang's story in Tekken 6 and the confrontation between Jin Kazama and his father Kazuya Mishima.

Playable Characters:
* Bob
* Leo
* Miguel Caballero Rojo
* Zafina

Non-Playable Characters/Bosses:
* NANCY-MI847J (Only in Arcade Single-Play Mode as a Bonus Boss)
* Azazel

Returning characters:
* Anna Williams
* Armor King
* Asuka Kazama
* Baek Doo San
* Bruce Irvin
* Bryan Fury
* Christie Monteiro
* Craig Marduk
* Devil Jin
* Eddy Gordo
* Feng Wei
* Ganryu
* Heihachi Mishima
* Hwoarang
* Jack-6
* Jin Kazama
* Julia Chang
* Kazuya Mishima
* King
* Kuma
* Lee Chaolan
* Lei Wulong
* Lili
* Ling Xiaoyu
* Marshall Law
* Mokujin
* Nina Williams
* Panda
* Paul Phoenix
* Raven
* Roger Jr.
* Sergei Dragunov
* Steve Fox
* Wang Jinrei
* Yoshimitsu

Stages

The stages in Tekken 6 will have day/night variants, and some of them are multi-tiered.

* Azazel's Chamber (Final stage / Azazel's stage)
* Bonus Stage (Nancy MI847J's stage)
* Cemetery (multi-tier)
* City After Dark
* Fallen Colony (multi-tier)
* Gargoyle's Perch (Jin Kazama's stage)
* High Roller's Club (Kazuya Mishima's stage)
* Manji Valley
* Mystical Forest
* Noh Theater
* Rustic Asia
* Temple Grounds (multi-tier)
* Urban War Zone

credit: Wikipedia, the Free Enclopedia
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