tag:blogger.com,1999:blog-1311908892411389122024-03-05T06:01:50.608-08:00Ubiquitous GamingTURNING UP THE JOURNALISM DIAL TO 11!John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.comBlogger17125tag:blogger.com,1999:blog-131190889241138912.post-75365495266060006442012-05-04T11:49:00.002-07:002012-05-04T11:57:07.628-07:00<div dir="ltr" style="text-align: left;" trbidi="on">
<br />
<div class="MsoNormal">
<strong>Will the PC version include the DLC (<span style="font-family: "MS PMincho","serif"; mso-ascii-font-family: "Times New Roman"; mso-ascii-theme-font: minor-latin; mso-fareast-font-family: "MS PMincho"; mso-fareast-theme-font: minor-fareast; mso-hansi-font-family: "Times New Roman"; mso-hansi-theme-font: minor-latin;">地獄)</span>or will you sell that
separately?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Because of WiiWare's size restriction, DLC is the only way
we can release the Hell Temple. However we can use limitless bytes on PC, if we
want. Although we can not say yet about details, we will publish the
information at the official site in the near future.Please wait and see.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Will La-Mulana be PC only, no Mac, no iPhone
or Android?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Personally, I'm old Macintosh user, but programmers have not
been developed on Mac. Than porting the same product over time also for the Mac
is better to ask for porting to someone who is familiar with the Mac would be
realistic. About iPhone and Android, I think the game was made based on the
assumption that play in the gamepad can be ported to the touch device is not
easy.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Who will do the translation or localization of
the PC version, and what languages and countries will La-Mulana (PC) be available
in?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
We are currently looking for cooperators or companies can be
translated in Japan. Anyway, we were only prepared Japanese and English. The
original LA-MULANA was made only the Japanese version. Because volunteers
translated it into English, LA-MULANA has spread to the world. Because we come
back to PC games, we will cooperate actively if there are volunteers want to
translate into another language as in the past. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
We asked cooperators to translate Japanese text into English
according to the new PC version. Will not take much time so that a professional
in charge of its work.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Do you want to publish future games with
Nicalis?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I think it is difficult to be active in the consumer market
for indie game makers, such as our small. Since Nicalis has been also active in
the consumer market, I think they will become one of the candidates of the
publisher in the case we make a new consumer games in the future. However, I
think we are the awkward developer for the publishers since we have a policy to
make the game we want...</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Will La-Mulana sell on Steam or another
distributor?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
It is not decided yet. Of course, we want to sell on Steam.
I hope we get good offer from Steam... I have trouble in the situation we can
not manage the release date, although we want also released abroad anyway.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
We are looking for a reliable company that can solve the
problem, it always gives us a detailed answer if we contact. For WiiWare
version, we had a hard time in collaboration with overseas. We have contacted
the company that can communicate quick, can have a meeting if we need, have
good cooperation with the overseas. I think that I can tell as soon as
determined.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>How many people work at Nigoro
now?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
NIGORO as a game development team is composed of three
people from the past.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>How many people work at
Asterizm?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Asterizm is composed of five people, including us. In
addition to us, we ask the people playing the our game from the past to debug.
And we are is familiar with Mr. Amaya developed Cave Story. We want to be
friends with the more Japanese indie game developers.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Are you developing or considering a game for
3DS/eShop or Vita/PSN?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I want to do, if possible, it is very difficult a game
development team of three people make the consumer games. I should be very
grateful if there is a publisher say "We want port NIGORO's games to the
consumers and publish them!"</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>What other games are you working
on?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Since we had intended to devote sales of La-Mulana English
ver. for Wii to developing the next game, we are currently not develop
anything. However, we have continued to prepare for when the time comes.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>On a lighter note, what fun Japanese indie
games have you played recently?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I played "Maou monogatari monogatari" and
"Meikyujou Hydra". And I played "Cave Story" thoroughly for
the event that I participated in Japan. There are also other interesting indie games
in Japan, I'm sorry I don't have the time I play them.These unnoticed
masterpieces need to be introduced to overseas so that Japanese Indie game
scene flourish more. A fan event named "Doukutsu monogatari no
Uragawa" (it means "The inside of Cave Story"). I've appeared
with Mr. Amaya.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
http://fes.asterizm.jp/</div>
<div class="MsoNormal">
http://tcc.nifty.com/cs/catalog/tcc_schedule/catalog_111006203740_1.htm</div>
<div class="MsoNormal">
http://www.youtube.com/watch?v=yZJWCATxP-Q"</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I am very surprised at this situation in a few days from now
to post a new article to the official website of the LA-MULANA.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Was there an agreement to publish in NOA and
NOE by a certain deadline?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I think the deadline was not fixed in particular.</div>
<div class="MsoNormal">
We have an agreement that we submit the game when it is
finished. I say later, LA-MULANA had a lot check of Nintendo several times,
when it is pointed out the problems of the game, we passed the Nicalis the
fixed master data by about few weeks each time.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Was it your duty to fix the game for
distribution in US and EU markets?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Fixing the game was in our charge, and we have left Nicalis
to submit the game to NOA and NOE. We have a contract with Nintendo Japan, and
Nicalis have contracts with NOA and NOE. Therefore, we have no way to check the
progress of LA-MULANA English version for WiiWare directly.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Did anyone neglect their duties as developer
or publisher?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
We have responded quickly and in good faith while we are
puzzled that the matters pointed out received through the lot check of NOA /
NOE is different from Nintendo Japan. I believe Nicalis had sense of
responsibility as a publisher in good faith, too. Unfortunately we wanted to
release DLC, but we were supposed to be canceled DLC because of a number of
factors and Nicalis's request. If there are a person who has neglected their
duties, they are us. We are sorry that the information was not able to publish anything
for several months, because of a variety of contract and the circumstances of
Nicalis.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
It has happened to this situation, we had should have talked
to fans about all sooner. In this regard we want to apologize obediently. We
must keep a NDA with NINTENDO and Nicalis, naturally, we could not speak talk
details even if you want to talk. But they are in the convenience of our
company, and they are not related to the fan. Then, we want to publish any
information.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Fans seem really excited about PC
release!</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
In order for us to succeed as a indie game developer the
future, overseas sales is essential. In recent years downLoad contents and
indie games has become to attract attention in Japan, the population of Japan
is much less than in North America firstly. Also it sold a indie game in Japan,
to acquire the sales equivalent to the development fund is very hard.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Indie game developers continue to work in Japan without also
considering overseas sales is difficult. In order for us to distribute the
games to gamers overseas from now on, we want gamer overseas to know details of
indie game scene in Japan.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
We must open up the export market Japanese indie games will
be accepted.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The digital distribution only game is not sold out because
it is a different from physical packaged. Therefore, it can be expected to sell
to a long period of time. So we thought LA-MULANA must be exciting and perfect,
we was encouraging the production without considering our profit. In order to
think of you with high reputation and good game forever. I think that to get
much sales can make a fund for the next games, sales in Japan only are not
enough absolutely for it. We did our best in a situation we didn't get income.
Unfortunately, the incident had happened like this, we hope you to judge by
whether LA-MULANA is exciting or not rather than to judge Wii or Nicalis and
NIGORO. So, we have been developing the final part of the PC version with all
our might. Nothing stop us anymore.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
In conclusion, let me add a few words. If there is no offer
from Nicalis, we did not remake the LA-MULANA. We are grateful to Nicalis even
now. Before offer from Nicalis came, we did not even know how to enter the
consumer world. Because we have spent a lot of time in the making of the original
LA-MULANA, We did not intend to remake it as first consumer game.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; line-height: 115%; mso-ansi-language: EN-US; mso-ascii-theme-font: minor-latin; mso-bidi-language: EN-US; mso-fareast-font-family: "MS PMincho"; mso-fareast-language: EN-US; mso-fareast-theme-font: minor-fareast; mso-hansi-theme-font: minor-latin;"><br clear="all" style="mso-special-character: line-break; page-break-before: always;" />
</span>
<div class="MsoNormal" style="line-height: 115%; margin-bottom: 10.0pt;">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Will the PC version include the DLC (<span style="font-family: "MS PMincho","serif"; mso-ascii-font-family: "Times New Roman"; mso-ascii-theme-font: minor-latin; mso-fareast-font-family: "MS PMincho"; mso-fareast-theme-font: minor-fareast; mso-hansi-font-family: "Times New Roman"; mso-hansi-theme-font: minor-latin;">地獄)</span>or will you sell that
separately?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Because of WiiWare's size restriction, DLC is the only way
we can release the Hell Temple. However we can use limitless bytes on PC, if we
want. Although we can not say yet about details, we will publish the
information at the official site in the near future.Please wait and see.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Will La-Mulana be PC only, no Mac, no iPhone
or Android?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Personally, I'm old Macintosh user, but programmers have not
been developed on Mac. Than porting the same product over time also for the Mac
is better to ask for porting to someone who is familiar with the Mac would be
realistic. About iPhone and Android, I think the game was made based on the
assumption that play in the gamepad can be ported to the touch device is not
easy.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Who will do the translation or localization of
the PC version, and what languages and countries will La-Mulana (PC) be
available in?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
We are currently looking for cooperators or companies can be
translated in Japan. Anyway, we were only prepared Japanese and English. The
original LA-MULANA was made only the Japanese version. Because volunteers
translated it into English, LA-MULANA has spread to the world. Because we come
back to PC games, we will cooperate actively if there are volunteers want to
translate into another language as in the past. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
We asked cooperators to translate Japanese text into English
according to the new PC version. Will not take much time so that a professional
in charge of its work.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Do you want to publish future games with
Nicalis?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I think it is difficult to be active in the consumer market
for indie game makers, such as our small. Since Nicalis has been also active in
the consumer market, I think they will become one of the candidates of the
publisher in the case we make a new consumer games in the future. However, I
think we are the awkward developer for the publishers since we have a policy to
make the game we want...</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Will La-Mulana sell on Steam or another
distributor?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
It is not decided yet. Of course, we want to sell on Steam.
I hope we get good offer from Steam... I have trouble in the situation we can
not manage the release date, although we want also released abroad anyway.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
We are looking for a reliable company that can solve the
problem, it always gives us a detailed answer if we contact. For WiiWare
version, we had a hard time in collaboration with overseas. We have contacted
the company that can communicate quick, can have a meeting if we need, have
good cooperation with the overseas. I think that I can tell as soon as
determined.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>How many people work at Nigoro
now?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
NIGORO as a game development team is composed of three
people from the past.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>How many people work at
Asterizm?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Asterizm is composed of five people, including us. In
addition to us, we ask the people playing the our game from the past to debug.
And we are is familiar with Mr. Amaya developed Cave Story. We want to be
friends with the more Japanese indie game developers.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Are you developing or considering a game for
3DS/eShop or Vita/PSN?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I want to do, if possible, it is very difficult a game
development team of three people make the consumer games. I should be very
grateful if there is a publisher say "We want port NIGORO's games to the
consumers and publish them!"</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>What other games are you working
on?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Since we had intended to devote sales of La-Mulana English
ver. for Wii to developing the next game, we are currently not develop anything.
However, we have continued to prepare for when the time comes.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>On a lighter note, what fun Japanese indie
games have you played recently?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I played "Maou monogatari monogatari" and
"Meikyujou Hydra". And I played "Cave Story" thoroughly for
the event that I participated in Japan. There are also other interesting indie
games in Japan, I'm sorry I don't have the time I play them.These unnoticed
masterpieces need to be introduced to overseas so that Japanese Indie game
scene flourish more. A fan event named "Doukutsu monogatari no
Uragawa" (it means "The inside of Cave Story"). I've appeared
with Mr. Amaya.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
http://fes.asterizm.jp/</div>
<div class="MsoNormal">
http://tcc.nifty.com/cs/catalog/tcc_schedule/catalog_111006203740_1.htm</div>
<div class="MsoNormal">
http://www.youtube.com/watch?v=yZJWCATxP-Q"</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I am very surprised at this situation in a few days from now
to post a new article to the official website of the LA-MULANA.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Was there an agreement to publish in NOA and
NOE by a certain deadline?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I think the deadline was not fixed in particular.</div>
<div class="MsoNormal">
We have an agreement that we submit the game when it is
finished. I say later, LA-MULANA had a lot check of Nintendo several times,
when it is pointed out the problems of the game, we passed the Nicalis the
fixed master data by about few weeks each time.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Was it your duty to fix the game for
distribution in US and EU markets?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Fixing the game was in our charge, and we have left Nicalis
to submit the game to NOA and NOE. We have a contract with Nintendo Japan, and
Nicalis have contracts with NOA and NOE. Therefore, we have no way to check the
progress of LA-MULANA English version for WiiWare directly.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Did anyone neglect their duties as developer
or publisher?</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
We have responded quickly and in good faith while we are
puzzled that the matters pointed out received through the lot check of NOA /
NOE is different from Nintendo Japan. I believe Nicalis had sense of
responsibility as a publisher in good faith, too. Unfortunately we wanted to
release DLC, but we were supposed to be canceled DLC because of a number of
factors and Nicalis's request. If there are a person who has neglected their
duties, they are us. We are sorry that the information was not able to publish
anything for several months, because of a variety of contract and the
circumstances of Nicalis.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
It has happened to this situation, we had should have talked
to fans about all sooner. In this regard we want to apologize obediently. We
must keep a NDA with NINTENDO and Nicalis, naturally, we could not speak talk
details even if you want to talk. But they are in the convenience of our
company, and they are not related to the fan. Then, we want to publish any
information.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<strong>Fans seem really excited about PC
release!</strong></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
In order for us to succeed as a indie game developer the
future, overseas sales is essential. In recent years downLoad contents and
indie games has become to attract attention in Japan, the population of Japan
is much less than in North America firstly. Also it sold a indie game in Japan,
to acquire the sales equivalent to the development fund is very hard.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Indie game developers continue to work in Japan without also
considering overseas sales is difficult. In order for us to distribute the
games to gamers overseas from now on, we want gamer overseas to know details of
indie game scene in Japan.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
We must open up the export market Japanese indie games will
be accepted.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The digital distribution only game is not sold out because
it is a different from physical packaged. Therefore, it can be expected to sell
to a long period of time. So we thought LA-MULANA must be exciting and perfect,
we was encouraging the production without considering our profit. In order to
think of you with high reputation and good game forever. I think that to get
much sales can make a fund for the next games, sales in Japan only are not
enough absolutely for it. We did our best in a situation we didn't get income.
Unfortunately, the incident had happened like this, we hope you to judge by
whether LA-MULANA is exciting or not rather than to judge Wii or Nicalis and
NIGORO. So, we have been developing the final part of the PC version with all
our might. Nothing stop us anymore.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
In conclusion, let me add a few words. If there is no offer
from Nicalis, we did not remake the LA-MULANA. We are grateful to Nicalis even
now. Before offer from Nicalis came, we did not even know how to enter the
consumer world. Because we have spent a lot of time in the making of the
original LA-MULANA, We did not intend to remake it as first consumer game.</div>
<div class="MsoNormal">
<br /></div>
</div>John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0tag:blogger.com,1999:blog-131190889241138912.post-57561045130833032412011-12-01T09:41:00.000-08:002011-12-01T19:15:32.973-08:00<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKHmsntw4KRbuzRjPC1oZ7PnBL9AqdYCZFHnrUqSUKFaszMFIf7zS7wKhoDaQKPM5Gl42fqZNccb3q8xmq48Eyu-EDkMLuYHDuSMFL_WAog99pDg6f841xPqR1ZxefA3ydEiedi1F32Bs/s1600/rockfish+image.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 300px; height: 225px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKHmsntw4KRbuzRjPC1oZ7PnBL9AqdYCZFHnrUqSUKFaszMFIf7zS7wKhoDaQKPM5Gl42fqZNccb3q8xmq48Eyu-EDkMLuYHDuSMFL_WAog99pDg6f841xPqR1ZxefA3ydEiedi1F32Bs/s320/rockfish+image.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5681216544142083490" /></a><br /><br />> ROCKFISHの名前のインスピレーションはなんですか。<br /><br />潜水艦のアクションゲームを作ろうとおもったけれど、潜水艦はかわいくないなぁと思って魚にしました。<br /><br />> iphoneユーザのなかで気が短い一杯ですから、どんなデモシーンは効果的ですか。そのユーザを関わる、他の気配りがありますか。<br /><br />プレイしてすぐに面白さが伝わる努力をしています。<br />けれど、タッチでのアクション操作には慣れるのが時間がかかりそうで<br />それらを考慮して色々考えているところです。<br /><br />> RFに金はいったいどこからゲットしますか。しかも、どこに魚がその金を預けていますか。魚の鰭の中かもね^_^。<br /><br />敵を倒すことで敵がお金を落とします。<br />財布を持っているかどうかは考えたこと無いですね。:)<br /><br />> 魚の攻防などの才能はなんですか。<br /><br />飛び道具です。最初は泡かな..<br /><br />>いかちゃんと洞窟の何のことをRFにあわせていますか。<br /><br />武器が飛び道具だという事路は洞窟物語です。<br />海の中が舞台だというところは「いかちゃん」ですね。<br /><br />> RFの操作はバーチャルだけですか。バーチャルの操作は一般にちょっと不自然や辛いだとおもいますが、それに対して何をしてみますか。<br /><br />あまりiPhoneを触ったことが無い人にも<br />テストプレイをしてもらっています。<br />その意見を元に細かい修正をしたりしています。<br /><br />> ブログで「キストファイル1つに日本語と英語を登録。」と 書いてありますから、もしかして、発売日二語ともを含めますか。誰がRFの翻訳をしていますか。<br /><br />あ、最近の日記ですかね?<br />それはRFではないですね。RFの英訳はまだ決まっていませんが、やるつもりです。<br /><br />> 来年のいつか発売予定ですか。<br /><br />夏を過ぎてしまうかもしれない..まだ分かりません。<br /><br />> iphoneだけでですか。理由は日本中にiphoneは一番モテるんですか。<br /><br />日本ではiPhoneよりAndroidが多いようです。<br />とりあえずiPhoneだけです。<br /><br />> RFは作品として天谷さんにとって何の意味や目的がありますか。<br /><br />洞窟物語は凄く有名になったけど、僕にはソレしかない状態なので、このゲームを2つ目の自信を持てるゲームにしたい。<br /><br />> 他の面白いことがありますか。<br /><br />今、RFを中断して小さなゲームを作っています。<br />Appleに登録して販売する練習でもあります。<br /><br />> プログラマーとしていかちゃんと洞窟から何のレッソンを習いましたか。しかも、ラックフィッシュを作る際に、どんなレッソンが役に立ちますか。<br /><br />いかちゃん と 洞窟物語 から得た教訓は「最初に予定していたものと違うゲームが完成する」と言うことですね。John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0tag:blogger.com,1999:blog-131190889241138912.post-68089500877818813892011-07-30T11:14:00.000-07:002011-07-30T11:14:51.363-07:00NAMIE NEWS NETWORK © 2007-2011: Setlist for 'LIVE STYLE 2011'<a href="http://namienewsnetwork.blogspot.com/2011/07/setlist-for-live-style-2011.html">NAMIE NEWS NETWORK © 2007-2011: Setlist for 'LIVE STYLE 2011'</a><br /><br />Did anyone perform with her? I figured this would have a lot of guest appearances with all the duets and trios?<br /><br />AI? Anna?John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0tag:blogger.com,1999:blog-131190889241138912.post-72296972384225193472011-04-07T11:11:00.000-07:002011-04-07T11:39:36.386-07:00Second Person Shooter Zato Creator Interview自由にゲームをプレイしてみるサイトは<a href="http://www.kongregate.com/games/himojii/second-person-shooter-zato">ここ</a>。<br /><br />• センス・オブ・ワンダーの経験はどうですか。そのイベントから何の役に立つことがありますか。<br /><br />自分のゲームが初めて大々的に取り上げられたので、選ばれてとにかくうれしかったですね。僕の面白いと考えることが、他の人にも面白いと思ってもらえるとわかりました。それはとても自信になりました。<br />SOWNに出ていろいろ勉強になりましたし、なにより他に参加した人と仲良くなれたのが良かったですね。今でも飲み会に呼んでもらって、話もしますし。そのつながりで、Marcus RichertさんがSPSZをアピールしてくれなければ、こうしてゲームメディアに取り上げてもらえなかったかもしれませんし。SOWNがあったからこそ、現在の自分があるんだと思います。<br /><br /> • 「彼と彼女のバラバラ劇場」は何の作者レッソンを習いましたか。本当に速読の訓練の増加が出来ましたか。<br /><br />特にレッソンは習っていません。速読については、そういう視点もあるかなー、あればいいなーと、いい加減に書いたものでした。実証はされていません。ごめんなさい。<br /><br /> • SPSZのイデアや原点はおしえてくれませんか。<br /><br />監視カメラの映像は面白い、というのが原点ですね。(<a href="http://www.youtube.com/watch?v=Hag5P_4osno">例</a>)それで、「複数の視点を見比べることによって、1つの空間の状況を把握するゲームを作りたい」というぼんやりしたイメージを以前から持っていました。ただ、それを生かすためのアイデア(状況を把握して具体的に何をするか?)はありませんでした。それがあるとき、「二人称視点は新鮮に見える」という考えと結びついて、二人称視点でシューティングするゲームになりました。SPSなんて名前も珍しいですし。<br />ちなみに、アイデアを思いついたときには、「これは面白いぞ!」という興奮はなく、「まあ、ゲームとしてなんとか成立するかな」という冷めた見方でした。作っていくうちに、だんだん手応えがでてきました。<br />あと、Unityの存在も大きいですね。Unityがなければ、プログラムの苦手な僕には3Dゲームなんてなかなか作れなかったでしょうし、アイデアがあっても作るのを諦めていたかも知れません。そういうわけでUnityには感謝しています。<br /><br /> • SPSZの「ざと」は座頭市の印象から生まれましたか。<br /><br />いいえ、特に意識はしませんでした。ゲームの完成前に名前を決めるときに、目が見えない設定が同じなので、座頭市から名前だけもらいました。もちろん、座頭市の映画は好きです。海外でも座頭市を知っている人が予想以上にいて、ちょっと驚きました。なにかうれしいです。<br /><br /> • ファーストやサードパーソン・シューティングゲームが好きですか。そのゲームから何の影響がありますか。<br /><br />他のジャンルと同じように、好きですしプレイします。けれど、特別に深く詳しく知っているわけではありません。もちろん影響は受けていると思いますが、直接的に「何のゲームのここ」ということは考えませんでした。<br />ほとんどのプレイヤーはSPSをプレイしたことがなくて慣れていないだろうから、なるべくわかりやすく、シンプルにしようと考えました。だから、今のFPSやTPSというよりも、昔のアクションゲームのイメージで作りました。Arrowキーとボタン2つ、3回ダメージでゲームオーバー、なども含めて。<br /><br /> • SPSZのグラフィックはなぜそのスタイルを選びましたか。(僕はPSXみたいなグラフィックは懐かしい感じさせましたよ。)<br /><br />3Dゲームを作るのが初めてで、それまで3Dポリゴンやモーションの知識は全くありませんでした。その上、コンテストの締切りもあり、時間もあまりありませんでした。だから、なるべく時間をかけずに、知識があまりなくても、成り立つようなスタイルになりました。<br />グラフィックは全体的に反省点が多いです。特に敵キャラクターの姿に関しては、もっとバリエーションが持たせられれば良かったかと思います。<br /><br /> • 誰かがHIMOのゲームを翻訳していますか。誰かがKONGREGATE.COMのことを申し入れて、手伝いましたか。<br /><br />翻訳は自分でしています。文字が多いゲームは難しいですが、これくらいの文字数なら自分でもできます。とはいえ、自信は無いので、変な言葉があったら教えてください。敵キャラクターの名前は変じゃないですかね?英語を読むことはそれなりにできるのですが、恥ずかしながら、書くことや話すことは苦手です。<br />Kongregateはそこのいろんなゲームを以前から遊んでいたので、もちろん知っていました。SPSZを作っているとき、KongregateでUnityGameContestが開催されていたので、そこに提出しました。ちなみに、UnityGameContestは一次審査であっさり落選してしまいました…。<br /><br /> • 京都のインディ・シーンはなんですか。<br /><br />京都には住んでいますが、地域でのつながりはほとんどないので、ちょっとわからないですね。すいません。ただ、京都には芸術系の大学も多いので、新しいものを作ろうとする雰囲気が、わりとあるのではないかなと勝手に考えます。<br /><br /> • 何処や何からゲームの作ることを習いますか。<br /><br />ゲームをプレイしたり、本を読んだり、インターネットを見たり、日常を観察したり。完全に独学です。特別なことは何もしていません。<br />勉強会が近くであれば参加してみたいのですが、そういう勉強会(<a href="http://www.igda.jp/modules/bulletin/index.php?storytopic=7">SIG-indie</a>など)はだいたい東京近くでの開催なので、なかなか参加できません。<br /><br /><br /> • 未来のプロジェクトもう思いますか。どのゲームですか。<br /><br />世界中の人が驚いてくれるようなゲームを作りたいですね。理想を言えば、年齢や男女の区別なく遊んでもらえるような。ただ、現時点では、具体的なアイデアは何もありません。<br />「SPSZ」で学んだことを生かして、次に繋げたいですね。また次のゲームを作ったときは、遊んでいただけるとうれしいです。<br />ありがとうございました!John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0tag:blogger.com,1999:blog-131190889241138912.post-88868418865988596702011-01-30T12:58:00.000-08:002011-02-04T09:20:58.746-08:00Frontier Aja 紅魔城伝説Ⅱ等インタビューPlease check <a href="siliconera.com">Siliconera</a> for the English version!<br /><br /><span style="font-weight:bold;">- 日本には、インディと同人ということはどう違いますか。</span><br />インディは完全にオリジナルです。同人はオリジナル+ファンゲームを含みます。<br />オリジナルの同人ゲームは、インディであり、同人でもありますね。<br /><br /><span style="font-weight:bold;">- この二つの作者は一緒にゲームを作ることがありますか。 <br />日本人と外国人と互いにゲームを作る場所や機会がほしいと思いますか。</span><br />日本のインディと同人の作者は、すごく仲がいいです。制作者が集まってお酒を飲む機会がよくあります。<br />そういう場で新しい企画が生まれ、コラボレーションする機会はあると思います。<br />また、日本人と外国人が一緒にゲームを作る場合、大きなハードルが幾つもあるので難しいと思いますが可能だし、増えるべきだと思います。<br />紅魔城伝説の翻訳スタッフでありデバッガーであるBenjもフランス人です。<br /><br /><span style="font-weight:bold;">- 作者と言えば、柳さんの作品はなんですか</span>。<br />僕はFrontier Ajaの全てのゲームを監修しています。<br />紅魔城伝説1、2、そして現在制作中のBigbang Beat2です。<br />全てのゲームのサウンドも手掛けています。<br /><br /><span style="font-weight:bold;">- XBOX・KINECT「キネクト」のコントローラを使って、どの作品を作りたいんで<br />すか。</span><br />キネクトは非常に魅力的なデバイスです。新しいリズムゲームをすぐに思いつきました。<br />ですが、日本人はゲームパッドを使うゲームが好きですし、Frontier Ajaは人数が少ないです。なので、まずは紅魔城伝説のようなゲームや格闘ゲームをもっと進化させたい思いの方が強いです。<br /><br /><span style="font-weight:bold;"><br />- 日本のゲーム業界事情はどう思いますか。何の進化が必要ですか。</span><br />私は同人ゲームのことしか知らないのでコンシューマーゲーム業界のことはよくわかりません。<br />よく本や友人から聞く話では、開発責任者がゲームのことをよくわかっていないという話を聞きます。<br />それによって開発費がかかりすぎていると。<br />責任者自信も勉強し、必要でないコストは極力減らすべきだと考えています。<br /><br /><span style="font-weight:bold;">- BBB2のことをアップデートをしてくれませんか。</span><br />紅魔城伝説Ⅱの次回アップデートの後、BBB2をアップデートしていく予定です。<br />チームメンバーは5人しかいないので、時間が足りません!<br />もう少し待っていてください。<br /><br /><span style="font-weight:bold;">- 誰かがFRONTIER・AJAのゲームを翻訳していますか。 同人ゲームの翻訳することに対して傾きは増加していますか。例えばどのサークルたちですか。</span><br />先ほども記述しましたが、Frontier AjaのゲームはBenjというフランス人のスタッフが翻訳してくれています。<br />彼は日本に住んでいて、同じ部屋で作業することもあります。<br />同人ゲームの翻訳についてはまだまだ発展途上です。<br />克服するためのハードルが幾つかあり、その大きな原因の一つとして、海外のユーザーが正規に日本の同人ゲームを購入できる事をしらないことです。<br />Frontier Ajaのゲームもデジタル販売で買う事が出来ます。<br /><br /><span style="font-weight:bold;">- ところで、紅魔城伝説2の英仏パッチはいつか期待していますか。</span><br />2011/01/30を予定しています。が、一部のデータの制作が遅れているので少し遅れる可能性はあります。<br />ですが、可能な限り遅れないように頑張ります。<br /><br /><span style="font-weight:bold;">- 紅魔城伝説2の声優才能はすごいと思います。才能募集の方法はなんでしたか。(しかも才能のための財源はどこから来ましたか。)</span><br />代表の柳はサウンドデザイナーとして活動しています。その為、幾つかの制作事務所と知合いになりました。<br />今回は制作会社さんにコネクションを依頼しました。<br />柳自信は椎名へきるさんの大ファンでマジックナイトレイアースを見ていました。<br /><br />- 外国人のファンがいっぱいそうですよ。しかし、どこでゲームが買えるかわかりませんでした。一方で、[a:http://DLSITE.COM]DLSITE.COMが知っていますが、このサイトは変体のことを販売するから、ファンたちはそこで買えるのはちょっとね。もしかして、他のエッチがないというサイトが販売できますか。 <br /><br />残念ながら今のところ英語のページで販売しているのはDLSite.comとPalet MailServiceのみです。<br />日本のデジタル販売はまだまだ一般的ではありませんので、エッチなサイトしかなくてすみません。<br /><br />Palet Mail Serviceはデジタル販売ではないですが、英語で購入する事が出来ます(Air Mailです)<br />デジタル販売については、Paypalによる購入が可能になりました。<br />サイトは日本語ですが、今後英語の販売ページも制作してくれるとのことです。<br /><br /><a href="http://aja-games.com/aja_blog/?page_id=299">http://aja-games.com/aja_blog/?page_id=299</a><br /><br /><span style="font-weight:bold;">- 東方チャラを使うために、ライセンスとか必要ですか。</span><br /><br />東方のキャラクタについては以下のURLに記載がありますので見てみるとよいと思います。<br /><a href="http://www.geocities.co.jp/Playtown-Yoyo/1736/t-081.html">http://www.geocities.co.jp/Playtown-Yoyo/1736/t-081.html</a><br /><br />このインタビューをして頂いて、もう一度感謝していま。もし面倒なかったら,他のサークルを紹介してくれませんか。いろいろな情報を報告したら、もっと日本の同人シーンを明るくすると思います。それは私の任務です。<br /><br />東方の同人ソフトで仲良くさせていただいているのはいくつかありますが、その中でDL販売をしているのは偽英国紳士団ですね。インディで面識はありませんがEasy Game Stationさんにも注目しています。<br /><br /><span style="font-weight:bold;"><br />この記事と伴い、AJAのいろんな写真をくれませんか。例えば、感激かやる気ことがかかるワークスペースの写真はいいと思います。 よろしくお願いします。</span><br /><br /><br />ブログに公開されたFrontier Ajaの制作現場 柳の家です(笑)<br /><a href="http://aja-games.com/aja_blog/wp-content/uploads/2010/06/7f12cbb4c967f7237b32f1b70a3a61c3.png">http://aja-games.com/aja_blog/wp-content/uploads/2010/06/7f12cbb4c967f7237b32f1b70a3a61c3.png</a>John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0tag:blogger.com,1999:blog-131190889241138912.post-35898670987721695292010-07-17T10:43:00.000-07:002010-07-20T16:30:14.901-07:00blogspot receives a little love as I prepared for indie takeoverI have been working fervently on the rise of INDIESUPERSTAR<br />I have edited its first two debut articles:<br /><a href="http://indiesuperstar.com/archives/659">http://indiesuperstar.com/archives/659</a><br /><a href="http://indiesuperstar.com/archives/296">http://indiesuperstar.com/archives/296</a><br /><br />The art and layout are thanks mainly to <a href="http://dejobaan.com/">Dejobaan</a>'s <br />Ichiro Lambe. Dejobaan's PR man Leo Jaitley has been instrumental in making me a productive member of Dejobaan's new blog project.<br /><br />Here's to the future!John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0tag:blogger.com,1999:blog-131190889241138912.post-1782764610527732932010-04-09T20:43:00.000-07:002010-07-17T10:42:52.641-07:00Deathsmiles IIX and more love from siliconeraThanks to gracious Aksys, USA gamers will get to play Deathsmiles soon! However, XBOX360 users in Japan will be getting the sequel on May 27. Check out the HOT game play footage at <a href="http://www.siliconera.com/2010/04/09/heres-deathsmiles-ii-running-on-an-xbox-360/">Siliconera</a>. And yes, Siliconera writers are just as keen in noticing quality tipsters as they are in reporting on quality games!John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0tag:blogger.com,1999:blog-131190889241138912.post-56856563696936918082010-04-06T12:14:00.000-07:002010-04-06T12:18:21.720-07:00deathsmiles preorder start!Out for preorder today on <a href="http://www.amazon.com/Deathsmiles-Limited-Xbox-360/dp/B003E6VK5Q/ref=sr_1_7?ie=UTF8&s=videogames&qid=1270581319&sr=8-7">Amazon.com</a><br /><br />Here's to hoping this genre gets the attention it deserves in 2010!John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0tag:blogger.com,1999:blog-131190889241138912.post-3228607513866078932010-03-30T14:55:00.000-07:002010-03-30T15:02:57.939-07:00Scrap Metal, now with 3D!<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCBJXGX5fJzzc-bYr966hCGuEG5Jhyphenhyphenem7AkL5XXBFFit2qTWj5_f880P3BoMqpp9Aifa5-F4NWaDvp5FydgSIEroNWrFXnKgKgXP78kMzsAPf6UAs-2w_WfxvJ55o2VjF6JAEyd-V8MYU/s1600/IMG_0673.JPG"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCBJXGX5fJzzc-bYr966hCGuEG5Jhyphenhyphenem7AkL5XXBFFit2qTWj5_f880P3BoMqpp9Aifa5-F4NWaDvp5FydgSIEroNWrFXnKgKgXP78kMzsAPf6UAs-2w_WfxvJ55o2VjF6JAEyd-V8MYU/s320/IMG_0673.JPG" border="0" alt=""id="BLOGGER_PHOTO_ID_5454550808275079042" /></a><br /><br /><br /><a href="http://www.xbox.com/en-US/games/s/scrapmetalxbla/">Scrap Metal</a> for XBL by Slick Entertainment was on the PAX floor for play in regular view and 3D. The latter view required those not-so-fancy blue/red glasses. The glaring 3D effects I witnessed were a score bar, light polls, flags, menus, and explosions. <br />The gameplay felt like a great tribute to games like Destruction Derby or Twisted Metal.<br /><br />The game is out now and is 1200MS points.John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0tag:blogger.com,1999:blog-131190889241138912.post-87241963039081016832010-03-30T14:29:00.000-07:002010-03-30T20:28:45.178-07:00First gameplay of Comic Jumper revealed... with words<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTvMyi_tOQi_tgAUBYlDkYG8HjbnC2T4NmeygHvjid2MT9R7MuOgPWFH3nwYdJ-GZj5JND1td8X8tZiUPQAfiN3Y3YFI-tMKuCrnqndlWo2V86xMnFDgr0N3NZEjpEI7ab6YgehSrp9rE/s1600/ComicJumperLogo.png"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 138px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTvMyi_tOQi_tgAUBYlDkYG8HjbnC2T4NmeygHvjid2MT9R7MuOgPWFH3nwYdJ-GZj5JND1td8X8tZiUPQAfiN3Y3YFI-tMKuCrnqndlWo2V86xMnFDgr0N3NZEjpEI7ab6YgehSrp9rE/s320/ComicJumperLogo.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5454542328077705586" /></a><br /><br />Twisted Pixel had their two previous games, The Maw and Splosion Man, for play at PAX East. However, there were select times that representatives showed a live demo for their upcoming game, Comic Jumper, releasing on XBOX Live later this year. Captain Smiley and his sidekick Star, the aptly named anthropomorphic star on Smiley's chest, are not the comic duo they used to be as seen in the demo. They ultimately need to fight their way through their own comic book story line and "jump" into other comics to regain "star" status.<br /><br />There was intense melee combat in the first stage. Each finishing blow sent an enemy flying to the background, knocking over various furniture or flying out windows. The attacks had the cliche "BAM!" "BASH!" printed effects during combat. There was also shooting gameplay that the rep compared to "Contra" and "Gunstar Heroes."<br /><br />Some unique features are as Smiley takes damage, the character will look more sketch-like, extending the metaphor of Smiley's impending doom in the comic biz. For him to remain vibrant in the comics and in the game, he has to avoid dying! The game featured very stylish comic book panel segues, as action sequences changed.<br />There was a lot of spoken dialogue throughout the game, cheesy and fitting for a comic book game.<br /><br />(Minor spoilers) <br />In the demo, one of the robots was used to surf down the side of the building. Smiley even did minor tricks with his hop, making the robot spin around in the air. Lastly, we saw Brad, the presumed antagonist, who has his own theme song and Bradcopter to fly around and terrorize Star and Smiley. Star happens to idolize Brad to the extent that I felt the presence of a heavy man crush. Comment below if anyone else felt the Brad/Star man love vibes.<br />(spoilers end)<br /><br />Hopefully the positive reactions from the crowds will encourage Twisted Pixel to update their demo for E3 or a sooner press release!John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0tag:blogger.com,1999:blog-131190889241138912.post-11537419188211762062010-03-30T13:53:00.000-07:002010-03-30T20:28:15.647-07:00First news tip used by large gamer site!!!<a href="http://www.siliconera.com/2010/03/29/deathsmiles-release-date-and-cosplay-on-display-at-pax-east/">Siliconera</a> appreciated my PAX news tip and gave me credit!<br />Thanks, Spenecer, for recognizing the great journalism!John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0tag:blogger.com,1999:blog-131190889241138912.post-29213953190758522832010-03-30T08:49:00.000-07:002010-03-30T10:35:05.188-07:00Bit.Trip Runner heading home<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjo7yVsZvzbJIJrk5cNIoF4b5cLsdurK1_T9h0dOmbJ_rAsJJcA-jTCD-tTPeg6X9NuS71UWDu5fhUThwyFNQqJsp-dCIOOx0RFQqevK8flima2RF3Fv6Chfw_kvcUIQkUYtptD0G_Bb7I/s1600/IMG_0671.JPG"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 320px; DISPLAY: block; HEIGHT: 240px" id="BLOGGER_PHOTO_ID_5454454963674967874" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjo7yVsZvzbJIJrk5cNIoF4b5cLsdurK1_T9h0dOmbJ_rAsJJcA-jTCD-tTPeg6X9NuS71UWDu5fhUThwyFNQqJsp-dCIOOx0RFQqevK8flima2RF3Fv6Chfw_kvcUIQkUYtptD0G_Bb7I/s320/IMG_0671.JPG" /></a> Another <span id="SPELLING_ERROR_0" class="blsp-spelling-error">Gaijin</span> Games developed <span id="SPELLING_ERROR_1" class="blsp-spelling-error">Aksys</span> published Bit.Trip game will make its <span id="SPELLING_ERROR_2" class="blsp-spelling-error">WiiWare</span> debut in April 2010 for 800 <span id="SPELLING_ERROR_3" class="blsp-spelling-error">WiiPoints</span>. I played the game briefly twice. My first time was part of a competition. Epic fail. The game is a horizontal <span id="SPELLING_ERROR_4" class="blsp-spelling-error">speedfest</span> through tons of meticulously placed death traps that require lighting fast reflexes. If you lack these, you can easily submit to what I used my second play through: a little bit of memorization. Knowing what was ahead allowed me to plan my timing better. I can't knock the game for providing this <span id="SPELLING_ERROR_5" class="blsp-spelling-error">replayability</span> factor. Having a rewind option would only sever the tension the high speed twitching the game seems to capitalize on.<br /><br />I used the basic motions of jump to climb graduated steps, pits, and roadblocks. Well timed jumps were required if I wanted the gold stacks placed nearby the roadblocks. I kicked some obstacles that were too high to jump over and slid under enemies that would have been otherwise unaffected by my foot. It was an intense adrenaline experience. The colorful retro graphics that have been a staple to the Bit.Trip series seemed even more colorful this time around.<br /><br />If you know who won the Bit.Trip competition at <span id="SPELLING_ERROR_6" class="blsp-spelling-error">PAX</span>, have any found Bit.Trip series memories or any <span id="SPELLING_ERROR_7" class="blsp-spelling-error">trippy</span> memories in general, comment below!John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0tag:blogger.com,1999:blog-131190889241138912.post-92196427729960060122010-03-30T08:34:00.000-07:002010-03-30T10:36:45.498-07:00Power Gig rocks the expo, gameplay not included<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEFAezB7_KXP1G0IrNlBl7cbdhZs7BDimHImRI-WuYkGJ6IujM4xAKUxGz8ZdYhyphenhyphen711xa6S7YZLFoNtSOjEEFMIqnmiwnjvNhjunjEetB7pM4Ycag_6VRL5qokImz1TC23fUcdsCAo80A/s1600/power+gig+controller+mini+int.JPG"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 240px; DISPLAY: block; HEIGHT: 320px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5454452219855899410" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEFAezB7_KXP1G0IrNlBl7cbdhZs7BDimHImRI-WuYkGJ6IujM4xAKUxGz8ZdYhyphenhyphen711xa6S7YZLFoNtSOjEEFMIqnmiwnjvNhjunjEetB7pM4Ycag_6VRL5qokImz1TC23fUcdsCAo80A/s320/power+gig+controller+mini+int.JPG" /></a><br /><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8X6lo9y1AkUAzQ_oq_HwSOdUFt5WClqxCqwoXdLFMiK3FRk5o3F2bc652VIBDDCvBlhLEsEA0qhapfh0ROeOu9Sj-40DFfAxVmZ13fmtqN6fY2SFHcenxTg7QfurMjqcWS3pPkIPf1GA/s1600/powergig2.jpg"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 240px; DISPLAY: block; HEIGHT: 320px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5454451986657160706" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8X6lo9y1AkUAzQ_oq_HwSOdUFt5WClqxCqwoXdLFMiK3FRk5o3F2bc652VIBDDCvBlhLEsEA0qhapfh0ROeOu9Sj-40DFfAxVmZ13fmtqN6fY2SFHcenxTg7QfurMjqcWS3pPkIPf1GA/s320/powergig2.jpg" /></a> </div><div><a href="http://www.powergig.com/">Power Gig</a>, possibly the next generation of music games, made a cameo appearance of sorts at <span id="SPELLING_ERROR_0" class="blsp-spelling-error">PAX</span>. Representatives promised actual <span id="SPELLING_ERROR_1" class="blsp-spelling-error">gameplay</span> at the upcoming E3 and said the game would be released this Fall on <span id="SPELLING_ERROR_2" class="blsp-spelling-error">XBOX</span>360 and PS3. I believe this was the first real-time exhibit of the guitar controller. One has to wonder how realistic the other instruments will be, and further if the gaming audience that has pumped millions into <span id="SPELLING_ERROR_3" class="blsp-spelling-error">RockBand</span> and Guitar Hero will want to learn how to practice and play more realistically. Either way, the controller seems to add a pretty novel approach to a formula that began with <span id="SPELLING_ERROR_4" class="blsp-spelling-error">Konami</span> in Japan around a decade ago with <span id="SPELLING_ERROR_5" class="blsp-spelling-error">GuitarFreaks</span>.<br /><br /><div></div></div>John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0tag:blogger.com,1999:blog-131190889241138912.post-71827422430141583682010-03-30T08:11:00.001-07:002010-03-30T10:14:56.020-07:00Deathsmiles domesticated in June<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiqqxKrzj-sohisAOZntHCYeLY9Z0wskHNK6WFJ8xdilYiZpfPFen07O726z1non4tgdXkUPwGykJxDIe2TAAoCeHU_O3EP3wL_eBH7OSqL31hXLliCI9nUWUzE8Pwm5W5C-FRQ5zGSCo/s1600/photo(4)(2).jpg"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 240px; DISPLAY: block; HEIGHT: 320px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5454449025146825522" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiqqxKrzj-sohisAOZntHCYeLY9Z0wskHNK6WFJ8xdilYiZpfPFen07O726z1non4tgdXkUPwGykJxDIe2TAAoCeHU_O3EP3wL_eBH7OSqL31hXLliCI9nUWUzE8Pwm5W5C-FRQ5zGSCo/s320/photo(4)(2).jpg" /></a><br /><div><div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEger6znUdSev2Jh_P9NKab6MrucYx1KrwhMD9n_7Myjsv1kpPA00rys9YNe6_R0gzrv1YpP4x-fpCztZ1ocm73aOXm3mLAWPHxogXbjUIgw26spEBlEgiF_w6sz8ShLdLZHuQzmtXPL5L4/s1600/deathsmiles+JUNE+2010.JPG"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 320px; DISPLAY: block; HEIGHT: 240px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5454448280122476258" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEger6znUdSev2Jh_P9NKab6MrucYx1KrwhMD9n_7Myjsv1kpPA00rys9YNe6_R0gzrv1YpP4x-fpCztZ1ocm73aOXm3mLAWPHxogXbjUIgw26spEBlEgiF_w6sz8ShLdLZHuQzmtXPL5L4/s320/deathsmiles+JUNE+2010.JPG" /></a><span id="SPELLING_ERROR_0" class="blsp-spelling-error">Deathsmiles</span> on <span id="SPELLING_ERROR_1" class="blsp-spelling-error">XBOX</span>360 is a Gothic, frantic, horizontal shooter that was released in Japan last year by CAVE and has been localized by <span id="SPELLING_ERROR_2" class="blsp-spelling-error">Aksys</span>. The <span id="SPELLING_ERROR_3" class="blsp-spelling-corrected">Gothic</span> and horizontal elements are easily observed, and the frantic begins mid-boss when the bullets start filling up the screen. Luckily the character sprite is not totally vulnerable, only the tiny <span id="SPELLING_ERROR_4" class="blsp-spelling-error">hitbox</span> that glows in the character's center. I used the trigger buttons to easily switch my character's fire from left to right, which was necessary when enemies invaded from both sides. The screen was filled with vibrant color, at times with tons of enemies, and at other times with giant ghouls and monsters, fitting its Gothic theme. Think of games like <span id="SPELLING_ERROR_5" class="blsp-spelling-error">Gradius</span> or Darius <span id="SPELLING_ERROR_6" class="blsp-spelling-error">Gaiden</span> but on steroids.<br /><br />New at the <span id="SPELLING_ERROR_7" class="blsp-spelling-error">PAX</span> booth was a release window for <span id="SPELLING_ERROR_8" class="blsp-spelling-error">Deathsmiles</span>. I asked <span id="SPELLING_ERROR_9" class="blsp-spelling-error">Aksys</span> representatives for a more solid date, and was told "June 29." <span id="SPELLING_ERROR_10" class="blsp-spelling-error">Aksys</span> is assembling a limited edition package that will be announced in the next couple of weeks. The price is not yet determined.</div><br /><div>Comment below if you think the Goth <span id="SPELLING_ERROR_11" class="blsp-spelling-error">cosplay</span> girls above are helping or hurting the promotion of this game. </div><br /><br /><div></div><br /><br /><div></div><br /><br /><br /><div></div></div></div>John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com2tag:blogger.com,1999:blog-131190889241138912.post-78346355214608599812010-03-30T07:23:00.000-07:002010-03-30T20:27:54.067-07:00Shanked at PAX, and I liked it<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgepMdlYCDo5U41m5pd1YheCh1Wu-PVaaFnDPt62PZUPl_mOjJE_xoDamwRvVLbyhptOwaFkzgcbCzdaBKJRhmuTxDpFRyhxnixZkz9kvRv9WWUG56YkIMAKAbMyDhlx3XsaOCLx_zPDE8/s1600/SHANK,+mini+interview.JPG"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 320px; DISPLAY: block; HEIGHT: 240px; CURSOR: pointer" id="BLOGGER_PHOTO_ID_5454433269869579490" border="0" alt="" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgepMdlYCDo5U41m5pd1YheCh1Wu-PVaaFnDPt62PZUPl_mOjJE_xoDamwRvVLbyhptOwaFkzgcbCzdaBKJRhmuTxDpFRyhxnixZkz9kvRv9WWUG56YkIMAKAbMyDhlx3XsaOCLx_zPDE8/s320/SHANK,+mini+interview.JPG" /></a>I was able to play the gorgeous upcoming <a href="http://shankgame.com/">Shank</a>, by Klei Entertainment. The animation of the game was very fluid, and the gameplay matched that fluidity. The game's controls felt comfortably mapped as shown in the above photo and responded well. I could begin a combo with the shank and go into shooting or the chainsaw. I could also start a combo with the other buttons. I climbed walls with ease and swung across rooftops with well placed pendulums in the background. The demo's climax was a boss battle that involved (spoiler-free) strategy to defeat him and not random button mashing. The grapple button (semi-spoiler) initiated a gory death sequence to the boss.<br /><br />I spoke briefly with the art director Jeff Agala on the PAX floor. He said the inspiration for the game came from among Final Fight and Double Dragon. The graphics were partially an ode to Sin City, and the game also has a Tarantino film feeling. Agala wanted the game to have a feel of "cartoon playing" and considered the game's genre to be a cinematic brawler with platforming.<br /><br />Shank was one of the hottest looking and playing games at PAX. In a world of multimillion dollar gaming budgets, I am so thankful for digitally distributed games that respectfully move away from realism and explore the more colorful side of imagination.<br /><br />EA Partners is working on releasing the game for XBLA, PSN, and the PC. The release date and price point have not been set.<br /><br />Some of Agala's artwork are here: <a href="http://jeffagala.blogspot.com/">http://jeffagala.blogspot.com/</a>John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0tag:blogger.com,1999:blog-131190889241138912.post-44884068719718805052010-03-29T13:40:00.000-07:002010-03-29T13:45:34.753-07:00PAX East photo fun<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj4ICj-NMlF05q3QzUdb5QQEvNhjEY0SGS-ohZq6IVMxIyO_3OGm7zzeRW1n2V3izlP6_KeJt1vpSYrD6PAwAvgWtDYKRaIY3x9g5VIoYzSq5yCZs92FgNtkZ08XWpWFBuvBS_hWuhNNk/s1600/bayonetta.jpg"><img style="float: right; margin: 0pt 0pt 10px 10px; cursor: pointer; width: 240px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj4ICj-NMlF05q3QzUdb5QQEvNhjEY0SGS-ohZq6IVMxIyO_3OGm7zzeRW1n2V3izlP6_KeJt1vpSYrD6PAwAvgWtDYKRaIY3x9g5VIoYzSq5yCZs92FgNtkZ08XWpWFBuvBS_hWuhNNk/s320/bayonetta.jpg" alt="" id="BLOGGER_PHOTO_ID_5454159067673071426" border="0" /></a>Check out my newly added PAX photos. Why? Because the tall, darkly outfitted witch lady compels you to. Maybe there's even a lollipop in it for you!<br /><br /><a href="http://www.flickr.com/photos/48880167@N08/">http://www.flickr.com/photos/48880167@N08/</a>John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0tag:blogger.com,1999:blog-131190889241138912.post-63855002000829628322010-03-29T13:38:00.001-07:002010-03-29T13:39:28.777-07:00Calling all gamers<div style="text-align: justify;font-family:arial;"><span style="font-size:100%;">"Ubiquitous Gaming"<br />Gaming is becoming omnipresent, thanks to technology and thanks moreover to those people whose cravings for games have forced technology's hand to make products available on more platforms than ever before.<br /><br />How does one author begin to cover something that exists seemingly everywhere? He doesn't do it alone, that's for sure. Here begins my journey to build my legion and my legacy.<br /><br />Thanks goes out to the Boston Indies scene for the inspiration!<br /><br /><br /><br /></span><span style="font-size:100%;"><br /></span></div>John Gavinhttp://www.blogger.com/profile/08083112243170950744noreply@blogger.com0