228w ago - GameStop has reportedly revealed two more characters in "Zigo the Fisherman" and "Blanche the Actress," available "exclusively" through pre-order of the game via in-store ads.
These characters were previously announced and are the first two characters from the multiplayer portion of the game that 2K has revealed.
To quote: Koku Gamer spotted the images on the 2K's BioShock 2 forum from Rocco, where astute forum-goers point out that the images of the two characters look a lot like recently released BioShock 2 Mulitplayer Gamerpics #2 content on Xbox Live.
As the game's release has been pushed back to the "first half" of 2010, we're waiting to hear more before running out to the store and dropping five Earth dollars, thank you very much.
231w ago - A scan from the latest issue of Jump Magazine reveals some new Final Fantasy XIII character details, and NeoGAF forum member Rpgmonkey has translated some of the scan, as follows:
Hope Estheim • The silver-haired boy
• Uses a boomerang
• Hates Snow for getting his mother involved in the battle
• New Monster, "Cie Corpse (Husk?)"
• The eventual fate of a l'Cie
• Vanille's weapon is a fishing rod
• Lightning's great skill, "Air Blast"
• A l'Cie becomes a Cie Corpse when there's an unclear objective and they exceed their time limit, or something like that.
Vanille is shown in several of the trailers, but she is still a mystery. Shown in the trailers as a young girl looking a lot like FFX's Rikku, Vanille will use a yo-yo type of weapon.
It's not heavily detailed as to what abilities she'll have or what kind her weapon will use, but she'll be swinging it around during battles.
In a later post he clarifies some of this information:
I don't know if it's exactly a fishing rod or it's just the most accurate description, but apparently she attacks with a needle attached to a wire, so it's at least the easiest...
232w ago - A new Tales of Graces scan is available, which appears to reveal two new playable characters, as well as some new information about the PlayStation 3 port of Tales of Vesperia.
This game is the first mothership (Namco Bandai's term for non-spin-off games in the Tales of series) game for the Wii.
The previous Tales of game for the Wii, Tales of Symphonia: Dawn of the New World, was classified as a spin-off sequel.
To quote: The black-haired male's name is Hubert Oswell (voiced by Takahiro Mizushima) and is Asbel's younger brother (by one year), and the red-haired female's name is Shelia Barnes/Burns (voiced by Shiho Kawaragi).
It appears the male favors close-hand combat, while the female uses spells to attack. The scan also shows a new swimsuit costume for Flynn, entitled Short-Sleeved Prince, which has Mieu from Tales of the Abyss on the logo.
247w ago - At a presentation about the visual technology behind the development of "Dead Rising 2," the game's character art lead, Izmeth Siddeek, said that the development team at Blue Castle games is preparing for players to encounter an unprecedented zombie horde.
To quote: "Dead Rising 2 deal[s] with the rendering of the greatest number of characters ever seen in a video game," he said. "Everything else needed to be subordinated to this requirement."
His presentation focused on how software called Mental Mill enabled Blue Castle to efficiently render many characters in visually distinct ways.
The software is helping the makers of this zombies-in-a-casino action game to present a large number of characters without losing graphical quality and without having to take shortcuts that would put the game's zombies in a small number of outfits.
In a postscript to the presentation, Laura Scholl, product manager for Mental Mill, said that Siddeek said that the "Dead Rising 2" development team is preparing to have as many as 6000 characters on the screen. Siddeek did not say whether that figure was accurate.
267w ago - Sony's semi-official blog ThreeSpeech has posted an article that asks AI coders from a number of studios "how close are we to creating truly autonomous AI characters" in games. To quote:
Part one: autonomy
To kick off, we're looking at enemies who think for themselves. How close are we to creating truly autonomous AI characters, able to react in real-time to player actions and formulate their own responses? Some developers have been experimenting with techniques such as Goal-Orientated Action Planning (GOAP) for several years in order to create 'thinking' beings.
But is this desirable? And is there still a role for scripted AI, in which the baddies perform actions based on pre-programmed, pre-determined elements? We ask the makers of F.E.A.R, Prototype, Dead Space and Wheelman.
Sergio Garces Casao, Lead AI Programmer, Prototype, Radical Entertainment
Chris Hecker: Independent game coder
Jeff Orkin: MIT Media Lab, Cognitive Machines Group. Previously Senior Software Engineer, Monolith Productions
Louis Gascoigne: Software Engineer, Dead Space, EA Redwood Shores
Nick Davies: AI Programmer, Wheelman, Midway Newcastle
Jeff Orkin: We shipped the first example of a GOAP system with F.E.A.R in 2005, and since then several...