277w ago - Motomu Toriyama has shot off some details of the FFXII Demo that will be bundled next march with the Japanese version of Advent Children Complete.
IGN (linked above) has better translated the details and like the FFVII demo you will be able to play through the opening prologue and players will be able to control of more than Lightening only.
To quote: Describing the demo, Toriyama said, "Like the FFVII demo that was included with PlayStation's Tobal Nol.1, you'll be able to play from the opening through the prologue. We're making it so that players will understand about the world of the Cocoon and how the Lucys are handled."
Toriyama hinted that the demo could be of substantial length. While not giving a specific play time, he said, "We'd like to make it something with lots of volume." To this, he added with a laugh, "I think it will be longer than FFVIIAC."
As to what all that content will consist of, Toriyama wouldn't get too specific. He did confirm, however, that the realtime sequence that was shown in the DKS3713 trailer won't be included. That section of the game actually follows the demo, Toriyama explained, mirroring comments that were made by the development staff in a documentary film that aired at the event.
278w ago - EA executive producer Glen Schofield says that Cliff Bleszinski told him Dead Space "looks great" on the Unreal Engine. One problem, the game uses EA's own graphical engine. It's one highlight in a very revealing video interview that Planet Xbox 360 had with Schofield at EA's Redwood Shores location about Dead Space.
The entire video (.mpg) is on Planet Xbox 360's site. Camera work's a little shaky, but all you need is the audio. Schofield, with little prompting, talks very candidly about the game's design, how it compares with other familiar titles, and how it all came to be.
Schofield himself visited with horror directors Wes Craven and Eli Roth, and writer Warren Ellis, to inform EA's perspective on horror and how it will translate into the gameplay. Craven had a "really deep philosophy" about horror, getting downright creepy because it involves a family aspect. Roth "was little more about torture porn than the horror," Schofield says with a laugh.
But what really gets my hopes up about this game is when he talks about the reason it exists: "We wanted to make a game for us," he said. A game the small-but-passionate dev team wanted to play itself. Every gamer wishes he or she had that kind of creative outlet, and the resources to fill it, and if we had that kind of access we...
288w ago - Some of the more 'hardcore' gamers out there were a little concerned when EA acquired BioWare, fearing that their beloved game maker might start churning out yearly sports franchises.
However, the studio appear to be thriving under a rejuvenated EA, and with the PC version of Mass Effect now hitting shelves, times are good for the Canadian developer. We sat down with PR big wig Matt Atwood to learn more.
Mass Effect looks like it has been polished-up nicely for the PC. How important is this release for BioWare, and what feedback have you taken on-board from the Xbox 360 release?
Whenever we create a game we always look at fan feedback, since delivering a game that our fans want to play is our top priority.
For Mass Effect on the PC, some of the changes we made based on feedback was making the inventory system and Mako controls more intuitive, and we've added things like the new Tactical HUD which wasn't based on feedback, but really lends itself to the platform.
How challenging was converting the controls from the 360 to the PC?
Our focus in converting Mass Effect to the PC is to make it very natural for the platform. Any time you focus on making the experience very natural to a different platform, it takes both creativity and hard work. One thing...
293w ago - Studio Archcraft came into the public eye when it originally revealed its plans for an elaborate role-playing experience for the Game Boy Advance called "Project Exile". Now the game has strong backing, has been moved to the Nintendo DS and has been developed considerably since its original conception, as well as receiving a new name, Cubed³ decided to catch up with the team to see exactly what was going on and what future plans were on the cards...
Cubed³'s Adam Riley: First of all, can you tell our readers how big the team is on this project, and how long the game has been in development?
Vincent Dehaut, Studio Archcraft: We've been working on Project: Exile for a pretty long time - we started the basic groundwork in 2001 or so, and began serious production work in 2002. We were still in school at that time, and the team was (and still is) fairly small considering the scope of the project. Overall, around twelve persons contributed to the project, excluding testers, and of those only three (the lead programmer, the lead artist, and the lead businessperson) worked on the project for the full duration of the project.
AR: What made you choose to bring the game from GBA to Nintendo DS? And what are some of the hurdles you have faced during the transitional period?
298w ago - Per Al De Leon (PR Manager, SCEA) today:
Hi, everyone. When you turn on your PS3 today, you'll be greeted with the newest system software update, v2.20. We gave you the heads up last week on what the new firmware would deliver, and, as promised, we have Eric Lempel back on camera to walk through a demo of some the new features.
Also, to set the record straight, Blu-ray Portable Copy was never a part of this firmware update, and the feature isn't related to BD-LIVE. We know a lot of you are excited about the ability to take a copy of a BD movie with you on the go on your PSP, so we'll keep you posted on any developments with this cool feature in the future.