Friday, September 28, 2007

MSNBC 10 Businesses Facing Extinction

MSNBC.com has posted a short article on their regular Future of Business column that outlines 10 businesses that are facing extinction in the next 10 years. The last entry for the article is the coin-operated arcade. I would normally write a short response to go along with the post, but I'll have to get to that a bit later this weekend due to time constraints. In the mean time, I thought it would be important to go ahead and link to the article to highlight an outsiders opinion about the state of the industry. The article seems entirely centered around the American side of the business, which is understandable considering the audience, but should be an important fact that is noted before it's read.

The Future of Business: 10 Businesses Facing Extinction
Coin-operated arcades
With Nintendo Wii, casual gaming online and the Xbox 360, the video game arcade industry is thriving, but not the standalone brick-and-mortar arcades. For those of you who thought arcades were already dead, they still exist — at movie theaters, miniature golf courses and other touristy spots — but it seems only a matter of time before they vanish from the landscape. Ten years ago, there were 10,000 arcades in the nation, and now the number is close to 3,000, according to the American Amusement Machine Association. Revenue from arcade game units brought in $866 million last year, which sounds good until you consider that in 1994, the industry was pocketing $2.3 billion and that the profits are only still high because it costs so much to play a game.


Odds of survival in 10 years: Game over.

SNK Playmore USA "officially" announces King of Fighters XI and NEO GEO Battle Coliseum for US Release

After being on the "in-development" page of the SNK Playmore USA website for a while now, I would think that it was pretty much a given that King of Fighters XI and NEO GEO Battle Coliseum were announced for US release. In case there were any questions about SNK Playmore USA's intents with the two titles, the company issued a press release today "officially" announcing that both games will be released in the United States.

As "great" as that may be, is it wrong of me to be hoping for a release date rather than a press release that is amounting to a second announcement of the games?

Press release is below.

SNK PLAYMORE USA Announces THE KING OF FIGHTERS XI and NEOGEO BATTLE COLISEUM for PlayStation®2 System
More Classic SNK Arcade Titles Arriving This Fall

Wall, NJ – Sept. 28, 2007SNK PLAYMORE USA CORPORATION, the U.S. publishing arm of the SNK PLAYMORE CORPORATION, today announced THE KING OF FIGHTERS XI and NEOGEO BATTLE COLISEUM for the PlayStation®2 computer entertainment system.

THE KING OF FIGHTERS XI expands on the winning KING OF FIGHTERS formula with new strategic options like Quick Shift and Saving Shift, which allow greater precision and control when switching out characters, the match-deciding Judgment Indicator, and Dream Cancel, which wreaks even more havoc than the Super Cancels found in previous games. In addition to all the 2D-fighting goodness found in the popular arcade version, THE KING OF FIGHTERS XI for PlayStation®2 system offers exclusive features including extra characters, bonus stages and brand-new music.

Set in the year 2017, NEOGEO BATTLE COLISEUM pits players against a man determined to rule the NEOGEO world. The game employs a two vs. two tag-team battle system allowing players to switch characters during play and perform team attacks on their opponents. The character roster has 40 characters represented by well-known faces from the likes of WORLD HEROES, ART OF FIGHTING, FATAL FURY, SAMURAI SHODOWN, LAST BLADE, METAL SLUG and KIZUNA ENCOUNTER.

“KING OF FIGHTERS XI and NEOGEO BATTLE COLISEUM will give SNK fans everything they’ve come to expect plus great new features that put a twist on the classic game play,” said Ben Herman, president of SNK PLAYMORE USA CORPORATION.

About SNK PLAYMORE USA CORPORATION
Headquartered in Osaka, Japan, SNK PLAYMORE CORPORATION (SNK) develops, publishes and distributes interactive entertainment software in Japan, North America, Europe and Asia. Founded in 1978, SNK is one of the largest privately held interactive entertainment content providers in the world. Known for such franchises as THE KING OF FIGHTERS, METAL SLUG, and SAMURAI SHODOWN SNK continues to be an industry leader by focusing on their rich arcade history. More information on SNK PLAYMORE CORPORATION can be found at www.snkplaymore.co.jp

SNK PLAYMORE USA is a wholly owned subsidiary of SNK PLAYMORE CORPORATION with offices in Wall, NJ. It handles operations in North America including publishing, marketing, development and localization. More information on SNK PLAYMORE USA can be found at www.snkplaymoreusa.com

Wednesday, September 26, 2007

Shin Chuka Taisen (Nintendo Wii) Review

I should love Shin Chuka Taisen.

At face value, it seems that the game would have satisfied everything that I could have requested from a remake of the original Chuka Taisen/Cloud Master. But somewhere in the translation of bringing an updated version of the classic arcade game to the Nintendo Wii, certain design decisions have gone horribly awry and have left a bad taste in my mouth in regards to how I feel about the new title.

I commend Starfish for what they have attempted to do here. It is no easy task to take on a remake that most gamers who remember the title hold in a rather fond memory. However, to put it bluntly, Starfish has failed with the remake and even when viewed seperately outside of the nostalgic ties, has only succeeded in creating a mediocre shooter that seems more akin to a doujin fan-release rather than a full commercial project.

Is that too harsh? Maybe.

But I can't help but feel that the conscious development choices made with Shin Chuka Taisen are what has hurt the game the most.

So where did it all go wrong?

I probably need to talk real briefly about the original Chuka Taisen/Cloud Master games by Taito. After the original arcade release in 1988, Taito Corporation ported the game to the PC-Engine, MSX, NES, and Sega Master System. The game borrows heavily from the Journey to the West folklore, and features horizontal scrolling with patterned enemy waves reminscent of most horizontal shooters of the time. The game was relatively simple, even for its release, but the cartoon styled graphics, good sprites, and an insidious difficulty level meant that the game stood out among the lot of Gradius clones that were filling up arcades at the time.

Starfish locked onto the license about a year ago alongside the license for Kiki Kai Kai. Both games have apparently seen a ton of pressure from Taito's parent company Square Enix (which led to Kiki Kai Kai being cancelled), however, the details of the issues that arose between the development team and Taito/Square Enix are little more than speculation as to the cause.

Gamers who are familiar with the original game will find Shin Chuka Taisen instantly accessible. The level layouts, power up system, enemies, and bosses are all based on trying to keep the look and feel of the original intact. The game's backgrounds and sprites are a all reworked to take advantage of some of the 2D potential the Wii has to offer, but the system's capabilities seem to be grossly underused.


I couldn't help but trying to compare the sprites in Shin Chuka Taisen with Odin Sphere and Vanillaware's work when playing the game. This was probaly done at a disservice to Starfish, because even the bosses (which were where Starfish put most of the effort in their sprites) seemed amateur-esque after Vanillaware's PS2 efforts. Yes, they are two seperate genres and it is likely unfair to compare the two, but when the sprites in Shin Chuka Taisen look as though they have at most only 3-4 frames of animation, it really calls into question just how much care was put into making the game attractive to gamers unfamiliar with the Chuka Taisen name.

Overall though, the sprites are passable. If the game's issues ended simply with the slightly underdeveloped sprites and backgrounds I could overlook the issues. But it is just a smaller piece in a larger puzzle...

Before I rip into what really irks me about Shin Chuka Taisen, I do want to mention a few positives.

The game's music is well done. The soundtrack is borrowed heavily from the first game with fully realized remixes of a lot of the original tracks. The level design, while not as varied as I would want it to be, is a direct homage to the first game right down to the level paths and layouts. Whenever I went through the stages and was able to see the original 1988 levels redone with art from today, I couldn't help but feeling the tugs from my nostalgic side trying to tell me the game could be fun... in a way.

Further, though I won't all out praise the implementation of the Wii remote controls (which tilts the screen based on if you tilt the controller left or right), they weren't a detriment to the game and at least brought a mildly entertaining component. I only wish that Starfish would have taken the effort to design more gameplay sections that would've relied on the mechanic rather than it becoming a simple add on that is more of an afterthought than anything.

And this leaves only where the game seems to lose its focus.


Like it or not, the scrolling shooter genre is a niche genre even in Japan. Because of this, side scrolling shooters made to attract a wider audience have a tendency of falling into the trap of forgetting the core fanbase. I believe that this is the case of what happened with Shin Chuka Taisen.

In designing the game, Starfish has elected to add both a health and lives system to the mix. In the originial Chuka Taisen, it was one hit and you died, sending you back to the last checkpoint. Though I applaud the decision to remove the checkpoints in the new game, with the added health bar and lives system, any difficulty in the game was sapped. Even on the hardest difficulty levels I found the game to be lacking in any threat or challenge.

Anyone who is a fan of shooting games in general (which would be the people I would think that this game should've been marketed towards), is going to find the difficulty in Shin Chuka Taisen disappointing. This is a bit of a death note for a side scrolling shooter. Without a solid difficulty level, the game has nothing to really offer gamers for multiple playthroughs. Considering the difficulty of the original Chuka Taisen series, those playing through Shin Chuka Taisen for nostalgia (like myself) are going to find very little to hold onto. The scoring system is little more than shooting as many enemies as you can and there are no rewards for clearing the game aside from a happy little credit roll and a Game Over screen.

When it comes down to it, Shin Chuka Taisen does very little for furthering the genre's reach to a casual crowd and succeeds in ostracizing what should've been its primary audience. Though Starfish receives kudos for developing a new 2D game, their failures of understanding what they should've have done with the Chuka Taisen name puts a black mark on their efforts. I only hope that Kiki Kai World doesn't suffer the same fate as Shin Chuka Taisen.

Final Score
2/5

Quick Review
Shin Chuka Taisen feels like a fan-made project that does more of a disservice to the genre than rewards Chuka Taisen fans with a remake of a classic arcade shooter.

(Shin Chuka Taisen will be published stateside under the name "The Monkey King: The Legend Begins" by UFO Interactive)

New Ketsui DS Death Label Videos

At this year's Fall Cave Festival, attendees were able to download a time locked version of the Ketsui DS Death Label demo.

YouTube user otomokanemitsu has posted a series of videos from the demo to showcase the latest build in action (I've embedded them below). I can already feel my DS Lite screaming at me for abusing its d-pad as much as I'm going to abuse it with this game. Though it isn't necessarily a "horrible" d-pad in the grand scheme of things, games that need exact diagonals and feathery light movements tend to be a case in fighting off frustration more than anything.

Overall though, the game does look like its coming along nicely... I'm hoping that we see some more information in regards to a retail release sometime soon. We've been taunted with it by suggestive posts from Mihara for a while now, so it seems like it should be time that some more set details are revealed.




There were also a few other neat things showcased at the Cave Festival. Since I didn't have anyone there to really provide any first hand impressions, I would definitely suggest heading over to Gamengai to read up on their thoughts of the event.

Arcana Heart 2 and Akatsuki Blitzkampf Announced in Arcadia

Arcana Heart 2 and Akatsuki Blitzkampf have both been announced for arcade releases according to the latest issue of Arcadia Magazine. No additional details have been revealed, but once the magazine hits newstands and scans are available, I'll be sure to provide the information as I can find it. Unfortunately for me, since my subscription to Arcadia ends up coming a week or so later than most people (one of the effects of having the magazine shipped stateside through a third party), I'll have to keep an eye out on a few other sites for the early reports.

It is great to see Akatsuki Blitzkampf receiving an actual arcade release. Like Melty Blood before it, the game continues the trend of PC doujin fighters attracting enough attention online for the game to be looked at more seriously by publishers and distributors alike. Though I haven't put as much time into the game as I would like, it is a surprising trend breaker compared to other doujin games. In a lot of ways, it is more similar in style to the old school Street Fighter series than it is the new wave of Arc System Works inspired games.

I should have some scans soon, but at the very least, next week when my issue comes in I'll try to post up a few images if they are available.

Tuesday, September 25, 2007

Sengoku Basara X AM Show Impressions

I've been a bit torn about how I wanted to go about posting the impressions of Sengoku Basara X from the AM Show. I know that going into the event, it was near the top of my list of games that I wanted to see, but based on the hands-on information that I was sent and the videos that came out of the event, I can already feel myself building up for disappointment.

Perhaps it's better that way.

Hype has a tendency of killing a game before it is even available, and the pre-announcement hype that Sengoku Basara X has built is enough to elevate the game to a near impossible to meet level.

With a pedigree of two of the best fighting game developers behind it, Basara X already finds itself in an odd predicament. Though Capcom fighting fans and Arc System Works fighting fans can both appreciate a good game within the genre, both of the groups have their own preferences on what makes a good fighting game. Because of this, the mish mash of influences that can be felt in Sengoku Basara X may feel odd to someone who is looking at the game from the standpoint of a veteran of the Street Fighter series or the Guilty Gear series.

When it comes down to it, I'm not entirely sure just how much Capcom has with the hands on development with Basara X. The game was being built up as the first original Capcom fighter in years, but from everything seen so far and from the hands-on reports, the game is more favorable to the Arc System Works style rather than Capcom's. This isn't a bad thing by any means, but outside of the license, if Capcom is providing as little as it appears that they are providing, gamers expecting a true “joint” project between the two companies may be a little put off by the overall feel that the Arc System Works' touch has.


I've already gone into the controls of Sengoku Basara X once, but I think a refresher is in order since some things have changed slightly from the original reports. The game still relies on 4 buttons: weak attack, medium attack, heavy attack, and an engun button.

The engun system is the basic assist mechanic in the game. As I've stated before, it is a unique reinforcement technique that is similar in a way to the Marvel vs. Capcom series. During the course of the match, the longer you put off pressing the assist button, the more powerful your assist character (or characters) become. Further, the higher the level of your assist character, the shorter the recovery time is before you can use the assist again in a match.

When you press the engun button, the results are taken in context from when you press it. Press the engun button normally, and your assist character will perform a basic “assist attack”. Press the engun button during special moves, and you perform a special attack that will take advantage of both your assist character's attack as well as your special move (think of cancelling a super with another super in Marvel vs. Capcom 2). Press the engun button while being attacked and your character will perform a counter attack.

Pretty basic stuff I know, but the resulting impact of the level system in the game should prove to be interesting in competitive play. Unfortunately, we won't really know what kind of effect it will have until the game is out of location tests since for the most part, the engun system itself has been relatively “unabused” in the early reports.

Outside of the engun system and the button layout, Sengoku Basara X uses basic commands similar to the Guilty Gear series. Aerial dashes, Faultless defences, Back Dashes, Dashes, Dusts... All of these maneuvers are done in the exact same way as most Arc Systm Works fighters. It should be noted however, that despite the similarities, the game is striving for a slightly different “feel” than either Guilty Gear, Battle Fantasia, or Hokuto No Ken. The system may be the same, but it is being tweaked quite a bit to “fit” with the Basara character lore that Capcom is bringing to the mix.


With that said, the game at its state shown off at the AM show was a solid fighter through and through, but seemed to lack the oomph needed to really push itself in front of its competition. Though the game feels a bit loose at this stage, it already shows more promise than Hokuto No Ken, which should put some fears aside for those gamers who don't like Hokuto no Ken.

However, there are some problems that need to be addressed.

The spritework hasn't “wowed” me as much as I feel it should. This could be partly due to my disinterest in the source games, Sengoku Basara and Sengoku Basara 2. I'm sure that for fans of the source material, the character designs will be much more appreciated, but for everyone else, the characters and setting may appear to be a bit underwhelming compared to Arc System Works previous efforts.

I will say though that the historical basis for the series is incredible. If you ever have the time to head down to your local library and begin to read up on the history of the Warring States Period I would definitely recommend it. The number of games that are inspired by this time period in Japanese history are quite a bit more prominent than what most people realize. It's the small connections that you'll make with games that puts a new light on design decisions and the impact that this historical era has had on pop culture in Japan.

The second issue that I'm having is with the animations. Despite the sprites being detailed, one criticism Arc System Works has had to deal with overall with their body of work is limited animations. This has improved greatly over the last couple of years. Though Accent Core may not be in the same calibre of animated quality as Third Strike or Garou Mark of the Wolves, the animations do their job, but just not as well as they could.

The animations in Basara X are hit and miss right now. Though cloth and armor for the characters move naturally overall, there are some moments of uncomfortability with the work that may or may not hinder the finished product. I also have a slight issue with the near static backgrounds. I don't necessarily expect fully animated, heavily detailed backgrounds, but in some cases (such as the ruined battlefield), there is nothing moving that would give you the impression of being a part of a “living” environment. Minor issue, I know, but it is still an issue that stands out to me none-the-less.

All of this wouldn't take much to polish up before its release. And due to the small changes being made between each build seen, I'm expecting that some of the minor details will be cleared up before it hits arcades later this year.

The character roster is a bit hard to judge currently. Though it is getting quite a bit more diverse (latest location test videos showcase Honda Tadakatsu who appears to be a Potemkin-esque fighter laced with a bit more speed), the fighters haven't quite fallen into their predictable templates. This should come with more hands-on time with Basara X. I think a lot of this can probably be written up due to the fact that despite being a 2D fighter, the range considerations and speed of weapons of the different characters rewrites a lot of the rules that would normaly govern a game like Basara X.


It isn't completely unique by any means, but it has been a while since I've seen a fighting game that has as many variables that need to be taken into account before a truly “safe” attack can be made. For example, Date Masamune at first glance looks and plays like a standard shoto, but slight alterations in the archetype “template” changes the way that he needs to be played in Basara X. These sort of tweaks will make the game a bit more intriguing to gamers who have played fighting games over the last two decades, but to a gamer who doesn't devote a lot of attention to really learning a “system”, a lot of these subtleties will be lost.

Right now, Basara X hasn't quite lived up to what I wanted it to be. I know most of this is due to my own excitement about the game, but I just haven't been “caught” by the games reach as much as I have with previous fighting games by Capcom or Arc System Works. I believe based on what I've seen and the reports I've been provided that the game will be a good fighting game, but I'm not sure if it will have the lasting effects that I believe that Capcom was wanting with the title.

The Sengoku Basara license will attract a lot of initial attention in Japan, but currently the system may prove to be a bit too loose for competitive players who may find the game to be branded more towards an intermediate player rather than experts. Add to this the presence of a few questionable glitches that have popped up in early tests as well as some already potentially abuseable moves, and the game seems to balance on a teetering edge.

October already has two more sets of hands-on tests scheduled as well as a private showcase by Capcom. Early bugs are expected, so the fact that Capcom has been testing the hell out of Basara X is promising for the game despite some of its early issues. It is just a matter of time until we find out how Capcom and Arc System Works will react and whether Sengoku Basara X is a cash-in by Capcom or a real attempt to redefine what the fighting genre can be.

US Pre-order for Virtua Fighter 5 from Coinopexpress

The US arcade version of Virtua Fighter 5 announced a couple of weeks ago has been put up on Coinopexpress for pre-order. The pre-order comes in at a fairly nice $4,000 and includes the Lindbergh arcade kit, Virtua Fighter 5 software w/ security plug, artwork and English manual.

Tentatively, the release date is scheduled for November, however Sega's own amusement site hasn't updated any information in regards to the title, so it's tough to say for sure. It does however look like now is the time for people to contact Sega distributors to inquire about the game. I would personally love to see Virtua Fighter 5 see a wide spread release, but the fact that it is releasing near simultaneous with the Live-enabled Xbox 360 port may dampen potential sales.

Gundam vs. Gundam to be showcased October 3rd & 5th

The highly anticipated Gundam vs. Gundam is scheduled to be showcased at the Banpresto Private show on October 3rd and 5th. Early reports are already beginning to come out that has some people questioning the changes being made to the workhorse system that has lasted 6 titles in the Mobile Suit vs. series originally crafted by Capcom. Unfortunately, it is unknown whether or not the game will be seen in a playable form or simply in video and cabinet similarly to how it was recently shown off at the AM Show.

Hori Reveals new Xbox 360 Peripherals for Japan

Hori had a series of new Xbox 360 peripherals on display at the Tokyo Game Show this past weekend.

Though the Virtua Fighter 5 fighting stick has already been released stateside, Japanese gamers (and importers alike) should note that the stick on display at the TGS showcased special edition artwork that is leagues better than the stick already released here in the US. I don't know how much the stick art means to everyone else, but I would almost think that it would be worth it to avoid purchasing the US release of the stick and pay the extra dollars to import the Japanese version which is coming November 1st. Like the American counterpart, the Fighting Stick EX2 remains wired.





The second peripheral revealed is one I personally can't wait to get my hands on. Hori currently has designed a special flight stick for the Xbox 360 to coincide with the release of Ace Combat 6 exclusively on Microsoft's system. Unfortunately, the set up wasn't available to test out at the show, however, it looks very similar to the previously released flight stick by Hori for the Playstation 2. This means that fans of the Ace Combat series should be in for a treat, since the Playstation 2 stick added another layer of depth to the game. The flight stick is set to be released in December in Japan according to Hori, however there is no word whether or not it will make its way stateside, but I assume that since this is Microsoft's largest market it will definitely find its way onto store shelves with Ace Combat 6.

Images courtesy of Game Watch

Monday, September 24, 2007

First Screens of Metal Slug 7

I've finally got my hands on the first screens of Metal Slug 7 from the Tokyo Game Show.

The game has some issues through and through. Don't get me wrong, I think it's great that SNK Playmore is providing gamers a new Metal Slug handheld game, but when they made the decision to make it the next "numbered" Metal Slug in the series certain expectations need to be met by the title. Unfortunately, at this stage Metal Slug 7 simply doesn't meet those expectations.

SNK Playmore seems to be borrowing scaled down art assets from previous Metal Slugs. This isn't necessarily a bad thing, but it is causing the game to have an awkward appearance. Furthermore, the backgrounds in the one stage that was playable were extremely generic. The game just seems to be missing some of that Metal Slug attitude that makes the series great. There is also a lot of issues with slowdown with the game, which is absolutely killer in a 2D action title. This is probably the biggest complaint and the one that needs the most attention by the development team.

There is still plenty of days left in development for Metal Slug 7. SNK Playmore may be able to pull a rabbit out of its hat and prove a liar out of me (and I hope they do), but until then, I can't help but think that the Nintendo DS is providing only a shadow of what Metal Slug 7 could've been.

Top 5 Arcade Games in Japan

Here are the top 5 Arcade games in Japan for the month of August, seperated by dedicated and non-dedicated cabinets.

The resurgence of fighting games (especially Virtua Fighter 5 which shot up to number one after being as low as 4 in previous months) is mostly due to the strength of the Tougeki Super Battle Opera which was held in late July. It is no coincidence that 4 out of the top 5 games on the non-dedicated cabinet list were all featured at that tournament.

Top Games on non-Dedicated Cabinets
1. Virtua Fighter 5 (Sega, Lindbergh)
2. Mobile Suit Gundam: Seed Destiny vs. Z.A.F.T II (Banpresto/Capcom, System 246)
3. Guilty Gear XX Accent Core (Arc System Works, NAOMI)
4. Tekken 5 Dark Resurrection (Namco Bandai, System 256)
5. Street Fighter III: Third Strike (Capcom, CPS-3)

Top Games on Dedicated Cabinets
1. Mah-jongg Fight Club 6 (Konami)
2. Initial D Arcade Stage 4 (Sega)
3. Sangokushi Taisen 2 (Sega)
4. Pop N' Music 15 (Konami)
5. DrumMania V3 (Konami)

Sunday, September 23, 2007

King of Fighters XII rumored for the Playstation 3 and Xbox 360?

According to Kotaku, SNK Playmore has confirmed with the gaming blog that King of Fighters XII is currently in the works for the Xbox 360 and Playstation 3 and is scheduled for release on the two systems in early 2009. Though I'm not entirely convinced of the accuracy of this announcement, Kotaku has posted the news without hesitation as being 100% factual.

In the post, King of Fighters XII is being described as a 3D fighter with 2D shading by the SNK Playmore overseas marketing manager Koyama. This puts the game more into the company of Battle Fantasia than it does traditional King of Fighters games. It also calls into question previous statements about King of Fighters XII where it was described as a high definition sprite based fighter.

Take this with a grain of salt right now. I have no reason to distrust Kotaku's reporter Brian Ashcroft, but I can't help but think there is more to this story than what has already been posted. If true, it shows that SNK Playmore is finally looking to really tap into the power of the Type X2 platform (unlike what they did with King of Fighters Maximum Impact Regulation A), and it also throws all the rumors about a King of Fighters XII Playstation 2 port out the window.

I'm sure more information and hopefully sources will come out soon so people can fact check the announcement.

Friday, September 21, 2007

Soul Calibur IV Official Website Launched

Namco Bandai pushed their official Soul Calibur IV website live this weekend in time for the Tokyo Game Show. Very little in the way of new information, but there is at least a browse-able series history as well as the E3 and Tokyo Game Show trailers available for viewing. To check out the site head over to http://www.soularchive.jp/SC4/index.html.

Ikaruga (Xbox Live Arcade) - Tokyo Game Show Videos

Courtesy of IGN:



SNK Playmoure USA Announces 2007 - 2008 Tokyo Game Show Line-up

SNK Playmore USA issued a press release announcing their 2007 - 2008 Tokyo Game Show line-up. A lot of surprises are in store for NEO GEO fans, as the King of Fighters and Samurai Spirits collections are finally making their way stateside by the publisher. Of particular interest in my mind is the SNK Arcade Classics Volume 1 for the Playstation 2/Playstation Portable. It should be interesting to see what sort of games are scheduled for that compilation since the fighting games have all been given their own sets. I'm crossing my fingers that Baseball Stars is somewhere on that disc...

SNK PLAYMORE USA Announces 2007 Tokyo Game Show Line-up

Wall, NJ – Sept. 21, 2007 – SNK PLAYMORE USA CORPORATION, the U.S. publishing arm of the SNK PLAYMORE CORPORATION, today announced its 2007/2008 line-up at the Tokyo Game Show 2007, being held Sept. 20-23 at Makuhari Messe in Tokyo.

“We’re pleased to once again be bringing fans more of the quality fighting and great arcade games they’ve come to expect from us,” said Ben Herman, president of SNK PLAYMORE USA CORPORATION, “and with the addition of a number of downloadable console titles, SNK aficionados will have even more options available to them.”

The SNK PLAYMORE USA CORPORATION Tokyo Game Show 2007 line-up is as follows:

THE KING OF FIGHTERS COLLECTION: THE OROCHI SAGA (Wii™, PlayStation®2 computer entertainment system, PSP® (PlayStation®Portable) system)

METAL SLUG 7 (Nintendo DS™)

SNK ARCADE CLASSICS Volume 1 (PlayStation 2 system, PSP® system)

SAMURAI SHODOWN ANTHOLOGY (Wii™, PlayStation 2 system)

METAL SLUG 3 (Xbox LIVE® Arcade)

SAMURAI SHODOWN 2 (Xbox LIVE Arcade)

FATAL FURY (Wii™ Virtual Console™)

WORLD HEROES (Wii Virtual Console)

MAGICIAN LORD (Wii Virtual Console)

In addition to console titles, SNK PLAYMORE will also be announcing three new arcade titles at the Tokyo Game show:

THE KING OF FIGHTERS XII

KING OF FIGHTERS: MAXIMUM IMPACT REGULATION “A” 2

SAMURAI SHOWDOWN SEN (JAPANESE TITLE)

About SNK PLAYMORE USA CORPORATION
Headquartered in Osaka, Japan, SNK PLAYMORE CORPORATION (SNK) develops, publishes and distributes interactive entertainment software in Japan, North America, Europe and Asia. Founded in 1978, SNK is one of the largest privately held interactive entertainment content providers in the world. Known for such franchises as THE KING OF FIGHTERS, METAL SLUG, and SAMURAI SHODOWN SNK continues to be an industry leader by focusing on their rich arcade history. More information on SNK PLAYMORE CORPORATION can be found at www.snkplaymore.co.jp SNK PLAYMORE USA is a wholly owned subsidiary of SNK PLAYMORE CORPORATION with offices in Wall, NJ. It handles operations in North America including publishing, marketing, development and localization. More information on SNK PLAYMORE USA can be found at www.snkplaymoreusa.com

Arkanoid DS and Space Invaders Extreme Previews by Wired

Wired's Game Life Blog by Chris Kohler has posted some hands-on previews of Arkanoid DS and Space Invaders Extreme. The two classic reinvsioned titles from Taito will be the first two games released that support the new paddle peripheral for the Nintendo DS. An exerpt from the two previews are below. Follow the links to read the full write-up.

Hands-On: Why Taito's DS Paddle Controller Rocks So Hard
Taito, one of Japan's first game makers, is set to release a truly fantastic accessory for the Nintendo DS. Later this year, the DS version of the classic block-breaking game Arkanoid will include a Paddle Controller. It plugs into the DS' bottom media slot and lets you spin the dial to control the paddle at the bottom of the screen with the same pinpoint precision you remember from your arcade days.

That much, we already knew. But here's what I only found out when I got my hands on it: it's fantastic. It's not just a little plastic dial. It's sitting on ball bearings or something, and it's got momentum and a little bit of kickback to it. That means that it spins incredibly smoothly -- if you spin it and let go, it'll keep whizzing for a good five seconds or so. The response time is perfect.

It's literally just like standing in front of a miniature arcade machine. Remember how much fun it was as a kid to just stand there and spin the dial, even if you weren't playing the game? That's what this is like.

All this turns Arkanoid DS, which is itself merely a competent adaptation of the classic game for the dual-screen system, from an okay game into an awesome one. You can rest the DS on a table, or you can pick it up and spin the dial with your free hand -- it feels great either way.


Hands-On: Space Invaders Extreme The Sleeper Hit of TGS 2007
"Space Invaders Extreme," said my friend over drinks last night. He couldn't make any sounds afterwards. He just froze his face into an expression of joy.

With that kind of reception, I had to go check it out. What was this remake of the original arcade shooter, and what could possibly make it any better than the umpteen other unimpresve remakes that Taito had come up with over the ensuing 30 years?

As it turns out, Space Invaders Extreme crosses the classic look of Space Invaders with Rez. It's a light-and-sound-orgy, frenetic, what-is-going-on, super fun shooter that spans both screens of the DS.

Rather than face off against a rectangular block of Invaders, you're constantly being hit with smaller, varied waves of enemies that blast on and off the screen and zoom around. You can collect power-ups, like a beam that lets you wipe out entire columns and waves of aliens at once.

Your regular beam shots all make musical noises that are timed to and enhance the techno soundtrack. Of course.

Every now and then, for some reason (the game just runs too quickly for me to think about anything other than "shoot"), the game pauses and you enter a bonus stage where you have to quickly wipe out a small group of invaders in a few seconds, then jump back to the level you were playing. And eventually you get to a boss character: the boss of Stage 1 was a giant invader made up of tiny blocks, and you had to chip away at the blocks to hit his weak point for massive damage.

Post-AM Show Deathsmiles Location Test

Like a lot of games exiting the AM show in Japan, Deathsmiles has started its first official location test for Cave. Pre-orders for the game will end on October 5th and the first shipment will start on October 19th.

Taito Posts their AM Show Report

Taito's AM Show report was posted on the company's website earlier today. Not much in the way of information, but plenty of booth pictures and games to drool over. In a way, I'm not quite sure if Taito's booth was quite the message the company wanted to send about the Type X2 hardware. The previous Type X systems had a hard time catching on for developers due to their prohibitive cost, and I haven't seen anything showing me that the Type X2 has been able to satisfy this concern.

Thursday, September 20, 2007

SNK Playmore Flyers From the TGS Floor

[Courtesy of AM-Net's Blog] - Though it isn't much, AM-net's blog has posted some great images of the King of Fighters XII/King of Fighters Maximum Impact Regulation A2 and Samurai Spirits Sen flyers from the Tokyo Game Show. This confirms that MIA2 is being planned for arcades as well as the PS2, so everyone can breathe a collective sigh of relief. Still no confirmation that King of Fighters XII and Samurai Spirits Sen were announced as PS2 titles, but both games have the Type X2 logo fashionably positioned on the upper left of the two flyers with no Playstation logo to be found on either one.


SNK Playmore at the Tokyo Game Show

Famitsu's article on SNK Playmore's booth at the Tokyo Game Show revealed a few details about the company's plans for home consoles over the next year. Unsurprisingly, outside of a handful of downloadable titles, SNK's primary focus in the home gaming industry relies being entirely dependent on the Nintendo DS and the Playstation 2.

Anyone wishing to find out more details about King of Fighters XII or the new Samurai Spirits will be a bit disappointed. Though the company featured the two games' logos, no additional information about either game or their scheduled sale date were available at the event. I have some reports claiming that the two games were listed as possible Playstation 2 titles, but I haven't been able to confirm this as of yet. If the two are already in the planning stages of development for the Playstation 2 it puts an interesting footnote in the SNK Playmore/Taito relationship in regards to the future arcade releases for the two games.

Also featured for the Playstation 2 were King of Fighters '98 Ultimate Match, King of Fighters Maximum Impact Regulation A2 (logo only - no word on an arcade version), their latest NEO GEO Online Collection of the World Heroes games, and an announcement of a Sunsoft NEO GEO Online Collection being planned for future release.

From the Nintendo side, a port of Samurai Spirits VI is being planned for the Nintendo Wii. The Playstation 2 port of the game was available for attendees to receive some hands-on time with the title. The Nintendo DS area featured Metal Slug 7 as well as Kimino Yusha and their sequel to Doki Doki Majo. Fatal Fury, Magician Lord, and World Heroes for the Wii Virtual Console were also available on the show floor.

SNK Playmore still hasn't announced anything in regards to the Maximum Impact 2.5 game that was in the works for the Xbox 360 (which can probably be written off as cancelled at this point). However, the company did show off Metal Slug 3 and Fatal Fury Special for the Xbox Live Arcade.

More information is sure to come out in regards to the projects in the next couple of days. I will be working on trying to get a confirmation of the King of Fighters XII and Samurai Spirits PS2 announcements. As soon as that is verified, I'll update everyone with the information.





Wednesday, September 19, 2007

GameVideos TGS Trailers (Soul Calibur, Time Crisis)

A handful of Tokyo Game Show Trailers were pushed live on GameVideos a short time ago. I've dug through the batch of them and have picked out the one's that are the arcade ports (or are arcade related). With this first group, we didn't get much (Time Crisis 4 and Soul Calibur 4 is about it), but both of the titles look promising at least. More is sure to come when more companies begin releasing their trailers to the internet in the next couple of days.

Soul Calibur 4 (This is a great trailer by the way. It really caught my eye.)


Time Crisis 4 Cave (Arcade Mode)


Time Crisis 4 Jungle (FPS Mode)

Oriental Legend 2 AM Show Impressions

It’s a shame that in the last decade or so, some of the strongest examples of 2D gaming in arcades have been neglected by an American audience. This is due to a number of factors - the changing face the US industry, the expected risk vs. reward return, and the contacts that non-US companies are able to make (and keep) in the US for distribution of their titles. Without these factors going in favor of a developer, the chances that the games will even reach the US audience are slim outside of the occasional import-friendly arcades.

IGS can be seen as a victim of these recent policies, as despite creating a treasure trove of under-appreciated classics between 1997 and today, a lot of gamers will be hard pressed to name a single game released by the company for their PGM arcade system. When people speak about the death of 2D gaming, it isn’t necessarily for lack of effort that has caused this down slide, but rather a conscious choice based on perceived consumer wants.

At the AM show this year, IGS allowed for some hands-on time for their latest game - Oriental Legend 2. The traditional 2D side scrolling brawler stood out a bit on the show floor (in a good way), despite only a small number of machines dedicated to the game.

Where-as the traditional 2D shooters have seen a resurgence and continued success from both smaller companies like G.Rev (Mamonoro) and Milestone (Illvelo) to larger companies like Konami (Otomedius) and Cave (Deathsmiles), the 2D beat-‘em up genre has been pretty much stagnant by way of releases for arcades for the last few years.

In a way, Oriental Legend 2 attempts to change that and provide a fresh experience on an old genre.

I spoke about Oriental Legend 2 briefly a couple of months ago in regards to some location test videos that were making their way onto the internet. At that point, a lot of the details surrounding the game were relatively unknown outside of the fact that the game was set to be a follow-up to IGS’s previous “Journey to the West”-themed beat-‘em up Oriental Legend. With the time that has past since I last focused on the game, a bit more information has finally started to make its way onto the internet.

As I stated before, the game is set for release on a new IGS created PGM-based hardware known as the PGM2. Like I speculated, this new hardware isn’t being planned to compete with top-of-the-line hardware changes being made by Taito, Sega, and Bandai Namco, but rather is attempting to find a comfortable niche filling the void that was created when SNK Playmore left the arcade hardware side of the industry. The games created for the system will be primarily 2D games, but outside of Oriental Legend 2 and IGS, I’m unaware of any other games or developers set to begin using the system.

I wasn’t necessarily swept off the floor with the original Oriental Legend when it was first released in arcades, but it was a solid experience that did manage to feel innovative even if it didn’t really evolve the genre. However, what Oriental Legend did right was ensure that there were quite a large number of secrets, hidden areas, and multiple paths that encouraged gamers to continue playing just to see what else might be around the next boss battle or locale.

With Oriental Legend 2, gamers can expect the same sort of experience with the game. The action remains fast, the combos remain seamless, and the enemies swarm just as deadly as before. However, IGS isn’t content with just providing gamers a similar experience. Oriental Legend 2 has a greater emphasis placed on the possible branching pathways and hidden secrets in each of the levels as well as a character progression aspect that adds more depth.

Currently, the gameplay in Oriental Legend 2 is smoother than the first game. The animation and spritework are incredibly well done and a vast improvement over the previous title. They may need a bit more to them however if they plan to attract the attention that some of the recent arcade “high definition” releases are receiving. The basic controls for the game remains the same as the first title, with an 8 way joystick and 4 buttons to control attacking, jumping, magic use, and item cycling.

Oriental Legend 2 reminds me a bit of the classic Capcom developed CPS-2 beat-‘em ups of the mid-90’s in style and difficulty (which at this stage is absolutely punishing). Whether intentional or not, IGS has created a classic credit muncher in every sense of the word. But despite the fact that gamers will be seeing the continue screen over and over again, the overall experience always is encouraging enough to make them sink just "1 more credit" into the game. This is the sign of a good beat-‘em up and a good arcade game.


The game currently has 10 selectable fighters and several different stages each themed on the folklore of “Journey to the West”. Despite being scheduled for a wide release later this year in Japan (and Korea), there are no plans currently to bring Oriental Legend 2 stateside by way of any distributor. I fully expect this title to end up just like the original Oriental Legend. A side note to most arcade enthusiasts, but widely forgotten and never experienced by the rest of the gaming population. For those that get the chance to play it however, the game is a promising example of just much fun a “dead” genre can still provide.