Arcade Heroes posted a press release today showcasing Global VR's announcement that they have acquired the DC Comic's license to create arcade and amusement games based on the Justice League characters. According to the information provided to Arcade Heroes, the development on the title is already well underway and will be showcased at the San Diego Comic Con later this month. (Which is kind of neat in its own right since Street Fighter IV will also be making one of its 'North American debuts' at Comic Con as well...)
Though the details about the game are pretty scarce right now, from the information provided in the press release it sounds like Global VR has a co-op beat 'em up in the works (Arcade Heroes mentions that the game's development is being handled by Signature Devices). Considering how rare it is for this style of game to be released by an American arcade developer, it should be interesting to watch and see what happens. With Global VR's current reach and popularity with their racing and light gun releases, a Justice League release by the company should provide a good 'anchor' for some of the non-traditional arcades that Global VR targets.
In addition to the release of the Justice League arcade game, Warner Brothers and Global VR also mentioned in the press release that the licensing agreement also includes the creation of redemption games. Arcade Heroes states that they already have an upcoming post planned to detail the redemption game, including screens and additional information, so hopefully we'll be able to get a good look at that pretty soon.
The only downside to the news of the upcoming game is that after the Identity Crisis and Infinite Crisis completely destroyed what was left of my beloved Super buddies, the chances of Ted Kord appearing are slim to none...
Both Arcade Heroes and The Stinger Report had some team on hand for the ATEI show in London this past weekend. Through their coverage, a few videos of Global VR's latest offerings (Blazing Angels, Nascar Racing, and America's Army) were posted to YouTube!. I've embedded the Blazing Angels video below, but the rest can be found over at Arcade Heroes.
I've been a bit curious about Blazing Angels since I first began reading about it earlier this year. Like Global VR's other offerings, the company has been trying to tie into a "lower cost" model for their arcade releases that can compete with the higher brands coming out of Sega and Namco Bandai. Blazing Angels for example seems to be a budget conscious minded alternative to Afterburner Climax.
The official website for Blazing Angels (arcade) has been updated by Global VR with a handful of images, but its kind of hard to get a feel for how they graphically compare to the Xbox 360 (and subsequet PS2/Wii releases) of the console game.
I'm looking forward to reading Arcade Heroes write up on the game and whether or not Sega should fear any competition to Afterburner Climax (which I'm sure they'll get based on entry price alone), so I'll be sure to let everyone know if (and when) Arcade Heroes posts their impression of the game and cabinet.
Over at the official Gundam vs. Gundam website, Banpresto has updated their gallery to include a selection of 16 new shots as well as the currently "announced" Gundam roster for the game.
Graphically speaking, for a System 256 game that is built on a several year old engine, Gundam vs. Gundam should please most fans of the ongoing fighting/action series. It may not win any awards visually, but it at least packs enough of a punch to attract some welcome attention and play.
The location tests for the game have been going relatively well from what I've been hearing. I've been told that in a lot of ways the game suffers from being more of the same, with only a touch of finesse to give it a "fresher" feel. Yes, it introduces new moves, new Gundams, new play modes, and new skills, but even with that, it will be extremely familiar to those who have spent some time with the previous games in the arcade Gundam series.
Whether or not that's a good thing seems to be entirely dependent on your attitude towards the earlier games. If you like them, Gundam vs. Gundam will provide an opportunity to sink hours more into the franchise. If you passed them over, Gundam vs. Gundam will likely not provide enough of a change for you to buy into the new release.
This comes to us courtesy of Arcade Heroes and The Stinger Report. After a few tantalizing months curious about what Global VR had in store for the Blazing Angels franchise, we now get our first opportunity to test it out. As Arcade Heroes points out, this could be a very tempting offer for arcade owners. It is basically going to fill in the niche of a more budget minded alternative to Afterburner Climax.
GLOBAL VR® TO DEBUT BLAZING ANGELS AT ATEI IN LONDON JANUARY 2008
SAN JOSE, Calif. – (December 5, 2007) — On the heels of the introduction of EA SPORTS™ NASCAR® Racing and America’s Army, GLOBAL VR today announced that it will debut another soon to be hit title, Blazing Angels. Derived from UbiSoft’s blockbuster game, GLOBAL VR has taken one of the most exciting WWII flying games ever developed and created an experience that is unparalleled in today’s coin-op market. Gaming pilots will sit in the replicated cockpit of a WWII fighter plane and fly combat missions in some of the greatest air battles of the war. Players can enter the action flying the skies over London during the Battle of Britain, defending Parliament from an attack by the Luftwaffe. Exciting battles will follow over the North African Desert and in the South Pacific as players “dogfight” through the entire war. Pilots can maneuver their planes through dramatic 360 degrees turns as they attempt to out-wit, out-fly and outlast the enemy.
Known for its unique cabinet design, GLOBAL VR surpasses even its own expectations with Blazing Angels. Styled in true WWII fashion, this game’s cabinet will be the center of attention in any location. When asked to comment about the upcoming game title, Jim DeRose, GLOBAL VR’s President and CEO commented, “We have tested Blazing Angels thoroughly with our target audience and are convinced that this is a game that people are going to want to play. During the course of testing, players commented that the excitement of flying and the realism provided by the amazingly beautiful graphics are light-years ahead of any other game they have played. There is no matching the thrill of being in the midst of WWII combat action, and to make this game even more attractive, it is “green label”, making it suitable for every location.”
GLOBAL VR will be introducing Blazing Angels at ATEI to be held January 22nd – 24th at London’s Earl’s Court Exhibition Centre, where GLOBAL VR will occupy booth #2442. For more information or to schedule an appointment please contact GLOBAL VR at sales@globalvr.com.
I haven't really talked at all about Legend of Kage 2 for the Nintendo DS and I really don't know why. The high flying ninja action series is going to be returning from the grave after a 20+ year hiatus, and though it won't be returning to its arcade roots, the developers promise a game for both a new generation of fans and fans of the original. Unfortunately, there hasn't been all that many details released about the title from Taito since it was announced a couple of months ago. However, for the first glimpse of the game in action, Dengeki Online has posted a short (30 second) streaming video introducing the characters of the series, the basic story, and a few quick gameplay clips. You can view the streaming video here. The game doesn't quite look like much to write home about yet, but I've been surprised before...
Legend of Kage 2 is going to be released in Japan in February 2008. No word yet on an American release.
Over at the official Gundam VS website, a new location test was announced for the upcoming arcade title by Banpresto. For the full details on the arcade, check out the Taito Game Center page here. The location test began earlier today and will last through November 4th. For those looking for some new screen shots, be sure to check out the game's official website as well. Four new images were posted this past week. Nothing too exciting, but enough to show off a bit more of the game in action.
Gamestop's pre-order page for Ghost Squad on the Nintendo Wii just posted a $20 price cut over the past weekend. The game is now set to be sliding in under the "budget" label target of $29.99.
For a game that promises all the arcade action of the original Ghost Squad (and all of the updates found in Ghost Squad Evolution from what I've seen), it's really hard to argue about the bang for your dollar. Add to the mix a console exclusive 4 player mode, WiFi support (mostly limited to high scores), and new unlockables, Sega has no arguments from me about the game.
The Wii represents a new opportunity for light gun games if companies choose to take advantage of it. It's one of the first times an additional accessory will not be required purchase by consumers in order to get the full experience out of the product. I'm hoping that Ghost Squad and Resident Evil Umbrella Chronicles is signaling a show of support for the genre which may in return spawn more releases.
Gametrailers.com has posted some great footage of Commando 3 as part of their Capcom Gamer's Day media blow-out. The series which began in the arcades is now making its way to the Xbox Live Arcade and Playstation Network featuring 3 player co-op play, online leaderboards, and an old school action that is highly reminiscent of the original Commando and its sequel Mercs. The game is on set for a release later this year and is being developed by Backbone Entertainment.
After a night of sleeping on the new look for the Bionic Commando, I've decided that I'm not too keen on the direction for the next generation revival of the classic series. Changes are of course necessary to bring any game out of the 80's/early 90's, but there should be a conscious effort in my opinion to try to keep the same stylings of the original. Otherwise the developers are setting themselves up for another Final Fight Streetwise or Bomberman Act Zero.
I have a feeling that Bionic Commando is going to unfortunately end up on that "esteemed" list by the time it is all said and done...
CAPCOM ANNOUNCES RETURN OF BIONIC COMMANDO Classic action title rearmed for the next-gen
London – 16 October, 2007 – Capcom®, a leading worldwide developer and publisher of video games, today confirmed a return for one of its classic franchises with the announcement that Bionic Commando is in development for the Xbox 360™ video game and entertainment system from Microsoft, Sony Computer Entertainment’s PLAYSTATION®3 (PS3™) and PC platforms.
Taking its inspiration from its 8-bit namesake released on the Nintendo Entertainment System back in 1988, Bionic Commando features Nathan Spencer (voiced by former lead singer of Faith No More, Mike Patton), a government operative who represents the ultimate fusion of man and machine. After distinguishing himself in a fierce conflict against the Imperials, Spencer is betrayed and falsely imprisoned by the very people he unquestioningly served.
Three years later, on the day he is due to be executed for his supposed crimes, an experimental weapon detonates in Ascension City, unleashing an immensely powerful earthquake coupled with a radiation shockwave that leaves the city in ruins, wiping out its populace. Military intelligence suggests that a large terrorist search force has moved in and occupied Ascension City, but as yet their motives remain unclear. With the terrain in ruins and the terrorists in control of Ascension City’s air defences the FSA has only one option open to them – the reactivation of Nathan Spencer.
Bionic Commando harnesses the power of the latest generation of hardware to fully exploit the swing mechanic that made the original title so unique. The ruins of Ascension City and its surroundings provide an engaging environment of towering buildings, suspended roadways and monorails, deep canyons and sheer rock faces that allow gamers to traverse each area via multiple routes using swinging, rappeling, climbing and wall-walking techniques.
An expertly trained operative, Spencer is able to target and take out enemies while hanging upside down, climbing a building or even in mid-swing. At close quarters, the bionic arm packs a mean punch, while from a distance, objects such as boulders and cars can be grabbed and launched at enemies.
The development team behind Bionic Commando represents a unique and compelling collaboration of cultures and skills, consisting of an American Producer living in Japan, a Japanese Creative Advisor and highly-rated Swedish developer GRIN providing a European influence. This partnership provides a further example of Capcom’s strategy to work with the best developer talent, whilst maintaining the unique elements of creativity and approach to game design for which Capcom is renowned.
It's not Street Fighter IV (yet), but Capcom has announced their first "bombshell" promised last week. A next generation version of Bionic Commando is in development for the PS3, Xbox 360, and PC. Ever since I had the opportunity to play Lost Planet, I've personally felt that Bionic Commando has long been due a series update. However, the concept art for the new game concerns me slightly...
Check out the video for the exclusive Gamespot announcement of the game from Capcom. The one positive thing about the remake is that it seems that it is being worked on more as a labor of love than most "cash-in" projects that Capcom has been accused of lately.
I'm not sold... Yet. But it shouldn't take much for me to get really excited about the game.
With a promised "week of bombshells" on the way, Bionic Commando is definitely a good way to start getting the blood boiling for more potential retro remakes (or revisionisms depending on how you look at it). The arcade game and the NES game are classics in their own rights, and are definitely an example of Capcom going into its vault for IPs to bring back. Anyone want to take guesses on what's next? Is it wrong to be secretly wishing for a new Strider over Street Fighter?
I'll keep my eyes out for any new games revealed... Its going to be a wacky week for Capcom fans.
YouTube! user Milafi has posted a series of new location test videos for Gundam vs. Gundam. As much as I've enjoyed the Gundam series in arcades, I can't help but think that it's about time for Sega to revisit Virtual On. There were rumors about a year ago that Sega was working on the development of a new title in the series, but unfortunately since nothing has panned out yet, it probably will remain a rumor...
Enjoy the videos. The high number of Mobile Suits and retooled gameplay should satisfy most Gundam fans. Banpresto looks as though they have another winner on their hands with Gundam vs. Gundam.
I once told myself I would never get to the point where I would be one of those bitter gamers who look at today's games as being "inferior" to the pre-32-bit gaming era, but after being only mildly amused with the direction that the "new" next generation has taken, the more I find myself talking about the "good old days".
But let's look at things logically for a moment. I grew up on some of the classics of both console and arcade gaming, and despite being "outclassed" by games that have recently hit store shelves, I still willingly go back to the originals to get in my gaming fix.
So where does this little rant ultimate lead?
To Contra of course.
Wayforward caught my attention with Contra 4 back at E3. The game is shaping itself up to quickly becoming an instant classic and an unfortunate eulogy of sorts to an era of gaming that has been pushed aside in recent years. Despite my inherent leanings towards feeling that most modern gaming has issues, Contra 4 is restoring my faith that somewhere developers out there still get some sort of sick pleasure in knowing that their game is made to kick your ass. It gives me chills just thinking about it.
If this sounds like a fluff piece for Contra 4, I'm sorry. When it comes to the Contra series I'm probably the most biased gamer around. I've said it before, but I'll say it again... Contra was where I learned my gaming ropes. From the arcade game which was purchased by a local movie rental store in the small town I grew up in to the NES version which I spent many a-day running through the game trying to defeat the Red Falcon, Contra defined in my mind an entire generation of gaming.
Contra 4 has finally received a release date from Konami. I'm not quite sure what sort of reception the game is going to receive from gamers who are used to having their hand held, but I do know that based on the limited amount of time that I've spent with the game, come November 13th, Contra 4 may be once again re-establishing itself as a pinnacle in action gaming.
Over at NeoGaf, a retail "sell sheet" has been posted that included several selling points and features for the game as well as the game's official box art. Though it may be a bold claim, when the statement is made that Contra 4 is the best game in the franchise, it may very well be possible based on early reports.
Important attention needs to be paid to the top right corner of the image below... With Contra 4 shaping itself as a "love song" to the series, it's only fitting to bring back an old "friend".
AM-Net's blog has posted a few new images of Gundam vs. Gundam from a recent private show exhibition of the title. The game is currently about 80% complete, however no pricing has been established for its release in early spring.
With the recent location tests, a few new details about the game have started to reveal themselves. There will be a total number of 32 Mobile Suits in the game, each with their own "support" units unique to the character. These support units have differing effects on the battle that can vary wildly between the different set types. In addition to the standard attacks in the game, Gundam vs. Gundam will also feature a new G Crossover system that supports large area effects that differ based on the source in the series of the Mobile Suit. I'm not entirely clear on all the details about the G Crossover system, but as I get some updates on it I'll be sure to post them.
To check out all the images from the private show exhibition head over the AM-Net blog.
[Update] - I've also found a new location test video from this past weekend on YouTube posted by 5paragon. Unlike the previous video that focused primarily on the cabinets, this video actually shows some pretty good shots of the game in action. YouTube compression and shaky cams aside of course...
When I first started this video series of 1 credit playthroughs of the Contra franchise, Contra Force was high on my list of games that I have a tendency to struggle with. It isn't because of the game's difficulty which causes problems for me. When it comes down to it, due to the 4 different characters each with their own number of multiple lives that can be switched between on the fly, the game is actually one of the easier Contra titles developed. The problem with game comes primarily from its horrible level design, iffy controls, and game breaking frame rate issues.
It's important to note that all of the hiccups, hangups, and frame rates shudders in the video above are not the result of video encoding. These problems occur 100% in game and create one of the most frustrating Contra titles to play through.
To be fair, in some ways I don't believe that Contra Force began its life as a Contra game. It reaks of a title that started development as something else but had the Contra name tacked on to help increase potential sales. I'm sure there's probably a story behind it all, but unfortunately in the late 80's, early 90's, a lot of the back information about the games were locked behind closed door secrecy more akin to the CIA than a game's development.
If it wasn't for the Contra name (and subsequent disappointment), Contra Force may be remembered with a fonder memory. It could've been simply an over-ambitious action title that just didn't quite succeed at the tail end of the NES lifetime rather than the worst Contra game released until the Playstation era.
But we'll get to this in a bit...
For those keeping tabs at home, this is the fifth video in the series thus far. Building up to the release of Contra 4 on the Nintendo DS, I'm performing 1 credit clears of the Contra series starting with Contra (Arcade) through NEO Contra on the Playstation 2. Though I may jump around in the order a bit, when Contra 4 finally hits store shelves I should have a full "history" of the Contra franchise via gameplay videos.
The next update is set to be Super Contra for the Arcades or Contra III Alien Wars for the SNES.
Konami Contra History (Gameplay Videos) Contra (Arcade) Super Contra (Arcade) Contra (Famicom/NES) Super C (NES) Operation C (Gameboy) Contra Force (NES) Contra III: The Alien Wars (SNES) Contra: The Alien Wars (Gameboy) Contra Hard Corps (Genesis) Contra Legacy of War (Playstation 1) C: The Contra Adventure (Playstation 1) Contra Advance The Alien Wars EX (Gameboy Advance) Contra Shattered Soldier (Playstation 2) NEO Contra (Playstation 2)
The first gameplay videos of Gundam vs. Gundam have hit the web courtesy of YouTube user Tilfina. Unfortunately, the shaky cam footage really doesn't provide a good look of the game in action. I haven't found any solid details or impressions to come out the past weekend's location tests, but with the Banpresto private show coming up in the next couple of days we should get quite a few new details about the title.
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.
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.
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.)
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.
Some of the main questions I've been asked through e-mail about the AM Show this past weekend have been in regards to Banpresto's new Gundam vs Gundam game.
Unfortunately, there wasn't much to report about the game since the show itself didn't provide a lot of information about the title outside of the arcade platform (System 256) and a handful of screenshots with a promotional video. Add to this the fact that the game was not available for any hands-on time on the show floor, and you have a recipe for disappointed Gundam fans. (Banpresto did try to ease the pain by having their latest Gundam vs. release on the show floor.)
Over the last couple of days however, some new details have been emerging in regards to the title. Of particular interest to fans of the series, Gundam vs. Gundam is marking the first game in the series that doesn't have Banpresto (or Bandai, in the cases of previous titles) sharing credits with Capcom on official releases announcing the game's development.
Secondly, the game's official website has opened at http://gundam-vs.jp/. Though it is pretty bare bones at this point, it is definitely going to be the primary source of information for the game over the next couple of months. According to the website, the game is being planned for a spring 2008 release in arcades across Japan.
Finally (and probably the most important information released about the title since the AM Show), the game is scheduled to begin location tests this October. All of the details about these tests should be revealed by the end of this month.
I'll keep my eyes open for any additional information that pops up about Gundam vs. Gundam (since it seems to be of particular interest to people), but I wouldn't expect any new updates about the game until after the October testing cycle.