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Rogue Trooper:Quartz Zone Massacre on Wii


Reef Entertainment, the publisher responsible for Free Running, is proud to announce that Rogue Trooper: Quartz Zone Massacre will be launched across Europe on Friday 27th February 2009.

Rogue Trooper, a genetically engineered super-soldier from the pages of iconic UK sci-fi comic 2000 AD, represents Reef’s first foray onto the Nintendo Wii platform and promises to be one of the Wii’s most exciting and engaging 3rd person shooter titles yet.

Peter Rezon, managing director of Reef said, “We have high hopes for Rogue Trooper. The tactical use of stealth as well as the all-out action fit perfectly with the Nintendo Wii interface, providing exciting and immersive gameplay. Rogue has a cult following from when he first appeared in 2000 AD and we have returned to the original storyline for the Wii version of the game to remind people how Rogue came about, but it is the strong characters and storyline which will have great appeal for gamers of all types. We believe this will become one of the very best shooter titles ever available on Nintendo Wii.”

The supporting website www.roguetrooper.com is now live and provides a truly in-depth introduction to the game. Packed with intelligence on tactics, enemies, characters and weapons as well as the essential screenshots, wallpapers, artwork and high-octane videos, Reef is confident gamers will be back to the site again and again.

Snowboard Riot: New Screenshots

Hudson Entertainment has released 10 new screenshots for their upcoming WiiWare release Snowboard Riot.  Snowboarding reaches new heights when players take to the slopes with action-packed racing utilizing weapons such as homing bullets and invisiblity.  Snowboard Riot bring the ability to battle with up to 4 boarders using the Nintendo Wi-Fi Connection to race online and blow away the competition.  Weapons such as mines and turbos are available to give players and edge fighting it out on the mountain.

Gamers have several control options, as they can use the Wii Remote and Nunchuk or the Wii Balance Board to carve their way to victory.  Just like a real snowboard, players can lean left and right on the Wii Balance Board, providing a realistic snowboard experience. Boarders can also choose from four characters to bomb the slopes, and can customize their look with Oakley apparel and goggles to improve their performance.

Screenshots


Onechanbara: Bikini Zombie Slayers New Revealing Screenshots

D3Publisher of Europe has released Four new revealing screenshots of it’s upcoming game Onechanbara: Bikini Zombie Slayers. The game will be available on the Wii and is due for release on February 27 2009.

Screenshots

Ghostbusters: The Concept Art

Following on from the Ghostbusters: Dev Diary 1 article, two new pieces of concept art have been released along with a nice picture of the dev team.

enjoy.

Concept Art


Ghostbusters: Dev Diary 1

So it looks like the developers for the new Ghostbuster game coming out on the Playstation 3, Xbox 360 and Wii have decided to give everyone an insight into their time working on the game.  There isn’t much more for me to say so I’ll just let you get on with the dev diary.

It Begins

So he looks across the conference table over his impressive beard at us. Pauses. Then he says, “It’s Ghostbusters. We’re going to make a Ghostbusters game. The first really good one.”

And the other one, who for the first time since we met has paused talking for almost two consecutive minutes, adds this: “And we think you’re the right guys do it. You up for it?”

Nobody says anything for a long time. They think that after all the buildup and mystery maybe we’re disappointed, that maybe we’re trying to assess the fastest way of out of the room. But that’s not the case. The fact is that Brendan is sitting in stunned silence and I’m just trying to keep from swallowing my tongue. Mark Randel (Terminal Reality President & Chief Technologist) is taking it better: he’s just near-catatonic.

It was January 2006. We arrived at the publisher forty minutes ago, one of a few stops on a tour to show off our Infernal Engine next-gen technology demo and an original game IP we’d been developing (‘the publisher’ at this time being Vivendi, before Atari took over the title in 2008: look up ‘Activision Blizzard merger’ on Wikipedia for more info). In addition to cutting-edge lighting, materials, and rendering, the tech demo depicted squad gameplay action, heavy emphasis on chaotic environmental destruction, and extremely realistic physical interaction.

It was the massive destruction is what really got their attention. Seriously: fiery explosions & debris will get your foot in any door.

Vivendi Executive Producers John Melchior (tall, quietly fast-talking, awesome), and Pete Wanat (beard & soda also awesome) introduced themselves and let us know immediately that they were the two most hated men at this publisher. John O’Keefe (Terminal Studio Director) asked if maybe there was someone else there we could talk to.
They watched our demo politely, exchanged mysterious raised eyebrows, asked a few pointed questions, and then left for a private discussion in the hall.

When they came back they seemed to have agreed on something. They told us they’d been working on developing a movie license IP. Brendan Goss (Terminal Reality Executive Producer) shot a look my way: Uh-oh. Here we go again. But this was a really big one, they continued: a really great one. And it wasn’t tied to an upcoming theater release in less than twelve months.

Then they dropped the G-bomb.

There it was, out in the open. Ghostbusters. Maybe one of the greatest movies made. Definitely one of the funniest. We were getting a crack at it. To say we were thrilled is a lazy understatement. Pleasantly electrified is closer to the truth. It wasn’t until later, after the shock wore off some, when we realized the depth of the responsibility we had staked ourselves to when we finally stammered, “Y-yes! Of course we’ll do it!”

Stars Align

The Ghostbusters game finally happened as the result of a fairly rarefied confluence of elements, a sort of Hollywood fairy tale.

Sony Pictures Consumer Products (Mark Caplan & Keith Hargrove) knew that the time was ripe for a Ghostbusters revival, and wanted to wrap it around a centerpiece game. Sony felt that game technology had finally arrived and were looking for a developer with the right mix of passion and skills to do the project correctly. First, Sony knew they needed to do two things: 1. Make sure all IP holders—which includes the director, three of the original Ghostbusters stars, and Sony Pictures itself—would be totally on board; and 2. Find a publisher that could make the game happen with as much of the original talent involved, as possible (i.e. the Ghostbusters).

Across town at the publisher, John and Pete had been talking about doing a GB game for quite a while, and had started talking to the owners of the property. They were also trying to sell their own upper management on the concept. Some reluctance is certainly understandable. The reason we jumped at the chance was the same reason the finance people were shy: a major movie-license game that’s not actually attached to a theatrical release can be a tough sell. There’s no built-in multi-million-dollar studio-financed marketing campaign. With a high-profile title, securing the license can be very expensive, especially when that license is one of the highest-grossing and most beloved films of all times (market research by Vivendi revealed that the enduring ‘no-ghost’ logo ranks just behind Coca-Cola and the Nike Swoosh stripe in order of worldwide recognition). Securing the talent can be both cost-prohibitive, if not impossible to do: Murray, Aykroyd, Ramis, and Reitman haven’t worked as a group for years, and each has his own successful career to manage.

In the meantime, Dan Aykroyd had been trying to get a Ghostbusters film sequel off the ground for years, but was having a hard time reassembling the cast and generating studio interest. He had decided that a CG-animated movie would be the best way to go, since the GB III script called for a daunting budget if shot practically. A few voice-acting sessions would require a much smaller time commitment from the cast. And the now almost-sixty-year old principals wouldn’t have to strap those brutally heavy proton packs back on and run through NYC streets. So, from his perspective, moving to a game format for a true sequel wasn’t too big a leap for him.

The three sides found one other and liked what each was bringing to the table. They worked on pulling the rest of the group back together. And the snowball starts to roll. We jumped on as soon as we could.

So what did everyone think of that little insight into the work they do, feel free to comment on your thoughts.

Guilty Gear XX Accent Core Plus Announced

Aksys Games, a publisher of interactive entertainment products, announces today, Guilty Gear XX Accent Core Plus will be arriving this spring 2009. Hardcore players will finally be able to take their fight on the PlayStation®2 computer entertainment system, PSP® (PlayStation®Portable) system, and Wii™. Developed by Yokohama-based Arc System Works, Guilty Gear XX Accent Core Plus is the definitive installment in the series and is widely cited as one of the most balanced fighter among its peers.

Sporting high resolution graphics in 480P, Guilty Gear XX Accent Core Plus marks the return of over 20 beloved characters from the Guilty Gear franchise, including Kliff and Justice! Fans of the series will be pleased to not only find all their characters available right off the bat, but will finally be able to uncover the rich stories of each character for the first time!

“Never has there been a fighting game where so much attention to character balance exists,” said Michael Manzanares, Producer, Aksys Games. “Guilty Gear veterans will definitely find themselves immersed once again with the new story and survival modes.”

Guilty Gear XX Accent Core Plus Features

• 2 COMBATANTS RETURN TO THE BATTLE!
Accent Core Plus marks the return of fan favorites Kliff Undersn and Justice, rounding out the cast of 25 playable characters.

• ALL NEW STORY MODE CREATED SPECIFICALLY FOR GGXXACP!
Discover the back story to all of your favorite characters in the Guilty Gear mythos, with fully-voiced dialogue.

• FIGHT TO SURVIVE!
Level up your character’s abilities and traits in the re-tuned Survival Mode.

• TEAM BATTLE ROYALE!
Create a three-man team in Versus Mode to find out which characters are the ultimate Guilty Gear team-up.

Screenshots


Glacier2 Revealed

Team6 Game Studios extended it’s lineup by including Nintendo Wii in it’s development. We’re currently working on several titles, the following one is the first of many more to come.

Team6 Game Studios proudly presents one of their first Nintendo Wii titles: Glacier2!

Story:

Glacier2 starts at the very top of the Alps: Are you ready to reach insane topspeeds by driving down the mountains of death? While it goes faster and faster downhill, watch out for dangerous cliffs, dodge falling rocks, go aim your rockets, heat up your machineguns and deploy mines to take out your opponents and finish first place!

Glacier2 is an aracde combat racing game. Make sure you are faster then your opponents or you can blow them to bits with an arsenal of weaponry. Make your way across the ice, survive incredible jumps, and eliminate your opponents.

Glacier2 offers an advanced effectsystem specially designed for Nintendo Wii to bring the arcade-action really alive! Various insane vehicles are yours to choose from, all with their own characteristics and weapons. Snipers, shotguns, machineguns, chainguns, everything is possible as long as it does heavy damage.

Features:

- Over the top combat racing action.
- Incredible jumps
- 7 tuned superrides, all equipped with various, deadly weapons from rockets to machineguns and from shotguns to mines.
- 18 Freezing cold levels full of traps, cliffs, mines, falling rocks, canyons and spectacular jumps.
- Full support for Nintendo Wii Remote

Boxart:


New TMNT Announced

LONDON, UK – January 26, 2009 – Today Ubisoft announced that it will launch an all-new, original Teenage Mutant Ninja Turtles® (TMNT®) video game – the first that is not tied to a TMNT® movie, television show or comic book – which will be a four-player action fighting title. The game is being developed by Game Arts, noted for working on the critically acclaimed Super Smash Bros.™ Brawl for Wii™. Scheduled for release in autumn 2009, the video game will be a key event in the year-long “Shell-ebration” of the 25th anniversary of the Teenage Mutant Ninja Turtles® which, in addition to the video game launch, will include new and exciting products and experiences for TMNT® fans in the U.S. and around the world.

The success of the Teenage Mutant Ninja Turtles® in various media has been sustained over the last 25 years with numerous “bests,” including: the best-selling video game on Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft in 2007; and in the late ’80s and early ’90s, the No.1-rated Saturday morning TV show in the US; the No.1-rated daily syndicated animated TV strip for children; the No.1 Nintendo Entertainment System™ and Game Boy™ Advance video game in the world and the No.1 live touring arena show in the U.S.

“We’re really excited to celebrate the 25th anniversary of the first TMNT® comic and we have a number of radical ‘Shell-ebration’ events planned for 2009,” said Gary Richardson, CEO of Mirage Studios. “The awesome new video game that Ubisoft will release in 2009 is an important part of celebrating this Turtles milestone with fans around the world.”

“There is no better tribute to the Turtles than the creation of a brand-new game that will help to launch the next 25 years of success,” said Tony Key, senior vice president of sales and marketing at Ubisoft. “It’s our pleasure to partner again with Mirage as part of the worldwide birthday celebration for the Turtles.”

From the title of the screenshots it suggests that the new game will be called TMNT Smash Up, I guess only time will tell.

Screenshots