16.951

(22 respuestas, enviadas el Hablemos de juegos)

Vídeo a gran resolución:

http://videogamerx.gamedonga.co.kr/zbxe/997776#0


Se abre una página con dos botones en gris numerados, basta pinchar en uno de ellos para descargar... los 500 MB que pesa.

16.952

(30 respuestas, enviadas el Hablemos de juegos)

Éxito arrasador en las listas de ventas, superando el medio millón de unidades servidas en la primera semana, según IT Media:

http://plusd.itmedia.co.jp/games/articl … ws095.html


Via Namae no Nai Heya: http://trip-luv.hp.infoseek.co.jp/

16.953

(3 respuestas, enviadas el Hablemos de juegos)

Lo anunciamos en el hilo de KOF02 UM: la Neo-Geo Online Collection va tener un volumen dedicado a la que fue la compañía filial más importante para SNK. Aunque se presentará este fin de semana en el TGS, se acaba de desvelar el contenido definitivo a través de la tienda GM Star, que fecha su salida para el 18 de Diciembre:

Ninja Master's Haou Ninpou-Chou, Ninja Commando, Ninja Combat, Tsuukai Gan-Gan Koushinkyoku y... Twinkle Star Sprites (que ya fue incluido en La Petite Princess). Imperdonable, la ausencia de Magician Lord.

Los extras habituales, aunque no se menciona la presencia de bandas sonoras alternativas:

http://gmstar.com/ps2/adktamasii.html


Vía: http://trip-luv.hp.infoseek.co.jp/

16.954

(21 respuestas, enviadas el Hablemos de juegos)

Entrevista de Fighters Front Line al productor traducida por Iggy:

Iggy:

OK, so I made this very, very fast, so it might be inaccurate from time to time. Sorry for the mistakes and typos.

Mr. Kukino (Producer or KOF XII), NG Hakase (producer of KOF 02UM), the green Yusa, interviewed by a FFL guy named Sashimi


KOF 02 UM

- So far, it’s on PS2. No other machine/arcade?
NG: Not for the moment, but it will depends on the answer of the public. My priority here is to make a polished game.
Y: The home version is our priority. We won’t work on any other version until the PS2 version is released.

- How far is it?
NG: Around 65% done. It is playable, and it will be at the TGS.

High resolution like 94RE ?
NG: We thought about it, but no.
Y: We listened to the reactions to 94RE, and most of them was rather negative. That’s why we are doing KOF XII now: 94RE tought them that we had to create our high definition sprites from the start instead of basing them on existing old sprites.

The original 02 is still the most popular game of the series in Japan, and it is still played regularly. How did you try to create a game better than the original?
NG: Each player has his own opinion. We listen to all of them, what we should keep, what we should change or fix, and chose exactly what to do to not destroy the original game. That was our first thought when thinking of new stuff to add.

KOF98UM added several new moves. Will you add some as well? Will you add some moves from 98UM in 02UM?
NG: There will be much more new moves in 02UM than in 98UM.

Will you choose all the characters from 99 to 02, or go back from 94 ?
NG: 02UM will use the Nests chapter as a base, so we chose the characters from 99 to 02.

What about the characters from non KOF games, like in SvC Chaos?
NG: It’s difficult to answer. It’s still a secret… You may be surprised by some of our choices.

Y: … is there hope?
NG: Well… I can’t be more precise before the TGS(w).

If we can use bosses in versus, do you think you will make modify them?
NG: If we do that, of course we will. But if we do, we have to make sure the boss will still have his boss status, and still feel like a boss. We will change them so they can be used, and change not only their move properties, but even their parameters.
Either way, it’s a home version, so you can imagine already (w)

The character from the Eolith era (K9999, Angel, etc) were erased from the Nowave port on Xbox. What about this time?
NG: Well, I see many people wondering about this on the net. I can’t answer now, but at least, what I can say is: the game will have a Neogeo mode like 98UM did, and they will at least be there for sure.

New stages? Returning stages or BGM?
NG: We won’t add new stage as much as creating new stages and BGM from scratch. There won’t be BGM or stages from the past game (s?). Some of the BGM will be arrange versions from famous old BGM.
Y: The strongest point in 02 is its balance. This UM will be built around this, and change the rest. 02 was created in a very difficult time for us, and there are several points that need to be redone.
By the way, Nowave used 02 as a base, but was a totally different game. Basically, 02UM is the 02 we would have created if we were making it now.

What about the most minor characters, like Kyo1 and 2?
NG: I can’t talk about them at this point, but of course, they won’t be left out.

And the characters that were added in the consumer versions, like Shingo, Geese or Saishu?
NG: Some of them may… You will see at the TGS… (w)

If you keep 02 as a base, do you plan to add strikers?
NG: Since it’s the Nests chapter, we could have, but we decided to keep 02 the way it was. No strikers.

How will characters like Foxy or King find their ways into their teams?
NG: There will be different teams and original teams. You’ll see at the TGS.

Ura characters ?
NG: You’ll see, it’s a secret. We haven’t announced anything about the game, and I guess there will be much different questions after the TGS. Please come and play! Also, there will be a 98UM and 02 tournament as well.
Y: And a 02UM tournament?
NG: The 02 tournament will be on 02UM. We’re working hard on it. By the way, like last year, I will be there on the public day to play 1 on 1 against the players and chat with them.
Y: I hope you have your helmet ready…
NG: Please don’t throw eggs at me. It’s against the rules! (w)
But I think the players who like the orientation of the project will be pleased with the game.
Y: As we said earlier, several people want a new game with neogeo sprites. We heard their complains, and we are not going to change everything for the sake of it.

Vía: http://www.cyberfanatix.com/

16.955

(129 respuestas, enviadas el Hablemos de juegos)

El último avance de Arcadia Magazine, digitalizado:

http://takejun.tistory.com/130


Y entrevista al productor por parte de Fighters Front Line, traducida al inglés por Iggy:

Iggy:

OK, so I made this very, very fast, so it might be inaccurate from time to time. Sorry for the mistakes and typos.

Mr. Kukino (Producer or KOF XII), NG Hakase (producer of KOF 02UM), the green Yusa, interviewed by a FFL guy named Sashimi

KOF XII

- how much time and work / character ?
K: One person alone would have had to work 16/17 month to create one character. The art director supervised everything, while the staff was divided into teams at each stage of the development. Each character was created by a team of around 10 people.

- How many frames per move/character?
K: it varies greatly, but the most detailed move has around 30 different frames. Each character has between 400 and 600 frames.
Yusa : The total number hasn’t much increased since the neogeo days. Less, and it looks ugly; more, and the balance is destroyed.
Our goal was to rework all the useless moves so they would look more natural, and make everything move smoother. You have to keep the same ratio of frames by character, or it just won’t be KOF anymore. This was the first thing we agreed upon.

- There are less characters then usual, and I guess there were several characters you absolutely wanted but had to remove in the end?
K: We wanted to create the ultimate fighting tool, and we chose the characters accordingly. You’ll see.
Y: Instead of removing character, we created KOF XII as a base that will grow like the older games of the series. It’s not because a character wasn’t chosen this time that he won’t ever appear anymore. Our final goal is to ultimately redraw every single KOF character in this definition.

- The backgrounds are very lively this time. Concept/favorite character?
K: The art director supervised all these as well. He created the sketch, and the staff worked from that base. That’s why they are so great. They move much more than any background until now. Since each one represent a country, each one has a very strong personality.
Y: And your favorite character?
K: We worked a lot on the fat lady in the France stage (w).
Y: what about you, hakase?
NG: the fat lady as well! (w)
K: the concept of this stage is some kind of luxury resort, that’s why the people there are so well fed. Also, the character in the foreground that moves a lot is called “Madame Catherine”… (w).

- Several characters are back to their roots. Will there be characters from old SNK games that are going to appear in a KOF game for the first time?
Y: Well… Raiden, for example.

- Question on the development are over. Now, about the system and the characters.
Will all the characters share the same ending?
K: No story, no individual ending.
Y: As a maker, we WILL finish the Ash storyline. XII is the ultimate fighting tool and a base for future projects, so we worked mostly on the system and the graphics.

Will there be a super gauge?
K: Of course.
Y: We never thought of removing it.

And a combo counter?
K: Of course. (w)

How many alternate colors?
K: 4, but we are still working on it.

What about the super-super moves, MAX supers, MAX2, Leader supers?
K: This time, the usual supers will be the highest damaging moves. No MAX, MAX2 or other.

Will there be visual effects when you finish your opponent with a super?
K: We don’t think so.

Ash moves a lot differently.
K: Ash was quite different from the rest of the cast. We reworked his moves and speech to be more consistent with the rest of the cast.
Y: And he’s not the only one. In older KOFs, even with 40 or 50 characters, the characters that are really used are much fewer. This time, we worked on each of the 20 characters so they each have their own flavor, so they are all used. It’s always sad when nobody use a character. Since we are reworking everything from the beginning, we can change even motions and very tiny detail to make each character everything.

Will you use moves from the KOF MI series?
K: If it blends well with our current engine.
Y: MI is a gaiden for the main series, so it can take a lot of liberties with the story. But we can’t take the risk to mix parallel stories with the main one.

Will the music be made by the same team behind KOF XI?
K: It’s not really a team, we are just using our usual staff. Each stage will have his own 2 BGM.
By the way, the music for the promotion movie is specifically for it. We will let you hear from the actual music of the game later.

Strong attacks and special moves cancel each other. Can you tell us more, or are you still working on this system?
K: Of course we are. It’s a brand new system, and we are trying to make it very easy to pick up. For now, all the moves stronger than a strong attack cancel each other. We will modify it in the final product according to what people think of it.

Why won’t there be actual teams this time?
K: Since we don’t have to create team stories, there was no need for default teams.

How about the ura characters from KOF 98 ? Do you think you might reintroduce them?
K:It’s hard to answer this question, but so far, no.
Y: Some fans from the AM show wanted high resolution and sharp animation, while the other half wanted many characters, even if that meant NG sprites. They wanted to continue to use the characters they invested a lot of effort into.
Our answer to this second half of our fans is the UM series. 98UM already did that, and 02UM is the next step. They are an evolution for the NG sprites. On the other hand, the main series will continue to evolve on the visual side. Since users want different things, we give them the opportunity to chose the one they like the most.

You have changed some of the moves, what made you do this?
K: The moves are part of the flavor of each character. We wanted to make some of them even more memorable and in touch with the character.

There are especially few characters this time; did you fear you may risk to lose some character’s fans?
Y: Of course, and the characters that were left away this time will be reintroduced in the sequels. 98UM and 02UM won’t be their last appearance.

You scheduled a location test in April, but it was canceled, and you stop communicating on the subject for a long time. Could you talk to us about this incident?
Y: We were looking at our rivals’games, as some of us wondered if we should release the game with even fewer characters. But we couldn’t make a KOF with less than 20 characters, so we decided to stop there and add some more. It was far too early to make a location test: the systems were rough, and we still had a lot of work to do. We couldn’t make a location test with such an early product, so we decided to just show our game so far at the AM show.
Our biggest concern was to add as many characters as possible.

Nona is the art director for this game. Did the rest of the staff opposed some of his decisions?
K: He worked on everything, from the characters, the backgrounds, the special effects, up to the selection screen, while the director had the final word. That’s why there was no opposition, but instead he listen to all their opinions, mixed them, and transformed them into graphics, that the director approved to make a real KOF world. Of course, some stuff that didn’t fit in XII were left out.
Y: We worked a lot on the feeling of unity of the world. In XI, you had an opening, character illustrations, main visual, character select, winning art, and each used different arts. We unified this in XII. A weaker graphicer couldn’t homogenize all this, and the strongest artist we had at SNK was obviously Nona. You need a lot of energy, talent and determination for this work, and Nona was the obvious choice.
The sprites used to mix different styles according to the person who draw them, but this time, we work so they all looked coherent with each other.

Walls?
Y: At first, we thought about it, and noticed that in a 2D game, there are walls, but at the same time there aren’t. Bouncing on the wall can look like a bug, and it didn’t fit with our current system.

Last question: Online. Will there be a card system, or an online service?

K: No.
Y: It makes the game more expensive for the operators, and we thought we would be more accepted with a lower cost.

Vía: http://www.cyberfanatix.com/

16.956

(78 respuestas, enviadas el Hablemos de juegos)

http://www.gpara.com/article/cms_show.p … p;c_num=14

16.957

(31 respuestas, enviadas el Hablemos de juegos)

Nuevas capturas y vídeo:

http://news.dengeki.com/elem/000/000/110/110854/


Aquí, parece, capturas en su resolución nativa:

http://www.gpara.com/article/cms_show.p … p;c_num=14


Y el sitio oficial también acaba de colgar su 2º vídeo promocional.

Enlace para descarga: http://thunderforce.sega.jp/movie/tf6pv2_hi.wmv

16.958

(78 respuestas, enviadas el Hablemos de juegos)

http://videogamerx.gamedonga.co.kr/zbxe … 996/01.jpg

16.959

(7 respuestas, enviadas el Hablemos de juegos)

http://www.famitsu.com/game/coming/__icsFiles/artimage/2008/10/02/pc_fc_n_gs/desuteni04.jpg

http://www.famitsu.com/game/coming/1218523_1407.html

16.960

(20 respuestas, enviadas el Acerca de Postback)

Recap escribió:

Quizás alguno se acuerda de que una de las bromas de Irem para el April's Fools fue el anuncio de una nueva versión de su clásico Spelunker en HD:

http://sazanami.net/nikki/200810/081001_003.jpg

Se ve que la idea les gustó, porque hoy Famitsu ha desvelado la lista del lanzamientos para el TGS y hay un tal "Minna de Spelunker" para PS3 del que se muestra incluso una captura. Aparecerá en el servicio de descargas y permitirá hasta 4 jugadores.

Gracias a http://sazanami.net/#20080215

http://postback.geedorah.com/foros/viewtopic.php?id=856



Hayama escribió:

¿SPELUNKER HD?

La noticia “WTF” del mes


La gente que sea “vieja escuela” de seguro ha jugado alguna vez en su vida Spelunker, el clásico juego plataformas de MicroGraphic Image para Atari que también salio en varias plataformas (entre ellas el NES el cual es una de sus versiones mas conocidas) y que gozo de un enorme éxito en Japón, donde Irem al final se quedo con los derechos. Hace mucho tiempo Irem hizo un “April Fools” (y que ellos tienen harta experiencia en el tema) de que desarrollarían un “Spelunker HD”, idea bastante loca pero que hubiera sido interesante ver el resultado… y bueno, parece que lo podremos ver, ya que gracias a Sazanami me entero de que Irem esta desarrollando “Minna de Spelunker” para Playstation 3 y que, en efecto, se trata del mismo Spelunker de siempre pero con GRAFICOS 2D HD que algo se puede ver en esta imagen del original April Fools. El juego será revelado en el Tokyo Game Show… y será un verdadero flashback para algunos.

http://www.gamercafe.cl/?p=7837

16.961

(6 respuestas, enviadas el Hablemos de juegos)

http://www.jp.playstation.com/scej/title/patapon2/

16.962

(78 respuestas, enviadas el Hablemos de juegos)

El sitio oficial acaba de abandonar su estado preliminar. Nada nuevo salvo el nombre definitivo: "Oboro Muramasa". A secas:

http://www.mmv.co.jp/special/game/wii/oboromuramasa/


Gracias a Game Nyarth.

16.963

(8 respuestas, enviadas el Hablemos de juegos)

http://www.irem.co.jp/official/minnade_ … index.html


Vía http://blog.livedoor.jp/od3/

16.964

(7 respuestas, enviadas el Hablemos de juegos)

http://www.bandaigames.channel.or.jp/list/DestinyLinks/


Vía: http://blog.livedoor.jp/od3/

16.965

(11 respuestas, enviadas el Hablemos de juegos)

http://plusd.itmedia.co.jp/games/articl … ws113.html

16.966

(13 respuestas, enviadas el Hablemos de juegos)

http://www.gpara.com/files/contents/c_s1222976441_1.jpg

http://www.gpara.com/article/cms_show.p … p;c_num=14

"Brother action RPG"... pero para un solo jugador.

16.967

(3.039 respuestas, enviadas el Hablemos de juegos)

karagh escribió:

De sobra conocido, pero aparecerá en WiiStore.

Lo que lo convierte finalmente en un producto profesional y por tanto, no apto para este hilo, ¿no?

16.968

(25 respuestas, enviadas el Hablemos de juegos)

Vídeo: http://www.famitsu.com/game/coming/1218492_1407.html

16.969

(164 respuestas, enviadas el Hablemos de juegos)

En acción:

http://www.gametrailers.com/player/40742.html

16.970

(16 respuestas, enviadas el Hablemos de juegos)

Nuevo avance en Dengeki On-Line que nos deja saber que, en efecto, habrá dos modos de dificultad, no existiendo diferencias entre ellos en los eventos y pudiendo incluso alternar de uno a otro en la misma partida (que no suena demasiado bien, la verdad). Por supuesto, una nueva montaña de felicísimas capturas:

http://news.dengeki.com/elem/000/000/109/109850/c20081003_prinny_28_cs1w1_480x272.jpg

http://news.dengeki.com/elem/000/000/109/109861/c20081003_prinny_39_cs1w1_480x272.jpg

http://news.dengeki.com/elem/000/000/109/109833/c20081003_prinny_11_cs1w1_480x272.jpg

http://news.dengeki.com/elem/000/000/109/109857/c20081003_prinny_35_cs1w1_480x272.jpg

http://news.dengeki.com/elem/000/000/109/109854/c20081003_prinny_32_cs1w1_480x272.jpg

http://news.dengeki.com/elem/000/000/109/109844/c20081003_prinny_22_cs1w1_480x272.jpg

http://news.dengeki.com/elem/000/000/109/109831/c20081003_prinny_09_cs1w1_480x272.jpg

http://news.dengeki.com/elem/000/000/109/109871/

16.971

(78 respuestas, enviadas el Hablemos de juegos)

Lo dejamos con doble autoría y dos veces gracioso, entonces.


(...)

16.972

(78 respuestas, enviadas el Hablemos de juegos)

http://www.watch.impress.co.jp/game/docs/20081002/wiiss73.jpg

http://www.watch.impress.co.jp/game/docs/20081002/wiiss72.jpg

http://www.watch.impress.co.jp/game/docs/20081002/wiiss71.jpg

http://www.watch.impress.co.jp/game/doc … /wiiss.htm



Oh, y veo que no le mencionado, pero está confirmada su adaptación para el mercado norteamericano. Me temo que soy incapaz de recordar la fuente.

16.973

(164 respuestas, enviadas el Hablemos de juegos)

Tsumi to Batsu 2:

http://www.watch.impress.co.jp/game/docs/20081002/wii_s17.jpg

Más aquí: http://www.watch.impress.co.jp/game/doc … /wiiss.htm

16.974

(164 respuestas, enviadas el Hablemos de juegos)

http://www.nintendo.co.jp/wii/ruuj/index.html

16.975

(129 respuestas, enviadas el Hablemos de juegos)

http://game.snkplaymore.co.jp/official/ … index.html


(Gracias a http://gamenyarth.blog67.fc2.com/ )