Tokyo Game Show has always featured a certain logo or catchphrase that changes from year to year. Lately this logo has been a piece of artwork featuring a woman who looks like her outfit and most of her body has been built out of video game hardware.
Today Tokyo Game Show’s organize CESA revealed that this girl will be returning yet again for a third year and with it she comes with a new color scheme, swapping her previously purple body for a red one. Andriasang has translated the text as saying something about her flying to your town to deliver “memories of smiles” from the digital world, more or less. The full artwork can be seen below and those who wish to attend this year’s TGS should know that it will be held at the Makuhari Messe from September 20th through the 23rd.
We just heard about the main characters that players will be able to take control of when Yakuza 5 hits Japanese store shelves in December and now Sega has updated Yakuza 5’s Japanese website with a slew of new images of these main characters.
For the most part all of the returning guys still look the same but we also seen the slightly grown up version of Haruka Sawamura as well as what the brand new character, Tatsuo Shinada, will look like. There are also a few images of each of the five areas players will be exploring. These images are accompanied by a large amount of Japanese text that differs between characters, however at the moment there exists no English translation of this text.
Things have been rather quiet about Viz Media’s Tiger & Bunny English dub ever sine it was announced that the series would in fact be receiving one. However today Viz chose to reveal a number of voice actors and actresses which will be handling some of the cast’s English voicework.
We already learned that Patrick Seitz would take care of Sky High/Keith Goodman’s voice and that Travis Willingham would handle Rock Bison’s voice but this time around Viz chose to reveal the voices of the head female characters. Well… two female characters and one who really wishes he was a female.
The voice of Karina Lyle, also known as Blue Rose, will be handled by Kari Wahlgren while Laura Bailey will be handling Dragon Kid’s voicework. As for Fire Emblem, his voicework will be taken care of by John Eric Bentley. Interestingly enough, no information has been revealed yet about the two main characters, Kotetsu and Barnaby. Perhaps we will find out in the coming weeks who will be handling their voices when the anime is released in North America.
Or at least that is what we would have liked to have seen. Earlier this week Hideo Kojima himself chose to give everyone a nice little teaser on his Twitter saying that he was so excited about Metal Gear Rising’s E3 demo that he would reveal a bit of its gameplay before E3 actually happened.
However that seemed to have just been a nice little troll from Kojima as the video released by Konami today is fifty seconds of Metal Gear Rising: Revengeance’s demo screen. Looks like everyone will have to wait until E3 to see the newly revamped Metal Gear Rising: Revengeance in action when we will be getting our first chance to try out the game on the showroom floor.
Tecmo Koei has chosen to reveal the roster for their upcoming release of Dead or Alive 5 via a drip feed. Despite the fact that the game was announced many months ago, only a few characters have been confirmed for the final game and this includes the iconic ninjas Kasumi, Ayane, Hayate and Hayabusa as well as my favorite, Hitomi, and even a guest from Virtua Fighter in the form of Akira Yuki.
Today however it seems that two more characters have been revealed for the game via the latest issue of Famitsu. As you can see in the image to the right Lei Fang will be one of the available fighters when the game is released. Famitsu contains a few more images including ones that show Lei Fang taking on a clown suit wearing Zack in the middle of a circus stage called “The Show.” I’m sure we will be hearing something a bit more official in the next few days from Tecmo Koei themselves, but for now this is good enough for fans of Lei Fang and Zack.
Today Microsoft Japan revealed that they are planning to release Crimson Dragon (previously known as Project Draco) on June 13th through their digital marketplace for 1,200 MSP, also known as $15. The game will be exclusive to the Xbox 360 and must be controlled using the Kinect sensor to control the dragon in flight as well as use the dragon’s special powers.
For those who don’t know, Crimson Dragon is being developed by the same creators of the much beloved Panzer Dragoon series. Unfortunately Microsoft in North America has yet to reveal when Western gamers may have a chance to purchase the title in English. We have reached out to Microsoft to see if they care to shed a little light on Crimson Dragon’s Western release and will update you if they choose to respond.
Interestingly enough, the previous main game in the Yakuza series, Yakuza 4 had four main characters that the players switched between periodically. Now today Sega has revealed that Yakuza 5 will feature 5 different characters to play as as well as five different locations that can be visited. This information comes from Famitsu as it is reported that Kazuma Kiyru, my favorite Shun Akiyama and Taiga Saejima will be among the playable characters. Also playable in Yakuza 5 is Haruka Sawamura, the girl who Kazuma has been protecting for a long time.
The other new character is named Tatsuo Shinada and he is a brand new character that used to be a baseball player before he was banned due to gambling. Andriasang reports that Famitsu details Shinada as a character players will be able to emphasize with. The five areas gamers will be able to visit are Tokyo, Nagoya, Osaka, Fukuoka and Hokkaido, easily making Yakuza 5 probably the largest game ever in the Yakuza series.
Yakuza 5’s storyline picks up after Yakuza 4, with Shun traveling to Osaka, Kazuma working as a cab driver in Fukuoka, Haruak working as an idol in Osaka and Taiga serving a prison term. How these characters’ storylines will develop has not yet been revealed. Currently Yakzua 5 is set to be released in Japan in December exclusively on the PlayStation 3 with a release overseas still up in the air.
Capcom have revealed that they plan on becoming the #1 provider of digital content by the year 2022. This shouldn’t come as any surprise to gamers, who have been subjected to a ridiculous amount of downloadable content from Capcom (most of which exists under questionable pretences).
This goal that Capcom has is certainly not too much of a stretch of the imagination, especially when you consider their current business model of releasing incomplete games only to release countless DLC packs afterwards, many of which by all rights should have been on disc to begin with (Dragon’s Dogma says ‘Hi’).
The basic gist of Capcom’s plan here is that they want to up their distribution and production of digital content, which means there will be more DLC and more digital re-releases. There will also probably be yet another version of Street Fighter IV as well, they haven’t made one with the word ‘Ultimate’ in the title yet, so that is a given.  In related news, Satan himself has bought Capcom shares.
The sad reality here is that the continuing trend of releasing incomplete games will continue and even increase in the case of Capcom, which is an utter shame. It’s really a sad day when you see a company like Capcom lose so much faith in their consumers whom they used to be very much in touch with.
What do you think of Capcom’s goal to become the #1 provider of digital content by 2022? Sound off in the comments section below. Don’t be too hard on Capcom though, they mean well. Ask their wallets if you don’t believe me, at least Capcom is thinking of someone.
The snow lies all around him, his dark cloak fluttering in the breeze. Ahead lies the mountain – at the summit lie answers. Death strode forward. He would redeem his brother, whatever the cost.
Such is the scene which opened the new hands-on demo of Darksiders II at a recent THQ pre-E3 event. War, the first rider of the apocalypse and the protagonist of the first game, has been falsely accused of triggering Armageddon ahead of its allotted time, and so has been punished by the Charred Council, the adjudicators of balance between the realms of heaven and hell. It’s up to his brother, Death – the second rider, to clear his name, and perhaps even repair some of the devastation caused by the end of days.
We’ve already gone hands-on with Darksiders II previously, but this portion of the story takes place much earlier in the game, and, as such, the key features of the game were slowly introduced as I progressed through the level, rather than being dumped on me all at once.
As Death makes his way up the mountain, frozen guardians burst out of the icy capsules which contain them, and after dispatching a few of them with a combat system familiar to anyone who has played the first Darksiders (or indeed, most other action games in the vein of God of War) one thing becomes immediately apparent: there is loot to pick up. And lots of it.
Darksiders II features a fully fleshed-out inventory system. While the Death I’d played with in earlier demos had already received significant, dev-assigned help with his armour, this guy had nothing but his scythes between him and the cold hands of…er, well death. The loot drops make an immediate impact both aesthetically and in terms of gameplay. Death can take a lot more damage with armour on, obviously, and he can also pick up new weapons to increase his damage output.
The system is quite well designed, as loot can be equipped or sent to the inventory directly from the game screen without navigating a menu. The system also compares items of the same type while you’re picking them up, again saving you the hassle of menu navigation and easily letting you know whether you should trade out your old boots for the ones you just found. I can easily see this part of the game becoming almost Diablo-esque in addictiveness – I got excited every time something dropped, and, though I could bypass some of the enemies, I chose to fight the mountain’s inert guardians just for the sake of loot. With the promise of side-quests and dungeons hidden all around the world of Darksiders II, there’s potential for some serious hours to be dropped into the game all in the name of finding that new piece of shiny gear.
As Death continues on his quest towards the summit of the mountain, the game prompts you to make him climb, wall-run, and vault over objects in a manner that is much more reminiscent of Prince of Persia than the original Darksiders. Where War was the personification of an indestructible brick wall, Death is agile, cunning, and far more mobile. This means levels within the sequel will feature a lot more verticality, and the various ways in which Death scaled up to the mount’s summit constantly surprised me. For all intents and purposes, a mechanic of the game which could easily have been called second best in the original Darksiders was reborn here in a way that not only kept me on my toes, but added a great deal of variety to the level in general.
The level culminated in a confrontation with a story-specific character that I won’t spoil here, but suffice it to say that it’s not just the levels of Darksiders II that are full of surprising twists and turns. The boss-fight itself was quite challenging – this is no casual game. In fact, I’m fairly certain one person on the floor was actually able to beat it before having to hand a controller off to someone else.
In terms of art direction, you can expect something very similar to Darksiders. The comic book style is really appealing to the eye, but, aside from a few lighting improvements, it doesn’t look like the graphics engine has been much improved over the last two years. It’s certainly not ugly, in fact the art style could probably make a technically inferior game look great anyway, but with new games constantly pushing the bar as we near the end of this console cycle, it’s a shame to see not much was improved upon.
Regardless, Darksiders II is shaping up to be a colossal game full of cinematic moments, intense combat, and enough loot to make the heavens green with envy. For more news on Darksiders II as it comes, be sure to stick right here at Capsule Computers.
Auto Club Revolution has received a new content update today and it has none other than the Indianapolis Motor Speedway, or “the Brickyard” as it is also commonly known. Â While the update only allows players to utilize the 2.5 mile outer oval of the track, the inner road course featuring 13 turns for drivers to navigate is being developed for launch too.
One of the most well known tracks around the world, it is available to all users for free, so everyone can get a chance to emulate those drivers of the Indy 500 or Brickyard 400. Â First opened in 1909, the over 100 year-old track has been recreated in Auto Club Revolution as close as possible and players can check out the images in the gallery below to see how well they’ve done. Â The free-to-play game is available HERE.