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Crimson Relic

SSFIV Developer Blog: Character Design

By: Crimson Relic Feb 2, 2010 | 2 Comments

Developers of Super Street Fighter 4 talk about character design.

Hey everyone, it's been awhile! This is Tsukamoto.

Last week our Dev Blog took a break as Ms. Shiozawa's blog featured a special update announcing the sale date! After watching the anime trailer, Juri's way cool closing line of "This won't hurt a bit" has been stuck in my head.

Well then, this week I'd like to talk with designer Mr. Kamei about the character designs. What kind of episodes took place during the development of Street Fighter IV?

-- First off, tell us about how the character designs for SFIV were decided on.

Kamei:
I spoke about this a little in the 2nd blog entry, but when deciding the direction of the SFIV characters there were quite a bit of twists and turns. In trying to determine their shape, with the 3D body, silhouette, and volume, we came up with many different variations before deciding. For example, we had a really thin Ryu, a larger Ryu, a Ryu with a big body but small head...in the end, we felt that the current model was his best look in 3D. But before we got to that point, there were over 10 different variations of Ryu.

Ryu's History



-- What was the general feeling you were going for?

Kamei:

We wanted to bring the flavor of the old SF to life. Basically, in 3D games elongated bodies look pretty cool but we thought it wouldn't really fit well with a fighting game. With the exaggerated movements according to the game systems, the characters have to move many times faster than a normal person would. So we had to do modeling and deformations in order to match that, and the more we do the more it becomes unsightly to see. So in order to get both a cool look and easy-to-understand movements working together, we setting on doing deformations of the old pixel style. With pixels, you can easily understand their silhouette, and we can also include some cool deformations. By adding deformations, we can have easy-to-understand expressions in just a few frames of movement.

Tsukamoto:
Even for female characters, they can have facial expressions where you see them taking merciless damage.

Kamei:
Yes we included that. But personally, I'd like to improve upon that and have the characters sustain injuries. Everyone looks cool when they win without taking damage, but if you just squeeze out a victory then they should look all beat up (laughs).

Tsukamoto:
A face they wouldn't want to show to anyone. But, if you get too detailed with that then the game's rating will shoot up, so you'd have to pull that off very well.

Kamei:
Aside from the face, fighting games have a lot of intense movements. A jab punch comes out in 3 frames - 3/60ths of a second - but in that short time we'd like you to be able to recognize the forearm, the upper arm, and if their fist is clinched or not - that's the kind of silhouette we're aiming for. So that's why we basically haven't changed our way of thinking from the pixel era.

-- The movements in SFIV definitely feel like they are easy to understand.

Kamei:

You know, in SFIV we've added a transformation ability to every part. For example, when a character throws a punch, their fist will scale slightly to become larger. During the pixel era, in order to make an impression on the players, when characters threw punches their fists were drawn just a little bit bigger. So depending on the character, there are scale animations to exaggerate parts of their body as they throw attacks. Internally, its only a 1.05 magnification, so if you take a quick look at it you won't notice, but I think the silhouette will leave an impression.

An Image That Shows The Scale



Tsukamoto:
Without scaling, you don't really get the good feeling that is Street Fighter. It would be more accurate, sure, but it would be a little harder to understand. This is one of the benefits and drawbacks of 3D models.

Kamei:
Yeah, 3D models as-is aren't very interesting.

Tsukamoto:
Yeah, they're too straightforward. During the 2D era when everything was hand-drawn, the designers could think "This is a really heavy punch, so let's have the character's face warp a little bit, mouth wide-open, and we'll draw their fist a little bigger" and then they could animate it that way, but for 3D models that type of thing became a little difficult. At one point, we did think about making it more realistic, but then after giving it more thought we considered not making it in 3D at all. But one of SFIV's themes is replicating the great things about 2D in 3D, so we pressed on...this is probably one of the hardest things for the designers to tackle.

Kamei:
It took a lot of steps to get to that themes, but in the end I feel like we were able to stick to our roots and make a design, like the pixel era, where you can understand a lot of things in just a short span of frames.

-- Speaking of pixels, the SFII and Alpha series styles were pretty different. Were there any episodes in relation to this?

Kamei::

As the Alpha series was based on anime, the deformations were more severe and the information content was less than compared to the SFII pixels. So what happened for the new characters such as Guy and Cody, everyone had their own personal image of what they should look like. Even just asking the development staff, no one could agree on what Guy should look like (laughs). As there were a lot of opinions, it was pretty hard to get to a place we would all agree on. Of course, this is true for any series, but it was the most difficult for the Alpha characters.

-- It seems like it'd be easiest and fastest to just copy the silhouette from the pixel art and make the model from that.

Kamei:

We did that at first, but in just making them 3D as-is there were various problems that popped up.

Tsukamoto:
Guy was particularly difficult.

Kamei:
As Guy was the first Alpha character we ported over, we had to spend a lot of time thinking in what way to do the deformations. If you look at Ryu you'll get a good understanding of this, but in fighting games, most characters basic pose has their knees bent. They don't stand straight, but somewhat bent over. But Guy stands straight up with one knee straight. So he ends up towering over Ryu, and in 3D, what happens is that we have to make his legs short. His kicks have less range than his punches (laughs).

Guy's Kick



Tsukamoto:
For pixel art, we can just draw the legs long and they'll look cool! As Alpha was 2D, we could have these cool and cute anime kicks for all the characters, and that was one of the Alpha series's charms. But in 3D that becomes a difficult thing.

-- Were there any other difficult characters?

Kamei:

....Chun. (laughs)

Tsukamoto:
Yeah, Chun was a handful! Her model was changed so many times, I lost count! (laughs)

Kamei:
We changed her face even after the loketests.

Tsukamoto:
The Chun-Li from then and now are completely different.

Kamei:
From the questionnaires at the loketests, we realized that the players wanted a better Chun. So we finished up all the other characters first, then our lead modeling designer appointed the "Month Of Chun Improvement" and we got to work (laughs).

Tsukamoto:
Yeah, I remember that (laughs). We did that more than once, Arcade Month of Chun Improvement, Console Month of Chun Improvement...

Kamei:
Our lead designer was the one who would make the adjustments on her model body, then as her face changed (facial expressions) we'd have to fix that as well. I was the designer in charge of Chun-Li's facial expressions. So then the lead designer would make an adjustment to her body, and I'd follow up with the facial adjustment. Then we'd take a look at it, and if it didn't feel right we'd have to fix it again. That went on for quite a while.

-- Were there any characters where things went smoothly, or that you liked working on?

Kamei:

I'll have to go with Honda. Also, Dhalsim, Zangief, and Blanka. I'd played SFII when I was a kid, and I feel that their image in SFIV is the best match to that time. Its just how I feel, but I think that big strong characters are the easiest to reproduce.

-- Dhalsim is a pretty unique character.

Kamei:

Yes...speaking of, Dhalsim was one of the first characters we were able to get up on screen, after we figured out how to do Ryu. It was Ryu, Ken, Blanka, and Dhalsim. After figuring out the design direction with Ryu, Ken was easy enough to follow suit. Then Ono asked if we couldn't make some of the more unique characters, so we decided to make Blanka and Dhalsim.

Tsukamoto:
When SFIV was still just in the inspection stages, we still hadn't officially gotten the green light for development. The developers as well as Ono were still trying to figure out just what "IV" would be.

Kamei:
I thought, "This might be the last time I get to make a Street Fighter character, so I'm just going to do what I want! Give Dhalsim as many bones as I like!" So as a result, Dhalsim's preparation got the elegant treatment (laughs).

A Picture From Back Then



Tsukamoto:
Yeah, thank goodness we gave it our all back then. Its all about our love - if we didn't love the game, it wouldn't have been made.

-- Kind of surprising that Chun-Li wasn't among the first models to be made.

Kamei:

Yeah, we didn't have Chun-Li. If we think about The Month of Chun Improvement, if she'd been around back then then development would have come to a screeching halt! (laughs) Oh, I don't mean that as anything bad against Chun!

Tsukamoto:
The Month of Chun Improvement was pretty heavy. Did it make you hate Chun?

Kamei:
Not at all. There are other characters who turned my dreams into nightmares.

-- Such as?

Kamei:

...Dhalsim. (laughs) At first, we couldn't get Sim's stretching animation right at all. In particular, his arms would get jagged, and we couldn't get them to stretch beyond a certain point without getting all messy. I'd always end up saying "Curse you Sim, why do you have to move like this! This is impossible in 3D!"

Tsukamoto:
I remember we asked if it was okay if Dhalsim's arms only stretched a little bit. Okada's answer to that was "No!" (laughs) But we eventually got them stretching beautifully!

Dhalsim's Stretchy Arms



-- Is there anything else you'd like to point out about the SFIV character design?

Kamei:

What I'd like the players to notice is the level of detail given to SFIV's shader. Its a bit difficult to sum up with a shader is, but it's something that really adds a nice touch to the outward appearance of the 3D models. If you look at the expressions during Focus Attack or at the results screen, this will give you an idea of SFIV's unique shader. The extra touching effects in the PC version also come from the shader. Even with the same model, the shader can really add an extra sense of quality.

-- You mean the poster or watercolor look effect! That's the shader?

Kamei:

That's right. The shader has many different uses and tools, but in SFIV what we were going for was the moving painting look. Make the artwork of Street Fighter come to life, in 3D, and give it a sense of depth and presence - we felt that would be the most interesting expression for the game, and that's how we developed our shader.

Tsukamoto:
As we re-did Ryu's model over and over again and looked for our direction, we also advanced our shader at the same time. I feel its a very unique expression, so I would be happy if everyone were to take note of it.



-- Are there any last words you'd like to leave to the fans who are looking forward to the character designs?

Kamei:

With SSFIV, since we had the experience of SFIV behind us we thought we'd be able to complete the development in no time, but this time as well we tinkered with it right up until the deadlines. The characters of SF are all very individualistic, so getting that to properly come across in 3D takes some trial and error. But in the end, I feel the new characters retain that high quality feel, and are designed to fit right in in SSFIV! If you have any thoughts after buying the game, I'd love to hear them. Please shoot me a line!

Tsukamoto:
Well, we mostly talked about arcade SFIV, but I hope you all enjoyed today's entry.

The qualifiers for the National Tournament are under way! Arcade players, do your best! We here at the offices are praying that the players will really enjoy the tournament!

Well then, see you next week!

Video

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Marvel vs Capcom 3: Game Glitches

By: Cinderkin Feb 19, 2011 | 16 Comments

With the release of Marvel vs Capcom 3. A ton of gamers have been finding glitches that the testers seem to have missed. Check them out!

The next 3 glitches are graphical ones that make the make the game hard to play.

Have you experienced any of these glitches or any new ones? Tell us what you think about this in the comments. Don't be a Jimmy!

 

Source: Eventhubs

You tell me? Is that a Spartan, because that alien sure isn't an Elite. Who's in charge of the marketing here? Where is Bungie?

Bungie must be cool with this, because it's still on TV. I don't understand why Microsoft would license out the Master Chief or any other Spartan for a Samsung product. Oh wait, it's because it's not Halo. It's a straight up jack move! 

There is nothing in the commercial that mentions anything about Halo. Bungie hasn't posted the youtube link on their page, like you think they would. Something must be at play here that I don't fully understand. The alien is nothing like anything in the Halo series. The space marine that swoops to save the "Spartan" could be a UNSC, but that's not clear either. What the fuck is he flying by the way? Looks like a flying Horseshoe Crab spaceship.

The detail in the "Spartans" helmet has a circular air module on the front unlike any Halo armor permutation I have seen. Although on each side of the helmet you can see the flashlights(or little holes by the ears.) The body armor appears to be a cheap rip off with no real detail. And why the fuck is he carrying a steak knife? The only real "Spartan" detail is in the helmet on this Jimmy. Somebody tell me what I'm missing here. 

That Samsung commercial is whack compared to REAL Halo live action commercial. Check out the real stuff below.

Review

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Crysis 2 campaign review

By: BatRastered Mar 31, 2011 | 4 Comments

A decent length campaign with some truly awesome moments is marred by some terrible AI.

Crysis 2 has an interesting campaign, if you can get past the bordom of the first few levels, that is. I spent about 14 hours in the campaign, that's a pretty good length by today's standards. Certainly, you're not getting cheated like Modern Warfare 2's ridiculously short story. The story takes place on a Manhattan island that has been devistated by a plague. Little do they know, that this disaster was casued by aliens.

While I had a great time in the later levels fighting against the "Ceph" aliens, the game starts you off fighting against a private military corporation known as the "Cell". I guess they were in charge of evacuating the city or something, but I was never really sure as to why they wanted to kill me. I mean, I'm trying to save the world! I guess somebody wanted my suit? Whatever. Fighting the Cell is 50% boring and 50% terrible, glitchy AI. If they catch a glimpse of you, they start shooting, but if you're far enough away when this happens, you can just cloak and they often go back to doing what they were doing as if nothing happened. Reall good security force there, Jimmy! The dialouge they spew is equally buggy. Once, I stealth killed a Cell soldier, and one of his buddies heard it and went to investigate. I cloaked and waited for him to show up. Upon standing over his friend's corpse, he quips "must've been a false alarm." Huh?

Once the Ceph start to show up, you're in for some real action. They jump off walls and up onto roof tops to flank you and, of course, take more that a bullet or two to bring down. Unfortunately, I was a good 5 hours into the game before the good stuff happened. In fact, the demo level we saw at E3 2010 was from the second to last level of the game. Really? Really! Still, fighting a walking alien tank while being hounded by many Ceph ground troops is a lot of fun and a good challenge. Interestingly, after wiping out a large chunk of the Ceph offensive, I'm back fighting Cell again, trying to rescue someone from them and they're hell-bent on killing me again... as if I didn't just save all their asses... Yeah, the story is a little convoluted.

The graphics and sound of Crysis 2 are top-notch. I played on an XBOX 360 (in HD, but not 3D) and thought the game looked spectacular. Even better considering I didn't have to install anything to get up and running. Just pop in the disk and go. The draw distance in Crysis 2 is really incredible, which allows the sniper rifle to be very useful in many situations. The orchestral musical score, while not quite Halo standards for me, was quite good and added to the overall experience. The suit itself talks to you, telling you when you cloak or armor are turned on. This is ok at first, but it gets tiresome since those modes consume energy, you can't just leave them on which means you end up hearing that a lot. The controls are typical for a console FPS, with the addition of the shoulder buttons controlling your armor and cloak abilities and never got in the way of the action, although sometimes when close to an object I couldn't jump the way I wanted to. For some reason, the game continues to tell you how to crawl under things even towards the end of the game, I found no way to turn the hints off.

I didn't play much of the multi-player, though what I did see felt a lot like CoD style, which I hate. See goukijones' MP review later. The campaign itself has no real reason to go back and do it again. In fact, it feels a bit like Halo 2, giving you that "hey we're working on part 3" moment at the end.

Good:

  • An FPS with a campaign that actually lasts more than one play session.
  • Interesting fights with the alien "Ceph".
  • The nano-suit is great and makes you feel like a badass.
  • Upgrading the suit and swapping weapon parts (scopes, silencers, etc) doesn't pause the game or take you out of the environment at all.
  • Most of the story is told in the game engine without taking you out of first-person.
  • Controls are spot-on. Shooting feels right.
  • Looks great. Sounds great.

Bad:

  • Multi-player feels like CoD. You have to rank up to get better guns, which is hard when people you play against already have them.
  • Fights against human "Cell" group are boring, plagued by terrible AI and audio bugs, and just don't make sense.
  • Enemy path finding is often broken, leaving bad guys stuck between objects or facing a wall.
  • Too much hand-holding by the game. Press B to crouch is useful in level one, just plain annoying in level 18.
  • The suit won't shut up. I hope you like hearing "cloak engaged", or "maximum armor", or "nano vision enabled", because you'll hear it a lot.
  • No replay value to the campaign.

If you're into the CoD style multiplayer, you might enjoy the overall experience of this game more than I did.

Overall: Rent it

When GoukiJones plays Gears of War 3 he uses the Sawed-off Shotgun. This shotgun works most effectively right up on the enemy. So after 1 blast, he double taps RB to jam it right away. Is that faster than doing an active reload? Check out the video.

Community Blog

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Personal top 5 Characters of MvC3

By: iorilamia May 17, 2011 | 14 Comments

An opinion on who are in the top 5 and why.

Marvel Vs Capcom 3 has been out for a good enough time to see who are the extremely powerful and well-rounded characters. I've been thinking, if there was a tier list, who would be in the top 5? I came up with a list, but it is in no particular order. I feel that these 5 characters are all pretty close to each other in some way, being able to tear each other apart X-Factor or not. I'll be going over the strengths that lead me to believe they are the best and the few weaknesses. Keep in mind it is an opinion and I'd love to hear what you have to think about it.

1. PHOENIX

Strengths-

  • Best Teleport in the game. Basically instant, can use in 3 directions on ground and air.
  • Amazing fireball game. Can be used as offensive, mix-ups with teleport and extremely annoying keep-away with her H fireball in flight mode.
  • Her Trap is powerful and annoying. It moves fast, can have more than one out and it can set up for combos and mix-ups with the teleport.
  • Great physical combos including her own in air re-launch combo and a overhead you can combo in and out of!
  • Has flight mode
  • Amazing Supers. Phoenix Rage has great priority, travels full screen at a fast speed and causes wall bounce for DHC combos or Trap combos. Healing Sphere helps desperately with regaining the load of damage she takes from chip. (Red Life)
  • Dark Phoenix (Dying with 5 meters) increases her speed and offense. Regular Phoenix is already an extremely tough character to deal with. Dark form makes all of her normals and fireballs hyper-active and extremely hard to dodge. More chip damage as well.
  • Dark Phoenix mode also effects her assist, making her Tk Shot one of the best projectile assists.

Weaknesses-

  • Lowest health in the game. Healing Sphere is nice but that only works when opponent is inside. Many Phoenix players die to chip damage when opponent has enough meter. Also people are so focused on Dark Phoenix, that they don't use their meter, handicapping them from finishing combos.

2. WOLVERINE

Strengths-

  • One of the best rush down characters and with the right assist, it is inevitable for him to get in and open you up
  • Beserker Barage, Drill claw , dive kick and Beserker slash are extremely strong, fast and great priority moves. Being able to drill claw in multi directions, cross up with Beserker slash and dive kick into combos makes wolverine extremely versatile in his offense, leaving him with few bad positions during the tides of battle.
  • His hyper Fatal Claw can be done in air or ground. Wolverines BnB re-launch combo into this super EASILY does over 40% on most characters. Also his Beserker Barage X and lvl 3 Weapon X are very easy to hit-confirm into.
  • Wolverine has fast normals and a very fast dash.
  • Already being a in-your-face type, it is ridiculous that he has a speed-up super; Beserker Charge. It only lasts 5 seconds but helps extend combos and make him more figity and faster than before (In movement and attacks)
  • Has a OTG slide, with the right assist this extends his already simple yet damaging combos even more.
  • Has a wall-jump when cornered

Weaknesses-

  • Wolverine has good health and some of the best offense and supers in the game. The only disadvantage he has is no projectiles. But Wolverine has so many angles and quick ways to get in, that it doesn't matter. In the end it is up to the player, but for the most part Wolverine is unstoppable.

3. WESKER

Strengths-

  • Has one of the best damage outputs during X-factor (And very strong without it)
  • Can teleport in directions on ground and air. While in air can teleport 3 times before hitting ground.
  • Has single-shot gun that does great damage and has good hit stun.
  • Can create amazing mix-ups with gunshots followed by teleports and assists
  • Can combo after Counter super
  • OTG gunshot creates huge team combos whether he is on point or assist
  • Has 3 different command grabs, 1 leads into air combo, the other OTG combo
  • Great keep away game and really good normals ; can fight either way
  • Has 3 counter moves that can be comboed after
  • Rhino Charge into low gunshot combo is ridiculously damaging for DHC glitch
  • Extremely well rounded character who has almost everything

Weaknesses-

  • Similar to Wolverine, it i hard to say. He can utilize 4 different counters and 3 command grabs vs rush-down types, and can play keep away and do mix ups on projectile spammers. Where Wesker leaves himself open is the air teleports. Air Teleport L and M have slow recovery and are punishable (if your opponent can reach you)

4. TASKMASTER

 

  • Aim Master is an amazing projectile. He can shoot forward, diagonal or upwards while on the ground. And in the air can shoot down (OTG leading into super), forward and diagonal. These arrows are multi-hit and very fast, also leading into hit confirm super. This makes Taskmasters keep away extremely annoying.
  • Has good reach with his sword and un-bloackable combos that don't need an assist!!!
  • Charging star is fast and can go through some projectiles
  • Web Swing is simply insane. Taskmasters solo combos are extremely dragged out with this, and can still end in Super.
  • Has a counter super and counter move (not combo-able)
  • Task is another very well rounded character. Great offense, great keep away and has counters to boot. 
  • Arrow super is awesome for DHC due to its changed directions

Weaknesses-

  • None really. The web swing is very throw-able, but people don't usually try because if you screw up, you get hit with a easy 50%+ combo. Taskmaster is one of the most solid characters.

-----

5. TRON or ZERO?

I could have easily made a top 6, but top 5 sounds cooler, and makes me think even harder. But in the end I couldn't come to a decsision to pick Zero or Tron. Here is a look at the two, I will let the Gouki members decide. Or maybe you rather have both of them and take someone else out?

TRON's Strengths-

  • One of the highest HP
  • Ridiculous combo-ability. High damage and awesome meter building for a tank character
  • Jumping S is extremely annoying and effective. Does great damage, has active frames the ENTIRE time and causes ground bounce.
  • Bone Strike is a great get-in move , can be used in air and combos very well
  • Has a command grab
  • lvl 3 is a command grab
  • Both lvl 1 supers are great for DHC and combos well into them by herself
  • A long with her already godlike combos, can be extended with the right assist to nearly kill everyone in the game
  • Gustaff Fire is one of the best assist in the game. Crazy invinciblity and comes out very fast.

Weaknesses-

  • Her projectile is poor and her only real means of getting in are jumping S and Bone Strike. Once you get around those her mobility to decent, but she has a bigger hit box than most, so she gets bullied a bit. Smart keep away can keep her at bay.

ZERO's Strengths

  • Zero has some of the best normals in the game. A long with great reach and priority, the Shipugga makes it so much better. Great vs super-armor characters as well.
  • Charged Buster is amazing. Zero can instantly let it go at any moment, when it is lvl 3 and he is airborne, it leads into a combo.
  • Has a decent SRK
  • Hadangeki is a great projectile as well
  • Sentsuizan is an amazing air strike that is combo-able and lightning fast. He also has a fake version, confusing opponents.
  • Raikousen is another fast air combo-able move.
  • His teleport makes things very tricky. It is fast and has great recovery. with the right assist you can make effective cross-ups, and in the air he can attack afterwards.
  • The clone super makes his already beastly offense even more fearsome, allowing him to do extremely damaging combos. Can also 100% kill everyone(?) when used in DHC glitch with the right combos.
  • One of the few lvl 3's in the game that isnt a full cinamatic, giving it better combo-ability.
  • Amazing back dash  and very long forward dash. Mixed in with his teleports and high prioritized multi-hit normals, his footsies are great.
  • Has a OTG super.

Weaknesses-

  • Like most of the people on this list. None. The only downside to playing Zero is his low HP (not as bad as Phoenix though :p)

 

And that is my top "5". Please add your insight to who you think should be or not be on the list, how would you alter it?  I till can't decide on Tron or Zero, both of them are so beast. Or maybe you don't agree on some of the stuff ; this is opinionated. Leave a comment below and if you didn't know, my PSN is iorilamia ;D

Sign up now for the Sim City beta. Fill out a quick survey and upload your Dxdiag. WTF is a Dxdiag you ask? Don't worry, I had to ask BatRastered to show me how to do it. I'll show you too.

 

Isn't that pretty. I'm sure every step toward building a town like that is amazing fun. Can't wait to lay some pipe in Sim City. 

To sign up for the beta head on over to http://www.simcity.com/en_US/beta/info log into your EA account. Create 1 if you are a nuab. Then click sign up for the beta. The very last part it asks for a Dxdiag file. With 0 instructions on how to get this file. Luckily BatRastered was sitting right next to me and explained.

Step 1: Windows: Run: dxdiag

Step 2 Click "Save all information" Save it to the desktop or where ever you want Jimmy!

Step 3: Drop the file in your survey and click send. 

Read full story...

News

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Dragon Age II is nothing like the original

By: goukijones Jan 15, 2011 | 6 Comments

Dragon age II has a unique lead character, new combat and magic systems and a completely different story telling style from the original. What does this mean? Dragon Age II is more like an original game.

Dragon age II has a unique lead character, new combat and magic systems and a completely different story telling style from the original. What does this mean? Dragon Age II is more like an original game.

I played it! At that point though I had no idea what was going on with the story really. Mike Laidlaw was trying to explain it to me, but I was probably a little drunk. It was late in the afternoon that day at the San Diego comic-con and we just stumbled out of this half strip club, half steak house somewhere smack dab in the middle of the Gaslamp district. While walking back to the convention center FnJimmy gets smacked in the side of the dome with what looked like a giant condom package at first. I picked it up and read Dragon Age II, some chicks where just chucking these things into the crowd. Then I realized some reh-tard dressed as Goku run by with a giant inflatable sword. That's what the chick hit FnJimmy in the side of the face with. So we headed up stairs to check out Dragon Age II, what happens next is amazing. Dragon Age II Hands-on SDCC 2011.

But that's not why we are here today. Dragon Age II is coming out in a few weeks. By the way it's Dragon Age II, roman numerals Jimmy. EA even spells it Dragon Age 2 sometimes, Sorry, maybe that's my problem. I pre-ordered my Bioware Signature Edition. If you didn't, don't worry, you're still gonna get some cool DLC when the game is released. But for those of you who did pre-order the Bioware Signature Edition here's a look at some of the DLC you will be getting.

Dragon Age 2 : Exiled Prince



Also in another video released this week. Gouki.com's old drinking buddy Mike Liadlaw returns to explain the unique story telling in Dragon Age II. This time everybody is sober. When you watch this video and listen to what they are saying, you know, if you played the first game that this going to be a completely different experience. Personally I think a lot about Mass Effect, when Mike explains it. I'll control the one main guy and he will develop a personality depending on my actions in the game, just like Mass Effect. Which is fine, but in the original Dragon Age you got to choose from an elf, a human, or a dwarf. Then on top of that you got to choose if you were high class or low class. That is completely out in Dragon Age II and I hope it works. So check out the latest developer diary from Mike Laidlaw and his team.

Dragon Age 2 Making Of part 2

I'm not one for polls ... lol polls.

News

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Is inFAMOUS 2 the next Uncharted 2?

By: goukijones Feb 28, 2011 | 11 Comments

For reasons unknown inFAMOUS 2 is giving me goose bumps. I did not like inFAMOUS, but the more and more I see of this sequel the more I want to play it.

I'm not usually one to talk up sequels, with some of my favorite games being "dumb down" recently. Bioshock for example was one man against the house of Big Daddys. You had a gun in one hand and the plasmids in the other -you couldn't use both at the same time- you had to strategically play the field. In Bioshock 2, you were a Big Daddy and you could use two weapons at the same time. The hacking? I can't believe they changed the hacking in Bioshock 2, that mini-pipe-flow-game was a solid game in it's own. I really missed that. Fable is another series that seemed to have taken a serious down turn with it's most recent sequel. Although a little more deep in some areas, I did not enjoy Fable III as much as Fable II. Who takes headshots out of their game? Why were the jobs switched from a meter game to a guitar hero esque venture? I didn't do any of the jobs in Fable III.

Then we have the exclusive Sony sequels and they seem to have the opposite effect on me. Uncharted I played, but couldn't get into. I found the controls clunky and the overall experience of the game uninteresting. Uncharted 2 however, changed all that for me and I will tell you it is the best game on PS3. If you haven't played Uncharted 2 and you own a PS3, you are totally missing out on an excellent gaming experience.

When I first saw that amazing gameplay trailer for inFAMOUS 2, I watched it a until my eyes bled giant blue tornados. The on-screen action and effects and damage and chaos, looked amazing. My pants are tingling just thinking about it now. I really want to get my hands on inFAMOUS 2 ASAP. Finally at CES 2011 I got to play inFAMOUS 2 and it was the same demo from the previously released video, which I had seen plenty. I railed that demo in record time, finished it before the Jimmy in the Sony booth got through his little speech about the demo.

Now we have the Duality trailer for inFAMOUS 2 which was just premiered on GT.TV over the weekend and I must say this game continues to impress me. Very clever trailer with the Angel and Devil on the shoulder type theme. Finally showing off the good and evil look for the game. Cole's face seems to take a little damage ala Commander Shepard and he even says that he can't even recognize himself anymore. Obviously the evil route there. Here check out it, it's pretty slick.

inFAMOUS 2 Duality Trailer

Everything is looking like inFAMOUS 2 is going to kick ass over inFAMOUS and that's a good thing for all of us gamers. One downside to all of the recent inFAMOUS 2 news is the game will be released on June 7th, the very same day E3 2011 will begin and the internet will be getting trolled to death with other video game news. My take has always been, games that come out on or around the same days of E3, seem to get over shadowed by news and excitement from from the big show. So good luck to inFAMOUS 2 there.

Also if you didn't know, inFAMOUS 2 continues the new streak in gaming to have an over the top and most, most ridiculous Collector's Edition. The "Hero Edition" comes with a statue, a backpack, tons of other goodies, some exclusive DLC and of course the game. ZOMG.

inFAMOUS 2 Hero Edition

This bad boy set is $99.99 inFAMOUS 2 Hero Edition.

Thanks for reading and please leave your comments. 

This is probably a limited time only. Now is the time! Hadoken!

So it's Black Friday and the deals have been crazy. I just found this awesome deal if you're a Street Fighter fan or want to get ready for Super Street Fighter IV next year. The original Tournament Edition Street Fighter IV Fightstick for $99.99! AND free shipping! Stolen!

Street Fighter IV FightStick
Xbox 360 Street Fighter IV FightStick Tournament Edition
 *

You can always check out the Mad Catz Store.

Announced this afternoon Gearbox Software and 2K Games are throwing a party for the Duke in Las Vegas. Oh you'll get to play the game ... and drink ... and look at hot women.

Gearbox Software and 2K Games both twat about the private Duke Nukem party "Come Party with Duke Nukem in Las Vegas" just a few hours ago. You'll get to play Duke Nukem, drink and possible see some titties.

Sign-up for the party now. The only thing is you gotta bring me with you.

Other valuable information you should know is that you need to be at least 21. Also you can't offended by nudity and/or hot women. I guess though if you are into Duke Nukem, that doesn't matter. So sign-up and here's to us Partying with the Duke.

 

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Crimson Relic

SSFIV Developer Blog: BGM

By: Crimson Relic Jan 12, 2010 | 1 Comments

The developers of Super Street Fighter 4 talk about the background music.

Thanks to Azrael once again @shoryuken.com forums for the translation!

How is everyone doing? It still doesn't feel like the New Year. But today I feel like I'd like to eat some New Year's dishes.

This is Tsukamoto.

If you're talking about Street Fighter, there are plenty of songs that are instantly recognizable that you want to sing along or hum to! So then, today we'll call on the Sound Creator Mr. Tomozawa to represent the sound team who creates these famous songs and sound effects.

Well then, please introduce yourself.

Tomozawa:
Nice to meet you, I'm the Sound Creator, Tomozawa. Continuing from SFIV, working together with the Sound Designer Mr. Endo I'm in charge of everything related to sound. My personality is that of a shut-in. As my job entails making sounds, I isolate myself so I don't bother everyone else. I also had the flu, so that played a part. At home, I'm in charge of babysitting, so that also contributes to my personality.

A recent picture of Mr. Tomozawa

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