Lê Thanh Hung Video Game blog pages

Tuesday, February 28, 2006

Nintendo DS Conference: Internet Browser, TV Tuner, NDS Lite TVCM, Winning Eleven DS Screens

Nintendo held a DS conference yesterday where a couple of noticeable good things were talked about. The Nintendo DS Lite was on display and did of course steal the show, but there were many other topics that are of interest! Before digging into them, let's keep our attention a bit on the Lite, as we have received videos from our friends at GameTrailers of the TV commercial that is currently getting rolled for the promotional campaign over Japan, and also of the NDS Conference itself:
Hit Games to Come

The first ever screenshots of Winning Eleven DS were revealed by Konami, which, software wise, was certainly the highlight of the show. The quality of graphics seems to be close to what the series was on PlayStation, and that's one title soccer fanatics for sure are waiting for with high expectations. Other software titles that gathered quite a bit of attention on the showfloor were Super Robot Wars DS, Shin Sangoku Musou DS, Mario Basket 3 on 3, Final Fantasy III, Gyakuten Saiban 4, Tales of the Tempest, A.S.H. and the next Tamagotchi. It's been a good week on the Nintendo DS software front of things, as, already earlier this week, Metroid Prime Hunters Voice Chat feature was unveiled, while we received a release date (May 2006), new movies and new screenshots of Mario Bros DS
Nintendo DS Internet Browser

Nintendo has teamed up with Opera to deliver Nintendo DS users with an Internet browser. You'll be able to surf the world wide web on the go, using the Wi-Fi connection, thanks to a software cartridge from Opera. The cart will retail for 3800 Yen in Japan, which approximately converts to US$ 32. It's coming out in Japan in June 2006. There is no firm release date announced yet for the western world, but there is no doubt that this product will have the international market on target sooner or later.

Nintendo DS TV Tuner

Codenamed "1-Seg" or "1-Segment", the TV Tuner kit for Nintendo DS has also been confirmed and the final design has been revealed. Much less bulky and much simpler than what was shown on the initial picture a year ago, the TV Tuner now comes under the form of software cartridge to which a receiving antenna has been attached. Light and slim, as we all like it with handheld add-ons. You can select channels on the touchscreen, while you're watching shows on the main panel. Release date has to be fully confirmed but rumors are mentioning April 2006 as the aimed launch window. Final Yen price is unknown at press time.

Saturday, February 18, 2006

SIlent Hill The movie

S

o you've become understandably wary when it comes to big-screen adaptations of your favorite games. From Super Mario Bros. to Doom, nearly every motion picture inspired by our industry has royally stunk up the multiplex. (The continually fecal torrent of flicks like House of the Dead and Alone in the Dark by German director Uwe Boll certainly doesn't help matters, either.) But one upcoming game-to-film project actually shows promise-Sony Pictures' Silent Hill (opening April 21). Shortly after an impressive trailer ignited positive buzz among the fan community, EGM sat down with director Christophe Gans (Brotherhood of the Wolf ) and composer Akira Yamaoka (director of the Silent Hill games) to discuss their fogdrenched horror flick.


EGM: Did the stigma of working on a videogame-based film deter you?

Christophe Gans: Of course it was challenging, but it was impossible for me to do Silent Hill and not be serious about it. It's much easier to adapt Doom, even if it turns out to be a disaster-as we've seen [recently]-than to adapt Silent Hill. If you want to adapt Silent Hill, you must be ready to face all of the complexity of the story. For a lazy director, like the one who directed Doom, Silent Hill would be too big of a piece to swallow. I dreamed of adapting this game when I first started playing the first one six years ago. I prepared for this for years, knowing that every fan in the world would wait for me with an ax. I will be sniped when I go to buy my games at my favorite store if I do a bad job. And I understand that. I'm a fan of the games myself-I admire the work of Akira and his friends, and I feel like someone who joined the group and tried to transport that amazing piece of art into a different medium. I love the fandom, and I understand these people and how tense they get when they hear, "Your favorite game is going to be adapted by some French guy." [Laughs] EGM: It's impressive that you actually tackled the mythology of the games rather than creating a simpler story...was that something you intended from the project's outset? CG: Yes. Although, when we first decided to do Silent Hill, we wanted to base it on the second game. It was very natural, since that game is the favorite of every fan, and it's the one with the most beautiful world, and it's the most emotional one of all four. Every gamer who finished the game knows what I'm talking about... it's a very tragic and romantic game, and it's a beautiful adaptation of the myth of Orpheus- going to hell to bring back his love, Eurydice. It was not a real Silent Hill, though; the town serves as the background to the story, but it's not really about the mythology. So, when we decided to do the film, we realized that it was impossible to talk about Silent Hill and not talk about why this town is like that. So we realized that we had to adapt the first one. Of course, we were facing the fact that the characters that we love so much were designed for games, and not to be played by real actors. It became readily apparent when we began to write the script and had to deal with the [main] character, Harry Mason. We realized after two weeks in the writing process that Harry was actually motivated by feminine, almost maternal feelings. It's not that he's effeminate, but he's acting like a woman. So, if we wanted to keep the character, we would have to change other aspects of him...so to be true to the character, we changed Harry into Rose. Essentially, all the people who love Silent Hill are more interested in seeing the mood and atmosphere of the games rather than if a certain character is wearing pants or a dress. Also, when we decided to adapt the characters of Cybil and Dahlia, we found it difficult, mainly because they appear only sparsely in the game. When you have to create a narrative arc for these characters, you have to work really hard to make them work on the big screen. I didn't want to do what they did with Resident Evil: Apocalypse when they put Jill Valentine onscreen. I mean, that's a perfect example: I love Jill Valentine...in the game, but not onscreen. I mean, I'm sorry, but just dressing a girl like her doesn't make her the character. EGM: Did you feel a need to clearly explain the Silent Hill mythology to the audience? CG: It's a delicate balance, because in the game we are basically following one character, and this character is more or less finding little clues that tell a backstory. In a film, we can change the perspective when we want. We can show what Silent Hill was like before it became a ghost town. We can show precisely what Silent Hill is like in reality-we've never seen that before. In the game, there are two Silent Hills: the Silent Hill of darkness and the Silent Hill of fog. But when you have to tell a story about something that happened 30 years ago in a town, and that town suddenly became like the Bermuda Triangle, you have to add two more dimensions: the reality and Silent Hill from 30 years ago. So basically, we had to deal with four dimensions, and jump between them at will. It makes the concept very exciting; it's very compelling to juggle the story between those different incarnations of the same place. EGM: Akira, what do you think of the additions Christophe has made to Silent Hill world? Akira Yamaoka: After seeing the film, I think that Christophe has really expressed the core elements of Silent Hill, and he's really kept the themes alive in this new medium. Silent Hill is not just a horror game; there is human drama rooted very deeply in the story, and I feel that he expressed that very well with the visuals, sounds, and atmosphere in the film. By watching the film, I feel that you'll get a clearer and deeper understanding of the world of Silent Hill, more so than by simply playing the games.
EGM: Christophe, given your fandom, have you considered directing a game? CG: Yes, I'd like to try that one day. Because as a director who is also a gamer, I think that there are two different ways to tell a story, and sometimes it can be like a dialogue between a film and a game. I'd like to think that, like, a 40-year-old woman might enjoy the film and then realize that it's an adaptation of a videogame. Now, I don't expect her to play the game, but for her to realize that games are important and that they deal with human emotions, not only carnage. Most of the people have a very caricatured vision of videogamers, and actually, gamers are very intelligent. Games are a form of art. I realized that when I played through Silent Hill. Of course, I was a big fan of [Mario creator Shigeru] Miyamoto's work, and I consider him a true artist. Playing through The Legend of Zelda, for example, was a beautiful, poetic moment for me. Playing through Silent Hill is very serious-and adult, of course-and that was the moment that I realized that gaming would become an important medium for storytelling. The quality of immersion is very difficult to reach with cinema. And I feel that it's extremely stupid for films like Doom to come out and reflect poorly on games. EGM: It doesn't help when a critic like Roger Ebert says that games are not art.... CG: F*** him. You know, I will say to this guy that he only has to read the critiques against cinema at the beginning of the 20th century. It was seen as a degenerate version of live stage musicals. And this was a time when visionary directors like Griffith were working. That means that Ebert is wrong. It's simple. Most people who despise a new medium are simply afraid to die, so they express their arrogance and fear like this. He will realize that he is wrong on his deathbed. Human beings are stupid, and we often become a**holes when we get old. Each time a new medium appears, I feel that it's important to respect it, even if it appears primitive or naïve at first, simply because some people are finding value in it. If you have one guy in the world who thinks that Silent Hill or Zelda is a beautiful, poetic work, then that game means something. EGM: How did you tackle the concept of evil in Silent Hill? CG: Because Silent Hill comes from a part of the world where the line between good and evil is blurred more so than in the West, it's very interesting to deal with that. Since you haven't seen the film, I don't want to go too deeply into that, but I will say that for me, it was interesting to define what exactly is evil in the world of today. I think it's an important question to raise. Until five years ago, we were living in a world that was a product of the Second World War. It was very clear that we were on the good side. But many things have happened in the last few years, and now people aren't so sure about that. In Silent Hill, I don't attempt to answer these questions, but I do try to illustrate them. And I think it's one of the most important objectives of the horror genre, to ask the right questions. Horror is actually a very political genre. Silent Hill is a very disturbing game, because you're not just alone physically, but also alone morally. That's the world of today. Each day, we're forced to reevaluate our own morality. EGM: You seem so passionate about this project...do you hope to helm a sequel? CG: Of course, I would love to come back. And of course, Silent Hill 3 is a direct continuation of the first game's plot...I think that it would be very possible to do a sequel to this film. As I said, Silent Hill is a complete mythology, and I did what I could in two hours, but I would love to tell much more about the Red Nurse, Claudia, and the Doctor. Plus, there is a fifth dimension of Silent Hill-how it existed in the 18th century, during the Salem witch-hunts. It's so big and so interesting, and I would love to jump back on the horse. EGM: Akira, what has the whole Silent Hill movie project meant to you? AY: I never dreamed in my wildest dreams that Silent Hill would ever become a feature film, so I must say that I'm extremely grateful for the chance to work on this incredible project. The approach that we took when making the games was not typical- we were heavily influenced by films, and really wanted to touch the users' emotions. We wanted to touch their hearts deeply. That kind of emotional potential was generally reserved for other forms of art, but I think that we were able to succeed. And now, to see these filmmakers take inspiration from our game, that was a very emotional moment for me.

Monday, February 06, 2006

Famitsu survey

Famitsu conducted a survey with developers, dealers and consumers regarding to current and next-gen consoles.

Which next-generation console will you be most satisfied with in 2006?

Developers:

  • PlayStation 3 - 53.7%
  • Revolution - 41.4%
  • Xbox 360 - 2.4%

    Dealers:

  • PlayStation 3 - 56.9%
  • Revolution - 43.9%
  • Xbox 360 - 1.7%

    Consumers:

  • PlayStation 3 - 46.3%
  • Revolution - 43.9%
  • Xbox 360 - 7.9%

    Which console will be No. 1 in 2006?

    Developers:

  • Nintendo DS - 49.9%
  • PlayStation 3 - 16.7%
  • Revolution - 10.0%
  • PSP - 5.0%
  • Xbox 360 - 1.7%

    Dealers:

  • Nintendo DS - 38.3%
  • PlayStation 3 - 31.5%
  • Revolution - 12.3%
  • PSP - 1.7%
  • Xbox 360 - 1.7%

    Consumers:

  • PlayStation 3 - 40.3%
  • Nintendo DS - 32.6%
  • PlayStation 2 - 11.8%
  • Revolution - 11.5%
  • Xbox 360 - 2.5%
  • PSP - 0.3%

    What is the expected retail price of PlayStation 3?

  • Developers: 40,000 yen (US$339) average
  • Retailers: 40,000 yen (US$339) average
  • Consumers: 50,000 yen (US$424) average

    What is the expected retail price of Revolution?

  • Developers: 20,000 yen (US$170) average
  • Retailers: 25,000 yen (US$212) average
  • Consumers: 30,000 yen (US$255) average
  • Friday, February 03, 2006

    When Capcom first announced a version of the original Resident Evil for Nintendo DS, it raised plenty of eyebrows. After all, how would the publisher

    When Capcom first announced a version of the original Resident Evil for Nintendo DS, it raised plenty of eyebrows. After all, how would the publisher be able to convert the groundbreaking survival-horror game's pre-rendered backgrounds, cut-scenes and voice acting to the handheld?

    As it turns out, Capcom's done it quite well, rebuilding the game from scratch to work on the portable system. While the polygonal models of the characters have been simplified, they look just fine on the small screen. The cut-scenes, while slightly dithered from the video compression, still look just as awesomely cheesy as they did a decade ago. The voice acting survives as well, meaning that classic lines like the "master of unlocking" debacle that had us chortling all those years ago will live again.

    But in a concession to the times, and more specifically the dual screens, the map is ever-present now, making it easier for gamers to keep track of their progress. The item management menu has been redesigned to fit the lower screen as well, with items and icons larger and easier to identify (and they can be rotated and viewed in 3D as well). What will be of most interest, though, is the new "Rebirth" mode, which introduces new gameplay elements not found in the original. During certain encounters, the game will switch to a first-person perspective which requires the gamer to slash his stylus across the screen in an attempt to fend off the advances of unwanted zombie love. Prepare for some heated screen scrubbing, as the sense of desperation is amplified by the use of a mere survival knife as your sole defense.

    Other interactive functions -- such as using the microphone to blow poison back at an enemy, solve puzzles and even revive a fallen teammate (CPR, you know you love it) -- help mix up things as you go, and other features like a quick 180-degree turn, a quick reload function and a permanently-mapped knife button all make for streamlined gameplay. The good news for people who prefer the company of others is that the game supports two-to-four player wireless gaming in a Versus mode where players go for the highest score by killing the most enemies and making the fastest escapes. Cooperative play has also been implemented, where players work together to solve brain-teasers, grab items and get the hell out of the mansion. The best news of all is if you can't wait to get your survival-horror on, you won't have to wait long, since the game ships in less than one week.


    For official trailer, goto capcom website :
    http://www3.capcom.co.jp/ds_bio/

    Monday, January 02, 2006

    Classical video game forum

    http://www.twingalaxies.com/forums

    Best video game record archive list

    http://speeddemosarchive.com/gamelist/FullList.html

    Sunday, November 06, 2005

    Dreamcast 2.0 : Is Xbox360 the second comming of the Sega Dreamcast?

    23 eerie parallels between Xbox 360 and the Sega Dreamcast.



    Ever since the first details of the Xbox 360 hit the web, gamers have drawn comparisons to Sega's ill-fated (yet still highly regarded) Dreamcast console. There are the obvious examples - the timing of the launches or the color of the hardware - but then there are a lot of not so obvious ones, too. As part of our Xbox 360 countdown, we've put together a list of our favorites.























    Launched a year before the competition.





    Launching a year before the competition (likely).










    Faced a "far superior" next-generation PlayStation console that wowed gamers with fancy tech demos.




    Facing a "far superior" next-generation PlayStation console that wowed gamers with fancy tech demos.














    Sleek white console following in footsteps of bulky, black console.











    Made its American debut on MTV.






    Made its American debut on MTV.










    Games ran on a Windows-derived OS.






    Runs on a Windows-derived OS.










    Dreamcast's marketing mantra.






    Xbox 360's marketing mantra.










    "Dreamcast will evolve much more into a network environment rather than a standalone system. It's not about you and the machine any more. It's about you competing against your friends, your enemies."

    - Charles Belfield, Sega's VP of Marketing







    "Xbox 360 is driven by the passion of a worldwide community. It's a product that will bridge vast distances through shared stories and experiences...It's about the ability to connect with your communities."

    - J Allard, Corporate VP and Chief XNA Architect











    Big selling point: Online for all with packed-in modem and SegaNet.







    Big selling point: Online for all with built-in Ethernet port and Xbox Live Silver.
















    Huh.










    Unable to play the latest in cutting edge movie media (DVD).






    Unable to play the latest in cutting edge movie media (HD-DVD/Blu-Ray).










    Big selling point: Hi-def monitor output.







    Big selling point: Hi-def monitor output.










    Big proponent of customization.






    Big proponent of customization.










    Peter Moore spearheaded the marketing.






    Peter Moore spearheading the marketing.










    Played previous generation games under emulation.






    Plays previous generation games under emulation.










    Tetsuya Mizuguchi worked on highly anticipated First Party title (Space Channel 5).






    Tetsuya Mizuguchi working on highly anticipated First Party title (Ninety-Nine Nights).










    Exclusive promotional partner leading up to launch: Pepsi.






    Exclusive promotional partner leading up to launch: Mountain Dew...which is owned by Pepsi.










    Highly anticipated First Party racing game from Bizarre Creations (Metropolis Street Racer).






    Highly anticipated First Party racing game from Bizarre Creations (Project Gotham Racing 3).










    Unique selling point: Microphone peripheral.







    Unique selling point: Microphone peripheral.





    Software medium (DVD-9) criticized as having not enough capacity by some developers.










    Software medium (GD-ROM) criticized as having not enough capacity by some developers.













    Promised to be an evolutionary system - to someday play DVDs.






    Promises to be an evolutionary system - to someday play HD-DVDs.










    Crazy rich bald guy spotted at several promotional events leading up to launch.






    Crazy rich bald guy spotted at several promotional events leading up to launch.










    Planned to eventually offer larger storage capacity with a Zip drive.






    Plans to eventually offer larger storage capacity with new Hard Drives.










    Metal Gear Solid 2 trailer stole much of its next-generation thunder.




    Metal Gear Solid 4 trailer stole much of its next-generation thunder.





    But will the Xbox 360 go the way of the Dreamcast and have Microsoft abandon it a few years into its life cycle? Yeah right.