Showing posts with label capcom. Show all posts
Showing posts with label capcom. Show all posts

Friday, May 30, 2008

New Resident Evil 5 Trailer Astounds

GameTrailersTV premiered the new Resident Evil 5 trailer tonight and damn, does it look awesome. Hordes of zombies, huge explosions, and arguably the best graphics ever seen on a console. You don't have to take my word for it though, watch it below through the magic of embedded video!




They don't show any kind of co-op gameplay but the female character at the end is presumably the mercenary that the second player will control.

Tuesday, May 27, 2008

Resident Evil 5 to Feature Co-op Play

In an in-depth preview that has now been yanked from their site, GamesRadar dropped the bomb that Resident Evil 5 will indeed include 2-player cooperative play. Apparently Chris Redfield will be accompanied throughout the game by a currently unnamed female mercenary that a second player can take control of at any time.

RE5 is easily my most anticipated game of next year (or this year if it actually sneaks out) and I always love me some co-op so this is very cool news. I do hope that the co-op play is more than just a second person with a gun and is incorporated into the puzzles and such. I always liked the idea of Resident Evil Outbreak but Capcom didn't really deliver with that series. This is their chance to make up for it.


[via Destructoid]

Tuesday, May 20, 2008

Xbox Live Arcade Size Limit Raised to 350MB

Here we go again. We learned a couple months ago that Microsoft would be granting a dispensation to Capcom to allow it to break the 150MB barrier for Bionic Commando ReArmed and Street Fighter II HD. What we didn't know was how big those games were going to be. 200MB? 250MB? 500MB?

Today, we know they're not going to be bigger than 350MB, as that is the new file size limit Microsoft has set for XBLA games.

I find the timing of this revelation interesting because it comes only days after The Behemoth announced that Castle Crashers, which was infamously delayed for a year to take advantage of the previous increase to 150MB, has finally been completed.

Now, it's all well and good that MS is increasing the size cap yet again, but honestly, why couldn't it have been raised to 350MB last year? Or even 450MB? The current 512MB memory cards could handle it. We all know that in another year's time we'll be hearing about it being raised to 700MB and MS will have a new 1-2GB memory card that'll sell for $50.

I really hope that the timing of these announcements aren't a coincidence and Castle Crashers will be among the first to utilize the extra space. It was clear they really needed the extra 100MB so an extra 200 on top of that would no doubt have been a godsend. I can't imagine it's fun to repeatedly have the rug pulled out from underneath you. It'll be a real damn shame if the game isn't everything it could have been simply because of an arbitrary size limitation.

Just as likely is that the announcement simply precedes the release of Bionic Commando ReArmed, the first game to break 150MB, which should be released any Wednesday now. Remember that Castlevania: Symphony of the Night brought with it the news of the fall of the 50MB barrier.

[via XBOX360 Fanboy]

Thursday, May 1, 2008

Clover Stripped From Okami Credits

You may or may not know that Okami was the creation of a small studio within Capcom called Clover who also created games like Viewtiful Joe and Steel Battalion. They were disbanded after the release of Okami because, while their games were almost universally praised, they just didn't sell all that well.

Fast forward a year and a half, Okami is ported to the Wii by Ready at Dawn Studios (God of War CoO, Daxter), but apparently, any mention of Clover and its staff were stripped from the game's credits. Not very classy, but there must be a reason, right?

Community Manager Seth Killian explained on Capcom's message board:

The credits were removed because they were a pre-rendered movie that contained the Clover logo. We have no legal right to use the Clover logo in a game they were not involved with directly. We also didn't have the source to the credit movie itself, so we couldn't just use it and remove the Clover logo.


OK. So there is an explanation, if not a very good one. First of all, Capcom owned Clover so it seems baffling that they can't legally use their logo. I'm not a lawyer though and God knows the law can be complicated. Fine. But to say Clover wasn't involved directly with the game? They created it! This isn't a new game using the Okami world and characters, it's a port of a game Clover developed. I would think that the real legal issue would NOT be crediting the people who created the game.

So the real question is, when they created their new credit sequence, couldn't they have just copied the names out of the PS2 credits and added them to it? Not being able to use the Clover logo is one thing, but not acknowledging the people who busted their ass to make the game is another.

Interestingly, the director of the game, Hideki Kamiya, is less concerned about his name being cut then by the fact that the credit sequence they created was meant to serve as a coda to the game itself. It was very much part of the game, and by cutting it, the ending of the game as they intended the player to experience it is compromised.

Anyone who's interested in seeing the original PS2 credits you can find the Japanese version on YouTube. I'd imagine someone will put up the US version as well in light of this.


[via Kotaku]

Wednesday, April 9, 2008

Bionic Commando ReArmed Almost Finished

Simon Viklund, Creative Director on Bionic Commando ReArmed announced today that the game is only a matter of weeks away from being submitted to Microsoft for certification, which means it could very well make it out by the end of May if all goes smoothly.

Viklund decribes the game as a "love letter to the entire sidescrolling genre and its fans, and the original Bionic Commando and its fans in particular" and that they've already started dreaming about what retro love letter they'd like to work on next.

I really hope the game does well enough for Capcom to continue to fund remakes like this because games like 1942: Joint Strike and Commando 3 just look too damn cool. I'm stingy with my virtual dollars, the last game I dropped any MS Points (or Wii Points, or PSN Dollars) on was Rez back in January but I'll be buying BCR day one for sure.

[via XBLArcade.com]

Monday, March 17, 2008

Capcom Reveals 1942: Joint Strike

Capcom is quickly becoming the leader in updating old (and damn near forgotten) franchises for next-gen systems. Most developers are content to just throw emulated versions of their classic games up on XBLA and charging $5-$10 for them. Not Capcom. Not only are they releasing the 3D remake of Bionic Commando in May as well as Commando 3 in April (the XBLA version of which will include a Ken v. Ryu beta of SSFIIHD no less!), they have now announced a remake/sequel to their classic WWII vertical shooter, 1942.

Subtitled Joint Strike, the game features 3D graphics and 2D gameplay in the same vein as Commando 3 and Bionic Commando ReArmed. The title refers to special attacks you and a partner can perform after powering up a special meter. Yes, the game will feature 2 player co-op play, both offline and online. IGN has a bunch of screens and some video if you hit up the link. They're well worth checking out. I wonder if the yashichi will make an appearance?

Hopefully Capcom will be able to make some profit on these productions so we can continue to get updates to old classics like this. Their 3D updates to Mega Man and Ghosts and Goblins on the PSP didn't perform all that well despite being awesome.

Having now busted out obscure classics like Commando, Bionic Commando, and 1942, you've got to wonder what Capcom could pull out of their hat next. Forgotten Worlds? Legendary Wings? Strider? More importantly, if they are successful with them perhaps other classic developers (Konami I'm looking at you) would consider doing similar updates to some of their franchises. Especially seeing as Contra and Super Contra both sucked ass on XBLA.

Could you imagine a 3D Salamander/Life Force remake/sequel? (Requel?)

[via IGN]

Thursday, March 13, 2008

Lost Planet Colonies Finally Unveiled

We've been hearing the title Lost Planet Colonies for almost a year now, most recently when it was rated T by the ESRB and then just last week when the achievements were revealed. Capcom's silence about the project led to speculation on whether it would be a sequel or a map pack, or even some sort of strategy title.

As it turns out, the answer is "none of the above". Lost Planet: Extreme Condition Colonies Edition, as it will officially be known, is the Platinum Hits version of the original Lost Planet. Of course, it's much more than that. It is, in fact, the greatest screw job PS3 owners have been subjected to yet. Possibly one of the most spectacular screw jobs ever in the history of gaming.

LP:EC:CE (you've gotta love Capcom) will include all of the bonus content from the just released PS3 edition of Lost Planet: bonus characters, missions, extra maps, the whole nine yards.

In addition to that, Colonies adds three new single player modes, six new multiplayer modes, four new maps, nine new multiplayer characters (two new female, two robot, and five others), a bunch of new weapons, and tops the whole thing off with PC/360 cross-platform play. All for $10 less than the PS3 version's $40 price tag.

The big question is, if Capcom has been planning this major update to the game for almost a year, why the hell didn't they just wait an extra 2 months and release it for PS3 also?

I wasn't a fan of Lost Planet on 360 and I'm not primarily a PS3 gamer but damn, Capcom really gave PS3 owners the middle finger on this one.

Capcom, why don't you port Dead Rising over to PS3 and then give the 360 a super special edition with co-op play and a whole mess of other extras? That's a game I'd much rather see revisited.


[via 1up]