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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[The Evil Within protagonist makes do without 'extraordinary powers']]></title><link>http://www.joystiq.com/2013/04/22/the-evil-within-protagonist-makes-do-without-extraordinary-powe/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/22/the-evil-within-protagonist-makes-do-without-extraordinary-powe/</guid><comments>http://www.joystiq.com/2013/04/22/the-evil-within-protagonist-makes-do-without-extraordinary-powe/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2013/04/22/the-evil-within-protagonist-makes-do-without-extraordinary-powe/"><img alt="" class="hidden" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/theevilwithin530.jpg" /></a><iframe frameborder="0" height="318" id="viddler-1fdeedbb" mozallowfullscreen="true" src="http://www.viddler.com/embed/1fdeedbb/?f=1&amp;autoplay=0&amp;player=simple&amp;secret=23995695&amp;loop=false&amp;nologo=false&amp;hd=false" webkitallowfullscreen="true" width="530"></iframe></center><br /><a href="http://joystiq.com/game/the-evil-within"><em>The Evil Within</em></a> won't empower the player beyond "appropriate" weaponry and a delicate dearth of ammunition, claims Director Shinji Mikami.<br /><br /><span>"We're not giving the player really any extraordinary powers," he told <a href="http://www.ign.com/articles/2013/04/22/the-evil-within-first-look">IGN</a>, "but we don't want to go in the opposite direction and not give them any means of fighting back - that would violate the rules of survival horror. So we're looking at appropriate types of weapons with a limited amount of ammunition in order to get them through ... if they're good."<br /><br /><em>The Evil Within</em> follows a detective named Sebastian, an unfortunate soul summoned to a distorted, labyrinthine asylum crawling with creepy things. Mikami sees the premise as a source of proper scares, and frames it in an overtly cinematic way - right down to the survival-horror game's wider aspect ratio of 2.35:1. (As with some films, this means you'll see black bars above and below the image on HDTVs, which are typically in 16:9 ratio.)<br /><br />Mikami's approach is reflected, arguably to a fault, in a live-action trailer for <em>The Evil Within. </em> If you have trouble stomaching the more grotesque parts, just substitute the gore for gourmet foods. The gnarled corpse becomes chicken, and the final shot is spaghetti escaping confinement in a microwave.</span><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/22/the-evil-within-protagonist-makes-do-without-extraordinary-powe/">The Evil Within protagonist makes do without 'extraordinary powers'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 22 Apr 2013 20:50:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/22/the-evil-within-protagonist-makes-do-without-extraordinary-powe/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20547118/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/22/the-evil-within-protagonist-makes-do-without-extraordinary-powe/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>microsoft</category><category>next-gen</category><category>pc</category><category>playstation</category><category>ps3</category><category>shinji-mikami</category><category>the-evil-within</category><category>xbox</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Mon, 22 Apr 2013 20:50:00 EST</pubDate></item><item><title><![CDATA['The Evil Within,' Mikami's new survival horror game, announced]]></title><link>http://www.joystiq.com/2013/04/19/the-evil-within-announced-shinji-mikami/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/19/the-evil-within-announced-shinji-mikami/</guid><comments>http://www.joystiq.com/2013/04/19/the-evil-within-announced-shinji-mikami/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/04/19/the-evil-within-announced-shinji-mikami/"><img alt="The Evil Within announced" data-src-height="350" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/theevilwithin530.jpg" /></a></div>Bethesda has announced <em>The Evil Within</em>, the new name for Resident Evil creator Shinji Mikami's <a href="http://www.joystiq.com/tag/zwei"><em>Zwei</em></a>. The game will launch on Xbox 360, PS3, PC and "next generation consoles" in 2014.<br /><br />Mikami's Tango Gameworks studio was <a href="http://www.joystiq.com/2010/10/28/shinji-mikami-to-develop-games-for-bethesda-as-zenimax-acquires/">purchased by Bethesda Softworks parent company Zenimax Media back in 2010</a>. Project Zwei was <a href="http://www.joystiq.com/2012/04/25/resident-evils-mikami-welcomes-bethesda-to-the-world-of-surviva/">announced in April</a> of last year.<p><a href="http://www.joystiq.com/2013/04/19/the-evil-within-announced-shinji-mikami/" rel="bookmark">Continue reading <em>'The Evil Within,' Mikami's new survival horror game, announced</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/19/the-evil-within-announced-shinji-mikami/">'The Evil Within,' Mikami's new survival horror game, announced</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 19 Apr 2013 08:07:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/19/the-evil-within-announced-shinji-mikami/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20545662/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/19/the-evil-within-announced-shinji-mikami/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bethesda</category><category>Bethesda-Softworks</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>Shinji-Mikami</category><category>the-evil-within</category><category>xbox</category><dc:creator><![CDATA[Alexander Sliwinski]]></dc:creator><pubDate>Fri, 19 Apr 2013 08:07:00 EST</pubDate></item><item><title><![CDATA[Bethesda teases first concept of Mikami's 'Zwei,' explains what 'pure survival horror' means]]></title><link>http://www.joystiq.com/2012/04/26/bethesda-teases-first-concept-of-mikamis-zwei-explains-what/</link><guid isPermaLink="true">http://www.joystiq.com/2012/04/26/bethesda-teases-first-concept-of-mikamis-zwei-explains-what/</guid><comments>http://www.joystiq.com/2012/04/26/bethesda-teases-first-concept-of-mikamis-zwei-explains-what/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/04/26/bethesda-teases-first-concept-of-mikamis-zwei-explains-what/"><img alt="Image" src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/mikamizweitangogworks.jpg" /></a></div>After Tango Gameworks head and veteran game dev Shinji Mikami outed news on his current game, "Project Zwei," to Famitsu <a href="http://www.joystiq.com/2012/04/25/resident-evils-mikami-welcomes-bethesda-to-the-world-of-surviva/">earlier this week</a>, publisher Bethesda apparently decided to do its own big debut. In an email missive early this morning, Bethesda announced Mikami's project as "the realization of *pure* survival horror" (Bethesda's asterisks, not ours), and included a collage of various environments in <em>Zwei</em>, "that communicate the tone and direction that the production is taking."<br /><br />Mikami said true survival horror is a situation "in which the player confronts and overcomes fear." From that note, we can only assume that the Black Eyed Peas <em>must</em> play some role in <em>Zwei</em>. Mikami added, "I've found my focus and once again I'm striving for pure survival horror. I am being very hands-on in the development of this game to ensure that the quality is there. Rest assured."<br /><br />As reported earlier, the game is still in the initial stages of development (as evidenced by the collage of environments above). It's expected to launch on "HD consoles" at some point in 2013.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/04/26/bethesda-teases-first-concept-of-mikamis-zwei-explains-what/">Bethesda teases first concept of Mikami's 'Zwei,' explains what 'pure survival horror' means</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 26 Apr 2012 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/04/26/bethesda-teases-first-concept-of-mikamis-zwei-explains-what/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20225160/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/04/26/bethesda-teases-first-concept-of-mikamis-zwei-explains-what/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bethesda</category><category>bethesda-game-studios</category><category>bethesda-softworks</category><category>concept</category><category>horror</category><category>microsoft</category><category>playstation</category><category>project-zwei</category><category>ps3</category><category>shinji-mikami</category><category>survival-horror</category><category>tango</category><category>tango-gameworks</category><category>xbox</category><category>zenimax-media</category><category>zwei</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 26 Apr 2012 16:30:00 EST</pubDate></item><item><title><![CDATA[Resident Evil's Mikami welcomes Bethesda to the world of survival horror]]></title><link>http://www.joystiq.com/2012/04/25/resident-evils-mikami-welcomes-bethesda-to-the-world-of-surviva/</link><guid isPermaLink="true">http://www.joystiq.com/2012/04/25/resident-evils-mikami-welcomes-bethesda-to-the-world-of-surviva/</guid><comments>http://www.joystiq.com/2012/04/25/resident-evils-mikami-welcomes-bethesda-to-the-world-of-surviva/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/04/25/resident-evils-mikami-welcomes-bethesda-to-the-world-of-surviva/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/shinji.jpg" style="width: 530px; height: 294px; " /></a></div>Nope, it's not Billy Corgan's next group - "Project Zwei" is actually Resident Evil creator Shinji Mikami's first project from his Bethesda Softworks-supported Tango Gameworks. The name (codename?) of Mikami's project was revealed to Famitsu in a recent interview (interpreted by <a href="http://andriasang.com/con0st/shinji_mikami_zwei_interview/">Andriasang</a>, via <a href="http://hokanko-alt.ldblog.jp/archives/67468292.html">Sokuho</a>), wherein Mikami says the game will be of the survival horror variety, drawing on his past work with the Resident Evil series.<br /><br />The interview also reveals that the game is still rather early in development - not entirely unexpected for a game not due for <a href="http://www.joystiq.com/2012/03/13/expect-shinji-mikamis-next-game-in-2013-or-beyond/">at least another year</a> - and that Mikami is content in his relationship with Maryland-based publisher Bethesda Softworks.<br /><br />Little else is known about the title, with Mikami only saying that the game is intended for "HD consoles." As for the name? "Zwei" is tied to the German for "two," but Mikami says the name has no connection to the game's content.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/04/25/resident-evils-mikami-welcomes-bethesda-to-the-world-of-surviva/">Resident Evil's Mikami welcomes Bethesda to the world of survival horror</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 25 Apr 2012 13:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/04/25/resident-evils-mikami-welcomes-bethesda-to-the-world-of-surviva/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20223960/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/04/25/resident-evils-mikami-welcomes-bethesda-to-the-world-of-surviva/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bethesda</category><category>bethesda-softworks</category><category>project-zwei</category><category>shinji-mikami</category><category>survival-horror</category><category>tango-gameworks</category><category>zwei</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Wed, 25 Apr 2012 13:15:00 EST</pubDate></item><item><title><![CDATA[Expect Shinji Mikami's next game in 2013 or beyond]]></title><link>http://www.joystiq.com/2012/03/13/expect-shinji-mikamis-next-game-in-2013-or-beyond/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/13/expect-shinji-mikamis-next-game-in-2013-or-beyond/</guid><comments>http://www.joystiq.com/2012/03/13/expect-shinji-mikamis-next-game-in-2013-or-beyond/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/13/expect-shinji-mikamis-next-game-in-2013-or-beyond/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/shinji.jpg" style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; " /></a></div>In December last year <a href="http://www.joystiq.com/2011/12/03/shinji-mikamis-studio-gets-skyrim-shipment-may-never-get-any-w/">we predicted</a> that Shinji Mikami's <a href="http://www.joystiq.com/2010/10/28/shinji-mikami-to-develop-games-for-bethesda-as-zenimax-acquires/">Zenimax-owned</a> development studio, Tango, wouldn't produce any actual products within the next year -- on account of all the free <em><a href="http://www.joystiq.com/game/skyrim">Skyrim</a> </em>it received -- and it looks like we were right.<br /><br />Mikami told 4Gamer, as translated by <a href="http://andriasang.com/con09l/mikami_interview/">Andriasang</a>, that Tango would not launch any games in 2012, but leave itself a rather wide berth for producing something after 2013. The new, unannounced title uses an external engine, but it has been customized to the point that it is almost an internal one, Mikami said, leaving out any other specifics about the game. He did note that <em>Skyrim </em>"stimulated him as a creator," though.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/13/expect-shinji-mikamis-next-game-in-2013-or-beyond/">Expect Shinji Mikami's next game in 2013 or beyond</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 13 Mar 2012 21:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/13/expect-shinji-mikamis-next-game-in-2013-or-beyond/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20192600/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/13/expect-shinji-mikamis-next-game-in-2013-or-beyond/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2013</category><category>microsoft</category><category>pc</category><category>playstation</category><category>Predictions</category><category>ps3</category><category>Shinji-Mikami</category><category>skyrim</category><category>tango</category><category>xbox</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Tue, 13 Mar 2012 21:00:00 EST</pubDate></item><item><title><![CDATA[How Resident Evil 2 helped Keiji Inafune become the indie dev he is today]]></title><link>http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/</guid><comments>http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/#comments</comments><description><![CDATA[<div style="text-align: center; "> <img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/inafkingheaderimg530px1351-1331186210.jpg" vspace="4" /></div>Back in the mid-90s, now acclaimed Japanese developer Shinji Mikami was passionately toiling away on the first game in a soon-to-be hit franchise: <em>Resident Evil</em>. It was to be published by Capcom, but the company had reservations about the new intellectual property -- so much so that it nearly canned the project outright. Ex-Capcom global head of production Keiji Inafune recalled his side of the story during an impassioned GDC 2012 speech yesterday.<br /><br />Inafune claims he watched from the outside as Capcom's support for <em>Resident Evil</em> faded, and while he worked on other titles within the same company. Mikami fought for the fledgling game, eventually getting it published for Sony's PlayStation. The rest, of course, is zombie-ridden history.<br /><br />When Capcom began work on a sequel, Inafune says he got himself involved in a production role. "While Mikami focused on the game, as the producer, it was my mission to sell this title to as many people around the world," he said to a room full of attendees. But with the massive success of the first <em>RE</em> title, Inafune's role as salesman was relegated to a cake walk. "With my previous title <em>Mega Man Legends</em>, it was pretty challenging to even book a round of press appointments. No one was interested in hearing about a new Mega Man title," Inafune said. "However, the scenario was completely different with <em>RE2</em>. Once we announced the project, the requests poured in."<p><a href="http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/" rel="bookmark">Continue reading <em>How Resident Evil 2 helped Keiji Inafune become the indie dev he is today</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/">How Resident Evil 2 helped Keiji Inafune become the indie dev he is today</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 08 Mar 2012 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20188631/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>comcept</category><category>gdc</category><category>gdc-2012</category><category>intercept</category><category>keiji-inafune</category><category>mega-man</category><category>mega-man-legends</category><category>resident-evil</category><category>shinji-mikami</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 08 Mar 2012 09:00:00 EST</pubDate></item><item><title><![CDATA[Shinji Mikami's studio gets Skyrim shipment, may never get any work done now]]></title><link>http://www.joystiq.com/2011/12/03/shinji-mikamis-studio-gets-skyrim-shipment-may-never-get-any-w/</link><guid isPermaLink="true">http://www.joystiq.com/2011/12/03/shinji-mikamis-studio-gets-skyrim-shipment-may-never-get-any-w/</guid><comments>http://www.joystiq.com/2011/12/03/shinji-mikamis-studio-gets-skyrim-shipment-may-never-get-any-w/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/12/02/shinji-mikamis-studio-gets-skyrim-shipment-may-never-get-any-w/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/12/tumblrlvk9rupn4a1qex6eno41280.jpg" style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; " /></a></div>
Former Capcom superstar Shinji Mikami formed the development studio Tango last year, and it has yet to produce a tangible product -- and after this generous gift from sibling company Bethesda Game Studios, we shouldn't expect any progress for another year or so. Bethesda, part of the Zenimax Group with Tango, sent one <em><a href="http://www.joystiq.com/game/skyrim">Skyrim</a> </em>collector's edition for every employee at Mikami's studio, which, as we can see in the photo, is more than two.<br />
<br />
Tango is based in Tokyo, but Bethesda sent over English versions of <em>Skyrim</em> because there is no collector's edition for the Japanese version, and because people in countries that aren't the U.S. generally know more than one language. They call it globalization. <em>Weird</em>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/12/03/shinji-mikamis-studio-gets-skyrim-shipment-may-never-get-any-w/">Shinji Mikami's studio gets Skyrim shipment, may never get any work done now</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 03 Dec 2011 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/12/03/shinji-mikamis-studio-gets-skyrim-shipment-may-never-get-any-w/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20119655/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/12/03/shinji-mikamis-studio-gets-skyrim-shipment-may-never-get-any-w/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bethesda</category><category>Bethesda-Game-Studios</category><category>Bethesda-Softworks</category><category>elder-scrolls-5</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>Shinji-Mikami</category><category>skyrim</category><category>tango</category><category>tango-gameworks</category><category>the-elder-scrolls-v-skyrim</category><category>xbox</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Sat, 03 Dec 2011 08:00:00 EST</pubDate></item><item><title><![CDATA[Suda and Mikami get silly in Shadows of the Damned dev diary]]></title><link>http://www.joystiq.com/2011/04/29/suda-and-mikami-get-silly-in-shadows-of-the-damned-dev-diary/</link><guid isPermaLink="true">http://www.joystiq.com/2011/04/29/suda-and-mikami-get-silly-in-shadows-of-the-damned-dev-diary/</guid><comments>http://www.joystiq.com/2011/04/29/suda-and-mikami-get-silly-in-shadows-of-the-damned-dev-diary/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/04/29/suda-and-mikami-get-silly-in-shadows-of-the-damned-dev-diary/#continued"><img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2011/04/hadows.of.the.damned.dev.diary.042911-530px-play.jpg" vspace="4" /></a></div>
Watch as famous game designers <a href="http://www.joystiq.com/tag/suda-51">Goichi Suda</a> and <a href="http://www.joystiq.com/tag/shinji-mikami">Shinji Mikami</a> pretend to strangle each another, act like zombies and generally goof off. The point? They're promoting <a href="http://www.joystiq.com/game/shadows-of-the-damned"><em>Shadows of the Damned</em></a>, the new survival-horror title they're co-developing for EA. Oh, there's plenty of gameplay footage in here, too.<p><a href="http://www.joystiq.com/2011/04/29/suda-and-mikami-get-silly-in-shadows-of-the-damned-dev-diary/" rel="bookmark">Continue reading <em>Suda and Mikami get silly in Shadows of the Damned dev diary</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/04/29/suda-and-mikami-get-silly-in-shadows-of-the-damned-dev-diary/">Suda and Mikami get silly in Shadows of the Damned dev diary</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 29 Apr 2011 03:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/04/29/suda-and-mikami-get-silly-in-shadows-of-the-damned-dev-diary/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19927301/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/04/29/suda-and-mikami-get-silly-in-shadows-of-the-damned-dev-diary/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>action</category><category>ea</category><category>Electronic-Arts</category><category>goichi-suda</category><category>grasshopper-manufacture</category><category>horror</category><category>microsoft</category><category>playstation</category><category>ps3</category><category>shadows-of-the-damned</category><category>Shinji-Mikami</category><category>suda-51</category><category>xbox</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Fri, 29 Apr 2011 03:00:00 EST</pubDate></item><item><title><![CDATA[Shadows of the Damned preview: Hardly Hell]]></title><link>http://www.joystiq.com/2011/04/21/shadows-of-the-damned-preview/</link><guid isPermaLink="true">http://www.joystiq.com/2011/04/21/shadows-of-the-damned-preview/</guid><comments>http://www.joystiq.com/2011/04/21/shadows-of-the-damned-preview/#comments</comments><description><![CDATA[<div style="text-align: center;">
	<a href="http://www.joystiq.com/2011/04/21/shadows-of-the-damned-preview/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/04/shadows530pxdph.jpg" style="border-width: 1px; border-style: solid; margin: 4px;" /></a></div>
As the tall, blood-covered Frankenstein doppleganger leapt from a gigantic flame in the middle of a courtyard, I thought to myself, "Man, this guy could really use a bath." The shock set in when the demon reached into his own chest and ripped out its heart, then ate it, causing him to transform into a gigantic beast-man with a grotesque wolf's head. Howling at the moon, he summoned forth a mouthless steed covered in blood and rotting skin. Mounting his hell ride, he then conjured a trident and spear from the ether and set his sights on me.<br />
<br />
If there's one thing I can say about the brief 15-minute <em><a href="http://www.joystiq.com/game/shadows-of-the-damned">Shadows of the Damned</a></em> demo I played this week, it's that the game isn't short on crazy. Also, I wish I got to kill that demon and the disfigured horse he rode in on.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/shadows-of-the-damned-4-21-11/">Shadows of the Damned (4/21/11)</a></strong></p><a href="http://www.joystiq.com/photos/shadows-of-the-damned-4-21-11/#4086913"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/04/image1-1303765016_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/shadows-of-the-damned-4-21-11/#4086914"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/04/image2-1303765017_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/shadows-of-the-damned-4-21-11/#4086915"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/04/image3-1303765017_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/shadows-of-the-damned-4-21-11/#4086916"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/04/image4-1303765018_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/shadows-of-the-damned-4-21-11/#4086917"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/04/image5-1303765019_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2011/04/21/shadows-of-the-damned-preview/" rel="bookmark">Continue reading <em>Shadows of the Damned preview: Hardly Hell</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/04/21/shadows-of-the-damned-preview/">Shadows of the Damned preview: Hardly Hell</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 21 Apr 2011 14:20:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/04/21/shadows-of-the-damned-preview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19919039/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/04/21/shadows-of-the-damned-preview/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ea-partners</category><category>goichi-suda</category><category>grasshopper-manufacture</category><category>microsoft</category><category>playstation</category><category>ps3</category><category>shadows-of-the-damned</category><category>shinji-mikami</category><category>suda-51</category><category>xbox</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Thu, 21 Apr 2011 14:20:00 EST</pubDate></item><item><title><![CDATA[Shadows of the Damned launching on June 21, 2011]]></title><link>http://www.joystiq.com/2011/04/21/shadows-of-the-damned-launching-on-june-21-2011/</link><guid isPermaLink="true">http://www.joystiq.com/2011/04/21/shadows-of-the-damned-launching-on-june-21-2011/</guid><comments>http://www.joystiq.com/2011/04/21/shadows-of-the-damned-launching-on-june-21-2011/#comments</comments><description><![CDATA[<div style="text-align: center;">
	<a href="http://www.joystiq.com/2011/04/21/shadows-of-the-damned-launching-on-june-21-2011/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/shadows916.jpg" style="width: 530px; height: 298px; border-width: 1px; border-style: solid; margin: 4px;" /></a></div>
At a recent event in San Francisco, Suda 51 from Grasshopper Manufacture announced the new launch date for <a href="http://www.joystiq.com/game/shadows-of-the-damned">Shadows of the Damned</a>: June 21. That gives it two weeks to get out of E3's way (the game was originally scheduled for June 7).<br />
<br />
<em> Shadows of the Damned</em> is a bizarre, horror-themed third-person shooter coming from EA Partners and a trio of well-known Japanese developers. If the names Shinji Mikami (<em>Resident Evil</em>), Suda 51 (<em>No More Heroes</em>) and Akira Yamaoka (<em>Silent Hill</em> composer) don't ring any bells, then you really have no idea just how weird this game is going to be.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/04/21/shadows-of-the-damned-launching-on-june-21-2011/">Shadows of the Damned launching on June 21, 2011</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 21 Apr 2011 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/04/21/shadows-of-the-damned-launching-on-june-21-2011/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19918345/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/04/21/shadows-of-the-damned-launching-on-june-21-2011/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ea</category><category>ea-partners</category><category>grasshopper-manufacture</category><category>microsoft</category><category>playstation</category><category>ps3</category><category>release-date</category><category>shadows-of-the-damned</category><category>shinji-mikami</category><category>suda-51</category><category>xbox</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Thu, 21 Apr 2011 12:00:00 EST</pubDate></item><item><title><![CDATA[Shinji Mikami on his Shadows of the Damned role and 'adult love']]></title><link>http://www.joystiq.com/2011/03/08/shinji-mikami-on-his-shadows-of-the-damned-role-and-adult-love/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/08/shinji-mikami-on-his-shadows-of-the-damned-role-and-adult-love/</guid><comments>http://www.joystiq.com/2011/03/08/shinji-mikami-on-his-shadows-of-the-damned-role-and-adult-love/#comments</comments><description><![CDATA[<center>
	<a href="http://www.joystiq.com/2011/03/08/shinji-mikami-on-his-shadows-of-the-damned-role-and-adult-love/"><img border="0" hspace="0" src="http://www.blogcdn.com/www.joystiq.com/media/2011/03/damnedlogo38.jpg" vspace="0" /></a></center>
<a href="http://www.joystiq.com/game/shadows-of-the-damned"><em>Shadows of the Damned </em></a>represents not only a partnership between EA and Grasshopper Manufacture, but also a reunion between Grasshopper and Shinji Mikami, who produced its <em>Killer 7</em> for Capcom. Mikami is lending his action-horror expertise to Grasshopper's new game, completely separate from his <a href="http://www.joystiq.com/2010/10/28/shinji-mikami-to-develop-games-for-bethesda-as-zenimax-acquires/">work</a> with the Zenimax-owned Tango GameWorks.<br />
<br />
"Grasshopper is making all these great games, with really a nice visual style," Mikami told us at an EA event during last week's GDC. "I'm there to make sure the gameplay is right -- make sure it's tight, make sure it's fun. That's why I'm there." He denied the assertion that <em>Shadows of the Damned</em> would feel strongly Mikami-like." "When you look at it, you're going to say this is a Grasshopper game," he said. "When you play it, especially if you've played a <em>Resident Evil</em>, you can kind of sense 'ah, there's a little bit of<em> Resident Evil</em> here.' But I don't think it's from the start it's a Mikami game. It's definitely a Grasshopper game."<br />
<br />
We asked Mikami about the heart-shaped buttons EA was handing out at the event, which seemed hilariously out of step with the outrageous violence and manliness of <em>Damned</em>. Is <em>Shadows of the Damned</em> a love story? "There's two sides to it: there's that aspect of a love story, but it's not the romantic type of love," Mikami explained, cryptically. "It's a very adult type of love. And you'll see that when you play through the game -- it's definitely conveyed in certain aspects." Apparently, the "adult" type of love is so strong that a man can be fooled by a giant, grotesque demon wearing the shape of his girlfriend like a costume.<br />
<br />
As the interview concluded, the subject turned to another violent, quirky action game from Mikami: 2006's <em>God Hand </em>-- a title that Mikami burst into laughter upon hearing. Mikami firmly denied even a superficial relationship between his own PS2 action game and <em>Shadows of the Damned</em>, but he did tell us that "I'd like to make a sequel to <em>God Hand</em> sometime." When we suggested he could make a spiritual "sequel" to get around the Capcom-owned IP, Mikami laughed again and said "Someday, I'll do it."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/03/08/shinji-mikami-on-his-shadows-of-the-damned-role-and-adult-love/">Shinji Mikami on his Shadows of the Damned role and 'adult love'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 08 Mar 2011 20:02:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/03/08/shinji-mikami-on-his-shadows-of-the-damned-role-and-adult-love/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19871408/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/08/shinji-mikami-on-his-shadows-of-the-damned-role-and-adult-love/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ea-partners</category><category>gdc-2011</category><category>grasshopper-manufacture</category><category>microsoft</category><category>playstation</category><category>ps3</category><category>shadows-of-the-damned</category><category>shinji-mikami</category><category>xbox</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Tue, 08 Mar 2011 20:02:00 EST</pubDate></item><item><title><![CDATA[Shadows of the Damned blood boss pours its heart out in new screenshots]]></title><link>http://www.joystiq.com/2011/02/14/shadows-of-the-damned-blood-boss-pours-its-heart-out-in-new-scre/</link><guid isPermaLink="true">http://www.joystiq.com/2011/02/14/shadows-of-the-damned-blood-boss-pours-its-heart-out-in-new-scre/</guid><comments>http://www.joystiq.com/2011/02/14/shadows-of-the-damned-blood-boss-pours-its-heart-out-in-new-scre/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2011/02/14/shadows-of-the-damned-blood-boss-pours-its-heart-out-in-new-scre/"><img border="1" hspace="0" vspace="0" src="http://www.blogcdn.com/www.joystiq.com/media/2011/02/sotdboss530pxheaderimg.jpg" alt="" /></a></div>
Maybe you didn't notice, but this guy is <em>made of blood</em>. He's a "blood monster," if you will, and he's just one of many bosses players will face in Grasshopper Manufacture's <em><a href="http://www.joystiq.com/game/shadows-of-the-damned">Shadows of the Damned</a></em>. More horrific V-Day screens can be found after the break.<p><a href="http://www.joystiq.com/2011/02/14/shadows-of-the-damned-blood-boss-pours-its-heart-out-in-new-scre/" rel="bookmark">Continue reading <em>Shadows of the Damned blood boss pours its heart out in new screenshots</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/02/14/shadows-of-the-damned-blood-boss-pours-its-heart-out-in-new-scre/">Shadows of the Damned blood boss pours its heart out in new screenshots</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 14 Feb 2011 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/02/14/shadows-of-the-damned-blood-boss-pours-its-heart-out-in-new-scre/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19843151/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/02/14/shadows-of-the-damned-blood-boss-pours-its-heart-out-in-new-scre/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ea-partners</category><category>grasshopper-manufacture</category><category>microsoft</category><category>playstation</category><category>ps3</category><category>shadows-of-the-damned</category><category>shinji-mikami</category><category>suda-51</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Mon, 14 Feb 2011 20:00:00 EST</pubDate></item><item><title><![CDATA[Vanquish's original concept included remote pilots]]></title><link>http://www.joystiq.com/2010/12/13/vanquishs-original-concept-included-remote-pilots/</link><guid isPermaLink="true">http://www.joystiq.com/2010/12/13/vanquishs-original-concept-included-remote-pilots/</guid><comments>http://www.joystiq.com/2010/12/13/vanquishs-original-concept-included-remote-pilots/#comments</comments><description><![CDATA[<center><a href="http://www.joystiq.com/2010/12/13/vanquishs-original-concept-included-remote-pilots/"><img border="1" hspace="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/vanquish1213.jpg" /></a></center>In his final post on the <em><a href="http://joystiq.com/game/vanquish">Vanquish</a></em> development blog, Shinji Mikami describes an early concept for <em>Vanquish</em> that was less "big action movie" and more anime. Instead of cigar-chompin' soldier Sam Gideon inside the suit, the original concept had the suit as a robot, remotely controlled by three different pilots. This was even before the <a href="http://www.joystiq.com/2010/08/05/vanquish-almost-had-a-robotic-canine-companion/">robodog idea</a>.<br />
<br />
"The robot would change forms according to the pilot in charge," Mikami explained, "as each pilot had been specially trained in areas such as shooting, melee, or hover and snipe." The idea "died a quick death," but Mikami noted that he still likes it, and that ideas are "never out of bounds," sometimes appearing in sequels or other new game designs. "I don't know what I will be making next, but considering how fickle I am, it will probably end up being a game completely different from <em>Vanquish</em>." At the very least, he knows it'll be a <a href="http://www.joystiq.com/2010/11/03/mikami-making-aaa-title-for-bethesda-will-be-his-last-as-direct/">triple-A game for THQ</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/12/13/vanquishs-original-concept-included-remote-pilots/">Vanquish's original concept included remote pilots</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 13 Dec 2010 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/12/13/vanquishs-original-concept-included-remote-pilots/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19758271/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/12/13/vanquishs-original-concept-included-remote-pilots/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>microsoft</category><category>platinum-games</category><category>playstation</category><category>ps3</category><category>sega</category><category>shinji-mikami</category><category>vanquish</category><category>xbox</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Mon, 13 Dec 2010 19:00:00 EST</pubDate></item><item><title><![CDATA[Shinji Mikami talks about his life before games and after Capcom]]></title><link>http://www.joystiq.com/2010/11/11/shinji-mikami-talks-about-his-life-before-games-and-after-capcom/</link><guid isPermaLink="true">http://www.joystiq.com/2010/11/11/shinji-mikami-talks-about-his-life-before-games-and-after-capcom/</guid><comments>http://www.joystiq.com/2010/11/11/shinji-mikami-talks-about-his-life-before-games-and-after-capcom/#comments</comments><description><![CDATA[<center><a href="http://www.joystiq.com/2010/11/11/shinji-mikami-talks-about-his-life-before-games-and-after-capcom/"><img border="1" hspace="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/mikami1111.jpg" /></a></center><a href="http://joystiq.com/tag/tango-gameworks">Tango Gameworks</a> head Shinji Mikami tends to be reticent in interviews, but he opened up to <em>Famitsu</em> in a recent talk (translated by <a href="http://www.1up.com/news/shinji-mikami-discusses-resident-evil">1UP</a>), discussing abuse from his father, and how he ended up at a Capcom job fair mostly out of interest in free food. <br />
<br />
He also talked at length about his displeasure with moving into a producer role at Capcom after the first <em>Resident Evil</em>. "There was a time when I wanted to leave Capcom because of that," Mikami said. "I joined Capcom in order to create things, and I thought that going away from that would be counterproductive. It was hard, not being directly involved with the development process." Even so, it was with some reluctance that he took over directing for Resident Evil 4. "I had been a producer for eight years, and the moment I finally get a chance to return to development, it's on RE. That sure wasn't what I intended!"<br />
<br />
Discussing his future at Tango, he didn't put quite the sense of finality on his next game as he had in a <a href="http://www.joystiq.com/2010/11/03/mikami-making-aaa-title-for-bethesda-will-be-his-last-as-direct/">previous interview</a> with <em>Famitsu</em>. "Sooner or later, I'll have to shift my attention to raising new talent and handing the baton over to them. Joining the ZeniMax family puts me in a situation where I can leave the more boring details of that to other people. I'm trying not to expect too much, but I do feel that this is a chance for me to keep working in the front lines of development."<br />
<br />
[Image: <a href="http://tangogameworks.com/studio/staff/001/#s001">Tango Gameworks</a>]<br type="_moz" /><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/11/11/shinji-mikami-talks-about-his-life-before-games-and-after-capcom/">Shinji Mikami talks about his life before games and after Capcom</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 11 Nov 2010 12:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/11/11/shinji-mikami-talks-about-his-life-before-games-and-after-capcom/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19712462/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/11/11/shinji-mikami-talks-about-his-life-before-games-and-after-capcom/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Bethesda-Softworks</category><category>capcom</category><category>resident-evil</category><category>shinji-mikami</category><category>tango-gameworks</category><category>zenimax</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Thu, 11 Nov 2010 12:45:00 EST</pubDate></item><item><title><![CDATA[Former Grasshopper composer, ex-Capcom staff join Mikami's Tango]]></title><link>http://www.joystiq.com/2010/11/05/former-grasshopper-composer-ex-capcom-staff-join-mikamis-tango/</link><guid isPermaLink="true">http://www.joystiq.com/2010/11/05/former-grasshopper-composer-ex-capcom-staff-join-mikamis-tango/</guid><comments>http://www.joystiq.com/2010/11/05/former-grasshopper-composer-ex-capcom-staff-join-mikamis-tango/#comments</comments><description><![CDATA[<center><a href="http://www.joystiq.com/2010/11/05/former-grasshopper-composer-ex-capcom-staff-join-mikamis-tango/"><img border="1" hspace="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/tango115.jpg" /></a></center>Shinji Mikami is putting that <a href="http://www.joystiq.com/2010/10/28/shinji-mikami-to-develop-games-for-bethesda-as-zenimax-acquires/">Zenimax money</a> to good use, adding three new members to his Tango Gameworks team. The biggest name among the new acquisitions is Masafumi Takada, former Grasshopper Manufacture composer, and the man behind the soundtracks for <em>Killer 7, God Hand, No More Heroes</em>, and recent Platinum Games releases <em>Infinite Space</em> and <em>Vanquish</em>. <br />
<br />
Environmental artist Naoki Katakai and programmer Shinichiro Ishikawa, both of whom worked on Resident Evil games with Mikami in the past, have also joined the team. You can read bios of all the new staffers, and see drawings of them with nosebleeds, <a href="http://tangogameworks.com/studio/staff/">here</a>.<br />
<br />
Tango also opened an <a href="http://blog-en.tangogameworks.com/tagged/artlab">art blog</a>, which currently features the grisly image seen above -- a possible first look at the studio's new game.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/11/05/former-grasshopper-composer-ex-capcom-staff-join-mikamis-tango/">Former Grasshopper composer, ex-Capcom staff join Mikami's Tango</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 05 Nov 2010 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/11/05/former-grasshopper-composer-ex-capcom-staff-join-mikamis-tango/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19705325/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/11/05/former-grasshopper-composer-ex-capcom-staff-join-mikamis-tango/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>masafumi-takada</category><category>naoki-katakai</category><category>shinichiro-ishikawa</category><category>shinji-mikami</category><category>tango-gameworks</category><category>zenimax-media</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Fri, 05 Nov 2010 18:00:00 EST</pubDate></item><item><title><![CDATA[Mikami making AAA title for Bethesda, will be his last as director]]></title><link>http://www.joystiq.com/2010/11/03/mikami-making-aaa-title-for-bethesda-will-be-his-last-as-direct/</link><guid isPermaLink="true">http://www.joystiq.com/2010/11/03/mikami-making-aaa-title-for-bethesda-will-be-his-last-as-direct/</guid><comments>http://www.joystiq.com/2010/11/03/mikami-making-aaa-title-for-bethesda-will-be-his-last-as-direct/#comments</comments><description><![CDATA[<center><a href="http://www.joystiq.com/2010/11/03/mikami-making-aaa-title-for-bethesda-will-be-his-last-as-direct/"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/tango113.jpg" alt="" /></a></center>In an interview with Famitsu (translated by <a href="http://www.1up.com/news/shinji-mikami-discusses-joining-bethesda">1UP</a>), Shinji Mikami and Bethesda's Asia GM Tetsu Takahashi revealed that Tango Gameworks is already at work on a major, AAA title for Bethesda. "That's the only sort of title we're interested in," Takahashi explained. "Any such project is going to involve tens of millions of dollars either way, so instead of cutting dev time and features and hoping for a million copies sold, it's better to take your time, make something great and aim for five million instead. We believe that there's actually less risk when you do it that way."<br />
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According to Mikami, this project will be his last as a director, though he intends to focus on running Tango after the (currently unannounced) game is complete. "I can only last for so long handling both director and company president duties," Mikami said, "and besides, I want to give our younger developers a chance." Bethesda knew of Mikami's intentions before its parent <a href="http://www.joystiq.com/2010/10/28/shinji-mikami-to-develop-games-for-bethesda-as-zenimax-acquires/">Zenimax acquired Tango</a>, he insisted, and he was brought on with the understanding that he wouldn't be directing every game. That said, Mikami reassured that he would aim to put "all of my experience, my energy and everything else I've got into this game."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/11/03/mikami-making-aaa-title-for-bethesda-will-be-his-last-as-direct/">Mikami making AAA title for Bethesda, will be his last as director</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 03 Nov 2010 12:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/11/03/mikami-making-aaa-title-for-bethesda-will-be-his-last-as-direct/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19701234/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/11/03/mikami-making-aaa-title-for-bethesda-will-be-his-last-as-direct/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bethesda</category><category>shinji-mikami</category><category>tango-gameworks</category><category>tetsu-takahashi</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 03 Nov 2010 12:30:00 EST</pubDate></item><item><title><![CDATA[Shinji Mikami still working on Shadows of the Damned after Bethesda deal]]></title><link>http://www.joystiq.com/2010/11/02/shinji-mikami-still-working-on-shadows-of-the-damned-after-bethe/</link><guid isPermaLink="true">http://www.joystiq.com/2010/11/02/shinji-mikami-still-working-on-shadows-of-the-damned-after-bethe/</guid><comments>http://www.joystiq.com/2010/11/02/shinji-mikami-still-working-on-shadows-of-the-damned-after-bethe/#comments</comments><description><![CDATA[<center><a href="http://www.joystiq.com/2010/11/02/shinji-mikami-still-working-on-shadows-of-the-damned-after-bethe/"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/damned112.jpg" alt="" /></a></center>Zenimax's <a href="http://www.joystiq.com/2010/10/28/shinji-mikami-to-develop-games-for-bethesda-as-zenimax-acquires/">acquisition</a> of Tango Gameworks -- and therefore of Shinji Mikami -- won't affect his existing deal with EA Partners and Grasshopper Manufacture to make <em><a href="http://joystiq.com/game/shadows-of-the-damned">Shadows of the Damned</a></em>. In a statement to <a href="http://www.eurogamer.net/articles/2010-11-01-shinji-mikami-to-continue-on-dmd">Eurogamer</a>, the new parent company said that "Shinji will serve as creative lead on the games developed at Tango Gamework[s] and will fulfil his remaining obligations to Grasshopper pursuant to their prior agreement." We wouldn't bet on Mikami continuing to freelance with other companies after the existing agreements have elapsed, which casts doubt on his contribution to a <em>Vanquish</em> sequel with Sega -- if one is ever approved.<br />
<br />
In addition to confirming his continued influence on Grasshopper's stylish shooter, the statement suggests that Tango Gameworks will continue to operate as a unit, rather than having its staff absorbed into Zenimax's Bethesda teams.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/11/02/shinji-mikami-still-working-on-shadows-of-the-damned-after-bethe/">Shinji Mikami still working on Shadows of the Damned after Bethesda deal</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 02 Nov 2010 22:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/11/02/shinji-mikami-still-working-on-shadows-of-the-damned-after-bethe/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19699245/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/11/02/shinji-mikami-still-working-on-shadows-of-the-damned-after-bethe/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Bethesda-Softworks</category><category>ea-partners</category><category>grasshopper-manufacture</category><category>microsoft</category><category>playstation</category><category>ps3</category><category>shadows-of-the-damned</category><category>shinji-mikami</category><category>tango-gameworks</category><category>xbox</category><category>zenimax-media</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Tue, 02 Nov 2010 22:00:00 EST</pubDate></item><item><title><![CDATA[Shinji Mikami to develop games for Bethesda, as Zenimax acquires Tango]]></title><link>http://www.joystiq.com/2010/10/28/shinji-mikami-to-develop-games-for-bethesda-as-zenimax-acquires/</link><guid isPermaLink="true">http://www.joystiq.com/2010/10/28/shinji-mikami-to-develop-games-for-bethesda-as-zenimax-acquires/</guid><comments>http://www.joystiq.com/2010/10/28/shinji-mikami-to-develop-games-for-bethesda-as-zenimax-acquires/#comments</comments><description><![CDATA[<div style="text-align: center; "><a href="http://www.joystiq.com/2010/10/28/shinji-mikami-to-develop-games-for-bethesda-as-zenimax-acquires/"><img border="1" hspace="4" vspace="4" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/10/shinji-mikami-profile-530px.jpg" /></a></div>
<em>Resident Evil</em> creator Shinji Mikami isn't cooling his jets after completing work on the chaotic sci-fi shooter, <em><a href="http://www.joystiq.com/game/vanquish">Vanquish</a></em>. Zenimax Media has acquired his Tango Gameworks studio in Tokyo and repositioned it as a division of Zenimax Asia. As creative lead at Tango, Shinji Mikami will oversee development of games for the Bethesda Softworks label. <br />
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"It's refreshing to find a publisher who understands, trusts, and supports the development of blockbuster games and works to make it a collaborative effort," Mikami said of the announcement. "The library of AAA franchise titles ZeniMax owns speaks for itself. We are very excited to be joining ZeniMax and working with a company that is dedicated to creating the best games ever made."<br />
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Shinji Mikami's games also speak for themselves, usually in gruff and scary voices. In a profile posted on the <a href="http://tangogameworks.com/studio/profile-mikami/">Tango website</a>, Mikami described his goal as "making games from the viewpoint of the creator," and producing something that would "unify everyone's love of games around the world." With famous Japanese creators like Tomonobu Itagaki, Suda 51 -- and now Shinji Mikami -- forging deals with the likes of THQ, EA and Zenimax, it seems that a strong Western partner is becoming crucial in achieving that.<br />
<br />
[Image: <a href="http://tangogameworks.com/studio/profile-mikami/">Tango Gameworks</a>]<br type="_moz" /><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/10/28/shinji-mikami-to-develop-games-for-bethesda-as-zenimax-acquires/">Shinji Mikami to develop games for Bethesda, as Zenimax acquires Tango</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 28 Oct 2010 08:21:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/10/28/shinji-mikami-to-develop-games-for-bethesda-as-zenimax-acquires/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19693060/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/10/28/shinji-mikami-to-develop-games-for-bethesda-as-zenimax-acquires/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bethesda-softworks</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>shinji-mikami</category><category>tango</category><category>tango-gameworks</category><category>xbox</category><category>zenimax</category><category>zenimax-asia</category><category>zenimax-media</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Thu, 28 Oct 2010 08:21:00 EST</pubDate></item><item><title><![CDATA[Vanquish review: Smokin']]></title><link>http://www.joystiq.com/2010/10/19/vanquish-review/</link><guid isPermaLink="true">http://www.joystiq.com/2010/10/19/vanquish-review/</guid><comments>http://www.joystiq.com/2010/10/19/vanquish-review/#comments</comments><description><![CDATA[<div style="text-align: center;">
	<a href="http://www.joystiq.com/2010/10/19/vanquish-review/"><img alt="" border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2010/10/vanquish005-530px.png" vspace="4" /></a></div>
You know how we're always saying how great it would be if someone could just make a modern, polygonal version of one of our favorite 2D classics, yet they seldom, if ever, turn out good? Well, <a href="http://www.joystiq.com/game/vanquish"><em>Vanquish</em></a> isn't a rebirth of any existing action franchise, but it is what a younger me dreamed a game like <a href="http://www.youtube.com/watch?v=kWMyoNhGHbk"><em>Contra</em></a> would be like ... <em>in the future</em>. The work of <em>Resident Evil </em>creator <a href="http://www.joystiq.com/tag/shinji-mikami">Shinji Mikami</a> and Platinum Games (<a href="http://www.joystiq.com/2010/01/07/review-bayonetta/"><em>Bayonetta</em></a>), it brings the classic, run-and-gun feel of games like Konami's classic into the HD era with a plot that doesn't really matter, characters who spout ridiculous one-liners and -- oh yeah -- action that will have you on the edge of your seat from explosive start to thunderous finish.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/vanquish-360-ps3/">Vanquish</a></strong></p><a href="http://www.joystiq.com/photos/vanquish-360-ps3/#2768673"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanquish001_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-360-ps3/#2768674"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanquish002_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-360-ps3/#2768675"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanquish003_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-360-ps3/#2768676"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanquish004_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-360-ps3/#2768677"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanquish005_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/10/19/vanquish-review/" rel="bookmark">Continue reading <em>Vanquish review: Smokin'</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/10/19/vanquish-review/">Vanquish review: Smokin'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 19 Oct 2010 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/10/19/vanquish-review/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19678683/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/10/19/vanquish-review/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>action</category><category>microsoft</category><category>Platinum-Games</category><category>playstation</category><category>ps3</category><category>Sega</category><category>Shinji-Mikami</category><category>vanquish</category><category>xbox</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Tue, 19 Oct 2010 13:00:00 EST</pubDate></item><item><title><![CDATA['Shadows of the Damned' is the long-awaited Suda/Mikami/EA Partners collaboration]]></title><link>http://www.joystiq.com/2010/09/15/is-the-long-awaited-suda-mikami-ea-partners-collaboration/</link><guid isPermaLink="true">http://www.joystiq.com/2010/09/15/is-the-long-awaited-suda-mikami-ea-partners-collaboration/</guid><comments>http://www.joystiq.com/2010/09/15/is-the-long-awaited-suda-mikami-ea-partners-collaboration/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><div style="text-align: center;"><img hspace="0" height="355" border="0" width="531" vspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/ea-keynote-0509.jpg" alt="" /></div>
"We've had you waiting for a long time." Grasshopper Manufacture's Suda 51 and Platinum's Shinji Mikami took the stage at EA's TGS showcase to reveal <em>Shadows of the Damned</em>, a new "psychological action thriller" from EA's Partners division. According to Suda, he and Mikami wanted to make this game for a long time, and searched for the right publisher to bring it to a global audience. "Finally, today, we can reveal our game that we've been working on together with EA," he said. The game is expected to release in 2011.<br />
<br />
EA Partners announced this new horror franchise in August 2008, under the direction of game "auteurs" Suda and Shinji Mikami. Since then, Grasshopper has increased its roster of stars with musician Akira Yamaoka and designer Kazutoshi Iida, released <em>No More Heroes 2</em>, and announced the downloadable <em>Sine Mora</em>.<br />
<br />
in this game, a character named Garcia travels to Hell to rescue his love. Hopefully, this will be a bit classier than<em> Dante's Inferno</em>...<br />
<br />
<strong>Update</strong>: <a href="http://www.joystiq.com/2010/09/15/shadow-of-the-damned-announcement-trailer-enters-light/">Trailer now available</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/09/15/is-the-long-awaited-suda-mikami-ea-partners-collaboration/">'Shadows of the Damned' is the long-awaited Suda/Mikami/EA Partners collaboration</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 15 Sep 2010 05:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/09/15/is-the-long-awaited-suda-mikami-ea-partners-collaboration/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19634272/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/09/15/is-the-long-awaited-suda-mikami-ea-partners-collaboration/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ea</category><category>ea-partners</category><category>electronic-arts</category><category>grasshopper-manufacture</category><category>microsoft</category><category>playstation</category><category>ps3</category><category>shadows-of-the-damned</category><category>shinji-mikami</category><category>suda-51</category><category>tgs-2010</category><category>xbox</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 15 Sep 2010 05:00:00 EST</pubDate></item><item><title><![CDATA[Electronic Arts TGS 2010 liveblog]]></title><link>http://www.joystiq.com/2010/09/15/electronic-arts-tgs-2010-liveblog/</link><guid isPermaLink="true">http://www.joystiq.com/2010/09/15/electronic-arts-tgs-2010-liveblog/</guid><comments>http://www.joystiq.com/2010/09/15/electronic-arts-tgs-2010-liveblog/#comments</comments><description><![CDATA[<div style="text-align: center; "><img border="1" hspace="4" vspace="4" width="530" height="355" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/dsc0002.jpg" /></div>
We're at the Keio Plaza Hotel in lovely Shinjuku, Tokyo for Electronic Arts' 2010 TGS press conference. Things are getting underway, we've taken our seats in a small, but well attended ballroom. Join us just past the break for all the news, live from Tokyo. <br />
<br type="_moz" /><p><a href="http://www.joystiq.com/2010/09/15/electronic-arts-tgs-2010-liveblog/" rel="bookmark">Continue reading <em>Electronic Arts TGS 2010 liveblog</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/09/15/electronic-arts-tgs-2010-liveblog/">Electronic Arts TGS 2010 liveblog</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 15 Sep 2010 03:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/09/15/electronic-arts-tgs-2010-liveblog/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19634056/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/09/15/electronic-arts-tgs-2010-liveblog/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>EA</category><category>EA-Partners</category><category>Electronic-Arts</category><category>Grasshopper-Manufacture</category><category>Shinji-Mikami</category><category>Suda-51</category><category>TGS</category><category>TGS-2010</category><dc:creator><![CDATA[Christopher Grant]]></dc:creator><pubDate>Wed, 15 Sep 2010 03:30:00 EST</pubDate></item><item><title><![CDATA[Vanquish story trailer has a good ending]]></title><link>http://www.joystiq.com/2010/09/03/vanquish-story-trailer-has-a-good-ending/</link><guid isPermaLink="true">http://www.joystiq.com/2010/09/03/vanquish-story-trailer-has-a-good-ending/</guid><comments>http://www.joystiq.com/2010/09/03/vanquish-story-trailer-has-a-good-ending/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/09/03/vanquish-story-trailer-has-a-good-ending/#continued"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/vanquish-play-story-trailer.jpg"  alt="" /></a></div>
The United States vs. Russia. That's <em>all</em> you need to know. Now, skip to the good part!<p><a href="http://www.joystiq.com/2010/09/03/vanquish-story-trailer-has-a-good-ending/" rel="bookmark">Continue reading <em>Vanquish story trailer has a good ending</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/09/03/vanquish-story-trailer-has-a-good-ending/">Vanquish story trailer has a good ending</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 03 Sep 2010 10:25:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/09/03/vanquish-story-trailer-has-a-good-ending/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19620194/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/09/03/vanquish-story-trailer-has-a-good-ending/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>microsoft</category><category>platinum-games</category><category>playstation</category><category>ps3</category><category>sega</category><category>shinji-mikami</category><category>vanquish</category><category>xbox</category><dc:creator><![CDATA[James Ransom-Wiley]]></dc:creator><pubDate>Fri, 03 Sep 2010 10:25:00 EST</pubDate></item><item><title><![CDATA[Vanquish demo coming August 31 to PS3, 360]]></title><link>http://www.joystiq.com/2010/08/23/vanquish-demo-coming-august-31-to-ps3-xbox-360/</link><guid isPermaLink="true">http://www.joystiq.com/2010/08/23/vanquish-demo-coming-august-31-to-ps3-xbox-360/</guid><comments>http://www.joystiq.com/2010/08/23/vanquish-demo-coming-august-31-to-ps3-xbox-360/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><center><a href="http://www.joystiq.com/2010/08/23/vanquish-demo-coming-august-31-to-ps3-xbox-360/"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/07/vanquishus7810.jpg" /></a></center>It's almost time to start honing your rocket-sliding skills. Sega has announced that a playable demo of its over-the-top Platinum Games and Shinji Mikami developed shooter <em><a href="http://www.joystiq.com/game/vanquish">Vanquish</a> </em>will arrive on the Xbox Live Marketplace and PSN Store on Tuesday, August 31. Europe will get the demo a day later on September 1, with Australian gamers getting their hands on it Thursday, September 2. Famitsu reports (via <a href="http://www.siliconera.com/2010/08/22/vanquish-demo-dated-for-september-2/">Siliconera</a>) that Japan will also receive the demo on the 2nd.<br />
<br />
The "Vanquish Official Demo: Velocity Attack," as Sega calls the demo, will comprise the section of the game we <a href="http://www.joystiq.com/2010/06/15/preview-vanquish/">played at E3</a> -- a space station interior with bipedal "Walker" mechs to commandeer and an enormous spider-like robot boss to defeat in incredibly stylish ways. (You know, the usual stuff: by grabbing the monstrosity's missile out of the air, turning it around and throwing it back like a giant lance.)<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/08/23/vanquish-demo-coming-august-31-to-ps3-xbox-360/">Vanquish demo coming August 31 to PS3, 360</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 23 Aug 2010 13:40:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/08/23/vanquish-demo-coming-august-31-to-ps3-xbox-360/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19604457/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/08/23/vanquish-demo-coming-august-31-to-ps3-xbox-360/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>demo</category><category>microsoft</category><category>Platinum-Games</category><category>playstation</category><category>ps3</category><category>psn</category><category>psn-store</category><category>release-date</category><category>sega</category><category>Shinji-Mikami</category><category>vanquish</category><category>xblm</category><category>xbox</category><category>xbox-live</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Mon, 23 Aug 2010 13:40:00 EST</pubDate></item><item><title><![CDATA[EA's Suda51, Mikami horror collaboration will be at TGS; no mention of Wii, PC anymore]]></title><link>http://www.joystiq.com/2010/08/23/eas-suda51-mikami-horror-collaboration-will-be-at-tgs-no-m/</link><guid isPermaLink="true">http://www.joystiq.com/2010/08/23/eas-suda51-mikami-horror-collaboration-will-be-at-tgs-no-m/</guid><comments>http://www.joystiq.com/2010/08/23/eas-suda51-mikami-horror-collaboration-will-be-at-tgs-no-m/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><div style="text-align: center; "><a href="http://www.joystiq.com/2010/08/23/eas-suda51-mikami-horror-collaboration-will-be-at-tgs-no-m/"><img width="530" height="263" vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/08/ea.tgs.082010-530px.png" /></a></div>
Last Friday, <a href="http://www.joystiq.com/2010/08/20/ea-plans-several-game-announcements-on-eve-of-tokyo-game-show/">EA announced</a> a "Tokyo Showcase" event to be held the night before the annual Tokyo Game Show kicks off. We speculated that it was a prime opportunity to share EA Partners' highest-profile project: the Shinji Mikami-produced, Suda51-directed, <a href="http://www.joystiq.com/2010/02/03/silent-hill-composer-yamaoka-joins-suda-51s-video-game-band/">Akira Yamaoka-scored</a>, Q Entertainment co-developed horror title <a href="http://www.joystiq.com/2008/08/14/ea-publishing-new-action-horror-franchise-from-suda51-shinji/">first announced in 2008</a>. David DeMartini told Eurogamer that the title would be revealed at TGS (we're guessing at EA's aforementioned showcase) and explained the unusual pairing. <br />
<br />
"The key thing is not for us to tone down Suda or try and Westernise Suda, but to try and make sure the game gets broad enough exposure that more people appreciate it," DeMartini said. "Obviously with EA's publishing and sales team [...] people are going to get an opportunity to finally listen to what you guys have been writing about Suda for a long time."<br />
<br />
DeMartini also confirmed that the game would, unsurprisingly, be released on Xbox 360 and PS3. What is surprising, however, is the omission of the Wii. The announcement press release stated that the title was in development for all three console platforms as well as PC: "The title is being developed for the PC, Xbox 360 video game system from Microsoft, PlayStation 3 computer entertainment system and Wii." We've asked EA to comment on the title's intended platforms, but more than likely we'll be waiting until the September 15th event.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/08/23/eas-suda51-mikami-horror-collaboration-will-be-at-tgs-no-m/">EA's Suda51, Mikami horror collaboration will be at TGS; no mention of Wii, PC anymore</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 23 Aug 2010 12:04:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/08/23/eas-suda51-mikami-horror-collaboration-will-be-at-tgs-no-m/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19604188/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/08/23/eas-suda51-mikami-horror-collaboration-will-be-at-tgs-no-m/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>David-DeMartini</category><category>EA</category><category>EA-Partners</category><category>Electronic-Arts</category><category>Grasshopper-Manufacture</category><category>microsoft</category><category>playstation</category><category>ps3</category><category>Q-Entertainment</category><category>Shinji-Mikami</category><category>suda-51</category><category>Suda51</category><category>TGS-2010</category><category>xbox</category><dc:creator><![CDATA[Christopher Grant]]></dc:creator><pubDate>Mon, 23 Aug 2010 12:04:00 EST</pubDate></item><item><title><![CDATA[New Vanquish trailer spotlights crazy action, men speaking gruffly]]></title><link>http://www.joystiq.com/2010/08/06/new-vanquish-trailer-spotlights-crazy-action-men-speaking-gruff/</link><guid isPermaLink="true">http://www.joystiq.com/2010/08/06/new-vanquish-trailer-spotlights-crazy-action-men-speaking-gruff/</guid><comments>http://www.joystiq.com/2010/08/06/new-vanquish-trailer-spotlights-crazy-action-men-speaking-gruff/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/08/06/new-vanquish-trailer-spotlights-crazy-action-men-speaking-gruff/#continued"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/08/vanquish.080610-530px-play2.png" /></a></div>
Sega's <a href="http://www.joystiq.com/game/Vanquish"><em>Vanquish</em></a> is really fast, really pretty and, judging by this video, out-gruff-speaks every <i>Metal Gear Solid </i>game combined. The main character is a not-very-gruff-looking DARPA "researcher," but even his voice sounds like he gargles nails. Hear (and see) what we mean after the break.<p><a href="http://www.joystiq.com/2010/08/06/new-vanquish-trailer-spotlights-crazy-action-men-speaking-gruff/" rel="bookmark">Continue reading <em>New Vanquish trailer spotlights crazy action, men speaking gruffly</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/08/06/new-vanquish-trailer-spotlights-crazy-action-men-speaking-gruff/">New Vanquish trailer spotlights crazy action, men speaking gruffly</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 06 Aug 2010 17:20:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/08/06/new-vanquish-trailer-spotlights-crazy-action-men-speaking-gruff/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19584238/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/08/06/new-vanquish-trailer-spotlights-crazy-action-men-speaking-gruff/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>microsoft</category><category>Platinum-Games</category><category>playstation</category><category>ps3</category><category>Sega</category><category>Shinji-Mikami</category><category>vanquish</category><category>xbox</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Fri, 06 Aug 2010 17:20:00 EST</pubDate></item><item><title><![CDATA[Itagaki: 'The era of pursuing technical strength has ended']]></title><link>http://www.joystiq.com/2010/08/02/itagaki-the-era-of-pursuing-technical-strength-has-ended/</link><guid isPermaLink="true">http://www.joystiq.com/2010/08/02/itagaki-the-era-of-pursuing-technical-strength-has-ended/</guid><comments>http://www.joystiq.com/2010/08/02/itagaki-the-era-of-pursuing-technical-strength-has-ended/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><center><a href="http://www.joystiq.com/2010/08/02/itagaki-the-era-of-pursuing-technical-strength-has-ended/"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2010/08/itagaki82.jpg" alt="" /></a></center>When he was at the top of Team Ninja, <a href="http://www.joystiq.com/tag/tomonobu-itagaki">Tomonobu Itagaki</a> was seemingly <a href="http://www.joystiq.com/2005/09/23/dead-or-alive-4-creator-says-xbox-360-best-on-earth/">obsessed</a> with high-end graphics and processing power, choosing to work exclusively on the first Xbox for technical reasons. With his <a href="http://www.joystiq.com/2010/03/03/valhalla-game-studios-headed-up-by-tomonobu-itagaki/">new Valhalla studio</a>, Itagaki has shed that aspect of his public persona as well.<br />
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At a party for Famitsu Xbox 360's hundredth issue, Itagaki and Shinji Mikami recorded an installment of Itagaki's "Valhalla Freaks" column, during which the Dead or Alive creator declared that "the era of pursuing technical strength has ended," adding, "From here on out, we should pursue what makes games interesting and fun." According to Andriasang, Itagaki suggested that Japanese developers should share technology like some Western companies do.<br />
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Xbox 360 marketing chief Jouji Sakaguchi then undercut Itagaki's message about pursuing technical strength by announcing that the monitors for Xbox game demos at this year's Tokyo Game Show would be larger than last year's.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/08/02/itagaki-the-era-of-pursuing-technical-strength-has-ended/">Itagaki: 'The era of pursuing technical strength has ended'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 02 Aug 2010 10:47:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/08/02/itagaki-the-era-of-pursuing-technical-strength-has-ended/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19577321/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/08/02/itagaki-the-era-of-pursuing-technical-strength-has-ended/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>famitsu</category><category>itagaki</category><category>microsoft</category><category>shinji-mikami</category><category>tomonobu-itagaki</category><category>valhalla-game-studios</category><category>xbox</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Mon, 02 Aug 2010 10:47:00 EST</pubDate></item><item><title><![CDATA[Woohoo! Vanquish has 'Casual Auto' and 'God Hard' modes]]></title><link>http://www.joystiq.com/2010/07/29/woohoo-vanquish-has-casual-auto-and-god-hard-modes/</link><guid isPermaLink="true">http://www.joystiq.com/2010/07/29/woohoo-vanquish-has-casual-auto-and-god-hard-modes/</guid><comments>http://www.joystiq.com/2010/07/29/woohoo-vanquish-has-casual-auto-and-god-hard-modes/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><center><a href="http://www.joystiq.com/2010/07/29/woohoo-vanquish-has-casual-auto-and-god-hard-modes/"><img border="1" hspace="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/07/vanquish72910.jpg" /></a></center><em><a href="http://joystiq.com/game/vanquish">Vanquish</a></em> is following in the stiletto-heel footsteps of Platinum's last action game, <em>Bayonetta</em>, in a couple of interesting ways. First, the Shinji Mikami-designed shooter is being outfitted with an optional "Casual Auto" difficulty level, much like <em>Bayonetta's</em> <a href="http://www.joystiq.com/2009/08/25/bayonettas-automatic-mode-demonstrated-with-one-hand/">"Easy Automatic" mode</a>, designed to allow even those new to action games have a good time.<br />
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"Once you get your target on the enemy, the rest is easy as pie," Mikami said in the <a href="http://platinumgames.com/2010/07/29/a-different-kind-of-game/">blog post</a> announcing the mode. "I'm sure saying it that way makes it sound totally uninteresting, but when you actually give it a shot, the tempo it gives the game play will make you jump up and say, 'Woohoo!'" That's the other way in which <em>Vanquish</em> echoes <em>Bayonetta</em>: exclamations. It's "Woohoo!" from the player, versus "Wuhhh!!" from <em>Bayonetta</em>. <a href="http://www.joystiq.com/2009/07/06/wuhhh-see-bayonetta-without-its-visual-effects/">"You know ... 'Wuhhh!!'"</a> <br />
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<em>Vanquish</em> also includes an unlockable "God Hard" difficulty. "I think our fans will get where this one is going," Mikami teased. We suspect <a href="http://www.youtube.com/watch?v=Y3NpUW0lhLQ">apocalyptic beatdowns</a> are to be found within this mode.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/07/29/woohoo-vanquish-has-casual-auto-and-god-hard-modes/">Woohoo! Vanquish has 'Casual Auto' and 'God Hard' modes</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 29 Jul 2010 14:50:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/07/29/woohoo-vanquish-has-casual-auto-and-god-hard-modes/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19573572/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/07/29/woohoo-vanquish-has-casual-auto-and-god-hard-modes/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>microsoft</category><category>Platinum-Games</category><category>playstation</category><category>ps3</category><category>Sega</category><category>Shinji-Mikami</category><category>shooter</category><category>vanquish</category><category>wuhhh</category><category>xbox</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Thu, 29 Jul 2010 14:50:00 EST</pubDate></item><item><title><![CDATA[Increased 'visual density' led to a more linear Vanquish]]></title><link>http://www.joystiq.com/2010/07/22/increased-visual-density-led-to-a-more-linear-vanquish/</link><guid isPermaLink="true">http://www.joystiq.com/2010/07/22/increased-visual-density-led-to-a-more-linear-vanquish/</guid><comments>http://www.joystiq.com/2010/07/22/increased-visual-density-led-to-a-more-linear-vanquish/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><div style="text-align: center;"><a href="http://www.joystiq.com/2010/07/22/increased-visual-density-led-to-a-more-linear-vanquish/"><img hspace="0" height="300" width="530" vspace="0" border="0" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/07/vanquish-then-and-now.jpg" /></a></div>
In a recent <a href="http://platinumgames.com/2010/07/22/the-graphics-of-vanquish/">developer blog</a> at the Platinum Games website, director <a href="http://www.joystiq.com/2010/06/28/interview-shinji-mikami-on-vanquish-evolving-game-dev-locales/">Shinji Mikami</a> discussed the changes <a href="http://joystiq.com/game/vanquish"><em>Vanquish</em></a> has undergone during development. In the beginning, said Mikami, <em>Vanquish</em> was "an open battlefield type of game, where the goal was to move around crushing enemy positions." As development progressed, however, it became clear that an open environment hurt the game. The reason, according to Mikami, was an increased level of "visual density." There were so many things happening on screen -- special effects, loads of enemies, etc. -- that it was hard for players to focus on the objective.<br />
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"In an environment where we were doing whatever we pleased," noted Mikami, "it became pretty obvious that there was no good way of keeping your eye on the prize - the enemies you are targeting." As such, a more linear style of play helps keep players focused. Furthermore, Mikami also notes that the staple enemy, a robot called a Gorgie, was changed from white to red in order to make it stand out from the predominantly gray background.<br />
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If <em>Vanquish</em> turns out to be anything like Platinum's most recent action-fest, <a href="http://joystiq.com/game/bayonetta"><em>Bayonetta</em></a>, then helping players focus on killing baddies is <em>probably</em> a good decision.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/07/22/increased-visual-density-led-to-a-more-linear-vanquish/">Increased 'visual density' led to a more linear Vanquish</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 22 Jul 2010 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/07/22/increased-visual-density-led-to-a-more-linear-vanquish/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19564428/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/07/22/increased-visual-density-led-to-a-more-linear-vanquish/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>microsoft</category><category>Platinum-Games</category><category>playstation</category><category>ps3</category><category>Sega</category><category>Shinji-Mikami</category><category>third-person-shooter</category><category>vanquish</category><category>xbox</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Thu, 22 Jul 2010 16:00:00 EST</pubDate></item><item><title><![CDATA[Japanese devs sound off about 3DS]]></title><link>http://www.joystiq.com/2010/07/14/japanese-devs-sound-off-about-3ds/</link><guid isPermaLink="true">http://www.joystiq.com/2010/07/14/japanese-devs-sound-off-about-3ds/</guid><comments>http://www.joystiq.com/2010/07/14/japanese-devs-sound-off-about-3ds/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><center><img hspace="0" border="0" vspace="0" src="http://www.blogcdn.com/www.joystiq.com/media/2010/07/3ds71410.jpg" alt="" /></center>Famitsu recently rounded up some high-profile Japanese developers to gauge their reactions to Nintendo's <a href="http://joystiq.com/tag/3ds">3DS</a> hardware. According to a translation by <a href="http://www.andriasang.com/e/blog/2010/07/14/3ds_producer_commentary/">Andriasang</a>, the responses ran from business-minded declarations of intent to somewhat philosophical thinking-out-loud. <br />
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<em>Street Fighter IV</em> producer <a href="http://joystiq.com/tag/yoshinori-ono">Yoshinori Ono</a> seemed to be most able to keep his excitement in check. He was collected and business-minded when he said, "We'd like to put in some ideas that make effective use of the portability." Hideo Kojima was happy that he wouldn't have to change glasses to use 3DS and mused about the implementation of CO-OPs, the multiuplayer mode featured in <em><a href="http://www.joystiq.com/game/metal-gear-solid-peace-walker">Peace Walker</a>,</em> "and other things -- elements fitting of a 3D and portable game machine." <em>Super Monkey Ball</em> (and <em>Yakuza</em>) creator Toshihiro Nagoshi, already working on a 3DS <em>Monkey Ball</em> game, said that he would "like to make a variety of proposals" for games that use the Wi-Fi and 3D aspects of the system. <a href="http://joystiq.com/tag/shinji-mikami">Shinji Mikami</a> and <a href="http://joystiq.com/tag/tomonobu-itagaki">Tomonobu Itagaki</a> were on their way to a meeting in which they planned to talk about the system (and eat yakiniku).<br />
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Others developers got more ... <em>philosophical</em>. <a href="http://joystiq.com/tag/suda51">Suda 51</a>, for example, wants to make "The Next Game," in the same sense that he sees 3DS as "The Next Hardware." <em>Bayonetta</em> producer <a href="http://www.joystiq.com/tag/hideki-kamiya">Hideki Kamiya</a> hopes to make "a 3D game where you can enjoy the feeling of existence given by portable 3D." Kamiya's Platinum Games partner Atsushi Inaba, "experienced a strong jolt of the feeling 'I want to make something.'" He added, "Since the start of the game industry, there's never been a system that better fit the words 'dream' and 'next generation.'"<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/07/14/japanese-devs-sound-off-about-3ds/">Japanese devs sound off about 3DS</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 14 Jul 2010 22:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/07/14/japanese-devs-sound-off-about-3ds/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19554067/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/07/14/japanese-devs-sound-off-about-3ds/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3DS</category><category>atsushi-inaba</category><category>ds</category><category>Hideki-Kamiya</category><category>Hideo-Kojima</category><category>nintendo</category><category>Shinji-Mikami</category><category>Suda51</category><category>Tomonobu-Itagaki</category><category>yoshinori-ono</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 14 Jul 2010 22:00:00 EST</pubDate></item><item><title><![CDATA[Sega defeats confusion over Vanquish release date: Oct. 19 in North America]]></title><link>http://www.joystiq.com/2010/07/08/sega-defeats-confusion-over-vanquish-release-date-oct-19-in-no/</link><guid isPermaLink="true">http://www.joystiq.com/2010/07/08/sega-defeats-confusion-over-vanquish-release-date-oct-19-in-no/</guid><comments>http://www.joystiq.com/2010/07/08/sega-defeats-confusion-over-vanquish-release-date-oct-19-in-no/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><center><a href="http://www.joystiq.com/2010/07/08/sega-defeats-confusion-over-vanquish-release-date-oct-19-in-no/"><img hspace="0" border="1" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/07/vanquishus7810.jpg" /></a></center>The European version of <em><a href="http://joystiq.com/game/vanquish">Vanquish</a></em> is no longer alone in having an <a href="http://www.joystiq.com/2010/07/08/vanquish-sliding-across-europe-this-october/">official release date</a>. Sega of America announced that Shinji Mikami's new shooter will ship to North American stores on October 19. Just in time for Halloween -- look out for the inevitable trend of homemade, spark-spewing robot suits at this year's parties.<br />
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Pre-ordering the game at GameStop will allow you to acquire a pack of three in-game guns: the Boost Machinegun, the Anti Armor Pistol and the Laser Cannon
<meta content="text/html;charset=UTF-8" http-equiv="Content-Type"> (the same three being used for a pre-order promotion with the European release). Enjoy glamour shots of these weapons being fired at things and/or people in our gallery.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/vanquish-7-8-10/">Vanquish (Tri-Weapon Pack pre-order bonus)</a></strong></p><a href="http://www.joystiq.com/photos/vanquish-7-8-10/#3155633"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/07/21037vqssantiarmorpistol2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-7-8-10/#3155634"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/07/21038vqssboostmachinegun_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-7-8-10/#3155635"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/07/21039vqsslasercannon_thumbnail.jpg" alt="" title="" /></a></div><br />
</meta><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/07/08/sega-defeats-confusion-over-vanquish-release-date-oct-19-in-no/">Sega defeats confusion over Vanquish release date: Oct. 19 in North America</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 08 Jul 2010 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/07/08/sega-defeats-confusion-over-vanquish-release-date-oct-19-in-no/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19547355/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/07/08/sega-defeats-confusion-over-vanquish-release-date-oct-19-in-no/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Action</category><category>gamestop</category><category>microsoft</category><category>Platinum-Games</category><category>playstation</category><category>pre-order</category><category>ps3</category><category>release-date</category><category>Sega</category><category>Shinji-Mikami</category><category>Shooter</category><category>vanquish</category><category>xbox</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Thu, 08 Jul 2010 19:00:00 EST</pubDate></item><item><title><![CDATA[Vanquish sliding across Europe October 22 [Update: Now with specific date]]]></title><link>http://www.joystiq.com/2010/07/08/vanquish-sliding-across-europe-this-october/</link><guid isPermaLink="true">http://www.joystiq.com/2010/07/08/vanquish-sliding-across-europe-this-october/</guid><comments>http://www.joystiq.com/2010/07/08/vanquish-sliding-across-europe-this-october/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/07/07/vanquish-sliding-across-europe-this-october/"><img hspace="0" height="269" border="1" width="530" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/07/vanquishheaderimg530px223.jpg" /></a></div>
Platinum Games' first <a href="http://www.joystiq.com/tag/shinji-mikami">Shinji Mikami</a>-helmed title, <em><a href="http://www.joystiq.com/game/vanquish">Vanquish</a></em>, will slide, jumpkick, and then pulverize European retail on October 22, according to a <a href="http://blogs.sega.com/europe/2010/07/08/october-release-date-for-vanquish-confirmed/">press release</a> from Sega Europe. While no release window beyond "winter" has been nailed down for the game's North American debut, Famitsu puts an October 21 date on the game's Japanese arrival (via <a href="http://www.vg247.com/2010/07/07/vanquish-dated-for-october-21-in-japan/">VG247</a>).<br />
<br />
It seems we won't have long to wait before hearing about our own release date, however, as Sega added that it'll be able to talk worldwide dates "shortly." While we wait for that, why not join us in watching this <a href="http://www.joystiq.com/2010/06/05/new-vanquish-trailer-shoots-explodes-flips-and-then-explodes-a/">flippy, explosioney trailer</a> for the game, hmm?<br />
<br />
Sega also announced European pre-order bonuses for the stylish shooter -- a set of three downloadable guns that will be given away with pre-orders from "selected retailers."<br />
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<strong>Update:</strong> Release date and pre-order info has arrived via <a href="http://blogs.sega.com/europe/2010/07/08/october-release-date-for-vanquish-confirmed/">press release</a> and been added to this post.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/vanquish-7-8-10/">Vanquish (Tri-Weapon Pack pre-order bonus)</a></strong></p><a href="http://www.joystiq.com/photos/vanquish-7-8-10/#3155633"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/07/21037vqssantiarmorpistol2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-7-8-10/#3155634"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/07/21038vqssboostmachinegun_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-7-8-10/#3155635"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/07/21039vqsslasercannon_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/07/08/vanquish-sliding-across-europe-this-october/">Vanquish sliding across Europe October 22 [Update: Now with specific date]</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 08 Jul 2010 10:38:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/07/08/vanquish-sliding-across-europe-this-october/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19545001/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/07/08/vanquish-sliding-across-europe-this-october/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>europe</category><category>Japan</category><category>microsoft</category><category>platinum-games</category><category>playstation</category><category>ps3</category><category>q4-2010</category><category>release-date</category><category>sega</category><category>Shinji-Mikami</category><category>Shooter</category><category>vanquish</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 08 Jul 2010 10:38:00 EST</pubDate></item><item><title><![CDATA[Interview: Shinji Mikami on Vanquish, evolving game dev locales and ... punching fools]]></title><link>http://www.joystiq.com/2010/06/28/interview-shinji-mikami-on-vanquish-evolving-game-dev-locales/</link><guid isPermaLink="true">http://www.joystiq.com/2010/06/28/interview-shinji-mikami-on-vanquish-evolving-game-dev-locales/</guid><comments>http://www.joystiq.com/2010/06/28/interview-shinji-mikami-on-vanquish-evolving-game-dev-locales/#comments</comments><description><![CDATA[<div style="text-align: center; "><img border="1" hspace="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/06/mikamiasa530pxheaderimg.jpg" /></div>
During <a href="http://www.joystiq.com/tag/e3-2010">this year's E3</a>, we had a chance to chat with Shinji Mikami, creative lead on Platinum Games' upcoming boost-em-up <em><a href="http://www.joystiq.com/game/vanquish">Vanquish</a></em>, about his upcoming game, among other things. For instance, why does the man who created <em>God Hand</em> and <em>Resident Evil</em> believe that so many games are driven by a shooting mechanic? "Purely punching or kicking, for example, that requires a lot more skill and reaction time on the part of the gamer to get the timing right and to sit there and mash the controller forever. And older gamers, adults, don't want to do that. They get tired."<br />
<br />
As old men ourselves (mid-20s is <em>old</em>, right?), we're not so sure we agree with Mr. Mikami, but that's okay -- this isn't an interview about us, silly! It's about Shinji Mikami. And his new game. Check out the whole interview just below the fold.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/vanquish-e3-2010/">Vanquish (E3 2010)</a></strong></p><a href="http://www.joystiq.com/photos/vanquish-e3-2010/#3079565"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/06/20684vq100519036_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-e3-2010/#3079576"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/06/20683vq100519035_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-e3-2010/#3079587"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/06/20682vq100519026_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-e3-2010/#3079594"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/06/20681vq100519023_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-e3-2010/#3079596"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/06/20680vq100519019_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/06/28/interview-shinji-mikami-on-vanquish-evolving-game-dev-locales/" rel="bookmark">Continue reading <em>Interview: Shinji Mikami on Vanquish, evolving game dev locales and ... punching fools</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/06/28/interview-shinji-mikami-on-vanquish-evolving-game-dev-locales/">Interview: Shinji Mikami on Vanquish, evolving game dev locales and ... punching fools</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 28 Jun 2010 17:28:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/06/28/interview-shinji-mikami-on-vanquish-evolving-game-dev-locales/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19533664/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/06/28/interview-shinji-mikami-on-vanquish-evolving-game-dev-locales/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>e3</category><category>e3-2010</category><category>microsoft</category><category>Platinum-Games</category><category>playstation</category><category>ps3</category><category>Sega</category><category>Shinji-Mikami</category><category>vanquish</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Mon, 28 Jun 2010 17:28:00 EST</pubDate></item><item><title><![CDATA[Preview: Vanquish]]></title><link>http://www.joystiq.com/2010/06/15/preview-vanquish/</link><guid isPermaLink="true">http://www.joystiq.com/2010/06/15/preview-vanquish/</guid><comments>http://www.joystiq.com/2010/06/15/preview-vanquish/#comments</comments><description><![CDATA[<div style="text-align: center;"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/06/vanquishheader.jpg" /></div>
<a href="http://joystiq.com/tag/vanquish"><em>Vanquish</em></a> was introduced to us at Sega's pre-E3 event as Shinji Mikami's take on <a href="http://joystiq.com/tag/gears-of-war"><em>Gears of War</em></a>, and though I only got to play through one brief battle, that's an apt description. The game combines the frantic over-the-top action that Platinum Games is known for thanks to titles like <a href="http://joystiq.com/tag/bayonetta"><em>Bayonetta</em></a> and <a href="http://joystiq.com/tag/madworld"><em>MadWorld</em></a>, and brings it into the setting of a high-tech, cover-based third person shooter. The result, as you can imagine, is pretty satisfying.<br />
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The basic scenario is a future with the world's last two superpowers, Russia and the US, fighting on an American space station designed to harness the energy of the sun (after all of the Earth's resources have already been depleted). Sam Gideon is the game's hero, and it's his job to go into the station with US troops and save the day. Fortunately, he's outfitted with a power suit that allows for all sorts of technological and acrobatic wizardry.<br />
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<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/vanquish-e3-2010/">Vanquish (E3 2010)</a></strong></p><a href="http://www.joystiq.com/photos/vanquish-e3-2010/#3079565"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/06/20684vq100519036_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-e3-2010/#3079576"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/06/20683vq100519035_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-e3-2010/#3079587"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/06/20682vq100519026_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-e3-2010/#3079594"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/06/20681vq100519023_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-e3-2010/#3079596"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/06/20680vq100519019_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2010/06/15/preview-vanquish/" rel="bookmark">Continue reading <em>Preview: Vanquish</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/06/15/preview-vanquish/">Preview: Vanquish</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 15 Jun 2010 19:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/06/15/preview-vanquish/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19514312/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/06/15/preview-vanquish/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>e3-2010</category><category>hands-on</category><category>microsoft</category><category>platinum-games</category><category>playstation</category><category>pre-e3-2010</category><category>ps3</category><category>sega</category><category>shinji-mikami</category><category>vanquish</category><category>xbox</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Tue, 15 Jun 2010 19:15:00 EST</pubDate></item><item><title><![CDATA[MadWorld director joins Shinji Mikami's Tango studio]]></title><link>http://www.joystiq.com/2010/05/10/madworld-director-joins-shinji-mikamis-tango-studio/</link><guid isPermaLink="true">http://www.joystiq.com/2010/05/10/madworld-director-joins-shinji-mikamis-tango-studio/</guid><comments>http://www.joystiq.com/2010/05/10/madworld-director-joins-shinji-mikamis-tango-studio/#comments</comments><description><![CDATA[<center><a href="https://twitter.com/PG_kamiya/status/13638464299"><img border="1" hspace="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/05/mw510.jpg" /></a></center>Even as work progresses on Shinji Mikami's <em><a href="http://joystiq.com/tag/vanquish">Vanquish</a> </em>for Platinum Games, Mikami's own studio, <a href="http://www.joystiq.com/2010/03/17/shinji-mikami-opening-new-tokyo-based-studio-tango/">Tango</a>, is growing toward Mikami's stated goal of around 100 staffers. Platinum's Hideki Kamiya revealed via <a href="https://twitter.com/PG_kamiya/status/13638464299">Twitter</a> that <a href="http://nintendo.joystiq.com/2008/05/23/platinums-shigenori-nishikawa-on-madworlds-over-the-top-violen/">Shigenori Nishikawa</a>, who directed <em><a href="http://joystiq.com/tag/madworld">MadWorld</a></em> for Platinum and did design work on <em>Resident Evil 4 </em>and <em>Dino Crisis 2</em> and <em>3</em> at Capcom, has left Platinum for Tango. Nishikawa was one of the founders of Platinum.<br />
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Nishikawa will join former <a href="http://joystiq.com/tag/grasshopper-manufacture">Grasshopper Manufacture</a> sound director Masafumi Takada and art directors Ryosuke Kaiba and Naoki Katakai at Tango. The new studio has yet to announce any projects.<br />
<br />
[Via <a href="http://www.develop-online.net/news/34766/Platinum-Games-Nishikawa-joins-new-Mikami-studio">Develop</a>]<br type="_moz" /><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/05/10/madworld-director-joins-shinji-mikamis-tango-studio/">MadWorld director joins Shinji Mikami's Tango studio</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 10 May 2010 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=https://twitter.com/PG_kamiya/status/13638464299>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/05/10/madworld-director-joins-shinji-mikamis-tango-studio/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19471002/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/05/10/madworld-director-joins-shinji-mikamis-tango-studio/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>madworld</category><category>Platinum-Games</category><category>platinumgames</category><category>shigenori-nishikawa</category><category>shinji-mikami</category><category>tango</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Mon, 10 May 2010 12:00:00 EST</pubDate></item><item><title><![CDATA[Vanquish screens show the game's acrobatic side]]></title><link>http://www.joystiq.com/2010/04/30/vanquish-screens-show-the-games-acrobatic-side/</link><guid isPermaLink="true">http://www.joystiq.com/2010/04/30/vanquish-screens-show-the-games-acrobatic-side/</guid><comments>http://www.joystiq.com/2010/04/30/vanquish-screens-show-the-games-acrobatic-side/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/photos/vanquish-4-30-2010/full/#2943213"><img hspace="0" border="1" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/vanquish4302010580dph.jpg" /></a></div>
<div style="text-align: center;"><em><small>Click image to slide into our gallery</small></em></div>
We're still waiting to see the first gameplay footage of Shinji Mikami's latest, <a href="http://www.joystiq.com/tag/vanquish"><em>Vanquish</em></a>, but at least <a href="http://www.joystiq.com/photos/vanquish-4-30-2010">these new screens</a> give us hope that the protagonist super-soldier isn't just some lumbering tank guy. It appears you'll be able to have acrobatic battles with giant mechs. If <a href="http://www.joystiq.com/photos/vanquish-4-30-2010/full/#2943220">these pair</a> <a href="http://www.joystiq.com/photos/vanquish-4-30-2010/full/#2943221">of screens</a> are any indication, there will be ballet-like air dodging maneuvers you can pull off, which can culminate in driving a giant spike (or is that a huge bullet?) into the thing. <br />
<br />
The other new screens Sega sent over depict more of what we've already seen in the first batch of screens: <a href="http://www.joystiq.com/photos/vanquish-4-30-2010/full/#2943214">shooting stuff</a>, <a href="http://www.joystiq.com/photos/vanquish-4-30-2010/full/#2943215">trying not to get shot by stuff</a> and <a href="http://www.joystiq.com/photos/vanquish-4-30-2010/full/#2943216">a bit of both at the same time</a>. Check 'em all out in the gallery below. <br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/vanquish-4-30-2010/">Vanquish (4/30/2010)</a></strong></p><a href="http://www.joystiq.com/photos/vanquish-4-30-2010/#2943213"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/vanquish4302010image1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-4-30-2010/#2943214"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/vanquish4302010image2-1272641398_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-4-30-2010/#2943215"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/vanquish4302010image3-1272641398_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-4-30-2010/#2943216"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/vanquish4302010image4-1272641398_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-4-30-2010/#2943217"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/vanquish4302010image5-1272641399_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/04/30/vanquish-screens-show-the-games-acrobatic-side/">Vanquish screens show the game's acrobatic side</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 30 Apr 2010 14:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/04/30/vanquish-screens-show-the-games-acrobatic-side/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19459433/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/30/vanquish-screens-show-the-games-acrobatic-side/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Microsoft</category><category>platinum-games</category><category>screens</category><category>sega</category><category>shinji-mikami</category><category>vanquish</category><category>Xbox-360</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Fri, 30 Apr 2010 14:00:00 EST</pubDate></item><item><title><![CDATA[New Grasshopper Manufacture project not called 'Closer']]></title><link>http://www.joystiq.com/2010/04/16/new-grasshopper-manufacture-project-not-called-closer/</link><guid isPermaLink="true">http://www.joystiq.com/2010/04/16/new-grasshopper-manufacture-project-not-called-closer/</guid><comments>http://www.joystiq.com/2010/04/16/new-grasshopper-manufacture-project-not-called-closer/#comments</comments><description><![CDATA[<div style="text-align: center; "><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/05/ghm0519.jpg" /></div>
After cyber spy <a href="http://supererogatory.tumblr.com/post/519501492/type-of-work-recorded-document-document-number">Superannuation</a> shed light on a U.S. copyright document, filed by <a href="http://www.joystiq.com/tag/grasshopper-manufacture">Grasshopper Manufacture</a> in August 2008, internet speculation concluded that the idiosyncratic developer's next game would be called "Closer." However, Grasshopper's international representative has told Joystiq that the name is no longer being used for any projects currently in development.<br />
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"As for 'Closer,' we currently don't have any projects under that name in development. Closer was one of the names considered for a project, but that name has since been abandoned." Grasshopper's most mysterious project -- announced in <a href="http://www.joystiq.com/2008/08/14/ea-publishing-new-action-horror-franchise-from-suda51-shinji/">August 2008</a> -- is an action horror game empowered by the mind-boggling collaboration of Suda 51, Shinji Mikami, Akira Yamaoka and EA Partners. <em>And</em> <a href="http://www.grasshopper.co.jp/en/archives/1229">Unreal Engine 3</a>.<br />
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Sadly, the quelling of this rumor also brings the demise of hopes that "Closer" was to be the name of Suda 51's edgy re-imagining of Kyra Sedgwick's television drama, "<a href="http://www.imdb.com/title/tt0458253/">The Closer</a>." It would have all of the show's intense confrontation, but Kyra's face would be an 8-bit parody of commercialism and she'd save the game by clipping her nails over an empty wastebasket. Oh well.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/04/16/new-grasshopper-manufacture-project-not-called-closer/">New Grasshopper Manufacture project not called 'Closer'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 16 Apr 2010 17:29:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/04/16/new-grasshopper-manufacture-project-not-called-closer/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19441719/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/16/new-grasshopper-manufacture-project-not-called-closer/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>akira-yamaoka</category><category>closer</category><category>ea-partners</category><category>grasshopper-manufacture</category><category>horror</category><category>shinji-mikami</category><category>suda-51</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Fri, 16 Apr 2010 17:29:00 EST</pubDate></item><item><title><![CDATA[Mikami: Vanquish designed with more mainstream appeal than God Hand]]></title><link>http://www.joystiq.com/2010/04/07/mikami-vanquish-designed-with-more-mainstream-appeal-than-god-h/</link><guid isPermaLink="true">http://www.joystiq.com/2010/04/07/mikami-vanquish-designed-with-more-mainstream-appeal-than-god-h/</guid><comments>http://www.joystiq.com/2010/04/07/mikami-vanquish-designed-with-more-mainstream-appeal-than-god-h/#comments</comments><description><![CDATA[<center><a href="http://www.computerandvideogames.com/article.php?id=241459"><img  border="1" hspace="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/vanquish46.jpg" /></a></center>If Platinum Games's <em><a href="http://joystiq.com/tag/vanquish">Vanquish</a></em> looks less like the idiosyncratic weirdness we've come to expect from Platinum Games, and more like something targeted at the core games market, well, it is. "We're definitely going for something a little more massmarket that will appeal to a wide audience," producer Shinji Mikami told <em><a href="http://www.computerandvideogames.com/article.php?id=241459">Edge</a></em>. <br />
<br type="_moz" />
Mikami specifically contrasted <em>Vanquish</em> with <em><a href="http://en.wikipedia.org/wiki/God_Hand">God Hand</a></em>, a PS2 brawler he created at Clover Studio. "I've released a lot of titles before," he said, "and I feel that, perhaps specifically with regard to <em>God Hand</em>, I was given too much freedom to make that game just as I liked. It didn't sell too well." While we understand Mikami's desire for commercial success (like he had with the <em>Resident Evil</em> and <em>Devil May Cry</em> games), we'd suggest that the only people who need to change their decision-making process in response to <em>God Hand</em> are the ones who didn't buy <em>God Hand</em>.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/vanquish-360-ps3/">Vanquish</a></strong></p><a href="http://www.joystiq.com/photos/vanquish-360-ps3/#2768673"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanquish001_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-360-ps3/#2768674"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanquish002_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-360-ps3/#2768675"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanquish003_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-360-ps3/#2768676"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanquish004_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-360-ps3/#2768677"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanquish005_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/04/07/mikami-vanquish-designed-with-more-mainstream-appeal-than-god-h/">Mikami: Vanquish designed with more mainstream appeal than God Hand</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 07 Apr 2010 06:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.computerandvideogames.com/article.php?id=241459>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/07/mikami-vanquish-designed-with-more-mainstream-appeal-than-god-h/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19428303/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/07/mikami-vanquish-designed-with-more-mainstream-appeal-than-god-h/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>clover-studios</category><category>god-hand</category><category>Microsoft</category><category>platinum-games</category><category>sega</category><category>shinji-mikami</category><category>vanquish</category><category>Xbox-360</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 07 Apr 2010 06:00:00 EST</pubDate></item><item><title><![CDATA[Ralph Baer inducted into Inventors Hall of Fame]]></title><link>http://www.joystiq.com/2010/04/03/ralph-baer-inducted-into-inventors-hall-of-fame/</link><guid isPermaLink="true">http://www.joystiq.com/2010/04/03/ralph-baer-inducted-into-inventors-hall-of-fame/</guid><comments>http://www.joystiq.com/2010/04/03/ralph-baer-inducted-into-inventors-hall-of-fame/#comments</comments><description><![CDATA[<div style="text-align: center; "><a href="http://www.invent.org/2010induction/"><img border="0" hspace="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/04/pongheaderimg580px.jpg" /></a></div>
<div style="text-align: right;"><small>[<a href="http://www.flickr.com/photos/steve-o_the_jackass/">SteveO526</a>]</small></div>
At 88 years young, <a href="http://www.joystiq.com/tag/ralph-baer">Ralph Baer</a> is one of our favorite adults (or <em>super adults</em>, as we like to call those over the age of 70 among us). After inventing <em><a href="http://www.joystiq.com/tag/pong">Pong</a></em> (and resultantly, the Magnavox Odyssey), Baer went on to create the rage-inducing electronic board game <em>Simon</em>, and just this past week was inducted into the Inventors Hall of Fame for his work. He was the first game developer to have earned the award.<br />
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According to the event's <a href="http://www.invent.org/presskit/2010/NIHF%20Fact%20Sheet%202010.doc">fact sheet</a> (warning: download link), inductees need to meet two specific criteria before being considered: "[One] The inventor must hold a US patent, and [Two] the invention must have contributed to the welfare of mankind and have promoted the progress of science and the useful arts." The National Selection Committee (representing "various scientific, industry, and professional groups along with a Blue Ribbon Panel of experts") then chooses said inductees.<br />
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In <a href="http://www.invent.org/hall_of_fame/406.html">his bio</a>, the committee specifically notes Baer's accolades in the game industry, calling him "a pioneer in the field of interactive video games" -- an assessment we tend to agree with. We've already got a suggestion for next year, though, guys: <a href="http://www.joystiq.com/tag/shinji-mikami">Shinji Mikami</a>. Obviously for bringing the world the <a href="http://www.youtube.com/watch?v=7oXx0qwe0wc">"What're ya buyin' / sellin'?" guy</a> in <em><a href="http://www.joystiq.com/tag/resident-evil-4">Resident Evil 4</a></em>, forever changing the way we conduct business. Come on, NSC! Aren't we <em>buddies</em>?<br />
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[Via <a href="http://www.gameculture.com/2010/03/31/ralph-baer-joins-national-inventors-hall-fame">GameCulture</a>]<br type="_moz" /><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/04/03/ralph-baer-inducted-into-inventors-hall-of-fame/">Ralph Baer inducted into Inventors Hall of Fame</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 03 Apr 2010 22:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.invent.org/2010induction/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/03/ralph-baer-inducted-into-inventors-hall-of-fame/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19421840/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/04/03/ralph-baer-inducted-into-inventors-hall-of-fame/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>award</category><category>inventors-hall-of-fame</category><category>magnavox-odyssey</category><category>national-selection-committee</category><category>pong</category><category>ralph-baer</category><category>resident-evil-4</category><category>shinji-mikami</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Sat, 03 Apr 2010 22:00:00 EST</pubDate></item><item><title><![CDATA[Shinji Mikami opening new Tokyo-based studio, Tango]]></title><link>http://www.joystiq.com/2010/03/17/shinji-mikami-opening-new-tokyo-based-studio-tango/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/17/shinji-mikami-opening-new-tokyo-based-studio-tango/</guid><comments>http://www.joystiq.com/2010/03/17/shinji-mikami-opening-new-tokyo-based-studio-tango/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.1up.com/do/newsStory?cId=3178387"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/mikami03172010.jpg" alt="" /></a></div>
<div style="text-align: right;"><small>[<a href="http://mformature.net/wp-content/plugins/wp-o-matic/cache/0e7a7_shinji_mikami1.jpg">M for Mature</a>]</small></div>
Shinji Mikami didn't just have a hand in bringing the <em>Viewtiful Joe</em> and <em>Devil May Cry</em> series to gamers. He also helped create the survival horror genre in 1996 through <em>Resident Evil</em> -- so the dude has a pretty impressive resume. Now, he's working with Platinum Games on <a href="http://www.joystiq.com/tag/vanquish"><em>Vanquish</em></a>, the upcoming sci-fi shooter set in a fictional future United States in the grip of a cold war with Russia. <br />
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According to an interview in this week's Famitsu magazine (via <a href="http://www.1up.com/do/newsStory?cId=3178387">1UP</a>), Mikami's also working on opening a new independent studio called Tango. His current studio, Straight Story, was formed in 2006 (shortly before <a href="http://www.joystiq.com/2007/09/27/ex-clover-dev-team-buries-seeds-to-form-platinum-games/">Seeds shut its doors</a> and became Platinum Games) and is currently contracted to work on <em>Vanquish</em> and that <a href="http://www.joystiq.com/2008/08/14/ea-publishing-new-action-horror-franchise-from-suda51-shinji/">action-horror project</a> with Grasshopper Manufacture. Upon completion of <em>Vanquish</em>, Straight Story will "fold up" and Mikami will focus on the now 13-strong Tango. Mikami wants to see Tango "grow to 100 people or so in five to seven years."<br />
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After <em>Vanquish</em>, Mikami will relocate from his current digs in Osaka to Tokyo, where he hopes to recruit some of the young up-and-comers Japan has to offer. As for Tango's first project, that's still up in the air. "I'd like to make a choice with the rest of the team as we grow our numbers," he said. "I've been speaking with a number of publishers as well, but we haven't signed any contracts yet."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/17/shinji-mikami-opening-new-tokyo-based-studio-tango/">Shinji Mikami opening new Tokyo-based studio, Tango</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 17 Mar 2010 14:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.1up.com/do/newsStory?cId=3178387>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/17/shinji-mikami-opening-new-tokyo-based-studio-tango/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19403280/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/17/shinji-mikami-opening-new-tokyo-based-studio-tango/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>clover</category><category>mikami</category><category>platinum-games</category><category>resident-evil</category><category>seeds</category><category>seeds-inc</category><category>shinji-mikami</category><category>straight-story</category><category>tango</category><category>vanquish</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Wed, 17 Mar 2010 14:30:00 EST</pubDate></item><item><title><![CDATA[Mikami explains why Vanquish is single-player only]]></title><link>http://www.joystiq.com/2010/03/05/mikami-explains-why-vanquish-is-single-player-only/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/05/mikami-explains-why-vanquish-is-single-player-only/</guid><comments>http://www.joystiq.com/2010/03/05/mikami-explains-why-vanquish-is-single-player-only/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.eurogamer.net/articles/no-multiplayer-modes-for-vanquish"><img hspace="0" vspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanq580.jpg" /></a></div>
During the recent <em><a href="http://www.joystiq.com/tag/vanquish">Vanquish</a></em> media unveiling in Tokyo, creator Shinji Mikami outed the action-shooter game's lack of multiplayer functionality. "That's the main reason we're keeping <em>Vanquish</em> as a single-player experience -- to deliver the level of impact, the level of detail and the visuals we want to offer," Mikami offered at the press event, reports <a href="http://www.eurogamer.net/articles/no-multiplayer-modes-for-vanquish">Eurogamer</a>. <br />
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Apparently, due to the fact that the single-player game is "very intense" and "full of action," a multiplayer compo nent would require "shaving a lot of things off" in order to make them work. It would seem that Mikami's more interested in <em>Vanquish</em>'s main campaign impressing than the title having legs, though he would argue that a tacked-on multiplayer does little in the interest of serving gamers. "It kind of boils down to whether you have the multiplayer but you don't have that much impact, and end up being like everyone else ... or even below par." Yep, we're just as shocked and appreciative of his refreshing honesty as you are.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/vanquish-360-ps3/">Vanquish</a></strong></p><a href="http://www.joystiq.com/photos/vanquish-360-ps3/#2768673"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanquish001_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-360-ps3/#2768674"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanquish002_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-360-ps3/#2768675"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanquish003_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-360-ps3/#2768676"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanquish004_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/vanquish-360-ps3/#2768677"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/03/vanquish005_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/05/mikami-explains-why-vanquish-is-single-player-only/">Mikami explains why Vanquish is single-player only</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 05 Mar 2010 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.eurogamer.net/articles/no-multiplayer-modes-for-vanquish>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/05/mikami-explains-why-vanquish-is-single-player-only/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19385392/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/05/mikami-explains-why-vanquish-is-single-player-only/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Microsoft</category><category>multiplayer</category><category>platinum-games</category><category>sega</category><category>shinji-mikami</category><category>single-player</category><category>vanquish</category><category>Xbox-360</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Fri, 05 Mar 2010 16:30:00 EST</pubDate></item></channel></rss>