tgs-2009 posts (Subscribe to this feed)
Japanese game devs give their verdicts on TGS

But not every developer looked favorably on the late-September show. Bayonetta director Hideki Kamiya pointed out that only three titles out of the 12 awarded 'Future' prizes at the Japan Game Awards were non-sequels. "That seems to go crossways with the term 'future' in my mind and it's frankly kind of sad," he said.
Resident Evil 5 producer Jun Takeuchi revealed he was "a little disappointed" that there were very few Japanese-made titles positioned for the worldwide market. However, he does note the titles meant for Japanese consumption puts the industry (in the East) on a stable base. While Fumito Ueda -- currently working on The Last Guardian -- noted that he is extremely excited about offerings from the West, specifically Modern Warfare 2. "I feel a serious sublime beauty in all of Infinity Ward's FPSes," he told Famitsu, despite qualms that Western companies came to Japan to push their wares rather than discussing innovation.
According to Akihiro Hino, head of Level-5 -- one of the busier booths at TGS 2009 -- the show felt "kind of plain." However, he does agree that the show offered a lot of games he personally wanted to play. "So in that respect," he noted, "TGS was great." If you consider waiting in line for 180 minutes to play one title great, we agree.
[Via 1UP]
Hands-on: .hack//Link
Perhaps the only thing more surprising than the fact that the franchise's finale will appear exclusively on PSP is that .hack//Link has the potential to be the best game ever created in the long-running RPG series. Although not formerly announced for a US release, we find little reason for Namco Bandai Games America to skimp on a localized version: The demo at Tokyo Game Show had a fresh, "fun" attitude that's evident in both the game's new art style and its combat system.
We didn't have a chance to see much of the game's story in our demo. However, Link takes a page from the other compilation games so popular in Japan right now (Dissidia: Final Fantasy, Tales of VS), by populating the game with many faces from the various .hack games, manga and anime series. Playable partners in the TGS demo included Haseo (from .hack//GU) and Tsukasa (from .hack//SIGN).
Gallery: .hack//Link
Splinter Cell walkthrough video brings out the brutality
Certainly, Amnesty International wouldn't approve of these tactics -- but we're a rather depraved bunch here at Joystiq HQ. It's pretty clear Splinter Cell Conviction is one of our most anticipated games targeted for the crowded Q1 season next year.
Interview: Microsoft Game Studios' Phil Spencer

Mind you, the part where Spencer suggests that alternate forms of input (whether in addition to or in substitute of traditional controllers) might become a common expectation is pretty interesting. You should definitely read that.
Joystiq: We just came out of the Tokyo Game Show panel discussion for Project Natal ...
Phil Spencer: The creators panel.
Yes, the creators panel. Hideo Kojima was there; they brainstormed about all these games. How much focus is Microsoft Game Studios placing on Natal development internally in comparison to other projects?
It's a big focus for us in first party. As a first party, I think it's our duty, it's our responsibility to look at the new technologies that we bring to our platform. We did this with Live. We did at launch of 360. When we look at Project Natal as an opportunity for first party to truly innovate on our platform, creating new experiences, new intellectual property, we're very focused. A large percentage of the studio right now is thinking about Natal as part of what they're doing.
Impressions: 'Alan Wake' runs toward darkness
Previously on Alan Wake... in search of lost manuscript pages for a novel he doesn't recall writing, Alan Wake is searching the Pacific Northwest town of Bright Falls for his missing wife. The pages aren't only a clue as to where Alan must search next, but seem to be the basis of a dark force taking over the small town.
In the latest demo of Alan Wake, the title character is without a weapon or the protection of a light source -- the only thing that can slow down the darkness taking over the small town. During this section of the game, Alan must retreat into the darkened forests, pursued by an FBI agent named Nightingale who is sure Wake is to blame for all of the terrible things happening in the town. Sadly, Nightingale may not be wrong.
In the latest demo of Alan Wake, the title character is without a weapon or the protection of a light source -- the only thing that can slow down the darkness taking over the small town. During this section of the game, Alan must retreat into the darkened forests, pursued by an FBI agent named Nightingale who is sure Wake is to blame for all of the terrible things happening in the town. Sadly, Nightingale may not be wrong.
Gallery: Alan Wake
Hands-on: Front Mission Evolved
For players still clamoring to return to the world of MechAssault, Front Mission Evolved may help cater to their needs. While the game's current state looks pretty rough, the Robot vs. Other Giant Robot action is fun, fast and fulfilling. Front Mission Evolved features a limited array of weaponry, but its quick pace actually had me hooked while it lasted. If the action becomes a little too harsh -- and the game did pose a challenge during my brief demo with the Xbox 360 version -- tapping the 'Y' button slows down time and turns every weapon in your arsenal to an automatic victory cannon.
There isn't much to the action: Run through a linear level and defeat the enemies that get in your way. It isn't the Citizen Kane of gaming, but the demo was entertaining. At least half of it was.
Gallery: Front Mission Evolved
Interview: Valkyria Chronicles 2's Takeshi Ozawa and Shinji Motoyama

Joystiq: Obviously, many people were surprised to see a sequel not on PS3, but on PSP. Does this open up the chance that the franchise will move to even more platforms, like the 360, for example?
Translator: It's difficult for us to comment on because, actually, we weren't thinking about specific platforms when designing the game. And it just turns out, we developed for the PS3 and this time we chose PSP as the platform. We do take into consideration, in terms of game design, and delivering the game world and experience to the users. This time, we thought PSP was the ideal platform to do that. It's as simple as that. But, it's because of this that discussions became kind of widespread, and people started asking questions "why there's no 360 version?" We don't want to say anything that would enrage the fire of that discussion.
Interview: tri-Ace and Sega on Resonance of Fate

And if you ever wondered what tri-Ace does to unwind after a hard day at the RPG mines, that happens to come up too.
Gallery: Resonance of Fate
Hands-on: Dynasty Warriors Strikeforce (360/PS3), Samurai Warriors 3 (Wii)
Gallery: Samurai Warriors 3 (Wii)
Interview: Super Monkey Ball's Yasuhito Baba
Who would've thought that a simple game about monkeys trapped in plastic balls would go on to become one of Sega's biggest franchises? We talked with Sega producer Yasuhito Baba at Tokyo Game Show about the upcoming Step & Roll for the Wii Balance Board, and talked about the future for the franchise. Will it include support for Natal and the PlayStation Motion Controller? Read on.
Yasuhito Baba: So actually, as soon the Balance Board game out, we thought this would be a great match for Super Monkey Ball. But the problem is, because we can't bundle with the Balance Board, we had to wait and see how the Balance Board would do. We had to wait for it to sell and wait for there to be a market for more Balance Board games.
Monkey Ball is really well suited for new devices. So pretty much whenever there's a new device or new platform, we're always thinking about if Monkey Ball would work on it or not.
Hands-on: Quantum Theory (PS3)
Aping a popular franchise's mechanics and style may be seen as a safe business proposition, but in terms of critical evaluation, the copy-cat game is likely to face stricter judgment. After all, if you're going to copy the good stuff, you've got to get it right.
Tecmo's PlayStation 3 exclusive, Quantum Theory (just Quantum outside of Japan), certainly succeeds in evoking memories of Gears of War -- at least, if you remember Epic's shooter being a technically unsound and completely unappealing disaster. If the Tokyo Game Show build is any indication, Quantum needs to undergo crucial work before its early 2010 release.
Tecmo's PlayStation 3 exclusive, Quantum Theory (just Quantum outside of Japan), certainly succeeds in evoking memories of Gears of War -- at least, if you remember Epic's shooter being a technically unsound and completely unappealing disaster. If the Tokyo Game Show build is any indication, Quantum needs to undergo crucial work before its early 2010 release.
Gallery: Quantum Theory
Level 5 would consider new Dark Cloud if community shows interest
Level 5's Yoshiaki Kusada recently spoke with Kotaku at the Tokyo Game Show about whether the developer was working on a new installment in its debut franchise, Dark Cloud. "At this moment we don't have a specific plan for a sequel in the Dark Cloud series," Kusada explained, but later added, "there are some who decided to join Level 5 because they love the Dark Cloud series. So, if requests from users should increase in the future, we would seriously consider making it."
Level 5, please consider this our humble request: Please, please, please make Dark Cloud 3. Would it help if we went ahead and reviewed it? Fine, here we go: "Dark Cloud 3 is the greatest game ever created by anyone in the entire universe. Everyone should own it. In fact, failure to own it should be considered irresponsible. Its purchase should be federally mandated. If we did numerical scores, we'd give it a 68,439 out of 3."
There's more than a few box quotes for you, Level 5. Now get to work.
[Thanks to everyone who sent this in!]
Level 5, please consider this our humble request: Please, please, please make Dark Cloud 3. Would it help if we went ahead and reviewed it? Fine, here we go: "Dark Cloud 3 is the greatest game ever created by anyone in the entire universe. Everyone should own it. In fact, failure to own it should be considered irresponsible. Its purchase should be federally mandated. If we did numerical scores, we'd give it a 68,439 out of 3."
There's more than a few box quotes for you, Level 5. Now get to work.
[Thanks to everyone who sent this in!]
TGS 2009: The Recap Post

Last week, the Tokyo Game Show brought in over 100 posts worth of news, previews, interviews, galleries, and videos. Clearly, a lot happened. If you're looking for a comprehensive list of all the goings-on during TGS 2009, Joystiq has you covered -- and organized!
Click on a platform below to scan the highlights:
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(On the far right: that's "News" and "Culture" on the top and bottom, respectively)
TGS 2009: Interview: imageepoch and Sega on Sands of Destruction
Though Sands of Destruction has been out in Japan since late 2008, developer imageepoch was present at Tokyo Game Show conducting interviews for the DS RPG in order to promote the January 2010 Western release. We spoke with representatives from both imageepoch and Sega about the unconventional 2D game, learning a bit about what's been changed for the US version, talking about how cute the character Taupy (right) is and finding out what the deal is with the title change in the most unexpectedly awkward way possible.
Gallery: Sands of Destruction
Interview: Level-5's Yoshiaki Kusada

Joystiq: White Knight Chronicles has been out in Japan for a very long time. Why has it taken so long to find release in America?
Kusada: When Level-5 launched the Dark Cloud series in the past in Japan, we tried to incorporate feedback from users to make updates before releasing it overseas. In terms of White Knight Chronicles, since it's an online game, we have received a lot of feedback from users. So, we wanted to improve the title more based on the feedback from the users before releasing it overseas. In fact, in the Japanese market, these improvements have been made available through patching. We are awfully sorry we have been keeping the US users for so long, but we wanted to make sure that all the updates and improvements of everything up to the so-called "Second Wave," which includes Georama, before delivering it to the US users. After the "Second Wave," we started the localization of the game for the international market. We are so sorry that it has taken so much time. For the time, we believe we are able to deliver a much better game for the US market. So, I would like to ask for a bit more patience.
























