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From August 11th, WipEout Pure owners will be able to engage in a curious piece of Coca-Cola-related product placement by grabbing some free downloadable content for the PSP-only game from the Cokestyle website.
Sony Computer Entertainment Europe announced the PlayStation 3 Slim, a smaller and lighter model of the console and a release date of 1 September 2009. Firmware 3.0 for the PlayStation 3 was also announced, adding new features to the PlayStation Network. Sony announced that the European Video Store would launch in November 2009. Sony also announced that the PlayStation Portable would get smaller games (under 100mb) in the form of 'minis' and that comics would also be available to download in December 2009. A "free game" registration promotion was announced for the PSP Go.
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The weekly downloadable content brings a BUZZ! Quiz TV American Culture Pack ($5.99) which brings some American flavor to Sony's party title, a free support character pack for NARUTO: Ultimate Ninja, and a Skate 2 "Time Is Money" pack ($4.99) which unlocks all of the content in the game.
The first image comes from Takeshi Oga, who was the lead concept artist on Gravity Rush (you might know him from the game's box art) and has contributed to the Siren series and Final Fantasy 11. He describes his piece, showing two schoolgirls playing in the foreground and the fallout from Fukushima's nuclear disaster in the distance, as a way to show young people as the industry's future with the baggage from the past lingering behind.
The fourth cover comes from Kazutoshi Iida, who has directed some of Japan's most creative titles over the past 20 years: Tail of the Sun, Aquanaut's Holiday, Doshin the Giant and now KakeXun, a project seeing through the final game design document created by the late Kenji Eno. Iida's piece shows two hands in handcuffs, because he says, "The current industry is in a negative spiral, and we cannot say that it is healthy." He says the situation reminds him of how Japan's film industry struggled when TV became popular and that he thinks the indie game movement will play an important role in bringing the game industry back.
In the finished game, Dahlberg says the player will be able to do a lot more. There will be an interact button and other characters to work with. There's no combat in the game, but there will be dangerous situations and puzzles to solve. As an example of how a puzzle might play out, Dahlberg shows one piece of concept art in which the main character guides a flock of birds toward a specific object. And Deguchi hints that the main character may be able to transform into more than just a bird.
In late 2004, Ono felt it was time to revive Street Fighter. It had been five years since the last proper game in the series, and Ono had joined the company because he was a fan. He'd worked on music for a couple of earlier Street Fighter games and produced a spinoff fighting game for Capcom, but he wanted a bigger piece of the pie.
Given what Yoshizawa knew about the different perceptions of ninjas in Japan and the West, he wanted to make something that didn't feel too much like a historical piece and also not too much like a superhero game.
And while some criticize Weekly Famitsu's close relationships with game publishers, those relationships also provide a different level of access than you typically see in the West. Weekly Famitsu often prints download codes for games and features interviews with subjects who rarely appear elsewhere, for example.
Hironobu Sakaguchi, Terra Battle: The download numbers in the U.S. are about half of what they are in Japan right now. It's around 300,000 downloads in America. Japan is 600,000 or 700,000 [as of December 4]. America's download numbers are growing, though. And right now, Terra Battle is a closed game. But after New Year's, we're planning to put out an online mode, and I think that'll help the numbers grow even more.
Koki Kimura, Monster Strike: The game was released in Japan, then Taiwan and now North America. To date, it's been downloaded 15 million times [as of November 12]. And in Japan, we're always playing a seesaw game, basically, with Puzzle & Dragons, and you can look that up easily on any of the data services that put those things out. And then worldwide, we've ranked as high as fourth in sales.