Dragon Nest Japan


I think I am a few days late with this news, but well, better late than never. Over at Tokyo Game Show 2011, NHN Japan, publisher for Dragon Nest Japan, revealed its new cloud system for the game, titled “G Cloud”. In a nutshell, a cloud system basically means that the game will run through the game servers and streamed to devices, without the devices needing the required hardware specs (high end graphics card, high RAM etc).

The mantra and slogan behind this system is “No Install’, “No Spec” and “No Waste”, which you can see below from a signboard shown at the press conference.


With this presentation, we can see that Dragon Nest is running on Android tablets and even netbooks with no discrete graphic cards. What’s more, no installation of the game client is needed on these devices! Perhaps the only concern will be a stable connection. But still, with cloud gaming the talk of the town even in the West, this service looks very promising!


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Ragnarok II (KR)


(Game website) After years of delay, months of beta testing and millions of fans waiting anxiously, Ragnarok Online II (Korea server) will finally be entering Open Beta! This will happen on 22nd February 2012, late next month, burying all the negative news that the game will once again be postponed. Those of you with a Korean Social Security Number (KSSN), are you ready?!


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Alan Wake retail release coming to PC

The boxed PC version of Remedy’s action thriller doesn’t have a release date just yet, but Nordic Games have announced that it will include both XBLA DLC packs ‘The Signal’ and ‘The Writer’. Further details are said to be coming over the coming days and weeks.

“It goes without saying that we are very happy and proud to work together with some of the greatest talents and artists of the games industry”, commented Lars Wingefors, CEO of Nordic Games. “We are really looking forward to the PC version of Alan Wake, especially as we are talking about a fantastic PC adaptation thereof, rather than a mere porting of the code,” he added.

Visit www.alanwake.com if you need a refresher on what the game’s all about and look out for more details on the release – and the promise of a proper adaptation of the code – in the coming weeks…

Alan Wake retail release coming to PC


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TGS: How Food Gives Life to Namco’s Game Music

He might not look it at a glance, but Namco Sound Team member Go Shiina — best known for his work on Mr. Driller, Tales of Legendia, and Ace Combat — is obsessed with food. A slim man whose Cloud Strife-like mop of bleached hair adds several inches to his lanky height, Shiina says he looks to food to inspire his compositions.

As an example, he told me about his approach to writing the music for Gods Eater’s snow temple areas. For those dungeons, he spent time “researching” Taiwanese shaved ice desserts.

“Taiwanese shaved ice is different than Japanese shaved ice,” he says. “The Japanese version uses normal ice, so it has a sharp, stinging quality to it. In Taiwan, they use frozen condensed milk, so it feels softer and sweeter. And they add fruit to it, so it has a fuller texture and flavor.

“The snow areas in Gods Eater are full of Japanese-style temples, so I didn’t want to use Japanese shaved ice for inspiration. That would have been predictable and cheesy. Instead, I used a combination. When you’re in battle, the feel should be like Japanese ice — sharp and harsh. But outside of battle, when you’re just exploring, I wanted it to feel like Taiwanese ice: softer and less intense.”

Shiina most recently contributed the score for the Ace Combat trailer Namco played at Nintendo’s recent 3DS press conference. For that bombastic, film-like orchestral track, Shiina jokes that he used fast food as inspiration for that particular piece.

“I had to put it together in a hurry,” explains.

Stay tuned for our full profile on this prolific composer, which will explore further insights into the creative impact of food, spreadsheets, and Christina Ricci.


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Five Ways Skyward Sword Went Wrong

Since its humble 8-bit beginnings, Nintendo’s Legend of Zelda series acted as the frontrunner for both game design and technology, offering well-crafted worlds much larger and content-heavy than its competitors. Just as Link’s debut proved the true potential of the NES, Ocarina of Time convinced the world that polygonal third-person gaming could be more than an ambitious-but-clumsy mess. Soon after Zelda’s monumental N64 installment, the series expanded its scope by playing with time travel (Majora’s Mask), and opening up an entire ocean of possibilities for young Link to explore (The Wind Waker); but from 2006′s Twilight Princess onwards, The Legend of Zelda swapped its once-daring nature for a more eager-to-please, conservative philosophy which proves irritating for those who’ve stuck with the series for more than two decades. Skyward Sword is the latest victim of Nintendo’s one-size-fits-all style of game design, and as a result, falls short of the potential possible from a studio overflowing with talent.

Skyward Sword is not a bad game, but a deeply frustrating one. Baby steps like user-dictated UI options, impeccable motion controls, and an evolution in dungeon design show that Nintendo may be on the right track in some respects, but the following flaws of Skyward Sword do their best to pin down this formerly free-roaming series.

Note for the spoiler sensitive: this article covers certain topics you may want to remain ignorant of until you finish the game.

Content Spread too Thin

Skyward Sword suffers from the same issues that plagued 2006′s Okami; the latter overcompensated for its Twilight Princess competition by delivering an oversized adventure that often dragged like a real Neverending Story. Nintendo’s latest Zelda exhibits the same insecurity, no doubt brought on by massive 2011 releases like Dark Souls and Skyrim; their advertising campaign even boasted this would be the biggest and boldest Zelda to date. But instead of providing a variety of content, Skyward Sword chooses to shamelessly recycle. Much of the game involves Link revisiting old areas under the thinnest of pretenses, where he undergoes tedious and unimaginative tasks like tracking down collections of hidden items and participating in a series of mandatory and increasingly dull time trials. And considering the fact that Skyward’s version of Hyrule contains only three distinct settings, the constant backtracking wears out its welcome far before you realize the entire game plays like a broken record. Skyward Sword has its share of amazing moments, but they’re hard to remember when separated by so much padding.

An Unchanging World

Compared to the most recent games in the Zelda series, Skyward Sword presents a remarkably static world. While Ocarina of Time, Majora’s Mask, and The Wind Waker each provide instruments capable of changing the weather, time, and other features of Link’s environment, Skyward’s harp offers nothing but a stupid-easy mini-game used to unlock a series of prescribed places. Past Zelda games empowered players by giving them the ability to shape the world, which is exactly why Skyward’s puzzles seem so uncreative in comparison — they’re mostly tied to the game’s motion-control input, rather than the inspired tools of Zeldas past. Even the series’ day/night cycle has been excised in Skyward Sword, replaced with a binary option (the equivalent of a virtual light switch) used to solve a handful of side-quests in a shockingly small number of locations. The former ability to tinker with so many elements of Hyrule gave this fictional world a certain sense of veracity; in comparison, Skyward Sword comes off as a look-but-don’t-touch Zelda museum.


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NCsoft files lawsuit to thwart TERA launch

In a complaint filed in New York federal court on Jan. 9, South Korea-based NCsoft, which specializes in massively multiplayer online role-playing games, or MMORPGs, says it has brought similar claims against Bluehole and its ex-employees in Korea, but that Bluehole is now planning to release an English-language version of its game in the U.S.

NCsoft maintains that Bluehole and its U.S. subsidiary En Masse Entertainment Inc. were founded by a group of NCsoft employees who quit to go into business for themselves in the midst of creating a new game called Lineage 3.

“These individuals did not leave NCsoft empty-handed or with benign intent,” the complaint alleges. “To the contrary, they made off with copious amounts of confidential and proprietary NCsoft information, computer software, hardware and artwork relating to Lineage 3.”

“Their business plan was simple and audacious: create a competing product using the very work they had done while at NCsoft, launch it themselves to great fanfare and acclaim, and, in the process, deal a crippling blow to their former employer,” the complaint said.

The former employees were convicted in Korea of stealing trade secrets from NCsoft in 2009, and the convictions were mostly upheld by an appellate court, according to the complaint.

NCsoft also lodged a civil complaint against the individuals and Bluehole in Korea in 2010. The company won damages and an injunction barring the individuals from using NCsoft’s proprietary information going forward. However, the damages award was overturned by an appellate court.

Appeals of both the criminal and civil cases are currently pending before Korea’s highest court.

Despite the litigation, Bluehole launched its game, Tera, in Korea last year, and has announced plans to release an English version in the U.S., the complaint alleges.

The current lawsuit claims that the U.S. version of Tera makes use of NCsoft’s trade secrets, including documents, source code, artwork and know-how related to the development on Lineage 3, and copyrighted works, including concept art created for Lineage 3.

It also asserts claims of breach of confidence, unfair competition and unjust enrichment.

The suit seeks temporary and permanent injunctions blocking the release of Tera in the U.S., as well as enhanced damages for Bluehole’s alleged misconduct.

Bluehole was not available for comment on Friday.

NCsoft is represented by Gene W. Lee, Jeanne C. Curtis and Peter J. Brody of Ropes Gray LLP.

Counsel information for the defendants was not immediately available.

The case is NCsoft Corp. et al. v. Bluehole Studio Inc. et al., case number 1:12-cv-00172, in the U.S. District Court for the District of New York.


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TERA Japan


So, Tokyo Game Show 2011 is in full gear over the past few days, but there was only a handful of MMORPGs in the show. TERA Japan, which went into the commercial phase recently, was no doubt present to push for more players after its initial success. 2 different packages were available and given to visitors of the game’s booth, but I think there were some requirements before they can be gotten.


Both packages are basically the same, except that one of it has a 300-piece puzzle while the other has a Steelseries mouse with TERA’s game logo simply printed on it. Each package also has a code for a 3-day free trail period without the need to register for an actual account.


According to some bloggers, there is actually more merchandise given out! There is a series of badges, some picture cards with profiles of each race at the back, a mousepad and the already mentioned retail game packages. The badges and stuff were actually given out before at the official release press conference back in July, it seems there were spares! Awesome stuff!


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Take a Tour of the New Modern Warfare 3 Maps With Us

Resident Evil 6 Confirmed, Coming in November

See the first trailer here, featuring stars Chris Redfield and Leon Kennedy.

January 19, 12:59PM PST  4734


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TGS: Why Project Draco Doesn’t Support the Default 360 Controller

One of the most exciting games at this year’s Tokyo Game Show has been Project Draco, an on-rails Kinect shooter that looks a lot like Panzer Dragoon, but with more colorful visuals and light RPG/dragon breeding aspects. That’s no coincidence, since director Yukio Futatsugi (pictured, above left) and many of the other members of the development team Grounding Inc. used to work on the Panzer Dragoon series.

But I started to get a bit concerned when I heard the game would only work via Kinect controls, and not offer support for a regular 360 control pad. Another recent on-rails shooter, Child of Eden, managed to do both, so I figured I’d get Futatsugi’s take. I mentioned to him that it didn’t seem like there were things in the game that couldn’t be done with a controller, to which he replied:

“You’re right — it probably could be done physically on a controller if you tried. But that would totally throw off the game balance, difficulty… all that stuff. And it’s not just difficulty and game balance in that sense, but it’s also because all of the game decisions and level designs have been made from the ground up to be able to be enjoyed on Kinect. We have no idea if would be fun if you played on a controller — we couldn’t make any guarantees there. I’m sure really dedicated Panzer fans want to play on a controller, so I understand that feeling, but if I were to make a controller game it probably wouldn’t be this game.”

Taking that a step further, he explained that certain features like the camera work in the game, have been designed for Kinect in a way that would make less sense if you played on a controller. “Like for example, in the Panzer Dragoon series if you pressed the left or right trigger buttons, you could face anywhere you wanted,” he said. “We cut that feature specifically because it doesn’t work on Kinect.”

“Also, because of the control scheme paradigm shift, it’s obvious that how we handle the twitch skills of a shooter, and the difficulty that comes from that, is different because the controls are completely different,” he continued. “So in order to mitigate that, we decided to add in an RPG/dragon raising layer to make the game scalable in difficulty without having to rely on controller twitch.”

To be fair, comparing Project Draco to Child of Eden is complicated, because Draco will be a moderately-priced Xbox Live Arcade game whereas Child of Eden was a full-priced retail release, so Grounding — which currently consists of around 15 people — doesn’t necessarily have the same budget and resources that Q Entertainment did.

To finish our conversation on the topic, I asked Futatsugi if he could, it he would want to make Draco using the Panzer Dragoon license (which Sega still owns). “Not really,” he replied, “I guess because all the things that I wanted to do with Panzer I did already. So I’m not really fixated on that game so much anymore. If for example, I was tasked with a different job of making a Panzer Dragoon sequel, then I probably wouldn’t even do it on Kinect. So that I would enjoy doing on its own, but it’s a different thing.”


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