Koei to show off Wii title at TGS
Well it looks like Elebits isnt alone at TGS, third-party developer Koei will be showing off Samurai Warriors Wave (Senguku Action title) at the Tokyo event.
http://ps3.ign.com/articles/731/731730p1.html
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Tom Clancy's Splinter Cell Double Agent {TBA} (Wii)
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Key features for the action-stealth game, as follows:
* Dual objectives to fulfill: NSA government agents and terrorists will each want you to accomplish opposing tasks at the same time
* Discover the tension of being a double agent: Use actual tactics employed by today's real-life double agents to sabotage the terrorists' plans
* Explore a branching storyline with multiple endings: Your choices have an impact on how the story and game play unfolds
* world of international espionage: Missions from all over the world, from Asia to Africa to the heart of the US. Experience extreme situations: underwater or in a sandstorm, hiding behind the dust or smoke - and even skydiving
* New authentic gadgets: Master the latest weapons and gadgets used by NSA government agents in addition to black-market terrorist weapons
The Wii version of Splinter Cell Double Agent is based on both the PlayStation 2 and GameCube builds, with enhancements made to gameplay and graphics. Ubisoft confirmed to IGN Wii that the game will lack some of the missions in the forthcoming Xbox 360 build, but will boast all-new controls specifically catered for Nintendo's console.
Double Agent will make use of both the Wii-mote and nunchuck attachment. Ubisoft Montreal is still play-testing the controls in order to further refine everything and therefore was unwilling to describe in detail the exact control methods in place. However, it did cite one example, which is that players will be able to shake the Wii-mote to and from in order to make Sam Fisher pick locks in the game.
No online component is planned for the Wii version. Downloadable content through Nintendo's WiConnect24 service is still up in the air.
Splinter Cell Double Agent is set for release on Wii during the console's launch window, which very likely means it'll arrive sometime in early or mid-November.
http://wii.ign.com/articles/731/731810p1.html
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GT Pro Series
GT Pro Series is based on the GT series that was developed by MTO
The entire lineup is comprised of cars made in Japan. Makes include: ASL, Daihatsu, Honda, Mazda, Mitsubishi, Mitsuoka, Nissan, Subaru and Toyota. It will have all the traditional cars that import racing fans expect to see in a racing game; that includes the Skyline R34 GT-R, RX-7 and Lancer Evolution. There will also be a wide variety of cars ranging from exotics, such as ASL and Mitsuoka, to family minivans. There will also be 11 different kinds of upgrades that will enhance both performance and looks for every car.
(Championship, Quick Race, Attack, Versus, Drift and Replay modes)
There have been some cel-shaded racing games in the past, but not as well-done or full-featured as GT PS
(game is not a drift racer)
Its currently planned that the game should be automatically defaulted to 16:9 when the Wii console itself is set to widescreen mode (No Progressive Scan)
GT Pro Series offers a 4-player split-screen multiplayer on a single console.
Ubisoft has revealed a Steering-Wheel attachment for the Wii and mentioned the following:
GT Pro Series will include a steering wheel attachment made by Thrustmaster specifically designed for this game. The Wii Remote will fit into wheel horizontally with all buttons accessible, so tilting the wheel will tilt the remote. The player will be able to steer the wheel just like an actual car!
Monster 4×4: World Circuit, another Wii launch title, is fully compatible and will bundle the steering wheel as well. Since all buttons on the remote are accessible while attached to the wheel, any racing game that uses the same style of control (horizontal and tilting Remote-only) should be able to use the wheel as well. (Excite Truck, Cars and games like Spongebob will work with attachment).
http://wii.ign.com/articles/731/731777p1.html
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Marvel: Ultimate Alliance
The Wii is actually a little bit deceptive. The system itself is pretty easy, and Nintendo has built a really good system with solid software, so it isnt really that hard to work with and develop for. Its all pretty easy to just get started with the controller and implement something using motion sensing. Mapping the systems nuances has a pretty steep learning curve though, and we had to put a lot of effort into working with it.
our gesture recognition system has been upped to 97% accuracy, which was a huge part of making this project work, and its worked very well
We had situations with four players doing multiplayer next to each other, and we definitely didnt want them getting in each others way, so you dont have to move it much to get the action you want
The rumble has already been implemented, and were testing with the speaker currently. Weve got a lot of features being worked with late in the stages of development, which is what happens when you work on a launch game. You have to evolve. Weve done some serious visual improvements with the game as well, working to put in real-time shadows throughout the environment. Each of the characters have shadows, the environment has shadows, and weve combined scripted shadowing effects as well that really enhance the mood. It really heightens the mood of the game, and thats pretty next gen. We also have stylized rim lighting on the characters that really make them pop. The visual work is very different from the other platforms, and of course we have high-res textures and everything that really makes the game feel crisp.
It looks different than the 360 version. We have been pleasantly surprised by some of the effects and detail weve been able to get from Wii, but our actual assets and visual look were designed specifically for the Wii, as its a very different approach than the 360. It looks really nice. Were now supporting 480p and 16:9 widescreen.
Were still (game price) $49.99 for the Wii
We cant promise day one without the actual Nintendo release date, but I speak for the team when I say weve worked very hard to make this game available as early as possible, and if it isnt a day one game, it will definitely hit within the projected launch window
(game will have 20 characters plus two extras compared to current-gen).
http://wii.ign.com/articles/731/731786p1.html
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Interview: Mortal Kombat Armageddon
Ed Boon gives us an update on the Wii version of the fighter.
IGN Wii: How you would like to work the control mechanics in Mortal Kombat: Armageddon for Wii?
Ed Boon: I have a number of ideas that we are going to try out, but don't think we are at the point in development where we can talk about the details of how the control scheme is going to work. Our primary goal is to make the controls responsive, intuitive and novel. It wouldn't make sense to us not to offer a new gaming experience with such a dramatic new control mechanism.
IGN Wii: In the past, you were quoted as saying the Wii-mote might not be a good fit for fighters. Do you still feel this is true?
Ed Boon: Actually, my comments in the past were referring to the Wii-mote and the traditional fighting formula/format that exists today. This format was designed for a controller with many (around 8) buttons. There will inherently be challenges to adapting it to a different control scheme. Imagine you designed a driving game using a steering wheel, gas and brake pedals as the inputs. Then someone comes along and asks you to change the control scheme to use a keyboard instead. A challenge? Yes. Changing an existing fighting game to use different controls is also going to introduce challenges. I think the best way to address this is to rethink the play mechanic to make the most out of the new control mechanism.
IGN Wii: Do you think Wii's horsepower is adequate enough to represent the new MK game?
Ed Boon: Yes, I do think the Wii has enough horsepower to handle Mortal Kombat: Armageddon.
IGN Wii: A major selling point of Nintendo's new Wii platform is its Virtual Console, which enables users to connect online and download -- for a price -- classic games from Nintendo and third parties. What are your thoughts about bringing over classic MK games to the Virtual Console?
Ed Boon: I would love to see that happen!
IGN Wii: Finally, what do you think are the strengths and weaknesses of Wii and where do you see console in the marketplace in two years?
Ed Boon: I hope the Wii is going to carve out its own market and will be very successful. As budgets for game development keeps going up and the prices for each system does the same, the Wii will become a more and more attractive option for both gamers as well as developers.
http://wii.ign.com/articles/731/731841p1.html