The very first released video of Plunder has finally popped up thanks to Game trailers!
Though it may not exactly appear to be 'exciting', there seems to be quite a bit of strategy involved, making sure other players aren't stealing your captured towns, and the Hex system seems to work very well.
Straight out of EGM, 1up have posted an interesting interview with Long Vo - Sprite Designer and Lead Artist of Super Street Fighter II Turbo HD Remix - about the difficulties of bringing new graphics to such a classic game. Here is a quick excerpt:
EGM: Which character presented the biggest challenge when it came time to redraw their sprites? Were you worried about pissing off all of the Chun-Li fans? They're notoriously hard to please....
LV: Surprisingly enough, Chun-Li turns out not to be as difficult as some of the other characters. Once we had decided to base the look off of [Capcom artist] Edayan's Super Street Fighter 2: Turbo Revival designs, Chun-Li's design pretty much stayed really true to the original sprites. The more difficult characters to tackle were the ones who underwent proportional changes like Sagat, T. Hawk, Zangief, and Dhalsim.
In the latest episode of Top Secret: The Bionic Commando Podcast, Ben Judd discussed the impending release of Bionic Commando Rearmed.
Whether it's June or ends up being pushed back to July is unknown, it's all up to Microsoft at this point, and their XBLA summer is quite full as it is. He mentioned that it's a little difficult to get the releases set up for all 3 platforms to release at the same time, along with the in game commerce (ie; buy via demo).
A little extra quip that popped up is this nugget:
... we are going to tie-in in some other secrets into it, there are going to be some more tie-ins with magazines in the future...
What could it possible mean? Could be nothing more than a reprinting of the Bionic Commando comic book currently on the site - or perhaps there will be some secret code that unlocks some extra goodies, a code you can only get in a magazine?
All speculation of course, but it's fascinating to see that Capcom are taking great lengths to promote Bionic Commando Rearmed in many forms of media, and for a $10 download does not happen at all. Good on them.
Top Secret File 016: The Top Secret Team
The Top Secret team arrange a hastily-convened podcast, where matters such as sex in games, gaming violence, and the release date of Bionic Commando Rearmed are laid bare. Who needs guests with this level of discussion?!
Unfortunately, Bionic Commando Rearmed was delayed a little bit before being released. To ease the pain, Capcom have released the official Bionic Commando Rearmed Soundtrack, available via iTunes or Sumthing Digital!
Both places carry the full album for $9.99US - but if you're outside of America, you'll have to go with Sumthing Digital - as currently only the US can enjoy some BCR beats via iTunes. Sumthing Digital's ID tags seem to be screwed up though - at least, mine were.
I know that once something hits the net it can be pirated very easily but I hope you can see the amount of time and money we have put forth to make this a reality. Just so that you don't see us as the evil corporation that is rolling in money and sticking it to the end-user, let me break down some costs:
We are charging 99 cents per song of which we usually make about 60% or so. That's 60 cents. Additionally there are server management fees, the internal staff hours it took to get the contract up and running, and of course a license fee to create the initial contract. All in all, it probably costs us around 10K just to get the product up and running. We would need to sell 15,000 songs to break even and when it comes to game soundtracks that just isn't a number that you can easily hit.
Today Xbox UK released their monthly newsletter to subscribers - with an extra little tidbit - Commando 3: ETA May 28th!
Previous leaks via the Xbox newsletter have been fairly close to the mark - the September 07 Newsletter displayed Sonic 2 and Puzzle Quest, in which Sonic 2 was released, Puzzle Quest the month after. Neither of those games gave a specific date like this - so it's looking pretty good!
The game has shown up on the official Xbox.com webpage - but no date there either. Hopefully the Capcom blog will have something to say over the weekend!
Don't forget that Commando 3 will also include a limited release of the Super Street Fighter II HD Remix Online Beta - where you can play as either Ryu or Ken and fight players online!
The latest version of the Bionic Commando Podcast has been released, with Lars Bond - the next-gen games lead animator.
Top Secret File 015: Lars Bonde, Lead Animator
We talk animation and Danish bacon with Lars Bonde, the lead animator at Grin. Find out what turns a mass of polygons into a living character and how cut scenes get made - and in a special update, we'll tell you when you can expect to be playing BCR.
That little bit at the end is what you're probably most interested in right now. Here's the deal.
Bionic Commando Rearmed has been delayed a little bit - roughly a month. Ben Judd takes all responsibility for this, claiming he "Did not schedule correctly" as it does take longer for a game to be completely tested and given the okay by all the different territories around the world.
I think it's safe to say that despite his humbled reasonings - we can all blame Sony Europe on being slack - as you may know with Puzzle Fighter HD still not released on the PS3 in Europe. No actual evidence of that, but they seem to cause many problems for developers. They're shooting for June, lets hope it comes out asap! Just let Braid shine a little too, okay?
Also, apparently making themes sucks because each console has different specs and you can't show a gun in a theme available in Germany! Sheesh! Just have one of the blades be the exploding head, I'm sure that's fine!
Rocketmen: It came from Uranus Expansion Pack Developer: A.C.R.O.N.Y.M. Games Inc. Publisher: Capcom Genre: Action Cost: 400 Microsoft Points. Requires Rocketmen: Axis of Evil Includes: 3 new levels, 3 new main weapons, 2 new secondary weapons, and new enemies.
Despite Ticket to Ride not being officially announced, it looks like they've just skipped it over and gone to the previews! Team Xbox has a new preview of Ticket to Ride!
Ticket to Ride is one of those games that's pretty simple to get the hang of, but requires a lot of strategy to excel at. While the game is certainly fun on its own merits, the competitive nature of the game lends an extra level of excitement. Working against others to build the best and most expansive railway while trying to head others off at the pass, all while trying to connect your Destination goals is a thrill.
And while the game's AI proves a good challenge for any skill level, the real fun comes in taking on live opponents in full five player multiplayer games over Xbox LIVE. Games are quick to set up and jump into, and seem to play without ever getting derailed by lag issues. As an added bonus, Playful Entertainment and Days of Wonder have plans to release additional maps and expansions to the game via the Xbox LIVE Marketplace.
As well as TTR, they've added a new preview of Capcom's Wolf of the Battlefield: Commando 3! It's getting closer and closer to release, hopefully it's out soon.
Commando 3 takes the gameplay formula from the previous Commando games and translates in such a way as to make the most of home consoles. Players move around the screen with the left thumbstick and fire by using the right thumbstick, reminiscent of games like Galaxy Wars or (for you older gamers out there) Smash TV. Using either the right trigger or the right bumper, the player can aim and toss grenades, perfect for taking out enemy vehicles, bunkers, or soldiers ducking behind barricades. Players also have at their disposal a limited number of special "M-Crash" attacks. These powerful moves unleash the player's full destructive potential, instantly clearing the screen of enemy troops and causing massive damage to nearby structures and vehicles.
Capcom have released more videos of the Bionic Commando: Rearmed Multiplayer, now with video of the players - chaps from IGN, Destructoid and other sites battling it out, complete with text commentary.
The commentary also mentioned which weapons were picked up, and statistics for characters. There are three videos - the one above, as well as here and here.
As well as the new videos, Computer & Videogames have had an interview with GRIN creative directorSimon Viklund about the game.
CVG: What was the hardest decision you had to make on the project?
Viklund: That was to determine what was really bad in the original and how these things should be amended.
Well, the truth is it wasn't really that hard to determine - because I always had a very clear idea of what I thought was good and bad about the original game - but it was hard to take the ultimate decision to cut or replace these elements because I didn't know how the Bionic Commando fans out there would react.
It was kind of nerve-wrecking to release that announcement trailer back in January and wait for people's responses. I'm glad that the decisions I made seem to have been well received.
He goes on to discuss the rating of BC: Rearmed, Wiiware, discussing how developing on 3 platforms has been and more. He also would like to remake the NES classic Blaster Master.
(It's Sunsoft who owns that license Viklund, though they're not releasing games anymore, they've released a few games on the Virtual Console. Hey, if Metro 3D somehow got the ability to remake Aero the Acro-Bat for the GBA, you damn well sure can get the Blaster Master License!)
And finally, this weeks episode of the Player One Podcast is all about the original NES Bionic Commando, as they play the game for their Game Club. Ben Judd also makes a call to their voice mail and discuss their own first time playing Bionic Commando!
For the ninth installment in our Game Club series we set our electromechanical limbs on one of the NES era's greatest action games: Capcom's Bionic Commando. Join us in the second (well, third really) segment where we talk all about it. Also: GTA IV, Mario Kart, and a very special audio unboxing. It's powerful enough to make your head explode!
Capcom have re-added their news story, along with new images and a new trailer, which you can view above.
In addition, they've also stated which new items and enemies will be available, quoted below:
3 New Weapons
- Blobber: Shoots blobs of goo at enemies, does damage over time in the part of the ground that it covers. - Beamer: Shoots lighting at enemies, does high intensity damage. - Bomber: Shoots grenades instead of bullets; grenades explode on impact doing damage.
2 New Secondary Weapons
- Falcon: Robotic falcon that attacks enemies automatically will disappear over time. - Screw bomb: Rocket that turns into a proximity mine on impact
3 New Levels
- Level 11 - Finding Jane: The player must escape the Saturnian prison mine and reclaim Nick’s ship, the Icarus Jane. - Level 12 - Clear the Asteroids: The player must clear a path for the ship through Saturn’s rings - Level 13 - The Plan: The player must make his way through the Saturnian palace and convince Angelica, leader of the Saturnians, to join the Alliance.
New Enemies
- Saturnian Marine - Saturnian Elite - Heavy Mining Terra Scientists - Terra Rocket Marines - Saturnian Pit Boss - Saturnian Asteroid Demolition Machine - Lord Angelica
The article STILL says It came from YOUR Uranus, as well as in the Trailer, which is completely incorrect going by the logo:
I'll call out Team Xbox, IGN and Shacknews too for repeating the same mistake. Tsk tsk!
Oh Feedreader, I love you and your Intelliupdates, keeping copies of blog posts before spelling mistakes are corrected (I'm looking at you Kotaku and.. well, me), but best of all - keeping backups of blog posts which are then deleted!
Such was the case for the Capcom USA blog, which accidentally added a post describing Rocketmen: It came from Uranus - discussed a couple of times before here from ESRB updates, as an expansion pack for the original Rocketmen game.
Trailers and Flickr accounts were connected to this, but have now all been taken down - all that remains in this update below. Read carefully, you may notice a slightly incorrect phrase being used!
The next chapter of Capcom’s Rocketmen: Axis of Evil is coming! Rocketmen: It Came from Your Uranus, an expansion to the original digitally-distributed title, will be available through Xbox LIVE Arcade and the PlayStation Network Store on Wednesday, May 14 and Thursday, May 15 respectively.
For 400 points on Xbox LIVE or $4.95 on Playstation Network, Rocketmen fans will have access to 3 new maps, 3 new main and 2 new secondary weapons, and or course new enemies.
Now this date may be incorrect, which could be the reason it was taken down, the PSN is notorious for being a lot more difficult to get what you want them to do - see Capcom's other title Super Puzzle Fighter II HD for example, which has still not been released in Europe.
Source: Removed Capcom USA Blog Post - "Rocketmen: It Came From Uranus"
With Namco announcing they'll be releasing the original Soul Calibur to the Xbox Live Arcade - lets have a small trip down memory lane - back to the Dreamcast. Last time we discussed Chu Chu Rocket, now lets discuss the crazy Capcom multiplayer fighter knows as Power Stone!
Power Stone is an Arena Fighter - where you run around a 3D arena finding more ways to pick off your opponent. Like normal fighters, you go through 8 or so levels against new opponents until you reach the final boss, however most of the game isn't about your direct attacks - it's about grabbing the closest crate and lobbying it at your enemy. Players can also pick up wacky weapons from an Umbrella to a Rocket Launcher.
The games namesake however is the Power Stones. During a battle, pieces of the power stone can be picked up by the player. Pick up 3, and your character will transform into a super form and be able to blow your opponent away very easily. If someone has one of the gems - beat it out of them!
There were a few Arena Fighters before Power Stone - Bio F.R.E.A.K.S and Virtual On could be considered Arena Fighters. The difference being that you have complete control of your character - you don't always have to face your opponent. You can run around freely in the confines of the level and attempt to get a new weapon or attack them face to face. The game is pretty much a Beat-em-up game in a similar vein to Streets of Rage, but now in the confines of an arena.
The original game only supported 2 players, but the sequel upped the ante with 4 player mode. Power Stone 2 also brought in dynamic levels, where levels could fall apart, revealing a new level or setup. You could fight on a collapsing airship, or on two submarines that crash into icebergs!
Now sure, Capcom COULD just port both or one of these games over. Hell, they did it with this series before - you can get the Power Stone Collection for the PSP - but that was 2006 Capcom! Now we're with 2008 Capcom with a download initiative! With Bionic Commando, Commando 3 and 1942 on the horizon, Power Stone seems like a very good fit for the Xbox Live Arcade.
However, I can't see Capcom getting together with Backbone to do it - it has a very Japanese style to it, and would be the perfect type of game for Capcom Japan to use to get off their arses and to start supporting the downloadable game initiative. The unfortunate thing is that games like Powerstone isn't considered 'meaty' enough for a disc release - similar upcoming games like Hail the Chimp - despite probably being a good game in that genre, doesn't "feel" like a 50-60 dollar game, or even the $40 price point it's being released at. It's too "arcadey" now, which is a damn shame.
I certainly paid full price back in 2000 for Power Stone and had a blast with it - but the more expensive a game is, the smaller the online community, which would be the whole point of a new iteration.
New maps, new characters, HD graphics and a swell of new weapons. A Sequel to Power Stone would be fantastic, and with full featured releases such as Soul Calibur XBLA and Vigilante 8 coming, a new Power Stone would make an excellent addition to both the XBLA and Capcom's digital portfolio. The main draw would be a great 4 player online battle game, in which the only other game is the poorly received Small Arms. There is a hole in the lineup - and Capcom has the right plug.
And in a way, would also be a great way to bring some classic Capcom characters back into the fold. They're all wacky anyhow - The Bionic Commando, Mega Man, Viewtiful Joe, Final Fight's Haggar, Devil May Cry's Dante, which Gamasutra also agree with. I'd love to keep the original characters, but you can't say some cross promotion wouldn't be a bad thing, right?
Honestly, I don't know why I'm posting it, since it's pretty terrible. Gamespot's weekly show On The Spot had a quick preview of Wolf of the Battlefield: Commando 3 this week. Unfortunately, it was quite terrible!
Ricardo Torres gives a poor performance while he attempts to play the game - firstly calling the name of the game incorrectly, secondly getting stuck in the first area of the beach where it's clearly set to "Monster Closet", saying that there was only 2 player Cooperative play when there is 3 player Coop, and just playing poorly in general. Wah Wah, EIC of Gamespot!
One additional note - which he was clearly much happier to point out - was the lovely "SFIIHD BETA" you can click on the bottom of the screen. I'm sure many other people are too, but Commando 3 is looking like it'll be a great game too.
The Bionic Commando Crew over at Capcom have recently hosted a little get together of Game Journalists to have a go at a complete (or near complete) version of Bionic Commando Rearmed. In the first of 3 updates over the weekend, Capcom has announced the final mode for Rearmed - a 4 player Multiplayer mode!
In this mode players can choose 4 different characters - the main character RAD Spencer, the Captured POW Super Joe, the main protagonist Commander Kilt, and.. some dude called Groeder.
In Deathmatch you can play in a free-for-all or play on teams while you collect 7 different weapons and shoot the crap out of your enemies, or pick up shields and health to become even more dangerous.
There are 10 stages with all sorts of traps and hazards, all seem to be based on certain areas of the game - we can already see the first level as well as the construction level. Unfortunately still not online - but this looks like a whole lot of fun to play with friends on Local play.
To add onto this, IGN have a new Q&A with Producer Ben Judd about Rearmed. It's a fantastic read since Ben makes it his mission to be as honest as possible to his audience. I liked this bit:
Q: If you succeed, what are some of the next titles that are in the back of your mind?
Judd: Let's just say that I'm a huge Capcom fan. I like Ghost and Goblins, the Mega Man series, Strider, D&D... I like a lot of the games. Let's just say that if this works out, there's a very good chance that there may be another similar title in the future. We'll see.
Q: We're hoping for Strider.
Judd: Strider was a good game. Anytime you fight a gigantic robotic ape and then a bunch of senators that turn into a worm, that's kinda cool.
But, to be honest, none of our 2.5D games have worked out. None. Mega Man Powered Up -- nope. Ultimate Ghosts & Goblins -- nope. Again, I'm probably fighting a fool's task here. For something that cheap, something that already has failed three times, and in a genre, 2.5D, that has never been successful. But that's what I like about Capcom. They're willing to give a crazy foreigner like me the chance to try.
Last but not least, Judd has added a new post on the IGN Bionic Commando blog, discussing the new easy and hard difficulty modes available in the new version:
When updating the game for Rearmed we didn't want to go with the standard, "lazy" approach to difficulty tweaking -- i.e., we didn't want to make the game artificially more difficult by just giving the enemies a longer life bar and the ability to do more damage.
Additionally, rather than making the game harder, we needed to find a way to make it easier without totally redesigning the classic level design that fans would demand.
Fortunately, the BCR team has got some really creative people on board and they developed the concept of "Assist Blocks" for Easy mode. For example, look at the screenshot to the right. Fans of the original might recognize this location as being underneath the first "big swing" of the game from building to building. In the original, if you missed when trying to hook on to the spotlight, it usually meant you fell to your death.
This is only day one of the "Three days of the Commando" - though admittedly the next two are most likely about the next-generation version coming soon. Keep looking at XBLAH for the latest info!
IGN has a brand new Hands-On of Commando 3, along with some new videos to complement it:
There are four levels of difficulty with descriptors ranging from cake walk to suicide mission. We went all in to see how far our skills could take us. The first level starts out on a beach and isn't much of a suicide, but things quickly ramped up once you take down the first tank boss. The second level is a prison breakout several years later, and then it was on to the mountain stage before our legs finally gave out. The endless onslaught of enemies was too much even for us -- particularly the backdoor bros that kept creeping up from the rear as we plowed ahead.
5 brand new shots of Capcom's 1942: Joint Strike surfaced over the weekend, showing off some new Boss screenshots, including the giant plane above, as well as a huge, flamethrower-toting tank on train tracks.
360Sync have done a little bit of Achievement digging and found that 3 additional achievements have popped up on the official list at Xbox.com.
Included is one achievement requiring the player to get Gold in levels 11, 12 and 13, when there is only 10 levels in the game. Might this be It came from Uranus - a game that popped up on the ESRB not too long ago? Will this also be released for the PSN version as well with the addition of their new store? We'll know in 24 hours.
With the announcement of 1942: Joint Strike coming to the Xbox Live Arcade, some younger readers may not even know of this classic Capcom franchise that essentially launched Capcom into the giant they are today.
IGN have written a nice and neat look back at the original 1942 and the several sequels based around the same era. Don't confuse 1942 with the bizarre and crazy selection of 1945 Strikers titles where blimps can turn into giant Robots!
Gamespot have got new impressions of Commando 3 from Capcom's Digital Day:
The game started with our squad being dropped off on a string of small islands that quickly revealed themselves as being under enemy control. It wasn't long before we found ourselves under fire from all directions. The game's simple controls made fighting back a breeze. The right analog stick was used to fire our guns, while pulling the right trigger would toss a grenade. The longer you hold the trigger, the further your grenade will go.
This made it much easier to take out soldiers hiding behind sandbags as well as to destroy vehicles. When the going got really tough, one of us would hit the left trigger to unleash an m-crash--an attack that, after a quick animated scene with the soldier who activated it, cleared all the enemies right off the screen.
It's sounding very nice - though I'm a bit worried with the lack of media push for the game compared to Bionic Commando and Street Fighter II HD - lets hope it starts getting more publicity.