Castlevania, Pac-Man Films Granted $200 Million Financing
dans Non classé Mercredi 28 mai 2008 12:26

Source:Castlevania, Pac-Man Films Granted $200 Million Financing

Crystal Sky Pictures has signed a financing deal with production firm Grosvenor Park worth $200 million — cash that will be used for the company\’s upcoming films based on Castlevania and Pac-Man, reports Variety

The Castlevania flick, currently slated for a 2009 release, was penned by Paul W.S. Anderson (Resident Evil, DOA: Dead or Alive) and will be directed by Sylvain White (Stomp The Yard).

Wired.com spoke to Castlevania game producer Koji Igarashi about the film last year.

I\’d like to speculate on how one creates a plot based on Pac-Man\’s premise of a yellow circle being chased through a maze by pixelated ghosts, but there\’s just no way to do it. They\’d have better luck writing a film about a bag of sand.

Additional films seeing cash from this deal include a biographical look at Virgin mogul Richard Branson, as well as a remake of John Woo\’s classic action flick Hard Boiled.

Crystal Sky signs $200 million deal [Variety]

Image: oskay/Flickr



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Resident Evil infects pachislot parlors
dans Non classé Mercredi 28 mai 2008 11:19

Source:Resident Evil infects pachislot parlors

Part of Capcom’s fiscal year 2009 strategy involves Pachislot, namely licensing their franchises for Pachislot use. We saw a Devil May Cry 3 pachislot machine last year and this year Capcom plans to expand into the business with “several pachinko/pachislo machine models.”

 

The four reel, Biohazard pachislot machine pictured on the right is one of them. Yamasa, who also worked with Koei to bring Sengoku Musou (Samurai Warriors) into Pachislot parlors, is developing the machine. From the art it looks like this Pachislot machine is based on Resident Evil 1, which probably means Biohazard 2, 3, 4, 4 Wii Edition Pachislot machines are planned for the future.

 

Images courtesy of Capcom.

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I’m so sick of Noble Deaths, I could sacrifice myself for the good of others! – Part Trois
dans Non classé Mercredi 28 mai 2008 09:07

Source:I’m so sick of Noble Deaths, I could sacrifice myself for the good of others! – Part Trois

The only thing that frightens people as much as life without meaning is death without meaning. For some odd reason, we find it difficult to cope with the loss of a loved one to an open manhole. The fact that random, absurd turns of events can end life does not sit well with people because we do not want to think we are ultimately irrelevant. Our desire for purpose in death has pervaded art and culture as a whole.

Movies, books, and games - really any narrative-heavy medium - have fought this feeling of irrelevance by pitting heroes against their mortal enemies, giving the lowliest peasant a worthy cause to die for, and offering everyone in between the comfort of knowing the creator of the universe himself decides their fate (and unless they have some loser god, it just so happens that their fate is endless life). Randomness negates meaning and is thus mostly avoided in narrative or used specifically to make a statement about life (No Country for Old Men) but the idea of chance is never just thrown into stories because it would corrode whatever meaning the author is trying to convey.

The ideas that dying with honor is worthy, dying for love is beautiful, and dying doing what you love is poetic cannot coexist with randomly falling safes. Video game designers know this as well as any other artist and so the vast majority of characters they create are absolutely immortal. Most of us have realized that characters who die in battle can be endlessly revived while a single cut-scene death will forever remove them from existence.

What’s less obvious is that for some characters death is simply not an option. The lead character’s death in a game interrupts space/time itself and much to the detriment of every farmer, slime and dragon, the hero’s entire universe resets upon his demise. There is no way for reality to continue without your character and so a do-over is declared. As open ended as some try to be, video games force a narrative on the player. This is mostly done out of necessity; writing diverging plotlines if characters are killed at point a, h or z would take too much time, yet ultimately video games have the same narrative pattern as other forms of art. Although games offer far more control to the patron than other mediums, death is still kept in the hands of the author so that he may add purpose.

A game like Fire Emblem challenges this idea by allowing most characters to die mostly uneventfully at the hands of any enemy, no matter how insignificant. A mighty warrior who has slain hundreds of men can be felled by a lone footsoldier with little fanfare. Yet this is deceptive; because these characters have clear goals and can only die while striving to achieve these goals any death that may come is given meaning. A soldier having a heart attack while on leave in Thailand is not very meaningful, but a soldier dying in battle, dies for his country, his comrades, and a moral stance the puppet masters of that war have taken. Fire Emblem has no ladyboy vacation quest and so only glorious deaths are possible. Games give us explicit goals for our characters and by endangering the lives of the characters to achieve those goals, their deaths can’t help but be meaningful.

It would be ridiculous to demand games divorce themselves from meaning, but after becoming aware of the nigh unavoidable glorification of death, designers may make different choices. In order to craft more interesting narratives, games could cope with the loss of characters more naturally. Besides obviously existential games like Fallout, death rarely fits in seamlessly with the rest of an RPG. Even including short ending story bits based on what happens when your character dies would foster the idea that the game world exists with or without you. Game Over vignettes would also serve to give consequence to your demise, or highlight your irrelevance. Players may never be given absolute control over our character’s fate but fleshing out the game narrative to cope with the demise of at least extraneous characters would only further immerse us in the worlds designers create.


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Tomy steps up to bat with Major DS
dans Non classé Mercredi 28 mai 2008 08:27

Source:Tomy steps up to bat with Major DS

This past February Tomy released a Wii game with the Major anime license and later this year the series will come to the DS. While sports games aren’t a major topic on Siliconera, Major DS Dream Baseball has an innovative control scheme to check out.

 

Instead of just pressing a button to throw a ball Major DS has players use the touch screen. You start by picking the corner where you want the ball to end up. Then you create a custom curve ball by drawing its flight path on the touch screen. Batting is equally as innovative. Players start by tapping the ball then dragging it out of the hit box and hopefully out of the park. Have a look at the slash batting/pitching system in the video below.

 

http://www.youtube.com/watch?v=UjOoSa0xpcA

 

 

I’m not sure how many Major fans read Siliconera, but if you’re planning to import this mark July on your personal planner.

 

Images courtesy of Tomy.

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New World of Warcraft Clothing
dans Non classé Mercredi 28 mai 2008 07:01

The newest pieces of World of Warcraft clothing are now available for purchase at the J!NX website. This launch features five brand-new shirts, a trinket keychain, and a whole slew of youth apparel.
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Wrath of the Lich King update: The Nexus
dans Non classé Mardi 27 mai 2008 21:30


The dungeons section of the World of Warcraft: Wrath of the Lich King web site has been updated with a new dungeon from the upcoming expansion.
Learn more about the blue dragonflight s home base in Northrend, the Nexus.

Check out the new Nexus page now!
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Resident Evil infects pachislot parlors
dans Non classé Mardi 27 mai 2008 19:18

biohazard.jpgPart of Capcom’s fiscal year 2009 strategy involves Pachislot, namely licensing their franchises for Pachislot use. We saw a Devil May Cry 3 pachislot machine last year and this year Capcom plans to expand into the business with “several pachinko/pachislo machine models.”

 

The four reel, Biohazard pachislot machine pictured on the right is one of them. Yamasa, who also worked with Koei to bring Sengoku Musou (Samurai Warriors) into Pachislot parlors, is developing the machine. From the art it looks like this Pachislot machine is based on Resident Evil 1, which probably means Biohazard 2, 3, 4, 4 Wii Edition Pachislot machines are planned for the future.

 

Images courtesy of Capcom.

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The Belmonts Will Live Forever
dans Non classé Mardi 27 mai 2008 18:27


…Or at least the famous bloodline of vampire hunters will live as long as their caretaker, Koji Igarashi.
According to a recent discussion the developer had with MTV Multiplayer, Castelvania games like the recently-announced Order of Ecclesia will keep on coming.

“pI definitely have a passion for the franchise. I mean, Iom definitely excited to do each iteration of the game j and also my team. A lot of people came to Konami because theyore huge fans of Castlevania. Thatos another inspiration to keep on going, and it is a passion, definitely.q

This is good or bad news depending on whether or not you’re starting to tire of the DS’ ever-expanding stable of Castlevania games. On the other hand, I don’t want 2D gaming to die, and if you have to put up with the likes of Charlotte and Johnathan from Portrait of Ruin for me…Well, I’m sorry for your troubles, but I’m riding this horse ’til it falls to pieces under me.

(Order of Eccelsia pic copyright Konami. Source: MTV Multiplayer)

Tags: Castlevania, Koji Igarashi, Order of Ecclesia

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