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The Power of Personality in The Power of Illusion

posted 8 Jun 2012, 08:41 by Knuckles Sonic8   [ updated 8 Jun 2012, 08:50 ]

Other gaming mascots better watch out, because the release of
The Power of Illusion will mean Mickey's third major game appearance for the year 2012 -- other two being Kingdom Hearts 3D and Disney Epic Mickey 2: The Power of Two. Serving as a handheld spiritual successor to Castle of Illusion and what appears to be a close relative to DuckTales, The Power of Illusion promises to be a strong experience all on its own without relying heavily on Disney Epic Mickey's anticipated sequel to give it momentum. With that said, should there be any doubt that it will be able to stand on its own two feet? Given the track record of DreamRift with two hits on the DS, that alone should give individuals a measure of confidence. But as this game demonstrates, the use of a traceable visual styling is an effective and inviting tool that should not be undervalued, even when the shoe is on the other foot.

Like two kids from the same parents who choose different paths in life, The Power of Illusion looks to elevate creative platforming -- something DreamRift has proven to be more than capable at doing through their previous two DS successes. How this will principally be done has already been explained on paper quite well. Much of this will involve erasing parts of the environment to open up a new path, but in addition to revealing a number of other details on the game's inspirations, recently the developers also detailed some of the realizations of the customization aspect and how it links to what Junction Point is concentrating on in the console release.

While at the same time not drifting too far from what Epic Mickey represents in its console form, The Power of Illusion thus carries similar themes of being able to manipulate the environment to serve your own ends. That may be true, but by not restraining a team to fit within a mold that may very well have proven successful in the past, it's that ability to exercise an almost creative licensing that can be used to invite onlookers to not only take a peek, but trust that that tease will be one they can feel safe towards. And, in collaboration with the feelings people have towards Disney as a property, this is what I feel the visual portrayal of Illusion's gameplay does.

Allow me to be straight: What we
have seen of the title so far hasn't been the most enticing of invitations, and that's in spite of the game's clear commitment to rouse feelings of nostalgia from the inspirations it draws from. I say this because, one, Mickey moves at a surprisingly slow pace; and second, the combat system, while intentionally not meant to be a dominant feature, appears a bit stale to me. It's an interesting observation to make since the basic structure of Monster Tale's resembled what they're trying to do here. But in light of all this, I find it intriguing that if you've played Monster Tale or Henry Hatsworth, you should recognize there's this atmospheric element to the game that draws you in a way that feels synchronous with those other titles even though this has other pre-existing foundations in place. To that end, I do think it's great that they're incorporating past Disney characters into the story to make it more of a likeable experience, and despite some attempts to distance The Power of Illusion from the console counterpart, Oswald's inclusion as well as some of the conditions described above might suggest the two games have more in common than they want us to think. Still, a key element that does that job for them is, again, the amount of personality that is demonstrated in the visual execution of this concept.

Seeing screens of the game should leave no doubt in your mind who is behind The Power of Illusion as DreamRift's style is instantly felt when you first catch wind of this game. Their signature, if you will, works hand-in-hand with the throwback feel that Disney wants to have for this project that is less companion and more individual. But ultimately, seeing DreamRift bring their unique style to the fore in such a way that their individuality as a team is still maintained is, in a way, inspiring.

Even though we have yet to see gameplay in full force, those anticipating this game have adequate reason to trust that DreamRift is really going to bring their A-game for the reasons described above. I only hope more developers can harness similar vibes in the titles they create and learn from the development team's branding of their style as a dominant aesthetic.

Can Mario's Money Buy Our Happiness?

posted 7 Jun 2012, 11:26 by Knuckles Sonic8   [ updated 7 Jun 2012, 11:26 ]

If Nintendo were to ever pursue a sequel to Super Mario Land, I can definitely see people rejoicing. Some hold that game in high regard as one of the finest adventures Mario has ever had, notwithstanding the excellent use of 3D to further the experience and, really, the 3DS itself. When a sequel to a successful game is announced, it is to be expected that some sort of a proceeding would take place in its honor, even if that is but a round of cheery applause. So why is that when Nintendo announced and reveals details on New Super Mario Bros. 2, I'm left feeling unmoved to the point of almost being uninterested? Consider the following points of reasoning.

First question of the day: What, pray tell, is Nintendo pitching to be the driving force behind a sequel to New Super Mario Bros. 2? Judging from what we've seen these past couple days, that can be pinned on the appeal of having the Midas touch. Almost admitting outright that there's little else to differentiate itself from its 2006 counterpart, the key theme behind all of this seems to be the collecting of coins; because, you know, that's something that Mario knows nothing about. I will give it to them that the appearance of the gameplay suggests that coin-collecting has not been approached in the sheer volume that it is in this release. But if that's the main shtick that they're rolling with, you really have to wonder the sort of impact this will have on gameplay. Wouldn't this automatically diminish the difficulty factor? With all these coins will come easily-gathered 1UP's, and even if Mario doesn't have the same death prerequisite as Sonic with having an empty pocket before getting knocked out, the level design will ultimately determine just how much they can get away with having this as a running theme.

Sure the alleged appeal of always being so close to a jackpot goes well and good for a while, but once that fades into the background and you presumably focus on the actual experience itself -- and I say that as a point to detach these two concepts from one another -- what will you find? From what has been shown so far, it is not far from the truth to say that New Super Mario Bros. 2 is really more of the same. Unless there is some giant Bank in the sky that needs your help refilling its insides, I'm not seeing it. Aside from the new inspirations it can take from Super Mario Land and even going into the territory of Super Mario Bros. 3, there's nothing especially noteworthy about the way this experience is looking. Some might be quick to stake their claim that the 3D aspect of Super Mario Land wasn't pushing a new form of gameplay on its own, but the case can be made that it was something that was interwoven into the entire package, and not just the aesthetics of it all. I can't make a similar remark about how Nintendo is choosing to amplify the coin-collecting aspect in ways that might not even have a great deal of impact on the platforming that we have come to expect from Mario.

Stemming off that element, soon after New Super Mario Bros. 2 was shown in action at Nintendo's E3 on-stage presentation, I thought to myself maybe Wario was cheated out of the opportunity for a new game. Think about it. Wouldn't this theme be much better suited for Wario, a character who has built up a reputation for being money-hungry? When Nintendo announces a new Mario game, I shouldn't think to myself that a style of gameplay would be better suited elsewhere, let alone within another side-property that they themselves support! Within that revised context, it might not seem as much of a feeble attempt of producing what could already be predicted as a paint-by-numbers sequel. But for whatever reason, Nintendo insists tying this gimmick will be enough to justify a sequel to the best-selling game.

I think you'll agree, whether you're a huge fan of Mario or not, that my reasons for being concerned about New Super Mario Bros.' sequel are warranted. Not just the fact that the theme they are working with does not reflect a good grasp on the role a sequel should ideally serve, but I should have faith in Nintendo that they wouldn't let things like a greatly minimized difficulty factor just slip through the cracks. Sadly, I don't have that, and until I see evidence to the contrary, New Super Mario Bros. 2 has not yet made me a believer.

Konami Reveals New Playable Character for Castlevania: Lords of Shadow - Mirrors of Fate

posted 7 Jun 2012, 11:09 by Knuckles Sonic8   [ updated 7 Jun 2012, 11:09 ]

June 7, 2012 - 
Konami Digital Entertainment, Inc. yesterday premiered an extended trailer for Castlevania: Lords of Shadow – Mirror of Fate at the Nintendo 3DS™ press conference during the Electronic Entertainment Expo (E3) event in Los Angeles. The extended trailer, now available to fans online, features an extra boss reveal and unveils the addition of fan favorite Alucard, a new playable character for the next installment of the acclaimed action-adventure series. Additional information about Alucard will be revealed during the 2012 Gamescom event.

Developed by Mercury Steam, Castlevania: Lords of Shadow – Mirror of Fate takes place 25 years after the events of Castlevania: Lords of Shadow, and reveals the story of Gabriel Belmont's descendants, Simon and Trevor Belmont, as they battle their own destiny to discover their true, shocking fate.

Castlevania: Lords of Shadow – Mirror of Fate will be available exclusively on the Nintendo 3DS™ this fall.

Konami Receives More Accolades and Nominations at E3 2012

posted 7 Jun 2012, 10:29 by Knuckles Sonic8   [ updated 7 Jun 2012, 10:32 ]

June 7, 2012 -
Konami Digital Entertainment, Inc., is proud to announce that the company has been recognized at this year's E3 (Electronic Entertainment Expo) for excellence among several of their most popular game titles including METAL GEAR RISING: REVENGEANCE, Pro Evolution Soccer 2013, Castlevania: Lords of Shadow - Mirror of Fate and Castlevania: Lords of Shadow 2.

Awards Received and Award Nominations include:
    •  New award: Destructoid: Nominated for "Best of E3, Action & Adventure" Award
    •  New award: 4Player Podcast: Nominated for "Game of the Show, E3 2012" Award
    •  New award: Nominated for "Best of E3" Award
    •  The Official PlayStation Magazine: Received "Most Valuable Game" Award
    •  The Official Xbox Magazine: Received "Most Valuable Game" Award
    • Received "Most Valuable Game" Award
    • Nominated for "Best Action/Adventure Game" Award

  • Pro Evolution Soccer 2013
    • New award: Destructoid: Nominated for "Best of E3, Best of Sports" Award

  • Metal Gear Solid: HD Collection
    • Polygon: Received "Editor's Choice" Award

  • Castlevania: Lords of Shadow – Mirror of Fate
    • New award: EGN / Received "Best of E3 – Best 3DS Game" Award
    • New award: PureNintendo: Received "Best of E3 – Best Adventure Game" Award
    • New award: Electric Playground: Received Best of E3" Award
    • New award: Nominated for "Best of E3" Award
    • New award: G4TV X Play: Nominated for "Best of E3" Award
    • Nintendo Power: Received "Most Valuable Game" Award

  • Castlevania: Lords of Shadow 2
    • Nominated for "Best E3 Trailer" Award

The Electronic Entertainment Expo (E3) event is one of the largest conventions held in Los Angeles. Computer and video game companies, business partners, media, and industry analysts from over 90 countries will converge on the Los Angeles Convention Center from June 5, 2012 to June 7, 2012, to attend this year's E3. Last year E3 attracted over 46,000 attendees and 200 exhibitors.

Zen Studios Interview

posted 7 Jun 2012, 08:39 by Knuckles Sonic8   [ updated 7 Jun 2012, 08:57 ]

Want exclusive first details on Marvel Pinball 3D? You got 'em! All the details on our interview with Zen Studios about their upcoming title can be found here

Here's a snippet taken from our Q&A:

Would you say there's a sense of empowerment that comes from this borrowed leverage of having familiar superheroes with canonical threats and the like?

Of course! Working with some of the greatest Super Heroes of all time is quite an experience. Zen and Marvel have an awesome relationship, and the success of this game is as much theirs as it is ours."

Nintendo Reveals New Nintendo 3DS Game Details at E3 Expo

posted 7 Jun 2012, 07:26 by Knuckles Sonic8   [ updated 7 Jun 2012, 07:27 ]

Momentum for the Nintendo 3DS hand-held system continues to build. Tonight, during a special Nintendo All-Access 3DS Software Showcase @ E3 2012 event at the Los Angeles Convention Center, Nintendo shared new information about upcoming Nintendo 3DS games that will launch in 2012, as well as downloadable content in the Nintendo eShop.

“Millions upon millions of people already know that the best portable gaming content is found on Nintendo systems,” said Scott Moffitt, Nintendo of America’s executive vice president of Sales & Marketing. “Games from Nintendo and our third-party partners, plus the growing selection of downloadable titles in the Nintendo eShop, will help even more people discover the unique variety of entertainment available only on Nintendo 3DS in 2012 and beyond.”

Game information revealed at the event includes:
  • New Super Mario Bros. 2: This new side-scrolling installment in the fan-favorite Super Mario Bros. franchise launches Aug. 19 as the Mushroom Kingdom bursts with more coins and gold than ever before. Players can transform into Gold Mario and Raccoon Mario, and challenge friends to beat their high scores in the new Coin Rush mode. Also, for the first time in a hand-held Mario title, players can enjoy a cooperative two-player mode for the entire game via a local wireless connection.
  • Castlevania: Lords of Shadow – Mirror of Fate (KONAMI): The classic action adventure franchise arrives on Nintendo 3DS this fall. Combining 3D graphics with timeless 2D game play, the game marks the return of fan-favorite character Alucard, the son of Dracula himself.
  • Luigi’s Mansion: Dark Moon: This action-filled game starring Luigi launches for Nintendo 3DS this holiday season. Players can expect more haunted mansions to explore and new ways for Luigi to take on a wild assortment of ghosts in this new adventure. In addition to using the strobe function of his flashlight to stun ghosts, Luigi must solve puzzles and reveal hidden details in the environment to unlock new areas in the mansions.
  • Disney Epic Mickey: Power of Illusion (Disney Interactive): This new game combines classic Disney characters with rich, imaginative environments that players can experience in 3D for the first time. The game itself is inspired by the classic Castle of Illusion game and features new ways for Mickey Mouse to interact with the game world using paint and paint thinner.
  • Paper Mario: Sticker Star: Launching this holiday season, this classic action role-playing franchise gets a fresh 3D look in its hand-held debut as Mario uses stickers found in the game to win battles and solve puzzles.
  • Scribblenauts Unlimited (Warner Bros. Interactive Entertainment): In this new game, players help Maxwell, the game’s hero, explore an unbound world and solve robust puzzles and challenges. The game continues the series’ tradition of allowing players to create nearly any object they can think of.
  • Kingdom Hearts 3D [Dream Drop Distance] (Square Enix, Inc.): Celebrating the franchise’s 10th anniversary, the latest title from Disney Interactive and Square Enix launches July 31 with StreetPass features, AR Card compatibility and support for the Circle Pad Pro accessory. A demo version is coming soon to the Nintendo eShop.
Additional third-party games on the way for Nintendo 3DS this year include Transformers Prime from Activision, Rabbids Rumble from Ubisoft, LEGO Batman 2: DC Super Heroes from Warner Bros. Interactive Entertainment and Heroes of Ruin from Square Enix, Inc.

To get fans excited for these games, Nintendo announced the immediate availability of new content in the Nintendo eShop, including trailers for Luigi’s Mansion: Dark Moon and Paper Mario: Sticker Star, plus a playable demo version of LEGO Batman 2: DC Super Heroes from Warner Bros. Interactive Entertainment. Nintendo 3DS owners with broadband Internet access can visit the Nintendo eShop anytime to find games, demos, trailers and other content available for download.

Nintendo also launched an introductory episode of Threediots, its first original short-form comedy series, produced by Consolidated Baily, exclusively on its Nintendo Video service, which delivers free handpicked comedy, animation, Hollywood, gaming and music videos to Nintendo 3DS owners. More than 70 percent of Nintendo 3DS systems in the United States have connected to the Internet, and applications such as Swapnote and Nintendo Video have been downloaded more than 1 million times each domestically.

To view a recording of the full Nintendo All-Access 3DS Software Showcase @ E3 2012 event, please visit

Remember that Nintendo 3DS features parental controls that let adults manage the content their children can access. For more information about this and other features, visit

About Nintendo: The worldwide pioneer in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its Wii™ home console, Nintendo 3DS™ and Nintendo DS™ family of portable systems. Since 1983, when it launched the Nintendo Entertainment System™, Nintendo has sold more than 3.9 billion video games and more than 630 million hardware units globally, including the current-generation Wii, Nintendo 3DS, Nintendo DS, Nintendo DSi™ and Nintendo DSi XL™, as well as the Game Boy™, Game Boy Advance, Super NES™, Nintendo 64™ and Nintendo GameCube™ systems. It has also created industry icons that have become well-known, household names such as Mario™, Donkey Kong™, Metroid™, Zelda™ and Pokémon™. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Western Hemisphere. For more information about Nintendo, please visit the company’s website at

LEGO Batman 2 - A Missed Opportunity?

posted 6 Jun 2012, 15:11 by Knuckles Sonic8   [ updated 6 Jun 2012, 15:15 ]

A lot of people have taken such a liking towards the original LEGO Batman that its return should come as no surprise. In the upcoming sequel -- subtitled DC Super Heroes -- the black-caped fellow is joined by a host of new friends. As Lex & Joker team up to take over Gotham City, Wonder Woman, Green Lantern, The Flash, and Superman all lend a hand in an ongoing good-vs-evil battle. But in examining the sort of atmosphere this could create, is it wise for them to take such a step?

What kid wouldn't welcome the opportunity to play as their esteemed comic book idols in an environment that is still heavily tied to the Batman universe. I know I, for one, am looking forward to playing as The Flash. But underneath all the immersion that comes from playing as these fictional heroes, I do have to wonder if the development team is trying to do a little too much at once with this game.

What role will these additional characters have and how will they ensure that Batman is still put on top? Will the presence of flying characters like Superman and Green Lantern undermine Batman's role as the star of the show and his own personal qualities, such as being flexible in the face of danger? If, let's say, these characters are used to scope the area and locate villains for Batman to then bring in, then no boundaries would be crossed. So long as their role stays a supporting one, LEGO Batman 2 won't have a problem of a teetering focus. If, however, Batman takes on a less important role as a direct result of this teaming up, then this could warp the tone of the game.

I am pleased to see Traveller's Tales explore a new storyline, but by the same token, their decision to position this a sequel to LEGO Batman might have caused them to miss out on the potential for a new series altogether. With the kind of backup that Batman has in the game, it seems to me that this sequel is awfully close to becoming a game about the Justice League. Again, even though the subtitle is DC Super Heroes, how will the developers ensure that the focus remains on him? Their heart is in the right place by using this strategy, especially as a means of drawing out the young ones. But if they play the wrong cards,
the developer's decision to bring in these support characters as a means of tying in a new storyline could hurt them in the long run. Either way, it's an interesting dynamic I'd like to probe further.

How Nintendo's E3 2012 Conference Failed to Impress

posted 6 Jun 2012, 12:16 by Knuckles Sonic8   [ updated 27 Dec 2012, 13:07 ]

Unusually mediocre. That's how I would describe the presentation Nintendo did yesterday at E3. There were statements this week after the presentations of the other big contenders that Nintendo had E3 in the bag -- that is, if you're into the whole industry veteran wars deal, something I've grown to have a distaste for. Business-wise, I truly thought they knew what they were doing in the way they were positioning their product and how they were going to hype it up. Assurance of this came through this past Sunday with the Nintendo Direct demonstration which I thought was a smart business decision -- until I saw what they chose to fill their time with instead. Despite my better judgment, I really didn't expect Nintendo to convey such mixed messages during their E3 2012 conference. Not only did they make critical errors in their business decisions, I would not be surprised in the least bit to hear that individuals who were warming up to the Wii U have now been turned off by what they saw.

Can you keep a straight face?
As much as I loved finally seeing Pikmin 3 after all these years, hardly anything else during Nintendo's presentation produced in me a desire to own a Wii U. Now, that may be because I'm already on board. But coming at it from a different angle, I know that if I was more skeptical than I actually am, I would not have been impressed. Much of what was shown failed to produce any kind of an emotional response and for a company that has time and again used this to their advantage, this made me feel sour inside. I mean, just last year they started out with a moving orchestral performance in line with Zelda's 25th Anniversary! For a presentation that was geared towards pushing a new system and, more than that, a presumably game-changing system in every sense of the word, this was a big letdown.

We have more stuff in this little corner over here.
This was a key moment for Nintendo. People were watching very closely to see if they could sell the idea of the Wii U to individuals who have had it out for the system since it was unveiled last year, and unfortunately for Nintendo, they made a critical error in the titles they chose to show off. An alarming amount of the titles were shown were repeats of what was shown last year and/or were ports with promised Wii U enhancements. Why they would choose to emphasize these over original new titles is beyond me. And this isn't like last year where titles like Mario Party 9 were loosely mentioned in passing because they did not have a presence on the show floor. Game & Wario and Project P-100 -- both brand-new games with playable demos -- didn't get squat. Titles such as these that should have been showcased were replaced by things that should've been neutralized.

To add insult to injury was Nintendo's decision to draw attention to SiNG, a game that really had no place being in the presentation at all. To see that Nintendo chose to include this over some of the other titles they could've shown is offensive. I say that, not because of the genre it represents (I'm a fan of rhythm games), but because the communicated feel does not seem as strong as Just Dance in terms of the social aspect and the level of involvement of self-conscious players within the room. What all of this showed is that aside from a few enthusiastic supporters and the mention that there are over 20 titles in development, the roster for Wii U isn't as expansive as we've been led to believe. Not a good impression.

Overstating the obvious and failing to compensate for it.
If you've ever listened to a presentation and could sense that the presenter was almost stalling just so they wouldn't come up short within the allotted time, then you probably sensed that Nintendo was doing something similar throughout their presentation. Specifically, Reggie kept making comments that plainly said there is "a lot to cover"; that titles like Batman: Arkham City Armored Edition were "just the start"; and basically that time is of the essence. And yet the irony of it all is that Nintendo did a little too much talking about similar matters and didn't do enough showing to offset this. I wouldn't go so far as to say there were empty promises, but they weren't exactly fulfilled either. 

It can only go up from here...right?
If the presentation were a person, I might use the term "scatterbrained" to describe their work ethic. While the showings weren't all over the place, the organization was not clear and things most definitely did not stay on a high note. Pikmin 3 was a great way to start the show, but once that was said and done, nothing else topped it. Between the intermittent endorsements from fellow developers and the unnecessary showing of trailers for such a small number of 3DS titles that we already knew about, Nintendo's presentation was most definitely a jumbled presenting of events.

We're engaged!
It was extremely short-sighted to even have Ubisoft testify their support for the Wii U by showing, once again, a reel of their titles. Didn't we already see this during their own conference? Why did Nintendo feel the need to share the spotlight? No, "necessary" is the furthest word from my mind in discussing the relevance of having Ubisoft declare their love for the new device. It seemed to me that a host of other developers were on board last year besides just the ones shown on-stage during the presentation, so that's another reason why I feel Nintendo's decision to make Ubisoft their right-hand mates and to then give them allowance to brag about themselves was short-sighted.

Furthermore, I'm going to go on record and say that I do not for a second think that it was the right place or time to show the next iteration of Just Dance during a presentation that was supposed to support pillars of innovation and new experiences. Thinking about it afterwards, I was in disbelief that Just Dance 4 was the only game that had a live demonstration of gameplay. And it wasn't like it was anything major either. The puppetering aspect of how they've integrated the Wii U to mix up choreographies seems a bit weak to me, and just in looking at what other titles are doing, I have no doubt they could've done much better in this department towards showcasing the unique capabilities of the Wii U GamePad. But I guess if a developer was practically bowing down to you to the point of making you blush, you'd want to flaunt it too.

Humor me just this once.
Aside from the fact that Reggie outright stated "My body is ready!" much to the approval of those in attendance, all other attempts to make jokes fell flat. One example of this was during the showing of ZombiU where Reggie was seen testing out a feature of the game that left his face zombified. Not only did the facial recognition look sloppy, but Reggie's attempts to liven up the crowd by having a bit of "fun" was dumb, if not slightly embarrassing. Arguably one of the funniest moments of their E3 demonstration didn't even stem from the presentation itself! It was during the post-presentation video that Iwata, after having shown us Donkey Kong: Crash Course, was seen holding some bananas in his hand. I'm not saying they should've been serious all the time. Seeing Miyamoto play around with the Pikmin plush in his suit jacket pocket was amusing. But all other attempts to add humor after this felt undeniably weak.
Come one, come all! Come one, come all! Come one, come all!
I'm really digging the idea behind Nintendo Land, mostly because I thought that, from afar, last year's tech demos did an excellent job of demonstrating how the Wii U would make multiplayer experiences even more lively with a new dynamic. To see that transition to a new package was a predictable move, but it's still one I'm interested in seeing through. Having said that, I didn't think their demonstration of it left a resoundingly positive message amongst audience members. To be more precise, the drawn-out explanation of Haunted Hijinks didn't have the concise, stick-it-to-them delivery. I know I'm not the only one who thought, "Okay, we got it. Can we move on now?" But no, the demonstration carried on.

It wasn't like Pikmin 3 where there would be an understandable amount of explanations as far as gameplay changes, etc. And it wasn't even a live demonstration either where executives were seen participating in the challenges on-stage. This segment was one part of what essentially is a mini-game collection, and there was no need for such an overly-detailed explanation to try and sell it. It definitely came across as trying too hard, and when they probably had the audience early on, they might've lost some as they went on.

Digesting Nintendo's conference has left me with a winced expression on my face that will pop up every time someone asks me about it. Aside from my own personal disappointments towards how they handled the situation, from a business perspective, Nintendo's presentation lacked refinement and failed to hit the targets they needed to hit if they were going to win people's approval. It almost sounded like Nintendo will offer one more shot at winning people over before the holiday season, but by that time it might be a little too late. They really needed this "win" to set things in motion, and for things to fall flat the way they did will most definitely hurt them for the next little while. 

Konami Recognized For Excellence at This Year's E3

posted 6 Jun 2012, 10:31 by Knuckles Sonic8   [ updated 6 Jun 2012, 10:32 ]

June 6, 2012 - Konami Digital Entertainment, Inc., is proud to announce that the company has been recognized at this year's E3 (Electronic Entertainment Expo) for excellence among several of their most popular game titles including Metal Gear Rising: Revengeance, Castlevania: Lords of Shadow - Mirror of Fate and Castlevania: Lords of Shadow 2.

Awards Received and Award Nominations include:

  • Metal Gear Rising: Revengeance
    • The Official PlayStation Magazine: Received "Most Valuable Game" Award
    • Received "Most Valuable Game" Award
    • Nominated for "Best Action/Adventure Game"

  • Castlevania: Lords of Shadow, Mirror of Fate
    • Nintendo Power: Received "Most Valuable Game" Award

  • Castlevania: Lords of Shadow 2
    • Nominated for "Best E3 Trailer"
The Electronic Entertainment Expo (E3) event is one of the largest conventions held in Los Angeles. Computer and video game companies, business partners, media, and industry analysts from over 90 countries will converge on the Los Angeles Convention Center from June 5, 2012 to June 7, 2012, to attend this year's E3. Last year E3 attracted over 46,000 attendees and 200 exhibitors.

Trine 2: Director's Cut Coming This Holiday Season

posted 6 Jun 2012, 08:18 by Knuckles Sonic8   [ updated 6 Jun 2012, 08:20 ]

Helsinki, Finland – June 6, 2012 –
Finnish game developer Frozenbyte has today announced that the best version of its acclaimed fantasy adventure game Trine 2 is in development exclusively for Nintendo's Wii U™. Intended to be launched in the holiday season of 2012, Trine 2: Director's Cut features the critically acclaimed original game with numerous enhancements and gameplay polish, alongside a new game mode called the “Magic Mayhem”, designed exclusively for Wii U. The upcoming new expansion campaign is also planned to come out on Wii U.

“We are thrilled to work on Wii U and bring the best version of Trine 2 to the platform,” said Lauri Hyvärinen, CEO of Frozenbyte, and continued: “Trine 2: Director's Cut features many things that we had to cut from the original release on other platforms and a completely new user experience tailored especially for Wii U. We are also going to introduce the new “Magic Mayhem” party mode that brings the frantic multiplayer of Trine 2 into a more challenging environment where players can battle and laugh together.”

“Simultaneously we are working on the upcoming expansion for Trine 2, which will come out on Wii U at the same time. It will provide a fantastically exhilarating adventure following the heroic trio of Amadeus, Pontius and Zoya – or as otherwise known, the Wizard, the Knight and the Thief. The expansion is our best work yet and absolutely stunning in every respect, and is going to be a fantastic experience on Wii U.”

Trine 2: Director's Cut (Wii U exclusive & planned for holiday season)
  • Director's Cut is "the developers' vision of Trine 2" fully formed
  • Physics-based puzzles with fire, water, gravity and magic
  • Accessible for both casual and hardcore gamers thanks to the new control system designed for Wii U, taking full advantage of the touch screen for intuitive character controls
  • More than 100 improvements to the original game, including polished gameplay features, level geometry adjusts, new vocals and character interactions, and user experience improvements
  • Online and local co-op with up to three players, with special multiplayer features for Wii U GamePad™ and support for up to three Wii Remotes™.
  • Superb graphics and next-gen visuals using impressive technical effects, making Wii U the definite console version
  • Upgrade your characters to suit your play style and to learn amazing new skills
  • Save anywhere to play as long or short sessions as you like and use the Unlimited Character Mode and Game+ for replay value
  • Hidden collectibles for extra adventuring
  • Amazing 19-track fantasy soundtrack
  • Full language support for English, French, German and Spanish, and optional subtitling for more than 10 languages
  • Campaign support for the new skills from the upcoming expansion
  • Director’s Cut includes the exclusive Magic Mayhem “party mode” for up to 4 players in online and offline multiplayer
Trine 2 expansion campaign (included in the Director's Cut)
  • Add-on content for Trine 2
  • A new adventure featuring the Heroes struggling against new goblin villainy
  • New skills for each character with new possibilities for puzzle solving
  • 5 new levels chock-full of new puzzles, hazards, enemies and contraptions
  • Completely new environments ranging from burning desert to snowy mountains to the insides of a giant sand whale
Trine 2: Director's Cut is intended to be released on Wii U during the holiday season. Trine 2 is currently available on Steam for PC/Mac, the Mac App Store, Xbox LIVE® Arcade for the Xbox 360 video game and entertainment system from Microsoft, PlayStation®Network for the PlayStation®3 computer entertainment system, and Linux.

Further information:
Official website

Trine 2 has been rated Everyone 10+ by the ESRB and 12 by the PEGI.
Trine 2: Director's Cut has not yet been rated.

Frozenbyte is an independent game developer with a focus on game quality. All Frozenbyte games are self-funded and based on self-owned IP, and the company maintains a creative, feel-good development culture. Frozenbyte's number one priority is the quality of the games and the well-being of the team, with the financial side and tight deadlines taking a backseat. The passionate development method has created two well-received game series – Shadowgrounds and Trine – with four games in total for a variety of computer and console platforms. Frozenbyte's third IP is launching in 2012 and a fourth IP is already on the drawing board. Frozenbyte was founded in 2001 and is based in Helsinki, Finland. Please visit the official website at for more information.

Trine 2™ © 2010-2012 Frozenbyte, Inc. All rights reserved.
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