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Thursday Jul 29, 2010
Shining Force Releases on iPhoneHere’s an easy game for me to talk about — Shining Force, a game I loved & played through to completion many times on the Sega Genesis, is now available on the Apple iPhone! As an old-school RPG Shining Force has aged incredibly well — entertaining & colorful characters, a lovingly-executed “defeat the ancient evil” plot, and some truly crafty strategic combat. While Shining Force shares some threads in common with Final Fantasy games, in terms of classic 90s RPG look-and-presentation, it’s actually much more of a spiritual ancestor to something like Valkyria Chronicles. I don’t mean to sell the plot short, either: anyone who’s played an RPG from the 1990s has probably dispatched with an ancient evil returned after 10,000 years, but these things are always in the details, and Shining Force has some excellent twists and turns as you bring together an army and chase down the relics of power which will help you combat an ancient dragon threatening your kingdom. What really sets the game apart are the varied battles and the ability to hand-pick and develop your squad: archers, knights, warriors, and priests join you throughout your journey, and you will have a good deal more than you can use at any one time, meaning you can balance your group in whatever way best fits a fight. And the fights themselves are spectacular, across wildly varied terrain and against many different creative monster types. Some of my favorite video game memories are of this game, including a memorable fight against a laser-eye creature and an incredibly creepy encounter in a town where the citizens follow you around, repeating the same dead-eyed phrases over and over again until they’ve cornered you in a church. Even the ending of the game is terrific — easily one of my favorites from the Genesis, it’s both sad and a little mysterious. I always felt like this game was one of the gems from the 16-bit era and it’s great to see it on the iPhone now: you can use the regular in-game save feature or save your session at any time, so that you can easily exit the game and continue. The idea of playing out the epic battles in bits and pieces on public transit is tantalizing. I’m always in favor of more people getting to experience this game; it’s still in my top-10 all time. Highly recommended! | ||
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Thursday Jul 29, 2010
Conduit 2 Official Boxart RevealedToday we’re very happy to display the lovely new Conduit 2 boxart and logos for SEGA and High Voltage Studio’s upcoming first person shooter on Wii. Conduit 2 is the sequel to the award winning Wii shooter The Conduit, and builds upon the success of the original, taking players to the far reaches of the world to stop an alien invasion. Players can fight in single-player, online multi-player battles, and all-new off and online co-op modes. Armed with advanced and powerful weapons, players can expect massive action in large, multi-tiered levels featuring dynamic environments, cinematic battles, giant boss enemies, and deep customization features.
Posted by Clumsyorchid in Conduit 2 on 10:19:16AM Jul 29, 2010 |
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Wednesday Jul 28, 2010
Job Openings at SEGA of AmericaThere are a few questions that we get asked fairly often. “What’s it like to work at SEGA?”, “How do I get started in the gaming industry?”, and “Do you have any job openings?” are some of the most frequently asked. Well, we have two entry-level job openings in our San Francisco, CA offices to tell you about, and if you get hired you can find out what it’s like to work here! Best of luck to all applicants! Publishing AssistantEver wonder how publishers pick which titles to develop and support? Here’s your opportunity, including the chance to be a part of complex discussions pertaining to SEGA’s business strategy. The Publishing Assistant will interface with product development and marketing teams to assist in managing the greenlighting process from start to finish, with responsibility for ensuring that action items are tracked, documented and acted on. This is a key role in our Publishing department, and the successful candidate will need to be exceptionally organized and possess intermediate to advanced skills in Word, Excel and PowerPoint. Duties and Responsibilities:
Skills and Abilities:
*Japanese language skills highly desired. Digital Marketing CoordinatorThe Digital Marketing Coordinator will provide efficient and effective support to the Digital Marketing Team. The ideal Candidate will:
Duties and Responsibilities
Posted by Kellie in SEGA on 3:53:32PM Jul 28, 2010 |
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Wednesday Jul 28, 2010
Shogun 2 Gameplay Trailer at GameTrailers.comWe are very excited to show you our newest gameplay trailer for the upcoming Creative Assembly game, Shogun 2. It is now available for your viewing pleasure at Gametrailers, enjoy!
Posted by Clumsyorchid in Total War: Shogun 2 on 3:41:11PM Jul 28, 2010 |
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Wednesday Jul 28, 2010
Thor Teaser TrailerIf you were at San Diego Comic Con, you may have seen this teaser trailer in our section of the Marvel booth. Re-live that memory, or see it for the first time, below.
This is just a teaser, and we’ll have much more to show in the coming months.
Posted by Kellie in THOR: God of Thunder on 8:05:20AM Jul 28, 2010 |
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Tuesday Jul 27, 2010
Tournament of Legends – AccoladesTournament of Legends is out, and has been receiving some great reviews! Here’s a trailer to whet your appetite, and some links to reviews below.
Posted by Kellie in Tournament of Legends on 2:23:00PM Jul 27, 2010 |
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Monday Jul 26, 2010
San Diego Comic Con 2010I just got back from San Diego Comic Con 2010, and it’s no joke that my feet are tired! Although SEGA did not have its own booth at the show this year, there were some SEGA folks in attendance. The team working on the upcoming Thor game was in the Marvel booth during the con to show off a teaser trailer for the game as well as some concept art from the game. This is one piece of concept art that we showed, from Muspelheim. Other pieces showed Asgard, Vanaheim, and Niflheim. The Marvel booth was topped by this huge sign, with Spiderman peering down on the people in the booth. The can’t-miss centerpiece of the booth was Odin’s throne. This is straight from the movie set! Marcella, the SEGA Brand Manager for the Thor game, is doing a lovely job of showing off the throne. You can see in the photo from IMDB that it’s the same as the throne from the movie, although with fewer stairs. Many people stood in line to get their photos taken on the throne. Behind the throne was the Destroyer, who was not on display the entire time, but drew intense crowd reaction when it was revealed. Our friends from Liquid Entertainment, who are developing the Xbox 360 and PS3 versions of the Thor game, did a couple on-stage demos about how the environments of the game are created — from concept art, to grey block, to textures, and finishing touches. The crowd response was great, and many people came to ask questions and give the concept art a closer look. We also saw some great Thor cosplayers, including this adorable kid. It wasn’t just kids showing their Thor love, though — we saw someone else in our booth on Sunday giving our concept art a close inspection. We also had some celebrities in the Marvel booth, including Kenneth Branagh, who is the director of the upcoming Thor movie. Chris Hemsworth and Tom Hiddleston, who play Thor and Loki in the upcoming movie, also game to the booth for a signing session. All in all, it was a fun weekend! Thanks to everyone who came by to meet us and see what we’re up to with the Thor game. We’ll have a lot more in the coming months!
Posted by Kellie in THOR: God of Thunder on 5:18:53PM Jul 26, 2010 |
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Monday Jul 26, 2010
Shogun 2 – New Screens & Concept ArtWhat a great way to start the week, we have a big drop of new screenshots and concept art for the upcoming Creative Assembly game, Shogun 2. Take a look at the newest screens accompanied by information straight from the development team, be sure to click in on each image for a higher resolution version: Concept ArtAn early concept of a castle on fire. Sieging castles in Shogun 2 is a brand new experience. Multiple types of castle with multiple levels of walling mean you must break every ring and assail every redoubt. AI defense and attack mechanics have been reworked to be much more competent in offering resistance. Higher level palace structures will differ depending on where they are built and how heavily defended. Date Masamune The famous Date Masamune. A one eyed warrior, the famous leader of the Date Clan who cared so much for his men’s welfare he personally bought them the best armour money could buy. His famous victories include defeating an army of 30,000 men with 7000 warriors. He features as a potential member of the Date clan family tree and a commander on the battlefield. Oda Nobunaga. One of the three truly great leaders of the sengoku-jedi. The first leader who truly held the potential to unify Japan. A member of the Oda clan family tree and a general on the battlefield, famous for his early adoption of the western musket and gunpowder. Also a famous opponent of Japan’s warrior monks. Takeda-Shingen A member of the Takeda dynasty and a general on the battlefield. Takeda Shingen famously had a loyal corps of twenty four generals, who won many victories under his military rule. A great strategist with some long term enemies in Japan. ScreenshotsTwo large forces of the Takeda and Chosokabe clans rush forward to destroy one another and hold the field. Both are Samurai units, meaning this will be a bloody and skilful match of swords. Having beached these Samurai and Ashigaru are now ready to take the fight to the enemy during the gentle and spectacular Japanese spring blossom season. Here we see a heavy horse charge with Chosokabe mounted Katana Samurai smashing into a line of foot Takeda Katana Samurai. Brand new physics systems allow for realistic charges with horses slamming into the throng of soldiers, scattering them and throwing the unit into disarray.
Posted by Clumsyorchid in Total War: Shogun 2 on 11:23:36AM Jul 26, 2010 |
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Friday Jul 23, 2010
Vanquish Community Q&APrior to E3, we asked around on our blogs, twitter, facebook and forums for your questions to Shinji Mikami on Vanquish. We’ve taken your questions directly to the man himself and are happy to post the answers: Rikitatsu - How Important will the Melee combat be in the game? and how many melee moves are there? - Do you think VANQUISH will be able to successfully compete with other shooters on the market without Multiplayer? Darkking27 Casual 9amera Sonic THP IR A IP T O IR - Will the Achievements / Trophies be difficult to obtain? Phoenix -Is aiming of the guns smooth and precise despite the speed and hectic atmosphere of the game? ViewtifuljoeX Shinji Mikami (The forum poster) Phantasos Facebook.com/Sega Brian O’C. James M. Tom A Twitter.com/sega There you have it! Big thanks to the good folks at PlatinumGames and Shinji Mikami for taking the time to answer everyone’s questions. We love doing interviews like these, so be on the lookout for future opportunities!
Posted by Clumsyorchid in Vanquish on 5:56:38PM Jul 23, 2010 |
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Thursday Jul 22, 2010
The Graphics of VanquishIn his latest blog, Shinji Mikami discusses the visuals behind Vanquish, including some enemy design choices: ———————————– Of course, arriving there was a struggle. Upping the visual density, increasing the contrast, making the special effects especially eye-catching, throwing tons of enemies on the screen… In an environment where we were doing whatever we pleased, it became pretty obvious that there was no good way of keeping your eye on the prize – the enemies you are targeting. I felt like I was being pin-pricked by the staff talking about how hard it was to see the enemies. Moreover, the enemy character that you see most often, a robot we call a Gorgie, was predominantly white. We had primarily gray backgrounds with white enemies. When you think about it from a realism standpoint, camouflage exists to make things difficult to see, so in that way things make sense, but from a game standpoint, it was not the best idea. I really liked the white enemies, so it took me a long time to come around to the idea of making them red. We also had to limit the number that we could put on screen at once due to hardware limitations. (This had the effect of limiting the huge amount of information we were throwing at the player, so I’m sort of on-board with this one.) I’ve written quite a bit about it, but our art lead, Naoki Katakai and programmer Ryoichi tend to do whatever they please, and what they came up with was great, and I think our visuals are quite spectacular as a result. Thanks to all the staff that worked so hard on them. This is the initial conceptual design for the enemy known as a Gorgie. At first, they had white bodies… But they are red in the final design! Once we made them red, they became much easier to identify in-game.
Posted by Clumsyorchid in Vanquish on 6:18:52PM Jul 22, 2010 |
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