- remind me tomorrow
- remind me next week
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The X Button
Way of the Warriors
by Todd Ciolek,

Video game magazines don't have it so good. GamePro folded, EGM is bimonthly, and only a few domestic rags remain. But hey, print can still show up the high and mighty online world of game journalism now and then. In fact, that happened this week when the new issue of Nintendo Power broke the news that Aksys Games will release Extreme Escape Adventure: Good People Die in North America.

Aksys Games hasn't commented on the news, so it's possible that they changed their minds after Nintendo Power went to press. But it's a good sign. Extreme Escape Adventure: Good People Die is Chun Soft's 3DS and Vita sequel to their entertaining puzzle-adventure 999: Nine Hours, Nine Persons, Nine Doors, and it uses a similar formula. Nine individuals are forced to cooperate in escaping a cruel series of traps, and their bracelets allow them to cement their survival by tricking each other. I hope it'll make it out here with the same morbid title. Seeing Good People Die on the shelf would remind the casual shopper of life's inherent cruelty.
NEWS
STREET FIGHTER X TEKKEN GETS MORE CHARACTERS, BUT NOT RIGHT NOW
It's only a half-truth to say that Street Fighter X Tekken is out for the CAPCOM surprised few fighting-game fans by announcing that the Vita edition, arriving in the fall, will have twelve more characters. And while CAPCOM didn't explicitly say that this expanded roster will be available as a able extra for the PlayStation 3 and Xbox 360 versions, that's the safest bet you could make.

The Vita version adds Elena, Dudley, Sakura, Blanka, Cody, and Guy to the Street Fighter camp. The Tekken side gets Christie, Brian, Lars, Jack, Alisa, and Lei. Most of these names correspond to a roster that leaked out last year, though that rumored list had a few other characters that we haven't seen, including Karin, Makoto, Sodom, and Rainbow Mika (supposedly a favorite of producer Super Street Fighter IV.

All of this may drive people away from the PlayStation 3 and Xbox 360 versions of Street Fighter X Tekken next month. The Xbox 360 release seems especially paltry, as the PS3 one at least has a round of exclusive characters: a robot-riding Sony mascots Toro and Kuro. Early adopters can at least get the game's limited edition (above), which has an ittedly cool-looking coin bank shaped like an arcade machine.

Meanwhile, Street Fighter itself makes an appearance in a future bonus for Asura's Wrath, due out this week. A shot from a able extra mode shows Asura facing off against Ryu (and possibly other characters) in a simulation of Super Street Fighter IV. How much will it cost? And will Asura show up in Street Fighter as a quid pro quo? Unfortunately, CAPCOM's stingy with the details at the moment.
FINAL FANTASY XIII-2 CONTINUES WITH CHARACTERS WE ACTUALLY LIKE
Final Fantasy XIII-2 has many attractions, but there's one thing it doesn't have: enough of Sazh, a gunslinging pilot and the most likable of Final Fantasy XIII's main characters. He was only a side player in XIII-2, but you can put him center stage as long as you're willing to pay for it. The game's first able side story, Heads or Tails transpires during Final Fantasy XIII-2's main quest and finds Sazh in the casino city of Serendipity, where the game adds poker and the less conventional Chronobind to the mini-game lineup. Heads or Tails is out February 28 for five bucks.

This isn't the only Final Fantasy XIII-2 extra due next week, as there's a “Spacetime Guardian” costume for Noel and a frilly swimsuit for Serah. More are on the way, including an Ezio-style Assassin's Creed getup for Noel and a Mass Effect outfit of unspecified make. There's also a stylish “Attack and Defense” costume for Serah, designed by Yuko Oshima.
GUILTY GEAR XX FINALLY ONLINE, X BUTTON AUTHOR FINALLY HAPPY
Fighting-game nerds are fortunate in this era. They can play a number of Xbox Live.

Of course, this isn't a new Guilty Gear. It's merely the best specimen from the series served up with online play and, perhaps, a few adjustments to the game engine (I still think Millia's underpowered). It all makes me quite happy, and I only hope that the online versus mode is as extensive and reliable as the one in BlazBlue. And less like the one in Mark of the Wolves.
IN BRIEF: Namco Bandai has a website that doesn't say more than “Game Project,” but there'll be more up by the time the new series arrives in April. I could compare this to the PlayStation 2's Eureka Seven games, but I only played the first one for five minutes and never made it past the airboard race. I hated it that much.
As a fighting game, Persona 4: The Ultimate in Mayonaka Arena was a bit of a surprise for a Persona spin-off. Far less surprising was Atlus clearing it for a U.S. launch. After some teasing, Atlus announced the game as a summer release under the title Persona 4 Arena, thus sparing many non-fans from wondering just what a Mayonaka is.
A few big announcements are supposedly in store at this week's Shin Nagasawa return from previous games. Etrian Odyssey IV also has a fast-approaching release date of July 5 in Japan.
INTERVIEW: DYNASTY WARRIORS' KENICHI OGASAWARA
The Dynasty Warriors series is an oft-overlooked pillar of the game industry. If each title is merely about cutting through entire armies of foes, the formula has yet to wear thin for KOEI, and it's inspired such spin-offs as Empires, Strikeforce, Xtreme Legends, and a smattering of anime adaptations. Dynasty Warriors is one of the few sure things in Japan's market, and that's important in an age when the country's game developers frequently struggle for direction.
Of course, it wasn't always like that. The original Dynasty Warriors was a PlayStation fighting game based on Romance of the Three Kingdoms, the same tale of second-century Chinese history that inspired many of KOEI's strategy games. It wasn't until the second Dynasty Warriors that the series found its feet in wide-scale battles where heroes of ancient China (and other eras, depending on how loose the game plays with history) hack through legions of unfortunate enemies. While the series is most successful in Japan, Dynasty Warriors games come here at a steady pace, with Dynasty Warriors Next arriving for the Vita launch this week and the crossover Warriors Orochi 3 next month. So the time was ripe to ask producer Kenichi Ogasawara a few things about the series.
When did you first come to KOEI? You were there for the first Dynasty Warriors, right?
It was about 19 years ago, when KOEI was just a stand-alone company. I was the game designer for the first Dynasty Warriors, yes.
Why did KOEI decide to turn Dynasty Warriors into an open-field brawler with Dynasty Warriors 2?
When the PlayStation 2 came out, we looked at how we could evolve the series. Just taking the existing fighting-game formula from the first Dynasty Warriors and putting it on the PlayStation 2 would have been just a visual touch-up or something along those lines. What we really wanted to do was make full use of the Emotion Engine, and we came up with the idea of the tactical action franchise.

How do you devise different spin-offs for Dynasty Warriors? How did you come up with Strikeforce?
Well, my team has always been in charge of doing different things with the Dynasty Warriors series. When we started making Strikeforce, there were a few criticisms that the series wasn't changing. So we used a different kind of engine to bring something over from different genres.
Dynasty Warriors has expanded to include anime licenses like Fist of the North Star. How do you decide which anime to adapt? Do you just go with what's popular, or do you specifically look for anime and manga that lend themselves well to the Dynasty Warriors formula?
Well, the first step in deciding really depends on the popularity, of course. That's the entry point, but once we decide on what we want to do, we have to look much deeper into the anime and how it links to a game's battle system in a Dynasty Warriors. We usually look at the main characters and their strengths and break that down. And then we dig even deeper.

Of the licenses or historical periods that Dynasty Warriors hasn't featured yet, which would you want to tackle in a future game?
If we're talking about history, that's a sensitive topic. The reason we originally went with Chinese history is that…well, in Japan it's massive and a very well-known kind of story, and most of our current fans are in Japan. We do think about the whole of world history, and in BladeStorm we focused on that. But outside of history, one thing we really wanted to do was Star Wars in a Dynasty Warriors engine. We thought it'd be great. We were all positive about it, and we started making s with the IP holders. We didn't manage to do it, but it remains one of the best “what-if” projects we've considered.
Is one spin-off more popular in the West than others?
Looking at past games, the numbered titles are always the strongest in the West. Right now, though, we're making a new crossover with One Piece, so I think that has a lot of potential in Japan and in the West.

And how are you adapting One Piece to the Dynasty Warriors engine? Did it present any problems?
In Dynasty Warriors and Gundam, everything took place on a battlefield, so adapting it to a game was quite easy. With One Piece, the manga and anime isn't set on a battlefield. It's one character going after another character. So we have to adapt our game engine to that. For example, in One Piece we have a lot of quick-time events where characters go head to head. Things like that propel the gameplay. Fist of the North Star was the same way.
You also worked on Destrega as well as the first Dynasty Warriors. Would you ever want to make another one-on-one fighter?
I think KOEI's ing with Tecmo brought us Dead or Alive, and that's always been one of the top fighting franchises. So rather than us making one, we want to focus on making Dead or Alive bigger.
NEXT WEEK'S RELEASES
BINARY DOMAIN ![]() |
Twitter-like dimension. Perhaps he'll send the player to rescue a parody of Mega Man from a cruel game company-country. |
PHANTOM BREAKER ![]() Phantom Breaker's gameplay offers two different forms of each character. One's fast and combo-friendly, while the other is slower, tougher, and harder-hitting. Beyond that, the game has a fairly standard array of attacks and special moves, and the graphics aren't as fluid as other titles on the market. It does, however, have the screen-filling character portraits that signify many anime-styled fighting games, and a story mode's available alongside the other features. The North American version of Phantom Breaker sports the re-balanced engine and online multiplayer rooms found in the recent Japanese-market update, and new publisher 7sixty also shows shrewd choice in extras. They're offering the game with a soundtrack, an art-filled strategy guide, and a desk calendar, all at a price point lower than usual. |
SHIN MEGAMI TENSEI: Kazuma Kaneko. But hey, Devil Survivor was a good game despite that, and the sequel shows the same promise. |
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