Posts Tagged ‘tgs-2009’

Mind you, the part where Spencer suggests that alternate forms of input (whether in addition to or in substitute of traditional controllers) might become a common expectation is pretty interesting. You should definitely read that.
Joystiq: We just came out of the Tokyo Game Show panel discussion for Project Natal ...
Phil Spencer: The creators panel.
Yes, the creators panel. Hideo Kojima was there; they brainstormed about all these games. How much focus is Microsoft Game Studios placing on Natal development internally in comparison to other projects?
It's a big focus for us in first party. As a first party, I think it's our duty, it's our responsibility to look at the new technologies that we bring to our platform. We did this with Live. We did at launch of 360. When we look at Project Natal as an opportunity for first party to truly innovate on our platform, creating new experiences, new intellectual property, we're very focused. A large percentage of the studio right now is thinking about Natal as part of what they're doing.
Continue reading Interview: Microsoft Game Studios' Phil Spencer
Interview: Microsoft Game Studios' Phil Spencer originally appeared on Joystiq on Wed, 14 Oct 2009 12:15:00 EST. Please see our terms for use of feeds.
|
![]() |
![]() |
![]() |
![]() |
|
![]() |
![]() |
(On the far right: that’s “News” and “Culture” on the top and bottom, respectively)
Continue reading TGS 2009: The Recap Post
TGS 2009: The Recap Post originally appeared on Joystiq on Fri, 02 Oct 2009 22:10:00 EST. Please see our terms for use of feeds.
Watch as Project Natal creative director Kudo Tsunoda shows how one rolls giant sticky balls or pushes back extraterrestrial attackers using only one's limbs. Without seeing the screen, we can't be certain how well he's performing these activities, but we can certainly attest to his remarkable dancing prowess.
TGS 2009: Kudo demoes Natal, invents dance craze originally appeared on Joystiq on Mon, 28 Sep 2009 14:00:00 EST. Please see our terms for use of feeds.

That's definitely a blow for those hoping to enjoy some of their favorite games with motion control, especially considering Sony can patch motion control into older PS3 titles. Here's hoping Namco sees the light and releases Beautiful Natal-amari once Project Natal hits retail shelves.
Don't expect old 360 games to add Natal support originally appeared on Joystiq on Fri, 25 Sep 2009 14:30:00 EST. Please see our terms for use of feeds.

We've heard it before: Natal is Microsoft's sledgehammer, swung straight into the walls that years of button pressing and circle strafing have slowly erected around traditional gaming. We've seen similar attacks from Nintendo's Wii, as well as from the massive genre of the Instrument Protagonist, but Microsoft is hoping for much more than a dent. In the wall. Do you get it? It's like a metaphor and stuff.
The bizarre problem with Natal in its early state is that it, um, works. The technology is clearly functional -- heck, it's vaguely magical -- which makes the absence of truly compelling software almost immediately disappointing. Anyone can simply hop in front of the camera, which never seems to stop and ask, "Who are you and where did you come from -- and why are you so fat compared to the last person?" You're recognized within seconds and can start playing a moment later. And then you slap flying balls.
It's a bit of an unfair demand considering the product's not due until 2010, but the impatience is testament to the convincing nature of the technology itself. In the meantime, Microsoft is exploring Natal's tricks in two existing games: Beautiful Katamari and Space Invaders Extreme.
Continue reading TGS 2009: Body-on: Project Natal (with Space Invaders Extreme!)
TGS 2009: Body-on: Project Natal (with Space Invaders Extreme!) originally appeared on Joystiq on Fri, 25 Sep 2009 10:01:00 EST. Please see our terms for use of feeds.

Dubbed a “public brainstorming session” in a sorry-I-couldn’t-make-it introductory video from Microsoft’s Interactive Entertainment Business VP, Don Mattrick, the Xbox 360 Creator Discussion Panel saw three esteemed Japanese game developers share their dreams and designs for Project Natal.
It was immediately noted that no ideas or concepts — erupting from Hideo Kojima (Metal Gear Solid), Keiji Inafune (Mega Man, Dead Rising) and Toshihiro Nagoshi (Monkey Ball, Yakuza) — should be considered actual, in-development concepts. Which is just as well, because it didn’t take long for the trio to joke about a motion-enabled female feel-’em-up (see above gesture for context).
Keiji Inafune was the one to bring it up, noting that the evolution of controllers was “way behind the evolution of graphics.” According to Inafune, “Body language is part of this important evolution. With Natal we can involve ourselves. I’m getting really excited and show it in my body or action. Instead of pressing the button, it can be truly immersive experience.”
Continue reading TGS 2009: Xbox 360 Creator Panel Discussion recap
TGS 2009: Xbox 360 Creator Panel Discussion recap originally appeared on Joystiq on Thu, 24 Sep 2009 15:01:00 EST. Please see our terms for use of feeds.
Microsoft says publishers received development kits in early June and have been hard at work ever since. EA's Peter Moore thinks Natal "could fundamentally change the way people play sports games" while Capcom's Keiji Inafune says it "will expand the possibilities of gaming." In fact, Microsoft is so intent on proving that developers love it, the company is hosting a panel at TGS featuring the aforementioned Inafune, Sega's Toshihiro Nagoshi and Konami's Hideo Kojima.
Wait a minute, Kojima is working with Project Natal? But we can't do any of that crazy Raiden ninja stuff!
TGS 2009: Every major publisher 'actively working on games for Project Natal' originally appeared on Joystiq on Wed, 23 Sep 2009 21:29:00 EST. Please see our terms for use of feeds.









