What We Learned At Konami Gamer's Night

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Konami had its 2009 wares on display at last workweek's Gamer's Nighttime event, and we were there to learn astir how Silent James Jerome Hill: Shattered Memories cops ideas from GTA4 as well as slew much on the controversial Six Days in Fallujah.

Last week Konami crammed a drove of notepad and tape recorder flaunting geeks inside one of San Francisco's hottest clubs and stuffed them full of high class hors d'oeurves and lots of booze for its annual Gamer's Night event. Was it worth every the money and effort? I'd order so, just I'm non the kind to complain about free food (or liquor).

The nighttime started with a news conference that gave U.S.A a glint at some of the big titles Konami's got in store in 09. First we got a detailed look at the Saw game, which you keister notic my detailed impressions of over here. Next up was a trailer for Karaoke Revolution which didn't draw a great deal ebullience, and then Silent Hill: Destroyed Memories producer Tomm Hulett took the stage to swan the motion-control-occupied makeover of the prototypic Silent Hill.

"Reimagining" is Konami's key word when information technology comes to Shattered Memories, and Hulett was assertive that it's not just a envision name for "refashion." Obviously the visuals experience gotten a facelift, the story's been revised and tweaked and there are rising puzzles with "physical interactions." But at that place's also the enigmatic "nightmare world," the fres multifunctional cell phone that acts as your menu/port/camera, the Wiimote controls which make flashlight pointing-while-waving deltoid and eliminate the need to sew together and press a button to interact with objects. Not to mention a new soundtrack scored by fan popular composer Akira Yamaoka. Yes, you're hearing the sound of Silent Hill fanatics high-pitched in pleasure.

Moving on to what Hulett awkwardly referred to As a new fill connected "holy terro," we then got our initiative substantial look at the controversial Irak war shooter, Sextuplet Days in Fallujah.

Atomic number 3 Nuclear Games prexy Peter Tamte pointed unsuccessful, Six Years in Fallujah is "non about the politics of whether [the US] should have been there or not" but simply effectual the stories of the soldiers who have been there and game. "Games are the most powerful communication tool always created," Tamte aforementioned.

As it turns out, it wasn't Konami or Atomic's idea to bring i the game. According to Tamte, the marines themselves (who have worked with Konami on education simulations) approached the developers and asked them to make a game approximately their experiences. 47 marines worked connected the title, and, said Tamte, Iraqi insurgents and citizens had just about involvement too, though to what extent atomic number 2 didn't specifically travel into.

Six Days might have lofty intents and some genuine credentials, but supported on first impressions, information technology's clear information technology's still vindicatory a videogame. In the demo Konami showed, a group of marines are wandering through the city streets when they impinge on some enemies. Taking Gears of War-style cover behind some burning cars and crates, a firefight ensues in which the player soldier gets hit by a few bullets, loses some wellness, past ducks keister a pillar. He and then pulls up a carte du jour and switches to an explosive, blows downwardly a wall (everything is destructible in the game, especially cover song) and flanks the enemies.

Aside from the wholly destroyable environments made possible by Atomic's proprietary engine, Half dozen Years doesn't seem to take much to write home about aside from its substance. It could be a honest up documentary stake, but if you can get guesswork 10 times and so pull stunned your grenade launcher, I don't roll in the hay. Atomic and the marines involved look to have big ambitions, and IT's nice to see somebody treating games as a viable path to talk about Holocene epoch story, but I'm non sure Six Days knows where it's going.

The same could be said for Konami. With Saw existence the biggest franchise on presentation here, the Gamer's Night lineup wasn't exactly mindblowing. Beyond the titles showcased at the news conference, games featured were either licensed affairs (Yu-Gi-Oh motorcycle racing, Walt Disney Dance Dance Revolution), downloadable titles like Unexpended 4 Dead meets Smash TV shoot-a-thon Automaton Revelation of Saint John the Divine, or just kinda weird, like ant slay simulator Ant Nation.

Not that any of these games were specially bad – I had a blast melting ants with flamethrowers in Ant Nation – but in that location was the mother wit that, for every last the glitz and glamour, there wasn't much to depict. Past again I had in flood hopes: I was expecting Koji Igarashi of Castlevania fame to aviate behind to the stage with a whip and announce a 3D Castlevania. Suspire. That's what E3 is for, I guess.

https://www.escapistmagazine.com/what-we-learned-at-konami-gamers-night/

Source: https://www.escapistmagazine.com/what-we-learned-at-konami-gamers-night/

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