Konami has silently (well not TOO silently) released a brand new trailer for Metal Gear Solid V: The Phantom Pain. It has me PUMPED!

https://youtu.be/3_pLJlVuCw8

Metal Gear Solid V: The Phantom Pain will be available starting September 1st on PlayStation®3, PlayStation®4, Xbox 360® and Xbox One in the US and Europe and September 2nd in Japan.

We got ourselves some peaks at more of the story. I will admit, I haven’t been keeping up on things in the Metal Gear universe. Skipping the PS2 and PS3, I missed a lot of franchise’s releases.

What is most notable about this trailer, is the full on front and center inclusion of Hideo Kojima. If you haven’t been following the narrative that has been going with the whole PT/Silent Hills debacle, then…well then seeing Kojima’s name on it shouldn’t surprise you.

Metal Gear Solid V: The Phantom Pain hits store shelves September 1st!

 

Briefly: Gamers everywhere have been pretty upset (understatement) at Konami over the what-are-they-thinking cancellation of the Hideo Kojima, Guillermo Del Toro, and Norman Reedus collaboration, Silent Hills.

The Silent Hill series has been my absolutely favourite franchise since 1998, when 8 year-old me didn’t sleep for nearly a week after playing the first game. I watched the series grow to become the award winning undisputed king of survival horror, and then fall to mediocrity before finally becoming laughable.

Then, last Summer with the launch of P.T., fans of the series once again had hope. This was going to be the resurrection that the series, and genre, needed. Then Konami took it away.

YouTuber Super Bunnyhop has just released a detailed eulogy for the property, which does a great job of lamenting just what was special about P.T., and what it could have done for the series. Whether you were a fan of the game or are just now wondering what all of this P.T. chatter is all about, it’s well, well worth the watch.

2015 has been a fucking roller coaster of emotions when it comes to video game releases. We’ve gotten projects pushed back, projects getting nerfed and EA and Konami on par with customer service. It looks like our worst fears have been confirmed.

With Hideo Kojima’s recent removal on a few projects after his “departure” from Konami, the only thing on our minds was

WHAT IS GOING TO HAPPEN TO PT AND SILENT HILLS?!?!

Last night we had confirmation that the PT demo was going to be removed from the PSN store, and now a Tweet circulating the web has confirmed out greatest fears.

 

This Tweet comes from Del Toro’s panel at the San Francisco International Film Festival. Now this was all just speculation, but looks like Norman Reedus is parroting the same narrative.

Not much else to say, except…I’m fucking sad as hell. We need to put our own Derek Kraneveldt on suicide watch!

Join Derek, Josh, Juan and Shane as they discuss the last week in video games!

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This Week

Derek and Josh answer last weeks question.

More Kojima/Konami drama.

What if Amiibo hunting played out like a drug deal?

Nintendo Direct.

Mario Kart 200 CC mode.

Mario Kart DLC.

Amiibo cards.

Lucas is the next character for Smash Bros.

Mii Fighter costumes.

Shin Megami Tensei X Fire Emblem.

Josh has a body pillow and we aren’t surprised.

New Amiibos!

Fatal Frame for Wii U coming to North America!

Project STEAM patch.

11-Bit Studios and This War of Mine War Child charity DLC drive.

Gravity Rush.

Final Fantasy Record Keeper.

Boss Monster.

MLP Mobile Game.

Bayonetta.

Battlefield 4.

This Week’s Listener Mission Objective:

What character do you want to see added to Super Smash Bros?

 

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Follow us on Twitter!

@dkraneveldt

@InuJoshua

@TheKingOfMars

@shaneohare

Join Derek, Josh, Juan and Shane as they discuss the last week in video games!

Subscribe to us in iTunes!

Subscribe with another program!

Scroll to the bottom of the show notes to listen on this page!

This Week

Cities: Skylines sells 200k copies in ONE day.

Uncharted 4 delayed to 2016.

Derek’s Canadian Amiibo woes! Prices are going up!

The Canuck get’s all emotional over April 10th.

Conkers Bad Fur Day DLC for Project Spark!

Microsoft sending out surveys trying to gauge interest in an Alan Wake Remaster.

Canada is ditching the RedBox?

Star Wars Battlefront gameplay footage will be shown at The Star Wars Celebration.

Nintendo partners with DeNa and will be releasing products on mobile platforms.

Shane levels up his laughing.

Flowers of Robert Maplethorpe.

Hideo Kojima and Konami possibly parting ways? Rumours are flying!

Shane and Derek’s girlfriends are NOT scared by PT.

Monster Hunter 4.

Pokemon Shuffle.

Shadow of Mordor.

Xenoblade.

Resident Evil Revelations 2.

The Order 1886.

Codename S.T.E.A.M.

GTA Online Heists.

My Little Pony Mobile Game.

This Week’s Listener Mission Objective:

What Nintendo game would you like to see on a Mobile platform?

 

Subscribe to us in iTunes!

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Follow us on Twitter!

@dkraneveldt

@InuJoshua

@TheKingOfMars

@shaneohare

Briefly: It seems like it’s taken forever for Konami to announced just when we’d be able to get our grabby hands on the insanely anticipated Metal Gear Solid V: The Phantom Pain, but a could of days back (after a nice little leak), the company finally revealed that the game will drop on September 1st.

Now they’ve detailed the collector’s edition, and it’s damned cool. The collector’s edition will come in both ‘Day One’ and regular limited editions, and will include the following:

‘ Day 1 Edition ’ Content:
· MAP (Physical Version Only)

 

DLC items
· Adam-ska Special Handgun
· Personal Ballistic Shield (Silver)
· Cardboard Box (Wetland)
· Fatigues (Blue Urban Snake Costume)
· METAL GEAR ONLINE XP BOOST
*Steam version will include the above DLC content at launch

 

‘Collector’s Edition’ Content:
· Half Scale Replica of Snake’s Bionic Arm
· Collectible SteelBook
· Behind the Scenes Documentary & Trailers Blu-ray Disc
· MAP
· Exclusive Packaging

 

DLC items
WEAPON & SHIELD PACK
· Windurger S333 Combat Special Revolver
· Adam-ska Special Handgun
· Maschinen aktische Pistole 5 Weiss Special Handgun
· Rasp Short-Barreled Shotgun Gold
· Personal Ballistic Shield (Olive Drab)
· Personal Ballistic Shield (Silver)
· Personal Ballistic Shield (White)
· Personal Ballistic Shield (Gold)

 

CARDBOARD BOXES
· Cardboard Box (Rocky Terrain)
· Cardboard Box (All-Purpose Dryland)
· Cardboard Box (Wetland)

 

SNAKE COSTUMES
· Fatigues (Black Ocelot)
· Fatigues (Gray Urban)
· Fatigues (Blue Urban)
· Fatigues (All-Purpose Dryland)

 

Other
· ‘VENOM SNAKE’ Emblem

 

MGO BOOST
· METAL GEAR ONLINE XP BOOST

 

MGO Items
· Metal Gear Rex Helmet
· AM MRS-4 GOLD Assault Rifle
· WU S. PITSOL GOLD

Yeah, it’s a lot of downloadable content (including not one, but THREE different cardboard boxes), but the Steelbook looks pretty rad… oh yeah, and it comes with a freaking half scale bionic arm. Looks like it’s time to change up my preorder.

Are you looking forward to Metal Gear Solid V? Which edition do you plan to pick up? Sound out below!

3_MGS_Hero Shot C_AGNOSTIC_US_ 03-03-15_1920

Briefly: Konami debuted the first footage from their next iteration of the venerable Metal Gear Online at Friday’s VGA’s, and the company has now confirmed that MGO will debut as a piece of the Metal Gear Solid V: The Phantom Pain retail package.

Yep, basically a whole ‘nother game included in what’s already set to be a lengthy package. In the “third iteration of the popular multiplayer game, newly redesigned with the familiar gameplay and aesthetic styling of its companion single-player campaign Metal Gear Solid V: The Phantom Pain. With a focus on Tactical Team Operations, the game features a ‘class system’ that more uniquely defines the strengths and abilities of player characters on the battle field. Key characters from the series including Venom Snake and Ocelot will also make appearances in the anticipated multiplayer feature.

Colour us excited. I actually missed out on Metal Gear Online last time around, and after hearing all of the praise for the last version, I really can’t wait to get my hands on this one. Take a look at the gameplay trailer below (don’t miss that ending) and be sure to let us know what you think!

At Comic Con, Konami’s booth was a giant celebration of all things YuGiOh. Everywhere you looked, all of the best cards, characters, and even a con exclusive Kaiba themed play mat were on display for new and old players to see. But the main focus wasn’t on the past, but on the future of the game, starting with the newest game mechanic, Pendulum Summoning.

Debuting with YuGiOh: Arc-V, the new anime series that saw its debut back in April, the 2014 starter deck was the first chance that North Americans got to try out the new monster type. Having only been released recently, the card game experts at the booth had numerous tables set up for the demonstrations as to how these monster turned spell cards have the potential to completely change the way the game is played.

The most immediately noticeable change is the color of the card. With its orange top half and its green bottom, color schemes that are typically reserved for effect monsters and spell cards respectively, this visual difference further illustrates the hybrid nature of these new cards. Featuring attack, defense and spell effects, duelists have the choice of playing them like normal monsters, or using them in one of the two new Pendulum Zones. While placed on these spaces, players can use its spell effect once per turn until the card is destroyed. Essentially becoming a Continuous Spell Card, it avoids many of the counters that are designed to stop these effects , since the new cards aren’t classified as any existing spell. Not only that, but when they do get destroyed by an attack or monster effect, they go face up on top of your Extra Deck, keeping them out of the graveyard. Why does it matter? That’s where their real power comes in.

Pendulum Monsters each have a value that can differ depending on which one of the two zones they’re placed on. Now, once one monster is placed on each side, their respective values come into play, potentially allowing a Pendulum Summon. What that means is that any Pendulum Monster that is between the levels of the two cards’ values can be special summoned to the field from your hand or Extra Deck on that turn. For example, if one monster has a scale value of one and the other is six, you can potentially fill your field with level two through five beasts, all while the potential spell effects of the two monsters on the scales can still be used. The best part? Each summon is a standalone move, so to my understanding, cards like Solemn Judgment, which negates the activation of a card before destroying it, would only affect one summon. The rest are free to win you the game.

Of course, this is with the best case scenario in mind. While the mechanic is still in its infancy, if Fusion, Synchro, and Xyz Summoning are any indication, then it’s safe to say that this new generation will add tons of support cards that will make us forget that these other summon types ever existed. But until then, the future looks exciting for the next stage in the popular card game’s evolution.

We hope to have some more detailed, hands on impressions with Pendulum Monsters, including a full breakdown of the Starter Deck, in the near future. Until then, stick with Geekscape.net for the rest of your Comic Con news!

Briefly: Many gamer’s most anticipated E3 moment was the reveal of the new trailer for Hideo Kojima’s Metal Gear Solid V.

After seeing said trailer, it’s safe to say that this game is worthy of our anticipation.

The video opens with a vulture picking on a freshly-deceased body, and it quickly delves into something much more sinister. There’s lots of blood, a funeral, and more. I don’t want to ruin things too much, so just take a look below, and let us know what you think!

Metal Gear Solid V: The Phantom Pain hits PS3, PS4, Xbox 360, and Xbox One someday. I’ve been a huge fan of the series since I was eight years old, so it’s safe to say that I can’t wait for this one.

Briefly: The short-ass game with a ton of replayability, Metal Gear Solid: Ground Zeroes is about to get some new content.

At launch, Sony and Microsoft platforms each had an exclusive mission. In celebration of over 1 million copies sold, a new title update will unlock and allow all users to access the Déjà vu and Jamais Vu missions, regardless of the platform you’re playing on!

Originally launched exclusively for PlayStation platforms, the Déjà vu mission, often referred to as a “throwback” mission, is based on missions from the original METAL GEAR SOLID game and lets users play as a pixelated, low polygon Solid Snake. To progress in the mission, players must recreate the key scenes. As a reward, players will see flashbacks to the previous game.

“Jamais Vu”, the Xbox platform exclusive mission, references the 1988 game, “SNATCHER,” the second video game written and directed by Hideo Kojima. In the mission, the menacing bioroid “Snatchers” are dropped into Camp Omega to kill and steal the identities of everything they come in contact with. To kill off these enemies, players need a hero other than Snake—enter Raiden, the superhuman ninja cyborg from previous METAL GEAR titles, including most recently METAL GEAR RISING: REVENGEANCE. This time, Raiden dispenses with his High-Frequency Blade in favor of heavy weaponry to completely annihilate the “Snatcher” threat.

Have you picked up the title yet? What are your thoughts on the game? Are you looking forward to another mission? Sound out below!

Briefly: As short as Metal Gear Solid: Ground Zeroes is (I finished the main mission in 90 minutes, though there are still side missions to complete), it’s also everything that I was hoping it would be. The game is truly the evolution that the Metal Gear series needed, and secured the franchise’s place as the king of stealth action games. I was sure worried about the new camera and viewpoint, the lack of radar, and a multitude of other removals/additions, but, as a life-long Metal Gear fan, I’m very impressed.

The game is also freaking gorgeous.

The story is convoluted as all-hell (in classic MGS style), so if you’re a newcomer (or even if you’re not) the game may not make a lot of sense, but it’s still well worth picking up.

You can take a look at the launch trailer for Metal Gear Solid: Ground Zeroes below, and be sure to let us know if you plan to pick it up!

Gamers can attest to the fact that games seem to be dropping in price sooner and sooner, but to drop before the game is released? Well, that’s exactly what’s happening with the physical Xbox One and PS4 versions of Metal Gear Solid V: Ground Zeroes, which will now retail for $30 as opposed to its original $40 tag.

Acting as a prequel to Metal Gear Solid V: The Phantom Pain, Ground Zeroes will set up Big Boss’ characterization heading into the main story, further detailing his decent into the vengeful antagonist he became in the previous Metal Gear titles. So why is the price being reduced? According to publisher Konami,

“[the price drop will] provide as many people as possible an opportunity to experience [Ground Zeroes]”

If you ask me, it probably has more to do with the backlash over the idea that the game is VERY short. Either way, our pockets win this time.

Does this affect your decision to pick up the game? Which system are you getting it for? Check out Konami’s comparison video and let it help you decide which one to get, assuming you can see a difference. Ground Zeroes will release on March 18th with The Phantom Pain following it in 2015.

Source: Gamespot.com

 

Briefly: Konami has just announced the release date of Metal Gear Solid V: Ground Zeroes.

The announcement comes via a new trailer for the game, which details the Xbox exclusive ‘Jamais Vu’ mission. The mission has you playing as Metal Gear Rising Raiden, who has come from the future to… well, watch the trailer and find out! In any case, this looks so much cooler than the Playstation exclusive ‘Deja Vu’ mission.

Metal Gear Solid V: Ground Zeroes will launch on March 18th, 2014. The game is coming to Playstation 3, Playstation 4, Xbox 360, and Xbox One, and will act as the standalone prologue to Metal Gear Solid V: The Phantom Pain. Take a look at the ‘Jamais Vu’ trailer below, and let us know what you think!

http://youtu.be/ETP-gjGJOME

Last week during the insanity of the San Diego Comic-Con, I stopped by the Konami Gaming Suite and met with Castlevania: Lords of Shadow producer David Cox for a one-on-one interview.

GeeksScape: Before tackling the Lords of Shadow series, what other titles have you worked on?

David Cox: “I’ve done two other games; I’ve done International Track and Field on the Nintendo DS and GTI Club for Playstation Network as producer. I’ve worked at Konami for about 16-17 years now. I was product manager on Castlevania: Symphony of the Night, so that’s going back a few years.”

GeekScape: You and Castlevania go way back.

David Cox: “Absolutely. Yeah.”

GeekScape: What did it feel like for you, a gamer who grew up with Castlevania in the 80’s for the Nintendo Entertainment System, being approached by Konami and asked, “We’d like you to take over the Castlevania franchise”?

David Cox: “It was a bit daunting, but the thing is I sorta felt like I’ve come full circle because back in the 80’s, when Castlevania first came out, I bought that game, and that was the game that really made me want to work in the industry, and also, more than that, made me want to work for Konami. It was Konami that I really chased in terms of trying to get a job with them. When I joined Konami in 1997, the very first project I was given was Castlevania: Symphony of the Night. I was just a product manager on that particular title, and that almost felt like there was a connection there, and then now, sixteen/seventeen years later, I was given the chance to actually be the producer and be in charge of the series. That really felt like it meant–I don’t know.

David's first project as a Konami employee. Not too shabby.
David’s first project as a Konami employee. Not too shabby.

I’m a great believer in destiny. It was like destiny was calling. I know it sounds cheesy, but that’s how I saw it. You know, I was like, ‘This is my chance and this makes sense’ because it was Castlevania that got me here in the first place. On the one hand, you’re scared because you realize there’s a huge responsibility on your shoulders, but on the other hand, it was right because it felt like it was supposed to happen.”

GeekScape: Touching on that, were there any fears tackling the Lords of Shadow series that you didn’t experience during production of Symphony of the Night?

David Cox: “The thing about Symphony of the Night was there was a lot of fear surrounding it because it was a very different departure from what was done before. I very much remember at the time that it was the Nintendo 64 game that was going to be the next big Castlevania game because it was done by the original team Kobe. So that was going to be the big game and Symphony of the Night was more of a side-story because it was from another team. It was a quite different type of game, and there were a lot of people within Konami who felt people weren’t going to get into it.

You have to understand when Symphony of the Night came out, it wasn’t that successful. It wasn’t huge. It got good reviews, no doubt about it, but the reputation built up over several years, and it became a hit more afterwards than on day one. I think that taught me that doing something new within the mythology, doing something new with Castlevania, is risky but it’s also something that’s kept Castlevania alive over the years.

The first Lords of Shadow game went on to sell the most than any other Castlevania game ever released. It’s the biggest selling Castlevania game in history. Even I can’t believe it.”

GeekScape: Like many gamers, I’m a big proponent of storytelling. If the story is well written and it has unexpected twists, such as the Trevor and Simon Belmont story in Mirror of Fate,  then I find myself genuinely concerned about the characters. In the opening cinematic of the demo, Dracula is sitting on his throne awaiting the knights who are bursting through his chamber door. The scene immediately grabs you because it’s a boss fight, but your the boss. Once you dispose of the knights with your awesome abilities, giving players that feeling of power, the scene is flipped once Dracula steps foot outside, witnessing a giant Titan destroying his castle.

When approaching Lords of Shadow 2, were there any ideas your team weren’t able to build upon in the original Lords of Shadow game due to time that you are developing in Lords of Shadow 2?

David Cox: “Yeah. We had the story arc pretty much laid out during the development of the first game, so we had the beginning and the end, but we knew we couldn’t fit the whole thing into Lords of Shadow, so that’s why we did the epilogue. The epilogue is really just saying to people, ‘Look, if we get to do another one, if you like this enough, this is where we would take it.’ That paid off in the end. It was a bit of a risk because some people were saying, “Well, I don’t think people are going to like that. It’s a bit kind of out there–it’s a bit shocking.” We went with it, and I’m glad we did because it really made people go, ‘Woah! What the f***?! Wow!’ In a way, then it became rougher for us because, “Oh shit. Now we have finish this and do something in the modern day, and how are we going to do that?” It presented lots of different challenges, but I think with this particular game what we tried to do is like you said–‘flip everything on its head’. You’re the bad guy. You’re the guy you’d normally meet at the end of the game and fight.

For me, Dracula was always this sort of one-dimensional character. He was just ‘there’ at the end of the game, and it wasn’t really explained why I am fighting him. ‘Why is it the Belmonts, and why do they have to fight Dracula?’ That’s what we tried to do with our story arc–is to explain the relationship between Dracula and the Belmonts. It’s their shame. It’s the blood feud because he’s their ancestor, essentially. Alucard is his son, the same son from previous canon, but it’s his son that he killed! He killed his own son and tried to bring him back, and is making him into a creature like him, and it’s kind of a tragedy that he killed his own son. How would you feel about that? Finding out that you murdered your own son? It’s quite desperate. So I think to present Dracula as not just as a one-dimensional character–that was the core thing about the series that we wanted to do.

dracprofile

With [Lords of Shadow 2], we want to end and tell the whole story. We’ve got a story to tell, and we want to tell it, and then we want to move on. We need to give players a satisfying conclusion, and I think we need to surprise people as well; that’s something we really enjoy doing.”

GeekScape: The Nintendo 3DS game Mirror of Fate focuses more on Simon and Trevor Belmont whereas the Lords of Shadow series focuses primarily on Dracula himself. Did you and your team have a lot of fun creating the history between Dracula and the entire Belmont clan?

David Cox: “Yeah! I mean, we loved working on Mirror of Fate. It was such a different project from such a big console game like [Lords of Shadow 2].  We really enjoyed it. It’s a story that makes us interested in the game. It’s one of the things that really drives the team–it’s the story. Mercury Steam likes to tell stories; that’s what they’re good at. From the story, the game play comes. From the story, the other elements come. So I think that’s really one of the core things about [Lords of Shadow 2] is when people play this game, and they get the story and the shocks and the twists and the turns and the unexpected stuff that we want to show them, I think, hopefully, they’ll look back on it think, ‘Wow. They really did something unique in the [Castlevania] universe.'”

GeekScape: Was there anything you wanted to address in Lords of Shadow 2 that you saw in the first game and said, “I want this to be priority number one when we work on the sequel.”

David Cox: “There was a lot of things! We got a lot of feedback from fans regarding things that they really loved;  they really loved the combat, but they wanted more exploration. They wanted more peril in platforming. They wanted more freedom of movement in terms of being able to find secrets and hidden items and things like that, so that’s something we really wanted to improve in [Lords of Shadow 2]. Obviously, the fixed camera is not friendly to exploration. You can’t move. I mean, you’ve got a great vista, but you can’t really look around and really explore.

We sat down in the design meeting and asked how we are going to do the next game rather than do a cheap knock-off, basically. We thought ‘let’s start again and rip up the rule book, and then really do what we wanted to do in the first place’ in terms of free camera, more open world environments, more items to find, more exploration, more peril in platforming, and make the Titans more interesting.

Seige Titan

The thing about the Titans in the first game, I mean, they’re visually spectacular but they were quite staged; you had to follow a route, break the runes, and move on. We thought we could really improve that, and with [Lords of Shadow 2], you can see that you’re fighting on the Titan. You’re climbing on the Titan, but you’re being attacked at the same time. There’s peril, combat, exploration, multiple pathways up the Titans–some of the other Titans are quite bigger. We wanted to give players more variety.”

GeekScape: On that note, I wanted to mention how much I loved the sequences when you’re actually climbing up the Titan, because it gives you that sense of scale and depth. You can see the gears and pistons working and how they’re connected so the Titan isn’t just a character model. It makes it far more tangible.

David Cox: “That’s right. It looks and feels like a real moving machine.”

GeekScape: You have this bad-ass character in Dracula, the final boss in almost every Castlevania game. He is an extremely powerful entity. Other than sunlight, garlic, and wooden stakes, there’s very little that can hurt him. How difficult was it for you and your team to create characters and obstacles which would be a legitimate threat to Dracula?

David Cox: “He is a bad-ass character, but I guess he’s like Superman or any superhero–you have to give him adversaries that are going to challenge his abilities. Adversaries who are on, or about, the same level as [Dracula]. In [Lords of Shadow 2], we have a lot of really interesting boss fights and characters that he’s going to meet. Satan is coming back to earth, and Satan is the only one who’s been defeated by Gabriel, and obviously Satan wants to settle that score. So, you know, it’s going to be challenging, and the other thing you need to remember is that this demo takes place in the past, but after this demo you wake up in the future, and you have no powers and no abilities. You’re back to square one. You’ve got to get your powers and abilities back over time. You’re not as powerful as you are here, until the end of the game, of course.”

GeekScape: And the end of the previous title, we see that Dracula is still alive and wakes up in a modern city. Was there any discussion of having a game set in a non-medieval setting?

David Cox: “I don’t know. Our intention with the present day was to do something that fit the universe. Coming from Europe, most of the modern European cities are built on old ruins or old castles. You can walk in Madrid, for example, and you can be surrounded by modern skyscrapers, and then walk down a road and you’re in the middle of a courtyard with minarets, stained-glass windows, gargoyles, and statues. [The city Dracula wakes up in] is a modern city, but it’s an imagined modern city; it feels like it belongs in the Castlevania universe. We didn’t just want to put Dracula in Times Square, for example. That wouldn’t have worked.”

GeekScape: That would feel a bit like Dracula 2000.

David Cox:Yeah. Dracula 2000 A.D.; that really crappy film. We wanted to give Dracula an environment that felt like it fit the Castlevania universe. That was key. It’s an imagined city, but it’s a city that could exist in Europe, so that’s essentially where we wanted to take it.

When we finish this game, I mean, this is our last game. We are going to pass the torch on to another team. What they do with Castlevania–really, that’s really up to them. We’ve got our story to tell, and there’s nothing worse than telling a story then keep coming back when there’s nothing to say. We’ve got something to say, and we’re going to say it, and then we’re done with [Castlevania].”

GeekScape: When Lords of Shadow 2 is finally done, providing the final chapter in the Castlevania story you and your team worked on for the past several years, what in particular do you feel you will look back on and be especially proud of?

David Cox: “I think for me, one of the things I’m most proud of, at the end of Mirror of Fate–did you finish it?”

GeekScape: Absolutely–

David Cox: “–is showing Dracula as a tragedy, especially with his dead son, Alucard. When Robert Carlyle did that scene where he realizes he has killed his son, Robert was proper crying when he did that scene. I mean, that was really powerful. I’ll never forget it. When I play that game, I was there when Robert did that line when he was crying in the recording studio. That, even now, chokes me up.

I think that’s something people should remember about Dracula. Yeah, he’s a bad-ass. He is a character that can do amazing things. He’s ‘evil’, but he’s a character that has more to him than just black and white. I think people will see that in Lord of Shadows 2.”

GeekScape: Without giving anything away, is there a moment in the game you can’t wait for gamers to reach for it has your favorite ‘oh my god!’ moment?

David Cox: “People can expect a lot of that. There’s one fight in particular that people didn’t get any satisfaction in [Lords of Shadow], which was Dracula versus Zobeck. That’s coming.” (grins)

GeekScape: Any final words for the fans anxiously awaiting Lords of Shadows 2?

David Cox: “Yeah! Absolutely. I think when the game comes out, I hope they’ll be surprised and pleased with the direction we’ve taken the story. One thing about the epilogue, it left a lot of people going, ‘What the f***?!’, and I think there’s going to be a lot of that in Lords of Shadow 2. A lot of surprises, and keep an open mind because we’re not going to go in the direction I think a lot of people are expecting.”

After the interview, David Cox revealed that due to his demanding schedule, he hasn’t played many video games at all, but would love to get his hands on The Last of Us, going on to say, “Those guys at Naughty Dog can do no wrong.” Smiling, he added that he is scared to play Animal Crossing: New Leaf, for his daughter has been playing it and is afraid he’d be addicted to it as well.

We also talked about our shared hate for the flying Medusa heads in the original game, and the Lords of Shadow producer confirmed that the snake-haired monster will be returning to make your life a living hell in Lords of Shadow 2.

Source: GeekScape Interview on Friday, July 19 2013

 

 

 

 

 

It’s the first official day of the best gathering of geeks all year. Derek, Juan, and I were invited up to the Konami Gaming Lounge at the Westin. We met up with Robert the ruff and grumble (and awesome) driver at noon today. Once inside the lounge, we were greeted by the team at Konami and shown the setup. We got our hands on the three games present: Castlevania: Lords of Shadow 2, Pro Evo Soccer 2014 and the much anticipated (and just released) Metal Gear Solid Legacy Collection.

Derek and I grabbed a beer and went upstairs to the MGS room, while Juan hit up Castlevania on the PS3. Metal Gear Collection certainly has all the MGS Games a fan would want: pretty much all of them. We sat down with some new friends and got the rundown. All the games but MGS 4 are on the same disk, with MGS 1 and the VR missions being PSN downloads. The collection also includes two digital graphic novels that were originally on the PSP, and have all updated with glorious motion graphics. The collection also includes an amazing 100-page art book that chronicles the history of MGS art.

Konami House (1)
Metal Gear Solid Legacy Collection

After that we headed downstairs and caught up with Juan. He had been playing Castlevania and only had good things to say, so I then hopped on the PC version and played through the demo. The PC version looks a lot better than the PS3 version that was there. The edges were much sharper and it played much more smoothly. The game controls are very tight, it felt very DMC/ God of War but that isn’t a bad thing. The two set pieces we had available had awesome atmosphere and the mood was perfect.

Konami House (2)
Blurry Castlevania 2 (sorry)

The last game we got our hands on was Pro Evo Soccer 2014. The game was far from done, with a late fall anticipated release date. The graphics weren’t yet complete, but the player models were great. The game physics were extremely fluid and everything felt very real. The juggling and crossovers were intuitive and it felt as if they added a lot of depth to this year’s edition of the game. The only weird thing was that when we were playing it, the players in the background were getting into fights or getting red carded all over the place. Nothing of our doing was causing these incidents. We would suddenly be presented with a replay of a bad kick to the face that occurred on practically the opposite side of the pitch. The funniest moment was when two of my team mates did synchronous bicycle kicks into the chest of one of Derek’s team all Mortal Kombat style.

The presence Konami has  at SDCC is very strong, their upcoming lineup is fantastic and everything we played was very enjoyable. Be sure to check them out on the floor right accross from the Geekscape booth row 3900!

Moments ago, Konami outlined their plans for E3 next week with a few bombshells along the way. Below are the bullet points of the announcements that the company made during their third annual pre-show.

Konami’s mobile strategy includes a group of new games and apps. These include Domo Jump, MLB Live Challenge, Slot Revolution and Casino League: Texas Hold ‘Em.

Pro Evolution Soccer 2014 is moving forward with a series of new features that look to make the game as realistic as possible. Using new physics powered by the Fox Engine, PES looks to bring the sport to life with independent player and ball control, realistic strategies and behaviors, a morale system that affects player performance and true to life animations.

MGSV: The Phantom Pain will take place in 1984, and will have a narrative that focuses on race and revenge. Kiefer Sutherland is being brought in to be the new voice of Snake, which includes extensive facial motion capture for main characters and enemies alike, One of the main goals of the game is to mirror live action films, using facial expressions and tone of voice to convey emotions.

Castlevania: Lords of Shadow 2 was the meat of this presentation. The game will pick up after the first Lords of Shadow epilogue. Dracula will have three new abilities, including the cursed claws, blood whip and void sword, promising an extra level of strategy. The game is ditching the level based structure of its predecessor for a large world to explore. LoS2 is coming to PS3, Xbox 360 and PC this Winter.

Check out the conference below and let us know what you’re excited about! Keep your eyes peeled for more details on the above announcements throughout the day.

A few days ago we showed you some leaked box art for a package titled Metal Gear Solid Legacy Collection. Today, Konami made the set official and announced just what was inside. It’s nothing surprising, but still pretty damn cool.

The boxed set is will launch this June, and is set to contain (surprise, surprise) Metal Gear Solid, Metal Gear Solid 2 HD, Metal Gear Solid 3 HD, Metal Gear Solid: Peace Walker HD, Metal Gear Solid 4, as well as Metal Gear Solid: VR Missions, and some cool digital graphic novels.

MGS

Pricing has not yet been revealed, but I wouldn’t expect it to be cheap, as this certainly seems like more of a collector’s item to me. Read the full press release below, and let us know if you’ll be picking it up!

Konami Digital Entertainment, Inc., today announced it will release METAL GEAR SOLID: THE LEGACY COLLECTION in North America and South America in June 2013.
 
Celebrating the 25th anniversary of the METAL GEAR SOLID franchise, this PlayStation®3 exclusive package will include METAL GEAR SOLID, METAL GEAR SOLID 2: HD Edition, METAL GEAR SOLID 3: HD Edition (which includes the original MSX versions of METAL GEAR and METAL GEAR 2), METAL GEAR SOLID: Peace Walker HD Edition, METAL GEAR SOLID: VR MISSIONS and METAL GEAR SOLID 4: Trophy Edition. In addition, the collection will also include two Ashley Wood digital graphic novels.
 
“We wanted to give METAL GEAR SOLID fans the opportunity to experience the series from beginning to end, all on one console,” said Tomoyuki Tsuboi, President of Konami Digital Entertainment, Inc. “With the collection’s multiple titles, players can truly see how METAL GEAR SOLID evolved into the critically acclaimed and beloved franchise it is today.”
 
The METAL GEAR SOLID series is the seminal work of Hideo Kojima, Japan’s master game creator, and the progenitor of the stealth action game genre. With more than 33 million units sold to date, the METAL GEAR series has become a global phenomenon. The player controls a secret agent from an elite special forces unit who is sent on solo stealth missions through enemy installations, vast jungles, and sometimes even the thick of battle. Alone and surrounded by the enemy, even a special forces agent will find it tough to come out alive. But that is the secret behind the series’ popularity-the cerebral challenge of figuring out how to avoid combat, and the thrill of sneaking through enemy territory undetected.
 
Along with the gameplay, the METAL GEAR SOLID series is also known for its storyline, which blends seamlessly with the gameplay. The scenarios are based on extensive research and incorporate the drama of actual developments in society. These elements have made METAL GEAR SOLID what it is today: a mature work of entertainment that transcends national borders and the confines of video games, and one of the leading products of the Japanese content business.

With Silent Hill: Revelation 3D opening up in just a few short days, I thought what better time to do a retrospective on what used to be the pivotal survival horror franchise.

Sometimes I’m ashamed to admit it, but I’m still a huge fan of Silent Hill. Though I should be used to the mediocre offerings that the last few iterations have given us, for some reason I still find myself anticipating every release, and I always end up grabbing them right on release day. One day, I hope I’ll be able to pick up a new title and get that same feeling of sheer terror and extreme polish that the older Silent Hill games offered, but until then, at least I’ve got the memories.

I’ll be taking a quick look at all the main games in the Silent Hill series (with the exception of Origins, as it’s a title that I never got to experience). I have a lot of memories of these titles as I mentioned above, so I’ll be sharing a few of those with you as well. If you’ve never experienced any of the games for youself, I’ll recommend you a jumping off point, and also tell you which titles to avoid (however, you’ll have to read on to find out!).

Silent Hill

Konami’s first entry into the survival horror genre would come in 1999. It was initially hailed as the company’s answer to Capcom’s Resident Evil franchise which was already nearing launch of its fourth title. Upon release players realized they had signed up for something much different. Instead of an action heavy game where your biggest fear was coming across a pack of zombie dogs and not having enough ammo to take them out, you found yourself in the shoes of Harry Mason, an everyman who kind of sucks at combat. Your best defence in Silent Hill is not a weapon of any sort, but instead a radio that warns you of the approaching horrors and quick feet that can run in the opposite direction. Silent Hill also had some technical achievements that Capcom hadn’t included in their franchise: the game tended to look exponentially better, due to the fact that it used real-time environments rather than Resident Evil‘s prerendered backgrounds.

Use your imagination, it used to look amazing.

I still remember being a nine year old kid (it feels like so long ago!) and popping that disc into my Playstation for the first time. I remember running through those foggy streets in search of Harry’s lost daughter. I remember following her into a dark alleyway (greeted by freaky fixed camera angles) before being torn apart by a pack of strange, unexplainable creatures. I remember immediately turning the game off after this, because I was freaking nine years old and scared as hell.

After that first taste however, I just couldn’t stay away. Within hours I found myself turning on that matte grey console again. The story was just too intriguing, the atmosphere too interesting. I’d turn the game off in stress countless times before the credits would roll, but a week later I would find myself at the end of the game. I was terrified for my life at that point, but I was already itching for more. I had just experienced one of the most interesting games of that age, and few other titles that generation would ever leave me feeling the way Silent Hill did.

Of course I wasn’t the only one who felt that way: the game would go on to sell over two million copies (a lot back then!), and ended up on many “Best-Of” lists throughout the history of the first Playstation.

Silent Hill 2

2001 would see a new Sony console, and a new Silent Hill too! Sadly it would take me a couple extra years to experience this one (it took a lot of allowances to save up for that sexy black PS2). The Silent Hill sequel would up the ante on every single element that the first game introduced. The game would be heralded by many (even to this day) as both the best survival horror title in gaming history, as well as the most terrifying game of all time.

I feel just as strongly about it: no movie, no game, no piece of media has terrified me on the same level that Silent Hill 2 has. Those damn nurses all over that disgusting hospital, the introduction of the now iconic Pyramid Head, the insanely deep plot elements and extremely disturbing overtones, all topped off by the hauntingly beautiful score of Akira Yamaoka.

‘Silent Hill 2’ fuels nightmares to this day.

The plot would follow newcomer James Sunderland on a mission to the cursed town. He receives a letter from his thought-to-be-deceased wife with a request for him to meet her there. Everything goes to shit of course, and the beautiful place from James’ memories becomes a horrible nightmare. The game was ripe with new characters, previously untouched subject matter (for any game), challenging puzzles and countless terrifying moments. Though a few years older than when I played the first title, I still found myself turning this one off constantly. Silent Hill 2 was simply too stressful.

Silent Hill 3

2003 would see the series’ third entry (aptly titled Silent Hill 3). The third chapter would feature the series’ first female protagonist. Unlike Silent Hill 2, which was a new story altogether, the third game acts as a direct sequel to the first and expands heavily on the overarching themes of that game.

You find yourself in control of the teenage Heather as she finds herself drawn to the horrific town. The cult from the first game has some special plans for her, and she’d like to stop these plans before they come to pass. You’ll get to visit the series’ staple hospital in Silent Hill 3, and some new locales as well, including an amusement park that’s straight out of a horrible nightmare.

The third game would have you ending nurses in style.

At this point, people were starting to get a sense of deja vu with the series. Though each game features largely different stories, the gameplay had remained the same throughout the franchise. Combat was clunky, and though you would typically visit different locations in each title, the method of progressing through each one was very similar.

Despite this fact, Silent Hill 3 still received mostly positive reviews. Though I definitely felt that familiar feeling, the game itself was still a blast to play through. In any case, the thing that the Silent Hill franchise has always been best at is atmosphere, and Silent Hill 3 may have the heaviest atmosphere of them all. While the story overall may not have been as powerful as Silent Hill 2, the strong sense of connection with the first game made the entire experience feel much larger in scale. Silent Hill 3 was also praised for its graphical prowess and remains one of the best looking PS2 titles to ever be released.

Silent Hill 3 is also the basis for the upcoming film Silent Hill: Revelation 3D.

 Silent Hill 4

Silent Hill 4 came just a year later, and was both a breath of fresh air and the first misstep in the iconic series.

The game takes more of a Silent Hill 2 approach to plot, meaning Silent Hill 4 is not related to any of the previous games. It instead tells the tale of Henry Townshend, a lonely introvert that couldn’t leave his apartment even if he wanted to. The front door won’t open, the windows are locked, and the phone doesn’t work. He’s stuck in every sense of the word, and has been for days. He wakes up one day to a strange tunnel in his bathroom and has no choice but to enter it.

Better out than in I guess!

The game never actually takes you into Silent Hill. Instead you’ll learn about the plot and mythologies by visiting surrounding areas. While weird (if you’re playing a Silent Hill game, you’re likely looking to visit the town), it was also welcome to visit locations that we hadn’t seen before.

Konami tried to respond to some of the gameplay criticisms that the last game received by introducing a first-person element to the title. Any time spent in Henry’s residence would be spent in the new perspective. It certainly added a new level of fear to the game, as your field of view is simply much more narrow than you’re used to. There is much less to be afraid of in the apartment however, so the first person elements tend to get old rather fast.

I still had a lot of fun with Silent Hill 4, but it was definitely the weakest of the Team Silent developed games. It simply isn’t overly memorable, and feels much more like a spin-off than a main title.

Silent Hill 4 would also be the last game developed by Team Silent before they were disbanded by Konami in 2005.

Silent Hill Homecoming

I was an 17 year old broke high school student on the day that Silent Hill Homecoming would hit store shelves. I decided to skip school that day and wait for my local Blockbuster to open. I had to use both straps on my backpack as it was stuffed full of games to trade in (not because I wanted to trade them, simply because that was the only way I’d be able to get the game home on launch day). I still recall racing home only moments after the store had opened, gleaming with excitement and eager to place that disc into my PS3.

I was instantly in awe with the graphics and sound, the insanely crisp voice acting, and the other technical achievements that Homecoming had to offer. The realization didn’t set in for an hour or so: this was not a Silent Hill game. Sure it looked like Silent Hill, and an insanely beautiful rendition of it at that, but the game just felt off.

The game may have stunk, but boy did it look good.

As I mentioned above, Team Silent was disbanded soon after the release of Silent Hill 4. Konami entrusted Double Helix Games (a company that didn’t have the greatest track record) to develop the next iteration of the series. People were excited to see a western developer take on the horror franchise, but sadly, the game did not turn out as good as it looked.

Silent Hill Homecoming was a much more action oriented title than any of the games we’d seen before. If I remember correctly, guns were much more plentiful and enemies tended to go down without much trouble. This was severely detrimental to the experience: in past titles you’d typically turn to running before you’d stand and face an enemy, but in Homecoming you feel like it’s never necessary. The combat controls were completely reworked for this game, but the sheer amount of combat you would face highlighted the fact that it was still clunky as hell. Homecoming was also the first title that gave the player complete control over the camera. In this age it’s basically a requirement to have this “feature”, but again, in a title like this it can hurt the experience: while past games had you moving slowly around corners in case of a surprise attack, in Homecoming you could simply look at where you were going before you got there.

I’m still pretty torn on Silent Hill Homecoming. On one hand, you have a visually (and audibly) beautiful rendition of the town and the terrors inside it, but on the other, the game severely lacked the terrifying elements of the older titles and was rarely, if ever scary. You could fairly easily have removed the fog and threw another title on the box, and few people would ever know, it simply felt that different.

Silent Hill: Shattered Memories

December 2009 saw the release of the only Silent Hill title for a Nintendo console (though it would later release for PS2 and PSP). The game was a reimagining of the first Silent Hill, and kept only the premise of Harry trying to find his missing daughter. Nearly everything else was unrecognizably different: the plot and characters within it were not the same, and even the world of Silent Hill had changed from a fog covered plateau to a frozen wasteland. Combat was completely removed from the game, leaving you only able to run from any of the monsters you may encounter.

I was so impressed with Shattered Memories that I nearly played the entire game in one sitting. Thinking back on the title, I can’t really think of anything that I didn’t like about it. The story may not be as strong as what Silent Hill 2 had to offer, but by far, Shattered Memories was the best survival horror title in years.

More like shattered expectations.

I was really impressed with the original content that Climax Studios added to the franchise as well. Shattered Memories opens with a creepy first person psychotherapy session that asks you to answer questions honestly. These sections are interesting, thought provoking, evocative, and also effect what you’ll see during the time you’ll spend in Silent Hill: NPC characters will look and act differently, and entire areas of the game may be different or inaccessible, all based on the choices you make.

The game was also a perfect fit for the Wii, and the motion controls made you feel like a much bigger part of the experience. The luminosity of the town tends to be very low (of course), but pointing with the Wii Remote gives you full control of the ever important flashlight. You would also receive the occasional phone call in the game, and the rarely utilized Wii Remote speaker would act as your earpiece. It’s pretty creepy listening to screaming characters when the sound is emitting so close to your ear.

Cell phone stuff was VERY cool.

Sadly this would be the only Silent Hill title that Climax Games would get to develop. Though this was Konami’s most successful Silent Hill in some time (quality wise anyways), the next title would again go to a different developer. Silent Hill: Shattered Memories would also be the final title composed by series regular Akira Yamaoka, which was a sad day for series fans as Akira’s beautiful music was always one of the strongest elements of any Silent Hill title

Silent Hill: Downpour

Silent Hill: Downpour released six months ago to mixed reviews. For some reason I was still excited for the game, though previews looked muddy and gameplay looked clunkier than ever.

I took in every moment of the game that I could, but it turned out even worse than anticipated. Downpour was filled with technical issues that were never apparent in prior titles, including constant (constant) framerate issues (sometimes dipping into single digits), freezing, and audio sync issues (or missing entirely) among others.

The plot was decent enough: inmate Murphy Pendleton would find himself near the ill-fated town when the bus he was being transported in was destroyed. After discovering what was in store for him, Murphy’s main mission was simply to find a way out alive, though he didn’t seem opposed to doing weird side tasks along the way.

Welcome to Bright Falls… Oops, wrong game.

Silent Hill: Downpour was the franchise’s first (and hopefully only) attempt at an open world game. It was stupid. Sure it was cool to be able to run around the whole town at your leisure, but that fact that the town was basically empty and that you could interact with very few of the buildings made the majority of the experience extremely boring. You could literally run around for the better part of 20 minutes without anything happening. It was also hard to tell at times if the quest you were attempting actually had anything to do with the story, or was just some sort of side silliness.

Downpour is also the epitome of bad creature design. The Silent Hill games of yore to this day have some of the most atrocious, disgusting, disturbing, amazing monsters you could imagine. Those creatures fit the town and the subject matter perfectly. While wandering the streets (and many other areas) of Downpour, you’ll likely just see the same zombie man or woman over and over again. They look bad, their AI is bad, and they’re so easy to take down that you’ll never, ever fear them.

You’ll be seeing her A LOT

Downpour was not all bad of course. The sound design was excellent for the most part, and though Akira Yamaoka would not return to compose this game, Daniel Licht managed to fill his shoes pretty well. Combat, though dragged down by the awful AI, played better than any Silent Hill title before it. Developer Vatra Games also added a stereoscopic 3D option to the PS3 version of the game, which was very welcome and gave a new dimension (haha) to the few scares that the game did offer.

Closing Thoughts

It wasn’t until beginning this retrospective that I realized just how far the mighty had fallen. Over the last 8 years, nearly everything the franchise had to offer has been of dismal quality compared to the titles we used to get.

What used to be one of Konami’s first-tier games seems to have become a joke even to them: the company entrusted a mobile developer to remaster Silent Hill 2 & 3 in HD, and it seems as though the “remastering” was never actually completed before release. In many cases, the Silent Hill HD Collection looked noticeably worse than the original PS2 titles, and had a myriad of issues that were not present in the source material. Konami eventually issued a statement saying that they could not fix the game, but would be happy to exchange it for another title. This is something I’d never heard of before, and basically showed us that Konami just didn’t give a shit about the game. This being said, Silent Hill: Downpour was released just one week earlier, and the insanely distracting technical issues present in that title as well made it feel as though it was not an isolated incident.

All this being said, I’m quite looking forward to Revelation. The first Silent Hill film was nothing to write home about, but if it did anything right, it was taking the source material seriously. Creatures and music were ripped right from the game and thrown onto the silver screen. The town looked fantastic and had a wonderful atmosphere. Though the plot was a nigh-unrecognizable amalgamation of series’ themes, the film felt mostly coherent, and in my opinion is probably the best video-game adaptation to this day (though that’s not saying much). If Revelation can at least match that, it will be well worth my $10.

If you’re looking at getting into the Silent Hill series, your best bet would be to start with Shattered Memories. Again, it’s simply a great re-imagining of the first game for the current generation. Silent Hill 2 and 3 hold up well and are fantastic stories, but I’d try and track down the original versions and skip the atrocious HD Collection altogether. Unless you can find Homecoming or Downpour for dirt cheap, I’d avoid those ones too, as they are definitely the biggest disappointments in the series. Silent Hill 4 is not bad, but is mostly unrelated to the other games, and definitely is not one of the necessary games to play.

I hope that one day Konami realizes what they’ve done to the series. I hope that they decide at some point to take Silent Hill seriously again. When this happens, I think we’ll get another game worth playing. Until then, you could always catch up with Resident Evil.

In my restless dreams I see that town… Silent Hill. Cue Theme of Laura:

Make sure to let us know what you think of the series, and of course if you agree or disagree with what I had to say!

Silent Hill: Revelation is fast approaching! The title is set to release on October 26th, and it seems as though marketing is now in full gear.

On Tuesday we showed you a fantastic looking international poster for the film. Todays poster release is a little more conventional, and a little scarier too. This one features the series’ iconic nurse character in her full bloody outfit, no faced attire.

Check it out below, and let us know what you think!

Source: FearNet

Silent Hill was one of the few video game adaptations that actually lived up the game and this month we will see the release of the sequel into theaters. Check out this cool Italian poster for the flick featuring painted renderings of the main characters. If the movie turns out to be good I just may have to hunt one of these down.

Silent Hill: Revelation 3D is based on the acclaimed survival horror videogame franchise by KONAMI and is the sequel to Hadida and Carmody’s earlier Silent Hill directed by Christophe Gans. For years, Heather Mason (Clemens) and her father have been on the run, always one step ahead of dangerous forces that she doesn’t fully understand. Now on the eve of her 18th birthday, plagued by terrifying nightmares and the disappearance of her father, Heather discovers she’s not who she thinks she is. The revelation leads her deeper into a demonic world that threatens to trap her in Silent Hill forever.

Silent Hill: Revelation 3D hits theaters on October 26, 2012.

Source: Badtaste

Today from a Konami Japan Press Release, it was announced that the Japanese Xbox 360 release of the MUCH anticipated Metal Gear Rising: Revengeance, will not actually happen. The press release in English reads:

This time, we plan to release on February 21, 2013 
Regarding software for Xbox360 Version of “Metal Gear Rising re vengeance”, 
due to various reasons, the launch of the Japanese version be made only PlayStation ® 3 indeed without permission I was going to get. 
Customers We have been looking forward to the launch in the Xbox360, to everyone of the persons concerned, and 
sincerely apologize for the inconvenience that will be multiplied. Look forward to pardon humbly for your understanding, thank you.

You get all that? No reason WHY was given, but Konami has said that the US release of the 360 version will happen with no problems. This is a really peculiar happening, if we find out more we will keep you up to date.

Metal Gear Rising: Revengeance ships on both Xbox 360 and PS3 on February 21st (MY BIRTHDAY!) 2013.

IGN today debuted a new poster for October’s Silent Hill: Revelation 3D.

The movie is a sequel to 2006’s Silent Hill, which is based on the Konami series of survival horror video games.

I’m a huge of the Silent Hill games (though admittedly the last few years has made it tough to keep saying that). The first movie was not a great film by any means, but I was rather impressed with just how much it felt like Silent Hill. The atmosphere was great, music was taken right from Akira Yamaoka’s haunting game scores, as were the disturbing creatures and environments. Silent Hill: Revelation 3D looks to take a similar approach, so I’ll definitely be lining up for this one (I just hope that the actual plot is better).

Silent Hill: Revelation 3D opens on October 26th. Check out the new poster below! The trailer is also embedded, let us know what you think!

Silent Hill: Revelation 3D

A few days ago we told you about Metal Gear Solid: Ground Zeroes, a new title announced by Konami at the 25th anniversary event of Metal Gear. Konami has just released online the trailer from this weekends’ PAX, in wonderful 1080P HD.

Ground Zeroes is an open world game built in the new FOX engine. As you can see from the video, the game looks fantastic. This has to be next gen! Make sure to wait for the end, where you get to see a tiny glimpse of actual gameplay.

I don’t even have words. I can’t wait for more! Check it out below and let us know what you think!

 

Alongside the fantastic movie confirmation, the 25th anniversary event had a few tasty treats for gamers as well as film fans. A live demo for the new Metal Gear game (Called “Ground Zeroes”) was shown. No footage was released online but this image was leaked.

One amazing person was tweeting details as they happened during the demo. Mark MacDonald was there sharing everything juicy as it happened. Some of the important details were:

Demo of “Metal Gear Solid Ground Zeroes”, started w cutscene (all realtime), went into gameplay, open world, night, raining, base. AMAZING

Snake crawled @ avoiding searchlights, killed guard, rode jeep, called in heli for evac. Sounds like MG, but the scale & atmosphere… Wow.

So from the little bit we do know is that this could be an open world style game with weather playing a big portion in the stealth. 4Gamer.net was able to confirm some of the voice actors from previous Metal Gear games. Specifically the Japanese actor for Miller from Peacewalker.

No other news yet, but hopefully PAX will shed more light on this new game.

UPDATE: Looks like Konami Japan has a press release that says the U.S. release date will be February 19th, 2013 while the February 21st date at the end of the trailer is for Japan.

 

To say Metal Gear Rising: Revengeance’s development has been all over the place would be an understatement. After many missed release windows, a change in developers and even rumors of cancellation, this thing has gone in more circles than the naked cartwheels in the Big Shell. After watching the newest trailer from Gamescom however, things finally look back on track.

Watching the action from E3 still gets me hyped, from the destructible environments to the oh so choppable enemies. But it looks like Raiden won’t be alone, since he has a new robot dog keeping him company. I mean it worked for Casshern and Blue Falcon, right?

But most importantly, the end of the trailer reveals a release date of February 21st, 2013. It’s been pushed back so many times, I wouldn’t hold me breath, but at least we finally have something solid to go on!

Assuming the Mayans were wrong, living until 2013 can feel like a long wait. Check out the trailer and quench your thirst for Revengeance. Whatever that is…

Coming this fall, Konami is going to be releasing a remastered version of both Zone of the Enders AND Zone of the Enders: The 2nd Runner!

Zone of the Enders, for those who don’t know, was a 2001 PS2 game developed by Kojima Productions. Many people bought it because it had a demo for Metal Gear Solid 2: Sons of Liberty, but marketing tactics aside, the gameplay was fantastic, the story was surprisingly decent, and piloting a giant robot that destroys other giant robots was as natural and easy as jumping on a goomba in Super Mario Brothers. ZOE: The 2nd Runner built on that with improved gameplay, an epic story, graphics that are still completely mind-blowing to this day, and a ton of extras unlocked once you beat the main game that will keep you coming back for more.

These games are beloved and hard to find, especially ‘The 2nd Runner’. Now they will be available outside of the PS2 and will see a release on both the PS3 and the Xbox 360. Tomoyuki Tsuboi, President of Konami Digital Entertainment, Inc, had this to say regarding the re-release:

We are looking forward to bringing the legendary Zone of the Enders series to fans old and new in a high definition format with the Zone of Enders HD Collection.

As of now, there is no information regarding extras or updates in the game aside from the graphics. Personally, I’m hoping that with ‘The 2nd Runner’, we get all the content that was included in the special edition that was only available in Japan, but even a straight port with remastered graphics will still make for a great experience.

Source: http://www.gamasutra.com/view/pressreleases/163460/KONAMI_ANNOUNCES_ZONE_OF_THE_ENDERS_HD_COLLECTION.php