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Posted by Kotaku Apr 09 2010 16:20 GMT in Gaming News
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#videogameviolence Grand Theft Auto, often the whipping-boy for the anti-violent video games movement, is being used by a program in Merseyside, England to help stop children becoming desensitized to violence. Welcome to Bizarro world. More »

Posted by IGN Apr 09 2010 16:25 GMT in PC Gaming News
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Immerse yourself in a clandestine war of morality and espionage with spy-themed role-playing Facebook game.

Posted by IGN Apr 09 2010 16:21 GMT in Saw II: Flesh & Blood
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For better or worse, Jigsaw returns to torture us.

Posted by IGN Apr 09 2010 16:20 GMT in Castlevania: Lords of Shadow
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The Belmonts find new life on the current generation of consoles.

Posted by PlayStation Blog Apr 09 2010 16:12 GMT in PlayStation News
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Hey folks! It’s me, “Space Captain” Steve again here to tell you all about the somewhat amazing origins of Blade Kitten. When we last met, I told you a bit how the crazy idea of a game called Blade Kitten and its pink-haired catgirl heroine Kit Ballard came about. Today I’m going to let you in on the secretes behind the reason why our arcade sidescroller looks the way it does.

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Once upon a time…

When I was a kid, way back in the dark ages before games (better known to many as the early 1970s), I used to watch a lot of cartoons: Speed Racer, Battle of the Planets, Robotech. I always thought those cartoons just had the coolest stories, action and look; It’s really no surprise to me that I gravitated towards that style of drawing. By the end of the 80s when I was studying animation and getting into drawing comics, my fate was sealed – I had become one those non-Japanese anime artists. But I found that I also loved comics and animation from around the world. US, UK, French, you name it, I grew into an international animation and comic lover.

For those taking notes here, these are the creators that I think have most influenced my style, but not necessarily the look of Blade Kitten. First and foremost is the work of the amazing animation director Hayao Miyazaki; I’ll always have soft spots for Nausicaä, Totoro and Spirited Away. On the manga front, I’ve always loved the earlier works of Rumiko Takahashi; Ranma 1/2, Mermaid Saga and One-Pound Gospel. The other big manga influence is Masamune Shirow – anyone who’s ever drawn a mech has probably been influenced by this guy.)

There’s a few really cool European comic artists, such as Jean-Claude Mézières, who is responsible for the classic Valérian series and a lot of concept work on the Fifth Element, and Philip Bond, whose work in the 90s anthology Deadline includes the awesome “Wired World” and “Hot Triggers.” He’s a huge inspiration for the writing and tone of Blade Kitten and really doesn’t get the attention he deserves.

Many impressions make big expressions

Over the years I’ve done a bunch of different styles for games — from cartoony (TY the Tasmanian Tiger) to the more realistic (Star Wars: The Force Unleashed). As cool as those games have been, I’ve always believed there was more I could do to create something unique in games. So after a trip to E3 in 2001, I decided to sit down and work out the visuals for my dream game. That’s when Blade Kitten was born.

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I pulled all my favorite unused material — and there was an awful lot of it — into a grand story about a girl who’s mixed up in a giant universe continually on the edge of war. It would feature cool robots, space ships, giant swords, blasters and odd aliens… you know, all the stuff that’s just fun to draw.

Which I guess begs the question “Why a catgirl? What the hell were you thinking?” Honestly I don’t know — I just figured it would be fun and, like I said in the previous blog, just alien enough to feel sci-fi. Then again, it might also have been that I was knee deep in designing the TY universe at the same time. With so many sets of tails and ears floating around, I think Kit ended up growing out of the design for TY’s girlfriend Shazza (a Dingo). When you think of a cat you think of things like slinky, athletic, independent and a hunter, all of which describe Kit perfectly.

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When it came time to start working out the game, the first point of order was working out what it should look like. From day one, I wanted to get a visual style that looked and felt like the comics but at the same time improved on those elements I count as my weaknesses, backgrounds and environments. One of the tricks I learned with comics is that you don’t need to have detailed backgrounds in every panel. You can’t do that in games, since players always see the background. Working with the art team, we decided to work towards capturing the feel of Studio Ghibli films’ backgrounds and the works of Kazuo Oga, mixing simple texture with nuanced detail.

As for the characters, we spent about a month working out how to capture the look of the comics. Every detail, from how thick the outlines were, to how the shading worked, even down to the way we modeled the wrinkles in the clothes. For our cel shading we used a system that let the artist determine directly how a material responded to the light so we could easily get metals, plastics, skin tones, etc., that looked like they were ripped right out of the comic. I’m stoked with what we’ve achieved visually. It really is the first game I’ve worked on that’s actually managed to come close to what I envisaged in my head.

Everything we ever create is inspired by something else; the trick is to have a wide variety of source material, to take bits and bobs from every type of artist and medium from all around the world and then filter them through your experiences and sensibilities. That’s what I hope people take away from Blade Kitten — it’s a compendium of things that I’ve seen and enjoyed in anime, comics, movies and as a lover of games — run through the Steve-o-Matic. Of course, there’s also a few new elements in there that you won’t have seen elsewhere, just to make sure that when you play the game that it‘s a new experience that’s familiar-yet-fresh and exciting. I hope you enjoy the world of Blade Kitten when it hits the PlayStation Network soon.


Posted by IGN Apr 09 2010 16:12 GMT in Deca Sports 3
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Posted by Kotaku Apr 09 2010 16:00 GMT in Gaming News
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#clips Now that you can use a standard USB flash or hard drive with your Xbox 360 it's time to figure out which is the best to use. More »

Posted by IGN Apr 09 2010 16:02 GMT in Lucha Libre AAA: Heroes del Ring
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Are gamers ready for the spectacle of Mexican wrestling?

Posted by IGN Apr 09 2010 16:01 GMT in Nintendo News
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Now with Wii Motion Plus support!

Posted by IGN Apr 09 2010 16:00 GMT in Nintendo News
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It's Mario Party without Nintendo ominously looming over the developer.

Posted by IGN Apr 09 2010 16:00 GMT in The Cages: Pro Style Batting Practice
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Swing and a miss. And a miss. And another miss.

Posted by IGN Apr 09 2010 16:00 GMT in Lost in Shadow
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What's it like running around without a body?

Posted by IGN Apr 09 2010 16:00 GMT in Rush'N Attack Ex-Patriot
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Shadow Complex goes multiplatform... kind of.

Posted by IGN Apr 09 2010 16:00 GMT in Lucha Libre AAA: Heroes del Ring
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Welcome to the wonderful world of Mexican wrestling.

Posted by IGN Apr 09 2010 16:00 GMT in Gormiti: The Lords of Nature!
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Konami's bringing the Cartoon Network series to the Nintendo platforms.

Posted by IGN Apr 09 2010 15:57 GMT in Green Day: Rock Band
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47 songs in total. Downloadable content planned.

Posted by Joystiq Apr 09 2010 16:45 GMT in Zombie Panic in Wonderland
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This week's releases largely belong to DSiWare, at least in terms of volume. Three Game & Watch simulators are joined by a downloadable version of The Price is Right, the surprise hit Faceez and Alphabounce, a Breakout clone with ... RPG elements?

But in terms of quality, the Wii has the advantage, with both the NES version of Blaster Master and Akaoni Studio's WiiWare shooting game Zombie Panic in Wonderland, which combines fairy tale characters and firing guns at zombies. The complete list of releases for the week follows:
  • Blaster Master (NES, 1 player, 500 Wii Points)
  • Zombie Panic in Wonderland (WiiWare, 1-2 players, 800 Wii Points)
  • Learning with the PooYoos - Episode 2 (WiiWare, 1 player, 500 Wii Points)
  • Game & Watch: Helmet (DSiWare, 1 player, 200 DSi Points)
  • Game & Watch: Manhole (DSiWare, 1 player, 200 DSi Points)
  • Game & Watch: Vermin (DSiWare, 1 player, 200 DSi Points)
  • Faceez (DSiWare, 1 player, 200 DSi Points)
  • The Price is Right (DSiWare, 1-4 players, 800 DSi Points)
  • Alphabounce (DSiWare, 1 player, 500 DSi Points)
European Nintendo downloads: Blaster Master, Zombie Panic in Wonderland, Game & Watch

Posted by Kotaku Apr 09 2010 15:40 GMT in Gaming News
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#screens Perhaps fresh isn't the best word for these screens of Konami's sequel to the horror game based on the movie with a jillion sequels, but none of the other adjectives I considered were compatible with keeping down your breakfast. More »

Posted by IGN Apr 09 2010 15:42 GMT in PlayStation News
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Comin' atcha like Teri Hatcher.

Posted by IGN Apr 09 2010 15:36 GMT in PC Gaming News
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Comin' atcha like Teri Hatcher.

Posted by Kotaku Apr 09 2010 15:20 GMT in Gaming News
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#rumor While the Xbox Live dashboard spilled the beans on Gears of War 3, according to CVG sources, Epic is also planning to reveal a shooter in development for EA later this month. More »

Posted by Joystiq Apr 09 2010 16:30 GMT in Red Seeds Profile
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A combination of word-of-mouth promotion and a one-day discount has propelled Access Games and Ignition Entertainment's Deadly Premonition to the top of Amazon's Xbox 360 sales chart this week, according to Gamasutra. The low-budget survival horror game received an unusual range of reviews -- from a 2/10 from IGN to Destructoid's 10/10, with everything in between. Those that did like the game describe it as a combination of Twin Peaks-like storytelling and awkward writing, which are often the key ingredients for a cult hit.

Of course, the main motivator for Deadly Premonition's uptick in sales was Amazon's discount. On Wednesday, it was the retailer's Deal of the Day, with its price knocked down from $19.99 to $14.98. Apparently, a lot of people were waiting until it dropped under $20. Sadly, the game has returned to its exorbitant original price.

Posted by IGN Apr 09 2010 15:33 GMT in Xbox 360 News
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Comin' atcha like Teri Hatcher.

Posted by IGN Apr 09 2010 15:31 GMT in Saw II: Flesh & Blood
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Is the sequel to last year's horror/puzzle game as gruesome as the first?

Posted by IGN Apr 09 2010 15:30 GMT in Nintendo News
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Comin' atcha like Teri Hatcher.