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CAPTIVATE

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Is Capcom killing Yoshinori Ono?


Jun 12
// Kyle MacGregor
Attendees of this year's Captivate event in Rome probably had a pretty good idea of exactly who and what would would be in attendance at Capcom's annual showcase. Yoshinori Ono wasn't among them. Just a few weeks after t...
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Did you see all our awesome Captivate content?


Apr 10
// Conrad Zimmerman
Capcom recently held their annual Captivate event and the intrepid Dale North dropped a flurry of previews on the site first thing this morning. He got his mitts all over DmC: Devil May Cry and came away rather taken wit...

Preview: Resident Evil: The Mercenaries

Apr 12 // Nick Chester
Resident Evil: The Mercenaries 3D (Nintendo 3DS)Publisher: CapcomDeveloper: CapcomRelease date: Summer Familiar with the "Mercenaries" bonus modes from Resident Evil 4 and Resident Evil 5? Then you already have a good idea of what to expect the The Mercenaries 3D, which uses the popular extra as its basis, and then sprinkles in added goodies to flesh out the experience.  The premise is simple, with The Mercenaries tasking players with defeating as many baddies as possible within a set time limit. Unlike traditional Resident Evil games, the goal is to score as many points as you can within a time limit. Gameplay takes place across a series of one-off maps, with environments that will be familiar to players who braved Resident Evil 4 and Resident Evil 5.  Capcom brought a four stage demo to its Captivate event in Miami, which proved that the "Mercenaries" experience has been successfully translated to Nintendo's handheld. Six playable characters made the cut for the demo -- Albert Wesker, Jill Valentine, Jack Krauser, Hunk, and the sibling team of Chris and Claire Redfield -- and each had their own predetermined weapons loadout.  Give thanks to the heavens for the Nintendo 3DS circle pad, because it goes a long way to making The Mercenaries experience a pleasant one on the controls front. Moving around in 3DS space is a snap, with the rest of the controls basically exactly where you'd expect them: you aim with the right trigger, and fire with the "Y" button. The "Y" button, incidentally, is also your catch all "action" go-to: you'll use it to pick up items, to open doors, and even to frequently deliver melee strikes.  Bonus: you can walk and shoot at the same time. I know, this is crazy talk for a Resident Evil game, but here we are. In reality, it's more of a "strafe and shoot" that can be performed by holding the "L" button while aiming. Once locked in, you can move forwards, backwards, left, and right; you can't however, turn around, first-person shooter style. While this control method seems like it would give you more freedom in play, I have to be honest: I didn't rely on it and rarely used it. It's a nice option, and maybe I'm just used to playing Resident Evil without, but I almost never used it in action.  Another first for the series: first-person shooting mode. While we didn't see it in action, we're told players will have the option to have the game go completely first-person for shooting. This is something that players can apparently set in the game preferences, and is not an on-the-fly control option; if you don't want to use it, you won't have to.  As for the "change of heart" and putting more action-oriented controls into the game, director Kazuhisa Inoue says it wasn't necessarily from any demand that players might have imposed over the years. Instead, it's simply a matter of them being right for the project.  "For this specific game the goal was a more fast-paced, action-oriented experience," Inoue tells me. "It was a natural decision. If a player can move while they're shooting, we're going to be able to achieve [that experience] more effectively. For Mercenaries, it just made a lot of sense." While the game largely uses assets and gameplay ideas from The Mercenaries sub-games found on the consoles, the updated controls aren't the only fresh feature. Capcom is also including a "skill system," which is analogous to Call of Duty's perks mechanic. Up to three skills -- from a pool of 30, unlocked as you play -- can be applied.  Some examples I saw included the "Smart Reload," which nearly double reload speeds; a "Thunderbolt" melee attack that sent electrified enemies flying; and one called "Reversal" that powers up melee attacks when health is low.  By mixing and matching skills, each player can customize their play experience. Find the skills you like the most and stick with them -- using them often will allow you to increase their potency upwards of three levels.  Cooperative gameplay for two players, either locally or via Wi-Fi, is also supported. While most stages can be cleared alone by skilled players, getting the highest scores may require a equally-skilled partner. With two folks in on the action, combo attacks can be performed. These unique melee attacks and animations can only be done with another partner, and are more powerful that traditional blows. For example, I saw Krauser reach in and slash an opponent, and his partner Hunk entering the fray quickly with a leaping jump kick animation. For tougher foes, a three-combo attack may be necessary: Krauser starts with a boot, and ends his animation with a dropkick, but not before Hunk dashes in with the swipe of his knife.  The Mercenaries also marks the return of Capcom's impressive MT Framework engine on the 3DS. Like Super Street Fighter IV: 3D Edition, this game is easily one of the best looking titles on the handheld. Its 3D stands up surprisingly well, even with the slider on "full blast"; I never had any issue with blurry images or ghosting when I played.  But like I noted with many 3DS games in my review of the hardware, the 3D effects are secondary to the action -- they didn't seen necessary to the gameplay. Director Inoue agrees with me that it's not required for a good experience, but also notes that he personally plays with the effect turned on.  "It's not an essential part of the experience, but neither is, say, the background music," he explains, while telling me he appreciates being able to give players the option.  Capcom will only commit to a "summer" release for Resident Evil: The Mercenaries, although retailers like GameStop give a more specific "July" timeframe. Whatever the case, it looks like it's the game that may end the 3DS "launch" software drought, and certainly seems like it'll be worth the wait. 
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How do you follow up Super Street Fighter IV: 3D Edition, the game many critics (including myself) called the best of the Nintendo 3DS? By releasing the next big game hardcore 3DS players have their eyes on, Resident Evil: Th...


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Capcom held its yearly Captivate event last week in Hawaii, and today I'm finally able to reveal what we were shown. Damn, it's a lot of stuff. Yes, Marvel vs. Capcom 3 was revealed along with a sexy trailer and art work. Yes...

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Super Street Fighter IV gets free 'Tournament Mode' DLC on June 15


Apr 20
// Nick Chester
Super Street Fighter IV, which hits stores next week, already ships with a slew of upgraded online features. But it doesn't stop there -- at Captivate, producer Yoshinori Ono and Capcom revealed a fifth new online mode, "Tou...
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Super Street Fighter IV 360 Avatar items incoming


Apr 20
// Nick Chester
During a presentation at Capcom's Captivate press event last week, producer Yoshinori Ono revealed that Xbox 360 gamers will soon be able to dress up their Avatars as their favorite Super Street Fighter IV characters. A handf...
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Bionic Commando Rearmed 2 coming 2011, now with more jump


Apr 20
// Nick Chester
Capcom's next-gen Bionic Commando console game might have been a "miss" both critically and at retail, but most were in agreement that its digital download counterpart, Bionic Commando Rearmed, was an astounding success. So ...
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A look at the map of Dead Rising 2's zombie-killing playground, 'Fortune City'


Apr 20
// Nick Chester
Wondering how the Willamette Parkview Mall of the original Dead Rising compares to the Las Vegas-esque Fortune City of Dead Rising 2? While Capcom and Blue Castle only let me shred ghouls in a few areas, I was able to sneak a...
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Okamiden producer: Not a sequel, a 'spiritual successor'


Apr 20
// Nick Chester
With Clover studios having disbanded, some thought they'd never see a proper follow up to its 2006 PlayStation 2 classic, Ōkami. Ōkamiden, Capcom's upcoming Nintendo DS title set in the Ōkami universe, may just...
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Dead Rising 2 trailer vague about story, allow us to shed some light


Apr 20
// Nick Chester
Capcom has released the latest trailer for Dead Rising 2, one that supposedly reveals pieces of the game's story. But really, it's a all a bit too vague. "A renegade man with a tragic past in the wrong place at the right tim...
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Marvel vs. Capcom 3: Fate of Two Worlds revealed with marvelous trailer


Apr 20
// Nick Chester
Yes, Internet, the rumors you've been hearing for the past eight years are true... Capcom is working on a follow up to 2000's Marvel vs. Capcom 2. It's called Marvel vs. Capcom 3: The Fate of Two Worlds, and it's coming to P...
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More details on Dead Rising 2's 'Case Zero' prologue DLC


Apr 20
// Nick Chester
While we still haven't had a chance to see it, Dead Rising 2 developer Blue Castle Games dropped a few new details on the upcoming Xbox 360 exclusive pre-release DLC, "Case Zero." Designed as a prologue to Dead Rising 2, the ...
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Drills meet bucket: A look at Dead Rising 2's item combo system


Apr 20
// Nick Chester
Not only does Dead Rising 2 come with an entirely new protagonist, but also a new set of skills. Compared to Dead Rising’s journalist Frank “I’ve Covered Wars, You Know” West, the sequel's Chuck Greene...
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Dead Rising 2 bloody direct feed video bonanza!


Apr 20
// Nick Chester
It's one thing to talk about Chuck Greene's wonderful creations and tools that he uses in Dead Rising 2. It's a completely different story to see them in action. If you're wondering just how a spiked bat finds its home in the...
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It takes two: Dead Rising 2 to feature two-player co-op


Apr 20
// Nick Chester
Breathe deep and call a pal... it’s zombie hunting time. Yes, in addition to the already revealed competitive multiplayer, Dead Rising 2 will feature full two-player cooperative play through the game’s entire main...

Okamiden coming to North America, first hands-on

Apr 20 // Nick Chester
[embed]171499:29223[/embed] Ōkamiden follows the adventures of Chibiterasu, the young sun god offspring of Amaterasu, the now iconic wolf from the original Ōkami. Being a child, the ludicrously adorable little wolf cub simply doesn’t have the power of his older, stronger, and wiser parent. Because of this, in Ōkamiden he’ll need assistance, which comes in the form of a number of in-game characters which can be directed using the Nintendo DS touch-screen and stylus. In the trial version I played, the partner character on hand was Kumi, son of the arrogant, self-proclaimed warrior Susano from the first title. With Kumi on his back, I was able to move Chibiterasu around a gorgeous, hand-drawn-style 3D world displayed on the top screen by using the d-pad. Attacks are all mapped to a single button (which can be pressed repeatedly to string together combos), coupled with a jump button to further navigate obstacles. It wasn’t long before the game introduced how it uses the Celestial Brush, the bread-and-butter game mechanic of the series. By pressing L or R, a “canvas” version of the world moves down from the top to the touch screen. It’s here that you use the stylus as the brush in a way that you might already be familiar with from Ōkami. Circle a naked spot on a tree to make flowers bloom, cleave a stone in half to clear a path, or draw in an empty spot on a bridge to allow forward movement. The canvas can also be used in combat, stopping time and slicing multiple foes with one long brush stroke. But the Nintendo DS touch screen isn’t used only for the obvious Celestial Brush mechanic. Ōkamiden introduces a “Partner System” which allows players to guide teammates through obstacles and to solve puzzles. In the case of the trial, pressing X makes Kumi hop off Chibi’s back. By then using the Celestial Brush to draw a path (it appears as a red stroke), you’re able to direct your partner character through the world. This can be used in a number of ways, the most obvious to trigger switches in the environment to solve environmental puzzles. In one, I had to direct Kumi across a cracked path, too weak to support the heavier Chibi; there he stood on a switch that created a bridge which Chibi could cross to a raised platform. I then had to guide Kumi to yet another switch which create one more bridge, allowing Chibi to move forward and join the young adventurer once again. Partners will also act intelligently, opening chests and returning items when guided with no additional instructions. While these are some of the simplest examples, it’s easy to see how this guidance system can lead to some clever (and likely mind-bending) puzzles further into the game. While much of the world of Ōkamiden will look at feel familiar, producer Motohide Eshiro notes that just because it’s based in the same world, that doesn’t mean you’re simply treading old ground. In addition to new areas, the game will feature some of the same settings from the original, with all new buildings and other places to explore. The game’s enemies, “Yokai” or demons inspired by Japanese mythology, may also look familiar as many are back and causing trouble in Ōkamiden. But each has been redesigned for the Nintendo DS, giving them a fresh look, and they will also be joined by a host of new demons in the final game. Sound great? It kind of is, and this is coming from a pretty big fan of the original. (And who isn’t?) There’s a catch -- Ōkamiden won’t hit North American shelves until 2011. Yes, that 2011. As in next year. The wait should be worth it, as Eshiro is aiming for more than roughly 20 hours of gameplay in Ōkamiden.
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Fans of things that are good should be pleased to learn that Capcom is bringing Ōkamiden, the Nintendo DS follow-up to the PlayStation 2/Wii title Ōkami, to North America. It shouldn’t come as a surprise, as ...

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Lost Planet 2 to get day one multiplayer DLC


Apr 20
// Nick Chester
Lost Planet 2 already ships with a handful of multiplayer maps on the disc, but players are always demanding "more, more, more." Because that's what we do, and we're never satisfied. Well Capcom is going to hook up even more ...
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Change fate, manipulate the world with your Ghost Trick


Apr 20
// Nick Chester
With Ace Attorney creator Shu Takumi behind the upcoming Ghost Trick: Phantom Detective, the expectations for a quirky, original title are already astronomical. After spending about 20 minutes with a demo version of the game...
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Miles Edgeworth Ace Attorney's English debut trailer


Apr 28
// Dale North
Eureka! You knew it was coming, but get excited anyway. It's okay. I'll wait. No, we're excited too. It made our most-anticipated games list for this year. And it makes a lot more sense than being excited about a nine-year-ol...
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Capcom goes big with CAPTIVATE 09 in Monte Carlo


Apr 10
// Nick Chester
Today, Capcom confirmed what we had been hearing for awhile -- their CAPTIVATE media day will take place in Monte Carlo this year.That's right, Capcom has decided to hold a typical gamer's day in the "jewel of Mediterran...
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Capcom's Spyborgs not appearing at E3 and will stretch your Wii


Jul 03
// Brad Nicholson
I have often wondered if executives should even post on message boards. Yesterday Christian Svensson, Senior Director of Strategic Planning & Research for Capcom, decided to talk a little Spyborgs with the nice folks on C...
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Spyborg's devs looking at Balance Board support, using every Wii peripheral ever


Jun 03
// Nick Chester
When speaking with Spyborgs creative director Mike Stout, he admitted there may be a chance the team could include Balance Board support in the Wii exclusive. "It would be really cool," he said, "but we're not ...
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What a dog eating a melon has to do with Bionic Commando Rearmed's 'M' rating


Jun 03
// Nick Chester
Ask producer Ben Judd what two things Bionic Commando fans think made the game great, and the first will be the game's swing mechanic. The second, as he puts it, "will no doubt be a certain dictator's head exploding.&quo...
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CAPTIVATE 08: Street Fighter IV move list should look familiar


Jun 03
// Nick Chester
To any veteran (or even casual) Street Fighter player, the words "fireball motion" or "sonic boom" are easily translatable to a classic fighting game mechanic. Fortunately, Street Fighter IV uses a similar...
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CAPTIVATE 08: Super Street Fighter II Turbo HD Remix pretty, not finished yet


Jun 03
// Nick Chester
By now you should already have a good idea of what to expect from the upcoming Xbox LIVE Arcade and PlayStation Network title Super Street Fighter II Turbo HD Remix. It's Super Street Fighter II Turbo in glorious high-definit...
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CAPTIVATE 08: Capcom's mobile gaming EXPLOSION!


Jun 03
// Nick Chester
Can you feel the heat? That's from Capcom's mobile gaming explosion!At CAPTIVATE, Capcom was promoting a few of their mobile titles, including Dead Rising; Resident Evil: Genesis; Devil May Cry; Mega Man III; Who Wants to Be ...
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CAPTIVATE 08: Wii, uh -- I mean, We Love Golf!


Jun 03
// Nick Chester
We love golf. You love golf. Capcom loves golf. So why was it that their Wii exclusive title We Love Golf! was tucked up away upstairs away from the main action at CAPTIVATE? And why was no one playing? Oh right -- there were...
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CAPTIVATE 08: Console Street Fighter IV to have mega sweet anime intros, endings


Jun 03
// Nick Chester
As I briefly mentioned earlier, Street Fighter IV producer Yoshinori Ono confirmed that the console versions of the title would contain additional content. Among the extras included would be more detailed story information, d...
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CAPTIVATE 08: Street Fighter IV coming to consoles with new content, online play


Jun 03
// Nick Chester
As you likely already know, Capcom has finally revealed that the Street Fighter IV will indeed be home to the Xbox 360, PlayStation 3, and PC. While Capcom only had near-final arcade builds playable at the event, producer Yos...
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CAPTIVATE 08: Bionic Commando next-gen multiplayer announced


Jun 03
// Nick Chester
Staring up at flat panel screen playing an announcement trailer for Bionic Commando's multiplayer mode, the game's producer Ben Judd sarcastically told me he didn't know what I was talking about when I mentioned it. In fact, ...

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