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What We Know: Square Enix is bringing the Crystal Chronicles series to the Wii, but in a whole new direction. Crystal Bearers ditches the normal Crystal Chronicles format in favor of a much more action adventure based affair that’s one of the best looking Wii titles to date.

Final Fantasy Crystal Chronicles: The Crystal Bearers Arrives December 26

What's New At TGS: Players control Layle using the Wiimote and Nunchuck, and as a Crystal Bearer, Layle has a special magic ability to control and move objects, characters, and enemies by pointing at them with the Wiimote. Not only that, but he can grapple onto ledges and floating bars to traverse platforming sections. In the demo, while Layle and Belle are exploring an underground cavernous dungeon, they become separated, and Layle chases her down. I’m going to assume this demo takes place early on in the game considering the fact that the platforming is fairly basic. Point to an area you want to jump to and press A. Later in the levels, the platforms start to move and float around making navigation more difficult. It also doesn’t help that you control the camera with the D-pad, so if you’re jumping around and then your next desired location is in back of you, you need to stop, move the camera, and then jump slowing down the pace quite a bit.

The combat is also quite simplistic, just grab an object and toss it at incoming enemies. Upon reaching a room populated with a few baddies, all you have to do is nab a nearby boulder and whip it at an approaching enemy. A much more interesting encounter happened when while running down a hallway I set off a trap, which sent a moving skeletal demon platform towards me that had a door in the middle branded with an arrow on it. By locking onto the door it and jerking the Wiimote in the desired direction, the demons would attack, and by latching onto them would cause them to jab the platform. It was actually a pretty neat combat mechanic and I hope Square-Enix has gobs of things like this in the game to keep things fresh.

What We Want To See:  A deeper and richer combat system. Enemies were sparse and combat is a bit too easy, and I hope later on in the game there’s more complex battles. There was an over abundance of running through long halls in this demo, and I’d rather fight a lot more enemies, and keep the action going than just running. Yawn. Square-Enix is demonstrating  a solid presentation for a Wii title, but the combat, camera, and lack of battles needs some attention.
 


What We Know: Gran Turismo 5 has been in development for what seems like an eternity, and eons after its demo version - Gran Turismo 5: Prologue – was released, it seems like Polyphony Digital is finally getting the game together for a March 2010 release in North America, Japan, and Europe.

What’s New At TGS: The new build of Gran Turismo 5 showed off a new course – Tokyo R249 – a track that’s actually built in the same neighborhood as Sony Computer Entertainment Japan. While the physics model seems to have been updated since we played the game at GamesCom, the promised damage modeling doesn’t seem much improved. The gameplay is still solid, and actually, while I usually think racing games are more difficult to play with a wheel, I loved it even more with the wheel when I got my hands on it at Polyphony Digital. Granted, it also helped to play with the wheel inside a slick racing rig, as well.

Tokyo Game Show 2009: Gran Turismo 5 Hands-On Preview
see our photos from the Polyphony Digital studio tour

However, the big news is that we finally have game details. Gran Turismo 5 will feature 900 cars, 20 locations, 70 variations of tracks, a new physics model, and promised damage that will affect not only the physical appearance of the cars and affect performance, but for race cars, parts will see physical damage, and also get completely torn off the vehicle. Lose a fender or door, and it will lay in the track – damaging other cars that run into it. It’s about time Polyphony!

Gran Turismo 5 Off-Screen Gameplay from TGS 2009 »


Gran Turismo 5 will also support many of the modes seen in Prologue including arcade and online modes, a beefed up Gran Turismo TV, as well as the ability to export recorded video to both YouTube and your PSP. Series creator Kazunori Yamauchi says that there will be even more features in the game revealed later, including PlayStation Eye camera support. Sweet!

What We Want To See: The game finally come out! There were rumors that Gran Turismo 5 might make it out before the end of the year, but sadly that won’t be the case as Polyphony confirmed that the game will make it out in March 2010. Better late than never, right? 
 

Team Ninja producer Yosuke Hayashi wants you to want to play Ninja Gaiden Sigma 2 in the worst way. How else would you explain this lengthy walkthrough video that's jam-packed with tons of wildly violent and gorgeously rendered action? Now, while the video does show off quite a bit of in-game action, you should know that if any of the following things offends you, you might want to avert your eyes:

  • Big breasted women smashing monsters into paste using a giant war-hammer
  • Co-op demon hacking and slashing
  • Boss battles including an electrified and visibly troubled Statue of Liberty
  • Sixaxis boob shaking

If these things don't bother you, then by all means, click play!

Ninja Gaiden Sigma 2 Direct-Feed Developer Walkthrough »




Final Fantasy XIII

What We Know: Square Enix has been working on Final Fantasy XIII for years now and even though we are still waiting to find out the exact date for when the PlayStation 3 debut of the RPG series will show up over here, a December release date in Japan at least means the game is in the final stages of development. Final Fantasy XIII appears to be a return to form for the series, after the MMO-inspired gameplay departure of the last game. Much of the game's fundamentals have been shown off in the months leading up to the game's release in Japan, which means most fans are already pretty aware of what to expect from Final Fantasy XIII -- a pretty and traditional RPG.

What's New at TGS: Look, I'm going to be honest. I can't read Japanese. The roughly 10-minute playable demo of Final Fantasy XIII at Tokyo Game Show let me play around with the summons-who-act-as-party-members mechanic, but other than that, I could't tell you much about what happened while I was pressing the circle button because the entirety of the demo was in a language that looked like moonspeak to me. Specifics on the gameplay will have to be left for another time, but I have to commend Square Enix for giving players opportunities to encourage movement about the environment in order to dodge enemy encounters. It's tough to tell how extensively this will extened to the entire game, but there were several instances in the Final Fantasy XIII demo where I was able to find a secret path around the enemies that prevented those encounters from ever happening. I'm always a fan of RPGs that make enemy encounters optional if players are being observant.

What I Want to See: An English release date. Square Enix has been teasing Final Fantasy XIII for a long, long time now. It's big, bold and beautiful, but at this point, I'm tired of seeing new trailers with characters I don't know much about and a story shrouded in mystery.





Dead Rising 2 Screenshot

What We Know: Dead Rising 2, like Crackdown 2, is a game that should have been announced ages ago. For whatever reason, it took forever for Capcom to move forward with Dead Rising 2 and even when the game was announced, it was revealed Capcom Japan wasn't even developing the game -- Canadian developer Blue Castle is behind the game. When Capcom announced Dead Rising 2, the main takeaways were that Frank West was no longer the main character, the setting was Las Vegas and a good portion of your time would be spent running around casinos.

What's New at TGS: When I showed up at Capcom's Dead Rising 2 event after the second day of Tokyo Game Show, I didn't expect a controller to be thrust in my hands. Capcom was highlighting the newly introduced multiplayer features of Dead Rising 2, albeit in a severly limited capacity. The version on display was four-player simultaneously competitive multiplayer spread amongst four different game modes. Connecting each game mode to one another was a MadWorld-esque game show motiff. The four game modes -- Ramsterball, Headache, Pounds of Flesh, Slicecycles -- each involve having gamers compete against one another to multilate zombies in different ways.

By far the most popular mode shown here at TGS was Slicecycles. Are you ready for this? Imagine an arena filled with thousands of zombies ready to be ripped apart by motorcyclists who have strapped chainsaws to the sides of their bikes. The laughter was infectious across this and the other game modes, as well. Capcom attempted to conduct a multiplayer tournament, but most players in attendance groaned at the concept, since it was clear Dead Rising 2's scoring system was far from balanced at this point.

What I Want to See: More of these game modes. If these four modes hint at a multiplayer system just as imaginative, gamers are in for a treat.

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New Okami Game For The Nintendo DS Revealed

What We Know: Before Tokyo Game Show, Okamiden (tentative title) was a Capcom fanboy's wet dream. Well, I should say "before the Famitsu scans hit the Internet," but that's neither here nor there. The PS2 cult favorite (and Wii almost-cult favorite) has always felt like a game that would go together with a touch screen like pickled plums and shiso or peanut butter and jelly. Apparently, Capcom thought so too. That's why it commissioned another adventure for the great white wolf goddess Amaterasu. Also, from what I can tell in my limited Japanese, it seems to be a prequel.

What's New at TGS: An Okami game for DS, that's what's new. It's Okamiden's worldwide debut this week at the show, and of all of Capcom's lineup for TGS, it boasted the longest booth lines with a 45 minute wait today. More than Lost Planet 2, more than Resident Evil: Darkside Chronicles, and more than fellow DS debutant Ghost Trick. Demos were restricted to 15 minute playthroughs, but that was enough to get an idea of how it works. Also, enough time to overcome the language barrier that made simple puzzles more challenging.

The basic idea is that you control both Amaterasu and a child. The child rides on Amaterasu's back as she performs many of the same mechanics we saw in Okami. Those include shattering clay pots for items and using the Celestial Brush to overcome obstacles. The brush, if you haven't played Okami, allows you to draw brushstrokes in the environment that affect the game. A slicing motion can clear a path of forest trail. Filling in the parts of a broken bridge with paint can restore it. And in Okamiden, the brush is as intuitive as you'd expect, thanks to the touch screen. Although I couldn't read the differences, it appears that two types of ink are used, depending on the character. Puzzles for the child use red ink to lead him to a point on the map. Puzzles for Amaterasu are similar to Okami and use black ink.

I used both inks for a handful of puzzles during the demo, and although it took a little time to get used to when and where to use them (it helps if you can read Japanese), the gameplay felt perfectly intuitive to anyone who invested time in the first game. Combat also feels like the PS2 game, since Amaterasu has similar button-based attacks.

It also helps that Okamiden boasts the same stylized art design that the prior game had. Although it's not as clear in visual fidelity, several DS games have proven that you can do cel-shading well on the platform, and Okamiden is no exception.

What I Want to See: A time machine that will fast forward me to the English translation. Barring that, I'm simply looking forward to more time with Okamiden. My short 15 minute demo showed off an experience that seems to pack all of the beauty, magic, and Zelda-like gameplay into a portable package. Whenever Capcom announces it for the US, it'll immediately be one to watch.




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TGS 09: Splinter Cell: Conviction First Hands-On Impressions

What We Know: Splinter Cell: Conviction epitomizes the term "reboot." Two years ago, it was launguishing as a dark, Assassin's Creed-like game in which Sam Fisher went rogue, grew out a beard and sat on park benches. Good thing that version's gone. It's been replaced with a sleeker-looking game that really updates the series from the Xbox era (Double Agent was good, but it still had the trappings of an Xbox game) to today's consoles and design philosophies.

Basically, the new Splinter Cell: Conviction rocked faces at E3.

What's New at TGS: Why Ubisoft picked a Japanese show to give first hands-on is beyond me. But I'm glad I got to finally play it. And although some of the Ubisoft Montreal team balked when I said "it feels like Splinter Cell," it's a compliment. I know it's revamped. You, the gamer, know it's revamped. But underneath some of the amazing tech (such as the drive-in movie style projections of clues and background information on walls) and some of the new features, the game will hand your ass to you if you waltz in carelessly.

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TGS 09: Ghost Trick First Impressions

 

What We Know: Until 24 hours ago, none of us knew it existed. Ghost Trick (which I imagine will have a new name if/when it shows up on US shores) seems to be a supernaturally-focused game from the creators of the Ace Attorney series over at Capcom. The art design is quite different from the law and order focus of Capcom's other series. It's got a more stylized look that's reminiscent of the art trends of the 1960s. Other than that, no one at the Capcom booth spoke English, and the only Romaji in the entire demo was the game title.

 

What's New at TGS: Everything. It's Ghost Trick's worldwide debut. From what I could ascertain from the demo, the game's hero has the ability to jump out of his own body and momentarily inhabit objects. It seems to be his tactic to scare off enemies. I can't tell if he's dead or if he just has out of body experiences. The demo starts in a junkyard with a gunman aiming to kill a young lady. After what I can assume is some "I'm going to kill you" explanation, the would-be assassin gets ready to shoot. Suddenly, the action stops, and the screen turns red. A blue flame pops up onscreen, and everything in the environment is outlined. The blue flame seems to represent the hero's spirit, and can be controlled with the DS stylus. When you flick the flame over an object that can be possessed, it glows blue. From there, he can inhabit the object and use it to scare off enemies. In this case, he jumps into a gate and slams it open to spook the gunman and give the woman a chance to escape. She does, but ultimately, the shooter manages to pick up his gun and fire off a shot.

 

She falls and seems to be dead. The gunman escapes, and the hero regains consciousness. He goes to her body, but before doing so, he's interrupted by what appears to be a talking lamp. Maybe it's someone else's soul inhabiting the lamp? Hard for me to tell when it's all in Japanese. The lamp, which I'll dub Tutorial Lamp, tells the hero that he can "jump" across different objects to possess them in a chain combo. I tapped the stylus and moved the soul across some junk in the area in order to move the spirit flame around the environment. After reaching Tutorial Lamp, I led the flame over to the young woman's body, and it reanimated her. At that point, I had to wrap up the demo, but I have an idea of the main mechanic of Ghost Trick.

 

What I Want to See: An English translation. I'm a huge fan of the Ace Attorney games, and I think that the team is totally capable of creating cool, weird experiences that outpace other Japanese-produced games out there. The idea of possessing objects and chaining together objects with the touch screen is a novel one. Based on my personal experience last year at TGS, I imagine we won't be seeing any translated versions of the game for some time -- after all, Ace Attorney Investigations debuted at last year's TGS, and although it's probably close to finished, it's still not out in the US. I imagine that we in the gaming media won't see much more about Ghost Trick until at least spring of next year. But when we do, I'll be one of the first in line to try out a translated demo.

 



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New Tekken 6 Imagery Reveals More Characters, Maintains Tekken 6 Wackiness

What We Know: At this point, Tekken's no stranger to handhelds. 2006's Tekken: Dark Resurrection did an amazing job of porting the button-mashing action to the small screen. And if you're super-nostalgic, Sony's had Tekken 2 in the PlayStation Store for a long time. That said, Namco Bandai's been awfully gun-shy about showing off the handheld version of its arcade hit until Tokyo. Up until now, the gaming media has only gotten glimpses of Tekken 6 either at arcades (my first playthrough was during TGS last year) or at Namco Bandai's various events. The PS3 and Xbox 360 versions are right around the corner -- October 27 is the magic date -- but the handheld version will come roughly a month later. There's a huge push behind PSP this fall, and alongside several other franchises that have been evergreen PlayStation franchises, this is a huge one.

What's New at TGS:
Everything, actually. Namco-Bandai has been rather coy about the details regarding the handheld version of Tekken 6 until today. I couldn't go hands-on with it, but I got a good idea of what the team is aspiring to deliver.

It retains the main ideas of the arcade game. That means that the core concepts, including combos and environmental damage, have been adapted to the platform. I asked one of the producers for some details on what's been sliced and diced to make room for a UMD -- and for now, it's only on a UMD; sorry potential PSP Go owners -- and the elements are few. Unsurprisingly, the platform's visual horsepower isn't on par with a PS3 game -- the image above is in place until Namco-Bandai sends out new PSP-specific screens. Tekken 6's unique quirks like the rage system and wall/floor breaks had to be adapted to the PSP. As a result, there will be platform-exclusive stages that are designed to give you all of the impact of the other games, but within the confines of the hardware's abilities.

Although the dev team wasn't ready to reveal much during the demo (they're waiting to unveil PSP-specific modes after TGS), I discovered a few choice nuggets. Tekken 6 won't support online multiplayer (fear of lag and performance were cited as issues), but it'll have some online interactivity. The game will support ghost data, which enables you to either upload your best playthrough or put up your worst techniques for all to see. Unless the translation was slightly off, it seems that you can download ghost characters of either yourself or friends and use the data to learn styles and techniques.

What I Want to See:
How it plays. Namco-Bandai hasn't set a firm date yet, but I don't believe the handheld version is trailing too far behind the other renditions of Tekken 6 regarding release. I was hoping for some hands-on time during today's presentation, but unfortunately, I couldn't play it myself. It's gorgeous-looking, from its cut-scenes to the in-game fighting, and I expect a level of quality that's more like Tekken: Dark Resurrection than Tekken Advance. Keep an eye out for this one.



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‘Resident Evil: The Darkside Chronicles’ Impressions

What We Know: Resident Evil: The Darkside Chronicles is the sequel to 2007's Resident Evil: The Umbrella Chronicles. Both games are retellings of RE classics from the PlayStation era, redone as light gun shooters for Wii. My last hands-on demo came during E3, when I played through a remixed section of RE: Code Veronica. RE: DC offers up some high-octane co-op action while rewarding both hardcore fans and casual gamers (read: loved ones who couldn't understand why those hardcore fans were so into the series over the years) with individualized difficulty settings during each playthrough.

What's New for TGS: Something big, actually. Although Capcom's been showing off levels inspired by Resident Evil 2 and Code Veronica up to this point, the publisher had something completely different up its sleeve today. In a mission titled "Operation Javier," I stepped into Leon S. Kennedy's shoes to play a pre-Resident Evil 4 mission in South America. Leon's partner? Krauser. Yep, "Knife Fight Krauser." The mission aims to provide some backstory to the two characters' mutual animosity in RE4. Both men are special forces members at this point in the series timeline, and they've been sent to South America to track down Javier Hidalgo, a notorious drug lord who's suspected of having ties to Umbrella Corporation. It's no small coincidence that at the same time that the two men are hunting him down, there's been a rash of disappearances in the area.

There are only so many ways that you can describe the play style of a retro-inspired on-rails shooter, but "Operation Javier" definitely has some moments that resemble Resident Evil 5. The flooded village has elements of that game's shanty towns in its art style, and that's no coincidence. Some RE: DC's team also helped out with the level designs of RE5. I also shot my way through new mutated B.O.W. classes, including deadly man-sized mutant frogs. It's an interesting break from the sort of environments I'm used to seeing after 13 years of playing Resident Evil.

What I Want to See: If Capcom can maintain this momentum, I don't need to see much else to be sold on it. So far, if you're a fan of on-rails shooters, Resident Evil: The Darkside Chronicles is pretty entertaining. It might come off as a bit anemic if you don't have buddies to play with, but it's a blast (pun slightly intended) to play in co-op. If the stages maintain the same level of slightly brain-dead entertainment I've been testing out for the last few months, then I expect RE: DC to be one of the best shooters to grace the Wii this year.



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Lost Planet 2 Co-Op Demo Hits PSN September 24, Includes Two Exclusive Missions

What We Know: Lost Planet was a hit for Capcom when it released nearly three years ago. It seemed to epitomize the publisher's approach to developing Japanese-made games designed with global appeal outside of native soil. It's a shooter that's good enough for Westerners, but also feels well-suited to gamers who can't wrap their heads around shooter mechanics. It also touted some fun, if not forgettable multiplayer.

From the time Capcom unveiled Lost Planet 2 a few months back, we've been hearing all about its co-op multiplayer experience. Allegedly, you can play through a great deal of the game with others. It's part of the difference between the first game and the new sequel, aside from a huge change in locale. The Akrid, the mineral-rich monsters of the first game, are back and as warped as ever. Their soft underbellies are filled with rich loot for you and your friends to snag.

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Toy Soldiers TGS 2009 Preview

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Posted September 24, 2009 - By pklepek


Toy Soldiers TGS 2009 Preview

What We Know: Zilch. Toy Soldiers was announced by Microsoft and Signal Studios at Tokyo Game Show as an Xbox Live Arcade tower defense game (with twists) for release in 2010.

What's New at TGS: Since this was my first look at Toy Soldiers, there was plenty take in. The biggest reason to keep an eye on Toy Soldiers is because of what Signal Studios is calling tower offense. Whereas other tower defense games emphasize players setting up their bases for a wave of attacks and weeping as you realize the weaknesses, Toy Soldiers provides you with an emergency outlet. That's where the offensive tactics come in, as Toy Soldiers grants gamers the ability to hop into any of their placed towers and assume hands-on control of the weapons. Sometimes that means hopping into a sniper tower and taking out enemies in the distance or manning the cannons and destroying the incoming wave of soldiers. You can even become a tank or a plane -- the point is that the outcome of the battle doesn't solely rest on your tower placement skills, which is ultimately what ends up killing most of these games for me. You no longer have to wonder if jumping into the battle yourself would change how it played out, since Toy Soldiers puts that option in your hands.

While Microsoft didn't actually show me the multiplayer at TGS, it was mentioned as a feature and the prospects of one-on-one battles is already putting a smile on my face.

What I Want to See: How much the player assuming direct control of towers and vehicles actually changes what happens. Can you build an awful base of towers and turn the tide simply because you're fantastic at aiming a cannon? It could make for some really damn good multiplayer.

Alan Wake TGS 2009 Preview

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Posted September 24, 2009 - By pklepek


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Remedy Hints Alan Wake Is PC Coming Later, After 360 Version

What We Know: Remedy Entertainment, developers of the original Max Payne, are describing Alan Wake as a psychological action game. Novelist Alan Wake is on vacation with his wife when things start to go very, very wrong. A thriller he's been writing starts to come to life in front of his very eyes, word-by-word. A dark presents has infested the world around him, creating a strong light and dark dynamic that heavily factors into the gameplay. Wake needs light to survive the horrors of the night. Alan Wake was missing in action for many years, until Microsoft and Remedy pulled back the curtain at E3 this year, promising the game would finally be released the following spring.

What's New at TGS: The demo at Tokyo Game Show actually started with the section from oh. "Oh no," I groaned. Fortunately, Remedy was only running through the E3 section to refresh everyone in the room. After that concluded, Remedy showed off a new section of the game. If Alan Wake's demo at E3 gave you the impression it's focused on keeping enemies at bay with a flashlight and moving around in a Matrix-like slowdown all the time, the TGS slice of Alan Wake proves that assertion wrong. Wake is in the middle of the woods to evade capture from a renegade sheriff convinced Wake is causing all the whacked out things that are happening around town. You do not have access to a flashlight, gun or other items, and finding sources of light becomes an obsession. I also saw more examples of the mysterious "dark presence."

If the E3 demo gave off a Poltergeist vibe, the TGS demo felt distinctly X-Files-meets-Lost, with devilishly swaying trees and monstrous, unidentifiable noises in the distance. There were few new mechanics shown here, however, as it wasn't about showing much new so much as it was proving Alan Wake isn't Max Payne's distinctive slow motion gameplay with a horror coat of paint.

What I Want to See: The open world portion of the game. Remedy is really pushing Alan Wake's focus on serialized TV cliffhangers, which actually suggests a more linear, targeted experience. The studio promises the open world segments have not disappeared. None of that has been shown yet, only furthering the notion that Remedy continues to play its cards very close to its chest.


At the same time of Sony's second press conference during Tokyo Game Show, I attended a White Knight Chronicles presentation about the online modes in the upcoming Level 5 RPG.

White Knight Chronicles has already been released in Japan, but it has been enhanced for its release over here and Europe. One big addition to the US version? Voice chat. It's amazing to think this wasn't in the original release of the game, but apparently it will be added to the Japanese version via patch at a later date. It will be on the disc for us, however.

White Knight Chronicles will also have the live talk feature pioneered in Rogue Galaxy, which simulates conversation between the characters on the screen as players move through the environment, and this should come in a patch for Japan, too. The North American and European versions will also include downloadable content that's been released in Japan on the disc.

In order to unlock the online modes, you must play through the first chapter of the game.

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TGS 2009: What To Expect

After a year of teasers for some amazing-looking titles, we've finally reached the last big show of 2009. This year's Tokyo Game Show comes in a year that's brought us two new iterations of handhelds, a newly designed PlayStation 3, and a slate of big titles. And that's just the stuff that's in stores now. Tokyo Game Show kicks off Thursday morning, Tokyo time, which is Wednesday night in the US. What can you expect from this year's TGS? Here's a look at some of the confirmed coverage you can expect to discover from the show:

Day One Liveblogs, Wednesday, September 23:
Kaz Hirai Keynote - 6:30pm Pacific
Sony Computer Entertainment Japan Press Conference - 9:30pm Pacific

Here are some of the big titles throughout this week that you can expect coverage for:

Metal Gear Solid: Peace Walker
Dead Rising 2
Bayonetta
Kingdom Hearts: Birth By Sleep
White Knight Chronicles
Tekken 6
Tatsunoko vs. Capcom
Lost Planet 2
Gran Turismo 5

Assassin's Creed II
Splinter Cell: Conviction
Red Steel 2
James Cameron's Avatar: The Game

And, of course, that's not all. Look for some more big announcements...and hopefully some unannounced pleasant surprises that'll make their way to the US in the future.

Be sure to check back here for all of your news and updates from Tokyo!

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