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Posted Mar 14, 2009 at 01:44PM by Isaac C. Listed in: Interviews, News, Games, Dead Space: Extraction Tags: Electronic Arts, NPC
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Dead Space: Extraction - Image 1When Dead Space: Extraction was announced for the Wii, there were some worries that it's just going to be some half-assed clone of the original game just to make a quick buck. Apparently, this isn't the case. An interview with the game's production team reveals that the game will be a full game on its own.

Details after the link.

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Posted Mar 20, 2008 at 09:24AM by Charles D. Listed in: Rumors, Games Tags: Microsoft, Electronic Arts, Sony, Phil Harrison, NPC, Los Angeles
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Logo of The Godfather Part II - Image 1If you're ready for another serving of video game rumors, then inside informer Surfer Girl is here to deliver. The latest batch of tidbits take a look into the similarities of EA's upcoming The Godfather 2 title with GTA 4, updates on the progress of a couple of Xbox 360 ports, and some new details regarding L.A. Noire. You can find out more about these juicy rumors in our full article.

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Posted Feb 07, 2008 at 01:14AM by Jay P. Listed in: News Tags: GDC, NPC, Kynapse, Kynogon
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Kynapse 5 to be released at Game Developers Conference - Image 1Kynogon recently announced that they will be unveiling the latest version of their AI middleware, Kynapse 5, during the Game Developers Conference. Along with this, information on the three new key features was provided. Check out the details after the jump!

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Posted Dec 04, 2007 at 11:30AM by Sally B. Listed in: News Tags: Lord of the Rings, artificial intelligence, NPC, Rogue, Kynapse, Kynogon
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Kynogon - Image 1Wii Gamers who want NPCs in their games to act more intelligently will be pleased to find out that Kynogon's popular AI engine, Kynapse, is now available for use by Wii game developers. Hopefully, this means that we'll have NPCs that won't run around in circles. Hit the full article for more details.

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Posted Aug 01, 2007 at 10:11AM by Karl B. Listed in: News, Games, Ousama Monogatari (King Story) Tags: Famitsu, NPC
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Project O - Image 1


Video game news site IGN reports that a Project O feature is currently in the pages of Japanese video game magazine Famitsu. The Famitsu feature has an interview with game designer Norikazu Yasunaga and programming director Yoichi Kawaguchi that focuses on the game's "life simulation" component.

Project O's life simulation will have three parts. NPC characters will have their own lives and will move according to scores of different AI routines. Yasunaga says that unlike World Neverland, where 120 people behaved according to the same AI, the characters in Project O will behave in according to their professions.

NPCs will also have different reactions to other characters. For instance, NPCs will salute their superiors during encounters. Finally, each NPC will have their own memory, retaining a record of things that have happened in the past. NPCs will also remember things that happen during encounters.

In addition to the life simulation aspect, Project O will also feature a growing city. This city can start off as a village and grow in scale as the game goes on. Yasunaga noted, however, that the main game will be different from the life simulation and city growth aspects of Project O.

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Posted Nov 27, 2006 at 06:15PM by Victor B. Listed in: News, Videos, The Legend of Zelda: Twilight Princess, Games Tags: YouTube, NPC
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Man, this has got to hurt. Some enterprising fellow realized that a glitch in The Legend of Zelda: Twilight Princess is keeping him from continuing the game, and has decided to inform the public through YouTube.

Dustinsoftware notes that a bug in the cannon room makes it seemingly impossible to warp the cannon out of the room if you save there. An NPC is supposed to leave the room with the cannon, allowing you to warp the cannon out. The problem is, saving seems to make the NPC disappear from view, but the game still registers that character as being in the room. Attempting to warp the cannon prompts your fairy to mention that someone's still watching you even when no one is there. At the same time, trying to exit the room prompts a conversation with the invisible NPC, with him asking you where you were going.

Essentially, you're stuck in a room where you're unable to warp out or transform under any circumstances, and attempting to exit forces a conversation that locks you in. Where's Zelda when Link needs her, eh? Until Nintendo addresses this issue, however, you'd probably want to watch this video and make sure not to save in that area.



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Posted Nov 13, 2006 at 07:33PM by Victor B. Listed in: Controller, Videos, Call of Duty 3, Games Tags: Activision, Wiimote, WWII, NPC
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FIght on the Wii!


We've all had those moments of absolute tension, such as those times when we're playing a fighting game or boxing sim and end up physically dodging the virtual blow because our character couldn't do it. Some of you might even have gone so far as to pushing your controller forward during a frenzied attempt at katamari-rolling greatness.

It's rather unexpected for someone to physically reel from the screen as a result of FPS action, however. Either the guy in this next video had way too much caffeine before the shooting of this promo or he's genuinely feeling very tense from playing Call of Duty 3 with motion sensing technology.

The next video features some frenzied gameplay, as is standard for most FPS games. Playing an FPS on Wii ends up looking like an even more involving experience, since just about everything from shooting to reloading has an associated action. Heck, if you're going as far as thrusting the remote forward to whack someone in the head with the butt of a rifle, then it probably has to feel very tense to any gamer, even one paid to do an ad.

If you can imagine someone rotating your arm in real-time to use the virtual crank that aims an anti-tank cannon or shaking the Wiimote while you're in a struggle with an enemy NPC, then Activision's WWII shooter is probably right up your alley. Enjoy the video, but if you're getting both the Wii and this game, don't get too carried away, alright?

Download: [Call of Duty 3 Wii Gameplay]

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Posted Oct 18, 2006 at 01:17AM by Kristine C. Listed in: Off Topic Tags: Hyrule, Zelda, NPC, Nobuo Uematsu, BFG
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So, do you think you're a hardcore Nintendo fan? Well then, it shouldn't be too difficult for you to find the hidden signatures of the sound designer Kazumi Totaka who is known for his work in games such as Animal Crossing, old Zelda titles, as well as several Mario and Yoshi games, among others. However, for the rest of us who have not yet reached the highest ranks in the Nintendo fan hierarchy, we got a little help with the video we found floating around the internet.

For those who are unfamiliar with what we're talking about, what we're referring to is the small melody that Totaka has been placing in his games for the past ten years. These melodies are similar to Easter eggs, and can only be "unlocked" or listened to in certain conditions. As shown in this video, these conditions include going to an NPC's house and staying there for a certain amount of time, or staying at the Game Over screen for more than two minutes, and so on.

This "feature" is actually nothing useful. It will not give you a BFG, and it will not give you infinite lives during your next Hyrule adventure, however, this does not make it any less fascinating, as we realize that a man has placed his mark on gaming history. It may not be as obvious or as grand as Nobuo Uematsu's scores, but its discreetness adds to the fascination as the hunt for this melody goes on.

Now that we are in the next generation of gaming, with the Wii coming along, perhaps we all should start paying a bit more attention to the credits. Who knows? Maybe that next Wii or DS game that you've pre-ordered contains a little piece of Totaka. Please do tell us when you find him.

In the meantime, to get you started on the search for Totakeke, here's a video which shows good places to begin.



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