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	<title>The Liquid Architecture blog &#187; Capcom</title>
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	<description>Exploring the art, business and culture of videogames</description>
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		<title>The Liquid Architecture blog &#187; Capcom</title>
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		<title>Filling the Void</title>
		<link>http://theliquidarchitect.com/2009/12/30/filling-the-void/</link>
		<comments>http://theliquidarchitect.com/2009/12/30/filling-the-void/#comments</comments>
		<pubDate>Thu, 31 Dec 2009 02:23:16 +0000</pubDate>
		<dc:creator>Rich</dc:creator>
				<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Old school]]></category>
		<category><![CDATA[The biz]]></category>
		<category><![CDATA[8-bit]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[Dark void]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://theliquidarchitect.com/?p=609</guid>
		<description><![CDATA[Just like last year, this Christmas&#8217; new games slate went lighter than planned, as quite a few high priority games&#8217; release dates slipped into the first quarter of next year.  Hardly anyone wants to delay a project release, especially when you consider how long the development cycle on current gen games can get.  But sometimes [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=theliquidarchitect.com&amp;blog=1834521&amp;post=609&amp;subd=liquidarchitecture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div id="attachment_613" class="wp-caption aligncenter" style="width: 294px"><a href="http://liquidarchitecture.files.wordpress.com/2009/12/dark-void-ps3.jpg"><img class="size-full wp-image-613" title="Dark Void PS3" src="http://liquidarchitecture.files.wordpress.com/2009/12/dark-void-ps3.jpg?w=500" alt=""   /></a><p class="wp-caption-text">Of course this game will be awesome.  He looks like the frickin&#39; Rocketeer!</p></div>
<p>Just like last year, this Christmas&#8217; new games slate went lighter than planned, as <a href="http://www.joystiq.com/2009/12/11/eedar-2010-delays-smart-decision-for-game-publishers/" target="_self">quite a few high priority games&#8217; release dates slipped into the first quarter of next year</a>.  Hardly anyone <em>wants </em>to delay a project release, especially when you consider how long the development cycle on current gen games can get.  But sometimes a game could benefit from a few more months of polishing, as was the case <a href="http://kotaku.com/5433362/batman-was-great-but-remember-batman-was-late" target="_self">with this year&#8217;s GOTY contender </a><em><a href="http://kotaku.com/5433362/batman-was-great-but-remember-batman-was-late" target="_self">Batman: Arkham Asylum</a>. </em></p>
<p>Other times, a real juggernaut hits retail, and it makes more sense for a publisher to hold back a release until it can find more room in headlines and on shelves.  <em>Modern Warfare 2 </em>and <em>New Super Mario Brothers Wii </em>in particular sucked all the air out of the room this year.</p>
<p>It&#8217;s been fascinating to watch what Capcom&#8217;s community team and developer Airtight Games have been doing with the extra time until the release of their delayed title, <em>Dark Void. </em>Of course, they&#8217;ve checked all the necessary boxes: <a href="http://www.darkvoidgame.com/" target="_self">a fan site</a>, a <a href="http://www.facebook.com/DarkVoidGame" target="_self">Facebook page</a>, and a <a href="http://twitter.com/DarkVoidGame" target="_self">Twitter feed</a>. Their Twitter community manager is really committed to speaking as the character of a survivor from within the Void, and ties in the game&#8217;s fiction nicely with even routine things like giveaway contests.</p>
<p>And this is where it gets really cool.  Last week Capcom announced <em><a href="http://capcom-unity.com/jgonzo/blog/2009/12/21/introducing_dark_void_zero" target="_self">Dark Void Zero</a>, </em>an 8-bit &#8220;prequel&#8221; to their soon-to-be-released current gen game.  Retro lightning already struck twice for Capcom, with <em>Mega Man 9</em> and the outstanding <em>Bionic Commando: Rearmed, </em>so why not try for a third?  But <em>Mega Man</em> and <em>Bionic Commando</em> really are established, well-loved franchises with all the history and nostalgia that entails.  <em> </em></p>
<p><em>Dark Void&#8217;s</em> a completely new IP.  And it&#8217;s been hard out there for a <span style="text-decoration:line-through;">pimp</span> new property lately.  <a href="http://www.joystiq.com/2008/12/16/maddening-npd-data-shows-weak-dead-space-mirrors-edge-sales/" target="_self">Just ask EA</a>!  On top of developing an impressive fiction to serve the current-gen <em>Dark Void </em>game and the fan community<em>, </em>AND developing a fun 8-bit game to expand that universe and generate buzz, big C also developed a suitable backstory for the 8-bit game, as if the property had existed during that era. <span style="text-align:center; display: block;"><a href="http://theliquidarchitect.com/2009/12/30/filling-the-void/"><img src="http://img.youtube.com/vi/XdJ5nt_BmNw/2.jpg" alt="" /></a></span></p>
<p>All this attention to detail in the pre-release period has elevated <em>Dark Void </em>from a title I was merely interested in to pretty much a must-buy on day 1.  I&#8217;ll probably download <em>Dark Void Zero</em> to boot.  Well played, Capcom.</p>
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		<title>The only game in town</title>
		<link>http://theliquidarchitect.com/2009/10/12/the-only-game-in-town/</link>
		<comments>http://theliquidarchitect.com/2009/10/12/the-only-game-in-town/#comments</comments>
		<pubDate>Mon, 12 Oct 2009 04:01:49 +0000</pubDate>
		<dc:creator>Rich</dc:creator>
				<category><![CDATA[Culture]]></category>
		<category><![CDATA[Old school]]></category>
		<category><![CDATA[arcades]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[Chinatown]]></category>
		<category><![CDATA[DDR]]></category>
		<category><![CDATA[Namco]]></category>
		<category><![CDATA[SFIV]]></category>
		<category><![CDATA[Street Fighter IV]]></category>

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		<description><![CDATA[Last week, yours truly was called upon to protect the city and county of New York from the forces of evil.  Luckily, jurors get a whopping 2 hours for lunch and my local Hall of Justice is a few shorts blocks away from one of NYC&#8217;s truly hidden gems &#8211; Chinatown Fair.  Once famous for [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=theliquidarchitect.com&amp;blog=1834521&amp;post=544&amp;subd=liquidarchitecture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-548" title="ctown fair sign 2" src="http://liquidarchitecture.files.wordpress.com/2009/10/ctown-fair-sign-2.jpg?w=500&#038;h=375" alt="ctown fair sign 2" width="500" height="375" />Last week, yours truly was called upon to protect the city and county of New York from the forces of evil.  Luckily, jurors get a whopping 2 hours for lunch and my local Hall of Justice is a few shorts blocks away from one of NYC&#8217;s truly hidden gems &#8211; <a href="http://www.yelp.com/biz/chinatown-fair-video-arcade-new-york" target="_self">Chinatown Fair</a>.  Once famous for its dancing, tic-tac-toe playing chicken, Chinatown Fair is the city&#8217;s last bastion of the smoke filled, dimly lit arcade scene that bore nerd havens in malls and boardwalks around the country throughout the 80s and mid 90s.</p>
<p>I had last been in a proper arcade sometime in college (<a href="http://maps.google.com/maps?oe=utf-8&amp;rls=org.mozilla:en-US:official&amp;client=firefox-a&amp;um=1&amp;ie=UTF-8&amp;q=pinball+pete%27s+east+lansing&amp;fb=1&amp;gl=us&amp;hq=pinball+pete%27s&amp;hnear=east+lansing&amp;view=text&amp;latlng=2004132720935843194" target="_self">Pinball Pete&#8217;s represent!</a>), but arcades had begun a quick and steady descent into obsolescence in this country some years before that.  Starting with the earliest consoles, each generation inched closer and closer to delivering a true arcade experience.</p>
<p>The Playstation/Saturn era finally delivered parity, but the home experience still came up short in perhaps the most critical area: competition.  This generation&#8217;s online matchmaking took care of that, and now  just about the closest thing you can find to an arcade in the States is some kind &#8220;Chuck E. Cheese for adults&#8221; nightmare with lots of bad food and fairly lame out-of-home-attraction type games.</p>
<div id="attachment_550" class="wp-caption alignleft" style="width: 372px"><img class="size-full wp-image-550 " title="SFIV" src="http://liquidarchitecture.files.wordpress.com/2009/10/sfiv.jpg?w=500" alt="SFIV"   /><p class="wp-caption-text">CF&#39;s networked SFIV cabinets - the only ones in NYC?</p></div>
<p>Chinatown Fair is unapologetic in its lineup and old-school decor.  The place is lined wall-to-wall with Capcom, SNK and Namco fighters.  A few big cabinet driving games, light-gun shooters, <a href="http://en.wikipedia.org/wiki/Shmup" target="_self">shmups</a> and the obligatory <em>Dance Dance Revolution</em> machines round out the collection.</p>
<p>The latest additions to CF are all imports, as the scene&#8217;s still vibrant across the Pacific.  It was a good opportunity for me to see how arcade companies are adapting their hardware to suit more casual play styles, just like in console games.</p>
<p>A few driving and rhythm games at CF feature a proprietary card system that tracks players&#8217; progress, much like a players&#8217; club card in a casino.  So after a one-time nominal purchase on the actual game cabinet &#8211; for example, a racer based on the anime <em>Initial D</em> &#8211; the player can insert their card into any<em> Initial D </em>cabinet they encounter in any arcade <em>in the world</em>, and they&#8217;ll be able to use the car they&#8217;ve customized on the tracks they&#8217;ve unlocked progressing through the game.  It&#8217;s like having a savegame file that&#8217;s always with you, or an Xbox LIVE account that works in the arcade.</p>
<p>I thoroughly dug my visit to Chinatown Fair.  It feels like one of the divier spots from my time in Japan.   And I mean that as a huge compliment.  I can understand how the arcade business model got phased out, but it&#8217;s kind of a shame that there are so few of them left for younger gamers to experience.  If you happen to know of a particular good spot in your town, be sure and leave it in the comments.</p>
<dl class="wp-caption alignright">
<dt class="wp-caption-dt"><img class="size-medium wp-image-551 " title="Tokens" src="http://liquidarchitecture.files.wordpress.com/2009/10/tokens.jpg?w=300&#038;h=225" alt="I'm such a baller" width="300" height="225" /></dt>
</dl>
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		<title>Instant Replay</title>
		<link>http://theliquidarchitect.com/2009/07/17/instant-replay/</link>
		<comments>http://theliquidarchitect.com/2009/07/17/instant-replay/#comments</comments>
		<pubDate>Fri, 17 Jul 2009 14:58:50 +0000</pubDate>
		<dc:creator>Rich</dc:creator>
				<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Old school]]></category>
		<category><![CDATA[The biz]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[Ico]]></category>
		<category><![CDATA[Loom]]></category>
		<category><![CDATA[LucasArts]]></category>
		<category><![CDATA[Marvel Vs Capcom]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Secret of Monkey Island]]></category>
		<category><![CDATA[The Dig]]></category>
		<category><![CDATA[The Last Guardian]]></category>
		<category><![CDATA[Virtual Console]]></category>
		<category><![CDATA[Xbox Live]]></category>

		<guid isPermaLink="false">http://liquidarchitecture.wordpress.com/?p=482</guid>
		<description><![CDATA[Last week, LucasArts announced they&#8217;d blow the dust off their venerable adventure games catalog, offering an ongoing selection of hits via Steam.  Of course, gamers everywhere rejoiced, and the immediate questions were all positive: &#8216;what other platfroms will these be available on?&#8217; and &#8216;what other classics will they release next?&#8217; The announcement came on top [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=theliquidarchitect.com&amp;blog=1834521&amp;post=482&amp;subd=liquidarchitecture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Last week, LucasArts announced they&#8217;d blow the dust off their venerable adventure games catalog, <a href="http://kotaku.com/5308431/lucasarts-rereleases-classics-on-steam" target="_self">offering an ongoing selection of hits via Steam</a>.  Of course, gamers everywhere rejoiced, and the immediate questions were all positive: &#8216;what other platfroms will these be available on?&#8217; and &#8216;what other classics will they release next?&#8217;</p>
<p>The announcement came on top of Major Nelson&#8217;s <a href="http://majornelson.com/archive/2009/07/09/2nd-annual-summer-of-arcade-kicks-off-july-22nd.aspx" target="_self">release of this summer&#8217;s Xbox LIVE Arcade schedule</a>.  They&#8217;re mining some classics as well, with remakes of LucasArts&#8217; own <em>Secret</em><em> of</em> <em>Monkey Island</em> and <em>Teenage Mutant Ninja Turtles: Turtles in Time </em>as well as a re-release of <em>Marvel vs. Capcom 2.</em></p>
<p>These announcements, and the fanfare surrounding them, show what a compelling revenue stream a publisher&#8217;s back catalog can make.  And it makes very good sense.  It takes a much smaller team and significantly less expense to prep an old, critically acclaimed gem for re-rerelease on a new system, even in the case of a full refresh like this week&#8217;s stellar <em>Secret</em><em> of </em><em>Monkey Island </em>remake.  Gamers that might just be discovering that IP through Telltale&#8217;s new episodic <em><a href="http://www.telltalegames.com/monkeyisland" target="_self">Tales of Monkey Island</a> </em>series can go back to the original and see what made these characters and the whole <a href="http://en.wikipedia.org/wiki/Scumm" target="_self">SCUMM</a> system so endearing.  </p>
<p>Publishers don&#8217;t need to put any expense or energy into packaging these titles and bringing them to retail.  When the games are strong enough, as is the case with LucasArts&#8217; catalog, they don&#8217;t even really need to market them very much.  The enthusiast community will do it for them.  Essentially, a rerelease of a true masterpiece is a pure profit play for a publisher that put in all the years of hard work building a great library.</p>
<p>As long as publishers don&#8217;t turn the valve too far and just start releasing every <span style="text-decoration:line-through;">piece of crap</span> title they&#8217;ve ever produced, I hope to see a lot more classics coming down the pipe.  In this still very sequel-heavy business, re-releasing the early gems from a series a few months ahead of a new installment could be a very wise marketing spend.  For instance, <em>Ico </em> and <em>Shadow of the Colossus </em>should hit the PSN store a few weeks before <em>T<a href="http://ps3.ign.com/objects/142/14230646.html" target="_self">he Last Guardian</a> </em>hits the shelves.</p>
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		<title>Know Your NPD&#8217;s: What Drought?</title>
		<link>http://theliquidarchitect.com/2009/03/24/know-your-npds-what-drought/</link>
		<comments>http://theliquidarchitect.com/2009/03/24/know-your-npds-what-drought/#comments</comments>
		<pubDate>Tue, 24 Mar 2009 23:00:28 +0000</pubDate>
		<dc:creator>Rich</dc:creator>
				<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Old school]]></category>
		<category><![CDATA[The biz]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[Gears of War 2]]></category>
		<category><![CDATA[Grand Theft Auto: Chinatown Wars]]></category>
		<category><![CDATA[Little Big Planet]]></category>
		<category><![CDATA[Peggle]]></category>
		<category><![CDATA[Resident Evil 5]]></category>
		<category><![CDATA[Street Fighter IV]]></category>

		<guid isPermaLink="false">http://liquidarchitecture.wordpress.com/?p=407</guid>
		<description><![CDATA[The NPD report for February came out last Thursday, and if the industry keeps up this pace, I may have to issue a teary, self-depricating apology for my New Year&#8217;s rant about release scheduling.  The first quarter of the year has always been pin-drop quiet, even during some of the industry&#8217;s best years.  It gave [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=theliquidarchitect.com&amp;blog=1834521&amp;post=407&amp;subd=liquidarchitecture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://blog.wired.com/games/2009/03/february-npd-st.html" target="_self">NPD report for February</a> came out last Thursday, and if the industry keeps up this pace, I may have to issue a teary, self-depricating apology for my <a href="http://liquidarchitecture.wordpress.com/2009/01/04/too-much-of-a-good-thing/" target="_self">New Year&#8217;s rant</a> about release scheduling.  The first quarter of the year has always been pin-drop quiet, even during some of the industry&#8217;s best years.  It gave gamers, retailers, and developers a much needed breath after the holidays.  This year?  Not so much.</p>
<p>On a recent visit to GameStop, I had to choose from perennial favorite <em>MLB The Show</em>, the long-awaited <em>Peggle: Dual Shot</em>, the better than expected <em>GTA: Chinatown Wars</em>, and <em>Street Fighter IV</em>.  Of course, <em>Resident Evil 5</em> just dropped, and <em>Gears 2, Little Big Planet</em> and the rock-out-with-your-plastic-axes-out games continue to get killer DLC on an a regular basis.  It&#8217;s unlikely that such a bountiful first quarter was 100% intentional.  Holiday release schedules get ambitious, marketing budgets get slashed, and before you know it, a locked-in holiday blockbuster gets shuffled into the following year.</p>
<p>However, I&#8217;m willing to give Capcom the benefit of the doubt with <em>Street Fighter IV</em>.  All along, they&#8217;ve been favoring a hardcore gamer audience in marketing this title, with a steady flow of info from their Capcom-Unity blog and Twitter feed.  And their <a href="http://www.capcom-unity.com/capcom_freak/blog/2008/10/25/street_fighter_club__brooklyn_nyc_october_24_2008" target="_self">down &#8216;n dirty &#8220;Fight Club&#8221; event</a> was just about the only pre-launch promotion this year that I really, really wished I had worked on.  At the end of the day, this title exists for that hardcore, multi-system owning gamer that purchases over a dozen games a year.  Capcom was refreshingly unapologetic about it, and I&#8217;m glad to see they were rewarded for it. <a href="http://fast1.onesite.com/capcom-unity.com/user/capcom_freak/blog_photos/large/sfc13.jpg?v=202200"><img class="alignleft" style="border:2px solid black;margin-left:2px;margin-right:2px;" src="http://fast1.onesite.com/capcom-unity.com/user/capcom_freak/blog_photos/large/sfc13.jpg?v=202200" alt="" width="367" height="206" /></a></p>
<p>Nintendo juggernauts like <em>Wii Fit, Wii Play,</em> and the <em>Mario Kart</em> titles will (very deservedly) continue to consume the best-seller list month in and month out, because there&#8217;s a new casual gamer born every minute.  I hope third parties continue to use different parts of the year and inspired, innovative promo to show their biggest fans how much they still care.</p>
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		<title>Old $chool</title>
		<link>http://theliquidarchitect.com/2008/07/28/old-chool/</link>
		<comments>http://theliquidarchitect.com/2008/07/28/old-chool/#comments</comments>
		<pubDate>Tue, 29 Jul 2008 01:35:53 +0000</pubDate>
		<dc:creator>Rich</dc:creator>
				<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Old school]]></category>
		<category><![CDATA[The biz]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[Castlevania]]></category>
		<category><![CDATA[Koji Igarashi]]></category>
		<category><![CDATA[Konami]]></category>
		<category><![CDATA[Lost Planet]]></category>
		<category><![CDATA[Mega Man 9]]></category>
		<category><![CDATA[Resident Evil]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[WiiWare]]></category>
		<category><![CDATA[Zombies Ate My Neighbors]]></category>

		<guid isPermaLink="false">http://liquidarchitecture.wordpress.com/?p=144</guid>
		<description><![CDATA[One element of appeal I completely missed in my Mega Man 9 post was the cost factor.  As I said before, I applaud the aesthetic direction Capcom&#8217;s taking this one.  But I hadn&#8217;t really considered what that lo-fi design choice could mean for the bottom line, until I read Chris Kohler&#8217;s great piece on Koji [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=theliquidarchitect.com&amp;blog=1834521&amp;post=144&amp;subd=liquidarchitecture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>One element of appeal I completely missed in my <em>Mega Man 9</em> post was the cost factor.  As I said before, I applaud the aesthetic direction Capcom&#8217;s taking this one.  But I hadn&#8217;t really considered what that lo-fi design choice could mean for the bottom line, until I read Chris Kohler&#8217;s great piece on <a href="http://blog.wired.com/games/2008/07/why-a-wii-fight.html" target="_self">Koji Igarashi and the latest installment in the <em>Castlevania</em> franchise</a>.</p>
<p><a href="http://liquidarchitecture.files.wordpress.com/2008/07/castlevania-judgment-20080711074747517_640w.jpg"><img class="alignleft size-medium wp-image-146" style="margin-left:2px;margin-right:2px;" src="http://liquidarchitecture.files.wordpress.com/2008/07/castlevania-judgment-20080711074747517_640w.jpg?w=300&#038;h=225" alt="" width="300" height="225" /></a>There&#8217;s already quite a bit of negative press surrounding <em>Castlevania Judgement</em>, and with very good reason.  How the hell does a head-to-head fighter fit in the <em>Castlevania </em>universe?  <em>Symphony of the Night </em>and <em>Rondo of Blood </em>were terrific recent entries in the series, so it&#8217;s not like Konami forgot how to make a good vampire-slaying game starring the Belmont clan.</p>
<p>The fighting game approach it just feels like Konami&#8217;s blatantly going back to the well to take advantage of die-hard <em>Castlevania</em> fans, and sullying their sturdiest franchise in the process.  And it gets so much sadder when you realize Igarashi couldn&#8217;t get the budget for a true followup, so the Konami braintrust&#8217;s next move is &#8220;toe-to-toe brawler.&#8221;</p>
<p><a href="http://liquidarchitecture.files.wordpress.com/2008/07/mega-man-anniversary-collection-200503180328133641.jpg"><img class="alignright size-medium wp-image-148" src="http://liquidarchitecture.files.wordpress.com/2008/07/mega-man-anniversary-collection-200503180328133641.jpg?w=300&#038;h=225" alt="" width="300" height="225" /></a>And that&#8217;s why Capcom&#8217;s decision to go 8-bit is so brilliant.  <em>Mega Man 9</em> will feel like a true followup in the series, probably even more so than <em>Mega Man 7</em> and <em>8</em>.  It can be cranked out by a tiny staff (compared to most current-gen development teams), and delivered via Wiiware for what EA probably spent on snacks on bottled water for the <em>Madden &#8217;09</em> build cycle.  And, they can bench test a bunch of new, fresh-out-of-school designers before dropping them into more heavy-duty design teams for the next <em>Resident Evil</em> or <em>Lost Planet</em> games.</p>
<p>I hope Konami thinks about taking <em>Castlevania </em>back to its roots in similar fashion.  Of course, a new  <em>Zombies ate my Neighbors</em> wouldn&#8217;t hurt while they&#8217;re at it.<a href="http://liquidarchitecture.files.wordpress.com/2008/07/zombies-ate-my-neighbors-2.jpg"><img class="aligncenter size-medium wp-image-147" src="http://liquidarchitecture.files.wordpress.com/2008/07/zombies-ate-my-neighbors-2.jpg?w=277&#038;h=208" alt="" width="277" height="208" /></a></p>
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		<title>In the Year 20XX&#8230;</title>
		<link>http://theliquidarchitect.com/2008/07/15/in-the-year-20xx/</link>
		<comments>http://theliquidarchitect.com/2008/07/15/in-the-year-20xx/#comments</comments>
		<pubDate>Tue, 15 Jul 2008 04:04:02 +0000</pubDate>
		<dc:creator>Rich</dc:creator>
				<category><![CDATA[Culture]]></category>
		<category><![CDATA[Old school]]></category>
		<category><![CDATA[The biz]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[E3]]></category>
		<category><![CDATA[Mega Man]]></category>
		<category><![CDATA[Mega Man 9]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[Playstation network]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Virtual Console]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Xbox Live]]></category>

		<guid isPermaLink="false">http://liquidarchitecture.wordpress.com/?p=127</guid>
		<description><![CDATA[E3 is once again upon us (albeit in its retooled, min-E3 format).  I won&#8217;t cover every single announcement here &#8211; there are plenty of up-to-the-minute industry news sites on the blogroll at right, so set your RSS reader and fire away.  But a week like this always has a few thought-provoking surprises, and presents a [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=theliquidarchitect.com&amp;blog=1834521&amp;post=127&amp;subd=liquidarchitecture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>E3 is once again upon us (albeit in its retooled, min-E3 format).  I won&#8217;t cover every single announcement here &#8211; there are plenty of up-to-the-minute industry news sites on the blogroll at right, so set your RSS reader and fire away.  But a week like this always has a few thought-provoking surprises, and presents a good opportunity to take the industry&#8217;s pulse.  It&#8217;s like halftime, leading up to the holiday season endgame.</p>
<p><a href="http://liquidarchitecture.files.wordpress.com/2008/07/streetfighter4scans21.jpg"><img class="alignleft size-medium wp-image-129" style="margin-left:2px;margin-right:2px;" src="http://liquidarchitecture.files.wordpress.com/2008/07/streetfighter4scans21.jpg?w=223&#038;h=143" alt="" width="223" height="143" /></a>There&#8217;s a lot to be excited about in Capcom&#8217;s lineup this year, with <em>Street Fighter IV</em> promising a return to form in offense-geared, fast paced brawling along with a hot new 3D presentation.  It&#8217;s a big, big development for Street Fighter fans, but I&#8217;m actually more excited about the return of the true blue bomber in <em>Mega Man 9</em> on the Virtual Console and PSN.</p>
<p>For this installment, Capcom went back to the series&#8217; roots and opted for the graphics and sounds of a classic NES game.  In an industry that&#8217;s constantly pushing the hardware for higher frame rates and jaw-dropping visuals, it&#8217;s a breath of fresh air to see someone opt for the look and feel that just plain fits the character best.  <em>Mega Man 7</em> (on the SNES) and <em>8 </em>(on the original PlayStation) were both good games in their own right, but just didn&#8217;t have that classic Mega Man charm, as anyone that played through <em>Mega Man 2</em> would attest.<span style="text-align:center; display: block;"><a href="http://theliquidarchitect.com/2008/07/15/in-the-year-20xx/"><img src="http://img.youtube.com/vi/zsgtDJmlqFc/2.jpg" alt="" /></a></span></p>
<p>The decision from a big studio to go lo-fi for the latest entry in their flagship franshise is a subtle, but important development.  It&#8217;s an artistic choice, to create a similar experience and evoke the same feelings as we had playing through the glory days of the series.</p>
<div id="attachment_130" class="wp-caption alignright" style="width: 225px"><a href="http://liquidarchitecture.files.wordpress.com/2008/07/megaman_quilt.jpg"><img class="size-medium wp-image-130" src="http://liquidarchitecture.files.wordpress.com/2008/07/megaman_quilt.jpg?w=215&#038;h=161" alt="This is the second awesome videogame quilt picture I've run.  Please send more." width="215" height="161" /></a><p class="wp-caption-text">This is the second awesome videogame quilt picture I&#39;ve run.  Please send more.</p></div>
<p>I&#8217;d love to see future installments of classic franchises explore what made them great in the first place.  And while we&#8217;re at, why not breathe new life into the classics we&#8217;ve already played through a million times by adding more content?  Wouldn&#8217;t it be cool to pick up a <em>Double Dragon</em> game where part 3 left off?  Or play through the NES port of <em>Maniac Mansion, </em>with running commentary from the (reunited) original development team?<em> </em></p>
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			<media:title type="html">This is the second awesome videogame quilt picture I&#039;ve run.  Please send more.</media:title>
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