
A new game for the Nintendo Wii has been announced by 2k sports : The Bigs
NEW YORK, NY - October 31, 2006 - 2K Sports, a publishing label of Take-Two Interactive Software, Inc. (Nasdaq: TTWO), announced today a unique, new sports title that adds more explosive excitement to baseball video games than ever before - The BIGS. This over-the-top baseball action title puts an entirely new spin on Major League Baseball as it blends outrageous visuals and intuitive gameplay mechanics to bring fans a brand new MLB video game experience.
“The BIGS is sure to turn a few heads as it pioneers a completely different way of playing an MLB video game,” stated Greg Thomas, President of Visual Concepts, a 2K Sports studio. “2K Sports is always looking to deliver the most innovative and eye-catching sports video games to fans and The BIGS is one of 2K Sports’ most dynamic titles to date.”
Developed by Blue Castle Games, The BIGS brings blazing graphics to huge proportions with larger-than-life MLB player models and ballparks. Featuring fantastic pitching, batting, and fielding animations, gamers can also take advantage of spectacular power-ups with outrageous special effects. As a standard for all major 2K Sports titles, The BIGS features online play for up to four players, making it a grand slam for online baseball battles.
At the helm of The BIGS is Dan Brady of Blue Castle. Dan is best known as the creator of and Technical Director on the EA Sports MVP Baseball series of games. Joining Dan at Blue Castle is a number of experienced baseball developers, including Jason Leigh - the Lead Designer of MVP baseball. “This is an extremely exciting time for fans of baseball videogames, as Blue Castle Games has assembled an absolute all-star lineup for this game,” stated Greg Thomas.
The BIGS will be available for the Xbox 360™ video game and entertainment system from Microsoft, PLAYSTATION®3 and PlayStation®2 computer entertainment systems, the PSP® (PlayStation®Portable) system, and Nintendo’s Wii™ home video game console. The BIGS is slated for release in summer 2007.
More About: Nintendo Wii, 2k sports, The Bigs

Nintendo-Lan, managed to speak to the Red Steel Wii game’s developers on the issues of graphics, load-times and swordplay.
Mordrag: Hi, in your interview with Ubisoft you could ask how the swordfighting is going to work now, because it was announced to be redesigned. So that the swordmoves aren’t predetermined any more but are converted 1:1.
N-LAN: That’s the case indeed. The developer has confirmed that the control scheme will be completely redesigned so that the controller moves are converted into the game precisely. Besides the controller sensitivity will be completely adjustable in the final version. And the graphics were improved very well since E3, now the atmosphere is darker and thrilling. But that’s not all, there will be even more improvements on the graphics side.
Mordrag: Furthermore you could ask Ubisoft if there are any loading times in Red Steel or in other games on the Wii.
N-LAN: In Red Steel there will be no loading times at all because of smart streaming techniques.
More About: Red Steel Wii, Ubisoft
Maxconsole published new nintendo wii specs that where sended to them by an anonymous Wii Developer
The Wii Hardware
- Nintendo Wii’s ‘Broadway’ CPU operates at 729MHZ with a maximum bandwith of 1.9gbyte/sec.
- Nintendo Wii’s ‘HollyWood’ GPU is clocked at 243MHZ, the internal memory of it includes 3mb of embedded graphics memory and 24megabytes of high speed main memory.
- 64megabytes of GDDR3 (MEM2) as the external main memory. Just like the internal memory, it can be accessed from the CPU and GPU with a maximum bandwidth of 4gbytes/sec and can also store programs in the MEM2.
- The GPU of the Wii is identical to the GC’s but it is on average 1.5X faster.
Wii’s Optical Disc Drive
- Opitcal Disc Drive (ODD) supports single and dual layer Wii disks, discs eject with software or button and the maximum read speed is the equivalent of DVDx6.
- Two main disc types supported the single sided 12cm single sided 4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported. Some of the capacity of the discs are used by the system and games can not use full disc space.
- Inserting a disc will start the Wii console, even if it was already in an off state. Pressing the eject button will change the console to an on state to take out the disc also.
Wii General Overview
- An optional wired LAN adapter that connects to a USB port is in the pipeline for users who do not possess a wireless LAN set-up currently.
- Internal non-removable 512MB flash memory used to storage game save data and downloadable content thus eliminating the Need for a memory card.
- Both Wii discs and Gamecube discs can be played via an intelligent mode swap. When running in GC mode, the Wii’s CPU and GPU will lower to the respective speeds of the GC and some of the MEM2 functions as ARAM.
- Software development environment is an upgrade to the ‘Dolphin SDK’ used with the GC; the same libraries are used so developers can get up to scratch easily as well as the possibility of ports being easier.
- The following interfaces are included with the Wii; SD card slot, Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller ports, 2x GC memory card slots and an AV multi output jack (only an analog jack).
- Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm) and console auto switches depends on what disk is inserted
- More than just the Nunchaku is planned as an extension. GC peripherals such as DK bongos can be used in both Wii and GC modes.
- Three power status, on, off and unplugged. To prevent mistaken turn offs, the power button must be held for about a second.
The Wii Control System
- The Wii controller features; Direct Pointing Device, Three axis accelerometer, Wii power button (remotely turn console on/off), buttons, wireless connectivity, indicator LED’s, rumble, battery powered (two AA alkaline batteries) and ability to connect extension unit.
- The Wii controller supports three types of operations; by itself, with a nunchuk extension or with a classic controller. Classic controllers will ship to developers during August 2006.
- The SYNCHRO button on the Wii controller exchanges wireless ID numbers when pressed at the same time as SYNCRHO on the Wii console. Wireless communications are only possible with consoles which have been authenticated.
- The rumble motor can be turned on and off and the intensity can be changed.
- The Wii remote has a pointer for fine movements as well as a motion sensor +/- 3.4G suitable for larger body movements, the nunchuk attachment has a sensor of +/- 2G
- The sensor bar must be placed above or below a TV set, the pointer measures coordinates between the ends of the bar which are about 20cm apart.
- The Wii remote has four status, disconnected, communicating, establishing connection and pairing wait status.
- The pointer can measure co-ordinates within bounds of rectangle centered upon the sensor bar, thus it can also measure points beyond the screen. It also responds to strong light sources, windows, fluorescent lamps, fireplaces, mirrors etc.
- Due to players hands shaking while holding the controller, a ring buffer allows a precise direction to be created to hold and average accelerator samples.
Wii Broadway CPU
Broadway is Wii’s CPU. Broadway functionality and specifications are as follows.
- Operating speed: 729 MHz
- Bus to main memory: 243 MHz, 64 bits (maximum bandwidth: 1.9 gigabytes/sec)
- 32-kilobyte 8-way set-associative L1 instruction cache
- 32-kilobyte 8-way set-associative L1 data cache (can set up 16-kilobyte data scratch pad)
- Superscalar microprocessor with six execution units (floating-point unit, branching unit, system register unit, load/store unit, two integer units)
- DMA unit (15-entry DMA request queue) used by 16-kilobyte data scratch pad
- Write-gather buffer for writing graphics command lists to the graphics chip
- Onboard 256-kilobyte 2-way set-associative L2 integrated cache
- Two, 32-bit integer units (IU)
- One floating point unit (FPU) (supports single precision (32-bit) and double precision (64-bit))
- The FPU supports paired single floating point (FP/PS)
- The FPU supports paired single multiply add (ps_madd). Most FP/PS instructions can be issued in each cycle and completed in three cycles.
- Fixed-point to floating-point conversion can be performed at the same time as FPU register load and store, with no loss in performance.
- The branch unit supports static branch prediction and dynamic branch prediction.
- When an instruction is stalled on data, the next instruction can be issued and executed.
- All instructions maintain program logic and will complete in the correct program order.
- Supports three L2 cache fetch modes: 32-Byte, 64-Byte, and 128-Byte.
Supports these bus pipeline depth levels: level 2, level 3, and level 4.
Reference Information: Broadway is upward compatible with Nintendo GameCube’s CPU (Gekko).
Wii Hollywood GPU
Hollywood is a system LSI composed of a GPU and internal main memory (MEM1). Hollywood is clocked at 243 MHz. Its internal memory consists of 3 megabytes of embedded graphics memory and 24 megabytes of high speed main memory.
Hollywood includes the following.
- Graphics processing unit (with 3 megabytes of eDRAM)
- Audio DSP
- I/O Bridge
- 24 megabytes of internal main memory
- Internal main memory operates at 486 MHz.
- Maximum bandwidth between Hollywood and internal main memory: 3.9 gigabytes per second
- Possible to locate a program here
Reference Information: Hollywood is similar to Nintendo GameCube’s Flipper and Splash components.
Wii External Main Memory (MEM2)
Wii uses 64 megabytes of GDDR3 (MEM2) as external main memory. Like internal main memory, MEM2 can be accessed directly from Broadway and the GPU at high speed and has a peak bandwidth of 4 gigabytes/sec. Programs can also be placed in MEM2.
More About: nintendo wii specs, Wii Developer, Wii Hardware, Wii’s Optical Disc, Wii Control System, Wii Broadway CPU, Wii Hollywood GPU, Wii External Main Memory

This are the categories and the trailers dominated for the MTV’s Best of for E306
GENERAL AWARDS:
Best of Show
The Legend of Zelda: Twilight Princess (Wii) Nintendo
Crysis (PC) Electronic Arts
Gears of War (Xbox 360) Microsoft
Assassins Creed (Ubisoft) PlayStation 3
Rainbow Six: Vegas (Ubisoft) Xbox 360
Best Trailer
Super Smash Bros.: Brawl (Nintendo) Wii
Metal Gear Solid: Guns of the Patriots (Konami) PlayStation 3
Assassins Creed (Ubisoft) PlayStation 3
Final Fantasy XIII (Square Enix) PlayStation 3
Tony Hawk’s Project 8 (Activision) PlayStation 3, Xbox 360
Most Innovative
Spore (Electronic Arts) PC
Loco Roco (SCEA) Sony PSP
Eye of Judgment (SCEA) PlayStation 3
WarioWare: Smooth Moves (Nintendo) Wii
Assassins Creed (Ubisoft) PlayStation 3
Best Graphics
Gears of War (Microsoft Game Studios) Xbox 360
Resistance: Fall of Man (SCEA) PlayStation 3
Rainbow Six: Vegas (Ubisoft) Xbox 360
Crysis (Electronic Arts) PC
Heavenly Sword (SCEA) PlayStation 3
Best Hardware
Nintendo Wii
Xbox 360
PlayStation 3
Nintendo DS
Sony PSP
Best User Submitted E3 Video
Nominees and winner announced on Friday on the E3 edition of GT Weekly.
GENRE AWARDS:
Best Shooter
Crysis (Electronic Arts) PC
Gears of War (Microsoft Game Studios) Xbox 360
Resistance: Fall of Man (SCEA) PlayStation 3
Enemy Territory: Quake Wars (Activision) PC
Lost Planet (Capcom) Xbox 360
Best Action/Adventure
The Legend of Zelda: Twilight Princess (Nintendo) Wii
Super Mario Galaxy (Nintendo) Wii
Splinter Cell: Double Agent (Ubisoft) Xbox 360
Assassins Creed (Ubisoft) PlayStation 3
God of War II (SCEA) PlayStation 2
Best Puzzle
Loco Roco (SCEA) Sony PSP
Every Extend Extra (Q Entertainment) Sony PSP
WarioWare: Smooth Moves (Nintendo) Wii
Lumines II (Buena Vista Games) Sony PSP
Capcom Puzzle Worlds (Capcom) Sony PSP
Best Strategy
Command & Conquer 3: Tiberium Wars (Electronic Arts) PC
Panzer Tactics DS (CDV Software) Nintendo DS
Supreme Commander (THQ) PC
Heroes of Might and Magic V (Ubisoft) PC
The Lord of the Rings, The Battle for Middle Earth II (Electronic Arts) Xbox 360
Best Role-Playing
Final Fantasy XII (Square Enix) PlayStation 2
World of Warcraft: The Burning Crusade (Blizzard Entertainment) PC
BioShock (Take-Two) PC, Xbox 360, PlayStation 3
Mass Effect (Microsoft Game Studios) Xbox 360
Tabula Rasa (NCSoft) PC
Best Sports
Madden NFL 07 (Electronic Arts) Xbox 360
Wii Sports (Nintendo) Wii
NCAA Football 07 (Electronic Arts) Xbox 360
NBA 2K7 (Take-Two) Xbox 360
Rockstar Presents Table Tennis (Rockstar Games) Xbox 360
Best Online
The Lord of the Rings Online: Shadows of Angmar (Midway) PC
World of Warcraft: The Burning Crusade (Blizzard Entertainment) PC
Tabula Rasa (NCSoft) PC
Enemy Territory: Quake Wars (Activision) PC
Gods & Heroes: Rome Rising (SOE) PC
Best Racing
Test Drive Unlimited (Atari) Xbox 360
Gran Turismo HD (SCEA) PlayStation 3
Moto GP 06 (THQ) Xbox 360
Motorstorm (SCEA) PlayStation 3
Diddy Kong Racing (Nintendo) Nintendo DS
Best Fighting
Mortal Kombat: Armageddon (Midway) PlayStation 2, Xbox
Tekken: Dark Resurrection (Namco) Sony PSP
Virtua Fighter 5 (Sega) PlayStation 3
Powerstone Collection (Capcom) Sony PSP
WWE Smackdown! vs RAW 07 (THQ) Xbox 360, PlayStation 3
Best Simulation
Spore (Electronic Arts) PC
Chrome Hounds (Sega) Xbox 360
Microsoft Flight Simulator X (Microsoft Game Studios) PC
Guitar Hero 2 (RedOctane) PlayStation 2
Gran Turismo HD (SCEA) PlayStation 3
PLATFORM AWARDS:
Best Xbox 360
Rainbow Six: Vegas (Ubisoft) Xbox 360
Gears of War (Microsoft Game Studios) Xbox 360
Lost Planet (Capcom) Xbox 360
Mass Effect (Microsoft Game Studios) Xbox 360
Splinter Cell: Double Agent (Ubisoft) Xbox 360
Best PlayStation 3
Resistance: Fall of Man (SCEA) PlayStation 3
Warhawk (SCEA) PlayStation 3
Heavenly Sword (SCEA) PlayStation 3
Gran Turismo HD (SCEA) PlayStation 3
The Eye of Judgment (SCEA) PlayStation 3
Best Wii
The Legend of Zelda: Twilight Princess (Nintendo) Wii
Super Mario Galaxy (Nintendo) Wii
Metroid Prime 3: Corruption (Nintendo) Wii
Wii Sports (Nintendo) Wii
Red Steel (Ubisoft) Wii
Best Nintendo DS
Castlevania: Portrait of Ruin (Konami) Nintendo DS
The Legend of Zelda: Phantom Hourglass (Nintendo) Nintendo DS
New Super Mario Bros. (Nintendo) Nintendo DS
Star Fox DS (Nintendo) Nintendo DS
Yoshi’s Island 2 (Nintendo) Nintendo DS
Best Sony PSP
Killzone Liberation (SCEA) Sony PSP
Loco Roco (SCEA) Sony PSP
Ratchet and Clank: Size Matters (SCEA) Sony PSP
Tekken: Dark Resurrection (Namco Bandai) Sony PSP
Gitaroo-Man Lives! (Koei) Sony PSP
Best PC
Crysis (Electronic Arts) PC
Spore (Electronic Arts) PC
Enemy Territory: Quake Wars (Activision) PC
Tabula Rasa (NCSoft) PC
World of Warcraft: The Burning Crusade (Blizzard Entertainment) PC

Ben Herman has claimed that the Wii will receive the most support of any next generation format from the company, due to its greater suitability to the publisher’s traditional 2D games
SNK Playmore has no plans to release any further titles on the Xbox, and feels 2D games are not suitable for the PlayStation 3 or Xbox 360.
Sherman also confirms that Sony of America rejected a number of 2D projects from the company for the PlayStation 2 because they did not correspond to the company’s graphical standards, as well as limiting the number of releases that featured two retro titles in one package.
SNK Playmore has already announced the compilation Metal Slug Anthology for the Wii, making the surprising announcement that the games would be retrofitted to take advantage of the Wii remote rather than just using the “shell” controller.
Source: Gamasutra
More About: Wii, 2D games, SNK Playmore, , Wii remote
Official press release: Opera announced that Opera partners with Nintendo to put browser on the Wii™ game console
Oslo, Norway and Los Angeles, Calif., May 10, 2006
Opera Software, a world leader in Web browser technology, today announced that Nintendo’s much anticipated new generation game console, Wii, will use the Opera browser.
Users of the Wii console will browse the Internet using their consoles. Navigating via the innovative new Wii Remote controller, users can visit Web sites in between gaming sessions.
“Nintendo is clearly visionary in leading the gaming industry into the new era in gaming, and a wonderful partner for Opera,” says Jon von Tetzchner, CEO, Opera Software. “We are thrilled to expand our partnership with Nintendo, and work with them to deliver the best gaming experience on the Wii console and the Nintendo DS™.”
“For our Wii console launch in 2006, we required a browser that was fast and secure with support for the latest standards including AJAX. Opera proved perfect for our purposes and is an exceptional addition to both the Nintendo DS and the Wii console,” said Genyo Takeda, senior managing director and general manager, Integrated Research & Development Division, Nintendo Co., Ltd.
Opera and Nintendo announced their partnership to deliver the full Opera browser for the Nintendo DS on February 15, 2006. The Nintendo DS browser is scheduled for release in Japan this summer. Nintendo has not yet announced its global launch plans for this product.
About Opera for Devices
Opera provides an optimized implementation of Internet technologies for handheld devices, digital TV and other devices, with innovative and powerful features that seamlessly adapt the Internet experience to suit varying screen sizes and input devices. In addition to being a full Internet browser, Opera is a high performance execution environment for Web applications and dynamic user interfaces based on interoperable open Web technologies such as AJAX.
http://www.opera.com/products/devices
About Opera Software ASA
Opera Software ASA has redefined Web browsing for PCs, mobile phones and other networked devices. Opera’s cross- platform Web browser technology is renowned for its small size, performance and standards-compliance, while giving users a faster, safer and more dynamic online experience. Opera Software is headquartered in Oslo, Norway, with offices around the world. The company is listed on the Oslo Stock Exchange under the ticker symbol OPERA. Learn more about Opera at www.opera.com.
About Nintendo
The worldwide leader and innovator in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its popular home and portable video game systems. To date, Nintendo has sold more than 2 billion video games worldwide and more than 360 million hardware units globally, creating such industry icons as Mario(R) and Donkey Kong and launched franchises like The Legend of Zelda(R) and Pokemon(R). Nintendo manufactures and markets hardware and software for its popular video game systems, including the Nintendo GameCube™, Game Boy Advance, and Nintendo DS™.
source: Opera
More About: Opera, Nintendo, game console, Wii, Wii console
Time Magazine has released an article about the Nintendo Wii console, A time’s reporter was allowed to try the new wii controller and play some game demos.
Here are some important aspects of the Article:
“the industry is deeply troubled. Fewer innovative games are being published, and gamers are getting bored. Games have become so expensive to create that companies won’t risk money on fresh ideas”
“Here’s Microsoft’s plan for the Xbox 360: faster chips and better online service. And here’s Sony’s plan for the Playstation 3: faster chips and better online service. But Iwata thinks that with a sufficiently innovative approach, Nintendo can reinvent gaming and in the process turn nongamers into gamers.”
“Iwata has noticed is something that most gamers have long ago forgotten: to nongamers, video games are really hard. Like hard as in homework. The standard video-game controller is a kind of Siamese-twin affair, two joysticks fused together and studded with buttons, two triggers and a four-way toggle switch called a d-pad. In a game like Halo, players have to manipulate both joysticks simultaneously while working both triggers and pounding half a dozen buttons at the same time. The learning curve is steep.”
“Nintendo threw away the controller-as-we-know-it and replaced it with something that nobody in his right mind would recognize as video-game hardware at all: a short, stubby, wireless wand that resembles nothing so much as a TV remote control. Humble as it looks on the outside, it’s packed full of gadgetry: it’s part laser pointer and part motion sensor, so it knows where you’re aiming it, when and how fast you move it and how far it is from the TV screen. There’s a strong whiff of voodoo about it. If you want your character on the screen to swing a sword, you just swing the controller. If you want to aim your gun, you just aim the wand and pull the trigger.”
After playing the Wariowar minigames , he commented:
“It’s a remarkable experience. Instead of passively playing the games, with the new controller you physically perform them. You act them out. It’s almost like theater: the fourth wall between game and player dissolves. The sense of immersion–the illusion that you, personally, are projected into the game world–is powerful. And there’s an instant party atmosphere in the room. One advantage of the new controller is that it not only is fun, it looks fun. When you play with an old-style controller, you look like a loser, a blank-eyed joystick fondler. But when you’re jumping around and shaking your hulamaker, everybody’s having a good time.”
“We created a task force internally at Nintendo,” Iwata says, “whose objective was to come up with games that would attract people who don’t play games.” Last year they set out to design a game for the elderly. Amazingly, they succeeded. Brain Age is a set of electronic puzzles (including Sudoku) that purports to keep aging minds nimble. It was released for one of Nintendo’s portable platforms, the Nintendo DS, last year. So far, it has sold 2 million copies, many of them to people who had never bought a game before.”
“The name Wii not wii-thstanding, Nintendo has grasped two important notions that have eluded its competitors. The first is, Don’t listen to your customers. The hard-core gaming community is extremely vocal–they blog a lot–but if Nintendo kept listening to them, hard-core gamers would be the only audience it ever had. “[Wii] was unimaginable for them,” Iwata says. “And because it was unimaginable, they could not say that they wanted it. If you are simply listening to requests from the customer, you can satisfy their needs, but you can never surprise them. Sony and Microsoft make daily-necessity kinds of things. They have to listen to the needs of the customers and try to comply with their requests. That kind of approach has been deeply ingrained in their minds.”
“Cutting-edge design has become more important than cutting-edge technology. There is a persistent belief among engineers that consumers want more power and more features. That is incorrect. Look at Apple’s iPod, a device that didn’t and doesn’t do much more than the competition. It won because it’s easier, and sexier, to use. In many ways, Nintendo is the Apple of the gaming world”
Full Story: A Game For All Ages
More About: Time Magazine, Nintendo Wii console, wii controller, game demos, Iwata

WarioWare Is now another game for the Nintendo Wi console, so get ready to get it.
This game was announced for the Nintendo Wii console by Time Magazine source: gaming-age.com
excerpt: “Nintendo gave TIME the first look at its new Nintendo Wii controller–but before I pick it up, Miyamoto suggests that I remove my jacket. That turns out to be a good idea. The first game I try-Miyamoto walks me through it, which to a gamer is the rough equivalent of getting to trade bons mots with Jerry Seinfeld–is a Warioware title (Wario being Mario’s shorter, fatter evil twin). It consists of dozens of manic five-second mini games in a row. They’re geared to the Japanese gaming sensibility, which has a zany, cartoonish, game-show bent. In one hot minute, I use the controller to swat a fly, do squat-thrusts as a weight lifter, turn a key in a lock, catch a fish, drive a car, sauté some vegetables, balance a broom on my outstretched hand, color in a circle and fence with a foil. And yes, dance the hula. Since very few people outside Nintendo have seen the new hardware, the room is watching me closely.
It’s a remarkable experience. Instead of passively playing the games, with the new controller you physically perform them. You act them out. It’s almost like theater: the fourth wall between game and player dissolves. The sense of immersion–the illusion that you, personally, are projected into the game world–is powerful. And there’s an instant party atmosphere in the room. One advantage of the new controller is that it not only is fun, it looks fun. When you play with an old-style controller, you look like a loser, a blank-eyed joystick fondler. But when you’re jumping around and shaking your hulamaker, everybody’s having a good time.
After Warioware, we play scenes from the upcoming Legend of Zelda title, Twilight Princess, a moody, dark (by Nintendo’s Disneyesque standards) fantasy adventure. Now I’m Errol Flynn, sword fighting with the controller, then aiming a bow and arrow, then using it as a fishing rod, reeling in a stubborn virtual fish. The third game, and probably the most fun, is also the simplest: tennis. The controller becomes a racket, and I’m smacking forehands and stroking backhands. The sensors are fine enough that you can scoop under the ball to lob it, or slice it for spin. At the end, I don’t so much put the controller down as have it pried from my hands.”
The new Wii controller will make the warioware titles a big hit on the nintendo Wii console, with all the movements you will need to do with your controller for this game, hopefully we can get also a Mario Party for the WII console to maximize the use of the Wii controller.
More About: game, Nintendo Wi, Wii console, controller, Miyamoto, mini games, Warioware, Wii controller
Ubisift Gets public their Next-Gen Game titles that will present during the 2006 Electronic Entertainment Expo (E3) May 10–12, 2006, For the Nintendo Wii they will present RedSteel.
Press Release:
SAN FRANCISCO – MAY 3, 2006 – Today Ubisoft announced its lineup of titles for the 2006 Electronic Entertainment Expo (E3) May 10–12, 2006 at the Los Angeles Convention Center. Ubisoft will showcase its titles at booth #924 in the South Hall.
“Our E3 lineup demonstrates Ubisoft’s profound commitment to the next-generation of video games,” said Yves Guillemot, president and chief executive officer of Ubisoft. “Ubisoft is very excited to be introducing ground-breaking new intellectual property and showcasing how we bring innovation to our best-selling franchises. Our award-winning development teams are pushing the limits of what can be achieved and leading the industry into the future.”
Ubisoft lineup for E3 2006:
- Assassin’s Creed™: Experience the power of a feared Assassin in the game that will redefine the action adventure genre for the next generation. Players’ actions will throw the immediate environment into chaos and shape events in this pivotal moment during the Third Crusade.
- Brothers In Arms Hell’s Highway™: Gearbox Software’s critically acclaimed squad-based WWII shooter launches into the next generation of gaming with amazing graphics and cutting-edge game play features powered by Unreal Engine 3 and a completely redesigned online component. As Matt Baker, lead a squad of real soldiers who think, relate and fight together through the brutal trials of the dramatic Operation Market Garden.
- Dark Messiah™ of Might & Magic®: Discover a new breed of PC game that will redefine the Action-RPG genre. Powered by an enhanced version of the Source engine from Valve, the second chapter in the new Might & Magic® franchise allows players to experience ferocious combat as an expert warrior, mage, or assassin using a vast array of devastating weapons against vicious creatures in a captivating fantasy environment.
- Enchanted Arms™: The first RPG developed exclusively for Xbox 360™, this epic adventure created by FromSoftware in Japan is arriving for the first time in North America and Europe. Enchanted Arms allows players to escape to a fantasy world filled with beautiful cinema-quality graphics, unique characters and bizarre creatures.
- Game to be Unveiled: Experience the next-generation project from Ubisoft and Free Radical, the developers of the critically-acclaimed Timesplitters® series for the first time at E3.
- Open Season™: Team up with the cast of characters from Sony Pictures Animation’s feature-length CGI film Open Season coming in September. It’s a riotous romp in the great outdoors for kids of all ages when a rowdy brood of forest animals turn the tables on unsuspecting hunters.
- Rayman Raving Rabbids™: Developed by famed creative director Michel Ancel, this new installment of the Rayman franchise will be the funniest and zaniest yet. Rayman’s world is threatened by a devastating invasion by the most unexpected creatures and Rayman must battle to save his world and its inhabitants.
- Red Steel™: The only original first-person game built from the ground up and exclusively for the Wii™ launch. Red Steel takes full advantage of Nintendo’s innovative controller and provides the unique experience of combined gunplay and swordplay.
- Tom Clancy’s Splinter Cell Double Agent™: The best-selling Tom Clancy’s Splinter Cell® saga is taking an entirely new direction. In the highly anticipated next chapter, play as a double agent spy for the first time. Take on dual roles of covert operative and ruthless terrorist, where choices of whom to betray and whom to protect affect the outcome of the game.
- Tom Clancy’s Rainbow Six® Vegas: Tom Clancy’s Rainbow Six® makes its dramatic next-generation debut. Rainbow operatives take to the chaotic streets of Las Vegas as an escalating terrorist siege in “Sin City” threatens to take world terrorism to new heights.
More About: Electronic Entertainment Expo, Nintendo Wii, RedSteel, Ubisoft
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