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As its name implies, the Logitech Speed Force Wireless is a force feedback racing wheel for the
Wii with a 30 ft wireless range. It is the first racing wheel accessory for the Wii that isn't a
shell accessory for the wiimote. The 10" wheel rotates 200 degrees and has analog gas and brake
controls. Need For Speed Undercover will be the first game to take advantage of the force feedback
capability, but I'm more concerned about whether or not this thing will work with Mario Kart Wii.
It will hit stores in November for $100. [Logitech]LOGITECH INTRODUCES FIRST FORCE FEEDBACK WHEEL FOR WII
Logitech Speed Force Wireless Racing Wheel Works With EA's Highly Anticipated Racing Game Need for
Speed™ Undercover
FREMONT, Calif. — Aug. 21, 2008 — To give
you a more realistic driving experience on your Wii™, Logitech (SWX:
LOGN) (NASDAQ: LOGI) today announced the Logitech® Speed Force
Wireless™ racing wheel – the first force
feedback wheel for the popular gaming platform. Licensed by Nintendo®,
Logitech's newest force feedback wheel works with Electronic Arts' Need for
Speed™ Undercover and paves the way for more force feedback racing
titles on the Wii.
"We're excited to team up with Nintendo and Electronic Arts to bring driving realism to the Wii and
Need for Speed Undercover," said Ruben Mookerjee, Logitech's director of product marketing for
gaming. "Logitech has been at the forefront of force feedback technology for more than a decade,
and we're confident that our driving platform will be an indispensable part of the racing
experience on Wii as more titles that support it become available."
"As the world's most popular racing franchise, Need for Speed is committed to delivering players
superior racing experiences," said Larry LaPierre, Vice President at Black Box, developer of Need
for Speed. "This November, Wii gamers can fully experience the thrill of the chase in Need for
Speed Undercover with Logitech's force feedback realism."
Easy to set up and store, the Logitech Speed Force Wireless features a one-piece design that is
convenient to use whether you're sitting on your couch, arm chair or living room floor. The
built-in gas and brake controls are located on the wheel itself and the expandable lap rest is
easily adjusted – allowing for comfortable game play without the need
to use a table or a desk. Plus, familiar Wii controls make navigating game menus a snap.
To help you minimize clutter, the Logitech Speed Force Wireless eliminates the console cable. With
Logitech's 2.4 GHz wireless technology, you can enjoy lag-free racing from up to 30 feet away from
the console. To start racing, just connect the USB receiver to the Wii, plug in the wheel's power
cord, put in Need for Speed: Undercover, adjust the lap rest to a comfortable position and wait for
the race to begin. There's no mounting or assembly involved. And when you're ready to put it away,
the USB receiver can be stowed in a convenient compartment on the bottom of the wheel.
Logitech Force Feedback Technology
Having introduced its first force feedback products in 1998, the company has designed 19 models of
force feedback wheels. And more than 100 racing titles have supported Logitech force feedback
technology on a variety of game platforms.
When you're playing a racing game, standard controllers don't let you feel all the excitement that
makes racing with force feedback technology the closest you can get to the real thing. Force
feedback, unlike vibration feedback or rumble technology, creates directionally precise, tactile
feedback that accurately simulates forces experienced in the game. Through the use of advanced
software and electronics, force feedback moves a steering wheel as if the device were subject to
real external forces.
About Need for Speed Undercover
Need for Speed Undercover takes players back to the franchise's roots and re-introduces break-neck
cop chases and spectacular highway battles. Players discover a world of high-stakes and high-speed
action in some of the world's hottest cars. The all-new Heroic Driving Engine propels the action
forward as players experience the dramatic story through spectacular Hollywood-style live-action
in-game movies.
Pricing and Availability
The Logitech Speed Force Wireless racing wheel is expected to be available in the U.S. and Europe
beginning in November for a suggested retail price of $99.99 (U.S.).
Need for Speed Undercover is being developed by Black Box in Vancouver, B.C. and is slated to ship
this November. It will be available for Xbox 360™ video game and
entertainment system, PLAYSTATION®3 computer entertainment system, and
Wii™ as well as the PlayStation®2 computer
entertainment system, Nintendo DS™, PSP®
(PlayStation® Portable) handheld entertainment system, PC and mobile.
More information can be found at www.needforspeed.com. </img> </img></img></img></img>
Quote: The Uncharted: Drake's Fortune PS3 bundle includes the following components:
— 160GB PS3 system — The 160GB PS3 is a
complete entertainment system comprising a Blu-ray(TM) Disc player, HDMI output, an integrated
Wi-Fi connection, and Cell Broadband Engine(TM).
— Uncharted: Drake's Fortune — A
400-year-old clue found in the coffin of Sir Francis Drake sets a modern-day fortune hunter, Nathan
Drake, on an exploration for the fabled treasure of El Dorado, leading to the discovery of a
forgotten island in the middle of the Pacific Ocean. The search turns deadly when Drake becomes
stranded on the island and hunted by mercenaries. Outnumbered and outgunned, Drake and his
companions must fight to survive as they begin to unravel the terrible secrets hidden on the
Island.
— PAIN PLAYSTATION Network Voucher* — PAIN
boldly tackles a rarely explored area of video-gaming ... comedy. The unique mechanic of the game
allows the player to load a character into a human-sized, ultra-powerful slingshot, and fire the
character into an active, physics-controlled environment, filled with precarious and humorous
situations. Download PAIN from PLAYSTATION Store (http://store.playstation.com) to your PS3 system with the included voucher.
— DUALSHOCK 3 Wireless Controller —
DUALSHOCK 3 wireless controller provides the most intuitive game play experience with pressure
sensors in each action button and the inclusion of the highly sensitive SIXAXIS(TM) motion sensing
technology.
The additional storage space of the 160GB model will benefit consumers, as several highly
anticipated PLAYSTATION Network and PS3 games along with add-on content will be available for
download soon, including PAIN Amusement Park, Ratchet & Clank(R)Future: Quest for Booty(TM),
SOCOM: U.S. Navy SEALs Confrontation, and The Last Guy(TM). The bundle is also a great option for
consumers who want to utilize PLAYSTATION Network's video delivery service, which offers new
blockbuster movies and popular TV shows for download on an ongoing basis.
PS3 momentum has soared in 2008, starting with Blu-ray becoming the
high-definition standard and following the launches of key franchise titles, including Gran
Turismo(TM) 5 Prologue, Grand Theft Auto(TM) IV, and Metal Gear Solid(R)4: Guns of the Patriots.
That momentum will continue into the holidays and beyond, as PS3's software lineup will offer the
most depth and breadth of any platform across the industry, delivering highly anticipated
exclusives such as BUZZ!(TM): Quiz TV, LittleBigPlanet(TM), Resistance(TM) 2, MotorStorm(TM)
Pacific Rift, and Killzone(TM) 2. http://kotaku.com/5039485/uncharted-...-north-america
Uncharted Drakes Fortune, a game widely admired for its graphics finally gets its due by becoming
part of a new 160GB PS3 bundle console to replace the MGS4 80GB PS3.
This is great news as new PS3 buyers get a chance to play Uncharted as one of their first games and
will hopefully pave the way for more sequels of this new IP from Naughty Dog.
The peripheral will hit North America in late November and in Japan, Europe and Asia by the end of
the year. The Bluetooth-enabled device will support all typing on the Playstation 3, including text
chatting in Home and LittleBigPlanet support.
The keypad includes two shortcut buttons, a Communication Button and a Message Box Button, letting
users jump to pre-set features on the XMB such as Friends screen and Message Box during game play.
Finally, a Touch Pad Button allows PS3 users to use the entire surface of the keypad as a touch
pad, allowing them to maneuver the pointer while web browsing by sliding their fingers around the
keypad surface.
[Eric Ruckman] sent us this awesome Guitar
Hero hack. He wanted to get a more "true to the series" game play out of his DS when playing
Guitar Hero: On Tour. If you've seen the adapter that comes with it, you'll understand
his desires. He found a wireless PS2 Guitar Hero controller on EBay to hack.
He's cut a hole in the controller and removed all the guts. In the picture above the DS fits in the
hole to allow strumming in the correct position. The controller buttons are connected to the DS by
wiring into the adapter. He's added an FM transmitter to the controller so he can play the sound
through his home sound system.
[Eric] Really put some care into this. You can see that he wanted this to be something he could
actually use and show off. The integration of the FM transmitter into the unit was very well done.
The transmitter is controlled through the controller's start and select buttons and powered from
the controller's battery compartment. He mounted the transmitter's display into the controller as
well.
iZ3D, LLC, designer, developer, and marketer of advanced 3D visualization systems, announced that
it will be offering a hands -on test drive of it's 22-inch widescreen 3D monitors for gamers and
graphics professionals alike in Booth #510 during NVISION 08. The show is located at the San Jose
Convention Center in San Jose, CA on August 25-27, 2008.
"iZ3D will have several 3D stations available during the show so attendees can experience the
compelling qualities of 3D game play firsthand. Due to our industry-leading 170-degree3D viewing
angle, even attendees that are not directly in front of the computer can fully enjoy the 3D
experience through our polarized 3D glasses," remarked Thomas Striegler, CEO of iZ3D, LLC.
A 10 % discount will be offered on the popular iZ3D 22-inch widescreen 3D monitors for NVISION
attendees who obtain their discount code at the booth to order online.
The company invests significant resources into the development of new hardware and software for a
variety of stereoscopic 3D applications. A 26-inch widescreen 3D monitor prototype will be
showcased in the iZ3D booth during NVISION 08.
iZ3D monitors feature significant advantages over other 2D and 3D display systems. Graphic artists
have embraced the monitor as an essential tool for 3D design. It is difficult for artists to create
images in 3D while viewing the design in 2D. The company developed this unique technology to create
an adjustable 3D display environment without causing eyestrain, spatial disorientation, or
headaches. In 3D mode, viewers can see clear, bright, sharp 3D images and videos simply by wearing
any of a variety of iZ3D passive polarized glasses.
Featuring new drivers with 64-Bit compatibility, iZ3D has also included CrossFireX and Open GL Quad
Buffer support. Armed with red and cyan anaglyph glasses, users can also "Test Drive" 3D effects on
a 2D monitor. The S-3D drivers are compatible with popular dual output cards and are optimized to
take advantage of Intel's® latest Core™ 2 Duo and Intel®
Core™ 2 Quad processor technologies.
Any current PC equipped with a dual-output video card can easily power the unit. Specifications
include: 1680 x 1050 resolution; up to 170-degree 3D viewing angle; 5ms response time; 700:1
contrast ratio; and 16.7-million colors.
Natsume is celebrating the 10th anniversary of the Harvest Moon franchise by releasing
Harvest Moon: Island of Happiness for the Nintendo DS on August 26 and Harvest Moon: Tree of
Tranquility for the Wii on September 16. The Harvest Moon series is in full bloom now, but only
because Yasuhiro "Hiro" Maekawa, President and CEO of Natsume, planted the seeds. We spoke with Mr.
Maekawa about the series and his views on the future of Harvest Moon.
Wow, I can't believe Harvest Moon is already 10 years old. Looking back at the first game,
did you ever think the series would be so big?
Yasuhiro Maekawa, President and CEO of Natsume: Let’s me put in this way… When
I first came across this Japanese farming simulation game for SNES and played it, I felt strongly
that this original, non-violent, family-oriented game could have great potential to find an
audience. At that point, yes, I thought the series would be big.
Why did you choose to localize Harvest Moon in North America? During the Super Nintendo
days, RPGs and story based games weren't nearly as popular as they are now.
It was and still is our main marketing strategy to find, create and raise niche and unknown
original titles to franchises having a long lifecycle by patiently investing time and money, if we
strongly believe the titles have the potential to grow big. Harvest Moon was such a title and it
fit nicely into our marketing strategy. Therefore, we felt it was worth the risk in a market that
did not have many “life simulation” games.
Where did you get the name Harvest Moon from? Doesn't the Japanese title translate into
something like Farm Story?
It does translate into something like "Farm Story." This name just didn't quite feel right for the
U.S.
I chose the name "Harvest Moon" after considering lots of different name ideas. In the world of
Harvest Moon, hard work leads to success, which embodied for me an important concept–that is
“Hard-working people should get rewarded for their work.” In Harvest Moon, the
harvest is the culmination of all of the hard work of raising and nurturing your crops; it's that
deeply satisfying moment when you get to see your work pay off.
So I felt strongly that "Harvest" should be in the game's title. Once I decided that, the name
"Harvest Moon" just fell into place. Something about it just felt right.
How did you promote the first game?
I made every effort. I visited and talked to every video game magazine publisher I could. I tried
to get as many Harvest Moon stories as I could out there, including previews, reviews, strategy
guides, and anything else to help expose the game to as many people in the U.S. as possible.
Frankly, we did not have a huge advertising budget at that time and public relations were our best
option for promoting the game.
What was the most difficult part about localizing Harvest Moon for North
America?
The most difficult part of localization was and still is maintaining consistency throughout the
series. For example, the words, names, etc. used in the games have to be consistent. Every thought
and consideration goes into creating a world that draws the user into and make an enjoyable game
play experience.
Did the popularity of Harvest Moon ever explode, or has the series steadily grown over the
years?
It has grown steadily over the past ten years. We prefer this slow but steady growth and would like
to keep the same pace for many years to come.
Which Harvest Moon game did you have the most difficulty with in regards to a US
release?
It was the first title for the Super Nintendo. It was 1996 when I first came across this farming
and life simulation game, which I named “Harvest Moon” later.
I played the game and found it very unique and enjoyable. My instinct told me that this niche title
might have great potential to find an audience in the North America. I was a newcomer to the video
game industry and did not know much about video games. So, I tried to find out what other people in
the industry thought about this game. To my surprise, everyone else thought that Western gamers
wouldn't understand the relaxed pace and constructive theme. The thinking was that Western gamers
just wanted platformers and action games with lots of explosions! I really liked the change of pace
that Harvest Moon presented, though; instead of fighting aliens, you got to build a farm, grow
crops, help your neighbors, and get married. It was really addictive and rewarding. My instincts
told me that there might be an audience in the U.S. who had been waiting for this type of game. So
I decided to just ignore the advice of my peers and bring the game over. And here we are, ten years
later, and we're still releasing Harvest Moon games to tens of thousands of fans!
Who knows what might have happened if I didn’t go with my gut feeling and introduce
Harvest Moon.
What Harvest Moon game is your favorite from the series?
All of the Harvest Moons games! If I have to pick one, it would be the first Harvest Moon for SNES.
It was the very beginning of Harvest Moon's history.
What about an animal?
The Harvest Moon cow!
Character?
It would have to be the main character from Harvest Moon SNES, the one that started it all.
Do you ever worry there are too many Harvest Moon games and the series is reaching a
saturation point?
It is our mission to make everyone, including our fans, of course, happy. We always listen very
carefully to what our fans say. If they think that there are too many Harvest Moon games, and they
are not happy with that, we will certainly think about the best way how to make our fans happy.
Recently, Marvelous started Harvest Moon spinoffs by looking at the future with Innocent
Life and a fantasy setting with Rune Factory. What kind of Harvest Moon spinoff would you like to
see?
A game which extends the Harvest Moon world to a new genre. For example, with Rune Factory: A
Fantasy Harvest Moon, we took Harvest Moon fans to a fantasy setting. We also introduced an
action-RPG element, bringing a whole new group of RPG fans into the world of Harvest Moon.
We'd love to do that with another genre, as long as it could be blended well with the world of
Harvest Moon, like Rune Factory: A Fantasy Harvest Moon and Puzzle de Harvest Moon.
How much involvement did you have with the creation of Puzzle de Harvest Moon?
It was my original idea and we teamed up with a well-talented development studio.
I see Natsume USA is working with other developers like Cave to create original games like
Princess Debut. Are there any other dream games you would like to create?
Yes! It is a little too early to disclose those plans, though.
Last year we heard rumors about "Harvest Moon Online" when Wada-san (the President of
Marvelous Entertainment) talked about an online Harvest Moon game. Can you tell us anything about
this project?
I may not be the best person to talk about this subject at this point in time.
Are there any plans to release the Wii version of Harvest Moon: Magical Melody in the
USA?
It was almost two and a-half year ago when Harvest Moon: Magical Melody for GameCube was released.
We will be releasing our first Harvest Moon for Wii, Harvest Moon Tree of Tranquility shortly.
If we were to release the Wii version of Magical Melody, we would most likely be looking at a
limited release aimed at our hardcore and loyal fans. We have had quite a few requests to release
this game and are looking into it.
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