ANNUAL REPORT 2004 Year Ended March 31, 2004 Profile Capcom’S Core Business Is Developing and Distributing Home Video Game Software
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Indoor Fireworks: the Pleasures of Digital Game Pyrotechnics
Indoor Fireworks: the Pleasures of Digital Game Pyrotechnics Simon Niedenthal Malmö University, School of Arts and Communication Malmö, Sweden [email protected] Abstract: Fireworks in games translate the sensory power of a real-world aesthetic form to the realm of digital simulation and gameplay. Understanding the role of fireworks in games can best be pursued through through a threefold aesthetic perspective that focuses on the senses, on art, and on the aesthetic experience that gives pleasure through the player’s participation in the simulation, gameplay and narrative potentials of fireworks. In games ranging from Wii Sports and Fantavision, to Okami and Assassin’s Creed II, digital fireworks are employed as a light effect, and are also the site for gameplay pleasures that include design and performance, timing and rhythm, and power and awe. Fireworks also gain narrative significance in game forms through association with specific sequences and characters. Ultimately, understanding the role of fireworks in games provokes us to reverse the scrutiny, and to consider games as fireworks, through which we experience ludic festivity and voluptuous panic. Keywords: Fireworks, Pyrotechnics, Digital Games, Game Aesthetics 1. Introduction: On March 9th, 2000, Sony released the fireworks-themed Fantavision (Sony Computer Entertainment 2000) in Japan as one of the very first titles for its then new Playstation 2. Fantavision exhibits many of the desirable qualities for good launch title: simulation properties that show off new graphic capabilities, established gameplay that is quick to grasp, a broad appeal. Though the critical reception for the game was ultimately lukewarm (a 72 rating from Metacritic.com), it is notable that Sony launched its new console with a fireworks game. -
Folha De Rosto ICS.Cdr
“For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos. -
MICROMANIA GAMES SHOW 08 LE SALON DU JEU VIDEO - JOUR J-5 31 Octobre Au 3 Novembre – Porte De Versailles – Paris
MICROMANIA GAMES SHOW 08 LE SALON DU JEU VIDEO - JOUR J-5 31 Octobre au 3 Novembre – Porte de Versailles – Paris Le seul Salon des Jeux Vidéo qui permet de découvrir vraiment toutes les nouveautés de Noël avant l'heure grâce à des mises en scène spectaculaires. Le MICROMANIA GAMES SHOW, confirme le soutien de l’ensemble de l’industrie. AVEC UNE GRANDE QUALITE de MISE EN SCENE et UN SAVOIR FAIRE IMPECABLE, LE MGS A POUR OBJECTIF DE COMBLER SES VISITEURS. Théâtralisés à l’extrême, les stands sont un véritable parc de loisirs des jeux vidéo. Cette année, le MGS monte encore d’un cran en qualité. Le MGS - Véritable salon du jeu vidéo - relève ainsi le challenge de présenter les jeux de fin d’année et de 2009 d’une façon hyper qualitative dans une ambiance incroyable. « Ce qui compte ce n’est pas de faire un maximum d’entrées, mais que 100 % des participants aient le sourire en repartant» affirme Pierre Cuilleret, le président de Micromania. Grâce au soutien de toute l’industrie, le challenge est relevé. Unique en son genre, jamais égalé, ni en France, ni en Europe, le savoir faire du MGS profite de ses 8 années d’expérience et des 25 ans de la collaboration de MICROMANIA avec l’industrie des jeux vidéo. Le MGS offre aux visiteurs des grands espaces. Des stands avec plus de 600 consoles et des animations spectaculaires, une ambiance unique pour faire découvrir l’incroyable monde du MGS de la meilleure façon qu’il soit. Julien SIMONNET - [email protected] - 01 55 94 86 23 - 06 60 25 37 71 Raphaël WOLFF - [email protected] - 01 55 94 86 23 DES STARS DES JEUX VIDEO La salle de démonstration du MGS, avec son Vidéo Projecteur Full HD sur un écran 6x4, aura droit à des présentations de jeux par les développeurs eux même. -
Marvel Vs Capcom 3 Fate of Two Worlds Pc Download Free
Marvel vs capcom 3 fate of two worlds pc download free LINK TO DOWNLOAD Jan 28, · Ultimate Marvel vs Capcom 3 Free Download Full Version For All Windows OS XP/7/8/9/10 32+64 bit it is a game-crossover in the genre of fighting game developed by Capcom. Is an updated version of Marvel vs. Capcom 3 Fate of Two Worlds. Release Ultimate Marvel vs. Capcom 3 was held in November for the PlayStation 3 and Xbox ; A year later. Ultimate Marvel vs. Capcom 3 is a crossover fighting game developed by Capcom in collaboration with Eighting. It is an updated version of Marvel vs. Capcom 3: Fate of Two Worlds. The game features characters from both Capcom's video game franchises and comic book series published by Marvel renuzap.podarokideal.ru's been a long time since I punched Galactus in the face. Mar 18, · Ultimate Marvel vs Capcom 3 Free Download for PC – Sebelumnya, Capcom pernah merilis sebuah game berjudul Marvel vs Capcom 3: Fate of Two Worlds. Game tersebut kini telah disempurnakan dalam versi lebih baru yang berjudul Ultimate Marvel vs Capcom 3. Dalam versi terbarunya kali ini, Anda akan memulai permainan dengan memilih tiga karakter. Ultimate Marvel vs. Capcom 3 Free. Before you start Ultimate Marvel vs. Capcom 3 Free Download Full Game make sure your PC meets minimum. (compressed from FIFA renuzap.podarokideal.run-3DM PC Game Free Torrent. Dead Pool Highly compressed kb Free download.. Fate of Two Worlds/Ultimate Marvel vs. Capcom 3. Sep 10, · Barão, eu tbm tô muito afim de comprar. -
Viewtiful Joe” on the Air for TV Animation from October 2 , 2004 -Expansion of Licensing Business by Media Mix-
September 3, 2004 nd “Viewtiful Joe” on the air for TV animation from October 2 , 2004 -Expansion of licensing business by media mix- Capcom Co., Ltd. (Capcom) is pleased to announce that TV animation of “Viewtiful Joe” will be on the air from October 2, 2004 by TV Tokyo networks, which is one of popular networks being watched among younger generations. Time will be 9:30-10:00 every Saturday. “Viewtiful Joe” is themed as an unique action game introduced at GameCube and it achieves more than 450,000 copies in overseas market as well as in the domestic market. “USA Today” has taken it up as Game of the Year 2003 because of its well-designed playability and very stylish graphics throughout the game. The game will be also introduced into PlayStation2 and its sequels will be coming up at both PlayStation2 and GameCube. We believe that media mix with TV animation will benefit “Viewtiful Joe” as well as expansion of its audience in the markets. Through animation of popular character in our contents tied up with other media, we have been strengthening our licensing activities and brand recognition so that synergy with Home Video Game segment will bring about another fruitful results. This media mix is also in line with our major products such as Resident Evil, Megaman, Onimusha and Devil May Cry sequels. [Preview on TV animation of Viewtiful Joe] Animation spotlights on Movie Land, where main character Joe together with other movie characters will go through various adventures against evil Jado and the stories are full of funs and parodies. -
Company Profile Nov-2003
COMPANYCOMPANY PROFILEPROFILE NOVNOV--20032003 Character Samanosuke by (c)Fu Long Production, (c)CAPCOM CO., LTD. 2004 ALL RIGHTS RESERVED. Onimusha 3 Market Overview ◆◆ ProspectProspect ofof GameGame MarketMarket ■ Globalization of Game Market ■ Market Projection for Console software (Unit: Millions of Copies) (1) Continuous growth in U.S. and European markets 400 346 350 3313 ① 301 272 Harvest time for software publishers in U.S. market 300 253 242 ② 250 Promising harvest time till CY2005 for software 200 publishers in European market due to late introductions 150 100 50 (2) Moving toward on-line game software market 0 2000 2001 2002 2003E 2004E 2005E ① Establishment of infrastructure for network North America Europe Japan Next-generation environments facilitates on-line gaming ※E: Estimate ※Source: “IDG Report” ② On-line gaming proliferation helps more users to access ■ Market Projection for On-line gaming (Worldwide basis (3) Market expansion through more mobile phone users in the including PC ) (Unit: Millions of U.S. dollars) 600 market 528 478 500 Mobile phone to be another platform for entertainment 408 400 334 games 300 255 (4) Exploitation of the potential markets 200 125 ① Asian market as unexplored market 100 ② 0 Release of console hardware as well as software in 2000 2001E 2002E 2003E 2004E 2005E China ※E: Estimate ※Source: “Trends of Information and Communications Industry” 1 Capcom's position in the video game industry FY2002 Financial Results comparison among the Japanese game software companies. (Unit: 100 Millions of Yen) Nintendo Square Koei Namco Sega Capcom Enix Konami Net Sales 5,041 402 268 1,547 1,972 620 218 2,536 Operating Profit 1,001 125 107 94 92 66 46 -218 of Operating Profit 19.9% 31.3% 40.0% 6.1% 4.7% 10.8% 21.0% -8.6% Net Income 672 140 62 41 30 -195 24 -285 *1. -
PDF Lecture Notes
AN INTRODUCTION TO Stylized Rendering in Games Morgan McGuire NVIDIA and Williams College July 26, 2010 SIGGRAPH 2010 Los Angeles, CA Edited July 25, 2010 1 Course Overview Games like Prince of Persia and Battlefield Heroes deliver artistic visions beyond standard photo-realistic 3D. In this course, game developers teach the challenges of creating distinctive visual styles for interactive environments and some of their own solutions. Topics include the art pipeline, rendering algorithms, and integrating visuals with gameplay. Why stylized rendering? As they matured, the visual arts (painting, sculpture, photography, and architecture) all developed new visual-abstraction mechanisms to go beyond "realism". Recent advances in visual effects have put film and games into this transitional state. In a sense, we're like artists at the end of the Renaissance: we've nearly mastered photorealism, but are only at the beginning of our discoveries about expression and perception. Some effects are subtle, like the color shifts and post-processing in Mirror's Edge. Others, such as the graphic-novel look of Prince of Persia, dominate the entire rendering style. In games, real-time and interactive constraints require more efficient and robust solutions than are employed elsewhere in computer graphics. And to be successful, a stylized renderer must integrate with appropriately stylized models, animation, and audio to form a coherent virtual world and ultimately enhance game play. These notes are Copyright 2010 Morgan McGuire All Rights Reserved The credited game screen shots included are copyrighted by their respective publishers, and the game titles are trademarks of their respective publishers and/or developers. -
Mukokuseki and the Narrative Mechanics in Japanese Games
Mukokuseki and the Narrative Mechanics in Japanese Games Hiloko Kato and René Bauer “In fact the whole of Japan is a pure invention. There is no such country, there are no such peo- ple.”1 “I do realize there’s a cultural difference be- tween what Japanese people think and what the rest of the world thinks.”2 “I just want the same damn game Japan gets to play, translated into English!”3 Space Invaders, Frogger, Pac-Man, Super Mario Bros., Final Fantasy, Street Fighter, Sonic The Hedgehog, Pokémon, Harvest Moon, Resident Evil, Silent Hill, Metal Gear Solid, Zelda, Katamari, Okami, Hatoful Boyfriend, Dark Souls, The Last Guardian, Sekiro. As this very small collection shows, Japanese arcade and video games cover the whole range of possible design and gameplay styles and define a unique way of narrating stories. Many titles are very successful and renowned, but even though they are an integral part of Western gaming culture, they still retain a certain otherness. This article explores the uniqueness of video games made in Japan in terms of their narrative mechanics. For this purpose, we will draw on a strategy which defines Japanese culture: mukokuseki (borderless, without a nation) is a concept that can be interpreted either as Japanese commod- ities erasing all cultural characteristics (“Mario does not invoke the image of Ja- 1 Wilde (2007 [1891]: 493). 2 Takahashi Tetsuya (Monolith Soft CEO) in Schreier (2017). 3 Funtime Happysnacks in Brian (@NE_Brian) (2017), our emphasis. 114 | Hiloko Kato and René Bauer pan” [Iwabuchi 2002: 94])4, or as a special way of mixing together elements of cultural origins, creating something that is new, but also hybrid and even ambig- uous. -
February 24, 2011 Vol
LOOK INSIDE FOR ... Recap of Men’s and Women’s weekend basketball, Red & Green page 9 February 24, 2011 Vol. 92 No. 17 Minot State University, Minot, N.D. 58707 www.minotstateu.edu/redgreen Black History celebration ‘A Doll’s House’ Cassie Neuharth commemorating Black History Month Editor and African-Americans around the debuts tonight "Embracing Culture. Raising country that have been inspirational Awareness. Making a Difference." members of society. That is the mission statement for the "We try to represent different cul - Minot State University Black Student tures and different ages," Davis said. Association for their upcoming cele - "American history is what I want to bration honoring African-Americans emphasize, and that encompasses and the culture of America. everybody in America, to include Saturday, Feb. 26, is a night dedi - everyone in the shared history." cated to music, dance, poetry and sto - The celebration is free, but partici - rytelling starting at 7 p.m. in Ann pants may make a free-will donation Nicole Nelson Hall in celebration of to benefit the activities of the BSA. Black History Month. Flyers and posters are up around Joe Davis, BSA president and MSU campus. The President of the English major and theater minor, is International Club, Boma Brown, has one of the night’s masters of cere - designed the posters, delivered them monies. Another MSU student, to be and is helping get the word out about announced that night, will serve as the upcoming event. co-MC. This is the first time Davis and Throughout the evening, members members of BSA have hosted an event of the community and the MSU com - like this, and the organization would Photo by Emily Anderson munity on Black History and Black like this celebration to continue “A Dollʼs House” begins tonight in Hartnett Hallʼs Aleshire Theater at Culture will give presentations. -
Vgarchive : My Video Game Collection 2021
VGArchive : My Video Game Collection 2021 Nintendo Entertainment System 8 Eyes USA | L Thinking Rabbit 1988 Adventures in the Magic Kingdom SCN | L Capcom 1990 Astérix FRA | L New Frontier / Bit Managers 1993 Astyanax USA | L Jaleco 1989 Batman – The Video Game EEC | L Sunsoft 1989 The Battle of Olympus NOE | CiB Infinity 1988 Bionic Commando EEC | L Capcom 1988 Blades of Steel SCN | L Konami 1988 Blue Shadow UKV | L Natsume 1990 Bubble Bobble UKV | CiB Taito 1987 Castlevania USA | L Konami 1986 Castlevania II: Simon's Quest EEC | L Konami 1987 Castlevania III: Dracula's Curse FRA | L Konami 1989 Chip 'n Dale – Rescue Rangers NOE | L Capcom 1990 Darkwing Duck NOE | L Capcom 1992 Donkey Kong Classics FRA | L Nintendo 1988 • Donkey Kong (1981) • Donkey Kong Jr. (1982) Double Dragon USA | L Technōs Japan 1988 Double Dragon II: The Revenge USA | L Technōs Japan 1989 Double Dribble EEC | L Konami 1987 Dragon Warrior USA | L Chunsoft 1986 Faxanadu FRA | L Nihon Falcom / Hudson Soft 1987 Final Fantasy III (UNLICENSED REPRODUCTION) USA | CiB Square 1990 The Flintstones: The Rescue of Dino & Hoppy SCN | B Taito 1991 Ghost'n Goblins EEC | L Capcom / Micronics 1986 The Goonies II NOE | L Konami 1987 Gremlins 2: The New Batch – The Video Game ITA | L Sunsoft 1990 High Speed ESP | L Rare 1991 IronSword – Wizards & Warriors II USA | L Zippo Games 1989 Ivan ”Ironman” Stewart's Super Off Road EEC | L Leland / Rare 1990 Journey to Silius EEC | L Sunsoft / Tokai Engineering 1990 Kings of the Beach USA | L EA / Konami 1990 Kirby's Adventure USA | L HAL Laboratory 1993 The Legend of Zelda FRA | L Nintendo 1986 Little Nemo – The Dream Master SCN | L Capcom 1990 Mike Tyson's Punch-Out!! EEC | L Nintendo 1987 Mission: Impossible USA | L Konami 1990 Monster in My Pocket NOE | L Team Murata Keikaku 1992 Ninja Gaiden II: The Dark Sword of Chaos USA | L Tecmo 1990 Rescue: The Embassy Mission EEC | L Infogrames Europe / Kemco 1989 Rygar EEC | L Tecmo 1987 Shadow Warriors FRA | L Tecmo 1988 The Simpsons: Bart vs. -
Le Jeu Vidéo Sur Youtube : Historique De La Captation Et De La Diffusion Du Jeu Vidéo
Université de Montréal Le jeu vidéo sur YouTube : historique de la captation et de la diffusion du jeu vidéo par Francis Lavigne Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de M.A. en études cinématographiques option études du jeu vidéo Août 2017 © Francis Lavigne, 2017 Résumé Ce mémoire s’intéresse à la captation audiovisuelle et aux pratiques de commentaires sur le jeu vidéo. Tout d’abord, nous remettons en contexte l’émergence de ce type de production à l’aide d’une analyse historique de divers formats de diffusion (à la télévision, à l’aide de vidéocassettes, dans les suppléments de magazines et sur Internet). Ensuite, nous détaillons les limites et affordances de la plateforme participative YouTube. Puis, nous rattachons les commentaires de jeux vidéo aux concepts de boniment, de performance et de double performance. Enfin, nous analysons quatre genres de vidéos présents sur YouTube : les machinimas, les speedruns, les longplays et les let’s plays. Mots-clés Jeu vidéo, machinima, longplay, let’s play, speedrun, YouTube, boniment, commentaire, double performance i Abstract This research is aimed to understand the audiovisual recording and commentary practices of video games. First of all, we do a contextualisation of these types of production through a historical analysis of the way theses videos were diffused (from televised shows, to VHS, magazines’ bonuses, and on the Internet). After, we detail the limits and affordances of the YouTube sharing platform. Then, we create links between the commentary of video game and the concepts of film lecturer, performance and double performance. -
Sega Announces a Platinum Partnership
FOR IMMEDIATE RELEASE SEGA ANNOUNCES A PLATINUM PARTNERSHIP Famed Developers Confirm Exclusive Four-Game Deal with SEGA LONDON & SAN FRANCISCO (May 15, 2008) – SEGA Europe Ltd. and SEGA® of America, Inc. today announced a worldwide partnership with PlatinumGames Inc., the development studio recently formed by the team behind some of the most successful franchises in the video game industry. Under the agreement, PlatinumGames will develop three ground-breaking new SEGA titles -- MADWORLD™, Infinite Line™ and Bayonetta™ – covering a variety of game genres with innovative design concepts that explore the depths of today’s best-selling platforms. A soon-to-be-announced fourth title, being directed by legendary gaming icon Shinji Mikami, is also part of the agreement. “The creative forces at PlatinumGames bring a new level of imagination into the SEGA family at a pivotal time in the video game industry when the demand for quality, originality and fun has never been greater,” said Tatsuya Minami, President and CEO, PlatinumGames. “These new titles will contribute meaningfully to SEGA’s brand, while adding a new level of depth to the strategic portfolio of games in our library.” “We are thrilled to have forged this new relationship with such a talented team of individuals and we are understandably excited about the titles that they are producing for us,” commented Mike Hayes President and COO of SEGA Europe Ltd. “SEGA continually strives to release games for all consumers that are of the highest quality, working with Platinum Games further enhances that strategy.” MADWORLD, the first title set for release in Q1 2009, is an inventive third-person action game exclusively for Wii™.