On March 24, 2011, Namco Bandai will release a sequel to The Disappearance of Haruhi Suzumiya, an adaptation of the fourth installment of the popular Haruhi Suzumiya light novel series. This sequel, The Reminiscences of Haruhi Suzumiya, is a direct continuation of the film's ending, taking place in the parallel world where the SOS Brigade doesn't exist. However, this sequel is a video game, featuring an original story; it just happens to be tied in to the plot closer than most Haruhi games.
Moetron reports that the game will be released on both PS3 and PSP, utilizing a feature where you can exchange save data between the two versions. So, if you have to leave your glorious 1080p TV to go out into the real world, you can still be making progress in the game on your handheld system. I suppose it will be useful for hardcore Haruhi fans who have some desire to own the same game twice, but for most people, I bet it will go unused. What Namco Bandai should have done is packaged the two games together in some sort of cheaper bundle if they wanted to let people reasonably use the feature, but I doubt they would do something that sensible.
There is naturally a limited edition box for both systems, clocking in at ¥11,529/¥10,479. Paying that extra cost over the initial ¥7,329/¥6,279 gets you an extra video of CG recorded clips, a special edition booklet, three clear deluxe posters, three reversible "near life" posters (featuring 3D images), a pair of 3D glasses, a binder, and a custom PS3/PSP theme for download. It's all included in a box featuring Yuki and Kyon and drawn by Ito Noizo, the illustrator of the light novels.
The trailer (found after the break) certainly makes it look nice and fancy, keeping the tone of the film it follows, but I'm really only interested in stories based off of the original novels, so I'll be waiting on a hypothetical third season of the anime. What would be more interesting is if they made a game based off of "Endless Eight." It would have you doing the same thing over and over, and it probably wouldn't be much fun, but if done correctly, it would make brilliant meta-commentary on the nature of video games and modern game design. Perhaps I'm asking for too much.