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Wii U

Turtle Beach Brings Premium Stereo Sound Quality and Crystal Clear Built-In Chat to Nintendo’s Newest Console

VALHALLA, N.Y. & TOKYO – Sept. 19, 2012 – Turtle Beach, pioneer and market-leader of the gaming headset category, today announces its officially licensed headsets, the Ear Force NLa and Ear Force N11, for Nintendo’s Wii U™ system. Created in collaboration with Nintendo, worldwide pioneer in the creation of interactive entertainment, and based on Turtle Beach’s legacy of audio supremacy, the NLa and N11 offer Wii U™ gamers a pair of solid entry level headsets at competitive price points.
“We are very excited to be working with Turtle Beach to launch the N11 and NLa for the new Wii U,” said Steve Singer, Vice President of Licensing, Nintendo of America Inc. “We look forward to fans having a high quality audio experience with our newest console.”

Available in both black and white, the Ear Force NLa is the perfect headset for Nintendo gamers seeking high-fidelity audio and superior comfort at an affordable price. The NLa combines high-fidelity stereo game audio and crystal-clear communication in a sleek, lightweight and durable design. Created explicitly for use with the Wii U™ GamePad controller, the NLa features in-line volume control and noise-isolating ear cushions allowing for personalized audio while blocking out distractions. For gamers on the go, the NLa’s 4-pole connector can easily disconnect from the Wii U™ GamePad and connect to portable devices such as the Nintendo 3DS™ and Nintendo DS™ hand-held systems. Arriving in Q4 2012, the NLa MSRP is $34.95.


Namco Bandai’s Tekken team won’t be directly involved with the development of the next Smash Bros. titles.

Tekken producer Katsuhiro Harada told Kotaku that “Sakurai is directing.” Therefore it’s ultimately Sakurai’s project. Harada won’t be telling Sakurai which characters to include or how the gameplay should be.

According to Harada:

“We’ll be providing our expertise when asked, but it’s not like we’ll (the Tekken Team) be making the game.”

While the Tekken staff won’t be making the Smash Bros. games directly, it’s possible that members from the team or those who have experience with Tekken could work on the project.

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Tekken Tag Tournament 2 director Katsuhiro Harada was recently asked how the Wii U’s online infrastructure stacks up to the setup on PlayStation 3 and Xbox 360.

Harada’s response was a bit odd. Apparently, he isn’t too sure how Nintendo will be implementing the online network.

He said:

“Not quite sure at this point. I don’t fully understand it. We’re still working with Nintendo to find out about their network.”

Even with Harada’s uncertainty, he promised that the netcode will be just as good as the other versions of Tekken Tag Tournament 2.

At this moment it’s unclear if players will be able to select the Wii U exclusive modes online.

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Team Ninja is planning several pieces of downloadable content for Ninja Gaiden 3: Razor’s Edge. Fans will be pleased to hear that the DLC will be free.

At a TGS 2012 conference today, Team Ninja said:

“After launch we are preparing a long list of free downloadable content for Ninja Gaiden 3: Razor’s Edge. We can’t give details this evening, but we can tell you that series fans are going to love it.”

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Famitsu has the lowdown on the characters in Tekken Tag Tournament 2: Wii U Edition who can wear the Nintendo costumes. Mario, Zelda, Star Fox, and Metroid are represented in the game.

The character costume pairings are as follows:

Heihachi as Mario
Marshall Law as Luigi
Anna as Zero Suit Samus
Hwoarang as Fox
Ganryu as Bowser
Armor King as Ganondorf
Kazuya as Link
Nina as Zelda

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The simple thing Nintendo did to effectively hold “New” Super Mario Bros. back from ever reaching super stardom.

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Right this very moment, my Wii is sitting in my basement, power on, Super Mario World loaded onto the screen, waiting to be played again whenever I muster the strength to give Forest of Illusion another shot. You see, I’m stuck in the (what I assume to be) infamous area where you cannot go on without uncovering some secret and opening up the next level, crafting your way through the trees and onto the next castle. Please don’t tell me how to do it.

In my break, though, I’ve been pondering quite strongly the differences between this Super Nintendo classic I’m plowing through for the first time and the round of 2D Mario games we’ve seen plop out of Nintendo’s money machine over the last six years. Upon first glance, there’s really not much that stands out as being truly different aside from the graphical downgrade seen in the three entries to the New Super Mario Bros. series that have been released so far, and yet something feels indistinguishably different.

Chalk it up to “atmosphere” if you’d like, chalk it up to music or “heart” or anything else truly intangible– and I’d certainly be hard pressed to disagree with you– but I think the big difference between the two “chunks” of Mario’s 2D history can be boiled down to how memorable it is.

And, well, how memorable it is can be boiled down to how much time you spend with each level.



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