Nintendo Everything: Wii

Harmonix explains why Rock Band 4 isn’t on Wii U

rock-band-4 Posted 1 day ago
By (@NE_Brian)

Harmonix finally announced Rock Band 4, a game that has long been rumored to be in development. Sadly though, today’s news came with a confirmation that the game won’t be either Wii U (and Wii, which had to have been expected at this point).

Harmonix explained in a forum post that this is because of “shifting production priorities and capabilities of the studio”. The company further added that the team “had to prioritize opportunities on other platforms with historically larger RB audiences.”

The full explanation is as follows:



First print copies of Rodea: The Sky Soldier for Wii U will come with the Wii game overseas

rodea-boxart-wii-u Posted 2 days ago
By (@NE_Brian)

NIS America has announced that all first print copies of Rodea the Sky Soldier for Wii U will include the Wii version, creator Yuji Naka’s original vision. The offer applies to both North America and Europe. Note that this is exclusive to the retail release, and once the first printing is finished, the Wii title will no longer be included.

Source: NIS America PR


Dragon Quest X gets Bravely Second item collaboration

dqx-bravely-second-collaboration Posted 3 days ago
By (@NE_Brian)

Square Enix has created a new Dragon Quest X collaboration that features an item from Bravely Second. Fans can obtain the flower Magnolia Arch wears.

Getting the item is simple. 3DS owners need to play through the Bravely Second demo, open the Dragon Quest X Convenient Tool For Adventurers On the Go application, and select the option to receive a gift. The flower will then appear in the Dragon Quest X post office.



No More Heroes devs reflect on the game’s creation

nmh-1 Posted 4 days ago
By (@NE_Brian)

In an issue published towards the end of last year, EDGE included an article that provided insight into the development of No More Heroes (see what was said about the series’ future here). That piece has now been published online in full. Creator Suda51, battle programmer Toru Hironaka, and senior character artist Takashi Kasahara shared the No More Heroes commentary.

We’ve rounded up some of the interesting comments from EDGE’s article below. You’ll also find a few pieces of art. For the full piece, head on over to GamesRadar.



A look at the cancelled DJ Hero: After Party

DJ-Hero-After-Party-Venue-Design Posted 4 days ago
By (@NE_Brian)

Zoë Mode, in partnership with Activision, was once working on DJ Hero: After Party. The game was slated for Wii, PlayStation 3, and Xbox 360.

DJ Hero: After Party was intended to be “an alternative approach to the formula”, according to Unseen64. A developer who worked on the project said that it “had a very different vibe to it than the other games”, with a more ” relaxed and laid back” vibe.

For whatever reason, Activision did not go further with DJ Hero: After Party and rejected the pitch in October 2009. However, the publisher held on to their concepts – some of which were used in DJ Hero 2.



Aonuma on Zelda: Majora’s Mask – reusing character models, bottles tease, why Clocktown’s bank vault isn’t affected by time, and more

zelda-majoras-mask-3d-art Posted 1 week ago
By (@NE_Brian)

Surprise, surprise! Another interview with Eiji Aonuma has appeared. The latest one comes from Game Informer, who spoke with the Zelda producer.

There are actually quite a few interesting questions and answers. Aonuma was asked if Majora’s Mask is all a dream, teased a special event in the 3DS version for finding all of the bottles (plus there’s an extra one in this version), and shared a development nugget about Twilight Princess’ development.

Head past the break for some interview excerpts. The full talk can be found here.



Rodea: The Sky Soldier devs on how the game came to be, why it took so long

Posted 2 weeks ago
By (@NE_Brian)

By the time Rodea: The Sky Soldier hits store shelves in Japan, it will be about 3.5 years since the game was originally announced. So what took so long? Prope’s Yuji Naka, along with director Jin Hasegawa, commented on this and more at Kadokawa Games’ “Rodea: The Sky Experience Tour 2014 ~First~”. You can find a summary of what was shared below, courtesy of 4Gamer and Siliconera.

– The Rodea discussions began with “what thoughts went into the creation of Rodea?”
– Director Hasegawa always wanted to make a game where you can fly
– He’s dreamed about doing this since he was a kid
– Before making Rodea, Hasegawa had always been involved in the development of games with violence, so making an all-ages game is something he’s been wanting to do for a while
– These two thoughts prompted Hasegawa to meet up with Yuji Naka
– After they met, he felt like he might be able to make two of his wishes come true
– Naka says a sequel to NiGHTS was highly demanded around the world, but it was never made sort of for the same reason that Steven Spielberg never made a sequel to E.T
– Naka: “I didn’t want to do anything that could possibly take away from the good that was NiGHTS”
– Naka instead was doing research and development for a game that would allow you to fly around the skies more freely
– Making a game that lets you freely fry around in 360 degrees proved to be difficult, even with access to a gyro sensor-equipped controller
– Naka came across the Wii while going about his usual trial-and-errors for finding a way to make something work
– By using the Wii Remote, he felt that he might be able to make a new type of action game that would give you the freedom of flight in 360 degrees
– Naka now needed to get a game company to get on board with his project
– Naka crossed paths with Kadokawa Games when it was determined that the game could happen
– Development began, but opinions held by the developers at Prope clashed with those of the publishers
– Naka says out of the 9 years of existence since the establishment of Prope, they’ve never had as many arguments as they did while working on Rodea
– In the end everything worked out and both the publisher and developer were able to come to an agreement
– Naka still remembers all the trouble that went into the making of the game