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This information comes from Associate Producer James Lodato…

“Everyones a hard sell because quality is number one for this title. Nintendo has been extremely helpful; it’s a title they are very fond of. They’ve worked on site, given us first party feedback and hardware and accessibility and really made themselves available to the project. I’m certain they’re very excited about it as well.”

You definitely get the feeling that GoldenEye 007 is pretty important to Nintendo, especially after hearing that Nintendo has provided first-part assistance. You may even remember that the game was supposed to be revealed at the company’s press conference, though the first trailer leaked out before the event and spoiled the surprise!

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Last Flight details

Posted on 13 years ago by (@NE_Brian) in News, Wii | 1 Comment

This information comes from issue 258 of Nintendo Power…

– Larry Adelman is the main character, protagonist
– Knives, cleavers, mops, guitars and more at his disposal
– Will probably have an “M” rating
– Action game
– Inspired by hack-and-slash arcade titles such as Golden Axe, Devil May Cry, Viewtiful Joe, Bayonetta
– Entire game takes place on an airplane
– Larry is overweight, bald, not the most likeable guy
– Move Larry with the control stick
– Swing the Wiimote + nunchuck to attack with his left + right hands
– Create combos by chaining together motions
– Finishing moves
– One finishing move: Separating a vampire’s head from its shoulders
– Many combo possibilities
– Numerous finishers
– Dev. team wants a lighthearted atmosphere with stylized, cartoony visuals
– Pop culture references
– Devs. hoping to finish the game this summer
– It’s part one in a four part series
– Devs. want to hear feedback from fans, may include new features such as co-op

This information comes from Marcin Kawa of publisher/developer Bloober Team…

“He’s (Larry) a [jerk]; no doubt about that. If you ever met a guy who makes offensive jokes about you in front of your mates or tries to remind you of every stupid thing you’ve done in your life, then you know Larry. He also thinks that he’s a womanizer and the best cook in the world. Frankly speaking, I don’t remember the exact reasoning behind making him a food critic. We just had our ‘Larry the cook’ and everyone thought that was a cool character that can be fun to watch and control. I think that at some point, we were just sick and tired of ideal bishonens and wanted to have a character that is more believable and not that perfect.”

“When you’re making a game, you can either go the hyperrealistic route or, as we did, try to use graphics to show that you’re not that serious about this stuff. A photorealistic Last Flight would be way too serious to our tastes. We certainly didn’t want to make a game where you can explore human (or vampire) anatomy in every detail. When you look at our game you can say that our goal was to entertain you. We’re doing this in our own grotesque and twisted way, but it isn’t about scaring people to death. We wanted to have this unique comic feeling that downplays violence and makes you feel positive about it.”

“You’ll find that kind of stuff [pop-culture references] through the game when talking to other characters, or certain locations will (hopefully) remain you of some of your favorite movies or games, or ones that you genuinely…dislike.”

“There’s mainstream vampire stuff, and we wouldn’t feel good without making some jokes about that. I mean, they’re just asking for it.”

“Our goal was to make a game that the older part of Wii owners would like to play. Is it risky? Of course it is, but we gladly that risk. As you might have noticed, Last Flight isn’t a ‘serious action-adventure game’ with a troubled character on his quest to redemption. It’s a parody laughing at all those games…It’s a game that makes fun of all this nonsense found in other so-called serious games. You won’t find anything like that on WiiWare or other consoles.”


Metroid: Other M (Wii) – 8.5
Ivy the Kiwi? (Wii) – 7.5
Ivy The Kiwi? (DS) – 7.0
NHL Slapshot (Wii) – 6.0
Guilty Party (Wii) – 7.0
Gunblade NY & LA Machineguns Arcade Hits Pack (Wii) – 5.5

Thanks to Mike for the tip!


1. Super Metroid
2. Metroid Prime
3. Zero Mission
4. Metroid Prime 3
5. Metroid Fusion
6. Metroid
7. Metroid Prime 2
8. Metroid 2
9. Metroid Prime Hunters

Now that you’ve seen Nintendo Power’s list, how would you guys rank the Metroid games? Or just tell us your favorite title in the series!

Thanks to Mike for the tip!


– Hironobu Sakaguchi and Yoshio Sakamoto have a connection
– Connection they have is in regards to a 1987 adventure game
– Called Miho Nakayama’s Tokimeki High School
– Game was developed by Square
– Was published by Nintendo
– Sakamoto said the game is a text adventure game, make use of a phone
– Given a phone number midway through the game which you can call to hear hints about how to progress with messages from Miho Nakayama
– The telephone was swapped out in later versions with in-game messages that delivered the same info
– Square had approached Nintendo about making an adventure game that used a phone
– No talk back then about the game featuring Nakayama
– Sakamoto was in the meeting with Square
– Sakamoto was growing tired of the same old adventure games
– He pushed his superiors to go with the idea
– Sakamoto suggested that an idol be used instead of an original character
– Sakamoto believed the added flash would draw attention to the game
– Sakaguchi was on the development team, but not originally
– He joined closer towards the end of the game’s development
– The dev team went down to Kyoto for two weeks
– Sakaguchi and Sakamoto met for the first time during this period
– At first, Sakaguchi couldn’t believe Sakamoto worked for Nintendo
– Sakamoto’s hair was the same in the past as it is now
– Sakaguchi/Sakamoto/Iwata reminisce a lot about the past in this Iwata Asks, but discussed The Last Story as well

– Gameplay systems were a priority in The Last Story’s development according to Sakaguchi
– Sakaguchi suggested thinking about the game as “a game that has a story in it”
– Game has a solid story with a strong cinematic component, but gameplay is the strongest point
– Only the third time Sakaguchi has put emphasis on gameplay first
– Last time was Final Fantasy VII, thinking about how to use 3D in that game
– Other game was the original Final Fantasy: Trial and error phase for Sakaguchi, tried to see how the PC role-playing games at the time could be brought to the NES
– “In these 23 years, there have been only three instances where I considered gameplay systems first”
– Mario Club was used to test out gameplay systems for The Last Story
– Sakaguchi was visiting Mario Club for four days when this Iwata Asks was done
– Sakaguchi wanted to use Mario Club to see how beginners would react to the game
– Can see where players are having fun when watching them
– Test players wrote their opinion as well
– Sakaguchi a bit wary of written feedback because players will sometimes write only about what’s good or their feedback listing what they enjoyed will be different from how they actually reacted while playing
– Characters will converse as you run in the fields
– Sakaguchi thinks that it’ll allow players to get a better feel for their relationship with ally characters
– This was one area Sakauguchi wanted to convey with the game’s story

Thanks to Thomas N for the tip!

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Shiren the Wanderer 5 scans

Posted on 13 years ago by (@NE_Brian) in DS, News | 0 comments


As you can see in one of the screenshots above, there seems to be a hint that there will be some sort of multiplayer functionality in Sonic Colors. SEGA has yet to share anything official, though that’ll most likely change soon as the game is due out in just a few months.

Thanks to Mike for the tip!

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The latest issue of Famitsu featured a discussion between Smash Bros. and Kirby creator Masahiro Sakurai and Dragon Quest series producer Ryutaro Ichimura. The two had a lot to say, and covered various games/series such as Smash Bros., Kirby, Kid Icarus: Uprising, Dragon Quest. Additionally, the two talked more broadly about gaming and conversed about such points as attracting new gamers. You can check out what the two had to say below.

“A lot of people around the world have interacted with Smash Bros., and a lot of Japanese people have interacted with Dragon Quest. In that aspect, they’re both games that’re easy to approach and easy to play with.” – Ichimura

“Kirby’s Dream Land was the first game I ever made, but I had no intention of making it a mainstream game. I really narrowed down the audience to beginners only. That’s because, at the time, no matter how much fun the Super Mario Bros. games were, they were still too tough for normal people and kids. I could feel people drifting away from games, and it bothered me. In the midst of making Kirby, a lot of the team started wondering if we were maybe making it too simple. But I think it was necessary for us to consider people who hadn’t played a game before, and I think doing that earned us fans that wouldn’t have been around otherwise. That’s the same creative approach I take with Smash Bros. It hasn’t changed at all today.” – Sakurai

“I grew up playing the Dragon Quest games ever since I was a grade schooler, and they served as a gateway to this great new realm of gameplay called RPGs to me. I’ve gone from playing them to making them, but I can’t afford to let myself forget about what it’s like as a player. I need to make a game that anyone young or old can pick up and unwittingly get addicted to.” – Ichimura

“The thing I always have the most difficulty with in DQ is the hero character, who never speaks and never gives his own opinions. If the hero shows his own emotions, that runs the risk of alienating the player.” – Ichimura

“We generally don’t have the characters talk in Smash Bros. either. That can makes things interesting sometimes, or maybe boring sometimes… With Brawl, we had game modes that played out with the story, and they wound up being like these silent films where we had to keep each character’s personality but couldn’t have them talk. It’d be easier to have them talk, but that’s unfair to the characters in the game who can’t talk, so we decided to keep all of them silent instead.” – Sakurai

“I don’t think there are many games today that really attract new people. That’s why I think games need to be simplified a bit. Kid Icarus might be called a FPS or a third-person shooter, but if you took someone who didn’t know games and gave him the latest FPS and a controller with ten buttons and two analog sticks and told him to start playing, he’d never be able to. That’s why Kid Icarus is really easy to control. It gives people who gave up on the genre a chance to take a step back into that world. Even though I’m a pretty hardcore gamer, I think that’s very important.” – Sakurai

“That’s something you can do because you’ve delved so deeply into the genre and are so familiar with essence of what makes it fun. You’re able to lower your sights precisely because you have a heavy gaming habit. I really understand that, but as a producer, I suppose my approach is different. The way I see it, the main issue before us to figure out how to make games proliferate in the realm of entertainment. One way to do that is position the game front and center, then prepare a bunch of alternate entryways that aren’t games, like manga or anime or merchandise. Having all these entryways results in a single piece of entertainment, and as a producer, I feel it’s my job to link all that together.” – Ichimura

“I suppose our root motivation is the same. Kids and normal people can’t create games, so that’s why we’re here to make them instead. We need to keep ourselves aware of that going into the future.” – Sakurai

Thanks to Robert for the tip!

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