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This information comes from an update from Hironobu Sakaguchi on Mistwalker’s site…

“Me and my team poured 120% of our energy into this title…I am completely pouring everything into this one, there is a strong feeling this may be my last work.”

Sakaguchi is only 47, but he’s been a part of the video game industry for a very long time. As many fans know, he started the Final Fantasy series. I’d like to see more of Sakguchi’s work for many years to come, but he will have to call it quits eventually.

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This November will mark the four year anniversary of the Wii’s launch. Naturally, discussion will arise regarding Nintendo releasing their next home console. But don’t count on that happening anytime soon. According to Shigeru Miyamoto (see his roughly translated comments below), the company will announce the Wii’s successor “when the time comes.” Also, on the possibility of a 3D Wii, Miyamoto explained that there are no plans for that.

“Many people still have a lot of fun with the Wii, there are still many good games out for it. But we think about a successor once a console is launched. We monitor the market closely. When the time comes, we will announce a successor. But that will not be anytime soon…I do not believe that will be our next step. One reason Wii is indeed so successful is because most people do not have any HDTV equipment and know how to appreciate what the Wii offers. The Nintendo 3DS is possible because it is a portable console and it works without 3D glasses. For the living room, consumers would need a 3-D TV and it will take some time before enough households have 3-D TVs…”


Long-awaited WiiWare title gets new release date for America

Sunnyvale, CA – July 14, 2010 – Today, Gamelion Studios announced that the highly anticipated physics-based 3D puzzle-platformer “Furry Legends” will be launched on WiiWareTM in America on July 19th, 2010 for 1000 Wii PointsTM.

Until July 19th Gamelion is running a “100,000 Wii PointsTM” Facebook contest on www.facebook.com/gamelion where participants (US-only) can win Wii Points at the games launch in United States.

Source: Gamelion PR


The Kore Gang videos

Posted on 13 years ago by (@NE_Brian) in Videos, Wii | 0 comments


– You can turn off “perma death” (there was no option in previous games, can’t ever bring back characters that die in battle)
– Director Kouhei Maeda feels the perma death feature gives the series its uniqueness, more emotionally attached to the characters, heightens tension
– Maeda said he’d reset the game when he didn’t want to lose a character
– Game development started while the team was also working on Shadow Dragon
– Wanted to do a remake quickly so that players can see what happens next
– There was an initial concern that players who didn’t play Shadow Dragon wouldn’t want to play this game
– Instead decided to make a “completely new” Fire Emblem, though Maeda said it is based off Mystery of the Emblem
– Has completely new elements
– Intelligent Systems had constant meetings with Nintendo throughout development
– One issue: How to open up the game for beginners
– Perma death feature brought up much debate – Nintendo felt that fallen allies return, but for the next map, while project manager Masahiro Higuchi agreed with Maeda’s beliefs and wanted to keep the full feature intact
– Heated dialogues over the perma death feature, series producer Tohru Narihiro remembered them happening daily and sometimes lasting late into the night
– Debate also happened with the Shadow Dragon remake, and other Fire Emblem games, revival system was in place but removed before release
– Design document for Fire Emblem: Seisen no Keifu in 1996 had “You can die up to five times” in it, and Higuchi protested this to the director
– Originally Higuchi felt the perma death feature couldn’t be negotiated
– Eventually decided that beginners might be put off after hearing that your allies could be permanently killed and they might not know about resetting the game to get the character back
– At first, the team tried making one of the difficulty modes in a way so that allies would come back for the next fight
– Thought advanced players would want to play on the harder difficulty but keep allies, so the feature was untied from the difficulty settings
– “Classic Mode” for perma death, “Casual Mode” for no perma death
– Took about four months to decide on the issue
– Time flows even when the game is off
– Characters go on their own to search for items, build experience
– See which items your characters found by visiting the pre battle prep screen

Thanks to Thomas N for the tip!

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1. [WII] New Super Mario Bros. Wii – 1,401,895 / 3,887,045
2. [NDS] Dragon Quest VI – 1,293,916
3. [NDS] Dragon Quest Monsters Joker 2 – 1,194,584
4. [NDS] Tomodachi Collection – 1,012,437 / 3,324,385

5. [PSP] Kingdom Hearts: Birth by Sleep – 728,286
6. [PSP] Metal Gear Solid Peace Walker – 727,823
7. [WII] Wii Fit Plus – 695,295 / 1,993,828
8. [WII] Super Mario Galaxy 2 – 613,290

9. [PSP] God Eater – 605,316
10. [PS3] Yakuza 4 – 552,531


We’ve just confirmed that Sengoku BASARA: Samurai Heroes will launch in North America on October 12, 2010 for PlayStation 3 and Wii.

From the producer of Devil May Cry 4, Hiroyuki Kobayashi, Sengoku BASARA: Samurai Heroes finds players picking up the arms of more than a dozen samurai heroes each with their own unique weapons and battle styles. Players take on hundreds of worthy opponents and combat fantastic bosses across numerous battlefields in a quest to rule all of 16th century Japan. Utilizing upgradeable weapons, masterful special moves and deadly BASARA arts, players leave their mark re-writing Japanese history in blood.

Capcom has also confirmed that the game will launch in Europe on October 15.


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