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Update: Another couple of videos:


Last night, Nintendo brought out the Bluefin Depot as the latest map in Splatoon. Take a look at some additional footage of it below.

More:

Even though E3 is over, we’re still seeing off-screen videos of Nintendo’s games appearing on YouTube. Since we’ve already posted a massive amount of footage over the past few days, we’re now going to start rounding things up into one post. We’ll update this one throughout the day with any videos we come across.

More:

GameXplain has put together comparing Corneria in Star Fox Zero and Star Fox 64 3D. Check it out below.

USgamer recently had the chance to speak with Damon Baker, the head honcho of Nintendo’s indie efforts, about the Nindies@Home program. Check out the full interview below.

Source

Sonic Boom: Fire & Ice is officially launching in all major territories. At an anniversary event for the franchise, SEGA announced that the game will be releasing in Japan this winter.

For the most part, the name will be mostly the same. It’ll be called “Sonic Toon: Fire & Ice” in Japan.

Armikrog’s official launch is slated for August. In the case of Wii U, however, it shouldn’t be expected anytime soon.

Pencil Test Studios has said that Armikrog will be arriving on Wii U “substantially later” than the game’s other versions. That’s because the team wants to use the console’s different capabilities, including the GamePad. Pencil Test also didn’t want to send out an identical port.

Source

Since Super Mario Maker’s reveal at last year’s E3, fans have been wondering if the creation title would retain the physics of the different Mario games. We now appear to have the answer to that question.

Based on reports from those who played Super Mario Maker at E3 – including Giant Bomb’s Jeff Gerstmann – it does in fact look like it keeps the physics of the different styles. Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. should play as you would expect.

Source

In this month’s issue of Japanese magazine Nintendo Dream, Code Name: S.T.E.A.M. art director Takako Sakai opened up on the game’s art style and visuals as a whole.

According to Sakai, he wanted there to be as few differences as possible between the 2D illustrations and in-game 3D models.

Sakai began by creating character illustrations that imitated the feel of American comics from 1960 since he felt that was nicely compatible with polygons. However, this style was also chosen since he personally liked it.

Next, Sakai shares the following about why and how the art style in Code Name: S.T.E.A.M. changed a bit:

Several new games out came out this week on the Wii U and 3DS eShops. If you’re interested in checking out what’s new in screenshot form, take a peak at the gallery below.


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