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Quite a few indie titles receive continued support after their initial release. That will be no different with psyscrolr, with developer Actos Games confirming that DLC is planned after launch. By doing so, Actos hopes to keep players interested with their title.

CEO Jonathan Meyer stated in an announcement yesterday:

“We feel the story of psyscrolr serves itself better updated over time. A more episodic feel invites players to want to come back to the world, continue their save, and find more. An example are the letters strewn throughout certain levels of the game. There are more secrets we plan to add in a further update, as well as hidden mini-games added to the game to enhance replayability with leaderboards and Miiverse features planned.”

psyscrolr is hitting the North American Wii U eShop this Thursday.

Source: Actos Games PR

Several new titles are coming to the Japanese eShop next week. Here’s a look at the upcoming digital downloads:

Wii U Download

Super Toy Cars (900 yen)

Wii U Virtual Console

Getsu F?ma Den (Famicom, 514 yen)

3DS Download

Simple DL Series Vol. 37 (600 yen)
Radio Hammer (500 yen)

The games above launch in Japan on April 8.

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Toxic Games recently published the launch trailer for Q.U.B.E: Director’s Cut, and we’ve attached it above. There are still several weeks to go before it comes to Wii U. We should be seeing it in either April or May.

Best Buy is running a small sale on eShop cards. Through the end of the week, you can save 10 percent on all cards. Visit this this to take advantage of the deal.

Thanks to Leon F rot the tip.

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It took some time for Intelligent Systems to settle on the visuals for Code Name: S.T.E.A.M. Speaking with USgamer, art director Takako Sakai explained how the style changed throughout development.

Originally, the team wanted to “recreate the same pen touch” found in American comic art. But “some visual elements made the game a little bit harder to play”, which led Intelligent Systems to make “some light revisions” – resulting in the graphics we see in the final code.

Sakai’s full comments are as follows:

When we set out to recreate the feeling of [American] comic art, and tried to recreate the same pen touch—that kind of feeling to the actual stroke… We noticed that some visual elements made the game a little bit harder to play. So we made some light revisions there, and landed on the style you see in [S.T.E.A.M.] now. At first, we [created] a color palette that was really faithful to the printing technology of the time. But once implemented, we found that it did make the game a little bit hard to play in some situations. So we made adjustments as appropriate—as little as possible—as we went. And where we ended, you’ll notice the enemies have sort of a colder, bluer palette to them, whereas your allies have a warmer palette—a lot of orange and red.”

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