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Renegade Kid briefly worked on “a bizarre overhead RPG-esk dungeon thing” – seemingly for the 3DS – before ultimately shelving the project, studio co-founder Jools Watsham has revealed.

Watsham shared the news in a postmortem blog on Gamasutra. He explained that the company needed to launch some sort of new title for 2014 in order to make revenue and carry on into 2015.

According to Watsham, roughly three weeks were spent on the RPG. However, while the game “was shaping up pretty good”, he explained that “in the end I just wasn’t feeling it at the time.”

Keep in mind that the project may not necessarily be dead. Watsham wouldn’t rule out the possibility of returning to the game in the future, as he said on Twitter:


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Update: Back in stock! Place an order here.


Pre-orders for the Shulk amiibo have already sold out on GameStop. This was the only retailer selling the figure in the United States, so there’s currently no alternative store where reservations can be placed. We can only hope that GameStop opens pre-orders again before Shulk’s launch in February!

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PlatinumGames updated its official blog once again recently with a new post about Bayonetta 2. The studio shared a release event report plus more tips for the Wii U title.

Check out a few excerpts below:

Nintendo shared lots of stories about release day events from various other countries as well, and I was very happy and relieved to see the game was being so warmly welcomed all over the world, so I’m very grateful to all of you who picked it up!

As a small token of my appreciation, I have a few more tips to share, since our last blog was very well received. Hope you enjoy them! (Thanks to game designer Ryoya Sakabe for providing them!)

Touch of Gold

Did you know that the environments you normally just run through actually contain several objects that reveal haloes when you touch them on the Wii U GamePad!? If you search every nook and cranny of every stage, you might become a halo millionaire in no time!

Head on over to the PlatinumGames website for the full post.

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Nintendo of America has finally commented on the status of the GameCube Controller for Wii U – as well as the special Smash Bros. controller.

A statement obtained by Wired editor Chris Kohler states that both of these products “remain in distribution in the North American region.” Nintendo is doing its best to meet the high demand and intends to ship additional stock to retailers.

The full statement from Nintendo of America reads:

“Both the Super Smash Bros. Edition Nintendo GameCube Controller and the Adapter that connects it to the Wii U console remain in distribution in the North American region. Nintendo of America is doing everything we can to meet the strong demand for these products, and additional stock will be made available and delivered to retailers. We ask consumers to contact their local retailers directly regarding availability.”

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Just when we thought that Capcom may take a break on announcing collaborations for Monster Hunter 4 Ultimate, the company reveals another. Today Capcom provided a first look at a Devil May Cry crossover for the title. Players will be able to dress their Felyne in a Dante costume – complete with his hair, jacket, and sword.

Yet another Virtual Console release has been rated in Australia. Pocky & Rocky with Becky was just added to the database today. Natsume will probably be bringing this game to Wii U in the near future!

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Koji Kondo has been making Zelda music ever since the series’ first entry. As such, you might be curious as to which game takes the top spot as Kondo’s favorite overworld theme.

That honor goes to Zelda: Ocarina of Time. In an interview with Polygon, Kondo spoke about how he “broke it into 8-bar sections and there was some random phrasing that was implemented so that the melody would be changed up.” He hoped to create a track that players wouldn’t get “tired of listening to”.

Below are Kondo’s full words:

“That’s a tough question. Looking back, I think the version that we used in Ocarina of Time. …this is the overworld theme that we’re talking about here.”

“For Ocarina, we wanted something that didn’t play so often that players got tired of listening to it. So I broke it into 8-bar sections and there was some random phrasing that was implemented so that the melody would be changed up. Again, these are 8-bar sections that I created to all work together, but when combined, they change, and there’s some random stuff going on there. I really like the way that worked out.”

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