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NeoGAF member “Mama Robotnik” has written up a brilliant feature on Silicon Knights. The post goes well into detail regarding the studio’s early times, debacles, and cancelled projects.

Much has been said about Silicon Knight’s Eternal Darkness 2 (perhaps one of the studio’s most-anticipated yet not-officially-announced projects), but we’ve never seen any assets from the game. Screenshots have never popped up online, nor have concept arts of any kind.

Thanks to some findings by Mama Robotnik, we may finally have some renders/art from Eternal Darkness 2. A former Silicon Knights 3D character artist included the images below in a couple of folders that could very well be from the game.

The purple creature in particular was probably created for Eternal Darkness 2 based on the fact that Mantorok was the only surviving ancient. The other ancients were able to create red/blue/green undead monsters, so Mantorok would have likely made his own purple soldiers in the sequel.

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Three digital downloads are available on Club Nintendo. Through January 6, 3D Classics: TwinBee, Metroid II: Return of Samus, and Mario Party 2 can be ordered from the site for 150 coins each. Last week’s addition, 1080 Snowboarding, is also up for 150 coins.

View order pages for each game here.


This week’s European Nintendo Downloads are as follows:

3DS download software

escapeVektor (Nnooo, €9.99 / £TBC)
Gunman Clive (Bertil Hörberg, €1.99 / £TBC)

3DS download software price reduction

Rising Board 3D (Odenis Studio, permanent reduction to €1.99 / £TBC)

3DS Virtual Console “Hero Sale”

Super Mario Bros. (Nintendo, €3.99 / £TBC until 27th December)
Dr. Mario (Nintendo, €1.49 / £TBC until 27th December)

3DS Retail DLC

New Art Academy (Nintendo, €1.99 / £TBC per lesson) — Glass and Light, Expressionism

Wii U download software sale

Chasing Aurora (Broken Rules, €5.99 / £TBC until 3rd January 2013)
Little Inferno (Tomorrow Corporation, €9.99 / £TBC until 4th January)

DSiWare

Castle Conqueror – Heroes 2 (CIRCLE Entertainment, 500 Nintendo Points)
Cake Ninja XMAS (Cypronia, 500 Nintendo Points)

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I’d probably be doing you all a disservice if I didn’t post the above video on the site. It’s amazingly funny!


Frontier Developments, known for the LostWinds games and Elite: Dangerous, has confirmed layoffs at the studio. Managing director David Walsh told Eurogamer that “the changing mix of skills requirements for our current and future projects”, which “remain healthy”.

Frontier let go of 14 of its 233 staffers last week. Positions affected include art, animation and audio.

Eurogamer reports that affected staff were informed about the layoffs last Friday at 6 PM. The news hit just eleven days before Christmas.

Walsh said the following in a statement:

“Frontier regretfully has given a total of 14 people (from a staff of 233) notice that their roles are redundant, across art (9), animation (3) and audio (2) disciplines. This is due to the changing mix of skills requirements for our current and future projects – it is not a reflection on the company’s prospects, which remain healthy. Once we took the decision to make the roles redundant, we felt it was better that the affected people knew ASAP so they can plan any further expenditure over the Christmas period accordingly and focus on their search for new roles as soon as possible. We have provided redundancy arrangements in excess of the minimum. We are actively recruiting to shift the balance of skills we have within the company to enable us to deliver the set of projects currently in development.”

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Shigeru Miyamoto opened up on the origins of Pikmin in an interview with GamesMaster.

Miyamoto told the magazine that the game wasn’t born from a clear vision. With Pimin, there was “a very vague image” as to what the team hoped to create. Miyamoto added that the idea for Olimar came later on in development.

He said:

“There are a variety of different ways for us to create videogames. Sometimes from the very outset we have some clear-cut goals towards which we start working. On the other hand we have cases when we don’t have any kind of clear-cut image as to what kind of game it will eventually be but rather we have a very vague image of whatever we would like to establish or realise. In the case of Pikmin 1 our original idea was how it would be nice if we would be able to see a bunch of small creatures doing something. Something like, they are protecting their own village and at the same time they are trying to grow and expand that village. Later on we added the feature so that the player character will be there. But at the beginning I thought that it wouldn’t be interesting enough because in that original development mode the Pikmin were used as if [they were] weapons. To be utilised, to be shot by the player themselves.”

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