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Masahiro Sakurai published yet another column in this week’s Famitsu. Sakurai talked all about working on the new Smash Bros., games including his workload, schedule, living arrangements, and more. You can find a roundup of Sakurai’s quotes, courtesy of Polygon’s translations.

Monster Hunter 4 has now sold over three million copies in Japan. The game is selling at a rate of roughly 40,000 copies each week.

Famitsu wrote in its latest issue:

“With the tenth anniversary of the franchise approaching, 2014 should be an even more exciting year for MH than ever before. MH4 continues to generate a lot of attention in the market, and we can expect sales to continue going forward. Going into the holiday season, the newly-improved MH4 will likely have even more of a performance to show us.”

I’m assuming the latest news coming from Famitsu is different from Capcom’s announcement last month. The publisher had announced that Monster Hunter 4 shipments had exceeded three million. Famitsu’s article seems to apply to actual sales rather than shipments.

Source

Yet another title has been delayed in Japan. Artdink has announced that A-Train 3D is now scheduled to arrive in February 2014. It was originally planned for release on December 12.

In the latest issue of EDGE magazine there lays a feature about the inclusion of permanent death in a game– that is, when a character dies, they’re gone for good and you can’t do anything about it. Two notable examples of games that utilize permanent death (perma-death) have come within the last year or deux: ZombiU from Ubisoft on the Wii U and Fire Emblem: Awakening on 3DS from Nintendo. A designer from both games sat down with EDGE to discuss their experience with perma-death:

I think that all of the Fire Emblem games are fun, but a lot of beginner players stay clear of them because they think they are difficult. I think this is a real shame. A big reason for wanting to include this mode was so that those kinds of people could play Fire Emblem too…Since your characters come back when they die, one advantage is that you can play more aggressively or take more risks.

– Fire Emblem: Awakening director Kohei Maeda

[Writing ZombiU] was the toughest challenge I’ve faced in over ten years of writing for games. It took… the whole production team to find solutions for all the ‘But what happens if you die here?’ issues, which were sometimes mind-bendingly complicated.

I created the Prepper character and the survivors’ notes to establish a link and reinforce between the survivors who all fall under this mysterious character’s influence. Without a main player character, you need to embrace your main NPCs. Our character assemblage system produced avatars that were less gorgeous than a single player character would’ve been.

– ZombiU design director Gabrielle Shrager

Via NintendoLife


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