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GamesMarkt’s latest issue contains a report on Europe’s best-selling games of 2013 in the first half of the year, courtesy of data collected by Media Control GfK International GmbH. Sales from a total of twenty countries including the UK, France, Spain, and Germany were taken into account.

Below are the results:

europe_sales_2013_first_half

GamesMarkt also shared a listing of the top ten publishers based on software market share:

01. (=) Electronic Arts – 17,25% (-2,14%)
02. (?) Nintendo – 11,82% (+0,50%)
03. (?) Activision Blizzard – 11,51% (-1,79%)
04. (?) Sony CEE – 8,78% (+2,37%)
05. (?) Ubisoft – 8,54% (+0,67%)
06. (=) Take-Two Int. – 5,07% (+0,51%)
07. (?) Square Enix – 5,02% (k.v.m.)
08. (=) Namco Bandai – 4,22% (+0,60%)
09. (?) Microsoft – 4,11% (-0,18%)
10. (?) Warnet Interact. – 2,77% (k.vm.)

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There’s no denying that Mighty No. 9 has many similarities to Mega Man. There are obviously differences between the two, but some aspects are comparable. This should come as a big surprise given how both games come from the same creator Keiji Inafune.

Despite these similarities, Capcom hasn’t initiated any legal proceedings… at least not yet.

Keiji Inafune told Kotaku that he has yet to hear anything from the company:

“We haven’t heard anything from Capcom at this point. If it turns into a legal battle, then obviously it’ll be lawyers that hash out what the solutions are. However, from my perspective, Mega Man is something that I created. It would be like having a child, then having somebody adopt that child and then saying that child isn’t really yours. That child has your DNA in it, no matter what anybody says. So, since my style, my spirit isn’t something that I can’t change as a human being, if I create anything and it’s something that looks like [Mega Man], well, it was created by the same person, me. To say that Mighty No. 9 looks like Mega Man is to say that my work looks like my work.

But we have been careful. The base gameplay is not the same as Mega Man. The naming, the character, all that is not the same. The details are very different. Personally, I’ve gone out of my way to make sure that this is something original. And if Capcom does come back and say something, I would be surprised.”

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Have you ever wondered why Mega Man is blue? To satisfy such curiosity, series creator Keiji Inafune provided an explanation during a talk at PAX Prime 2013 yesterday.

The team working on Mega Man wanted to make the character blue because that color had a larger variety than any other on the Famicom, meaning more could be done with the design. Inafune thought having Mega Man blue would be “gross”, but after hearing this explanation, was more open to the idea. Plus, he recognized that featuring a blue robot was something new and different.

Mega Man isn’t always blue. When Mega Man gains a new weapon, he changes colors. This is so because Inafune felt it’d be odd seeing a blue character send out red flames after obtaining Fire Man’s power.

Inafune began his time at Capcom as an artist but in a very short amount of time went on to become a lead artist due to a lack of staff at the company. He was originally working on designs for Street Fighter, though moved on to Mega Man after a month. Most of Inafune’s career is comprised of working on the Blue Bomber’s games. Inafune said that the franchise taught him a lot about game creation.

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IGN has posted another round of quotes from Reggie Fils-Aime. This time around, the Nintendo of America comments all about online gaming and digital downloads. You can find his full comments below.


Update: No details after all, but WayForward’s blog officially confirms that the Kickstarter will launch next Wednesday.

WayForward, developer of the Shantae and Mighty Switch Force! games, is teasing a “major” Kickstarter campaign which will be going live next week.

It’s currently unclear what the studio has planned, but a countdown on WayForward’s website indicates that the crowdfunding effort will launch in a little less than five days. Details will apparently be shared later today.

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A whopping 342 exhibitors are attending the Tokyo Game Show next month, the CESA announced today. That’s a new record for the expo.

209 exhibitors showed up for TGS in 2012. This year’s lineup is made up of 189 Japanese companies and another 153 from western representatives.

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Peter Molyneux, the creator of Fable, has named his top five games. There is one Nintendo title on his list: The Legend of Zelda: Twilight Princess.

Molyneux told TechRadar:

“I just feel it’s jaw-dropping and its use of the hardware was brilliant. And I’ve played that game through several times.”

Molyneux’s other favorite games? World of Warcraft, Clash of Clans, Half Life 2, and Ico.

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How does Nintendo of America president Reggie Fils-Aime feel about the PlayStation 4 and Xbox One? He already gave a “Meh” in response to their launch lineups.

Even with two new consoles on the way that the Wii U will be forced to compete with,

“I don’t think consumers buy hardware just because it’s sexy and new. I think consumers buy hardware because of the experiences they can have on them. That’s why, for us, having a strong holiday line-up is so critically important.”

“You know, to a certain extent, how they perform is going to come down to the clarity of their proposition, their execution. There are a lot of variables out there, and that’s for my friends over at Microsoft and Sony to go figure out. My job is to drive Nintendo products and make sure we have a great holiday.”

There’s no denying that the PS4 and Xbox One have a leg up on Wii U when it comes to specs and visuals. However, Reggie pointed out that graphics alone “aren’t selling propositions”.

“Systems that generate pretty pictures by themselves aren’t selling propositions, and all you need to do is look at the last generation to see the evidence. And that’s true whether you look at the home console space or the handheld space. It’s not about the graphics by itself. It’s about the entire experience.”

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Hideki Kamiya is the creator of Okami. It’d be difficult for him to return to the series given how he’s now with Platinum rather than Capcom, but he’d still be open to making a true sequel.

When asked by Dutch site 4Gamers if he would consider a sequel to Okami – possibly on Wii U – Kamiya responded:

“That question gets asked a lot and its something gamers clearly want, so if I am able to, I will definitely make it. But gamers want so many sequels, I don’t even know where to begin.”

Continuing on the topic of sequels, Kamiya spoke about the challenge of creating a new game in a franchise. Unused ideas from the first title can often be implemented for a follow-up. When it comes to a third entry though, you can’t take the same approach, and Kamiya believes such projects then only come about “because the fans want it.” Because of this, Kamiya doesn’t “really see a Bayonetta 3 happening in the future.”

“I don’t really have a problem with making sequels. Above all, I want to make games that are fun. This is the most important thing for me. So next to new IP’s, I also like to make sequels. The point you’re making however, is very good. With the first title of a new franchise, there are so many good ideas, so many things you want to do. Unfortunately, you can’t use all of them in the game. In the sequel, you can use cancelled ideas from the first game. I do have the feeling most of those ideas are used when you reach the third game though and that developers only make a third game because the fans want it. That’s why I don’t really see a Bayonetta 3 happening in the future. I am fortunate that I am able to create many games from scratch.”

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Eurogamer has gone live with a new interview featuring Hideki Kamiya, the director behind The Wonderful 101 and supervisor of Bayonetta 2. Topics include some of the control criticisms people have had with The Wonderful 101, working with Nintendo, and his continued interest is working on Star Fox.

You can find some excerpts below. You can find even more over at Eurogamer.



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