Infinity Ward won’t rule out a new Call of Duty set in space
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
Infinity Ward is open to the idea of creating an entire Call of Duty game set in space.
Metro asked executive producer Mark Rubin about the possibility as part of a recent interview. Addressing the possibility, Rubin commented:
Yeah. It makes sense. I wouldn’t count it out. Everything’s on the table. When we start a new game every possibility’s on the table. If we think that it’d be cool to have a battle over Jupiter, sure. Why not?
Later in the interview, while discussing a potential space map as DLC, he said:
“We could do it, but I don’t know… will it be fun? And this is the party pooper version of the answer: you have to measure effort versus payout. Would it be worth that amount of work? Which involves rewriting all the scripts for all the Kill Streaks, potentially creating new art assets for all the Kill Streaks–which would take months–to make one level that’s in space.”
More: Activision, Call of Duty, Infinity Ward, Treyarch
Video: A look at Zelda: Symphony of the Goddesses Second Quest
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, Videos | 0 comments
[Feature] Stop with the cat-suits and spin moves: The dramatic presentation of non-difficulty and how it relates to modern Mario
Posted on 11 years ago by Austin(@NE_Austin) in Features, General Gaming, General Nintendo | 41 Comments
Austin note: This thing is not meant to be viewed as a criticism of a game that is not out yet (SM3DW) that I have only played twice before. It is also not meant to be a criticism solely of the Mario franchise. It is, as I hope is clear, a discussion and analysis of gameplay motifs and design philosophies for many kinds of games.
Kenta Motokura is co-director of the upcoming game-that-you’ve-all-heard-of, Super Mario 3D World. In a recent IGN article he said the following regarding the development of the game:
“Going off of our monitor tests, we wanted to see what beginners thought was difficult about the game, and also what was fun about the game. We learned from those tests is that if you were a beginning player, when you come to a cliff, you might stop, think about jumping, then jump and maybe not make it and drop. But what if we added this element of sticking to the wall so you could prevent yourself from dropping down?”
So he brings up this simple question: What if you added an element that prevented less experienced players from falling down?
23 locations participating in Nintendo’s “Holiday Mall Experience”
Posted on 11 years ago by Brian(@NE_Brian) in 3DS, General Nintendo, News, Wii U | 3 Comments
Several Wii U and 3DS titles will be playable at a number of different malls as part of Nintendo’s “Holiday Mall Experience”. The event will take place between November 25 and December 22.
Playable titles include:
Wii U
Super Mario 3D World
The Legend of Zelda: Wind Waker HD
Mario & Sonic at the Olympic Winter Games Sochi 2014
Pikmin 3
The Wonderful 101
Wii Fit U
Wii Sports Club
Wii Party U
Rayman Legends
Just Dance 2014
Splinter Cell Blacklist
Assasin’s Creed IV: Black Flag
Disney Infinity
Batman Arkham Origins
3DS
The Legend of Zelda: A Link Between Worlds
Super Mario 3D Land
Luigi’s Mansion: Dark Moon
Mario Kart 7
Donkey Kong Country Returns 3D
Mario and Donkey Kong: Minis on the Move
Animal Crossing New Leaf
Mario & Luigi Dream Team
Pokémon X & Y
Mario Party Island Tour
Scribblenauts Unmasked
Sonic Lost World
Skylanders Swap Force
The Legend of Zelda: Oracle of Ages
You can find the full list of participating locations here.
More: Holiday Mall Experience, top
Eiji Aonuma says tech difficulties don’t prevent elements from being added to Zelda games
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, News, Wii | 0 comments
Technical difficulties do not prevent Nintendo from adding certain elements to Zelda games. That’s according to series producer Eiji Aonuma, who was speaking with GamesTM last month.
Aonuma gave an example by discussing The Legend of Zelda: Skyward Sword. Aonuma said “it was a technical challenge to make Link’s sword swings match the motion controls completely,” and he also had some concerns as to how the feature would be received by players. However, the team ended up pursuing motion controls because Aonuma felt “in the end many users would enjoy the unique gameplay”.
Aonuma told GamesTM:
More: Eiji Aonuma, interview, The Legend of Zelda, top
More footage of the latest Pikmin 3 DLC
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
The Legend of Zelda: The Misadventures of Link – part 2
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, Videos | 0 comments
Hasbro registers Transformers: Age of Extinction video game trademark
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
Hasbro has picked up a new trademark for Transformers: Age of Extinction, which seems to be video game-related. The filing involves “interactive entertainment software, namely computer game software, computer game programs, computer game cartridges, computer game discs…” Activision hasn’t announced a new Transformers game, but it sounds like we could be hearing something in the future.
Details from Marvelous AQL’s latest financial results
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
Marvelous AQL’s latest financial results are in. You can find a full breakdown of the company’s results below.
– 3.7 billion yen ($38 million) sales
– Up from 3.1 billion last year
– Operation profit up to 1.27 billion yen ($13 million) from 745 million
– Positive sales are from continued Pokémon Tretta arcade game sales and reorders for titles released earlier this year like Senran Kagura: Shinovi Versus and Muramasa Rebirth
– Marvelous AQL plans to maximize revenue of Pokémon Tretta
– New Harvest Moon game for 3DS considered to be “killer content”
– Marvelous AQL wants to create strong IP, expand mobile business, and to strengthen overseas business
More: financial results, Marvelous AQL
Over 1 million Disney Infinity Starter Packs sold, game boosts Disney’s Interactive division
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, News, Wii, Wii U | 0 comments
Over 1 million Disney Infinity Starter Packs have been sold since launch, it has been confirmed. Walt Disney Company chairman and CEO Bob Iger revealed the news during the company’s post-earnings release conference call yesterday.
According to Iger, retailers have been experiencing regular sell-outs. Walt Disney senior executive VP and CFO Jay Rasulo added that the holidays will be a significant period for Disney Infinity, but “we feel good about its prospects so far” based on feedback from retailers, consumers, and gamers.”
Disney Infinity boosted Disney Interactive’s gaming sector during the fourth quarter of its fiscal year, with revenues rising from 93 percent to $396 million. Operating profit came in at $16 million, which is a significant turnaround from last year’s $76 million loss.
Overall sales are up 26 percent to $1.1 billion. Operating losses, meanwhile, lowered from $216 million to $87 million.