Nintendo speaks more about removal of office space policy for indies
Posted on 11 years ago by Brian(@NE_Brian) in 3DS eShop, General Nintendo, News, Wii U eShop | 1 Comment
Originally, Nintendo had a policy in place that prevented independent developers from creating digital games without a proper office space. It ended up being removed earlier this year.
Dan Adelman, manager of business development licensing at Nintendo of America, recently spoke about the policy reversal in an interview with Game Informer. As far as why it was removed, he said:
“We got rid of that policy because more and more indie developers are telling us they work from home and that they’re doing coding there and their artist lives in Nebraska and they do everything over Skype and they meet once every two years. So we are finally able to support that so we updated our policies to reflect that.”
Video: “Winged Pikmin @ Red Bull Flugtag 2013”
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, Videos | 0 comments
Kamiya: Wonderful 101 would have played differently as Nintendo all-star game, no longer wants to work on Star Fox, seeing one of his characters in Smash Bros.
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, News, Podcast Stories, Wii U | 0 comments
News has come out over the past few weeks that The Wonderful 101 was originally imagined as a Nintendo all-star game. Characters from the company’s stable of franchises would have joined together in a brand new adventure.
Ultimately, that idea wasn’t meant to be. But if it had released as originally intended, The Wonderful 101 director Hideki Kamiya believes it would have been quite a different title.
“Considering the wide range of backgrounds of different Nintendo characters, I imagine [if we’d continued] down that route it could have had some of the edge taken off of it. Not to say that it wouldn’t have come together in the form it is now … being this sort of bright pop design, but it’s actually quite serious, in terms of being an action game. If we had pursued Nintendo characters, I imagine it would have skewed more casually.”
“Since Nintendo characters are so famous and widely known around the world. I had these dreams of becoming very well-known amongst the most famous designers as well, such as Mr. Miyamoto.”
September 2013 downloadable rewards now available on Club Nintendo
Posted on 11 years ago by Brian(@NE_Brian) in 3DS, General Nintendo, News, Podcast Stories, Wii | 0 comments
This month’s digital rewards on Club Nintendo have gone live. Members can choose from Zoda’s Revenge: StarTropics II (Wii, 150 coins), Pilotwings (Wii, 150 coins), Art Academy: First Semester (3DS, 150 coins), and Mario vs. Donkey Kong: Minis March Again (3DS, 150 coins). These items last through October 6.
Visit this page to order a downloadable game.
Square Enix’s TGS 2013 site now live
Posted on 11 years ago by Brian(@NE_Brian) in 3DS, General Nintendo, News, Wii, Wii U | 0 comments
Square Enix’s official TGS 2013 website is now live. The page confirms most of the games that we heard about previously, but with a couple of additions like Bravely Default: For the Sequel and Skylanders: Spyro’s Adventure.
Square Enix will be hosting a number of live stage events for Dragon Quest X, Final Fantasy XIV: A Realm Reborn, and Lightning Returns: Final Fantasy XIII. A talk event with composers is also planned, featuring Kenji Ito, Yasunori Mitsuda, and Yoko Shimomura.
Inafune says he fought hard for people to take risks at Capcom
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, News | 1 Comment
During Keiji Inafune’s time at Capcom, the Mega Man creator fought hard for others to take risks.
Inafune spoke about this in a new interview with NowGamer. The site asked him about his time at Capcom and what he’s learned about the industry since leaving.
Inafune said the following in response:
“When I was at Capcom, I fought hard for people to be creative and to take risks but within a larger organisation, you sometimes get numb to taking those risks.
“You sort of project it by the organisation. When I was at Capcom, I felt I was one of the ones fighting to take those risks and that I wasn’t numb to the fact that we needed to do that.
“But going independent and starting my own company, I realised that even I was still somewhat numb when I was still at Capcom. There were aspects where Capcom was protecting me. I think for a creator to be creative, they need to take risks and they need to be out there and willing to take those risks and be willing to fail.
“Starting my own company [Comcept], I have all of that risk. My company lives or dies on how we run the company, the creative ideas and the games we can create. I realised going independent, just how sensitive I need to be and how much more it takes to really push to take those risks and what those risks can actually mean to the company itself.”
Bethesda says it’s too late for Nintendo to convince third-parties to support Wii U, should have had companies involved earlier
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, News, Podcast Stories, Wii U | 19 Comments
Not much seems to have changed in terms of Bethesda’s stance on Wii U. The publisher still has no plans to support the console, but Bethesda’s Peter Hines had even more to say about Nintendo on a recent episode of GameTrailers’ Bonus Round.
Hines feels that the Big N should have adopted Sony and Microsoft’s approach of reaching out to developers before launching a new console. Developers and publishers have often spoke about how they were able to shape the outcome of the PlayStation 4 and Xbox One specs and hardware.
Hines’ words in full:
The time for convincing publishers and developers to support Wii U has long past. The box is out. You have to do what Sony and Microsoft have been doing with us for a long time and it’s not that every time we met with them we got all the answers we wanted. But they involved us very early on, and talking to folks like Bethesda and Gearbox, they say ‘here’s what we’re doing, here’s what we’re planning, here’s how we think it’s going to work’ to hear what we thought – from our tech guys and from an experience standpoint.
You have to spend an unbelievable amount of time upfront doing that. If you’re just going sort off deciding ‘we’re going to make a box and this is how it works and you should make games for it.’ Well, no. No is my answer, I’m going to focus on other ones that better support what it is we’re trying to do. So you’ve gotta spend more time trying to reach out to those folks before you even make the box, when you’re still designing and thinking about how it’s going to work
Europe’s 2013 top 20 half-year chart, top 10 publishers
Posted on 11 years ago by Brian(@NE_Brian) in 3DS, General Nintendo, News, Wii, Wii U | 1 Comment
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:
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.)
Inafune hasn’t heard from Capcom regarding Mighty No. 9
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, News | 1 Comment
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.”
Inafune talks about working on Mega Man, explains why the character is blue
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
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.