Professor Layton and the Azran Legacy character given a slight change from Japanese to European release
Posted on 11 years ago by Brian(@NE_Brian) in 3DS, News | 4 Comments
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So this seems a bit random, doesn’t it? For whatever reason, this particular scene from Professor Layton and the Azran Legacy shows different-colored clothing for one of the characters (on the right). He’s apparently a priest-like character, so some speculate that the change could be religious-related.
Videos: A look at two different Super Mario 3D World title screens
Posted on 11 years ago by Brian(@NE_Brian) in Videos, Wii U | 2 Comments
More: Mario, Super Mario 3D World
Pokemon X/Y – various art shows Mega Evolutions and more
Posted on 11 years ago by Brian(@NE_Brian) in 3DS, Images | 0 comments
Super Mario 3D World given rough 8-hour completion time, but there’s more to see and do
Posted on 11 years ago by Brian(@NE_Brian) in News, Podcast Stories, Wii U | 5 Comments
How many hours of gameplay will Super Mario 3D World have to offer? TheBitBlock’s Josh Thomas, who has been playing through the title for review, said it took him about eight hours to complete. Naturally, this amount will differ by person.
Before you get too concerned, there are a couple of things to keep in mind. First, Super Mario 3D World has two extra modes available: Captain Toad and Mystery House. It’s unclear how much gameplay is contained in each, but it will surely extend the experience – even if it’s just by a bit.
We may also be dealing with a similar situation as Super Mario 3D Land’s post-game levels. Two separate reviewers, writing on NeoGAF, said the following about World’s length:
I won’t spoil anything, but anyone who has played 3D Land, knows that finishing the game is really not finishing it at all. That’s all I can say.
It’s a lot longer than 8 hours, folks. I can’t really say much more than that, but don’t worry.
So it may take you eight hours to complete Super Mario 3D World’s main story, but there should be more for players to see and do.
More: Mario, Super Mario 3D World, top
Power Rangers Megaforce launch trailer
Posted on 11 years ago by Brian(@NE_Brian) in 3DS, Videos | 0 comments
Stardust Amazoness screenshots
Posted on 11 years ago by Brian(@NE_Brian) in 3DS, Screenshots | 0 comments
More: Arc System Works, Japan, Stardust Amazoness
Hero Bank receives a new Japanese release date
Posted on 11 years ago by Brian(@NE_Brian) in 3DS, Screenshots | 0 comments
SEGA delayed Hero Bank in Japan a few weeks ago. Today, the company announced a new release date. It’s now due out on March 20. Screenshots are posted above.
Exstetra details
Posted on 11 years ago by Brian(@NE_Brian) in 3DS, News | 0 comments
A few more Exstetra details are now available for viewing. Head on below for the latest game information.
– Gain and use skills through enchanting
– Limit on how much can be enchanted on items including weapons
– Once there you can freely continue to upgrade the ability by enchanting it further
– Accessories can take a lot more
– Recent video showed Akihabara’s ruined dungeons
– Pair Revenge: raised when you raise relationships between characters
– If one or the other character is attacked, a free counterattack goes through from their paired partner
– It doesn’t matter who kills a monster
– Ryoma sucks up their EXS energies no matter what
– Battles are completely random encounter types
– Cheer or groan depending on what sort of battle system you prefer
More: details roundup, Exstetra, FuRyu, Japan
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: