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Ever since The Last Story was announced, we knew that Nintendo and Mistwalker have been working on the game. However, there is one additional company that is involved with the project: AQ Interactive. AQ has been handling most development aspects of The Last Story. Of course, this mostly relates to programming as well as other technical elements.

Artoon was actually rumored to be developing The Last Story for quite some time. However, AQ Interactive absorbed Artoon in addition to Cavia not too long ago. As we discovered in the latest edition of Iwata Asks, this is the first time in seven years that Blue Dragon director Takuya Matsumoto (formally of Artoon) has worked with Hironobu Sakaguchi.

Thanks to Thomas N for the tip!

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Capcom also sent along this information with the new assets…

With re-mastered stages from Resident Evil™4 and Resident Evil™ 5, Resident Evil: The Mercenaries 3D Edition delivers the intense Mercenaries gameplay experience for the first time on a handheld console. Whether playing alone or teaming up in co-op mode, it’s a race against time to defeat as many enemies as possible before the countdown reaches zero.

Resident Evil stars like Chris Redfield, Hunk, and Krauser are joined by Claire Redfield, who is making her Mercenaries debut. The game will define the shooter experience on the 3DS, blending familiar console controls and the all-new ability to run and shoot in a Resident Evil game.

Built from the ground up for the Nintendo 3DS, Resident Evil: Revelations sees Jill Valentine and Chris Redfield investigating a deadly threat on board a stranded cruise liner. The pair will need to fight for survival as they explore the dark and claustrophobic environments both at sea and as the action moves to dry land. Join them as they delve deeper into the secrets of this all new addition to one of gaming’s most successful series.

For more information on Resident Evil: The Mercenaries 3D Edition and Resident Evil: Revelations visit Capcom Unity at www.capcom-unity.com


This information comes from Warren Spector…

“First, there has never been a game that I couldn’t break if you give it to me for 30 seconds. I mean, I will break a camera in any game ever made. And if I learned one thing on this project, it’s an immense amount of respect for people who have been making third person action and platforming games. Third person camera is way harder than I even imagined it could be. It is the hardest problem in video game development. Everybody gets it wrong. It’s just a question of how close to right do you get it.

What I try to be completely clear about is that this is not a platforming game. This is a game that takes platforming elements and adventure game elements and role-playing elements and merges them. So we couldn’t tune the camera perfectly for platforming or for action adventure. It’s a very different camera style. What we did is try to find the best compromise in the moment and give the player as much manual control as we could. So we took the hardest problem in third-person gaming and made it harder by trying to accommodate two different playing styles. And I will go to my grave, imperfect as it is, proud as hell of my camera team

If reviewers want to give us a hard time about it because they’re misunderstanding the game we made, it’s not for me to tell them that they’re wrong, absolutely not. But I wish people would get it out of their head that we made a ‘Mario’ competitor, because we didn’t.”

The camera in Epic Mickey has definitely been one of the biggest complaints I’ve heard about the game. To be fair, I feel that Spector is right in that it isn’t easy to make a perfect camera. The system was criticized in Super Mario Sunshine, and even many titles today have similar issues. For those who have played the title, how many of you have been having trouble with Epic Mickey’s camera?

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Game of the Year

1. Assassin’s Creed: Brotherhood
2. Disney Epic Mickey
3. Mass Effect II
4. NBA 2K11
5. Red Dead Redemption
6. Starcraft II: Wings of Liberty


Nintendo and the American Heart Association Offer “12 Days of Getting Active” Holiday Tips

REDMOND, Wash.–(BUSINESS WIRE)– A new survey from the American Heart Association shows that playing active-play video games can lead players to participate in more real-world physical activity. According to the survey, 58 percent of people who play active-play video games have begun a new real-life fitness activity like walking, tennis or jogging since they started playing the games. Additionally, 68 percent of people who play active-play video games say they are more physically active since they got involved in video games.

Inspired by these results, Nintendo and the American Heart Association are combining fun and fitness this holiday with “12 Days of Getting Active.” A series of daily tips starting today will help make it easy for people to get active, even when they are challenged with busy schedules and sweet temptations. The tips will be posted at http://www.activeplaynow.com, the joint American Heart Association-Nintendo online information center, and will focus on how active-play video games can get everyone in the family engaged in fun, physically active behavior leading into and through the New Year.



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