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USA Today recently published a preview of Call of Duty: Black Ops on their website. In the article, there was a statement that in addition to the PS3, 360, and PC, the game will be heading to the Wii. Previously though, Amazon listings indicated that the Call of Duty series would be taking a break on Nintendo’s platform. But Activision has finally confirmed that Black Ops, the next entry in the series, is in development for Wii.

“Black Ops will be available on all four platforms, PS3, X360, PC and Wii, on 9th November.”

The initial announcement for the latest Call of Duty title did not mention platforms specifically. But considering Modern Warfare Reflex’s respectable sales and seeing as how Treyach is experienced with Nintendo’s technology, it makes sense Activision is planning a Wii version of Black Ops.

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“Before the launch of the Wii hardware, we at Nintendo had already come up with the idea that the Wii is the machine that’s going to be hooked up with the television set in the living room of the household. And so then the family members become the basis for us to think about how we’d like to develop the hardware and software for Wii. And that is why I’ve made software like Wii Music, Wii Sports, Wii Fit and other assorted titles. Having said that, I’ve never lost my passion for making games which are enjoyed by the more traditional gamer. An example is the introduction of Super Mario Galaxy 2.” – Shigeru Miyamoto

I definitely agree with Miyamoto that Super Mario Galaxy 2 is a great example of what he mentioned. Not only is the game very challenging for core gamers, but it also has the ability to assist newcomers to 3D Mario. Even though Miyamoto will continue to work on casual titles in the future, you can also expect that he’ll create a bunch of experiences for the hardcore demographic.

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Thanks to Miles C for the tip!


The following information comes from a portion of an EDGE interview with Shigeru Miyamoto…

“As soon as we’ve finished a project, I always have regrets about what we could or should’ve done. But then there are these great ideas that we can utilise with future projects, one way or another. Some people might say Wii Music is a good example. It’s been said that it could have sold much more than it actually has to date, but it simply means that I have some assets right now that, by tweaking something, we might be able to have great success with in future.”

I think it’s pretty safe to say that Wii Music has been Nintendo’s biggest “Wii” failure. The game didn’t sell as well as the company had hoped, but the title was also hit pretty hard with reviews. There have been a number of fair complaints, though. I’m not too sure that this quote from Miyamoto necessarily means there’ll be a sequel, but Nintendo would need to take a look at the title’s criticisms to achieve greater success.

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The information below comes from Yoshio Sakamoto, who spoke with Nintendo Power in the magazine’s latest issue…

“It’s certainly possible that in the future we’ll go back to another 2-D Metroid using some of the ideas that have been generated on this Other M project. So please don’t get the idea that this is the end of 2-D Metroid games.”

“There were certainly some members on staff who weren’t entirely comfortable with committing us to a single control scheme, so they would ask questions like, ‘Couldn’t we just make it possible to connect the Nunchuk and have an alternate control scheme in the game?’ But I felt like that was essentially the wrong way to think about it. Like if you have to tack on other options like that, then you really are admitting defeat as a game designer. …I felt like I really needed to prove something about why this was correct for the Samus universe in the first place.”

“We (Nintendo) would set forth a lot of design limitations where we’d say, ‘This is what a Metroid level looks like,’ and set those forward as prescribed ways of doing things for a Metroid game, but these guys (Team Ninja) had all of their own ideas from working on so many 3-D games recently that there was the opportunity for a lot of fermentation between the conflict of our two ideas. During the development process, I was going to Tecmo every single week to play the latest build, and I was shocked by how much the level-design concepts were changing and evolving.”

“I’ve come to think of her (Samus) almost as a daughter. I helped her grow up and I want to take her to as many high places as possible. I want to make sure that when she’s in a game, she always has the chance to look cool and look really beautiful, and also that she has the opportunity to experience new challenges. So her development as a character is really the most important thing to me, and as I mentioned, this is a “serious touch” game. It might sound strange that I have such strong feelings for the heroine of a game, but I hope those feelings aren’t out of place.”

I really, really, really would like to see another 2D Metroid one day. In fact, wouldn’t it be great to see such a title on the 3DS? I know I’d buy it!

Thanks to Robert and Ovelli8l for the tip!

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The following information comes from an Iwata Asks interview with Shigeru Miyamoto…

– Galaxy 2 (another 3D Mario) gave Miyamoto a similar feeling to Majora’s Mask (another 3D Zelda on the N64)
– Majora’s Mask was going use Ocarina of Time’s 3D framework
– Miyamoto said that it takes a year working on player movements for a new game
– Having spent the year on controls, Miyamoto/Iwata felt it would be wasteful to simply make a few stages and that’s all
– Iwata/Miyamoto noticed that they hadn’t fully taken advantage of the spheres, believed new tricks/gimmicks could make something more interesting, even if an original stage formation was used
– Galaxy 2 initially had same stage formations as the original
– Was called Galaxy 1.5 internally to keep the pressure lower, but the developers thought the game could become more interesting with new stages, which eventually grew to over 90% new levels
– Goal was to make the game in one year (like Majora’s Mask), but the time expanded to 2.5 years; not
having to use a year to refine player movements allowed the team to create new stages and tune
– Hint TVs allow things to be explained, but hardcore gamers can skip over them
– Miyamoto believes this game is more difficult than the first, he shots/slam his table when playing alone late at night (Iwata wants to see this)
– Iwata came up with the DVD for Japan/Europe
– Miyamoto hopes players try the Co-Star mode
– Miyamoto worked on text editing, first time since Mario 64; He enjoyed it, though he thinks it resulted in some trouble for other developers

Thanks to Thomas N and Robert for the tip!

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Videos

Nintendo Week 5/10
Picross 3D TV Spot
Pokemon HeartGold and SoulSilver Remembering Pokemon Gold and Silver Versions #3
Iron Man 2: The Video Game Info Video – Wii/DS
Green Day: Rock Band Info Video
Phoenix Wright: Ace Attorney Life Style Movie
Rage of the Gladiator Trailer – Boss: Ixthid the Beholder
Chess Challenge! Info Video
Earthworm Jim Info Video

Demos

Picross 3D
America’s Test Kitchen Pots de Creme Demo
America’s Test Kitchen Roasted Red Potatoes Demo
Rooms DS
Battle of Giants: Mutant Insects
Deca Sports DS – Cheerleading Demo
Sonic & Sega All-Stars Racing DS
Deca Sports DS – Ping Pong Demo
Ace Attorney Investigations: Miles Edgeworth
Disney the Princess and the Frog
James Cameron’s Avatar: The Game
Bakugan Battle Brawlers
James Patterson Women’s Murder Club: Games of Passion



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