Metroid: Other M details
Posted on 14 years ago by Brian(@NE_Brian) in News, Wii | 6 Comments
This information comes from The Official Nintendo Magazine…
– Game was described as “the gaming equivilant of a Micheal Bay movie, a white knuckle thrillride that grabs you by the throat and doesn’t let go!”
– Concern over the Concentration move
– Tough to pull off the move in boss fights, which causes frequent deaths
– Over-the-shoulder sections were labeled clunky, slows the pace of the game
– Music is lacking somewhat, favors tense silence
– The magazine likes the bottle ship setting: “one of the tightest, most memorable settings in a Metroid game”
– About 15 hours “if your in a hurry”
– Double the playtime if you collect everything
The Amazing Race screenshots
Posted on 14 years ago by Brian(@NE_Brian) in Screenshots, Wii | 2 Comments
Ubisoft announces The Amazing Race video game for the Nintendo Wii
Posted on 14 years ago by Brian(@NE_Brian) in News, Wii | 1 Comment
SAN FRANCISCO – August 17, 2010 – Today Ubisoft and Ludia Inc., under a license from CBS Consumer Products, announced an all-new video game based on the smash reality television show The Amazing Race for the Nintendo Wii™. Now players can participate in one of the most exciting reality games ever and compete against friends to win the ultimate challenge. The Amazing Race will be available at retailers in North America on October 26, 2010.
“Ubisoft is thrilled to be bringing The Amazing Race to fans of the game show and new players alike so that they can participate in the excitement of the show anytime they want,” said Adam Novickas, U.S. director of marketing at Ubisoft.
First Retro City Rampage trailer
Posted on 14 years ago by Brian(@NE_Brian) in Videos, Wii | 1 Comment
More songs confirmed for Rock Band 3
Posted on 14 years ago by Brian(@NE_Brian) in News, Wii | 0 comments
Bob Marley & The Wailers, “Get Up, Stand Up”
INXS, “Need You Tonight”
Poni Hoax, “Antibodies”
Rammstein, “Du Hast”
Roxette, “The Look”
Tokio Hotel, “Humanoid”
HIM, “Killing Loneliness”
Maná, “Oye Mi Amor”
Slipknot, “Before I Forget”
War, “Low Rider”
Harry Potter and the Deathly Hallows – Part 1 the Videogame Wii/DS PAL boxart
Posted on 14 years ago by Brian(@NE_Brian) in DS, News, Wii | 2 Comments
Dood’s Big Adventure screenshots
Posted on 14 years ago by Brian(@NE_Brian) in Screenshots, Wii | 0 comments
uDraw Studio screenshots
Posted on 14 years ago by Brian(@NE_Brian) in Screenshots, Wii | 0 comments
The Last Story Iwata Asks details
Posted on 14 years ago by Brian(@NE_Brian) in News, Wii | 4 Comments
– Iwata said at the beginning of the interview that he was emotional about meeting Sakaguchi for the interview
– Iwata gets the feelings that many people think Sakaguchi is distant from Nintendo
– Sakaguchi also gets the same feeling
– Sakaguchi may have been distant from Nintendo at one point, he doesn’t feel it now
– Sakaguchi was beside Iwata when ASH was announced by Nintendo (developed by Mistwalker)
– In 2003, Sakaguchi took a break after leaving Square
– Started up work again eventually, but felt he was “riding on the wrong wave” while working on a number of projects
– The Last Story started when he realized this
– Sakaguchi felt grateful when starting The Last Story
– He was happy to be making a large scale project
– Also allowed him to take on new challenges
– Challenges were related to the different development formulas he’s been taking with the game compared to his past work
– Sakaguchi felt that his role as the director would bring him closer to the game, would reveal more of himself as a creator
– He was uneasy about whether or not gamers would accept him
– Sakaguchi did enjoy himself, however
– He has the feeling that he’s playing around, trying new things
– Iwata said that if you do your work according to a formula, you won’t feel uneasy, but you won’t get excited because the work becomes routine
– If you try out a new formula, you’ll be excited, even if you can’t help but feel uneasy
– According to Iwata, Shigeru Miyamoto sometimes makes a switch like Sakaguchi, Miyamoto later expresses enjoyment with the process
– Sakaguchi agrees, thinks that sinking his teeth into development gives him the uniquely nice feeling of being able to get rid of unessentials and concentrate on work directly related to the game
– Sakaguchi can also see things he normally might not see because he is directly involved in development
– Being directly involved with development may also allow his excitement to be transferred over to plays
– Sakaguchi thinks the reason he and his staff at Square were able to make the original Final Fantasy into what it became was because they were all excited throughout development
– Sakaguchi decided on the story and world view first
– Sakaguchi said that the story emphasis is unchanged form the past 25 years of development work
– Iwata believes it’s possible to do more and more with a game’s story and world view over time
– Sakaguchi agreed that visuals/audio were limited with the Famicom, but forced him to think about how he would tell the story
– Now with tech advancements, Sakaguchi can tell stories easily, but feels thinks may have gone too far, you end up showing too much
– Sakaguchi felt a “reset” was necessary because of this
– He looked back at the origins of games, thought about what it means to tell a story in a game
– Sakaguchi thought at length about this first for The Last Story
– Also thought about the origins of gameplay systems
– Sakaguchi worked on fundamental problems a lot
– Gameplay tests were conducted during the R&D phase
– Solutions he came up with are not extensions of current methods, Sakaguchi feels
– Sakguchi wanted to express the world and story with a new style
– He ended up devoting his full strength to the project
– That’s where the origin of the name “The Last Story” came from
– Sakaguchi: “It was the same during the time of Final Fantasy, but I always give my all and develop with the feeling that ‘it would be fine if this were the end.’ However, this time, that feeling is particularly strong.”
– Iwata: “It’s like you’re putting in so much that even if it were your last project, you would have no regrets.”
– Sakaguchi: “Yes. Because if I were to fail, I’d be told to retire.”
Thanks to Thomas N for the tip!