More Tales of Graces info
Posted on 15 years ago by Brian(@NE_Brian) in News, Wii | 0 comments
– 30% complete
– Battlefields considerably large
– Asbel has a personality of a leader
– Inomata’s designs can be in 3D for the first time
– Connection between magic/skills is different
– Skills used with normal attack button
– Illustration/logo has an important hint
New Play Control! Chibi Robo details
Posted on 15 years ago by Brian(@NE_Brian) in News, Wii | 1 Comment
– Control key parts of game with Wii remote
– Move cursor over items/people
– When you point, a sound is made – indicates what can be picked up
– Control viewpoint + menu selections with IR
– Wii remote controls for Chibi Tools (shake/move Wii remote)
– Releasing later this year
Adventure Island: A New Beginning video
Posted on 15 years ago by Brian(@NE_Brian) in News, Wii | 0 comments
Made in Ore details
Posted on 15 years ago by Brian(@NE_Brian) in DS, News, Wii | 0 comments
These details come from the latest edition of Famitsu:
– Releasing April 29 in Japan
– Play 90 microgames
– Make own games as well
– My House – where all
– WarioWare – game tutorial
– My Shop – Save games
– Game creating involves drawing sprites, making sound effects, putting them together with set of rules
– Can create music and four-panel comics
– Items can be uploaded to Nintendo for contests – can also download games, music, comics
– WiiWare title Asobu Made in Ore allows you to play created games on TV (800 points)
Rumor: Red Steel 2 details coming from Nintendo Power next month
Posted on 15 years ago by Brian(@NE_Brian) in Rumors, Wii | 3 Comments
As you can see above, Nintendo Power is teasing “one of the year’s biggest action games for Wii.” Based on the sword alone, a good guess would be Red Steel 2. But NGamer was also apparently going to have the scoop but that never fell through.
The Gadgets and Gear of the Ghostbuster
Posted on 15 years ago by Brian(@NE_Brian) in News, Wii | 0 comments
Jeff Mills
Director of Production
Red Fly StudioTools of the trade
Since Ghostbusters Wii follows the storyline written by Dan Aykroyd and Harold Ramis, a specific stockpile of gadgets and devices are required to match the dialog and story elements. The default Ghostbusters gear (proton pack, trap and PKE meter) were a no-brainer, but some of the newer, cool gadgets developed by Terminal Reality and Dan Aykroyd for the Xbox360/PS3 version weren’t specifically tailored for the Wii. Therefore, we decided to focus on the Wii’s one-of-a-kind controller that offers more natural-feeling control options not only through a few simple, well-placed motion-based gestures but also by aiming directly into the game with an on-screen targeting reticule.
Standard equipment
Of course we couldn’t make a Ghostbusters game without the most basic tools in the paranormal investigators toolset. Anyone who has seen the movies will recognize the proton beam, the default tool for any Ghostbuster. Its signature orange and blue lightning spills uncontainable from the tip of the Neutrona Wand and destroys just about everything it hits. Against ghosts, it weakens their spectral energy. Once the ghost’s energy is exhausted, the beam wraps around it like a lasso, giving the player a chance to wrangle the ghost into a trap.
Will Wright and EA Partner on Stupid Fun Club
Posted on 15 years ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
REDWOOD CITY, Calif.–(BUSINESS WIRE)–Electronic Arts Inc. (NASDAQ:ERTS) announced today that EA is making an equity investment in Stupid Fun Club, Will Wright’s new adventure. Stupid Fun Club is an entertainment think tank developing new Intellectual Properties to be deployed across multiple fronts including video games, movies, television, the internet, and toys. Will Wright is leaving EA to run Stupid Fun Club.
EA and Will each own equal percentages of Stupid Fun Club and are the principal shareholders. In addition, EA has the right to develop game concepts that spring from Stupid Fun Club projects. Will Wright is represented by Creative Artists Agency.
No split-screen multiplayer in The Conduit to prevent loss of quality
Posted on 15 years ago by Brian(@NE_Brian) in News, Wii | 5 Comments
“It is mostly for that reason [loss of game quality during split-screen]. When we set out, management handed us a box that had the things that we must incorporate, and one of those things was “Best looking game on the Wii” so, we were very concerned with loss of graphics quality – to basically double render the game on the box. As you can see, we’ve really pushed things with the bump mapping, the shading, the lighting and so forth. But again, it’s something that our in-house technology group is looking into, seeing if there is a way that we can milk the system for more. So that possibly in future titles we can manage that. But for The Conduit, that was the main reason.” – Lead Game Designer Rob Nicholls
Personally, I don’t mind the loss of split-screen in The Conduit. It would have been nice obviously, but like Mr. Nicholls said, it’s something that could be implemented in the future. Considering everything the development team has managed to cram into the game, the lack of split-screen won’t turn me away from making a purchase.