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– Vote on a level to play
– Votes are randomly selected
– Each dungeon is structured into four main sections
– One dungeon: forest
– In the forest stage, the group is separated
– Start out by finding each other
– Reach a floating balloon with the key to the next area by forming a totem
– Walk up to a Link and press “A” to hoist them up on your shoulders
– The top Link in a Totem can interact with off-the-ground elements
– Second section of the dungeon has a room full of ChuChus
– Bow assigned to “Y”
– Third area has a puzzle
– Need to activate 3 switches on high pillars guarded by enemies and surrounded by a dark abyss and moving platforms
– Switches snap shut if you get too close
– Solve the puzzle by forming a totem formation with the bottom Link walking and aiming, the top Link firing an arrow at the right time, and the middle Link providing crucial height
– Fourth area has an enormous electrified ChuChu
– ChuChu is a see-through yellow blob with a red weak spot inside
– The boss sends steady streams of electricity out from four sides
– Hit it with arrows, and the boss will bring its weak spot up off the ground
– Form a totem two-high for the next hit, and three-high for the eventual third
– Send out 8 messages on the touch screen via different images
– Some of the available images help with practical concerns, like the Totem request or Throw suggestion, while others are more for fun

Source

The final day of E3 2015 is upon us, and Nintendo is closing out the show with one final Treehouse stream. Confirmed games include Bravely Second, Zelda: Tri Force Heroes, and Metroid Prime: Federation Force.

The stream will kick off at 12:55 PM ET / 9:55 PM PT / 5:55 PM in the UK / 6:55 PM in Europe. We’ve attached an embed below.

We’ll keep this pinned to the top of the homepage throughout the day. New updates will be posted below.

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This information comes from Fully Illustrated’s Michael Heald…

We’re learning the hard way that we really are on our own with this game and we’re really, really going to need to hit every system we can do. Our loose plan is Xbox One and PC first – as that’s what’s realistic – and then hopefully PS4 and Wii U after that.

The guys [at Darkwind] already spoke to Nintendo at a Unity conference earlier in the year. The Wii U is on the radar.

Wulverblade has massive sprites which suck up huge amounts of the stuff, but as the Xbox One has 8GB, it’s got more than we need. The Wii U has notably less and is going to require some serious reworking of the visuals and overall optimising. The reason we have them so large is so that we can zoom in close during cut scenes and not lose any of the ultra-sharp quality. It saves us creating fresh assets for every character in every cut scene.

So the Wii U version will be time intensive for us hence the financial impact is larger. The PS4 translation is easy due to its power, but the huge upfront cash outlay is the issue. We want to bring Wulverblade to the Wii U, but to match the 60fps 1080p richness we enjoy on the Xbox One, we have some technical hurdles to leap – and the incurred costs to a small team – to do so.

Source

Wii U: 590,000
3DS: 2.9 million
Mario Kart 8: 500,000
Smash 3DS: 330,000
Smash Wii U: 170,000

Source, Via


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