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This week’s video additions to the Wii U/3DS eShops are as follows:

Wii U

Nintendo Minute – Indie Developer Battle Royale
Pentapuzzle Trailer
Etrian Mystery Dungeon – Sovereign
amiibo TV Commercial
Fossil Fighters: Frontier Commercial
Hyrule Warriors – Boss Pack Trailer

3DS

Nintendo Minute – Indie Developer Battle Royale
Navy Commander Trailer
Etrian Mystery Dungeon – Sovereign
amiibo TV Commercial
Fossil Fighters: Frontier Commercial
Hyrule Warriors – Boss Pack Trailer

Source: Wii U/3DS eShops

A new podcast from SegaNerds contains an interview with Sonic Boom: Rise of Lyric producer Stephen Frost. You can listen to it in full here, though Sonic Stadium has rounded up some of the more interesting bits.

Frost touched on Sonic Boom’s development, and a few other topics as well. Here’s the full summary:

  • Suggestion that Sonic had to re-invent itself because the fanbase was getting smaller. Cites Call of Duty as an example/comparison.
  • Boom was made to appeal to non Sonic fans. — This is stated multiple times.
  • Suggestion that people/retailers are bored of Classic – Dreamcast era Sonic. States you can only do so much with these eras/characters. He does go on to suggest this is from a retailer standpoint.
  • Claims multiple times that Boom (franchise) is a big success.
  • Admits Boom (franchise) could have been better.
  • “Could the games have been better… yes, any game can be made better.”
  • Suggestion that part of the reason why Boom (game) isn’t that good is because the team didn’t know what Sonic was about/lack of experience.
  • “In focus tests, we heard all the time, people were sick of speed, Sonic was too fast, they wanted to slow down.”
  • “People really liked the Co-Op” — Hopes Sonic Team will do that in the future.
  • “The biggest mistake in Boom (game) was adding too many features to it.
  • “It was too much to ask of the/any development team” — In terms of different characters, combat, features etc.
  • “I was tasked (by Sega) with creating an experience that appeals to an audience which doesn’t play Sonic.”
  • “If I could do it again, I would remove features and speed would be the main focus from the start.”
  • “Speed was shelved because we were under the impression people didn’t want it.”
  • “Speed is always a Sonic thing, we didn’t focus on that.”
  • “The goal of Boom was to reach new people.”
  • “As a branch of Sonic, Boom is a success in many ways.”
  • Suggests that due to how much content you need to make for a Sonic alone game, it’s too much work. You need additional characters to spread the burden of content.
  • “Multiple characters resonate well with people”
  • “Solo Sonic games, I don’t know how long that can last there isn’t enough variety to sustain it.”
  • “The future of Sonic games needs to be Co-Op, it worked really well in Sonic Boom, community and online play, that sustains it.”
  • Say’s he’d love to see a Sonic level design game.
  • “In general, you need to do multiplayer and add online multiplayer aspects, that will sustain and keep the franchise alive.”
  • Says that the reason for the change in release date was likely a number of reasons, cartoon air date, Nintendo release dates, Sega release dates.
  • When the decision was made to change Boom’s release date, Sega did not know when Smash was coming out.

Source

Monolith Soft updated the Japanese Xenoblade Chronicles X website with new screenshots and art. You can find the full set above.

Thanks to Kobe C for the tip.

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In a new interview with Dengeki, Bravely Second producer Tomoya Asano and assistant producer Shinji Takahashi discussed the game’s new jobs (thanks Siliconera). The title introduces jobs such as Cat Master, Patissier, Exorcist, and much more.

Asano first spoke about jobs with the following words:

“Whenever we start thinking about new jobs, we start out by keeping the entire game’s balance in mind. We’d like to have this many attackers; there should be this number of offensive mages; let’s stick to this number for healers… these are some of the thoughts that go into the balancing. One important thing of the Cat Master in particular is how we created it to be a ‘playing around’ type [of class].”

Asano added that although Cat Masters were originally created just to have fun with, they ended up being pretty strong. They’re fine at attacking and can provide support.

Head past the break for even more job quotes!

Does HTR High Tech Racing ring a bell for anyone? We first mentioned this 3DS eShop game back in July 2013, and it didn’t resurface until May of last year. QUByte is still working on the 3DS edition (which now seems to have the final title “HTR+ Slot Car Simulation”), and it’s apparently coming out “soon”.

A new off-screen video provides a look at the track editor on Nintendo’s handheld. You can check it out above.

Nintendo will be increasing the price of amiibo in Canada starting on April 1. Figures will now cost $15.99 CAD rather than $13.99 CAD.

“The price increase is in direct response to current and future projected exchange rates between Canadian and US dollars,” Nintendo said. “Retailers are free to set their own prices.”

In other news, we’re hearing that the gold Mario is coming to muliple retailers in Canada. This is due out on April 10 for $15.99.

Source 1, Source 2

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