Submit a news tip



News

New messages continue to hit the Japanese Splatoon Twitter account on a regular basis. Over the past few days, another round of details and tidbits landed on the page. There’s some rehash here, but it’s nice to brush up on some previously-revealed information in any case.

On with the latest content:

– Inklings can climb walls when in squid form
– Walls don’t count toward the result of Turf Battles
– As previously mentioned, you can touch the icon of a team member on the map, and be flown in the air
– The Inklings can move freely while inside their own ink
– However, in enemy ink they move slower and can’t become a squid
– Inklings move faster than their human forms when swimming in ink
– If they don’t move, they can hide from enemies

Source

Bayonetta 2 has been out for a few weeks, but PlatinumGames is still updating its website with blog posts about the game. The latest update comes from designer Hirono Sato, who has discussed the “Climax Situations”.

Here’s a few excerpts:

The first Climax Situation I worked on in Bayonetta 2 was the fight with the giant dragon angel boss Glamor.

I was asked to take this boss and think of a way to fight it that would really blow people away.

When I was assigned to this boss fight, there were actually two versions of it already. The problem was, the director wasn’t a terribly big fan of either of them and was asking me to rework some of what wasn’t interesting about it. You usually get problems like this in development; I always deal with them with the following mindset—

You can’t make something lackluster fun with just a little fix.

Sometimes, you have to look over the entire problem from another angle.

I know that the team tries their best. But if something is boring, it needs to be given a complete facelift.

Head on over to the PlatinumGames website for the full post.

Hullbreach Studios has promised long-term support for SDK Paint. The application’s first update has already been submitted to Nintendo and should be out soon.

Here’s a quick overview as to what will be added to SDK Paint:

New footage released today:

-Improved GUI
-Grids & Guidelines integrated directly into toolbar
– Zoom (All 5 layer, 4Xs magnification)
-Gallery Effects
-Double Memory
-Expanded Galleries
-Smudge Tool
-Spray Tool
-Sharing preview Off TV for posting
-New procedurally generated and scalable pattern fills
-Double size Color Pallete
-Camera functionality enabling self portraits -Layer Clear
-Layer Swap
-Layer Shift Left/Right
-Undo now backs up to 10 times
-Mirror and Flip loading times diminished
-An in game description for each tool if you hold it with stylus

View the video above for a look at the upcoming SDK Paint update.

Source: Hullbreach Studios PR

German website Nintendo-Online published a new article today with speculation about a potential third team over at Nintendo EAD Tokyo. Super Mario Galaxy 2 and Super Mario 3D Land Koichi Hayashida director is said to be leading the new division. Assuming a third team exists, Nintendo-Online believes that Captain Toad: Treasure Tracker was the first project.

The speculation stems from Captain Toad’s credits. EAD Tokyo 2 producer Yoshiaki Koizumi is not mentioned, pointing towards a new group. This is further supported by a Japanese interview with Hayashida earlier this year in which he implied that he had received a promotion to producer.

Source


Captain Toad: Treasure Tracker launched in Japan a couple of days ago. Some players have already completed the game and accessed the game’s credits.

According to those very credits, roughly 75 people worked on Captain Toad. Most of the employees were also involved with Super Mario 3D World.

Mahito Yokota, who was the composer of the Mario Galaxy games, worked on Treasure Tracker’s soundtrack.

We also learn that Captain Toad: Treasure Tracker was co-developed by 1-UP Studio, which also helped develop Super Mario 3D Land/World.

Staff positions are sadly not listed in Captain Toad’s credits. However, we do know that Shinya Hiratake directed the title. Kenta Motokura may have also been a co-director. It’s also very possible that Koichi Hayashida acted as producer.

Source

Sonic Boom: Rise of Lyric is not a very good game. There are tons of glitches, some of which are game-breaking. The gameplay itself isn’t engaging. You could probably point out a bunch of other issues as well.

What exactly happened with Sonic Boom: Rise of Lyric? While no one can say for sure, perhaps at least some of the problems stemmed from the departure of employees.

Liam Robertson from research site Unseen64 stated on Twitter yesterday (based on LinkedIn findings) that a number of Big Red Button Entertainment left the studio in July. Additionally, the original producer for Rise of Lyric moved on from the company in September 2013. Other employees who left Big Red Button Entertainment include senior designers and artists, the project manager, production assists, and more.

TSSZ news points out that if the Big Red Button Entertainment staff departures took place in July, then that would be when Rise of Lyric was heading towards the end of development. On the other hand, some say that something happened between builds shown early in the year and the final game that shipped this week.

Source


Manage Cookie Settings