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With more and more Kickstarter campaigns popping up these days, it would be tough to cover them all without overloading the site. And thus, the Kickstarter roundup was born! We’ll be posting these each weekend (assuming I don’t forget… haha) so that we can bring the latest Kickstarter efforts to your attention.

Here’s today’s roundup:

Games

Ray’s the Dead – already funded at $30,000, Wii U stretch goal at $65,000
Elysian Shadows – already funded at $150,000, Wii U stretch goal at $250,000
Adventures of Pip – $40,000 for funding, planned for Wii U
Stash: No Loot Left Behind – $50,000 for funding, planned for Wii U
Nefarious – $50,000 for funding, planned for Wii U
Super World Karts – $16,000 for funding, Wii U stretch goal at $32,000

Note that this is kind of a work-in-progress thing, so expect these types of posts to evolve over time!

Vblank Entertainment is planning an update for Retro City Rampage: DX that will take advantage of the system’s new buttons.

As mentioned on the game’s official Twitter account:


The New 3DS adds ZL and ZR buttons. Additionally, Nintendo is including a c-stick for secondary analog control.

Source

Circle Entertainment provided a first look at Castle Conqueror: Dark Age on its Twitter account earlier today. Take a look below:


Source

Mighty No. 9 has drawn countless comparisons to Mega Man since its initial reveal. However, you might be interested to know that the game was actually more inspired by Onimusha than Capcom’s series.

Mighty No. 9 project lead Keiji Inafune recently told Siliconera:

“Any time I do a new production, whether it’s Mega Man game I made ten years ago or Mighty No. 9 now, you look at It based on what you’re trying to do at the time. There’s never really been something I couldn’t put in a Mega Man game that I’m now putting into Mighty No. 9.”

“That being said, the sort of key areas we’ve drawn inspiration from—and this may be surprising for some people to hear—rather than Mega Man, it’s Onimusha.”

“In Onimusha, you had a system where the end user would be put into a scenario where they had to either suck in a soul to get the soul bonus, or attack an oncoming enemy. That risk represented a moment-to-moment gameplay scenario. What we wanted to do with Mighty No. 9 was include an absorption dash, where you can shoot an enemy from afar to make him weak, and dash through him to gain his power. Alternatively, you can be safe, and shoot him until he’s dead.”

“Moreover, you could choose to bring him to the brink of death so that you can absorb that enemy at 100% to get the highest score. For each even average enemy, that moment to moment risk-reward scenario is always there, and that always represents the adrenaline rush for the end user.”

Source


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