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Earlier today we found out about the new Langrisser game for 3DS thanks to Famitsu. A few more details about the project have now emerged, via the magazine’s interview with Soshi Saito. View them in our roundup below.

– Extreme wants to make games from the Masaya catalog available on the Virtual Console
– Extreme also wants to work with devs that share the same enthusiasm
– Extreme has been leaning more towards making games for consoles since they feel that smartphones can’t match the expressive powers of a dedicated game console
– This led to the development of the new Langrisser for the 3DS
– Extreme wants to bring back the excitement of Masaya’s brands (popular during the ‘90s)
– Extreme’s philosophy is to make games for videogame fans
– Extreme also considered Cho Aniki and Kaizou Choujin Shubibinman [the prequel to Shockman] but felt that Langrisser would be the best choice for a revival
– New Langrisser will be a little different from previous entries
– This is because Extreme felt it wouldn’t be good to keep things the way they used to be
– Extreme thought about asking Satoshi Urushihara (artist for the previous Langrisser games) to come on board, but went with Hiroshi Kaieda instead
– Idea was to do something new
– Saito is also a fan of Kaieda’s
– Extreme also initially thought about keeping the system exactly the same as the earlier Langrisser games, but that has changed as well

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Did you know that the monsters in Capcom’s Monster Hunter games feature animations that are done by hand? The only exceptions are certain cut-scenes where a small amount of motion capture is involved.. But for the most part, Monster Hunter 4 Ultimate director Kaname Fujioka informed Siliconera that “animators create monsters’ motions by hand as it requires more careful craftsmanship as they talk with the game designers.”

He said:

“For cutscenes, there are cases where we utilize motion capture techniques for monsters which might have similar skeletal structure to human beings such as the Palicoes. However, in most cases, our animators create monsters’ motions by hand as it requires more careful craftsmanship as they talk with the game designers. It’s very important that the motion and the game mechanics are properly intertwined for the gameplay. When we try to showcase a monster’s personality and expressions, we reference frameworks from real life beings and habitats to make them believable. We visit zoos and aquariums and also watch documentary films for reference material.”

It’s necessary for Capcom to nail the animation of monsters since the series is about pattern recognition. The way monsters react give players clues about how they should proceed.

“It’s important for us that players understand what kind of tactics they need to use. We give clues to players on how a monster may act based on its various expressions, and emotional and behavioural states (such as alarmed, enraged, exhausted, etc.) We plan for the monster’s behaviour first, so we keep in mind things such as distance between the player and the monster, logic behind the monster’s behaviours, and so on.”

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The first review of The Legend of Zelda: Majora’s Mask 3D has come out of Game Informer. The classic N64 title, now revitalized on 3DS, was very well received.

Editor Kyle Hilliard awarded Majora’s Mask 3D a 9.25 out of 10. In one surmising statement, Hilliard notes: “Even without being remade, Majora’s Mask stands as one of the most interesting and through-provoking entries. The experience has only been made better for the 3DS”.

A new set of downloadable tracks have arrived for Japanese Theatrhythm Final Fantasy: Curtain Call players. As of today, the following songs can be purchased:

BMS Final Fantasy IX — “Vamo’ alla Flamenco”
BMS Sword of Mana 2 / Seiken Densetsu 3 — “Swivel”
BMS SaGa Frontier 2 — “Mi?gestalt”
BMS Chrono Trigger — “Frog’s Theme”
FMS Legend of Mana — “Ruined Sparkling City”
FMS NieR Gestalt/RepliCant — “Kainé/Salvation”

These tracks should be coming west on February 19.

Source


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