Submit a news tip



3DS

IGN’s full interview with Zelda producer Eiji Aonuma has now been published. Aonuma talked all about The Legend of Zelda: Majora’s Mask 3D, including why it took so long, changes made in the game, and more.

View some excerpts from the interview below. You’ll find IGN’s full article here.

Resident Evil: Revelations was initially a 3DS-only game. So it’s definitely a shame to see that the sequel, Resident Evil: Revelations 2, isn’t planned for the portable whatsoever.

Producer Michiteru Okabe explained to DigitalSpy why this is so:

“The original game was released on home consoles a little while after the 3DS. It was called the ‘Unveiled Edition’ in Japan but just Resident Evil Revelations for consoles in the West. That’s where our starting point for the sequel is in a sense, the versions that were already on home platforms. It’s partly a technical reason. We have our own custom engine called the MT Framework, and as the mobile and home console versions are quite different technically, given that we were taking the home console versions as a starting point, it just led somewhat naturally. We tried to release it on as many platforms as we could, and that later became a selection of current and next-gen Xbox and PlayStation platforms as well as PC, so that’s how we ended up with that.”

You may remember that Resident Evil: Revelations eventually came to consoles – like Wii U. But as is the case with 3DS, there are “no plans” to bring Revelations 2 to Nintendo’s console, according to Okabe.

Source

XSEED Games announced Lord of Magna: Maiden Heaven for North America last week. No such confirmation is out there for Europe and Australia yet, but you can rest easy knowing that the game will be available in these regions as well. Lord of Magna: Maiden Heaven has been rated in Australia, meaning it’s just a matter of time before an official announcement is made. Marvelous will be publishing directly – much like Senran Kagura Burst.

Source

Capcom published another Monster Hunter 4 Ultimate localization blog on its website today. We get to learn about how some of the English monster names were chosen (and the name for Cathar).

Below is an excerpt from the blog:

Naming a monster like Seregios is a big deal because it’s one of the main monsters in the game, and you don’t want to screw it up. At the very least you want to give a couple of solid ideas and hash things out with the director. Before we sat down with the director Fujioka-san and lead designer Tokuda-san, we were given a couple of keywords to hit when coming up with names. This included talons, legion, Rathalos’ rival, gold, scales, speed, dive bomb, and so on. The names that we came up with were

Seregios: a Romanization of the Japanese name. I chose an R instead of an L in the middle to make it look like serre (talon in French) and serrate.
Aurelos: a combination of aer (Latin for air), Regius (Latin for King) and a traditional Monster Hunter suffix, los. We were going for “the king of the skies to rival Rathalos” vibe with this one.
Ceralos: a combination of celertias (Latin for high speed) and Regius.
Aegios: a combination of aer and Legion, which the Japanese name also utilizes.
Aurthelos: a combination of Aur (Latin for gold), and a traditional Monster Hunter suffix, thalos. We were going for “the golden rival of Rathalos”.

We probably didn’t do the other suggestions any favors by adding the Romanization of the Japanese name into the list, but we all agreed that much like Gore Magala and Kecha Wacha before it, the name itself sounded good and is easy enough for more people to pronounce (although some people might end up pronouncing it “Sir Regios”…). We also liked how the original name had this sort of cutting sound to it compared to the ideas we came up with, so there weren’t any objections when Fujioka-san decided to stick with the original Japanese name.

You can find more on Monster Hunter 4 Ultimate’s localization here.

Kotaku has gone live with a new interview featuring commentary from Zelda producer Eiji Aonuma. Aonuma touched on how Zelda dungeons are made, and shared more on The Legend of Zelda: Majora’s Mask.

Find a breakdown of the interview below. Also be sure to check out Kotaku’s full feature here.


Manage Cookie Settings