Submit a news tip



Wii U

smash_bros_for_wii_u_screenshot_august_20

Masahiro Sakurai also shared this message on Miiverse today:

“Out of the blue, here’s a new stage–the Pyrosphere from Metroid: Other M! An enemy from Samus’s past may appear at any second…”


Castlevania: Lords of Shadow – Mirror of Fate started out as a 3DS game. And while producer David Cox had essentially denied the existence of an updated version in the past, it was announced yesterday that an HD update is coming to the PlayStation 3 and Xbox 360.

Unfortunately, Wii U has been left out of the mix. Cox confirmed on Twitter that the game is not planned for the system.


In a separate tweet about the PS Vita, Cox said the team doesn’t have “unlimited people or money, so we look at what systems might give us some kind of return”. So while Cox wasn’t referring to Wii U, the same logic likely applies.

Source


Screen-Shot-2013-07-27-at-5.19.21-PM


“This particular Pikmin pellet blossomed into a great big purple Pikmin, so give Reggie your $60 already whydontcha?”


System: Nintendo Wii U
Release Date: August 4, 2013
Developer: Nintendo EAD Group No. 4, Monolith Soft
Publisher: Nintendo


Author: Jack

There seem to be two branching philosophies various game developers employ for their secondary and tertiary takes on intellectual properties.

The first take is the “disparate” sequel, where designers conjure up an intriguing gameplay concept and slap a brand well-ingrained in the public conscious onto it, majorly or even wholly changing core gameplay from a sequel’s preceding entry. While many consider this a less-than-affable way of spreading new ideas by exploiting referential IPs, it’s a path that’s lead to more than its fair share of iconic and revolutionary games (Resident Evil 4, Grand Theft Auto III, Jak II, and Dynasty Warriors 6 all being great examples).

The second and more oft-used take is the “retread” sequel, where the original strengths in a game are rehashed and expanded upon, with a sprinkling of nuance-extrapolation here, and a dazzle of fresh-gameplay-motifs-wrapped-around-the-same-core-gameplay there. Sequels made in this vein, in large, try to refine a presented idea with sheer heuristic redaction, letting time and outside perspective lend itself in the design and development process. Retread sequels often attract a fair degree of criticism; in many cases, retreads aren’t perceived to have strayed far enough from the origin, and while some games feel like they do just need more pure content iterated out, a lot of the time it just feels like we’re hopelessly doing the same thing a year later, a foot taller.

The work of Nintendo’s development teams has fallen into both camps, sometimes to aplomb, and sometimes to obscurity; they’ve (by popular consensus, mind you me) succeeded and failed with re-imaginings Super Mario 64 and Star Fox Adventures, and respectively waxed and waned with retreads Animal Crossing: New Leaf and New Super Mario Bros. 2.

So, where does Pikmin 3 fit into all of this?


Nintendo may be to blame for Call of Duty: Ghosts’ late Wii U announcement.

Ghosts was officially confirmed in May. It wasn’t until July that Activision made the shooter official for Wii U.

According to Emily Rogers, who is often spot on with Nintendo rumors, Activision was waiting for some sort of approval for Nintendo – resulting in the delay.

Rogers also says that when it comes to last year’s Black Ops II announcement – another late Call of Duty confirmation for Wii U – the news was withheld until Nintendo’s September conference in order to create buzz.


Source



Platinum Games has updated its Wonderful 101 blog with an eighteenth post. You can find it here. Today’s update covers Wonder-White.


The Wonderful 101 reviews have started to hit the net. And of course, fans are bugging director Hideki Kamiya about some of the scores the game has received over the past day or so.

Kamiya, however, isn’t big on review scores. He doesn’t care what The Wonderful 101’s Metacritic average is. He doesn’t care if one site gave the game a so-so score. Instead of relying on scores, Kamiya thinks you should rely on your own intuition and thoughts about the game (that demo sure comes in handy!).

You can find Kamiya’s tweets below (warning: one expletive).


It took awhile, but Activision finally confirmed Call of Duty: Ghosts for Wii U last month. The game marks the series’ second entry to launch on Nintendo’s newest home console.

In a recent interview with Joystiq, Activision Publishing CEO Eric Hirshberg spoke about the decision to bring Call of Duty: Ghosts to Wii U.

Hirshberg explained that Activision is looking to help Nintendo be successful – the same approach taken with other platforms – which in turn boosts the publisher’s business. He added, “We generally try to be wherever our gamers want to play.”

Hirshberg’s comments in full:

“The driving force behind us bringing Ghosts to the Wii U is the same as every other platform, it’s just we want to do everything we can to make the first-party successful. Obviously if they’re successful, that’s good for our business, that’s been our strategy in the past, we’ve been a very kind of platform agnostic company. We generally try to be wherever our gamers want to play. So we thought if our content can help the Wii U and Nintendo gain some momentum, then we wanted to do that.

Source


Don’t expect big sales from The Wonderful 101 when the game launches in Japan in a few days.

According to Japanese retail blog Sinobo, Nintendo will ship a measly 30,000 copies of the game. For a new, exclusive, and Nintendo-published release, that’s pretty darn low.

You can definitely say that Nintendo is playing it safe with The Wonderful 101’s initial shipment. If nothing else, the game should see a high sell-through rate.

Source, Via



Manage Cookie Settings