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Square Enix made a surprise announcement during Sony’s E3 2013 press conference last week. Kingdom Hearts III, a title fans of the series have been dying to see for many years, was finally revealed. It was later confirmed that an Xbox One version is in the works as well.

Sadly, Square Enix’s tradition of not releasing Kingdom Hearts games on Nintendo home consoles will likely continue. Tetsuya Nomura all but ruled out a Wii U version of Kingdom Hearts III at Square Enix’s Future of Final Fantasy E3 event a few days ago. When asked about the title possibly coming to Wii U, Nomura explained that the team is developing it using DirectX 11. Square Enix can only bring the game to hardware that is “appropriate” for Kingdom Hearts III.

The Wii U’s inability to properly support DirectX 11 is apparently one of the major reasons third-parties pointed to when asked why their PlayStation 4/Xbox One games aren’t planned for Wii U. That could be a significant problem for the console and Nintendo going forward.

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It has been made clear that Nintendo was unable to deliver all of its intended software for Wii U on time. Nintendo has cited a number of reasons for development days, such as the difficulties in making the jump to the HD era. It’s also true that more time than usual was needed to bring some 3DS content to market.

Nintendo president Satoru Iwata also pointed out during the Q&A portion of Nintendo’s E3 2013 analyst briefing that the company must polish its games to the highest level. With the popularity of games on smart devices and other recent trends, Iwata feels that “it is becoming increasingly more difficult to have consumers understand and appreciate the value that a particular game offers than ever before.”

Putting out the highest-quality products is therefore essential. Nintendo feels the need to “improve and re-polish any game that we feel is still lacking in quality.” If Nintendo were to release poor software, consumers’ trust could be lost and the brands of popular franchises could be damaged.


Asymmetric gameplay was intended to be one of the Wii U’s key features. Yet, it hasn’t caught on with consumers just yet.

This is something that Nintendo CEO Satoru Iwata acknowledged during Nintendo’s E3 2013 analyst briefing Q&A. Iwata also feels that Nintendo Land hasn’t been able to step into the same role as Wii Sports did for the Wii.

To remedy the situation, Nintendo will continue to release titles in order “to show how convenient and delightful it is to have the Wii U GamePad controller, and how it changes the gaming experience.” The company hopes that will games such as Pikmin 3, consumers will begin to think, “Indeed it is good to have a GamePad.”


Last week, Nintendo held an analyst briefing at E3 2013. It was led by Nintendo global president Satoru Iwata. Following the presentation, Iwata conducted a brief Q&A, and one analyst pressed the CEO further about third-party support on Wii U.

Iwata iterated two points: the plan to bring Nintendo games to the console one after another to create momentum for the platform and that “third-party software developers actively working on software for Wii U right now.”

Iwata also pointed out how, if the Wii U gains momentum and other third-parties do well, people will begin to “definitely question” those who do not support the system.



Right where it needs to be.


System: Nintendo Wii U
Release Date: 2014
Developer: Nintendo EAD Group No. 1
Publisher: Nintendo


Author: Austin

The differences between titles in the Mario Kart series are perhaps only noticeable to those with a lengthy history with the franchise. The subtle focus of Mario Kart 7, for instance, feels much different than the marshmallow-y approach taken by Mario Kart Wii, and the slippery controls in Mario Kart 64 mean you need more focus to pull off power-slides than the game’s DS counterpart. It’s a series long-accepted for its rigidity, and the recently announced Mario Kart 8 does not appear to do anything to change up that formula.


Nintendo’s Hideki Konno and Kosuke Yabuki divulged a number of intriguing tidbits about Mario Kart 8 and Mario Kart in general while speaking with MTV Multiplayer. The two discussed the origins of the anti-gravity idea, how Shigeru Miyamoto was very reluctant to make Miis playable, an abandoned idea for drills on karts, and more.

As always, you can find the full responses after the break.



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