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Nintendo has released the update for Captain Toad: Treasure Tracker in Europe, which weighs about 20MB. Once the patch is applied, players can try out the new amiibo functionality. We’ll let you know when the update goes live in North America.

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Xenoblade Chronicles X producer Koh Kojima tweeted out a few more messages on the game’s Japanese Twitter account today. Kojima briefly discussed the Arms Companies – a feature brand new to this title.

Here’s what was shared:

A word about the Arms Companies, a new feature related to battles that wasn’t in Xenoblade Chronicles. [With this feature] You can enjoy characteristic equipment designs from each company. The companies’ logos and marks were made with the hard work of Monolith Soft’s team of designers. These markings can also be used to slightly customize the B.L.A.D.E. Home area, so please try that out.

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Famitsu has another bi-weekly update on Splatoon. In this week’s magazine, more details are shared on the game’s various weapons.

Famitsu notes that sub weapons use a lot of ink. The magazine goes on to say that special weapons can only be used after filling a gauge that increases the more ink you shoot, and weapons come in pre-set groups of three. Below are two examples:

Main Weapon: Splat Charger – charging weapon, good for long range attacks, can make ‘Ink Roads’ for you and your team mates to use.
Sub Weapon: Splash Bomb – standard bomb, explodes on impact
Special Weapon: Bomb Rush – Allows you to shoot as many bombs as you want for a set period.

Main Weapon: .52 Gal – Stronger than the Splat Charger, but uses more ink so can’tbe fired as much.
Sub Weapon: Splashield – Creates a curtain of ink. Good for narrow pathways to attack your opposition.
Special Weapon: Megaphone Laser – Shoots out a powerful ‘laser’ of ink. Good for turning around battles.

The next update on Splatoon will be in Famitsu’s April 2 issue.

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In an update added to the Xenoblade Chronicles X website last night, new details were shared regarding the game’s various creatures. Here’s a look at some of the ones you’ll find:

Brass Femina Zeus: A boar-like creature with a firm lump on its head. The male (Brass Zeus) and female versions have different hair and body colors.

Stone Hippo: Has a sharp tusk beneath its jaw. They’re gentle creaters, and can often be seen around bodies of water.

Wood Fontera: Herbivores with a height of over 6 meters. They’re similar to giraffes, as they use their long necks to eat leaves on trees.

Everlast Milesauro: Giant creatures that resemble dinosaurs. They don’t attack humans, and tend to spend their time leisurely.

Lake Rutorl: Live by bodies of water, and have a mammal-like appearance. They also share characteristics of dogs and cats, as they face upwards and roll around.

Quick Strutt: Bird-like bipedal creatures. Similar to ostriches, they have wings but cannot fly. The Quick Strutts live in groups and feed off insects they peck off the ground.

Junior Simius: share the appearance of an ape, but they have four arms to go with their two legs. They often travel in groups, and can occasionally be seen with their giant parents.

Young Lups: fierce carnivores that will even go after other prey while hunting. They’ll also attack humans immediately upon seeing any nearby.

Docile Ois: Small herbivore creatures with a puffy ball on the end of their tails. They like to eat sprouts, and can often be seen living in areas with plenty of greens.

Youth Vasalt: These insect-like creatures have six legs, and use their front legs as sickles. You might occasionally see them using their sickles to dig holes in the ground.

Welkin Lukiora: these giant flying creatures usually travel calmly in the skies. They tend to constantly float around their own territories.

Monolith Soft also touches on the “Overed”, which are like regular monsters but are quite a bit stronger and have unique names. Overed will be featured in some quests, though due to their strong power, you’ll need to be well-prepared before taking them on.

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Update: Another image:

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Screen shot 2015-03-19 at 7.30.46 AM

Today’s images from Splatoon brings us a some pretty serious looking weapons, great for shielding and deflecting oncoming attacks as well as attacking from above!

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A new podcast from SegaNerds contains an interview with Sonic Boom: Rise of Lyric producer Stephen Frost. You can listen to it in full here, though Sonic Stadium has rounded up some of the more interesting bits.

Frost touched on Sonic Boom’s development, and a few other topics as well. Here’s the full summary:

  • Suggestion that Sonic had to re-invent itself because the fanbase was getting smaller. Cites Call of Duty as an example/comparison.
  • Boom was made to appeal to non Sonic fans. — This is stated multiple times.
  • Suggestion that people/retailers are bored of Classic – Dreamcast era Sonic. States you can only do so much with these eras/characters. He does go on to suggest this is from a retailer standpoint.
  • Claims multiple times that Boom (franchise) is a big success.
  • Admits Boom (franchise) could have been better.
  • “Could the games have been better… yes, any game can be made better.”
  • Suggestion that part of the reason why Boom (game) isn’t that good is because the team didn’t know what Sonic was about/lack of experience.
  • “In focus tests, we heard all the time, people were sick of speed, Sonic was too fast, they wanted to slow down.”
  • “People really liked the Co-Op” — Hopes Sonic Team will do that in the future.
  • “The biggest mistake in Boom (game) was adding too many features to it.
  • “It was too much to ask of the/any development team” — In terms of different characters, combat, features etc.
  • “I was tasked (by Sega) with creating an experience that appeals to an audience which doesn’t play Sonic.”
  • “If I could do it again, I would remove features and speed would be the main focus from the start.”
  • “Speed was shelved because we were under the impression people didn’t want it.”
  • “Speed is always a Sonic thing, we didn’t focus on that.”
  • “The goal of Boom was to reach new people.”
  • “As a branch of Sonic, Boom is a success in many ways.”
  • Suggests that due to how much content you need to make for a Sonic alone game, it’s too much work. You need additional characters to spread the burden of content.
  • “Multiple characters resonate well with people”
  • “Solo Sonic games, I don’t know how long that can last there isn’t enough variety to sustain it.”
  • “The future of Sonic games needs to be Co-Op, it worked really well in Sonic Boom, community and online play, that sustains it.”
  • Say’s he’d love to see a Sonic level design game.
  • “In general, you need to do multiplayer and add online multiplayer aspects, that will sustain and keep the franchise alive.”
  • Says that the reason for the change in release date was likely a number of reasons, cartoon air date, Nintendo release dates, Sega release dates.
  • When the decision was made to change Boom’s release date, Sega did not know when Smash was coming out.

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Monolith Soft updated the Japanese Xenoblade Chronicles X website with new screenshots and art. You can find the full set above.

TIME’s third Nintendo-centric piece today is entirely based on an interview with Shigeru Miyamoto. Miyamoto further discussed Splatoon’s Mario origins, his reputation, other forms of entertainment, the platforms he found particularly fun working on, and plenty more.

As always, we’ve rounded up the quotes below. Head past the break for Miyamoto’s comments.


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