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Wii U

More Splatoon details

Posted on 10 years ago by (@NE_Brian) in News, Wii U | 13 Comments

Another round of Splatoon details have been translated from this week’s issue of Famitsu (thanks StreetsAhead). You’ll find them below.

-The interview is with producer Hisashi Nogami, who is known as the director of every Animal Crossing up to City Folk, and directors Yusuke Amano, who also directed NSMB2, and Tsubasa Sakaguchi, who was a character designer on Twilight Princess and art director on Nintendo Land.
-The Inkling city (where the plaza is) is known as ‘Highcolor/Haikara City’ in Japanese.
-The concept of two teams of four shooting ink in a turf battle has been there since the original prototype, even though the characters where tofu-like blocks at the time.
-They experimented with other team sizes, but found with more than four players felt like they had little effect on battles, and with less than four that they had too much responsibility.
-Killing/attacking opponents online to prevent them from painting ink is just one strategy to win. You get no points or advantage directly from doing so.
-Hero mode uses basically the same controls as online matches, so anyone with difficulty in the can use the hero mode to practice.
-Ideally, you’ll be matched with players of a similar rank to you (based off of experience points earned in matches). If not enough players, they’ll put you with people further away from your rank. If there’s only 8 players, you’ll be matched together.
-While online is focused on just painting the ground, hero mode focuses on using the ink to move forward.
-Amano says he wants you to be able to look at the map on the GamePad and see where needs to be worked on for your team.
-No way to directly communicate with people you’ve been randomly matched with. They will appear post-match in your Plaza, where you can check out their gear, weapons, and comment.
-They picked squids because they were the best at representing the gameplay present in the prototype.
-Music for stages is random. Possible that I’m misunderstanding, but each player will have a different song while playing.
-Music is designed to be the sort that would be popular with the young Inklings involved with the turf battles.
-Rather than making some huge number of stages, they want to create stages that feel different when you use different weapon combinations.
-You don’t earn money for gear in single player for balance reasons. Someone could grind money in hero mode and have their first online match with high level gear.
-In the final stages of development now.
-Aiming for, more or less, a simultaneous worldwide release.
-They plan on supporting the title post-release.

Source

Disney Interactive is the latest company to have reported its latest financial results.

In the first quarter of the 2015 fiscal year, Disney Interactive’s revenue dropped 5 percent. Operating income increased significantly by 36 percent.

Disney Interactive saw a sales decrease of $19 million from last year to $384 million because of lower than expected sales of Infinity accessories and back catalog. Starter packs did help offset some of the losses, and marketing/per unit costs for Infinity 2.0 were higher.

Source

If you missed out on pre-orders for the Mario Party 10 amiibo on Amazon, you’ll be happy to hear that there is an alternative. GameStop is currently taking pre-orders, and you can reserve a copy right here. There’s no word on how long stock will be available for!

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