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PSA World Tour Squash 2015 is coming to Wii. Yes, Wii. Not Wii U! The game is due out in Europe on May 22.

Here’s what the game offers:

Compete against the best players in the world including Nick Matthew, Amr Shabana, Gregory Gaultier, Ramy Ashour and more!

Organise your own virtual tournaments in a host of iconic locations using the unique Offline Tournament Mode!

Play against the console, or 1 vs 1, or test your skills in Arcade Mode!

Challenge your friends to a single match or tournament in Multiplayer Mode using your favourite squash players!

Create your own players, improve your speed, power, fitness, tactics, and analyse your statistics!

All squash shots can be played using the Wii controller, including nicks, corkscrews, dives and many more!

Unlock advanced shots such as flat nicks, corkscrews, skid boasts and much more!

Fully localised in English, French, Italian, German and Spanish.

And here are a couple of videos:

So that’s PSA World Tour Squash 2015. Who would have thought that we’d be hearing about a brand new Wii game in this day and age?

Source: Alternative Software PR

We’re posting one final comparison of Xenoblade Chronicles’ 3DS and Wii versions. The video below is based on the game’s opening 16 minutes.

Best Buy is running a new sale on some older titles. There are a few highlights, including Sin and Punishment: Star Successor for $7 and WarioWare: D.I.Y. for $6. You can find all of the deals here.

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Famitsu has posted a ton of screenshots from Project X Zone 2. We’ve rounded all of the images up in the gallery below.

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Game Informer was able to conduct an interview with Monolith Soft’s Tetsuya Takahashi, Nintendo, and Monster Games about Xenoblade Chronicles. Takahashi was able to speak about the original game while discussing cut ideas like wanting to have the ability to fly. He also revealed Smash Bros. director Masahiro Sakurai wanted Shulk in the Wii U/3DS games, and had the idea for the bathing suit skin. Other than that, there’s some Xenoblade Chronicles 3D-specific comments from Monster Games.

We’ve rounded up all of the various quotes below. For those that are interested, you can find Game Informer’s original article here.

Over on Facebook, Nintendo added a few pieces of concept art for Xenoblade Chronicles’ Shulk. You can find the full set below, along with descriptions from Monolith Soft of the first four images.

Shulk is a composed, intellectual character, not the sort of person to let his emotions get the best of him. I chose an appearance and outfit that, by RPG hero standards, isn’t too aggressive.

The way that the design expresses details with textures and color shades within limited polygon resources.

It expresses Shulk as a character who isn’t a soldier, but a research and designer who works on weapons for Colony 9’s military and tools for its people.

There weren’t any major changes, just things like whether we should make the clothing red or blue.

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Unseen64 recently updated its comprehensive article about the development of Metroid Prime. The site has plenty of details about what was cut and changed in the game, ranging from bosses to power-ups. There’s also information about various redesigns for Samus, the change from third-person to first-person perspective, and more.

Here’s one notable excerpt concerning a Kraid boss battle that was removed from Metroid Prime:

As mentioned above, Kraid was a part of the original plan for Metroid Prime. We understand that he was slated to be added to the last act, as he was cut towards the end of development. At the time, he had come a long way from the more traditional route that was first being considered.

In this 3D model by Gene Kohler, he was redone with a metal helmet, masking the majority of his face. Due to this feature, fans have taken to calling this infamous render ‘Meta Kraid’, although, in truth, no such title had been assigned.

Contrary to certain speculation, Kraid was, in fact, very early along when work on him ceased, as one ex Retro employee recounted:

“Kraid was really just some ideas and a first pass model. We were about to start work on him when he was cut. The overall idea was to have Kraid at one end of a large cavern, and some rickety platforms at the other end that Kraid could reach out to and tip over. He would also fire missiles at you from his belly ports. As I recall you would have to climb to the top and trigger something to collapse on him several times. There were probably other stages but I don’t remember them.”

Despite appearing in the Phazon Mines in Kohler’s image, it was never defined whereabouts in the game he would actually be encountered either. Speaking to MythicaHQ in 2004, he explained that Kraid’s absence was a casualty of time restrictions:

“I had completely finished modelling and texturing Kraid. The level that he was to be included in was well underway to being designed. There just was not enough development time remaining to fully implement all aspects of the scenario that were needed to pull off a highly polished\fun gaming experience… animations\effects\programming\etc. It was decided that Kraid was not imperative enough to the Metroid Prime project to run the risk of pushing up the release date in order to fit him in.”

Unseen64 also posted several clips of things such as cut creatures:

For plenty more on Metroid Prime’s development, head on over to Unseen64.

This week’s GameStop ad has gone live. You can find it below.

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Those who purchase the Wii U version of Rodea: The Sky Solider will be treated to a special bonus. NIS America is including a copy of the original Wii title, which was how creator Yuji Naka envisioned the game.

In Japan, the Wii version had its own separate disc. We weren’t sure if this would be the case in the west as well, but NIS America has since confirmed this to be the case.

The publisher wrote on Twitter today:

It’ll be interesting to see what NIS America does with the Wii boxart. Will they use the Japanese version (see above), or something new?

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GameSpot was able to submit a few questions to the developers behind Xenoblade Chronicles 3D. That includes Monolith Soft’s Testuya Takahashi, representatives from Monster Games, and representatives from Nintendo SPD.

Most of the interview topics were naturally about the New 3DS title, including the technical challenges behind the project and how Monster Games initially tried bringing it to the original 3DS. There were also questions about the decision to port Xenoblade Chronicles to the New 3DS as opposed to remastering the title for Wii U, and what fans can expect from Xenoblade Chronicles X.

Head on below for the full Q&A roundup. You can also check out GameSpot’s piece here.


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