The Legend of Zelda: Skyward Sword controls
Posted on 14 years ago by Brian(@NE_Brian) in News, Wii | 0 comments
Shaun White Skateboarding footage
Posted on 14 years ago by Brian(@NE_Brian) in Videos, Wii | 0 comments
Media Create hardware sales (6/7 – 6/13)
Posted on 14 years ago by Brian(@NE_Brian) in DS, News, Wii | 0 comments
PSP – 21,662
Wii – 20,588
PS3 – 17,676
DSi LL – 11,138
DSi – 10,172
Xbox 360 – 3,225
DS Lite – 3,108
PS2 – 1,291
PSP go – 718
For comparison’s sake, here are the numbers from last week.
PSP – 23,588
PS3 – 18,951
Wii – 18,818
DSi LL – 10,737
DSi – 8,219
Xbox 360 – 3,258
DS Lite – 1,743
PS2 – 1,316
PSP go – 1,026
Miyamoto: Vitality Sensor progressing well, doesn’t know about 3DS software installation, Pikmin 3 is a Wii game, more
Posted on 14 years ago by Brian(@NE_Brian) in 3DS, DS, General Nintendo, News, Wii | 2 Comments
Had enough of Miyamoto yet? I hope not! IGN has conducted a massive interview with him, which you can check out below.
Miyamoto on the Vitality Sensor’s absence…
“It’s actually progressing quite well. We could have shown it here at E3 if we wanted to, but the environment here isn’t really suited to that game. E3 is pretty exciting, and that’s a device that’s all about relaxation. So it’s just wasn’t the best time or place to show that game. But it is ready, so we’ll probably find another place that’s more suitable to announce it. But I’m not directly involved in that project.”
Complete Miyamoto interview
Posted on 14 years ago by Brian(@NE_Brian) in 3DS, DS, General Nintendo, News, Wii | 0 comments
We posted a snippet of this interview in a previous post, but you can watch the complete video below!
Kensuke Tanabe and Retro discuss Donkey Kong Country Returns
Posted on 14 years ago by Brian(@NE_Brian) in 3DS, News, Wii | 4 Comments
Retro on how they moved from Metroid Prime to Donkey Kong…
“We’ve been working on this project since April 2008. Prior to that, we were working on experiments for our next project. And as I’m sure you’re aware, we had some staff leave, which made us question whether or not the projects we were working on — these experiments — were in our best interest at the time. So Mr. Tanabe and Mr. Miyamoto were discussing Donkey Kong Country, and asking “is there a developer around that can do it justice?” And we had just had this issue with the shift in personnel and we were open, so they approached us and asked us if we’d be interested. We couldn’t say yes fast enough. That’s kind of how it fell into our laps. Actually, it was Fate” which was the code word for this game since then.”
Tanabe on whether it was always planned to return to Donkey Kong Country in a 2D side-scrolling environment…
Tanabe: “From the very beginning, the whole idea was to make a brand-new Donkey Kong Country game — maintaining that, and fitting into the core of what makes the series great. And one of the things we wanted to do was to make sure the game stayed as a 2D adventure. But, of course, we did decide to take all of the backgrounds and the characters and fully render them in polygons.
Retro: “Yeah, it wasn’t really an issue of first-person or 3D. It was really finding the right developer, I think. And our approach was that this has to pay homage to the original franchise. When you grab the controller, you have to know that you’re playing DKC. But what can be bring to it, creatively, to make it new and fresh? That was more the perspective. It was always going to be a 2.5D, side-scroller homage to DKC, to stay true to that feeling. Our mission was, what do we do to incorporate a new approach? New features and what have you, to really be true to the fanbase.”