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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.”


We posted a snippet of this interview in a previous post, but you can watch the complete video below!

Source


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.”


Lost in Shadow trailer

Posted on 14 years ago by (@NE_Brian) in Videos, Wii | 0 comments


Epic Mickey footage

Posted on 14 years ago by (@NE_Brian) in Videos, Wii | 1 Comment


“If you display a 3D image, the image quality becomes extremely bad, so we’d probably do it with the next system. We’re thinking that the timing should be once the 3D television adoption rates crosses the 30% mark. We’re looking at the adoption trends.” – Satoru Iwata

“Absolutely not [Nintendo didn’t consider the 3D boom]. Nintendo had an eye the charms of immersive 3D for games and released a 3D game machine 15 years ago, but the technology was not ready. After that, we looked for a chance, and decided two years back that we finally had the technology and parts to make a satisfying product. In 3D, it’s easier to get a sense for position. In a game where the stages extend into the screen, it’s surprisingly easier to control [compared to non 3D]. This is functionality for making games more pleasant to play, not just for show. It [3D] allows us to realize images that are close to what you see in your daily life. In the future, 3D will become the mainstream of gaming.” – Satoru Iwata

You may remember that Iwata said that Nintendo had been experimenting with the “latest round” of 3D with the GameCube. So it sounds like Nintendo has been thinking about 3D gaming for quite some time. Right now, though, it seems like requiring glasses is the most effective way of seeing that type of effect on a television. I’m wondering what Nintendo will do about that with the Wii successor.

Thanks to Thomas N for the tip!

Source


EDGE review scores

Posted on 14 years ago by (@NE_Brian) in DS, News, Wii | 0 comments

Red Dead Redemption – 9
Metal Gear Solid: Peace Walker 9
Blur – 8
Prince of Persia: The Forgotten Sands – 6
Alpha Protocol = 5
Joe Danger – 7
Modnation Racers – 8
Chaos Rings – 8
Trauma Team – 8
Bit.Trip Runner – 5
Ivy the Kiwi? – 6
DodoGo! – 7

Rocket Knight – 5
Flipper – 4

Source


1. [Wii] Xenoblade – 83,000 / NEW
2. [Wii] Super Mario Galaxy 2 – 73,000 / 519,000

3. [PS3] Grand Theft Auto: Episodes from Liberty City – 22,000 / NEW
4. [DS] Mega Man Zero Collection – 20,000 / NEW
5. [DS] Dragon Quest Monsters: Joker 2 – 20,000 / 1,142,000

6. [PS3] Just Cause 2 – 19,000 / NEW
7. [PSP] Fairy Tail Portable Guild – 14,000 / 49,000
8. [PS3] World Soccer Winning Eleven 2010: Aoki Samurai no Chousen – 13,000 / 106,000
9. [DS] Tomodachi Collection 12,000 / 3,263,000
10. [Wii] New Super Mario Bros. Wii – 12,000 / 3,885,000
11. [DS] Soccer Tsuku DS: World Challenge 2010

12. [PS3] Lost Planet 2
13. [Wii] Wii Fit Plus
14. [PSP] Metal Gear Solid: Peace Walker
15. [DS] Medarot DS
16. [Wii] Mario Kart Wii
17. [PSP] World Soccer Winning Eleven 2010: Aoki Samurai no Chousen
18. [360] Grand Theft Auto: Episodes from Liberty City
19. [PSP] Monster Hunter Portable 2nd (PSP the Best)
20. [PSP] Hisshou Pachinko * Pachi-Slot Kouryaku Series Portable Vol. 1: Shinseiki Evangelion – Tamashii no Kiseki
21. [PS2] World Soccer Winning Eleven 2010: Aoki Samurai no Chousen
22. [Wii] Wii Sports Resort
23. [DS] New Super Mario Bros.

24. [360] Just Cause 2
25. [PSP] Musou Tourou
26. [Wii] World Soccer Winning Eleven 2010: Aoki Samurai no Chousen
27. [PSP] Pro Yakyuu Spirits 2010
28. [DS] Hisshou Pachinko * Pachi-Slot Kouryaku Series DS Vol. 5: Shinseiki Evangelion – Tamashii no Kiseki
29. [DS] Super Robot Taisen OG Saga: Masou Kishin – The Lord of Elemental

30. [PS3] 2010 FIFA World Cup South Africa



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