Disney Infinity was finally unveiled this week. We know how the game will play out on the Wii U and Wii, but nothing has been said about the 3DS version.
Avalanche Studios chief creative officer John Blackburn did offer a few nuggets in an interview with Destructoid, noting it will offer “a very different experience” on Nintendo’s handheld.
Blackburn explained the type of gameplay that Disney Infinity offers on 3DS:
“The 3DS is a very different experience. They memory can’t handle all that stuff, so technologically we couldn’t do the same thing there. It’s more of a game you expect on a 3DS: You build teams with characters and they each have a mini-game that comes along with them. You can go and build out the different play fields that you’ll go through with your team, so there is a strategy component when you play with someone else.”
Fuzzy Wuzzy Games confirmed Armillo for the Wii U eShop yesterday. This isn’t the indie dev’s only project, however.
Along with Armillo, the team is working on another project that is being kept under wraps for now. Fuzzy Wuzzy’s James Saito would only divulge that it is “going to be unique in its own ways, instead of being more of a throwback like Armillo.”
Saito teased:
“Yes, but nothing official yet that we want to announce. One project has been in the planning stages for a few months and will soon approach prototyping. I won’t say anything except that it’s going to be unique in its own ways, instead of being more of a throwback like Armillo. But for now, our focus is on finishing Armillo and making it as good as we’d like.”
MercurySteam is packing in a hefty amount of content into Castlevania: Lords of Shadow – Mirror of Fate. Producer David Cox estimates a 16 hour play-through for those experiencing the title for the first time. Cox also believes it could take another 12 hours to finish a second time.
If you play Mirror of Fate to 100% completion, the play-through time will rise. You’ll be able to unlock a secret ending if you see and do everything the game has to offer.
Writing on Twitter, Cox said:
@cjviscito – Average first play thru is 16 hours. If you want to collect everything 100%? its longer, second play thru are around 12 hours
— Dave Cox (@CastlevaniaLOS) January 11, 2013
Capcom still has no news regarding Monster Hunter 4 localization. Christian Svensson was actually responding to a question about more Wii U/3DS cross-compatible releases and the possibility of an HD edition of the 3DS title.
In any case, here’s what Svensson had to say about Monster Hunter 4:
I hesitate to make sweeping statments like this that will inevitably be re-reported and extrapolated to be more than what’s actually said… however:
Japan has an increasingly portable market and Monster Hunter has thrived there in the “ad hoc” world of face-to-face play. The Western markets have focused multiplayer play around online which has traditionally meant in the home, for which consoles have historically had a better play.
I think in the case of Tri Ultimate it was fairly serendipitous that we went this way but it’s impossible for me to predict the future for the franchise beyond that. For MH4, we haven’t announced release of that title in the West at this time nor have we discussed any platforms beyond 3DS. You’ll note MH4 has moved its release date in Japan with a single SKU to later than originally announced. That team is laser focused on getting done what needs to happen to make that a fantastic fron the ground up 3DS Monster Hunting experience. As such, any other discussion on this topic at this time at this point is moot.
A few new details about Super Robot Wars UX have arrived. Below you’ll learn about Partner Units and Single Units. Each has its own features as well as advantages and disadvantages.
Partner Unit (PU)
– Two parts to the Partner Unit
– Main machine in charge of moving attacking
– Sub machine controls attacks and defense
– Main machine determines the unit’s mobility
– Can have a highly mobile flying main machine with a powerful yet less mobile sub machine backing it up to have best of both worlds
– Sub machines can defensively cover the main in various situations
– Ex: can provide cover once it approaches the main machine’s terrain or if the main’s heal didn’t work
– Providing support within the unit is a major boost for any Partner Unit machines
– Their downfall is not being able to provide support to other nearby units in situational moments
Single Unit (SU)
– Single Units: machines without a Partner Unit
– These can provide and receive offensive and defensive support from adjacent allied units
– Can move once more if they can manage to take down at least one enemy unit during their attacks
– Can perform an “attack all”
– This targets the main and sub machines of an enemy Power Unit
– Single Unit can be great as a support for all the allies, but suffer when they’re caught alone
– When encountering enemy Partner Units, they can also take heavy damage with less support abilities available