I know it’ll be awhile until Okamiden makes its way to North America and Europe, but I really hope you guys check this game out when it finally launches. Some of you are aware that Okami is one of my favorite games…I have a feeling that the DS title will be fantastic as well.
We’ve pretty much heard this news already, but just in case you want to read a few more direct quotes from Hideo Kojima regarding Metal Gear Solid 3DS, you can check out what he had to say below.
“It was a top-secret project — I had a non-disclosure agreement signed with Nintendo, so I couldn’t even tell you [Hamamura] about it. The demo was produced by the Peace Walker team, but outside of the group that developed it, nobody at Kojima Productions even knew about it. I got that group together and said ‘Okay, we have to build this thing for E3’ — they work on a different floor from the rest of the studio, so most people thought they were on vacation after shipping off Peace Walker, I suppose.”
“The thing is that it’s hard to get a lot of feedback from players, because only so many of them could physically play the title at the event. I was hoping to shape our future direction for the game based on more of their opinions. Also, the maps and character models were all remade with a higher polygon count than before. The models are about the same quality as what we made for the PlayStation 3, but you really can’t tell within the game. We could’ve made it look better if we had a little more time.”
“I did handle direction work on the E3 demo, but where I go from here hasn’t been decided yet. For now, what we wanted to do was advertise the fact that we are producing a 3DS game in the MGS franchise. Largely it was just a demonstration of what we’re capable of with the 3DS. For a full-size game, just having things pop out at the player all the time will get old fast, so I think the emphasis will be on visual depth instead. We haven’t settled on the details yet, but I’d like to get CO-OPS and some of the other things we did in Peace Walker into this game as well. We can’t change MGS3’s story, but we are thinking about CO-OPS and other things we can use the 3D technology for.”
“Nothing’s been decided at all yet. I don’t think we’ll be able to make it a launch title, but if we don’t at least stick close to launch, we’ll lose a lot of product value. …I think we need to get it out by then (year within launch). That’s why I want to get more people to try it out. Showing a trailer really just isn’t enough — it’d be nice if Nintendo organizes some kind of public demo event.”
Kojima also discussed a secret project he’s working on, “taboo,” but since there are currently no indications that it will be for a Nintendo platform, we won’t be covering that unless some sort of announcement in the future proves otherwise!
Thanks to Robert for the tip!
This information comes from the behind-the-scenes developer’s voice video on the Japanese Nintendo Channel…
– Controls adapt to the environments you explore
– Different finishing move based on the enemy
– Devs the transition from cinematics to gameplay to be smooth
– Bombing walls in the 2D Metroids to find items comparable to investigating areas in first-person view
– Team wanted a voice actress that could speak in an unsophisticated/direct manner instead of someone that has a good technique because Samus doesn’t talk much and isn’t “very good at living like a normal human being”
– Japanese voice actress is Koeda Ai
– Shooting animation very quick because Sakamoto wanted Other M to have the same feeling as 2D Metroids
– D-Rockets wanted Zero Suit Samus to be featured
– Armor protects Samus from enemies, also guards her feelings
– Sakamoto didn’t want Samus’ armor to be off unless it was very necessary for the story/situation
– Team wanted to portray a strong, cool Samus who has powers that humans don’t possess
If there’s one thing that the Monster Hunter series is known for, it’s a rag-tag team of hunters going up against insurmountable odds to fight off some giant beast. If there’s one thing we’ve learned from the event quests that Capcom releases for Tri, it’s that the company likes to joke around a lot. Their newest event quest for Tri is the “Phantom Uragaan”. If you’ve played the game, you know that the Uragaan is no beast to be messed with unprepared, but if you play this quest expecting something intense and massive like the Uragaan regularly, you’ll be in for a surprise, as the Uragaan in this quest has been shrunk down from 70 feet to 3 feet long.
Happy hunting!
Sakurai explaining that Project Sora was created to make a new Kid Icarus game…
“Before there was even an official naming of the 3DS, or before it was even decided that there would be 3-D capabilities, Mr. Iwata had brought up the topic of a new portable gaming system and with that, the request to create a new title for that system…. The topic of Kid Icarus came up. There wasn’t necessarily any direction decided for that — that it would be an RPG, or an action game, or a shooting game. But first of all, the topic did come up that Kid Icarus would be revived, and that Kid Icarus would be well-matched with a game idea that was particular to my style. With that, we moved forward.”
Sakurai on a remark that it’s been awhile since we’ve seen Kid Icarus and that there are no real expectations about what this new game will play like…
“That’s not necessarily the case. Having said that, there are things that you want to maintain from the original, but also a lot of things that I want to change. With that freedom, I did want to change the genre of the game. In thinking about the game, what is the core of the game, I feel that Kid Icarus is slightly comical.
At the time, games like Zelda or Metroid coming out on the Disk System were trending towards very serious adventure types of game. Kid Icarus doesn’t take the player entirely seriously. So I wanted to take advantage of that element and make a story and a flow of gameplay based around a character who is very serious about moving forward in the game but is also very carefree.”
– Vektor Tank 3D+
– Redesigned for 3DS
– War action game
– “Enjoyable without the need for graphic violence”
– War takes place in a virtual environment rather than on the battlefield in the future
– Humans aren’t hurt, buildings not really destroyed
– Vektor Tank is your weapon
– 3DS acts as a virtual camcorder
– Movements are detected, mapped onto the camera in the game with cameras and motion sensors
– Aim for enemies and targets
– Retro-inspired retro look
– Q2 2011 release
Also, PR below:
Vienna, Austria – Wednesday, July 7th 2010
New Platform
Bplus shifts its main development focus away from WiiWare™ and on to a new platform – the Nintendo 3DS™. The new handheld offers fantastic opportunities to create fresh ideas with new ways of presentation, leading to games that offer completely new experiences. With Nintendo 3DS the virtual worlds come even closer to the player.
Bernd Geiblinger, CEO and Art Director of Bplus, comments: “WiiWare was just the beginning – it was a fantastic way to get a foothold in the industry and it offered lots of opportunities to learn things and gather experience. Now, with new partners and a strong financial background, we gear up and fully set our focus on development of Nintendo 3DS retail games.”