Speaking with IGN, Final Fantasy and The Last Story creator Hironobu Sakaguchi expressed his disinterest in making sequels.
“I don’t like sequels,” he said. “I hate them.”
Sakaguchi added, “That’s why every single Final Fantasy had a new cast of characters, a brand new story, [and] a different system.”
Sakaguchi still maintains his belief that a game should be a complete experience at his Mistwalker studio.
“Our promise to ourselves is that for every single game that we make, we are going to give it our all, and then we finish it, we’ll end it in such a way that there is no to be continued checklist.”
This week’s issue of Famitsu gives us yet another update on Splatoon. In the magazine’s latest article, Hero Mode (single-player) is expanded upon further.
We’ve gone ahead and translated the various tidbits from Famitsu’s article. There might be a detail here and there that was covered previously, but there’s a decent amount of new information.
Head past the break for the full breakdown.
Majesco’s financial issues have been well-documented as of late. Likely in an attempt to offset some of its difficulties, Majesco announced today that U&I Entertainment LLC will handle the distribution for all of its retail games in North America going forward.
Majesco intends to continue publishing and distributing its digital games. However, with no new projects in development, it seems as though the company will simply maintain its back catalog of releases.
In a new preview published by GamesBeat, new details are shared about Pencil Test Studios’ indie game Armikrog. The game was playable at GDC 2015 this week. For a summary of the latest information, check out our roundup below.
– Tommynaut is the game’s hero
– Dog companion Beak-Beak
– Demo begins with the two crash landing on a strange and hostile alien planet
– Tommynaut and Beak-Beak soon find themselves within the walls of a four-tower fortress
– The towers have mysterious secrets and environmental puzzles that Tommynaut and Beak-Beak must decode
– Game is a classic point-and-click adventure
– Use a sequence of items interlocking with environmental objects to head toward another puzzle
– Doesn’t use a traditional inventory system
– If the player has an appropriate item for a puzzle, the solution is simply to click where that item should be placed in the environment
– Ex: Tommynaut can pick up a hand crank early in the game; he later finds a device that is missing a handle; just click the device for Tommynaut to pull out the crank and start turning
– The team wants to simplify the experience and keep it about puzzle solving, and avoid vague/insane crafting sessions
– Some puzzles will require swapping to Beak-Beak
– Beak-Beak can crawl through tight spaces and travel through the towers’ strange duct ways
– Beak-Beak sees the world around him differently than Tommynaut
– Because Beak-Beak is color blind the environment turns black/white when playing as him
– Beak-Beak picks up on special wavelengths that Tommynaut can’t
– Demo has a section where Beak-Beak’s dog vision revealed an invisible clue tagged on a wall, which couldn’t be seen before
– Pencil Test Studios didn’t just build the characters out of traditional sculptural materials
– Everything in the game is created out of some form of real-world media — the rooms, objects, environments
– Design team: Ed Schofield, Mike Dietz, and Doug TenNapel
– Each of these team members are long-time animators who worked on The Neverhood
– Lighting works by pre-shooting the clay assets then putting them onto a 2D plane in Unity
– Team uses a 3D environment to move 2D assets around, which lets them throw in a specially tweaked spotlight to create the subtle illusion of the characters moving through light and shadow to match the clay backgrounds
SkyKid is coming to the North American Wii U eShop tomorrow, Nintendo’s website confirms. The game will be available for $4.99. SkyKid appears to be the only Virtual Console release for tomorrow, but we’ll let you know if we hear otherwise.
Another couple of excerpts from Game Informer‘s interview with Eiji Aonuma have been transcribed. The latest Q&A covers the pain behind Link’s transformations in Majora’s Mask, and the soul inside the Fierce Deity Mask.
Check out the full responses below:
GI: “Why does it hurt so much for Link to wear the transformation masks?
Aonuma: We’re talking about masks that were created to contain the memories of people who have died. Often there are things they really wanted to do before they left this world, so becoming them is actually really painful because it’s like hosting a really powerful spirit that’s coming into you.”
GI: “Whose soul is inside the Fierce Deity Mask?
Aonuma: The best I can give you is just a suggestion. The best way to think about it is that the memories of all the people of Termina are inside of the Fierce Deity Mask.”