Gunman Clive 2 has been in the works for about a year, according to Bertil Hörberg.
Hörberg told Nintendo Enthusiast:
I started development in November last year, which may not seem very long ago, but I’ve already spent more time on it than I did on the first game. I don’t have the patience or the stamina to work on massive projects that takes several years, so the fatigue is really starting to set in and I’m hoping to be able to finish the game somewhat soon.
As for what we can expect from Gunman Clive 2: a slightly longer experience, a change in visuals, and improved controls. That’s on top of new enemies and obstacles, varied environments, and more special levels.
Overall, it’s a fairly straight forward sequel. The first game was rather short and people were asking for more levels, so that’s basically what I’m giving them, but at the same time, I’m trying to bring it up a notch and deliver a more exiting product with its own identity. The most obvious change is probably the color palette and there’s a bit more graphical detail as well. The controls is a bit faster and the jump a bit less floaty.
If you have SpotPass enabled on your 3DS, you should see a new visitor arriving at the StreetPass Mii Plaza shortly. Nintendo is sending out a Mii for “Kyle” – apparently to promote National StreetPass Weekend and Halloween.
Thanks to Jake for the tip.
It wasn’t in today’s Nintendo Download report, but Nintendo has confirmed that Costume Quest 2 will be releasing on the European Wii U eShop this Thursday. The game should be available for €14.99.
It’s unclear if Costume Quest 2 is due out in North America this week as well. Launching in time for Halloween would certainly make sense!
GameSource recently had the opportunity to interview David D’Angelo from Yacht Club Games. The discussion isn’t in English, but we were presented with a couple of noteworthy translations.
Here’s what D’Angelo shared regarding Nintendo’s support for Shovel Knight:
Nintendo was very helpful. They provided a great deal of marketing from featuring the game on the eShop and their website, to bringing the game with them to conventions around the country. They were also helpful behind the scenes, dealing with technical questions and listening to our wildest dreams. Creating Shovel Knight for the Wii U and 3DS was a smooth process, but of course, still a ton of work. Building a game for any platform comes with its own challenges and making a game feel unique and at home on the console is an important but hard problem to tackle!
On the topic of Shovel Knight’s sales, D’Angelo stated:
The game is selling really well on Nintendo platforms, and hopefully we’ll continue to keep making games for their systems. We love Nintendo, and they have been really great to work with for Shovel Knight.
Glow Games Studio has revealed a new title for Wii U known as “Dungeons & Robots”. You’ll find a few images below as well as the first round of details.
– Randomly generated environments
– Full control and modularity over the robot
– Different customization options
– Different dangers in dungeons
– Mages, Orcs, and Demons roam the floors
– Other creatures and traps as well
– Robots are called “Ajax”
– Need to search for artifacts in dungeons
– These increase your abilities such as health, energy, speed, damage, and defense
– Ajax have Element and Melee resistance attributes including Health and Energy Regeneration properties
– Use the GamePad to manipulate Armor, Equipment, Gems, Weapons
– Each has its own attribute system valuing Defense, Type, Boosted Stats, and Gem Slots
– Different Armor classes for your robot
– Equip 1 armor piece to a single area
– Each armor piece also has its own slot for equipping Gems
– Equipment items are broken down into groups labeled Disposables, Fountains and Turrets
– Disposable Items include usable objects like Energy Traps, Mines, or a Teleporter
– Fountains: static objects a player sets down in areas to provide support options within a certain range
– Fountains award Health and Energy
– Can also place turrets to attack enemies within range
– Items and Equipment are managed by an character’s attribute of Equipment Slots, and are specific to the character in use
– These determine how many items one player can take into Dungeons within their inventory
– Characters can’t exceed 4 slots
– Equipment Slots can be earned by leveling up to special milestones
– Single-player, co-op, and player versus player modes
– Co-op supports up to 4 players
– Each player can gain experience and loot in co-op
– PVP will support 4v4 battles
– Could even support 10v10 or a separate 10v10 game mode with larger maps
– Game may also feature a survival arena mode
– Targeted for Q1 2015
– More games set in the same universe planned
Check out the source link below for an interview with Glow Games Studio, which contains even more details.
Nintendo briefly touched on the composers for Smash Bros. Wii U during the game’s presentation last week. Thanks to an update on the game’s website, we get a proper look at the full lineup.
First, here’s a listing of composers who worked on both versions of the new Smash Bros. games:
The following composers also specifically worked on Smash Bros. for Wii U: