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Shin Megami Tensei IV is finally out on the European 3DS eShop today. There’s still content yet to be released, however. Over the next few weeks, Atlus will publish several pieces of DLC.

Here’s the full schedule:

 

Available beginning 30 October

  • Visage Pack (Free) — This pack offers several character customization options that are purely for aesthetics.
  • White Samurai Apparel (Free until 30 Nov., then €0,69/£0.59) — Strong beginning-game armor that is easily attainable.
  • Experience of the Afterlife (€1,49/£1.19) — Additional area where players can earn additional Experience at an accelerated rate. Accessible early-game and allows for a new demon to fuse.

 

Available beginning 6 November

  • Symbolic Equipment (€0,69/£0.59) — Deliver Quest that unlocks the Freedom Armor. Accessibly early game.
  • Death Has Its Applications (€1,99/£1.59) — Additional area where players can earn App Points at an accelerated rate. Accessible mid-game and allows for a new demon to fuse.
  • Underworld Money-Maker (€1,99/£1.59) — Additional area where players can earn Macca at an accelerated rate. Accessible mid-game and allows for a new demon to fuse.

 

Available beginning 13 November

  • Overlord Equipment (€0,99/£0.75) — Delivery quest that unlocks Demon’s Skin armor. Accessible early game, but the armor is suited for mid-game.
  • Clipped Wings 1 (€1,79/£1.49) — Add-on Challenge quest to beat two Archangels, allowing you to fuse them. The content pertains to the main story, and is accessible end-game.
Available beginning 20 November
  • Snake Scale Equipment (€0,99/£0.75) — Delivery quest that unlocks the Deity Scale armor. Can be accessed early game, but the Deity Scale armor is most suited for mid- to late-game.
  • Clipped Wings 2 (€1,79/£1.49) — Add-on Challenge quest to beat two more Archangels, allowing you to fuse them. The content pertains to the main story, and is accessible end-game.
Available beginning 27 November
  • Ancient One of the Sun (€0,99/£0.75) — Add-on Challenge quest to beat the Ancient of Days and unlock it for fusing. The content pertains to the main story, and is accessible post-game.
  • The Eternal Youth (€1,79/£1.49) — Add-on Challenge quest to beat the Eternal Youth Sanat Kumara and unlock it for fusing. The content pertains to the main story, and is accessible post-game.
Available beginning 4 December
  • Radiant Equipment (€0,99/£0.75) — Delivery quest that unlocks the Traje de Luces armor. Can be accessed early game, but the armor is most suited for mid- to late-game.
  • For the Past… For the Future (€1,99/£1.59) — Add-on Challenge quest to beat the guardian deity Masakado and unlock it for fusing. The content pertains to the main story, and is accessible post-game with all other challenges complete.

Comcept is getting involved with crowdfunding once again for Mighty No. 9 – this time for downloadable content. If another $190,000 is raised through slacker backers by the end of 2014, backers will receive a bonus DLC code for an extra level and boss, which will arrive in summer 2015.

Comcept already confirmed that the boss in question is Ray. In Mighty No. 9, Ray acts as a rival to main character Beck.

On its Kickstarter page, Comcept wrote:

First of all, let’s clarify a few things up front, starting with what “potential DLC” means: The “DLC” term is there to make it clear that, no matter what, this content wouldn’t ship at the same time as the game. It would be need to be “DownLoaded,” putting the “DL” in “DLC” 🙂

Otherwise, this content would be “extra bonus content” – working the same way it did with the English voicework – that would be added on top of everything already promised as part of the Kickstarter. That means that, if we get the necessary funding from slacker backers we need to make it possible (more on that later), this would be extra bonus content! (FYI the English voicework will be included with the game at launch, but this DLC would come later.)

Also, we want to stress that none of the developers have or would begin working in earnest on this DLC until their work is done on the Mighty No. 9 retail release. (Which, as some of you might know, is typically several months before any game ships for most disciplines, especially artists and such.) Speaking of schedules, if we reach the necessary funding by the end of this calendar year, we estimate this DLC bonus content would be ready to play in summer 2015.

But wait – we still haven’t explained what the content is! Simply speaking, it would be an entirely new level and boss: Beck’s rival, Ray! (That’s a working name, BTW!)

Source

This week’s North American Nintendo Downloads are as follows:

Wii U Retail

SpongeBob SquarePants: Plankton’s Robotic Revenge
Transformers: Rise of the Dark Spark
Wipeout Create & Crash

Wii U Virtual Console

Kirby: Nightmare in Dream Land
Gargoyle’s Quest II: The Demon Darkness
Demon’s Crest

Wii U Download

Stealth Inc 2: A Game of Clones
Costume Quest 2
Tetrobot & Co.
Cosmophony
Rock Zombie
Pixel Paint
Falling Skies: The Game

Wii U Demo

Color Zen

3DS Retail

Harvest Moon: The Lost Valley (available Tuesday)
Duck Dynasty
Wipeout Create & Crash

3DS Download

Woah Dave!
Zombie Panic in Wonderland DX

3DS Virtual Console

Gargoyle’s Quest II: The Demon Darkness

eShop Sales

Resident Evil Revelations is more than 50 percent off in the Nintendo eShop on Wii U and Nintendo 3DS until 8:59 a.m. PT on Nov. 4.
Blok Drop U is 50 percent off (reduced from $1.99 to $0.99) until 8:59 a.m. PT on Nov. 27.
Resident Evil: The Mercenaries 3D is more than 50 percent off until 8:59 a.m. PT on Nov. 4.
Disney Frozen Olaf’s Quest is more than 30 percent off (reduced from $29.99 to $19.99) from 9 a.m. PT on Oct. 31 until 9:59 a.m. PT on Nov. 17.
Quell Reflect is 25 percent off (reduced from $3.99 to $2.79) until 8:59 a.m. PT on Nov. 6.

Price Reductions

Cloudy with a Chance of Meatballs 2 for Nintendo 3DS is being reduced to $4.99 (from $9.99) starting on Oct. 31.
Hotel Transylvania for Nintendo 3DS is being reduced to $4.99 (from $9.99) starting on Oct. 31.
Legends of OZ: Dorothy’s Return for Nintendo 3DS is being reduced to $4.99 (from $14.99) starting on Oct. 31.

Source: Nintendo PR

The latest issue of Famitsu has a new column from Super Smash Bros. director Masahiro Sakurai. There aren’t any questions answered about the Wii U and 3DS games, but Sakurai does reflect on the huge amount of effort required to complete development.

He starts out with the following:

“Making things like this takes its toll. Developing Smash Bros. destroys a lot of one’s private life.”

“I constantly consider leaving part of the work to someone else, but there’s just too much to see and handle. As a result, I work from mornings to late nights, even on weekends and holidays. I hardly have any free time, let alone time to play other games.”

Next, Sakurai mentions how that with Super Smash Bros. Melee, he worked for 13 months straight with not a single day off. The schedule wasn’t quite as grueling for the new games, but the Wii U and 3DS entries still required a massive amount of work.

Nintendo president Satoru Iwata closed out the company’s latest financial results investor briefing with plenty of comments regarding QOL plans. Check out what Iwata had to say below:

During our Corporate Management Policy Briefing in January this year, I said that we were aiming to redefine our interpretation of entertainment. I explained that Nintendo was aiming to broaden the scope of its business fields by redefining entertainment as something that “improves people’s QOL or Quality of Life in enjoyable ways.”
Today, I would like to spend some time to explain a little more about the QOL business that Nintendo will deploy. In January, I stated that the first theme of our QOL business would be “health.” Now, I would like to explain which aspect of health Nintendo’s project will focus on. I will also elaborate on my previous remark that it would be “non-wearable.”

The health-related theme that Nintendo will first deal with in our QOL business is:

Visualizing sleep and fatigue.

Everyone needs to sleep, and all of us get tired.
There is no argument that whether or not we have sound sleep or not significantly affects our health, and many of us recognize through our daily lives that accumulated fatigue makes it difficult to maintain good health. However, we tend to recognize these conditions in a subjective fashion. Fatigue and sleep are themes that are rather hard to visualize in more objective ways. At Nintendo, we believe that if we could visualize them, there would be great potential for many people regardless of age, gender, language or culture.

Of course, there are currently several existing ways to measure our sleep status. However, even though there must potentially be significant demand to visualize sleep, there have not been any definitive products to date. We believe that this must be because devices launched so far have required consumers to make some kind of effort, which made it rather difficult to continue.
I decided that Nintendo should step into this QOL business because:

The company has now reached the point where we will be able to realize the Five “Non” Sensing elements.
Five “Non” Sensing is the concept that in spite of eliminating the five things that have been necessary so far, we still can measure the status of sleep and fatigue automatically.
Among these Five “Non” Sensing elements, I mentioned the first keyword, “non-wearable,” which means that you do not need to attach anything to your body, during our last Corporate Management Policy Briefing. I believe, and I think many of you will agree, that we want to wear only things that are very comfortable when we go to bed. If we need to wear a device, say, on our wrist, or if we need to install some special equipment in our bed, we will sometimes forget, which therefore makes it hard to continue. Thus, I believe the “non-wearable” concept is very important. The next one is “non-contact,” which means that the product will not have any physical contact with your body. While attaching a sensor to your body is convenient for giving you a read out of your biological information, few people appear to enjoy having unusual objects attached to their bodies while sleeping. Therefore, the ability to measure without physical contact is another important point. The next one is “non-operating.” Not requiring the user to operate the device is another key point, as it can encourage continuity. Not everyone has a clear head when they get into or out of bed. Whether we have to operate a device or not when we get into and out of bed significantly changes our ability to continue. Another factor is “non-waiting,” or in other words, eliminating the wait for measurement results to be produced. From sensing to analysis, measuring biological information inevitably takes some time. This is one of the issues we could not overcome with our “Wii Vitality Sensor” project. However, if we can make it so that the measurement can be done automatically while the user is sleeping, and if it can be done without any operation, the user does not need to wait. Finally, “non-installation efforts,” or not requiring users to go through the trouble of installing the product to start is another important key factor.

Visualizing sleep and fatigue by automatically measuring sleep condition under this concept of Five “Non” Sensing is going to be the first step for Nintendo’s QOL business.

We will prepare the QOL Sensor that will automatically measure sleep condition under this Five “Non” Sensing concept. All you have to do is place the QOL Sensor on your bedside.
Inside the QOL Sensor is a non-contact radio frequency sensor, which measures such things as the movements of your body, breathing and heartbeat, all without physically touching your body. This automatically gathered data will be transmitted to the QOL cloud servers, which will then analyze the data measured by the sensor and visually represent sleep and fatigue results.

To achieve the visualization of sleep and fatigue, we have formed a business alliance with ResMed, which is headquartered in the U.S. and is the leading corporation in the world that develops, manufactures and markets medical equipment for the treatment, diagnosis and management of Sleep Disordered Breathing, COPD and other chronic diseases. The company operates business in dozens of different countries around the world while its main business is conducted in the U.S. I understand that they have many users in Japan too.
They have now provided Nintendo’s QOL business with the core of the Five “Non” Sensing elements, namely, non-contact sensor measurement technology and sleep condition estimation technology.
ResMed has been contributing to improving patients’ QOL in the medical equipment field by improving their sleep condition, and for Nintendo, a company that develops, manufactures and markets products for the general public, we think this partnership is a good fit as both companies can bring out each other’s strengths.

Since fatigue per se is not regarded as a disease in the medical world, it is said to be a field where sufficient research has yet to be conducted. We have been fortunate to encounter several experts who have been conducting cutting-edge research in the science of fatigue. Together, we are now developing technology to estimate fatigue.
Dr. Yasuyoshi Watanabe is an expert in a wide variety of health-related fields, and his name is recognized in fatigue science around the world. Dr. Watanabe kindly provided us with his comment: “Accurate and simplified fatigue measurements enable self-comprehension of the body which is very significant for contemporary humans, and I think it can be used as the benchmark to improve our QOL. We will all do our utmost to achieve this world-first product.”
The state-of-the-art research results in fatigue science that Dr. Hirohiko Kuratsune and Dr. Seiki Tajima have been jointly conducting will also be used in fatigue visualization for Nintendo’s QOL platform.

If we can realize the visualization of sleep and fatigue with Five “Non” Sensing elements, the QOL improvement cycle will go as follows:
First, with Five “Non” Sensing aspects, your sleep and fatigue can be automatically measured. All you will have to do is place the QOL sensor near your bed and then sleep as usual. The collected data will be transmitted to the QOL cloud servers and will be analyzed and evaluated. Based upon the sleep and fatigue status of the consumer which have both been “visualized,” services intended to improve QOL will be proposed. More specifically, a variety of actions will be recommended. Consumers will be encouraged to take certain actions, such as exercising or changing diet. Then, the results will be measured through Five “Non” Sensing elements each day. By continuing the measurements every day, users will be able to observe a gradual change achieved by their actions. This cycle can contribute to the improvement of QOL, and the QOL improvement platform can help realize it.

To summarize,
With Five “Non” Sensing aspects, we will make it easy for anyone to use it.
With Nintendo’s know-how of hospitality as well as of making people want to continue, we will encourage people to enjoy using it every day. As a result, a meaningful cycle will be established aiming to improve people’s QOL. These are the basic elements of our QOL improvement platform.

A total of 125 years have passed since Nintendo started its business as a Japanese Hanafuda playing cards manufacturer. By believing that putting smiles on people’s faces is the goal of entertainment, the company has continued to develop, manufacture and market many different products. The company has shown significant growth in markets overseas since 1983 by positioning dedicated video game platforms as its core business.
As I stated during our last Corporate Management Policy Briefing in January this year, we have redefined entertainment as something that “improves people’s QOL in enjoyable ways” and aim to broaden our business fields. As a part of this endeavor, we are now going to newly establish this QOL improvement platform.

When we say, “platform,” so far it has meant what we have proposed to the public by way of integrated video game hardware and exclusive software. When it comes to the new QOL improvement platform:

The definition of “platform” will be expanded as you can see on this slide.

When we look at the prevalence of smart devices today, if we can use them to help visually represent sleep and fatigue status, it would be a waste not to make use of them to, for example, check the status or offer service to users. Needless to say, it would also be possible to use dedicated video game systems that could help to improve QOL. As with the definition of entertainment, Nintendo is willing to expand the definition of “platform” without being bound by traditional thinking.

Source

This information comes from Nintendo president Satoru Iwata…

Also, we will be implementing what we call a “pre-download” system with “Super Smash Bros. for Wii U” that will be released at the end of this year.

The “pre-download” system is a system in which consumers who have purchased the game before its release can download most of the game content in advance. Using this system, consumers will not have to wait for a long time to download the game after its release. They will then be able to start playing the game by only downloading a requisite minimum amount of update data.

In addition to the automatic distribution system at the time of purchase, which I have just explained, the “pre-download” system will be available with download cards sold at stores as well, by entering the download code at Nintendo e-Shop in advance. Consumers will not be required to save the download card until the release of the game if they enter the download code on the day of purchase.

This system will be implemented on Wii U first, and is planned for Nintendo 3DS next year.

As I have mentioned today, we are working on various approaches to make the digital business more user-friendly by providing a variety of payment methods, expanding distribution channels and enhancing consumer convenience.

Source


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