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Famitsu

It’s time for the latest Famitsu’s most wanted games chart! Final Fantasy XV, Bravely Second, Zelda: Majora’s Mask 3D, Dragon Quest Heroes, and Persona 5 are the new top five.

Head past the break for the full chart. All votes were cast between January 22 and January 28.

More Splatoon details

Posted on 9 years ago by (@NE_Brian) in News, Wii U | 13 Comments

Another round of Splatoon details have been translated from this week’s issue of Famitsu (thanks StreetsAhead). You’ll find them below.

-The interview is with producer Hisashi Nogami, who is known as the director of every Animal Crossing up to City Folk, and directors Yusuke Amano, who also directed NSMB2, and Tsubasa Sakaguchi, who was a character designer on Twilight Princess and art director on Nintendo Land.
-The Inkling city (where the plaza is) is known as ‘Highcolor/Haikara City’ in Japanese.
-The concept of two teams of four shooting ink in a turf battle has been there since the original prototype, even though the characters where tofu-like blocks at the time.
-They experimented with other team sizes, but found with more than four players felt like they had little effect on battles, and with less than four that they had too much responsibility.
-Killing/attacking opponents online to prevent them from painting ink is just one strategy to win. You get no points or advantage directly from doing so.
-Hero mode uses basically the same controls as online matches, so anyone with difficulty in the can use the hero mode to practice.
-Ideally, you’ll be matched with players of a similar rank to you (based off of experience points earned in matches). If not enough players, they’ll put you with people further away from your rank. If there’s only 8 players, you’ll be matched together.
-While online is focused on just painting the ground, hero mode focuses on using the ink to move forward.
-Amano says he wants you to be able to look at the map on the GamePad and see where needs to be worked on for your team.
-No way to directly communicate with people you’ve been randomly matched with. They will appear post-match in your Plaza, where you can check out their gear, weapons, and comment.
-They picked squids because they were the best at representing the gameplay present in the prototype.
-Music for stages is random. Possible that I’m misunderstanding, but each player will have a different song while playing.
-Music is designed to be the sort that would be popular with the young Inklings involved with the turf battles.
-Rather than making some huge number of stages, they want to create stages that feel different when you use different weapon combinations.
-You don’t earn money for gear in single player for balance reasons. Someone could grind money in hero mode and have their first online match with high level gear.
-In the final stages of development now.
-Aiming for, more or less, a simultaneous worldwide release.
-They plan on supporting the title post-release.

Source

Games featured in the gallery above: Hatsune Miku: Project Mirai DX, Langrisser 3DS, Splatoon, The Legend of Zelda: Majora’s Mask 3D, and The Seven Deadly Sins: Unjust Sin.

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New details regarding Splatoon have come out of this week’s issue of Famitsu. You’ll find the information in the summary below (thanks StreetsAhead):

-Team made up of lots of staff that worked on Wii U launch titles. Once they’d grasped the hardware, they wanted to create something innovative.
-Working on a local multiplayer mode in addition to online and Hero Mode
-Hero mode is predominantly a 3D platformer with heavy emphasis on human-squid transformations
-Random matching is done world wide, game tries to place you with players close to your skill level based on ratings
-Tried implementing a system whereby you could give orders to your team mates, but battles were too quick and hectic for them to be effective so they got rid of the feature
-Game won’t use CPU fighters; only once 8 human players have been found will a match start
-Having multiple modes with random matching would limit the number of players per mode, so all the focus is on the 4 vs. 4 for that
-No communication with players you are matched with
-They didn’t think of using Bloopers when they decided on squids (they apparently forgot they existed)
-No money can be earned in Hero Mode. Your points, as displayed at the end of the match, are turned into money and experience points.
-A lot of the music is written by Tooru Minegishi (who has worked on Zelda, Animal Crossing, and Super Mario)

Source 1, Source 2

Earlier today we found out about the new Langrisser game for 3DS thanks to Famitsu. A few more details about the project have now emerged, via the magazine’s interview with Soshi Saito. View them in our roundup below.

– Extreme wants to make games from the Masaya catalog available on the Virtual Console
– Extreme also wants to work with devs that share the same enthusiasm
– Extreme has been leaning more towards making games for consoles since they feel that smartphones can’t match the expressive powers of a dedicated game console
– This led to the development of the new Langrisser for the 3DS
– Extreme wants to bring back the excitement of Masaya’s brands (popular during the ‘90s)
– Extreme’s philosophy is to make games for videogame fans
– Extreme also considered Cho Aniki and Kaizou Choujin Shubibinman [the prequel to Shockman] but felt that Langrisser would be the best choice for a revival
– New Langrisser will be a little different from previous entries
– This is because Extreme felt it wouldn’t be good to keep things the way they used to be
– Extreme thought about asking Satoshi Urushihara (artist for the previous Langrisser games) to come on board, but went with Hiroshi Kaieda instead
– Idea was to do something new
– Saito is also a fan of Kaieda’s
– Extreme also initially thought about keeping the system exactly the same as the earlier Langrisser games, but that has changed as well

Source

This week’s Famitsu review scores are as follows:

Samurai Warriors 4-II (PS4/PS3/PSV) – 9/9/9/9
Lords of the Fallen (PS4) – 8/9/8/7
Hyakka Yakou (PSV) – 8/8/7/7
Ukiyo no Shish (PSV) – 7/7/8/7
Wooden Sen’Sey (Wii U) – 6/7/8/8
Another World: 20th Anniversary Edition (Wii U/3DS) – 7/7/8/6
The Seven Deadly Sins: Unjust Sin (3DS) – 7/7/7/7
Daitoshokan no Hitsujikai Library Party (PSV) – 7/7/7/7

This week we will se a 10 page spread in Famitsu featuring Splatoon.

It will include game details, as well as interviews with the producer (Nogami) and the directors (Amano and Sakaguchi)

Source1, Source2

It’s time for the latest Famitsu’s most wanted games chart! Final Fantasy XV, Dragon Quest Heroes, Bravely Second, Persona 5, and Theatrhythm Dragon Quest are the new top five.

Head past the break for the full chart. All votes were cast between January 15 and January 21.

Famitsu has a major feature on Xenoblade Chronicles X in this week’s issue. In addition to a new preview, the magazine shared an interview with director Tetsuya Takahashi.

One of the things Famitsu brings up is how Takahashi called the original Xenoblade “an orthodox RPG”, even though the field was huge and there were a number of different challenges. Takahashi says in response that the story of the original Xenoblade Chronicles “was one big thread so I think it was a linear game.” But in Xenoblade Chronicles X, “the story progresses in various directions as you finish quests which you get from different places.”

Famitsu next brings up the topic of loading. Takahashi confirms that players will be able to cross the huge world from one end to another without having to load data… for the most part anyway.

Rodea: The Sky Soldier was one of the games covered by Famitsu in a November issue. Looking through it again, something about the article caught our eye.

Famitsu’s article contains a chat with Yoshimi Yasuda, the president of Kadokawa Games. The magazine points out how the different versions of Rodea will finally be released after a long development period. To this, Yasuda says:

It took some time to deliver [Rodea] to everyone, but the Nintendo 3DS, Wii U and Wii versions were rebooted. I think that we can share some sort of notification of a overseas release in the near future, so overseas users please look forward to it.

Yasuda’s words certainly suggest that a localization announcement for Rodea is on the way. That’s extremely encouraging news!


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