Pokemon GO not out in Japan yet due to lack of “server capacity”, Niantic targeting end of July
Posted on 8 years ago by Brian(@NE_Brian) in Mobile, News | 17 Comments
Pokemon GO has landed in more and more countries over the past few days. Japan, however, still has yet to receive it.
Speaking with Forbes, Niantic CEO John Hanke explained that the delay comes down to server capacity.
He said:
“At present, the server capacity in Japan is not powerful enough. We are working hard with our partners in Japan to enable the servers to keep up with demand once the game goes online there. We expect it to be released by the end of July.”
Forbes also has its own speculation about what’s going on, and says “other game watchers and those familiar with Japan’s network complexities are suggesting that mid-September looks more likely.” I don’t think they can afford to wait that long. We’ll see what happens!
More: interview, John Hanke, Niantic, Pokemon GO
Paper Mario: Color Splash producer on the humor, cards, level variety, art style
Posted on 8 years ago by Brian(@NE_Brian) in News, Wii U | 50 Comments
Paper Mario: Color Splash will have a big emphasis on story. Humor is a big part of that, as producer Risa Tabata told GameSpot.
She said:
“When we think of what we cannot do in a traditional Mario game, what we came to was, ‘Well, definitely humor.’ So we wanted to focus on humor as much as possible. All these different people got together in meetings room and basically very, very diligently and seriously thought of how we could do the stupidest, craziest things possible.”
Color Splash takes inspiration from the last game in the series, Sticker Star, through the use of cards. You’ll use cards in battle gathered throughout the adventure to take down enemies. They can also be painted to perform more powerful attacks.
Tabata said of the card variety:
“There are tons of different cards in the game. Obviously Mario is going to be throwing fireballs at some point. There’s kind of like a spring jump where you can actually jump a ton of different times on one end.”
Tabata also elaborated on the cards by saying that it’s possible to “open up more card slots, [and] the amount of paint you’re able to store in your hammer will expand.”
Something else fans can look forward to in Color Splash is variety. According to Tabata, levels will offer different types of challenges.
“We kind of focused on trying to have each course have a different feel. One course might be more focused on battle, but another course might focus more on puzzle-solving. There are definitely different places where you will need to have platforming skills.”
Lastly, Tabata had this to say on the game’s style:
“The artists spent a lot of time thinking like, ‘Maybe we can try this and it’ll look really like paper. Maybe we’ll have to do this to make it look like paper.’ The base of everything is made from cardboard and then on top of that you’re layering different types of paper.”
More: interview, Paper Mario: Color Splash, Risa Tabata, top
Video: 13AM Games talks Runbow Pocket, teases for the future, and more
Posted on 8 years ago by Brian(@NE_Brian) in New Nintendo 3DS, Videos | 0 comments
At E3 last month, NintenDaan was able to interview a couple of folks from 13AM Games: Dave Proctor and Alex Rushdy. You can watch the full discussion below as the two talk about Runbow Pocket, tease when we’ll hear about future announcements, and more.
More: 13AM Games, Alex Rushdy, Dave Proctor, indie, interview, Runbow
Zero Escape creator on origins and making Zero Time Dilemma, series as a whole, more
Posted on 8 years ago by Brian(@NE_Brian) in 3DS, News | 9 Comments
Around the time when Zero Time Dilemma was launching in Japan, Famitsu caught up with series creator Kotaro Uchikoshi about the new game. Uchikoshi spoke about how it came to be, the different aspects of gameplay, and even the ending (don’t worry, there’s only a bit on this and not much in the way of spoilers).
Since the interview was quite lengthy, we’ve opted to summarize the discussion. Continue on below for all of the important points.
The conclusion to the series, restarted to respond to enthusiastic requests from overseas fans
– When Uchikoshi joined Spike Chunsoft, the first title he worked on was 999, but at first it was planned to be a standalone game. Later on it received a “Platinum” from Famitsu reviews, as well as a good reception overseas, which was why there were talks of making its sequel only afterwards.
– They were making both the second and third games for the DS, but at that time (in 2010) the new generation handhelds 3DS and PlayStation Vita were announced.
– They wanted to work with the new systems, but considering they were developing two games at the same time, they didn’t have enough time and budget. In the end they decided to only make the second game (Virtue’s Last Reward) first, and waited to see its reception before deciding to continue the third game.
– Requests for another sequel after Virtue’s Last Reward were high, but most especially from overseas. Thanks to that, the company also gave a “Go” sign for the third game.
– When asked about the similarities and differences between Japanese and overseas fans:
Similarity: The elements they enjoy in the games may be actually the same.
Difference: Overseas fans have much enthusiasm. Uchikoshi thinks it’s because of a difference in history. Japan has had games in the same genre since long ago, such as Banshee’s Last Cry. On the other hand, the west’s first experience with such a genre was 999, so it felt very fresh to them, which was why the hype built up quickly. It also helps that games within the genre are still relatively rare in the west.
More: Aksys Games, Famitsu, interview, Kotaro Uchikoshi, Spike Chunsoft, top
Severed Wii U footage, dev interview
Posted on 8 years ago by Brian(@NE_Brian) in Videos, Wii U eShop | 3 Comments
During E3 last month, Guacamelee developer DrinkBox announced that they’ll be bringing its new game Severed to Wii U and 3DS next month. Nintendo World Report has now shared some footage from the console version. Watch 11 minutes of gameplay below, along with a developer interview.
More: DrinkBox Studios, indie, interview, Severed
Niantic on Pokemon GO – Masuda and Miyamoto’s involvement, regular updates planned, more
Posted on 8 years ago by Brian(@NE_Brian) in Mobile, News | 7 Comments
The Pokemon GO interviews continue. Niantic CEO John Hanke has once again been interviewed, this time by Game Informer. The site caught up with Hank to talk about various aspects surrounding Pokemon GO – from the project’s early days, through last week’s launch and the future. He commented on how much Junichi Masuda from Game Freak and Shigeru Miyamoto have been involved, the pace of updates, success thus far, and more.
We’ve rounded up the noteworthy comments from Hanke below. Head on over to Game Informer here for the full interview.
More: interview, John Hanke, Niantic, Pokemon GO, top
Niantic talks Pokemon GO – how it’s decided which Pokemon appear where, safety, more
Posted on 8 years ago by Brian(@NE_Brian) in Mobile, News | 13 Comments
A few hours ago, Mashable published a new article about Pokemon GO. The piece contains commentary from John Hanke, CEO of developer Niantic.
While speaking with the site, Hanke touched on topics like how it’s determined which Pokemon appear where, safety, and more. You can find these responses after the break. For more from Hanke, check out the original peice here.
More: interview, John Hanke, Niantic, Pokemon GO, top
Niantic talks about what’s to come for Pokemon GO
Posted on 8 years ago by Brian(@NE_Brian) in Mobile, News | 17 Comments
Pokemon GO only just came out a few days ago. Of course, new features will be added to the game over time.
One feature Niantic will be interested in bringing in the future is trading, which company CEO John Hanke acknowledged as a “core element.” It’ll tie into the app’s virtue of players interacting with each other in virtual and real worlds.
Aside from that, Tech Insider reports that other new elements planned include more ways to play with Pokestops and Gyms. Currently, Hanke stated that they’re only in Pokemon as “very most basic versions”, though in the future, it’ll be possible for players to “customize their functions in other ways.” Niantic is also working on a global leaderboard so that players can see who’s the top trainer.
That’s not all though. Improvements are also on the way for the AR technology. Hanke said what’s currently in the app is “great first step,” but there’s more they can do. Regarding Pokemon GO on dedicated AR devices, Hanke teased: “That may be a fun thing to take advantage of.”
More: interview, John Hanke, Niantic, Pokemon GO, top
Paper Mario: Color Splash producer believes the game’s story could make you cry
Posted on 8 years ago by Brian(@NE_Brian) in News, Wii U | 52 Comments
In E3 interviews, Paper Mario: Color Splash producer Risa Tabata has stressed the importance of story in this new title. That’s something Intelligent Systems is focusing on quite a bit, including the humor. Tabata also told Eurogamer that once you’ve completed the story, “you’ll probably cry.”
Miyamoto on development – making games special, uniqueness, controls, younger devs, more
Posted on 8 years ago by Brian(@NE_Brian) in General Nintendo, News | 122 Comments
A lot of the interviews with Shigeru Miyamoto coming out of E3 this year were very game specific – in particular focusing on Zelda: Breath of the Wild. That makes sense given how big of a title it is for the company, but Kotaku went in a bit of a different direction with its discussion.
While speaking with Miyamoto, the site wanted to find out how Nintendo makes games – what goes into making them special, what makes them unique, what their core is. Miyamoto also went in-depth with Bill Trinen on controls, and also talked about topics like sound effects and advice for younger developers. Of course, some talk about Zelda: Breath of the Wild was sprinkled in as well.
Head past the break for some interview excerpts. You can find the full talk here.