Mega Man Legends 3’s voice work “was almost completed”
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, News | 9 Comments
Here’s a little bit of depressing news for you. Mega Man Legends 3, cancelled by Capcom back in 2011, nearly had its voice work finished.
Cup of Tea Productions was working with Capcom on the game’s voice recording portions. Interestingly enough, owner Danni Hunt told Siliconera in a recent interview that they were “almost completed.”
He said:
That was us though. It was almost completed. It was voiced. I can confirm it was almost completed.
Sonic & All-Stars Racing producer on wanting to represent Space Harrier, OutRun, and After Burner
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, News, Wii U | 7 Comments
4Gamer recently caught up with Sonic & All-Stars Racing Transformed producer Steve Lycett with the game having been released in Japan last month. We already heard that Lycett had hoped to include Ristar as a playable character, but as it turns out, this wasn’t the only franchise he hoped the game would represent.
Lycett stated:
From three big SEGA classics, I think, “Space Harrier”, “OutRun”, and “After Burner”. Because these three are so popular around the world, I was thinking I wanted to find a way for them to work somehow. For “After Burner”, since there is no emerging main character, both it an “OutRun” both got full courses. But unfortunately, “Space Harrier” only got a song in the soundtrack on one of the stages. Even though it wasn’t convenient to include the hero of “Space Harrier”, we just couldn’t abandon the recording.
Lycett continued by elaborating on his interest in featuring Space Harrier one day:
Well, the truth is, I wanted to include the running character riding the dragon. But I won’t give up! If I ever get the opportunity, I absolutely want to see this happen.
Mario Kart 8’s items “are the most balanced in the history of the series”, devs say
Posted on 10 years ago by Brian(@NE_Brian) in News, Wii U | 25 Comments
Mario Kart 8’s items “are the most balanced in the history of the series”, according to developers Hideki Konno and Kosuke Yabuki.
While speaking with GamesMaster about the Blue Shells, the two developers said:
Blue Shells provide a certain level of tension that helps maintain the excitement right up until the very end of a race. Of course we pay particular attention to balance. Through literally thousands of races, we’ve made numerous adjustments to get it just right. In our opinion, the items in Mario Kart 8 are the most balanced in the history of the series.
I’d have to agree with Konno and Yabuki here. With the amount of time I’ve put into Mario Kart 8 thus far, I definitely get the impression that the items are very balanced this time around, especially compared to some of the series’ previous entries.
Thanks to joclo for the tip.
More: Hideki Konno, interview, Kosuke Yabuki, Mario Kart 8
Mario Kart 8 director on being free of gravity restrictions, updating the classic courses, d-pad controls
Posted on 10 years ago by Brian(@NE_Brian) in News, Wii U | 0 comments
EDGE has put up its full interview with Mario Kart 8 director Kosuke Yabuki. We’ve already covered the most important bits, but additional comments regarding the game’s anti-gravity feature, updates for classic courses, and d-pad controls are now in as well. Head past the break for Yabuki’s words.
More: interview, Kosuke Yabuki, Mario Kart 8
Mario Kart 8 director on why the game lacks a track editor
Posted on 10 years ago by Brian(@NE_Brian) in News, Wii U | 5 Comments
It was nearly a couple of months ago that Nintendo’s Hideki Konno commented on why Mario Kart 8 lacks a track editor. Now the game’s director has weighed in as well.
While speaking with STACK, Kosuke Yabuki said:
You are referring to the tool that users can design the course freely, right? If so, we have decided to give it a pass this time. There are so many elements and features in Mario Kart 8 – in addition to ground, water and sky sections, there is now anti-gravity and it is required to design the tracks to utilise three dimensions. If we added a simple course editor, it wouldn’t be a very user friendly tool. When we develop a tool like this, we want to make sure it is easy to use for everyone, but in order to do so for a project like this, we would need many more innovations. It may come one day in the future.
More: interview, Kosuke Yabuki, Mario Kart 8
Konno and Yabuki on how F-Zero led to Mario Kart, struggling with anti-gravity in MK8, Sunshine Airport came from previous entry’s development
Posted on 10 years ago by Brian(@NE_Brian) in General Nintendo, News, Wii U | 4 Comments
IGN has put up some new comments from Nintendo producer Hideki Konno and Mario Kart 8 director Kosuke Yabuki. The two ended up sharing interesting bits about Mario Kart’s origins, the difficulty in implementing anti-gravity for Mario Kart 8, and how the racer’s Sunshine Airport course came about from a previous entry’s development.
Continue on below for a roundup of what’s included in IGN’s report, which you can find in full here.
More: Hideki Konno, interview, Kosuke Yabuki, Mario Kart 8, top
Mario Kart 8 director on the possibility of including characters outside of the Mario universe in future entries
Posted on 10 years ago by Brian(@NE_Brian) in News | 3 Comments
Each entry in the Mario Kart series has adapted a fairly safe approach with the character roster. That does make a fair bit amount of sense when you think about it, as this is “Mario Kart” we’re talking about!
Still, some fans have been interested in seeing Nintendo shake the roster up by including characters outside of the Mario universe. Mario Kart 8 director Kosuke Yabuki recently commented on the possibility in an interview with Nintendo Life, telling the website:
We’re always considering ways to make the Mario Kart games more appealing, but I don’t think that just increasing the number of characters would make the game better. Of course, I’m not ruling out the possibility of such an approach in the future though.
More: interview, Kosuke Yabuki, Mario Kart 8
Sonic & All-Stars Racing Transformed producer wanted to include Ristar on the roster
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, News, Wii U | 4 Comments
Sonic & All-Stars Racing Transformed finally reached Japan very recently. With the game’s arrival, 4Gamer caught up with a couple of the game’s developers, including executive producer Steve Lycett.
One of Lycett’s more interesting comments came about when 4Gamer mentioned how choosing the characters must have been tough. Lycett said in response:
Selecting the characters really was difficult. Basically, one of the premises we wanted to represent in the game was a correct balance between old and new IPs from SEGA. From such a wide range of material, as well as a balance between male and female, animals, and robots, I chose not to be biased.
Lycett followed up by discussing what the criteria was in selecting characters. While talking about this, he revealed how he originally wanted to include Ristar on the roster, but things sadly didn’t work out.
Another round of Hyrule Warriors details and dev comments
Posted on 10 years ago by Brian(@NE_Brian) in News, Wii U | 16 Comments
Even more Hyrule Warriors details and developer comments have come out of this week’s Famitsu. Once again, the information comes from producers Hisashi Koinuma and Yosuke Hayashi as well as Nintendo’s Eiji Aonuma.
Here’s the latest information from the magazine:
Koinuma on whether we’ll see a similar selection of wide-ranging characters…
“Out of all the playable characters [in Hyrule Warriors], there are some surprising characters that made us say ‘why did you pick this one?!’” added Zelda series producer Eiji Aonuma.
– Koinuma said Aonuma didn’t have any requests for certain characters to be included
– Tecmo Koei took care of most of this
– He also joked that Hyrule Warriors has so many characters, that his own staff would get mad at him if he were to ask them to do something similar
– Hayashia said characters can change their weapons and have a completely different fighting style
– Weapon enhancements and character growth systems included
– The Fire Rod-type item seen in the trailer isn’t from the Zelda series
– If a rod like that existed in The Legend of Zelda, we wouldn’t be able to use it in the same way
– Weapons and other important in Hyrule Warriors are acquired through treasure chests
– Hayashi also said that the iconic treasure chest opening animation has been prepared for all of the playable characters
“This is actually a very valuable scene [in The Legend of Zelda]. And this also applies to Hyrule Warriors.” – Aonuma
– According to Hayashi, The Legend of Zelda games have very high-quality boss fights, and if Tecmo Koei were to try emulating something similar, they wouldn’t stand a chance
– Bosses will instead have a Warriors touch by having instances where you’ll face a bunch of smaller enemies to charge up your meter, then unleash a special attack on the boss
– There will also be more Zelda-like features, such as strategically using items that can be found around stages to take on the boss
Message for the fans…
Koinuma: “We plan on having Hyrule Warriors’ first playable demo at E3 this year. With E3 being the opener, we’ll be releasing more and more new information afterwards, so please look forward to it!”
Hayashi: “After watching the trailer that will be shown at E3, it would make us happy to know that you guys will get a better idea of what we’re trying to do. We’ll sequentially reveal the other playable characters, so don’t miss it!”
Aonuma: “I believe it’s safe to say that this title was born as one of the answers from thinking of a new The Legend of Zelda game. By all means, we’d love to have as many people possible enjoy this game.”
HAL Laboratory very interested in making a fully 3D Kirby game
Posted on 10 years ago by Brian(@NE_Brian) in General Nintendo, News | 7 Comments
VG247 has published a new interview with Kirby Triple Deluxe director Shinya Kumazaki, HAL Laboratory managing director Yurie Hattori, and the team’s public relations staff Satoshi Ishida. One of the more interesting responses came about when Kumazaki and Hattori were asked about potential interest in making a fully 3D Kirby game somewhat like Super Mario Galaxy.
Both of the Kirby devs expressed significant interest in creating such a title, with Kumazaki stating that he believes “there are also more than a few users who’d appreciate being able to freely run around a sprawling map, fighting with copy abilities.” He also said, “I hope that one of our next challenges will be to produce a Kirby game in full 3D that still maintains the same depth of play our fans have come to expect.”
Check out Kumazaki and Hattori’s complete comments below.