Image & Form: name for next SteamWorld game coming soon, why Dig 2 isn’t being made first
Posted on 11 years ago by Brian(@NE_Brian) in 3DS eShop, News | 0 comments
Image & Form should have news about the next SteamWorld game in the near future. CEO Brjánn Sigurgeirsson recently told CONSULGAMER that the project’s name will be revealed “quite soon”.
Sigurgeirsson also commented on why we’re not seeing SteamWorld Dig 2 next as opposed to a completely separate entry in the series. You can find all of his comments below.
I’m fortunate; I know what’s next for my team. Since December last year we’ve been working very hard on the next SteamWorld title. It’s not the next SteamWorld Dig game, it’s the next game that we’re putting out is in the SteamWorld universe. It’s the same type of characters that are the protagonists, they’re steam-driven robots, but the setting and the gameplay will be very different from SteamWorld Dig. The reason why we’re doing that instead of making SteamWorld Dig 2 is that we think that this game that we’re working on is just so much more excellent a game than I think we could make of SteamWorld Dig 2. Dig 2 will be fantastic as well, it will be bigger in every direction compared to Dig, and it has to be, since the only gripe that people have with SteamWorld Dig is that it’s kind of on the short side, but in between, before SteamWorld Dig 2 we are making this fantastic game, which is called SteamWorld “something,” we are going to announce the name quite soon, and we will keep you in the loop on that of course.
More: Image & Form, indie, interview, SteamWorld, SteamWorld Dig 2
Big Red Button talks more about Sonic Boom
Posted on 11 years ago by Brian(@NE_Brian) in 3DS, News, Wii U | 0 comments
Siliconera recently caught up with Bob Rafei, creative director and CEO of Big Red Button. Rafei discussed the various character characters in Sonic Boom, how Sonic Team reacted to the game, and more.
You can find a few excerpts from the interview below. The full thing can be read over at Siliconera.
Mega Man Legends 3’s voice work “was almost completed”
Posted on 11 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 11 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 11 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 11 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 11 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 11 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 11 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 11 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.