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The folks over at Digital Foundry have decided to take a look at Bayonetta 2 on the Switch. The main takeaways are that the game runs in 720p both in docked and in undocked mode and that the visual fidelity seems to be identical in both modes. Docked mode has the edge in terms of framerate, getting close but not always quite reaching a steady 60 fps. The framerate is the most obvious improvement compared to the Wii U version, since the game doesn’t seem to have received many visual improvements otherwise. Check out Digital Foundry’s video below for their full analysis:

Nintendo has opened up the official Japanese website for the Switch ports of Bayonetta and Bayonetta 2; you can find it here. It offers no real new information, but it does have several new gameplay videos spread throughout the site, so check those out if you want to see what both games look like in action on the Switch. A currently empty “Movie” listing on the site also suggests that we might be getting a new trailer for both games soon.

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The Wonderful 101’s soundtrack will be leaving distribution by the end of the year, and the game’s director, Hideki Kamiya, has shared his personal picks for favorite tracks from the game. You can read his full thoughts and listen to sections of each song here.

While the full post is worth a read, a few of the highlights:

  • Many of the songs were fitting for the overall development, such as using the briefing music to get pumped for starting development, and one of the calmer themes from the end being helpful as they wrapped up
  • Two characters, Luka and Professor Shirogane, had their themes switched because Kamiya felt they fit better, and he even adjusted the characters slightly to better fit the themes
  • Certain tracks are reused because either development time was running thin or that it actually fit
  • One theme was changed from its original purpose because it was “way too epic to use for a measly mid-boss”
  • Some of the tracks were inspired by music or feelings from Okami, Viewtiful Joe, Resident Evil 2.
  • His final remarks on the End Credits are especially enlightening:

    This song was made at the very end of our development cycle (as I’m sure most ending credits songs are), so I remember passing certification and listening to this song while stumbling home, looking at the stars, feeling almost like an empty shell of a person, reflecting on how everything had finally ended.

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    Via their official blog, Platinum Games announced today that both volumes of the official The Wonderful 101 Original Soundtrack won’t be available on digital storefronts after December 31st. Platinum Games did not state a reason for this. Nonetheless, some key figures at Platinum Games took this chance to reminisce about the soundtrack. First up is director Hideki Kamiya:

    I’m sad to say that TW101’s soundtrack is being taken out of distribution. I hope, though, that this announcement reaches as many people as possible and introduces new fans to TW101 and its soundtrack. I’d like to apologize in advance to anyone who, years from now, finds out about TW101 and gets disappointed to see that its original soundtrack isn’t available.

    I’ve said this before, but if there’s one phrase that sums up TW101’s soundtrack, “hymns to heroism” would be it. As you’ve probably figured out if you’ve played TW101, I’ve loved superheroes ever since I was a kid. I’ve been blessed with several chances to make games about them throughout my career, even before TW101. But TW101 is the game where I really crammed in as much as I could of what makes heroes so appealing – both their aesthetics, and how they inspire us and give us something to aspire to – to capture what heroes mean to me.

    So of course we put special care into the background music that colors the game as well. Superheroes shoulder the burdens of the whole world, and they risk their lives to fight for those weaker than themselves. Their souls shine bright. We aimed to express this through a symphonic orchestral sound, and the result of all our composers’ hard work was a lot of brilliant music.

    The tracks appear on the soundtrack in the same order they’re used in the game, so you can experience the heroic story of the Wonderful Ones and their thrilling battles just by listening to it. This goes out to people who’ve played the game, of course, but also to people who haven’t played it yet: Please close your eyes and listen, imagining the heroes’ brief but tumultuous journey, and rally your own fighting spirit to Unite Up and face tomorrow.

    …And oh yeah, please share this announcement with everyone you can, because again, I’d love for it to reach as many people as possible. Let’s give everyone a chance to get this special soundtrack before it’s gone.

    Head past the break for a comment from Hiroshi Yamaguchi, the game’s composer:

    In a recent Nintendo Life interview with Joe Zieja, the voice of Fox McCloud in Star Fox Zero – The Battle Begins, we got to hear what it’s like working with Nintendo as a voice actor.

    On what it was like auditioning for the part, and the realization that he would be voicing none other than Fox McCloud himself, Zieja said:

    I auditioned for a code-named project and had absolutely no idea what it was. I didn’t even know it was anything big. The specs just described what they were looking for and asked that only talent in the LA area audition, so I did. I didn’t hear about it for weeks (and I do so many auditions a day that my mental health demands I fire-and-forget). Then one Saturday I get an NDA from Nintendo, and I think “oh, cool. I probably got Shopkeeper #5 in something or other.” Then the next email came with Fox’s picture on it and I lost my mind.

    Star Fox Zero seems to be flying pretty high, as it currently is the best selling game on Amazon. Hopefully this is a good sign for its sales in the future. If you haven’t backed up the squadron, you can still pre-order the game here.

    Thanks to Jonathan for the heads up!

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    The official Japanese website for Star Fox Zero has updated. Included in the update are Miyamoto’s Japanese interview, more shots of the SNES style Arwing, and the opening cutscene (in Japanese), which can be viewed below.

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    Some rumors regarding Star Fox Zero’s development have been floating around the internet lately, but since there was no credible source attached, we haven’t reported on them. This has now changed since Liam Robertson has weighed in on the rumors – he has an excellent track record and has proven to be a reliable source, making these rumors a lot more credible. Furthermore, Nintendo Life has followed up with Robertson and got some additional confirmation and comments from him.

    It seems that Star Fox Zero’s motion controls are causing some issues and might lead to the game not passing Nintendo of Europe’s Quality Assurance check. Robertson says that the Nintendo of Europe QA team is “concerned” about players’ reactions to the game’s fairly unusual and complex Gamepad motion controls. He also revealed to Nintendo Life that the team who was in charge of Mario Kart 8’s fairly unpopular Battle Mode (which didn’t feature dedicated courses, but rather took place on the regular race tracks) is in charge of Star Fox Zero’s multiplayer.  According to Robertson’s sources, the whole project feels “disjointed”. Because of these issues, another release date delay is supposedly possible.

    As always, take rumors like this with a grain of salt, even though we’re dealing with a reputable source here. Either way, we should hopefully hear official news about the game soon. Right now, it’s still scheduled to be released in April – if Nintendo decides to stick to that release date, they will likely start promoting the game soon. If a delay does indeed happen, it would also be in Nintendo’s best interest to announce it as early as possible. We will keep you posted.

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    Nintendo just released a statement revealing that the brand new Star Fox game that’s being jointly developed with Platinum Games has been postponed until 2016.

    Shigeru Miyamoto has left the following message regarding the delay below, which was posted on Facebook:

    A Message from Mr. Miyamoto Regarding Star Fox Zero

    I made a big decision last week.

    We have been developing Star Fox Zero for Wii U with the aim of releasing it this year. Although we felt that the development had been progressing well, we now believe that we will need a little more time to work on areas such as the unprecedented discovery that we want players to experience in the game by using two screens, and further polishing the level designs and perfecting the tone of the cut scenes. While we have already reached the stage where it would be technically possible to release the title in time for the year-end holiday season, we want to polish the game a bit more so that players will be able to more smoothly grasp the new style of play that we are proposing.

    To the people looking forward to the launch of the game this holiday season, I am very sorry.

    Star Fox Zero is going to bring new game play and experiences that take it far beyond the framework established by Star Fox 64. All the members of the development team are doing our best so that the final product will not betray your expectations. And the game will not be delayed for a very long time – we’re aiming to launch the game in Q1 2016. Please stay tuned for further announcements.

    It’s unfortunate to see this happen, as many of us have been excited to see the return of Star Fox. The game looks fantastic, but I suppose as Miyamoto himself has said in the past “A delayed game is eventually good, a rushed game is forever bad”. At least this will give us something to look forward to in the new year!

     

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