Nintendo gives a look at the Captured Chain Chomp in Super Mario Odyssey
Posted on 5 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
Using his new pal and hat Cappy, Mario can possess many objects in Super Mario Odyssey. We’re talking animals, enemies, regular humans, and so much more.
On its new UK Twitter account for the game, Nintendo offered a brief look at the Captured Chain Chomp. The GIF, posted below, shows how Mario can knock down walls.
Oh, look! It's a Captured Chain Chomp! Capturing a Chain Chomp gives you some significant firepower. Take that! #SuperMarioOdyssey pic.twitter.com/8teOedN5X0
— Super Mario UK (@SuperMario_UK) June 20, 2017
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Super Mario Odyssey early technical analysis
Posted on 5 years ago by Brian(@NE_Brian) in Switch, Videos | 14 Comments
Digital Foundry published an early technical analysis for Super Mario Odyssey based on the game’s appearance at E3. Things may change over the next few months leading up to release, but the new video offers a good idea as to what we can expect from the game.
The big thing for Super Mario Odyssey is that the game runs at a consistent 60 frames per second, for the most part. To manage that, Nintendo has implemented some interesting techniques.
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Super Mario Odyssey devs on Captain Toad, changes in kingdoms, elements for Mario 64 players, newcomer help, more
Posted on 5 years ago by Brian(@NE_Brian) in News, Switch | 6 Comments
Game Informer went live with a new Super Mario Odyssey interview today. The site spoke with director Kenta Motokura and producer Yoshiaki Koizumi to learn more about the game.
Various topics were discussed, including Captain Toad, how kingdoms change while you play, and help for newcomers. Also teased were elements that will make players who played Super Mario 64 “happy”. Koizumi weighed in on how he’s becoming more of a face for Nintendo lately.
We’ve picked out the interesting excerpts from the interview below. You can read the full discussion here.
Nintendo Minute – Super Mario Odyssey gameplay with developers at E3 2017
Posted on 5 years ago by Brian(@NE_Brian) in General Nintendo, Switch, Videos | 5 Comments
This week’s episode has gone live. In today’s video, Kit and Krysta play Super Mario Odyssey with a couple of its developers. Watch it below.
Super Mario Odyssey off-screen footage shows where to find Captain Toad in the game
Posted on 5 years ago by Andrew in Switch, Videos | 1 Comment
GameXplain has uploaded some off-screen footage of Super Mario Odyssey showing off where you can find Captain Toad in New Donk City. You can watch the footage below.
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Super Mario Odyssey co-op clip
Posted on 5 years ago by Brian(@NE_Brian) in Switch, Videos | 0 comments
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Super Mario Odyssey devs on the game’s positive E3 reception
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Super Mario Odyssey – Nintendo Treehouse: Live @ E3 2017 (first look at co-op)
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Co-op confirmed for Super Mario Odyssey
Posted on 5 years ago by Brian(@NE_Brian) in News, Switch | 11 Comments
Nintendo provided a first look at a new feature in Super Mario Odyssey during its Treehouse Live stream at E3 today. When the game ships in late October, two-player co-op will be included. One player will control Mario while the other controls Cappy. Super Mario Odyssey
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Miyamoto – Mario Odyssey not influenced by Zelda, letting Mario evolve, keeping old games alive
Posted on 5 years ago by Brian(@NE_Brian) in General Nintendo, News, Switch | 1 Comment
This information comes from Shigeru Miyamoto…
On whether Super Mario Odyssey was influenced by Zelda: Breath of the Wild…
Miyamoto: I think starting with myself, there is an underlying philosophy that goes across Nintendo. For example, the Mario team and the Zelda team are in two different places – one is in Kyoto, one is in Tokyo – so they don’t have direct communication. But the people who are leading that and organizing that have this underlying philosophy that they have a pretty direct connection with myself.
In terms of Breath of the Wild and Odyssey, honestly if we were to have waited until the success of Breath of the Wild to make Odyssey it would have been too late. So it’s not that they influenced each other. I think what I did with both teams was when I touched any of the prototypes or tests that they would bring me, I would try to make sure that it feels good, and that it feels good being in that world, and that’s what I did for both teams. That was my role.