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A New 3DS cover plate based on Xenoblade is coming to Japan. The one pictured above will be available on April 2, with pricing set at 2,000 yen. We’ll let you know if Nintendo makes a similar announcement for Europe.

xenoblade-new-3ds-cover-plate

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While speaking with Kotaku, The Legend of Zelda producer Eiji Aonuma discussed the character’s origins. View his comments below.

“I guess the heart of the character there is a little bit of a gag kind of feeling to it. The way the design of the character started is that we needed to think about how the character—the player—would get access to maps in this game. Of course, you could go with a situation where, as soon as he sees an area, you just open up your map and it fills in for you, but we wanted to do something a little bit different.

“So, we thought, what if you had to buy maps? Then suddenly we needed a character that you would be buying maps from. We ultimately ended up with a character here that had a little bit of humor to him that [came from] thinking of…’What sort of person would sell a map?’ And, well, we decided it would be the kind of person who makes a map. And the way that he makes a map is by floating through the air so that he can see the contours of the land and draw them.

Today, Atlus announced a final North American release date for Devil Survivor 2: Record Breaker. Fans in North America will be able to purchase the title starting on May 5.

Those who pre-order Devil Survivor 2: Record Breaker or pick it up near launch can receive a bonus soundtrack.

View a new trailer for Devil Survivor 2: Record Breaker below.

Source: Atlus PR

The latest Japanese hardware sales from Media Create are as follows:

New 3DS LL – 41,821
PS4 – 21,381
Vita – 10,901
New 3DS – 9,584
Wii U – 7,007
PS3 – 6,683
3DS LL – 4,126
3DS – 3,214
Vita TV – 588
Xbox One – 191

For comparison’s sake, here are the hardware numbers from last week:

New 3DS LL – 21,650
PS4 – 18,758
Vita – 10,013
New 3DS – 7,916
Wii U – 6,517
PS3 – 6,426
3DS LL – 3,084
3DS – 2,642
Vita TV – 560
Xbox One – 238

And here are the software charts:

1. [3DS] Zelda: Majora’s Mask 3D – 230,065 / NEW
2. [PS3] Samurai Warriors 4-II – 44,574 / NEW
3. [3DS] The Seven Deadly Sins: Unjust Sins – 33,270 / NEW
4. [3DS] Yo-Kai Watch 2: Shinuchi – 23,844 / 2,479,724
5. [PSV] Samurai Warriors 4-II – 23,519 / NEW
6. [PS4] Samurai Warriors 4-II – 22,468 / NEW
7. [PS3] Dragon Ball Xenoverse – 16,406 / 60,627
8. [3DS] Pokemon Omega Ruby/Alpha Sapphire – 12,922 / 2,513,921
9. [PS4] Dragon Ball Xenoverse – 12,513 / 47,203
10. [3DS] Super Smash Bros. for 3DS – 9,532 / 2,149,794
11. [3DS] Monster Hunter 4 Ultimate – 9,234 / 2,470,154
12. [PSV] Daitoshokan no Hitsujikai: Library Party – 8,950 / NEW
13. [PS3] Dark Souls II Scholar of the First Sin – 6,883 / 14,652
14. [PSV] Ukiyo no Roushi – 6,699 / NEW
15. [PS4] Far Cry 4 – 6,551 / 52,580
16. [WIU] Kirby and the Rainbow Curse – 6,258 / 58,267
17. [PSV] Hyakka Yakou – 6,235 / NEW
18. [WIU] Super Smash Bros. for Wii U – 6,118 / 587,913
19. [PS3] Far Cry 4 – 5,280 / 32,159
20. [3DS] Yo-Kai Watch 2 – 5,226 / 3,103,815

Well, this is certainly a huge deal. We now have confirmation that Nintendo is bringing the gold Mario to retail, and it will be a Walmart exclusive. That’s based on some promotional material found from the retailer.

News about a gold Mario amiibo first leaked out earlier this month. The same leak suggested that a silver Mario amiibo will be available at some point as well.

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Hyrule Warriors’ next piece of downloadable content has been dated for North America. According to the game’s official website, the “Boss Pack” is slated for March 12.

In case you missed yesterday’s Japanese news, here’s an overview as to what’s included:

Boss Challenge – Challenge yourself in relentless battles against giant bosses to unlock new costumes for Link, Zelda, and Lana.

Ganon’s Fury – Play as Ganon, rain chaos and destruction upon the battlefield, and unlock new costumes for Ganondorf and Cia.

Pricing for the Boss Pack is set at $2.99. It should be free to those who purchased the season pass.

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IGN’s full interview with Zelda producer Eiji Aonuma has now been published. Aonuma talked all about The Legend of Zelda: Majora’s Mask 3D, including why it took so long, changes made in the game, and more.

View some excerpts from the interview below. You’ll find IGN’s full article here.

Resident Evil: Revelations was initially a 3DS-only game. So it’s definitely a shame to see that the sequel, Resident Evil: Revelations 2, isn’t planned for the portable whatsoever.

Producer Michiteru Okabe explained to DigitalSpy why this is so:

“The original game was released on home consoles a little while after the 3DS. It was called the ‘Unveiled Edition’ in Japan but just Resident Evil Revelations for consoles in the West. That’s where our starting point for the sequel is in a sense, the versions that were already on home platforms. It’s partly a technical reason. We have our own custom engine called the MT Framework, and as the mobile and home console versions are quite different technically, given that we were taking the home console versions as a starting point, it just led somewhat naturally. We tried to release it on as many platforms as we could, and that later became a selection of current and next-gen Xbox and PlayStation platforms as well as PC, so that’s how we ended up with that.”

You may remember that Resident Evil: Revelations eventually came to consoles – like Wii U. But as is the case with 3DS, there are “no plans” to bring Revelations 2 to Nintendo’s console, according to Okabe.

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The Legend of Zelda: Majora’s Mask was developed in just one year. Since then, we’ve never seen a Zelda game made in such a short timespan.

Speaking with IGN, Zelda producer Eiji Aonuma talked about why we haven’t seen another Zelda game like Majora’s Mask, and why Nintendo hasn’t tried the one-year development cycle again.

Aonuma stated:

“It’s interesting, because there’s definitely this way that we talk about that sort of thing in development circles here in Japan. It’s often presented as a challenge to the developers themselves to accomplish something like that, because it can be very difficult to do. Since I’ve been in the role of producer, though, it’s not something that’s been presented to me as a challenge to take on very often. Sometimes I think about issuing it as a challenge to developers that I’m working with.

“When I think about the kinds of games that you’re describing, where you took the engine and you took some of the original assets and made a new game from that, you know, the kind of creation flow that we had for Majora’s Mask wasn’t limited just to those ideas. We also had to think about how we wanted to change the world, to take something kind of familiar and then warp it. I definitely like that sort of a challenge. I think it’s really fun to think about how you would take that sort of a game in a different direction. For me, in order to properly consider doing that again in the future, I think you really need a compelling topic or a theme with which to start.”

Aonuma ended his comments by stating that hitting the three ­day cycle of gameplay allowed the team to come up with different game experiences, starting from a concentrated bit of source material. This led to the creation of Majora’s Mask.

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