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Along with today’s screenshot, Sakurai passed along the following message on Miiverse:

This chubby guy is also Little Mac. Burn that fat!

The photos above come from Japanese site Inside Games, which show Nintendo’s new development studio in Kyoto. It’s said to be of roughly the same scale as the company’s headquarters.

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Nintendo Everything is introducing a brand new feature known as “Developer Musings”. For each entry, a few different Nintendo developers (usually between 3-5) will share their thoughts about a particular topic, ranging from developer-specific ones (like our first topic below) to more “light” subjects (such as their favorite Nintendo games).

We’re kicking things off today with three prominent developers you should recognize if you’ve been keeping up with the indie scene: Renegade Kid’s Jools Watsham, Gunman Clive creator Bertil Hörberg, and Yacht Club Games’ Sean Velasco.

For our first topic, we asked these trio of prominent developers about making game trailers. How do they decide on what elements to include in these videos? Which areas of the game do they choose to focus on? How do they decide on which gameplay features to showcase? How do they determine the amount of gameplay to include? These are just some of the questions we sought to gain insight on.

Head past the break for some thoughts from Watsham, Hörberg, and Velasco about creating game trailers.

Fuzzy Wuzzy Games’ Armillo has been delayed. The game, originally slated for March 24, is now moving back to May 12.

With the extra time, Fuzzy Wuzzy will enhance the quality of some of Armillo’s levels. Audio/visuals will also be polished, and any remaining bugs/issues will be addressed.

You can find Fuzzy Wuzzy Games’ full announcement below.

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Earlier today we shared a few tweets from Alex Ward. A message published the former Criterion co-founder suggested that he has no interest in supporting Wii U having just created his new company, Three Fields Entertainment.

Additional notes located on Ward’s Twitter account go into detail about the trouble launching Need for Speed: Most Wanted U back when he was with EA. As an example, Ward mentioned that the team working on the game flew to Nintendo “to personally demo a bid” in order to gain marketing support. “There was none,” he said. There were other issues as well, such as EA’s decision not to make Wanted U available in Europe at retail initially.

You’ll find all of the new relevant tweets above.

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Azure Striker Gunvolt is playable at BitSummit following its announcement today. Destructoid got some hands-on time with the game and shared a slew of details. You can find them rounded up below. Also be sure to check out Destructoid’s article here.

– Set in the near future
– New psychic power has appeared
– “Sumeragi” have emerged to make sense of these powers, taking to supervising those who posses it
– They’re actually running a concentration camp and holding experiments on captives
– Group known as “Feather” has risen up against them
– Gunvolt is given his first order to carry out
– High speed, high action 2D side-scrolling action adventure game
– Gunvolt is a 14-year-old boy
– Can control lightning
– Lightning works as a secondary weapon and a power-up
– Can wear down the enemy slowly with its power
– Tag up to 3 enemies to focus his primary gunfire from his Conductor Gun onto
– Gunfire is continuous with the button held
– For quick kills, a single enemy can be tagged three times with lightning to turn up the damage
– Charge can also disarm enemies, release traps, unlock doors, and more
– When not in use as a lock-on trigger, the stored charge can be used as a shield against enemy attacks
– Lightning power uses a gauge that depletes when used
– Recharges when dormant
– Successful gameplay involves keeping this power in check, using it when you need to to turn up attacks against enemies, but also setting enough aside to take care of other matters
– Lightning is also used in platforming
– Lightning allows Gunvolt to levitate
– Dash, jump, etc.
– Forest stage requires you to use lightning charges to force tree branches away to clear the way for platforming
– Swarms of insects appear to create a cloud that wipes across the screen
– This forces Gunvolt to use his lightning shield as a defense
– End of the stage has you fighting a multi-tiered flower boss
– Have to dodge slow floating pollen orbs while wall jumping
– When you have an opening against the boss, it’s best to mash a touchscreen button to use a saved special attack, sending a barrage of chains across the screen to kill it off
– Only 3 stages have been made so far
– Working with Nintendo to get the game finished quickly for Japan and North America

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Nintendo has provided a new look at yet another track in Mario Kart 8. Below, you’ll find a couple of new images featuring Bone Dry Dunes.


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VD-Dev has been keeping quiet about IronFall over the past few months, but that should be changing within a matter of weeks. The studio confirmed to us that a gameplay video will be released before April arrives.

VD-Dev also spoke with us about the extensive work it has been implementing in IronFall’s AI system. The team restarted its code from scratch because it wasn’t satisfied with the original version.

According to VD-Dev’s Fernando Velez, as a general rule, code is redone until they are completely satisfied “no matter how long it takes”. The second version of IronFall’s code should bring “AAA AI to the 3DS”.

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Along with today’s screenshot, Sakurai passed along the following message on Miiverse:

Here’s a new stage for the 3DS version: Tortimer Island! I’ve been here countless times to catch bugs.

What a beautiful day. On this stage, fighters are randomly placed on a different island layout every time they visit. Yar, come back anytime, will ye?


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