Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Professor Clayton

Pages: [1] 2 3 ... 5

The reason for splitting Zelda/Sheik and Samus/Zero Suit Samus into separate character slots? 3DS wasn't up to it.

Super Smash Bros. director Masahiro Sakurai revealed in a recent interview with Famitsu that limitations in the capabilities of the 3DS hardware prevented the inclusion of characters who transform into alter egos with completely different appearances and move sets.

That's why Zelda and Sheik now occupy two discrete character slots in the 3DS and Wii U Smash Bros. games, and the same holds true for Samus and Zero Suit Samus. In previous series entries players using these fighters could switch from one form to the other mid-match, and Sakurai was asked to explain the reason for the change.

"It’s basically due to the 3DS’s limitations,” he responded. "“It was impossible to have both characters exist together [as one] on 3DS." Sakurai seemed to think, however, that the change might be for the best, as he postulated that "reaching that limit can sometimes lead in good directions. Transforming characters had the drawback of ambiguous tactics and such, and I believe that they have become more fresh now."

This isn't the first time we've heard that the 3DS's relative lack of power has affected the series' newest entries.  For instance, it was revealed not so long ago that Ice Climbers, veterans of the last two Smash entries, were cut from the roster of the new titles because the development team couldn't get them running properly on the handheld. Another recent Sakurai quote revealed that the Circle Pad Pro doesn't work with the game because it is already pushing the portable system to its limits.

TalkBack / Rive Confirmed for Wii U eShop Release
« on: September 29, 2014, 08:20:55 AM »

Two Tribes' 2D shooter / platformer will come to Nintendo hardware after all.

Two Tribes has confirmed that its "metal wrecking, robot hacking shooter" Rive will be available to Wii U owners via the eShop.

When the game was announced back in July, a Wii U version was considered a "definite possibility," but developer Two Tribes remained noncommittal on the issue. Now, after having to "sort some things out behind the scenes," they can confirm that Rive will arrive on Nintendo's platform. Two Tribes will be handling the Wii U and Steam releases of the title themselves, though another developer will help port it to PS4 and Xbox One.

Rive is described by the developers as "a 2D shooter / platformer with old school gaming values in a decidedly new school execution." The game is being produced using the Toki Tori 2+ engine. Though it's aiming for an early 2015 release, we've already gone hands-on with the title. Check out our thoughts here.


The big news came via the first Nintendo Direct Australia.

The recently unveiled New 3DS and New 3DS XL models are set for release in Australia and New Zealand on November 21, as revealed in a surprise Nintendo Direct tailored just for fans in those territories.

The Direct details the same enhancements touted when the New 3DS line was introduced for Japanese release, including the C Stick, improved 3D viewing angles through Super Stable 3D functionality, NFC capability, and additional processing power leading to increased graphical output and download speeds.

The hardware models shown in the Direct were the same as those presented in the New 3DS line's Japanese debut, with the standard New 3DS being a white system customizable via separately-purchased cover plates priced at $17.95. The XL is available in blue or black and is not customizable. The New 3DS will launch at $219.95, while the New 3DS XL will carry a $249.95 price tag.

Xenoblade Chronicles was announced for Japan as the first game to take advantage of the New 3DS line's improved specs and thus was revealed as the first exclusive for the new hardware. The game is slated to come to Australia and New Zealand in 2015.

While some might point to this news as evidence that New 3DS hardware will come to other western territories sooner rather than later, don't get your hopes up. The Direct's host, Nintendo Australia Managing Director Tom Enoki, was clear that there are no plans to release these systems in North America or Europe in 2014.

For more info on the New 3DS models, check out the Direct in its entirety below.

TalkBack / Super Smash Bros. for 3DS Sells Over a Million Copies in Japan
« on: September 16, 2014, 08:56:48 AM »

The series' first handheld entry is already a smashing success.

Nintendo has announced first-week sales for the Japanese release of Super Smash Bros. for the 3DS have surpassed 1 million units. The game officially hit store shelves on Saturday, September 13, meaning this sales milestone was reached in roughly four days of availability. These figures take into account both retail and digital purchases.

The 3DS version of Smash Bros. now takes its place alongside Pokémon X & Y, Monster Hunter 4 and Yokai Watch 2 as the only Japanese game releases to boast week one sales of over a million copies.

Super Smash Bros. for 3DS comes to American and European audiences on October 3, with an Australian release on October 4. In the meantime, those starving for Smash tidbits can check out our Smash Diary for ongoing musings on the Japanese version of the game.

TalkBack / Watch Dogs Confirmed for November Release on Wii U
« on: September 10, 2014, 10:54:11 PM »

Ubisoft’s latest big budget IP is finally set to launch on Nintendo hardware.

Watch Dogs is coming to Wii U on November 18 in North America and November 21 in Europe, publisher Ubisoft has confirmed.

The game was released on other platforms in May of this year. The Wii U version was originally expected to ship alongside those, but a February announcement revealed that its appearance on Nintendo hardware had been delayed indefinitely.

Watch Dogs arrives on Wii U bearing key enhancements tailored to the system, such as an interactive map displayed via the GamePad and the option for Off-TV Play. Ubisoft Bucharest developed this build of the game in partnership with Ubisoft Montreal.

For those unfamiliar with Watch Dogs, it's an open-world action-adventure title set in a fictionalized Chicago. The plot follows a hacker's quest for revenge and justice after the death of his niece, and the key gameplay hook revolves around using the main character's hacking skills to manipulate or interact with aspects of the game world.

With Ubisoft skipping out on bringing new Assassin’s Creed content to Wii U this year, Watch Dogs is slated to be the only “mature” title coming from the publisher anytime soon.

TalkBack / To Reality and Beyond: Nintendo’s 1994 Steps Toward Next-Gen
« on: September 10, 2014, 06:37:59 AM »

Following the breadcrumbs from Project Reality to Nintendo Ultra 64 back in ‘94.

The Super NES was really hitting its stride in 1994. Fantastic first-party titles like Super Metroid and Donkey Kong Country joined thrilling third-party classics such as Final Fantasy III and Mega Man X over the course of the year. There wasn’t any inherent reason to be displeased with the state of Nintendo’s 16-bit system.

However, as Sega locked itself firmly into legitimacy as a fierce competitor for mind and market share, a host of additional companies began lining up at the gates bearing technologically superior next-gen systems. Sony, Atari, and 3DO were just a few of the companies looking to make a splash in the increasingly lucrative and penetrable video game industry.

And so, throughout ‘94, Nintendo dropped a series of breadcrumbs to build anticipation for its next home console. As a young fan during this time period, I can testify that it was fascinating to pick up these little tidbits as the months rolled by, my imagination prodded to further dream about what my favorite video game company could do with even more advanced technology. With each new piece of info, a more concrete vision of the future came into view.


Going into the year, it was already known that Nintendo was partnering with Silicon Graphics, Inc. (SGI) to create a new system. The endeavor was known as Project Reality, and Nintendo was saying it would churn out “super realistic 3-D graphics and CD quality audio.” They also boasted that they would “skip a generation” by leapfrogging past 32-bit to 64-bit and thus would be the first “true 64-bit” console.

Keep in mind that SGI was known for producing high-end computer graphics workstations used for some of cinema’s most cutting-edge special effects up to that period, including Jurassic Park and Terminator 2. Meanwhile, home consoles were just testing the waters of polygonal 3D graphics and the now-quaint aesthetics of games like Star Fox and Virtua Fighter seemed mind-blowing at the time.

Nintendo had already claimed they could deliver this advanced tech to consumers for $250 at the most, blatantly contrasting its forthcoming hardware with predicted $500+ price points for competing 32-bit systems. Its next move was to confirm in early 1994 that Project Reality’s games would be delivered via a cartridge-based format. The company elected to eschew CD-ROMs ostensibly due to slow data retrieval (read: load times) and the comparably high price of CD-ROM drives, though behind the scenes there were also distribution and manufacturing control issues at play.

In the end, though, all this tech talk was a bit esoteric for a young kid to follow. So things became a bit more concrete to my young mind when info regarding actual games began to emerge. Of course, one might have expected early news on this front to focus on, say, a new next-gen Mario title -- after all, the groundbreaking game that eventually sold the Nintendo 64 was just that. But Nintendo was in a different mind-set, and their approach to Project Reality software was fascinating.

The first game announced for the system was Killer Instinct, an arcade fighting game developed by Rare and published in a joint venture by Williams and Nintendo. The game was to be released first as an arcade machine running on Project Reality hardware and would eventually be a title for the home console upon its release.

Think about it this way: fighting games were sort of the genre du jour for “hardcore” and “mature” players at the time. Mortal Kombat had been a hugely controversial title for Nintendo and a catalyst for some of its decline in mind and market share due to their handling of the game’s ultra-violence.

Yet here was KI, a western-developed fighting game co-published with the Mortal Kombat people, drenched in blood, steeped in ‘90s “cool,” and sporting impressively futuristic visuals. In so many ways, the announcement of Killer Instinct as the first Project Reality game would be like the modern-day Big N announcing a new home system with its first title as a hardcore first-person shooter with boundary-pushing graphics made in partnership with Activision. To be frank, it was all strangely captivating for a teenager embroiled in arguments about Sega being cooler than Nintendo.

Roughly mid-way through the year, Project Reality became a bit more real when it got an official name: Ultra 64. More games were announced, including the arcade racer Cruis’n USA (another title under Nintendo’s partnership with Williams) and an Acclaim-published Turok game that turned out to be a first-person shooter. Lemmings developer DMA Design (now Rockstar North!) and Texas-based Paradigm Simulation signed on to develop for the system. I didn’t notice back in the day that these were all western developers.

Nintendo maintained that the Ultra 64 would hit retail shelves in late 1995, and that didn’t happen. In reality, we know how everything turned out with the system: it got pushed back to a 1996 release, was rebranded as Nintendo 64, and shipped with a groundbreaking analog controller used to control the innovative and system-selling Super Mario 64.

But for a brief period in the latter half of 1994, we got what were essentially being hailed as paid demos for the Ultra 64 in the form of arcade cabinets for Killer Instinct and Cruis’n USA. These games would supposedly be arcade-perfect when they released on Ultra 64, though ultimately it turned out they weren’t even running on that system’s hardware.

Nevertheless, these titles were the first new arcade games associated with Nintendo to come out since the mid-’80s. Considering the company’s arcade heritage with Donkey Kong as its springboard to success, this is rather amazing. And here were two games so western-focused, so different from the output Nintendo was becoming increasingly known for at the time. It felt like anything could happen with the Ultra 64. Not necessarily in a good or bad way, but it felt like the company was searching for something.

When the Nintendo 64 finally came out in 1996, its draw was arguably far different from what Nintendo was selling two years prior. But in that moment in ‘94, the horizon was unclear and Nintendo was only beginning to define its coming identity. As a young fan, it was a fascinating thing to watch the future slowly came into focus during one of the company’s more experimental periods.

TalkBack / Re: Professor Layton vs. Phoenix Wright: Ace Attorney Review
« on: August 30, 2014, 11:15:44 PM »
As an addendum to the review, here's a word of caution prompted by prompted by broodwars' comment:

It kinda goes without saying, but I really feel that this game is made for the fan who appreciates both series. If you have a distaste for either Layton or Ace Attorney, you're going to be repulsed by half the game. And I could be wrong, but I don't think there's much here to sway those who have already made up their minds.

TalkBack / Professor Layton vs. Phoenix Wright: Ace Attorney Review
« on: August 30, 2014, 03:35:00 PM »

The long-awaited meeting of these two true gentlemen does not disappoint.

Professor Layton vs. Phoenix Wright: Ace Attorney attempts the tricky task of melding the styles of two long-running series known for their personality-packed, story-driven presentations and well-defined, unique gameplay hooks. With this collaborative effort, Layton developer Level-5 and Ace Attorney creator Capcom prove that every puzzle does indeed have an answer by delivering an experience that’s none too objectionable.

The Layton and Ace Attorney franchises share much common ground: mystery-driven plots, a heavy emphasis on logic, and strong doses of whimsy, to name a few. It’s those many aspects of this game’s source material that allow the crossover to make sense in a fundamental way. The developers do an admirable job of focusing on these shared characteristics to ground things so that the back-and-forth emphasis on, say, Layton-style puzzle-solving and Ace Attorney-style trials feels a bit less jarring than it could have in less skilled hands.


For the most part, though, the gameplay is a piecemeal affair, with its various segments coming directly from one series at a time. There are drawn-out chapters focusing on trials in the style of Phoenix Wright and extended exploration-based chapters which feature navigation, conversation, and puzzle-solving straight out of a Layton game. I won’t say these styles never intermingle, but when they do it’s presented more as a special occasion.

From a gameplay perspective, the trial sections feel much like any other Ace Attorney game, and though spiced-up cross-examinations with several simultaneous witnesses make things feel a bit fresher, they can also lead to a bit of confusion in certain instances. In general there is, at times, a bit of clunkiness inherent in Ace Attorney games that comes from a disconnect between what the player can see and what the character understands in any given situation. This can result in either getting stuck or receiving a penalty that feels unfair. In this game, at least the former problem is a bit mitigated by the hint coin system. Employing hints feels like something of a silver bullet, so this doesn’t solve the problem in a particularly organic way, but it’s a start. Having played Dual Destinies recently, I also found I missed the useful ability to review the conversation history at any time.


The Layton-style gameplay is subtly improved by key tweaks, such as a streamlined navigation system and screen-by-screen checklist of remaining hidden coins and puzzles. I also appreciated the continuation and furthered emphasis on a trend that the series has embraced more and more over the years: organic puzzle integration in which given puzzles actually represent substantive interactions with the game world. Not all the puzzles fall into this category, but a large enough percentage of them do that it was noticeable and welcome.

However, there is a double-edged sword in the puzzle selection. While they are generally well-designed, enjoyable, and varied enough to please, they feel a bit on the easy side. This isn’t strictly a bad thing, but considering the modest number of puzzles on offer (I found a meager 70 in my playthrough), the lack of significant challenge in the few on tap was a bit disappointing. While this does make the game a bit breezier, it also minimizes the feeling of accomplishment in some of the late game moments, making things feel a tad less epic in the climax from a gameplay perspective.

To be frank, though, if you’re a fan of the Layton or Wright series, you likely understand how integral the story and presentation are to their awesomeness. It’s in those areas that this game most satisfyingly shines, and the use of hint coins during trials coupled with the toned-down puzzle difficulty results in an increased emphasis on those strengths.

In many ways the overall setting and story feel like a Layton game that Phoenix Wright and Maya Fey were dropped into, but the way the Ace Attorney characters, interactions, and humor are handled is so well done that it simply works. The game captures each series’ signature personalities and quirks with aplomb, and seeing them bounce off each other never really gets old. Many of the minor ancillary characters are really well done, as well, which of course is a trademark of both series. This game packs more personality into random townsfolk than many games put into central characters.

The audiovisual presentation is generally of exceptional quality, with a handful of qualifiers. The character models look really nice, especially in regards to the more prominent characters, though not as good as the latest releases in their respective series. Most of the animations are also well-done, though oddly some of Phoenix Wright's animations seem a little off. There’s also a bit of a framerate issue in a small handful of scenarios, though it’s not a significant problem. The backgrounds, puzzles, and UI are all aesthetically pleasing.

While the music is good and riffs nicely on Layton and Wright’s signature compositions, the voice acting presents a few nagging concerns. Most glaringly, Phoenix Wright and Maya Fey’s voice actors are not quite up to par, especially in comparison to charming performances from the other main duo. Layton’s portrayal is as gentlemanly as ever, and though it is a bit jarring to hear Luke voiced by the longtime voice actor from the European releases of the Professor Layton series for some reason, she does a good job with the role.


The story pulls everything together, capturing all the mystery, outlandishness, and pathos that fans of both series have come to expect. I found it thought-provoking and touching, which is pretty typical of my reactions to both series’ previous entries, as well as writer/director Shu Takumi’s last game, Ghost Trick. Its final chapters may not satisfy everyone, but it feels genuine and fits well with the established styles of the Layton and Ace Attorney series.

In the end, there’s a magical quality to this game’s blend of ingredients that makes some of its minor faults seem insignificant. The undeniable charm of its presentation, thoughtful and ever-winding story, and joyous personality on display here are interwoven with threads from two outstanding series. Your mileage may vary based upon your feelings about the source material. But if you, like me, are smitten with both, then this crossover will inevitably put a smile on your face again and again over its 30 or so hours. Professor Layton vs. Phoenix Wright is a truly worthy celebration of two fantastic franchises.

TalkBack / 'Surprising' Pokémon Announcement Coming August 26
« on: August 20, 2014, 10:25:20 AM »

The mysterious new project will be announced via live stream in conjunction with Famitsu.

A "surprising" new Pokémon project is set to be revealed Tuesday, August 26, at 10 p.m. JST live via stream on Niconico, according to a post on the Japanese version of the official Pokémon site.

The announcement will be made in conjunction with Japanese video game publication Famitsu. Pokémon Company President and CEO Tsunekazu Ishihara will appear on the stream along with Nobuhiko Okamoto and Aoi Yuuki, two voice actors from the anime. In addition, two mystery guests are scheduled to appear. Ayana Tsubaki & Bunbun-maru are set to host the proceedings.

It is unknown at this juncture what sort of medium this project is tied to, be it video game, manga, anime, etc. Speculation is already running rampant that it could relate to various rumored projects, such as Pokkén Fighters. Find out live by watching the stream here when the time comes.


Big John Games' second 3DS release of the summer will soon let players take the fight to the Thorions once more.

Thorium Wars: Attack of the Skyfighter is set for a release on the 3DS eShop on August 28 with a $7.99 price tag. The game follows hot on the heels of developer Big John Games' last release, July's well-received Strike Force Foxx.

This new game is a sequel to the 2009 DSiWare game Thorium Wars, and it features some seemingly Star Fox-esque gameplay in which players pilot one of three space ships to battle the returning threat of the Thorions, a "race of fearless war machines." Three difficulty levels are available to players, with a medal system rewarding skilled level completions.

Get pumped for the game by checking out the new trailer below.

TalkBack / New Super Smash Bros. for 3DS Solo Mode Details Revealed
« on: August 13, 2014, 04:43:18 PM »

Classic mode features branching paths, several types of challenges, and a Kid Icarus: Uprising-style difficulty system.

The Super Smash Bros. official site has been updated with several new tidbits of info regarding Solo mode play in the 3DS version of the game.

The new entry's take on the series' traditional Classic mode will feature a sort of overworld map with branching paths. Players will stop at various points on their chosen paths to encounter a host of challenge types, such as one-on-one fights, team battles with CPU players, matches where players must defeat a series of opponents one after another or in groups, and more.

Winning Classic mode battles will yield rewards, from trophies to gold to new character customization parts. A sliding difficulty scale that appears to be borrowed from Sakurai's last game, Kid Icarus: Uprising, will determine how glorious the loot will be. Players will bet gold to tip the difficulty scale towards higher intensity levels and greater rewards.

The Stadium sub-mode also returns for this game, and so far it seems that Multi-Man Smash, Home-Run Contest, and the recently-unveiled Target Blast are the only options available. The one interesting thing to note is that the Stadium mode select screen seems to suggest that Multi-Man Smash may feature Mii Fighters instead of the faceless wireframe or polygonal combatants from previous games in the series, which could inject more personality into the experience.

It is currently unknown how much overlap there will be between the feature sets of the various modes in the handheld and console versions of the new Smash Bros. For now, many of the Solo mode details discussed here have only been specified for the 3DS version.

TalkBack / Meta Knight Confirmed for Upcoming Super Smash Bros. Titles
« on: August 13, 2014, 11:16:00 AM »

The Kirby series mainstay is officially joining the battle.

Meta Knight will be a playable combatant in the forthcoming Super Smash Bros. games for Wii U and 3DS.

The longtime Kirby series mainstay’s inclusion was confirmed via today’s official Miiverse post by Smash Bros. Director Masahiro Sakurai. A Battleship Halberd stage reminiscent of Meta Knight’s home stage from his Brawl debut was also revealed.

The character’s controversial mechanics and abilities, which many saw as overpowered in his first Smash Bros. outing, have been tweaked. Sakurai gave this brief rundown of the some of the changes: “Meta Knight's Up Special Move, Shuttle Loop, changed quite a bit in this game. The glide is gone, and the attack slashes opponents twice while spinning in a large loop. This has turned into a highly technical and effective move.”

With Meta Knight’s inclusion, the roster for the new Smash Bros. games has grown to include 37 character slots. The Wii U and 3DS versions of the game will share the same character list, so those who need to know the full roster will likely get the complete list once the 3DS version hits Japan on September 13. The 3DS version will roll out in western territories on October 3, while the Wii U version currently has a vague Holiday 2014 release planned.

TalkBack / Nintendo Pursued a Grim Fandango Remake Years Ago
« on: August 13, 2014, 11:14:05 AM »

Dan Adelman approached Tim Schafer to get the classic PC adventure game on Nintendo platforms.

Former Nintendo of America Digital Content and Development head Dan Adelman worked to get the 1998 LucasArts PC adventure game Grim Fandango on Nintendo platforms years ago.

Adelman revealed this info in a recent post on his account. He was asked, “Which were some games that you work really hard to get them on Nintendo's platforms, but for some reason at the end you couldn't?” He explains that he approached the game’s director, Tim Schafer, “about 7-8 years ago” regarding a remake of the game. Obviously the project never materialized.

However, at this year’s E3 it was revealed that a remastered version of the game would be coming to the PC and PlayStation platforms. Adelman expressed some jealousy over Sony’s success in reviving the game for its consoles. The likelihood of a Nintendo port for the remaster seems low considering that Sony has helped with its financing and development.

Adelman recently left Nintendo to go on his own in the indy scene. You can read more about his history with the company and current endeavors here.

TalkBack / Mario Kart 8 Update Coming August 27
« on: August 06, 2014, 10:49:37 AM »

Three Mercedes-Benz karts and minor improvements are on the way.

Mario Kart 8 will get a free update on August 27 bringing three new Mercedes-Benz karts and several additional tweaks to the game.

Karts modeled after classic Mercedes-Benz automobiles--specifically the Silver Arrow from the 1930s and 300 SL Roadster of the 1950s--will join the previously-announced kart based on the new 2014 GLA. All three of these new rides are compatible with the same wheels and gliders that players have already unlocked, though the GLA also has some exclusive special wheel options.

Nintendo and Mercedes-Benz will be hosting a Mercedes Cup worldwide tournament as well. Participation will require players to download the new Mercedes karts, but otherwise the tourney will be accessible in the normal manner. The competition will run from August 27 to September 23.

In addition to the new karts, the forthcoming update adds some less dramatic but quite welcome adjustments to the Mario Kart 8 experience. Here’s the rundown:

  • Drivers will now have the option to display the course map on the TV screen during races.
  • The order of the menu after each race will be changed to “Next Race”, followed by “Watch Highlight Reel."
  • The game will remember the most recent kart options that were selected, even if the Wii U system was powered down.
  • Users will be able to change options of other players’ Mario Kart TV downloaded highlight reels, such as changing the focus to different characters or actions.
  • A score screen will be added so players can see how many coins they’ve collected, the win-loss record of their online battles and their frequently used characters.
  • Improved the stability of the online connection to enhance user experience during online battles.

Finally, if you’re curious as to how the new karts will look in the game, check out the trailer below.


A key figure in bringing indies to Nintendo platforms goes indie himself.

Dan Adelman, Nintendo of America’s Head of Digital Content and Development, has left the company in order to work directly within the independent game scene he so vigorously championed at Nintendo.

Adelman was involved in the launches of both the original Xbox hardware and Xbox Live Arcade before setting up shop at NOA for 9 years, during which time he headed up the digital distribution strategy for WiiWare, DSiWare, 3DS eShop, and Wii U eShop. He helped bring well-received independent titles such as World of Goo, the BIT.TRIP series, and Cave Story to the Wii during the early days of the modern independent movement in video games. He has since been seen as a key figure in Nintendo’s evolving position in the indie games scene as the company continues to improve its policies and attract more independent developers to its platforms.

During his tenure, Adelman was a somewhat controversial figure, as well. In an interview with Kotaku following his departure, he spoke regarding the clash between Nintendo’s carefully-controlled PR messaging and his desire for straight talk. He was seven years deep into his run at the company before he was allowed to speak in an official capacity for them, and he later came under scrutiny for sending out tweets that weren’t in tow with the company line. He was eventually asked to discontinue Twitter use.

However, he notes that "there were a ton of policies that have been updated and improved" during his stay at Nintendo, from the abolishment of the policy mandating developer office space to a requirement that games sell a minimum number of units for developers to qualify for revenue sharing.

"There are a bunch of other business terms that were made much more favorable to developers," he mused. "I think a lot of those are covered under NDA, so I can't go into detail about them, but suffice it to say, it made Nintendo much more comparable, and in many cases, even more indie-friendly than other platforms."

His new endeavor is to serve as a sort of gun-for-hire to support indie developers’ projects using his unique and varied skill-set and knowledge, particularly on the business side of things.

“What I'm planning on doing is working directly with several indie game studios as their business guy – whatever that really means,” he told Kotaku.  “In the same way that a core dev studio needs a programmer, designer, artist, and sound person, I think there's also a need for a business person. It's definitely a different kind of role than the other ones, but it can be really critical, since one smart business decision can cut your costs in half or double your sales – and vice versa.”

His split with Nintendo was an amicable one. He says the eShop has been left in very capable hands, and he stressed that he was far from the only one supporting indies within the company.  “People at Nintendo don’t need to be reminded that indie games are important,” he said. “They play them every day. In fact, one of the reasons I decided to leave was that there were fewer and fewer new battles to wage.”

TalkBack / Bravely Default Has Sold 1 Million Units Worldwide
« on: July 29, 2014, 02:21:00 PM »

Square Enix’s 3DS JRPG is a bona fide sales hit.

Bravely Default, the 3DS role-playing game published by Square Enix, has sold a million units worldwide since first hitting Japanese store shelves back in October 2012, according to a report from Dengeki Online.

The sales figures take into account versions of the game across all territories and formats, including copies downloaded via the eShop. Japanese sales account for roughly 40% of the game’s total, meaning 600,000 copies have been sold in overseas markets so far.

Over a year after its Japanese launch, Bravely Default released in December 2013 in Europe and February 2014 in North America. It reportedly sold 200,000 units in its first few weeks of American availability.

A sequel, titled Bravely Second, has been announced by Square Enix. No release date is known yet, but you can find the game’s official site here.

TalkBack / Two Tribes Announces Rive for Early 2015 Release
« on: July 29, 2014, 04:02:24 PM »

The Toki Tori developer will deliver this new 2D shooter/platformer to “all current consoles.”

Developer Two Tribes has a announced its latest project, a 2D shooter/platformer titled Rive. The game is planned for an early 2015 release on PC and “all current consoles.”

It’s not confirmed to be coming to Wii U, though Two Tribes noted in a tweet that an eShop release on the platform is a “definite possibility.” A 3DS version is not in the cards, though. The developer said the handheld “can’t handle” the game.

Two Tribes is pitching Rive as a “metal wrecking, robot hacking shooter” with “old school gaming values in a decidedly new school execution.” Gameplay will consist of a mix of platforming and 360 degree shooting action, and players can affect the behavior of enemy robots through collecting and uploading “hacks.”

The game is being developed by a three-man core team using the Toki Tori 2+ engine. This will be Two Tribes' first release as a development studio since the company's "reboot," which ushered out the old Two Tribes B.V. development team. Tribes Publishing B.V. remains as the parent company, along with the two original founders. Two Tribes' most recent publishing output has revolved around porting other developers' games, including such Nintendo platform releases as Edge and Swords & Soldiers.

Rive is expected to be showcased at Gamescom next month, so more info will likely trickle in then. In the meantime, check out the announcement trailer below.

TalkBack / Renegade Kid's New 3DS eShop Game to Be Revealed August 4
« on: July 29, 2014, 12:39:00 PM »

The makers of Mutant Mudds and Moon Chronicles are up to something new.

Renegade Kid's latest project for the 3DS eShop will be unveiled Monday, August 4, exclusively via GoNintendo.

The development studio was responsible for one of the early indie success stories of the eShop, Mutant Mudds, along with a handful of other titles on the platform. Their most recent release was the initial installment in the ongoing episodic first-person shooter Moon Chronicles.

Prior to that, a May 4 tweet from the studio's co-founder and director, Jools Watsham, noted that the company was at work on a new 3DS project described as an "experimental 2D game” that “has pixels and stuff.” He also said development of the game was “part of the healing process” following the failure of Renegade Kid's Cult County crowd-funding initiative on Kickstarter.

TalkBack / The Swapper Coming to Wii U This November
« on: July 25, 2014, 05:46:35 PM »

Curve Studios is porting the well-received indie puzzle platformer to Nintendo’s system.

The Swapper, a highly-regarded 2D puzzle platformer created by Finland-based indie developer Facepalm games, is coming to Wii U.

Curve Studios, the developer of such titles as Fluidity and Stealth Inc. 2, is porting the game to Nintendo’s platform. Curve is also responsible for bringing the game to the PlayStation family of systems. The Swapper originally came out for PC in May 2013.

The game is about an astronaut stranded on a mysterious faraway space station. Gameplay revolves around an experimental device allowing users to clone themselves, with players able to swap control between the duplicates. The experience is heavy on atmosphere and exploration, with a unique art style resulting from the use of clay models and everyday materials in constructing the game’s look.

Kotaku reports that the Wii U version of the Swapper has been augmented a bit, resulting in a couple of control options tailored to play on the GamePad. Specifically, there will be a touch-only mode and “intuitive control-stick options,” with some of the puzzles having been slowed down down a bit in order to account for decreased reaction time due to using a control stick instead of a mouse.

The Wii U version of The Swapper is expected to come out in November.

TalkBack / Sheik, Ruto, and Darunia are Playable in Hyrule Warriors
« on: July 22, 2014, 09:40:02 AM »

A trio of Ocarina of Time representatives have been revealed for the game, along with the return of Golden Skulltulas.

Key Ocarina of Time cast members Sheik, Ruto, and Darunia have been confirmed by Famitsu as playable characters in the upcoming Wii U title, Hyrule Warriors.

Sheik, of course, is well-known as Zelda’s alter ego and has featured prominently in the Smash Bros. series, but these will be the first playable appearances for the other newly-confirmed battlers. Ruto is Ocarina of Time’s Princess of the Zoras, while Darunia is the leader of the Gorons. There are currently scant details regarding the characters’ weapons or unique play characteristics, though this info will likely roll out in the coming days.

There is a bit of news in the Famitsu article regarding the return of Golden Skulltulas as collectibles in the new game, though specifics regarding their acquisition or effects remain unknown.

Hyrule Warriors releases in Japan on August 14, then in Europe and America on September 19 and 26, respectively. Check out the latest Japanese gameplay trailer, featuring Link wielding the Power Gloves and Ball & Chain, below.

TalkBack / Nintendo Download - July 17, 2014
« on: July 18, 2014, 10:23:08 AM »

This week sees Strike Force Foxx, Comic Workshop, and Mr. Driller 2 alongside some choice sales.

There are only three game releases across Nintendo's digital storefronts this week. Strike Force Foxx for 3DS leads the pack with its solid arcade-inspired action, though the comic creation utility Comic Workshop looks promising for budding artists. Mr. Driller 2, the latest Game Boy Advance release on Wii U's Virtual Console, got a middling score back when we reviewed it in 2006, but perhaps it's aged well. In any event, there are some nice sales going on with discounts on well-regarded titles like SteamWorld Dig and Little Inferno, so it's a good week to pick up some gems you may have missed.

Wii U Virtual Console

Mr. Driller 2 - $6.99

Nintendo 3DS Downloads

Comic Workshop - $7.99

Strike Force Foxx - $4.99


Little Inferno for Wii U is $4.99 now through 9 a.m. PT on July 24.

SteamWorld Dig for 3DS is $4.49 now through 9 a.m. PT on July 31.

Snow Moto Racing 3D for 3DS is $3.99 now through 9 a.m. PT on Aug. 21.

Atlus games on 3DS, including Shin Megami Tensei IV and Shin Megami: Devil Summoner: Soul Hackers, will be discounted from 9 a.m. PT on July 21 through 9 a.m. PT on Aug. 4.


Next month’s issue of the Japanese magazine should be quite smashing.

Monthly Japanese publication CoroCoro says they’re featuring a list of all characters and stages for the upcoming 3DS version of Super Smash Bros. in next month’s issue, according to an ad on their website.

The issue in question is slated to come out on August 12, roughly a month prior to the game’s Japanese release date of September 13. The 3DS and Wii U versions of the game are said to feature the same character roster, so this reveal should apply to fans anticipating either. However, the list of stages is unique to each version, so some secrets will remain even if CoroCoro follows up on its promise.

There is some concern that the publication’s presentation won't be as revelatory as is implied, since many remember a similar promise made by CoroCoro prior to the release of Super Smash Bros. Brawl for the Wii. In that instance, it turned out that the character list they promoted showcased only characters that had already been unveiled via the daily updates from the Smash Bros. Dojo.

TalkBack / Theatrhythm May Continue Without Final Fantasy
« on: July 16, 2014, 01:07:27 PM »

The series’ producer says other Square Enix titles could get the Theatrhythm treatment.

The upcoming Theatrhythm Final Fantasy: Curtain Call may end the series’ reliance on Final Fantasy and allow for future rhythm titles based on other Square Enix franchises.

Theatrythym producer Ichiro Hazama revealed this and more in an interview with GameSpot. "This is just my own broad thinking, but we're probably going to draw the line on Final Fantasy,” he said. “This will be the last Theatrhythm featuring Final Fantasy. I'm thinking about other titles with music that we produce, we can do something with that."

Hazama noted that “nothing concrete [is] on the table yet.” However, there are many Square Enix properties boasting well-loved soundtracks that could merit a Theatrhythm-type experience, from Chrono Trigger to Dragon Quest to Kingdom Hearts and beyond.

TalkBack / Nintendo Clarifies Bayonetta Distribution Confusion
« on: July 13, 2014, 10:59:00 PM »

A company rep offers a thorough breakdown detailing how Bayonetta 2 buyers will get the first game for free. UPDATE: We now have new information direct from Nintendo to augment our original report.

UPDATE: We have received word direct from a Nintendo rep regarding this issue, and the information we now have presents a different take on how digital shoppers will go about getting Bayonetta 1 and 2.

Those getting the games from the eShop will need to make two separate purchases, but the price of both will equal the total for the retail combo version. Each may be bought independently from the other, though specific pricing for the two games has yet to be confirmed.

Our original report's assessment of how the packaged version will work remains accurate. To sum up, retail copies will contain two discs, one with the first Bayonetta and one with the sequel.

Original Story:

A Nintendo of America representative has cleared up the issue of how the first Bayonetta will be available to those who purchase the upcoming Bayonetta 2, as reported by GoNintendo.

Those who purchase the Wii U-exclusive sequel in packaged form will get a second disc in the box containing the first game. Digital buyers of Bayonetta 2 will get an automatic eShop discount allowing them to download the first game for free. It also works in reverse: buy the original Bayonetta digitally and get a free download discount for the sequel.

Bayonetta 2's inclusion of its predecessor was announced at E3 this year, and Nintendo's wording in regards to the promotion has led to some confusion up to this point. Now that it's cleared up, fans can get back to looking forward to playing the modified Bayonetta and its promising sequel this October.

TalkBack / Edmund McMillen: 3DS Binding of Isaac Still Possible
« on: July 13, 2014, 05:18:18 PM »

The designer of indie darlings Isaac and Super Meat Boy keeps hope alive.

Binding of Isaac is still not ruled out for a 3DS release in some form, according to a Tumblr post from the game’s designer, Edmund McMillen.

McMillen, also known for his work on Super Meat Boy and prominent role in Indie Game: The Movie, responded to a fan’s question of whether a 3DS version of Isaac had “definitively fallen off the monkey train of possibility” with a simple “no.” McMillen is currently working with Nicalis on a remake of the game titled Binding of Isaac: Rebirth, which features revamped 16-bit style graphics and greatly expanded content while retaining the Zelda-inspired, roguelike gameplay of the original.

McMillen made his desire for a 3DS version of the original Isaac clear in the past. However, back in 2012 reports surfaced that Nintendo had blocked the game from the platform due to “questionable religious content.” Currently, an entry from the FAQ section of the Rebirth official site states, “We want to release on 3DS, and will if given the option. Isaac currently goes against Nintendo’s publishing rules due to its religious aspects... but stuff might change, you never know.”

For now, the remake is on track for a release sometime this year on Steam, PlayStation 4, and PlayStation Vita.

Pages: [1] 2 3 ... 5