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Messages - Traveller

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401
TalkBack / Mario Kart 7 Likely Launching Early December in Australia
« on: October 19, 2011, 06:56:47 AM »

There is no confirmed date yet, but at least we have a better idea of when it will arrive.

http://www.nintendoworldreport.com/news/28126

Last weekend at the EB Games Expo, Nintendo PR rep Jamie Wilson revealed that Mario Kart 7 for the Nintendo 3DS will likely be launching in Australia sometime in early December.

The reasoning for this is that if Nintendo releases the game too close to Christmas, they will likely reduce sales due to parents having already finished buying gifts.


402
TalkBack / Australian Layton Release to Include London Life
« on: October 15, 2011, 02:46:09 AM »

Australians won't have to import to be able to play the bonus London Life RPG.

http://www.nintendoworldreport.com/news/28079

Nintendo Australia has confirmed that the AU release of Professor Layton and the Last Specter will not be taken from the European version of the game, as is generally the case with Australian releases. Instead Nintendo has chosen to bring across the U.S version for release, which means that the game will also include the bonus Layton RPG called London Life, which is said to be around 100 hours in length. Also, because the game is being taken from the U.S the name will not be changed to reflect the different European name, Spectre's Call.

It is still unclear why the European version of the game is omitting this extra feature of the game. The game will be released in Australia in December.


403
TalkBack / Re: Australian Connection Tour 2011
« on: October 12, 2011, 05:29:39 PM »
Considering they have done these type of things since 05 I doubt it. These aren't a new thing. That being said, the first one I went to for Mario's 20th anniversary was extremely awesome. Came away with a lot of swag, such as a Mario belt, shirt etc. They had a New Super Mario Bros DS comp, with one DS being displayed on a large screen.

404
TalkBack / Australian Connection Tour 2011
« on: October 12, 2011, 06:27:41 AM »

Nintendo has hit the road with a wealth of unreleased games.

http://www.nintendoworldreport.com/feature/28058

The time had finally come again for Nintendo Australia to hit the road and bring games to the eager masses at shopping centres around the country. This year was more exciting than the last couple, mainly because Nintendo was showing off new games that won’t be available for quite some time. The games that Nintendo showed included Zelda: Skyward Sword, Super Mario 3D Land, Mario Kart 7, Kid Icarus, Kirby's Return to Dreamland, Mystery Case Files and some of the recent releases such as Starfox 64 3D and Zelda: Ocarina of Time. There was also a Wii set up to play some old Zelda games like Ocarina of Time, Majoras Mask, and A Link to the Past.

Only an hour to go

I arrived at the location about an hour before it started in order to ensure that I was one of the first 125 there, which meant I would receive a special lanyard and possibly some other goodies that they usually hand out at these events. The line was already forming, and by the time they started letting people into the kiosk area the line had grown to be quite long. To begin with they were only letting in people bit by bit, with a 15 minute limit before they had to vacate the area to let more people in. There was a smaller area to the side though that you did not have to line up for. Eventually there was no time limit or line.

Where's Toad?

When I finally got inside the kiosk I went straight up and played a bit of Skyward Sword. I mainly was just getting used to the new controls and running around hitting enemies. Everything felt fairly good, but I was finding the pointer to be sluggish, which was probably due to the environment that I was playing it in. It didn’t take me too long to adjust to the new controls for sword fighting and switching items. I was somewhat annoyed by the fact that there is no roll function at all now, instead, Link will run when you press the A button. Up until I had played it, I was under the assumption that the new dash move was in addition to the standard roll. It’s not a big deal, and I know when I play it more I will not even think about it. The little tweaks and improvements to the gameplay, such as selecting/changing items and not having to stop and drink a potion are welcome changes though.

Finally trying out Zelda

The next game I played was Mario Kart 7. There is not a whole lot to discuss here, it’s Mario Kart, it’s great as usual. I observed that the game is very smooth. I also noticed that the first couple of times my kart was about to go underwater I felt as though I had taken a wrong turn just before I plunged into the depths and kept going. It was strange because I am so used to water being an instant end to where I was going. The gliding however was fun and felt very good, I think I enjoyed the gliding more than the new underwater stuff. The 3D effect wasn’t as impressive as I thought it may have been, somehow it felt shallow or flat and it wasn’t nearly as good as say Starfox or Ocarina of Time. I can see myself playing the game more in 2D than 3D, and I usually play 3DS with 3D on all the time. The game looks very fun though, and that’s what counts.

Super Mario 3D Land setup

Super Mario 3D Land was one of the games I was most looking forward to trying. I came away from it, not fully knowing if the game is going to end up being fantastic or just ok. The controls were fine, but I think the gameplay concept of merging 2D and 3D Mario is a mistake. From what I played the game isn’t as fun as either New Super Mario Bros, or either of the Galaxy games. Its mishmash of styles doesn't make the game more fun, and the stereoscopic 3D doesn't really help at all with allowing you pinpoint jumping accuracy. Nintendo are trying to appease fans of both types of Mario gameplay at once, and neither style is as good together as they are on their own. I am still looking forward to the finished product and seeing if there are any major changes. Maybe playing the levels from the start of the game will give a different impression.

3DS Area

Later in the afternoon the organizers held a couple of trivia rounds. Questions ranged from Zelda to Pokémon, and prizes were awarded for correct answers. The best prizes were some really cool Zelda themed T-Shirts, which sadly I wasn’t lucky enough to win. I did manage to get a Zelda Lanyard, and a cool Skyward Sword pin, which in a few years might be worth something.

Prizes!

The Connection Tour was once again a fun day out, made even better by the presence of the new games. The trivia and prizes were a fun distraction and I hope Nintendo does more of these tours next year, maybe even to promote the Wii U before it launches.


405
TalkBack / Re: 3DS Trailers Available Worldwide on eShop
« on: October 01, 2011, 11:19:29 PM »
Or..maybe..just maybe...use the nintendo video channel? Update it to support more files or something.

406
TalkBack / 3DS Trailers Available Worldwide on eShop
« on: October 01, 2011, 10:00:37 PM »

They can be downloaded right now!

http://www.nintendoworldreport.com/news/27977

3D trailers for various Nintendo 3DS games that were shown during Nintendo's conference last month, are now available for download on the North American, European, and Australian eShops.

The icon to enter the section with the trailers is featured on the front page, where it is labeled Nintendo 3DS Conference 2011 in the European and Australian shops and Upcoming Games Preview in the American one. The games that feature new trailers are Super Mario 3D Land, Mario Kart 7, Paper Mario, Mario Tennis, Luigi's Mansion 2, Animal Crossing and Kid Icarus: Uprising (the last one is not available in North America).

Icons for the trailers on the home screen also feature their own game-specific art. Previous trailers downloaded to the system used a generic icon. When viewing the trailer, an option to sign up for notifications is available on the lower screen.


407

Super Mario 3D Land will also be launching alongside Zelda, along with Mario Kart 7 in December.

http://www.nintendoworldreport.com/news/27970

UPDATE: Super Mario 3D Land will be launching on the same day as Zelda: Skyward Sword.

Nintendo Australia announced that Legend of Zelda: Skyward Sword, will be arriving in Australia on the 24th of November 2011.

Australians will be able to purchase either a standard copy of the game which, for a limited time, will include a CD featuring music from the Zelda 25th anniversary concert. The special bundle also adds the limited edition gold Wii Remote Plus.

The controller bundle will be priced at AU $119.95, with the standard copy being priced at AU $99.95.

Nintendo also confirmed that Super Mario 3D Land and Mario Kart 7 will be launching in December, but no specific dates have been given.


408
TalkBack / Darksiders II For Wii U to Feature Unique Control
« on: September 28, 2011, 02:51:53 AM »

Vigil Games wants to take advantage of the new controller.

http://www.nintendoworldreport.com/news/27946

Vigil Games, the development studio behind the Darksiders series, is working hard to ensure that the Wii U version of Darksiders II will not only reach visual parity with competing HD consoles, but will also feature a control setup unique to the platform.

Jay Fitzloff of Vigil games said on the subject, "In the end it'll have such a unique control set - we think it's the best we can make for Wii U, but will it be definitive? You tell us when it comes out!"


409
NWR Forums Discord / Re: James Jones Did This!
« on: September 26, 2011, 08:42:22 PM »




Forgot I took this, saw this when playing Captain America on DS. Looks like James did it.




410
TalkBack / Monster Hunter 3G Currently Japan Only
« on: September 14, 2011, 12:03:36 AM »

Monster Hunter fans in the west may have to wait awhile to get their fix on 3DS.

http://www.nintendoworldreport.com/news/27825

It has been confirmed by Capcom that the upgraded port of Monster Hunter Tri for the Nintendo 3DS, titled Monster Hunter 3G, is not currently planned for release outside of Japan where it is currently scheduled for a release later this year.

The game was the first to be shown in conjunction with the additional Circle Pad attachment for 3DS. It was officially announced as part of the Nintendo 3DS Conference along with Monster Hunter 4, also for 3DS.


411
Podcast Discussion / Re: Episode 258: Returning Champion
« on: September 13, 2011, 07:25:07 PM »
Also on the subject of how free Nintendo's downloadable services are. They are apparently somewhat more free than sony or microsofts. Companies no longer have to reach a certain sales threshold anymore either.

412
Podcast Discussion / Re: Episode 69: The End
« on: September 11, 2011, 06:26:40 AM »
And in the end, the love you take
Is equal to the love you make

413
TalkBack / Captain America: Super Soldier Review
« on: September 08, 2011, 02:55:04 PM »

Throw your shield Captain, before you die!

http://www.nintendoworldreport.com/review/27723

Captain America: Super Soldier for the Nintendo DS is a side-scrolling action game with some light platforming and puzzle elements to help break up the action.

Firstly, the story centers around Captain America infiltrating the HYDRA force’s base. It is told through dialogue-driven scenes as well as collected dossiers found throughout the levels, which help to flesh out what has been happening even more. The game features quite a lot of voiced scenes throughout, and is of a reasonable quality, both in terms of acting and sound.

The gameplay relies heavily on the beat 'em up angle, with lots of enemies that you must defeat in order to move forward. The Captain has some basic combos that can be used; you can throw your shield, do various punches and kicks, etc. It feels good when you throw the shield then manage to do a backflip over an enemy behind you, which the shield also hits on its way back to you.

The combat is fairly simplistic, and you can usually overcome the room of enemies by throwing your shield then finishing them off with some well-placed punches and kicks. While the Captain does have a bunch of melee moves at his disposal, you won't find yourself needing them a lot of the time unless you want to spice things up for yourself. Some of the bosses are tougher though, sometimes requiring you to deflect missiles, or perform jumps to dodge or hit different objects.

Throughout the game there are also some stealth-based levels, in which you must creep around dodging and taking out various security cameras and soldiers when they aren't looking. However, when trying to traverse through the minefield of cameras, the game doesn't always show you when something is just out of your current view, so making that jump onto the next ledge can sometimes land you right in view, which can be annoying. The Captain must also save soldiers that are being held hostage in the base, who are generally pretty easy to find. Levels also feature some basic switch puzzles that you must complete to move forward, along with some cool moments where you must bounce your shield off different targets to either open a door or activate something.

The game doesn't have any level breaks; everything keeps going, with only fades to black and cutscenes to break things up between areas. At times throughout there are some auto-scrolling levels which make the Captain run continuously, with you having to jump over gaps and dash through enemies. These are usually placed when transitioning to a new part of the base, and are a welcome addition that can be fairly fun, although, again, there is not a whole lot to it.

The levels feature various collectables, such as vials to increase your health, story dossiers, and you can even unlock new costumes to use. Most of the vials and dossiers are easy to come across, although there are some that are hidden better.

Graphically and stylistically, the game looks very nice. The 3D models of the environments and characters generally look polished. Nothing is hard to distinguish and the way the camera moves in and out depending on certain circumstances is good. Sometimes elements such as bullet effects can clip through your shield, but overall things like that are passable.

Captain America: Super Solider for the Nintendo DS is a fast paced game that consistently pushes you forward into the action. The stealth and puzzle elements help to break up the sometimes monotonous action, and the game is visually impressive with some nice 3D graphics. If you like Captain America, and want a fairly good portable action game, you can't go too wrong here. While it doesn't do anything outside the box or spectacular, and the combat is pretty simple, it is at least an entertaining and reasonably polished experience.


414
TalkBack / Re: escapeVektor: Chapter 1 Release Date and Price Revealed
« on: September 02, 2011, 06:07:05 PM »
I played a few minutes of this game at E3. It feels like a very slow-paced Pac-Man but really hard for some reason. Maybe there is some strategy that I didn't pick up on during the demo. Hard to imagine how they're going to justify multiple chapters of a game like this, unless Chapter 2 has a completely different gameplay mechanic (think Bit.Trip series).

The game introduces some new enemies and things as you progress. From what I saw/played it is pretty fun, I wouldn't call it a slow pac-man. Also, I did ask them how the following chapters would be different in my interview with them, they will offer some twists in the level designs.

415
TalkBack / escapeVektor: Chapter 1 Release Date and Price Revealed
« on: September 02, 2011, 04:45:43 AM »

Not long now until the great escape!

http://www.nintendoworldreport.com/news/27682

Australian based developer, Nnooo, has announced that their new Wiiware game will be launching on September 29, 2011. The game will be released in all regions excluding Japan, and is set to be priced at 500 Nintendo Points.

Following a retro arcade feel, escapeVektor has players navigating colorful mazes set within their CPU while avoiding enemies patrolling the circuitry.

If players own Nnooo's other Wiiware game, Pop, the game will also automatically unlock bonus levels in escapeVektor.
Check out the press release below for more details.


416
TalkBack / New 3DS Colour Launching in Australia
« on: August 31, 2011, 09:03:46 PM »

The new flame red colour is on its way.

http://www.nintendoworldreport.com/news/27647

Nintendo Australia has announced that they will be launching the new flame red colour for the Nintendo 3DS on September 22nd, 2011.

Nintendo Australia have also confirmed that both Super Mario 3D Land, and Mario Kart 7 will be arriving in Australia for the holiday season.


417
TalkBack / Re: First Super NES Memories
« on: August 26, 2011, 08:26:48 PM »
My first Nintendo console was the N64 in late 1999.

418
TalkBack / Australian Nintendogs + Cats Event Detailed
« on: August 24, 2011, 11:15:56 PM »

Take a photo of your dog, and you may win $5000.

http://www.nintendoworldreport.com/news/27590

Over the coming days Nintendo of Australia will be hosting a series of Nintendog + Cats events, where people will be able to take photos of and have photos taken with their real dogs. Visitors will be able to enter their best photos in a competition with a $5000 prize.

The event will have Australia's leading pet photographers, Tim and Grace Hobson, on hand to take photos and to help participants to take better images.

People who attend the event will be able to take part in 3D pet photography lessons, learn pet obedience tips and more.

The times and locations are as follows:

Customs House Square, Circular Quay, Sydney from 9am - 5pm Thursday 25th and Friday 26th of August

Cafe Bones, Hawthorne Canal Reserve, Leichhardt, Sydney from 7am - 5pm Saturday 27th and 9:30am - 4pm Sunday 28th of August


419
TalkBack / New Wii Hardware Revision Drops GameCube Support
« on: August 17, 2011, 09:27:12 AM »

The new design is meant to sit horizontally and comes in a two-game bundle.

http://www.nintendoworldreport.com/news/27494

A new streamlined version of the Wii will be releasing in the United Kingdom before Christmas.

The console is meant to sit horizontally, with the vertical stand of the original version eliminated. The new system also removes backwards compatibility with GameCube software and accessories.

This new Wii will be sold as part of a new family bundle, which will include Wii Sports and Wii Party, along with a Wii Remote Plus and Nunchuk.


420
TalkBack / Nnooo Developer Experience and Interview
« on: August 16, 2011, 09:07:57 AM »

Come have a look at what the guys at Nnooo do at work.

http://www.nintendoworldreport.com/feature/27393

On arriving at the Nnooo offices, I was greeted by Nic Watt, and Bruce Thomson. Nic is Nnooo's creative director and Bruce is the business director.

After introductions were over Nic showed me around their small, but stylish, work area. One of the first things I noticed is that they have quite a lot of Nintendo figures and posters around the place. It definitely gave the impression that they have a lot of adoration for Nintendo and the things that they produce.

After walking past the lounge area, I entered the area where they do most of their work. Their workspace was furnished with a couple of long desks and a bunch of computers and other hardware.

The main work area.

One of the first things I asked Nic was how they start the development process. He turned my attention a wall where they had stuck a heap of Post-it notes.

Most of the wall was dedicated to their upcoming DSiWare game Spirit Hunters Inc. The notes featured character designs, item/ability ideas, and pretty much any other concept that could be related to the game design. They've found this arrangement helps prevent them from locking themselves into particular ideas. If they find certain items or other elements aren’t working they can simply take away the note or move it to another spot on the wall. This format also allows anyone that has an idea to add it quickly and easily.

The wall of post-it notes!

A smaller part of the wall was dedicated to escapeVektor, an arcade-styled action game for WiiWare. This area mainly showed off ideas for level layouts, and world contents.

I was able to try out both of their upcoming games. I thought both were well designed, Spirit Hunters Inc makes good use of a lot of the DSi’s functions such as using the camera for augmented reality gameplay. escapeVektor was really a lot of fun, the gameplay is inspired by old-school arcade action with the visual style to match. The game also appears to be quite challenging and introduces various obstacles and enemy types as you progress, that you must learn to deal with to complete levels. (Check out detailed impressions of escapeVektor: Chapter 1 and Spirit Hunters)

Nic said he read about how Nintendo likes to make the Pokémon silhouettes distinctive, and that is also the idea behind the Spirits.

After having a look around their office and playing their new games I was able to sit down with Nic Watt and ask him some questions about how Nnooo got started and some of their design decisions.

Nintendo World Report (NWR): If I could start by just getting everyone's name that is involved with the company at the moment?

Nicholas Watt (Nic): Well there’s myself Nicholas Watt, I’m the creative director. There's Bruce Thompson, who is the business and marketing director. And there is Steven Ogden who is our main programmer. So they are the main full-time employees we have at the moment.

NWR: What were your past experiences within the industry?

Nic: So before I started at Nnooo, I worked in the games industry for about ten years. I graduated from architecture at university, and my first job was at a very small games company based just outside of Birmingham in the UK. There were about six or eight of us, and we were working on PlayStation 1 games. I was employed as a designer/artist, so my role was to come up with ideas for levels that we were making for a remake of Pong.

So I would come up with a concept and then speak to the lead programmer, who was also the owner of the company, making sure he was happy with the level design and how it was was progressing. Then, it was [my job] to try and conceptualize it on paper, build the artwork, make the characters/animate them, make all of the textures.

So the great thing about that was that it was very hands on, and there wasn’t a very big splitting of roles, so the programmers were doing the programming, and the artist’s/designers were doing pretty much all of the non programming work. That was great, it gave me a lot of real hands on experience, and I definitely recommend anyone looking to start in the industry, if you start at a small company you’ll get a really big breadth of experience, which is really good.

Later I moved to Electronic Arts, and was a lead designer there on a title which has since shipped called Zubo, which was an RPG for the DS. It was originally designed for the PlayStation Portable, but then they moved it over to the Nintendo DS. So that was great, working at EA games was a really nice experience, and really the first time I had ever seen such a big company and so many big projects going on at the same time.

Then in 2006 I had the opportunity to move to Australia, and that's when I decided to kind of go it alone, and see if I could set up a company to focus on digitally distributed titles. At the time Xbox Live Arcade had just come out, WiiWare wasn’t announced at that point but Nintendo were kind of talking about doing stuff in the digital space, so I thought it would be a really good time to start a company and start to explore that.

NWR: What were your major influences getting into game design?

Nic: I’ve always been a really big gamer. My dad used to actually travel to Japan for business, and he used to come back with the little Game and Watches that Nintendo made.

So since then I’ve always really enjoyed it and always found it really exciting. But I never thought that video games, at that point, could be a career. [I did not think] that it was actually something you could go into and apply for a job. It just seemed kind of mystical and magical whoever made these things at the time.

It wasn’t until I was graduating that games were transitioning to the PlayStation 1 and the N64, where they were moving into much more 3D spaces and environments. It was at that point I thought that maybe my skills in architecture and design might be applicable to that.

In terms of major inspiration, I’m a big Nintendo fan so the stuff that Nintendo produces has always been a big inspiration to me. But I like anything that is quite well designed, which Nintendo are very good at. Other games like Ico and Shadow of the Colossus, I really like the way that they have such a well thought out world and universe. Everything is internally consistent within the game. So that's kind of what I look for, and as long as its something that's interesting and exciting I enjoy most genres. But first person shooters for example, there are an awful lot of them that are very similar, so I don’t play a lot of them, because I’m kind of looking for something new and different, rather than just the same game with slightly different gray textures.

They seem to be fond of having Nintendo things around, such as the cool Club Nintendo reward Statue.

NWR: So Pop was your first game, after that you went into doing notebooks and diaries for the Nintendo DSi, reasons being?

Nic: So Pop was a launch title for WiiWare, which we were really really excited about. Then we experimented with Pop on the iPhone, and then our first title on DSiWare was a version of Pop as well.

A lot of the learning from starting the company was realizing that making games is really hard. Now I’ve always known that and appreciated it, but [you don't really appreciate it] until you actually start your own company and have to do everything. So you have to find programmers, you have to make the art, you’ve got to market the game, you’ve got to get it approved by Nintendo or Sony or whoever. You don’t realize that the little job you were doing before is just part of this really massive thing. And so a part of that learning was that we can’t necessarily straight off the bat do the biggest most complicated game in the world. And that it takes awhile for people to gel together and also to start to learn the rudimentaries of how to make a game.

So the focus of the myLifeCollected series with myNotebook, myPostcards and myDiary was for us to first of all really understand how to use the DSi properly, so that we could make Spirit Hunters. And also so that Steven and myself could start to progress through how we make our artwork for it, and just really learn all the in’s and out’s of the DSi.

So Notebook was our first experiment, cause we knew that in Spirit Hunters we wanted to use the touch screen for interactions. So Notebook was a lot about writing and drawing, making a lot of use of the touchscreen and working out how you get proper 1:1 accuracy in things. There is also a lot of stuff happening there with saving and saving in the background, saving when you power down, so that the user doesn’t lose any data. Again, that is going to come into play with Spirit Hunters cause in Spirit Hunters if you are out battling and your health goes down, lets just say that you’ve got 25% of your health left when you’ve finished the battle, it’ll start replenishing your health over time. So if you power off the device it saves where your health is, and then if you go away for three hours, when you turn it back on it will replenish your health based on how long you have been away. We wanted to do a lot of stuff like that, so Notebook allowed us to really understand and learn quite quickly how these things work.

Postcards was our experiment with the camera, we want to use the camera a lot in Spirit Hunters with the augmented reality [gameplay], along with how we save images from the camera. So [the camera] was what the focus of developing Postcards was.

NWR: Did those sell fairly successfully for you?

Nic: Yeah, the Notebooks have been phenomenally successful. They have sold in the hundreds of thousands of units, which for DSiWare is really good. They are also still selling on 3DS, despite the fact that there is a notebook application built into the 3DS.

NWR: With the challenge feature for Spirit Hunters, was there no opportunity to utilize the Nintendo Wi-Fi Connection?

Nic: We could of done that, we decided [not to] because the game has proved to be so complicated, with making the augmented reality and all these other systems. Adding on Nintendo Wi-Fi support, and adding on DSi to DSi communications for the challenge feature, was going to push out the game. And because we are at the end of the lifetime of the DSi, we are weary that we don’t want to spend too much longer making the game, when we want to get onto 3DS stuff. Plus, because we can generate this code, we kind of thought, "well, its an awful lot of work to put in all the online functionality just so we could beam a code from one side of the world to the other. When people can already write it down and Facebook it to each other."

Spirit design.

NWR: Could you tell me a bit about escapeVektor, how did the design begin? Where was the idea coming from? It seems a bit Tron inspired maybe?

Nic: Yeah its got a lot of influences from things like Tron. I’m a big fan of vector graphics, just in general. I’m also a big fan of games like Every Extend Extra, and Geometry Wars and the way that they use their colour palette, with the vibrant neon colours. [I'm also a fan of] a lot of the retro era games from the 80’s, where everything was pinks, blues and really bright neons. So, there is a lot of that kind of inspiration going on.

Then there is a game we have been wanting to make for awhile, that we have kind of started, and then put on hold called Blast. It's morphed over time into being this quite vector-based game that I’ve got a whole bunch of mock ups for. I was speaking to the programmer that worked on escapeVektor, we were chatting about maybe doing something together, and I was like well, I really want to do this game Blast. We decided between us that, making that game would be quite ambitious to do as the first thing that we did together. So would it be possible to do something that's maybe simpler that we could turn around and then go from there onto Blast.

So that’s where the idea of escapeVektor kind of grew from, it's now grown into this franchise, where Vektor is this character who has become trapped inside your Wii, or the CPU at some point. Although escapeVektor is actually made up of four chapters, the story across all four chapters is kind of at the end of this series of games that we want to make. So this is following what happened to him and how he escapes in the end. Then Blast which we will possibly, hopefully, be working on in the next couple of years is going to be renamed Blast Vektor and that will start more at the beginning of the story.

So that was the big sort of inspiration. I wanted something that was relatively simple to pick up and play, but we could add a lot of strategy and depth to with the enemy types that we introduce, and the different ways of locking and unlocking the cells and hiding them from the player. There is quite a lot of strategy and depth that you can put into it.

Level layouts for escapeVektor.

NWR: With the following chapters, is the gameplay going to change significantly, are there any twists?

Nic: The core gameplay won’t change dramatically, in terms you will always be bordering cells to unlock and to fill it in to unlock the level. But what we are trying to do is have more themes to each of the chapters. So the first chapter is him escaping from his cell, and starting to feel confident that he can now escape throughout the rest of the computer and eventually escape. But he starts to realize that he’s missing some memories, and that he maybe wants to work out what they are and to find out why he’s where he is, and whats happened to him.

The second chapter is going to focus on a lot more of those memories, and him recovering them, so the levels are going to feature much more hidden elements. You’ll start off on what we are calling an island of gameplay. What you do will unlock other islands within that level, and so that you’ve kind of got this experience of things appearing in the level as you progress. So that’s quite different. We are also going to introduce a couple of new enemy types, or objects, I think one new enemy type and one new object in chapter two. Then in chapter three we are trying to make it a little more chase like, where your running through levels and things are pushing you through and chasing you.

So we are trying to make each one feel quite different, but the world as a whole will have very similar foundations in the gameplay and core mechanics.

NWR: So how have you found working with Nintendo to be?

Nic: They are really good. We work primarily with them at the moment. We may be investigating other platforms in the future, but Nintendo have given us great support. One of the things that I really like about them is that they are fairly open to what sort of games you can make. They aren’t standing in your way, and saying you can’t make this, you can’t make that, or doing any sort of green lighting. Some companies, like Sony or Microsoft, have got quite a big green light process. So you propose an idea and then they say yes, then you have to do your demo, and then they may say no at that point. Whereas Nintendo are much more open and are like, its your game, you’ve got to have faith in it, and you are the one that has to make money out of it.

There are criterion that we can’t do, like we couldn’t make a game involving really graphical violent sex or anything like that. There are certain restrictions, but they are fairly understandable. But other than that, our arena is fairly wide, which is really good.

So on the whole they are really helpful, they are a very big company, they have a lot of their own products going on. As digital developers we are very small. In comparison they are working with EA and Ubisoft and Capcom, so I’m sure they give them an awful lot more support than they can afford to give us. We have never had any problems, and they have a really good team of people who when we have technical issues. We can email and we usually get responses within 24 to 48 hours.

I think the hard part for them is, because they take this quite stand off approach in saying, no its your game, you develop it, you market it, you bring it out on the platform. What that means is that there is not enough coherent marketing around the brand of say DSiWare in itself.

NWR: There was an article that came out recently from a developer. They were speaking about how Nintendo has certain sales thresholds in place, where the developer won’t get paid unless they sell so many units.

Nic: That’s something that doesn’t happen on DSiWare, and I’m not aware of it on the 3DS. I’m not sure if they have finalised all their plans for actual 3DS software yet though. That was something that they used to do, they don’t do it on DSi and I’m assuming they won’t be doing it in the future.

NWR: So that was more of a WiiWare thing?

Nic: Yeah. Because what happens is, they obviously have to put the software up on their servers, they have got to support their servers. They have also got a process called lock checks. So whenever we finish a game we give it to them, and they put it through this lock check process, which runs it through a barrage of tests,which we have all the information for. So theoretically we should be able to give it to them and not fail any of those tests. However, it never seems to quite happen that way unfortunately. So that obviously costs them money; they have got a team of people who are doing that. And they do that to all games, every game that gets published, regardless if its WiiWare or disk title.

So they have got to cover the costs for that somehow. Now if you release a game that didn’t sell anything, then they are not going to recoup any costs. Now you could argue that they are taking a percentage already, and I think that's obviously the stance that they have taken now.  I think Nintendo realized that going forward that they can’t do [sales thresholds].

NWR: What are your general thoughts on the 3DS?

Nic: I think its a great little machine. It would be really great if they could push out updates to the Mii adventure game, because that was awesome, and that hooked us for a long time. But I’ve completed it now.

(Note : Nintendo has announced they're going to release expansions to the Mii Plaza by year's end.)

NWR: With regards to the 3D effect itself,  do you have any gameplay concepts that you have been thinking about that would benefit from 3D?

Nic: In terms of the 3D effect, I think escapeVektor will work really well in 3D, because the game’s designed with depth to it. So the grid that pulses to the music sits really far in the background, and the playing area that you sit on, the actual lanes or routes that you move along are actually 3D and have sides and depth, there not just 2D. They’ll stick out a little bit, and your ship has a little bit of three dimensionality to it, and then some of the objects like the electric fences and the gates, they actually stick further out. So I think that will look really nice. We also have this dynamic camera, which kind of moves in and out of the action, when an enemy gets close the camera zooms out a bit, it also does a little bit of panning, I think all of that will work really well in 3D.

Then in terms of making more unusual uses, I think Spirit Hunters would be really nice with the augmented reality, which you have already seen on Face Raiders, with things moving in and out of the screen in the real world. I think that would work really well, and a lot of the effects we have got going off, like big explosions and particles coming towards you and stuff will hopefully look really exciting.

NWR: Thank you for letting me come down today, its been great.

Nic: No worries, thanks for coming in.


421
TalkBack / Re: The SNES 20
« on: August 10, 2011, 07:27:20 AM »
It would be awesome if I'd managed to knock Super Mario World off the list or kick LTTP down this low. Unfortunately, those games are very popular for some reason, and I wasn't able to get the rest of the staff to accept the truth.


Do you like SMB3? My friend also doesn't like Super Mario World that much, mainly because he is so used to how Mario controlled in 3.


I can't understand the hate for ALTTP though. :S

422
TalkBack / Deadline for Nintendo 3DS Ambassador Program Approaching
« on: August 11, 2011, 12:02:23 PM »

Make sure to enter the eShop to be able to take part in the program.

http://www.nintendoworldreport.com/news/27392

The deadline to apply for the Nintendo 3DS Ambassador Program is fast approaching. If you have not taken your 3DS online and gone into the eShop before 11:59 p.m. Eastern time on August 11, you will not be able to download the 20 free games when they become available.

There will be 10 NES games available on September 1, and 10 Game Boy Advance games available by the end of the year.


423
TalkBack / Re: Xenoblade Chronicles Australian Release Date Announced
« on: August 01, 2011, 07:11:12 PM »
A lot of the time retailers here launch the game at say $70 or so for the first few weeks, then put it back up higher. Or if you wait a bit, they tend to make significant cuts. I got Epic Mickey for $40 new awhile after launch.

424
TalkBack / Xenoblade Chronicles Australian Release Date Announced
« on: July 31, 2011, 08:30:02 PM »

Australians will also have a cool limited edition bonus.

http://www.nintendoworldreport.com/news/27318

Nintendo Australia announced today that Xenoblade Chronicles will be released for the Wii on September 1, 2011, for both Australia and New Zealand.

The first production run of the game will also include a special soundtrack CD, containing 12 tracks from the game.

The game will be priced at AU $99.95 and NZ $133.22.


425
TalkBack / DLC System Coming to Both 3DS & Wii U
« on: July 31, 2011, 08:01:01 PM »

Iwata speaks about Nintendo's future plans for the eShop.

http://www.nintendoworldreport.com/news/27316

During a recent Q&A, Nintendo president Satoru Iwata revealed that Nintendo is currently preparing a paid item transaction system (DLC), for both the 3DS and the Wii U. He also added that Nintendo will likely not be using this themselves, because they believe doing so would not be good for building a strong relationship with their customers.

Iwata is not completely opposed to paid content in general. He was, however, more negative on the concept of having a game that is free to play, but charges users for item purchases. He feels that that sort of game would damage the premium value of Nintendo's content.


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