“With data-driven models, you can see exactly what source is bringing consumers in, which source they’re passing over, which source finally drives them to buy.” …
In the latest Iwata Asks, Xenoblade Chronicles' Tetsuya Takahashi talks about his intentions to make a JRPG masterpiece, and his love of sci-fi.
You can check out the full interview here, but some highlights include Takahashi's intention to make a JRPG masterpiece from the beginning of development. He also talks about western RPGs and how while he has appreciation for them, they often don't inject much character into the protagonists. "They are very well made, down to the last detail, but there's something stoic about them, and often the heroism aspect seems to take a bit of a back seat," Takahashi says in the interview. It's because of reasons like this that Takahashi was surprised to see the game find an audience here.
He also tells Nintendo's Satoru Iwata how he once cried as a child because his father didn't buy him the robot toy he wanted. That's how much he loves robots. You can find the full interview here.
For our review of the game's original Wii release, head here. You can find out review of the 3DS port, which releases April 10, here. For more Iwata Asks, head here to read about the development of Majora's Mask.
This is actually one of the reasons I bought a New 3DS. I didn't play it on Wii, mostly because I struggle to play games on a television that require lots and lots of hours, but on handheld I have a much easier time. I'm really looking forward to giving it a shot.
A new trailer for Killer Instinct's new fighter Hisano explains why she's so mad (and a ghost), and also offers a quick tease for returning fighter Cinder.
You can check out the video below which shows what exactly happened to Hisano, as well as some of here atypical moves. You can learn more about her here.
The end of the trailer is where you will find a very brief clip of Cinder. You won't see him perform any moves, but we do get to see what he will look like.
Season 2 Ultra Edition owners can access Hisano on Friday, March 27. Combo Breaker Edition owners will get Hisano on April 2. No word yet on when players will get a chance to try out the new Cinder.
(Please visit the site to view this media)
In general, I am perfectly happy to see a game delayed. It usually means some aspect of development is coming up short of expectations, so the team wants to take more time to make the game better. It still stings though, to hear you will have to wait even longer for your most anticipated game. I remember learning about Twilight Princess' delay and being embarrassingly heartbroken. I have similar feelings about Zelda Wii U, but I think the game will benefit as a result in the long run.
How do you feel about delays? No big deal? Or a knife to the gut?
An artist going by simply "Jonas" online has crafted the Star Fox team as though they exist in same universe as The Jetsons.
The Jetsons are of course just one of the many shows and characters created by Hanna-Barbera, but it seems to be the universe the Star Fox team would most likely exist when looking at Hanna-Barbera's large library.
You can see more of Jonas' work on their DeviantArt page, or their website. You actually won't find a lot of video game stuff (though there is this very cool one with Samus and a Metroid), but it's still definitely worth checking out.
Sadly, Zelda Wii U has been delayed, leaving a fairly large void for
the Wii U to fill in 2015. In lieu of the disappointing delay, our
readers shared some of the Wii U titles they are looking for.
Following the news of the delay, we issued a discussion post asking readers what Wii U games they were now looking forward to this year, and we've tallied the results of the assorted comments below.
The winner by quite a wide margin was Xenoblade Chronicles X. The game is set for release in Japan at the end of next month. We don't have a locked release date for North America, but Nintendo has said it will be 2015. Star Fox was the runner up. It would have had more votes, but readers are understandably cautious considering we haven't seen anything from the game – not even a screenshot. Splatoon was next in line. It's another title readers aren't sure what to think of yet, with a few commenters saying they hope there will be a demo available for the game before release.
Mario Maker and Yoshi’s Wooly World were next in line, followed by Devil's Third, which is a game I think looks interesting, but had frankly forgotten about since covering it at E3 last year. This is the only update we've received from the game in quite a while – it is on track to release this year.
The final four games, Hyper Light Drifter, Mighty No. 9, Don’t Starve, and Affordable Space Adventures, each had a single commenter call them out as games worth being excited about for Wii U.
Other commenters have their fingers crossed for a Metroid announcement, which is something I have my fingers crossed for as well. Reader Gray_Matter put forth an interesting idea, saying they hope to see a Wii U port of the 3DS The Legend of Zelda: A Link Between Worlds, which is an interesting idea, but a very unlikely one.
Finally, very few readers expressed outright pessimism for Nintendo's 2015. Only two readers,
duberry offered no suggestions for games they are excited about.
For more charts showcasing what readers are talking about, head here to see what Zelda game readers want to see remade next, and here to find out who readers want to see playing Lara Croft in the upcoming movie.
Designer Mike Stout breaks down the boss battle into eight different beats, and runs two notable ones — Ocarina of Time’s Ganon and Portal’s GladOS — through a thorough design analysis. …
InFamous developer Sucker Punch is seeking a narrative writer for “story development, game dialogue, and general narrative contribution” to the company’s new project. …
From Steamworld Dig to Shenmue, this collection of video postmortems covers a variety of games. What they have in common is that they’re free to watch, and can’t-miss viewing. …
During our trip to its Stockholm offices, Avalanche Studios worked to cultivate a sense of mystery about Mad Max’s Wasteland. For example, if you’re curious about where the Wasteland is on the globe, you may be out of luck. There are clues scattered throughout the canyons, caves, and deserts that point to what this desolate area may have been before the apocalypse hit, but it’s not something that’s spelled out for players. Today, we’re going to tell you as much as we can about the Wasteland itself.
We’ve talked about this before, but it’s important to note that the Wasteland isn’t a featureless expanse of tawny sand dunes or flatlands that extend as far as Max’s eyes can see. Avalanche was wary of that sort of visual monotony from the start. You won’t see trees, lakes, or vegetation, but that doesn’t mean you won’t see things that will make you want to hit the brakes, get out of the Magnum Opus, and take a better look. “That’s been a challenge,” says Emil Kraftling, senior design director. The team has worked to keep it from being a boring desert. “If you go to different wastelands in our world, they don’t look similar.”
The Wasteland is separated into different regions, each of which has a unique story to tell. If you’ve been following our earlier coverage, you know that several of those regions are located in and around a dried-up seabed. The Great White is in the southern part of the Wasteland, and it’s where players will likely spend their first hours.
“There’s a lighthouse that’s Jeet’s stronghold, and there’s an oil rig down there,” says Magnus Nedfors, design director. “They’re typical landmarks that you would see on the sea, but now they are part of the land. Along the northern border of the Great White is the former harbor of a bigger city. Another region used to be a more rural area, where the further you go, the more industrial it becomes. You have an industrial harbor. We want the player to go around and observe ruins and go, ‘Oh, this could have been a this or that.’”
Before laying out the Wasteland, the team had to first imagine what the area may have looked like before the ocean pulled back,“ Kraftling says. “In the beginning of the project we had a fictional map of how it looked before bad things happened. We started out with like, ‘Here’s the road network it looked like this, the harbor goes here,’ and stuff like that. It started out that way.”
“We did a process [of asking], ‘How does the world look? Let’s build it up and then knock it down.’” Fuller says. “It’s the same sort of process that we went through with the exploration. It is one of the exciting exploratory aspects of the game – not just exploring the geography, but exploring the social structure and the power structure and what is it that makes certain enemy types or certain colonials or generals or whatever, where they are. ‘What’s the value of this type of life versus this type of life,’ those questions.