Smash Sells Over 1 Million in Japan
Super Smash Bros. for Nintendo 3DS sold over one million copies during its first week of sales.
gematsu.com news
aspro
Square announces Shinra Tech cloud streaming service.
Shinra is partnered with Avalanche Studios to work on Cloud. You cant make this stuff up.
polygon.com news
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I've been playing Metroid Prime, greatest GameCube game, this weekend. I'm at the Meta Ridley battle.
More of this:
Does watching Robotech in 1989 count?
I am still fucking sick. can hardly talk, still working everyday. I should have taken the first two days off and recovered and I'd have been over it by now, but I have a hang up about not using sick days.
Those of us with a 3/2DSXL:
Are you getting Smash in the next month?
Not me, I'm getting the WiiU version. Smash is a game that I play mostly in local co-op as was usual in ye olden days.
Kinda.
Perfect time to take sick days and start anime watching.
Art of Balance - More Wii U screenshots, information overview
Monster Hunter 4 Ultimate not coming to the Wii U, German banner was a printing error
Art of Balance - Wii U trailer
This week's European downloads - September 18 (KickBeat, Theatrhythm, Hyrule Warriors and more)
Unseen64 teasing a look at an unreleased Nintendo sports title
Curve planning on more 3DS support Fluidity dev
Scans round-up: Bayonetta 2, Bravely Second, Taiko no Tatsujin Tokumori, and more
Bayonetta 2 - framerate test
Walmart lists Super Smash Bros (Wii U) Amiibo Starter Bundle w/ Mario, Pikachu and Link
Target - 25% off Mario Kart 8 with coupon
CLICK (PlayStation: "The Drop: New PlayStation Games for 9/16/2014")
CLICK PICTURE (Batman: Arkham Knight Batmobile Edition PAL Packshot)
DriveClub will have an install size of 17GB
GTA 5 PS3 vs PS4: Comparison screens reveal next-gen differences
UK Video Game Chart: Destiny is No.1 – 50/50 split on PlayStation & Xbox platforms
PSOne, PS2 and PS4 titles could be added to PS Now streaming service
Trio of Xbox 360 holiday bundles unveiled for this week
Yeah, that sucks, shitty behaviour.
The Xbook One is a $1500 Xbox One laptop
Microsoft's Mojang buyout 'to be announced today'
Destiny review round-up Yikes...
Miiverse exploit sees players posting unauthorised images Boobies
Sony UK boss: The Vita is 'trucking along'
News: The GameCube is 13 Years Old
Weirdness: Here Is A Super Famicom On Top Of Mount Fuji
Microsoft Testing Xbox One, Xbox 360 Game Streaming, Could Compete With PS Now
Steam Malware Wipes Out Your Steam Wallet Account
Mortal Kombat X PS4 And Xbox One Fight Pad Revealed
Destiny review: the problem with video games
Rod Fergusson talks Gears of War on Xbox One, Unreal Engine 4, direction
Destiny reviews
It is not at the top of my list, but I will admit I'm more tempted to get it now that I've played the demo. Very curious to see how those 3DS exclusive levels will play. Likely it will depend on how much I'm enjoying Hyrule Warriors, since that comes out the week prior.
Yes I plan to get it on the 3DS. I also plan to get the Wii U version because Club Nintendo is giving out the soundtrack if you register both versions.
SUPER MARIO MAKER LEVELS:
Notch sold Minecraft for his sanity, not the money of course...
Minecraft will continue to be available on all formats, including PS3 and PS4
Microsoft confirms $2.5 billion acquisition of Minecraft and Mojang
Mojang confirms $2.5bn Microsoft acquisition
Samsung Gear VR 'superior to first-gen Oculus', Climax claims
Video: These Hacked Mario Kart 8 Runs Show Tracks in a Whole New Light
That VG247 review of destiny is interesting. Basically holding up a mirror to everyone. It also has nothing to do with Destiny cause you can say that about most games. Destiny does have real problems, but the gameplay covers for most of it.
If Microsoft will let them keep making Minecraft for competing platforms, why didn't they let Rare continue to make games on Nintendo consoles? What's the difference? You KNOW they would have been more successful on the Gamecube and Wii...
And why not just go back to being a publisher if you're going to allow games on competing platforms?
There is zero chance of minecraft 2 coming to PS.
Nintendo of Europe PR - Nintendo eShop sale: Capcom titles for Wii U and Nintendo 3DS
Japanese newspaper admits to faking interview with Iwata wow lol
Mario Takes America, a cancelled CD-i project
Hyrule Warriors - North American commercial (HQ version)
Stealth Inc 2 - more art/screenshots
Pachter hints at "exciting" holiday promotion for Xbox One, says wait to buy and since he's always wrong...
Kamiya article is so good, what a legend. I love what he says about game design:
Part of my personal theory of game design is something that I learned from Mikami-san. You don’t create a game by trying to find the faults in it and eliminating those, but by finding the places that are great and making them even better. I think that that’s the really important thing in game design and something I’ve made a commitment to in my work. Not going around and trying to eliminate everything bad about what you’re making but trying to make it even more incredible.
Well said, to me positive aspects are far far far far more important to a game than something that might be negative. I can overlook a ton if the gameplay is a blast, that is what is most important and the best game designers understand this.
“You put Link to the Past in a Super Famicom and the jump it makes is just incredible from a hardware standpoint -- and you’re just like ‘wow.’ Then you start playing it, and the puzzle solving, the way they built the map, the item placement, and the progression as far as difficulty curve…. For somebody who wanted to be a game designer, it was amazing to think that you could have a game with such consistently high bar for game design, and then to think that there’s a team of people who can make a game that’s this good was something that shocked me and really made the game stand out.”
Years later, “Now I am a game designer and I’ve made plenty of games,” Kamiya says, “but every time time I look back at that game I think, ‘could I even today be good enough to make this game?’”
Totally agree about Zelda. Not surprising to me that he got some inspiration from Miyamoto, as all game designers should.
Mikami taught him well
After several scrapped attempts, Kamiya learned to avoid these traps under Mikami’s watchful eye, and propelled the Resident Evil sequel to blockbuster heights. Kamiya credits Mikami with much of his early success and speaks highly of his mentor.
“When I joined Capcom, I learned from Shinji Mikami, and one of the things that he taught me was this theory of game design, this overarching craftsmanship in game design -- understanding the points that you can’t compromise -- understanding what’s most important to you and doing it.”
By learning where not to compromise, Kamiya freed himself to look at modern game design as a reflection of the gameplay tropes explored by the games that he loved growing up. For example, Resident Evil 2 wasn’t a horror game, but an action game that hinged on limitation -- should I use my ammo now or save it for later? This gradation continued with the Resident Evil 4 prototype that eventually became Devil May Cry.
“When I think back to it though, I think it was something Mikami-san really wanted and something that he wanted me to do,” explains Kamiya. “One of the things he used to always say was, ‘the more horror we make, the more people are going to get used to it, and the less it’s going to resonate, the less everyone can feel it.’ I think he wanted me to take it from the form of a horror movie to an action movie.”
When Kamiya and Mikami started the Resident Evil 4 prototype, Mikami approached Kamiya and said, “Throw away everything you want. Make the game that you want. You don’t have to worry about it being a horror game. You can do it however you like.”
WHY CANT MORE DEVELOPERS THINK LIKE THIS. Instead everything needs to fit a mold, be easily relatable. Sadly Capcom became that exact uncompromising company, I am glad they both left.
On Okami:
When development on Okami finally began, Kamiya still had no solid plans for the core gameplay, only that it was about exploring the beauty of nature. The team iterated on countless ideas, but nothing stuck. At one point, the game was built on a hex map, with different terrain represented by different hexes, but this constrained the natural feel. It took a while to arrive at the conclusion that the best way to present a game about exploring nature was to borrow heavily from the free structure and open fields of the Zelda games. Suddenly everything clicked.
“No one said ‘Hey, we’re going to make a Zelda game’,” Kamiya explains. But, “if there were no Zelda, there would be no Okami.”
The influence of Zelda on Kamiya’s games actually goes much deeper than just providing the framework for Okami. He traces the inspiration for several gameplay ideas throughout his games back to Nintendo’s seminal series. The combat in Devil May Cry, for example, was largely inspired by the Z-targeting introduced by Ocarina of Time. The way Dante locks onto an enemy and circle-strafes while waiting for an opening to attack was first perfected by Link.
Its a great look into the man, the myth, the legend. What he says about Scalebound is very interesting too.
Kamiya has such varied work. It's odd to think that he is involved in so many classics that are quite different from each. Okami was almost my goty...until Zelda
. But there's no denying it was such a breath of fresh air when it first came out.