Showing posts with label nintendo. Show all posts
Showing posts with label nintendo. Show all posts

Tuesday, July 10, 2012

Namco Uncertain if Tekken Belongs in Smash Bros.




That some quantity of Namco Bandai characters will end up in the next Smash Bros. entries seems almost a certainty now that the company is developing the games with Nintendo's Masahiro Sakurai. The question is which ones?


"Obviously it’s a big priority for the company, so company-wide there are a lot of people involved with that particular project. Not just from Tekken but a lot of our franchises," Tekken producer Katsuhiro Harada told NowGamer, who noted that while his team is pre-occupied with Tekken Tag Tournament 2, it would no doubt be called upon to support Smash Bros. "I do think we'll support the initiative in some kind of capacity."


However, would that support come in the form of Tekken characters? Considering their radically different play styles, would Tekken characters find their way to Nintendo's juggernaut fighting game series?


"That question was one of the most frequently asked questions we got when we announced the project. Especially from abroad," Harada said. "The fans, rather than asking about Tales or Gundam, or some of our other franchises, the fans abroad saw Tekken as one of the key words and took off on that. We’re not really sure at this moment but when thinking of the playerbase who is playing Smash Bros, maybe Tekken characters is something they wouldn’t want, so I’ve been pulling back on that a bit. But I don’t know."


Smash Bros. is still very, very early in development, but the questions keep coming. Stay tuned to IGN for more as we hear it.







Rich is an Executive Editor of IGN.com, and the leader of the network's Nintendo team. He also covers all things Assassin's Creed, Resident Evil, WWE and much, much more. You can follow him on Twitter and IGN, if you dare.



Source : ign[dot]com

Friday, July 6, 2012

Wii U’s Hidden Gem: Game and Wario’s ‘Fruit’




Set next to the likes of Project P-100 and Pikmin 3, I didn’t pay much attention to Nintendo’s Game and Wario at E3. The Wario series has never appealed much to me, as the thought of playing more and more mini-games isn’t something I’m eager to do. Add in the simplistic, bizarre visual style of Game and Wario, which is hardly pushing the limits of Wii U’s power, and it might be easy to understand my reservations. Yet when I sat down to finally play the game recently, I quickly found myself hooked – and just on one of the four games offered in the demo.


‘Fruit’ plays once again upon the idea of offering two experiences for two groups of players, one holding the GamePad, and the other simply observing actions on the television. The player with the GamePad selects a thief from a lineup, and then moves that thief through bustling city streets to steal a select number of fruit within a certain time limit. The other players, unaware of the thief’s identity, watch the television and attempt to determine who is actually taking the fruit, while the other player attempts to blend in with the crowd and avoid detection. The only real difference between the two displays is a simple marker above the thief’s head on the GamePad unit, allowing that player to navigate the top-down view of the city easier.







The goals couldn’t be simpler. Steal fruit. Find the thief. Yet it’s that tension – the risk that’s almost palpable – of going for the fruit and taking the risk that someone might figure out your identity, that makes the game so fun. Attempting to mimic the movements of the computer-controlled crowd is no easy feat. Characters switch directions, meander and generally don’t bother with the fruit. Simply heading right at your target is a recipe for disaster.


Making matters worse are the snapshots – occasional pauses in the action that momentarily re-frame the television screen near your character. The game is never so unfair as to center your character – you’re often on the peripheral or buried in a crowd – but anticipating these moments and ensuring you’re never too exposed is part of the fun.


‘Fruit’ is criminally simple in concept, yet packs in a level of entertainment that some of the other Game and Wario mini-games (see ‘Arrow’) lack. Even some of the Nintendo Land ‘attractions’ (Zelda’s Battle Quest comes to mind) don’t hold up.


Granted, this is only one element of Game and Wario, and one mini-game does not warrant purchasing an entire retail title. Yet as a proof of concept, ‘Fruit’ proves there’s more than meets the eye to this quirky game. Don’t dismiss it because it’s another mini-game collection, or because its art style is entirely too simplistic. With any luck, we’ll see more ideas like this when the game arrives in the Wii U’s launch window.







Rich is an Executive Editor of IGN.com, and the leader of the network's Nintendo team. He also covers all things Assassin's Creed, Resident Evil, WWE and much, much more. You can follow him on Twitter and IGN, if you dare.



Source : ign[dot]com

Miyamoto Discusses Metroid on Wii U




We all want to see one Nintendo franchise or another come to Wii U. Some of us eagerly anticipate the next Zelda, or want to see a true 3D Mario along the lines of Mario Galaxy. Yet if there's one person whose opinion matters more than all others, it's Shigeru Miyamoto's.


As the co-manager of Nintendo's internal development teams and one of the most senior executives at the company, the legendary designer surely has a bit more influence than just about anyone else in the world. When I recently chatted with Miyamoto, I asked him what he would want to see on Wii U.


With the caveat that he's not necessarily talking about games in active development, and that the process of evaluating which characters and games are appropriate for a system or mechanic is always ongoing, Miyamoto indicated two franchises have his attention. The first? Metroid.



"With Metroid it's very easy to imagine some interesting implementation for Wii U," Miyamoto mentioned. "I think that having another screen with the gyro built in really gives you a lot of interesting opportunities for development, and we can bring a lot of our games to life in a completely unique way with that."


"I feel like the possibilities of the GamePad for Metroid could be really fantastic," Miyamoto told me at a different point in our conversation. "There's certainly a lot that you could do there for that game."


Yet the one that Miyamoto really wants to see? The Nintendo executive didn't give any details, but noted that "personally" the franchise he wants most on Wii U is Star Fox. Here's hoping one day Miyamoto's wish - alongside millions of Nintendo fans - is realized on the HD system.







Rich is an Executive Editor of IGN.com, and the leader of the network's Nintendo team. He also covers all things Assassin's Creed, Resident Evil, WWE and much, much more. You can follow him on Twitter and IGN, if you dare.



Source : ign[dot]com

Club Nintendo's 2012 Platinum and Gold Prizes Revealed




It's been nearly an entire week since the last Club Nintendo year came to an end on June 30, but now Nintendo of America has finally revealed the prizes available to those loyal customers who achieved Gold or Platinum account status before that day came and went. (If that sentence made no sense to you at all, check out last week's article for some more clarification.)


First up, the Platinum prizes for users who earned 600 Coins or more. There are two Platinum-exclusive options this year, the first of which is a set of three new posters featuring promotional art from Luigi's Mansion: Dark Moon, The Legend of Zelda: Skyward Sword and Kid Icarus: Uprising. Club Nintendo has previously offered Zelda posters as a standard reward, but this particular design is all-new – and kind of makes it look like Link's getting impaled in the head with the Master Sword. (Perhaps Wind Waker-era Ganondorf was in charge of composition.)



The other Platinum-only option is a new set of Mario-themed playing cards boasting some fairly ornate graphic design. As with the posters, Club Nintendo has offered Mario cards before – these are just different. And snazzier.



The Gold-level prizes, for users who earned at least 300 Coins before June 30, are once again headlined by a calendar. It's the standard Gold gift every year it seems, and this year's version should include artwork of Wii U launch software like Nintendo Land and New Super Mario Bros. U. I say "should," since the company hasn't revealed any images of it yet – just like every year, we'll have to wait until closer to 2013 to see what the 2013 calendar will look like. (Platinum status earners can also select the calendar instead of the posters or cards, if they choose.)


Lastly, a new option added for this year – games! Club Nintendo started offering game downloads a few months ago, so Platinum and Gold users can opt to ignore all of the physical prizes to instead score a free digital download instead. The games on offer are Super Mario Kart and The Legend of Zelda: Majora's Mask from the Wii Virtual Console, Metroid II: Return of Samus from the 3DS Virtual Console and Mario vs. Donkey Kong: Minis March Again! from DSiWare (only redeemable on a 3DS, though.) Note that if you go the game download route, you only get to pick one of these listed titles.


And that's that for another year. So what do you think? How do these prizes stack up to those we received in years past? Will you get the posters, or the cards, or neither? Let us know your thoughts below, and we'll see you back again this time next year for your next Club Nintendo deadline reminder and 2013 prize announcement.







Lucas M. Thomas is leaning toward the cards, personally. He doesn't have enough wall space for all the Club Nintendo posters he already owns. You can follow him on Twitter.



Source : ign[dot]com

Thursday, July 5, 2012

Nintendo Talks About Censoring Miiverse




Concerned about 'smear-campaigns' against products, Nintendo CEO Satoru Iwata has spoken to CVG about the balance between free speech and moderation for the Wii U’s Miiverse service.


Miiverse will be Nintendo’s virtual community for its next console, and will allow users to post their opinion of games. Nintendo is concerned that this could lead to “negative campaigns on the internet in which false opinions are deliberately posted to ruin the reputation of a product.”


But Iwata has acknowledged the inherent danger of censoring negative comments, saying:


“It is very difficult to tell consumers' real complaints from those that are posted as part of a negative campaign. If we were to delete anything negative about our games, it could constitute a suppression of free speech and you would not able to believe in even a good reputation.”







Furthermore, Iwata is confident in the community of Miiverse to limit the scope of these malicious campaigns, stating that a “…number of users with fair opinions exist, opinions posted just for the purpose of a negative campaign will be gradually overwhelmed by the majority of posts of fair impressions.” This will in part be done by allowing users to flag inappropriate comments.


In his closing remarks Iwata also raises the point that they cannot totally rely on the community to make the right choices:


“We cannot afford to always act on 'the ethical doctrine that human nature is fundamentally good.' At the same time, however, we would like to believe in the possibility of 'the wisdom of crowds,' which could create a very interesting and fascinating world, and make efforts for the services to realize it in one way or another.”


Nintendo already has plans to use several techniques to moderate and control content posted by users in Miiverse. Besides allowing users to flag content, Nintendo will also employ a moderation team to approve images and normal posts, which could result in a delay of upwards to 30 minutes before content appears online.


Thanks, CVG.



Source : ign[dot]com

Wednesday, June 27, 2012

Pokemon Conquest Gets UK Release Date




Nintendo's innovative and exciting Pokemon Conquest will launch in the UK on July 27th.

The game, which released in the US earlier this month, takes the core Pokemon gameplay experience but merges it with aspects from the obscure Japanese strategy RPG series, Nobunga's Ambition.

Players start out the game as an young Warlord who is linked with a Pokemon, and together you set off to recruit warrior allies and strengthen your kingdom.  Along your journey, you'll not only encounter nearly 200 different Pokemon but also Warriors and Warlords inspired by the Japanese feudal era.

When we reviewed it, we said, "Pokémon Conquest not only works, it’s possibly the most cohesive, fully realized spinoff in Pokémon history."  Fans have been clamouring for a UK release date, and it's a huge relief to hear we don't have to wait much longer.

Pokemon Conquest will be available on both Nintendo DS and Nintendo 3DS (in 2D).






Source : ign[dot]com

Tuesday, June 26, 2012

The Amazing Spider-Man 3DS Game Review




Spider-Man's been called Spectacular. Sensational. Astonishing. But in The Amazing Spider-Man for Nintendo's 3DS, he's not quite worthy of such impressive adjectives. Good? Certainly. Fun? No question. But "Amazing" would be a bit too generous.

The game picks up where this summer's new film leaves off, meaning anyone too concerned about story spoilers will want to wait until after the movie actually opens in theaters to bring this one home – you can get along just fine without any connection to the flick, though, as the basics are the same as always. You're Spider-Man, you've got super-strength, can crawl on walls and have tons of webs to throw around, and you've got a whole lot of thugs, robots and would-be super-villains to knock across the screen.

Previous adaptations bringing Spidey into video game form have emphasized different aspects of his character, particularly the freedom of his webslinging around New York City. Beenox's latest interpretation here pulls back on that go-anywhere approach, though, and instead more commonly boxes our hero into a series of contained interior environments. It's concerning at first – Spider-Man without huge, open spaces to zip around at your whim seems like a limited idea – but the claustrophobia ends up working in the game's favor by highlighting the hero's considerable combat variety.



Say you're entering a room filled with gun-toting security guards – a common scenario. You can choose to dash straight in on foot, hammering the Y Button to punch-and-combo the enemies into submission. Or, alternatively, you could crawl in on the wall and target the same foes from a distance with web attacks – "Web Rushing," as it's now called – to fly straight at a target, kick him in the head, then just as quickly retreat back to the safe position you started from to be out of range of retaliation.

Then, beyond those approaches, you can also pick to play most missions in full-on stealth mode – hanging out on the ceiling, targeting enemies from above, and dropping straight down to encase them in web cocoons that you then lift straight back up and attach to the ceiling. The other enemies in the area look around, confused, wondering where their friend just disappeared to. And then you rinse and repeat the process, until the whole room in cleared of goons and decorated with suffocating, web-wrapped bodies up above.

This is when The Amazing Spider-Man is at its best. Having so many different options at your disposal for dealing with the same groups of enemies opens back up that sense of freedom that you might have feared would be lost by the game's lack of wide-open spaces to websling across.

It's when that feeling of freedom is compromised, though, that this experience feels less than Amazing.



Some sequences feel far too scripted. "Web Rushing," which works by slowing down time to represent Peter's Spider-Sense, is relied upon too often – there are boss battles in particular where it feels like all you're doing is activated the slow-time mode, looking around to find the next highlighted target and zipping along almost on auto-pilot. These sequences are cinematic and look great, but aren't as much fun as when you're allowed to choose your own approach in dealing with a situation.

The game also drops the ball on navigation from time to time, breaking the flow of a mission – you'll effortlessly jump from one situation and battle to the next, then occasionally get stuck in a room with no good clue of which way "forward" is supposed to be. And, speaking of getting turned around, the angles the camera swings between to keep track of a hero who can literally turn any interior surface into "the floor" can become dizzying – especially in 3D.

The 3DS system's signature visual effect adds depth and definition to Spider-Man's environments when you're progressing at a slow enough pace, but the webhead moves so quickly and the camera whips around so wildly to showcase his animations that it's hard to imagine most players will keep the 3D turned on long in this one.



Other unique aspects of Nintendo's handheld are utilized too, but none really enhance the experience – simple touch-screen mini-games are peppered throughout many missions in traditional DS system style, and the 3DS gyroscopes briefly come into play when this version of Peter Parker picks up a camera partway into the adventure.



Source : ign[dot]com

Monday, June 25, 2012

Breaking Down Nintendo's 3DS XL




The rumors were real. The announcement wasn't made at this year's E3, to the surprise of some, but sure enough Nintendo did have a new revision of its portable 3DS hardware to unveil – the Nintendo 3DS XL, shipping to stores around the world in just a matter of weeks. As with any new hardware announcement, there are lots of details to absorb regarding this XL upgrade. So we've compiled them all together here, along with some snazzy visuals, to help you better understand how the 3DS XL is different than the original 3DS.

The Basics

With any new product launch, it's best to first understand the basics. When will we be able to buy it? How much will it cost? And what different versions will be sitting on the store shelves? Let's address those questions first:



The Size Comparison

OK, so those were the basics of when and how to buy. But why would we want to? Is the 3DS XL really all that much larger than the standard 3DS? Let's take a look:



The Games' Visual Comparison

Fine, fine, so the 3DS XL looks larger. But how does that actually translate into gameplay? How much bigger can we expect the viewing area to be? Here are some examples for that issue:



The Hardware Details

Alright, so we'll assume you're convinced about the visuals. But what about the rest of the hardware? The 3DS had issues to address beyond screen size. Here are some other cosmetic changes that have been made:



In Conclusion, and Other Details

The 3DS XL is a fairly straightforward up-sizing of the original 3DS hardware, bringing Nintendo's latest portable back to generally the same dimensions as the DSi XL from 2010. The images above should give you a good sense of what you'll be buying – if you decide to buy – and how it'll be different that what you may be used to already.

Beyond what we illustrated above, there are a few other details to note. There will be no AC adapter included in the box for Japanese and European purchasers. The stylus has shifted to insert on the side of the system instead of the back – and it's no longer a "telescoping" model. There will be a System Transfer utility to bring all of your games, save data, StreetPass Mii Plaza puzzle pieces and more straight over to the new system so you won't lose any progress you've made on your first 3DS. The XL will now come with a 4GB SD card instead of the 3DS's standard 2 GB card. The difference will be noticeable, though not perfect. Check out our feature analyzing 3DS, Wii and HD game sizes for a better picture on what kind of space you might need.

The new system's 1:1 pixel mode should make original DS cartridges, DSiWare games and 3DS Virtual Console titles more crisp and clear when compared to the "blurry" effect the first 3DS applies to those game's visuals. And, if you've encountered trouble with low battery life, Nintendo promises that the 3DS XL will last longer on a single charge than the original 3DS as well – between 3.5 and 6.5 hours, compared to the 3-5 hour time span estimated for good old 3DS Normal.

So what do you think? Are the upgrades enough that you'll fork over the cash for a new system? Or were you holding out on buying a 3DS from the start? Let us know how the details for the XL stack up in your mind through the comments box below.







Source : ign[dot]com

What On Earth Is Nintendo Up To?




It would be very difficult to argue that Nintendo had a good E3. It wasn’t exactly disastrous, sure – the Wii U put in a strong showing, and the 3DS seemed in good health despite the lack of games on show – but there was a general feeling that the company had completely misjudged its audience. Hours of time was spent Nintendo Land and the very familiar Super Mario Bros U whilst games like the fascinating P-100 and Game & Wario weren’t even mentioned. After the conference began with a lovely, fan-pleasing Pikmin 3 demo, Miyamoto disappeared backstage – and all the excitement seemed to retreat back there with him.

In the course of four separate press conferences, there was almost nothing from Nintendo itself that was worth getting excited about from a gamer’s point of view. There was no new Zelda, no Metroid, no Smash Bros. It’d be easy to infer from this that Nintendo just didn’t have anything to show. But then, weeks later, the company comes out with three announcements that would have gone down a storm a couple of weeks ago: the 3DS XL, details on the new Smash Bros, and an 8-Bit Summer promotion that will see beloved NES classics highlighted on the 3DS eShop. So why didn’t we see all of that at E3? What’s going on?



Nintendo made a wishy-washy statement on the matter that didn’t really explain anything (“we’re always looking for the most appropriate ways to both inform and surprise consumers”? What does that mean?). Dig into it, though, and you can find reasons for Nintendo’s behaviour that reveal how the games industry has changed, and why shows like E3 are increasingly becoming strange, anticlimactic events for those of us who grew up with gaming.


“ E3 isn’t just for us. It never was. It’s for the shareholders, the financial analysts, the executives that are more interested in where next year’s dollar might be coming from than what people are going to be playing in a few months.

There’s a bizarre disconnect between the focus of the excitement and attention surrounding E3 from the games press, and the focus of the platform holders’ conferences. We’re all getting excited about new games, eager to see what Halo 4 has to offer and guessing what surprises might be in store from favourite developers. Meanwhile, Microsoft comes out with usage statistics for TV watching on the Xbox and spends half an hour on Smartglass, Sony usually brings out the graphs (although not this year, interestingly), and Nintendo shows us trailers for Wii Fit instead of footage for a new Smash Bros. With the exception of Sony, which spent time debuting Beyond and showing off The Last Of Us, actual new games are either not mentioned at all or relegated to thirty-second trailers.

In order to explain this, you have to take into account that E3 isn’t just for us. It never was. It’s for the shareholders, the financial analysts, the executives that are more interested in where next year’s dollar might be coming from than what people are going to be playing in a few months. Nowadays, it’s also for the mainstream press that will be communicating the news to TV and newspaper audiences who don’t know what Pikmin is. To these people, Namco Bandai working on Smash Bros means nothing, whereas a 20-minute demonstration of Nintendo Land is pretty informative and Netflix is an important new revenue stream.

You don’t get this issue with the third-party publishers, incidentally. Ubisoft and EA stick firmly to games, for the most part, because that’s what their business is – they’re not engaged in the battle for the living room that Microsoft and Sony are fighting, and they don’t have to worry about how their stock price might react to a new product launch like Nintendo does. But both still found time to plug their services as well as their games – especially EA, which has willingly embraced social and mobile as part of its core business.



What Nintendo has clearly decided to do is aim big events like its E3 press conferences at the more general observer, be they Financial Times correspondent or someone who wants to know what the Wii U actually is. We saw Super Mario Bros U, a reassuringly recognisable presence, alongside a sequel to the similarly mega-successful Wii Fit and a party game that illustrates how the Wii U controller works and what you can do with it. If you’re a shareholder or financial analyst, you’re reassured by Nintendo’s clear references to previous mega-successes alongside a new product. Meanwhile, the people who are actually in the room for the press conference or watching live – us, basically – are left wondering what on earth is going on.

“ Nintendo hasn’t left behind its fans, but it has decided to open new channels of communication.

What last week’s announcements show is that Nintendo prefers to communicate with us directly, not through someone else’s event, with the Nintendo Direct broadcasts. For the past year, these have been fan service of the highest order, showing trailers, oodles of gameplay footage and really interesting developer roundtables as well as actually making new announcements. The Iwata Asks interviews are another way of talking directly to the most hardcore Nintendo players, delving deep into the games that make us tick.

Nintendo hasn’t left behind its fans, but it has decided to open new channels of communication that enable the company to make announcements on its own strictly controlled terms. This is a case of the company marching defiantly to its own tune, and refusing to have its news agenda dictated by large-scale American events. It’s difficult not to see the announcement of the 3DS XL, the 8-Bit Summer and the Smash Bros details literally weeks after E3 as a bit of a middle finger to anyone expecting big announcements at the show– and, more importantly, to E3 itself.

It’s not the first time Nintendo has done this. Back in the 90s and early 00s, Nintendo had its own Japanese trade show that ran alongside the Tokyo Games Show, Nintendo Space World. The publisher has repeatedly snubbed huge-scale events like Gamescom and TGS, refusing to take those opportunities to make announcements. It has already withdrawn from both of those events. E3 is quite possibly next.



There are obvious advantages to this approach. Nintendo gets to dominate the news rather than fight with all the other platform holders at E3 for attention, building buzz around its own video broadcasts. It can also spend more time talking about the interesting games, because there’s no strict press conference time limit to adhere to. Having Iwata talking directly to gamers lends a sense of intimacy that you can’t deliver at a press conference. And the press is essentially taken out of the picture: Nintendo is talking to journalists at the same time as it’s talking to anybody else who chooses to tune in.

“ We're not whom Nintendo is trying to impress any more.

But the disadvantage is plain to see. If you spent all your airtime at E3 basically ignoring gamers, you’re going to make them pretty angry about it. You might even end up with one of the editors of the biggest gaming site in the world saying that you messed up E3. But that's the thing: I'm not sure that we're the people Nintendo is trying to impress at E3 any more.

If you ever think Nintendo genuinely has nothing up its sleeve, you don’t know Nintendo – but we’re going to have to get used to getting our announcements in a different way. It’s already clear that Nintendo’s E3 presence wasn’t geared towards us. If you’re holding your breath for the next Zelda, Metroid or Fire Emblem rather than the next Just Dance, there’s a strong possibility that E3 is no longer the place to look.

Keza MacDonald is in charge of IGN's games team in the UK, and only just got over that post-E3 hangover. You can follow her on Twitter and IGN.



Source : ign[dot]com

Friday, June 22, 2012

UK Prices for Nintendo's 3DS XL Emerge




Following yesterday's reveal of the revamped handheld, Nintendo announced it would let UK retailers decide for themselves how much they'd charge for the 3DS XL and now the prices have started appearing.


Play.com was the first to reveal a cost, listing the blue model as available for pre-order at £179.99.  ShopTo has all three models (blue, red and silver) available at £179.84, though the RRP of the device is labelled as £199.99.


This is conflicted by Zavvi's offering, which also covers all models, but states they will be sold at £209.95, reduced from an RRP of £249.99.


It's safe to assume that Nintendo probably hasn't confirmed the RRP with its retail partners in the UK, which has led to the confusion.  The RRP for the United States is listed as $199, which converts to roughly £128.


The European package comes without an AC adapter but will be released on July 28th, three weeks earlier than in America.




Source : ign[dot]com

See The Latest Nintendo Direct Videos Here




Check out the latest videos from this evening's Nintendo Direct presentation below; we'll be updating this page as they arrive.




Exactly who you'll need around when you need change for the vending machine.



A little something something for the many millions of DS owners who haven't bought a 3DS.



Confirmed for North American release, available this November.



Source : ign[dot]com

Thursday, June 21, 2012

Nintendo 3DS XL - First Images




Nintendo has released official images for the 3DS XL. The new system, which was announced during today's Nintendo Direct broadcast, will be available to purchase on August 19 (the same day as New Super Mario Bros. 2). In addition to larger screens, the new system will also sport a longer battery life, and will sell for $199.99.

And now, without further ado, the 3DS XL...












 


For more on the 3DS XL as its launch date approaches, keep it here on IGN.



Source : ign[dot]com

Iwata Announces Kirby Collection Details




Nintendo president Satoru Iwata has finally pulled back the curtain on Kirby's Dream Collection: Special Edition, the upcoming Wii compilation being offered to celebrate the pink puffball's 20th anniversary. We previously knew the name of the game and the fact that it would launch in America this September, but everything else was a question mark.

First up, the lineup of included games. The collection will contain Kirby's Dream Land and Kirby's Dream Land 2 from the Game Boy. Kirby's Adventure from the NES. Kirby's Dream Land 3 and Kirby Super Star from the SNES and, lastly, Kirby 64: The Crystal Shards from the Nintendo 64. Four of these have previously been made available individually as Virtual Console downloads on Wii, but the two Game Boy games will be playable on Wii for the first time through this release.

Kirby's Dream Collection will also contain content drawn from last year's Kirby's Return to Dream Land – the single-player challenge mode from that game is coming back. There will also be a "History of Kirby" gallery in the collection, containing everything from 20 years of concept art to episodes of the Kirby cartoon show.

The physical packaging will be special too, as included in the box alongside the disc will be a separate art book and a soundtrack CD. Japan's Club Nintendo will also be offering new Kirby merchandise like Kirby-shaped pillows and handbags.

All of this information was announced tonight through Japan's Nintendo Direct video, and we expect the upcoming North American video will confirm and clarify the details of this Kirby collection for Western audiences. Stay tuned and we'll update this article when those details arrive.



Source : ign[dot]com

Monday, June 4, 2012

E3 2012: Ubisoft Announces Extensive Wii-U Line-Up




Ubisoft has shown Nintendo lots of love at its E3 2012 press conference, showing off six upcoming Wii-U titles in a short sizzle reel. The announced games:


Rabbids Land


Your Shape: Fitness Evolved 2013


Sports Connection


Just Dance 4


Avengers: Battle for Earth


Zombi-U


 


Story developing...




Source : http://www.ign.com/articles/2012/06/04/e3-2012-ubisoft-announces-extensive-wii-u-line-up

E3 2012: Report - Wii U Price Will Be 30,000 Yen, Says Nikkei




Japanese news giant Nikkei almost always get a major scoop or two on Nintendo's plans the day before the company's E3 press conference each year, and this year appears to be no different – the paper is reporting that it knows the Wii U launch price.


30,000 yen. That converts to about $383 in U.S. dollars, £249 in British pounds or €306 Euros, by today's exchange rates.


The information comes to us via Andriasang, responsible for translating the original report. According to them, Nikkei's sources for stating this price point are unclear – the paper could have received an inside tip, or it could simply be throwing out a likely number.


It may be a while before we find out whether this price report turns out to be accurate or not, though, as Nintendo has previously stated that no information on price or other details of the Wii U launch will be discussed at this year's E3.




Source : http://www.ign.com/articles/2012/06/04/e3-2012-wii-u-price-will-be-30000-yen-says-nikkei

E3 2012: Iwata Comments on User-Created Content for Wii U




Yesterday's Nintendo Direct video presentation was packed with new information for Wii U fans to absorb, delivered so quickly that it was hard to catch every detail in just one viewing – the footage that teased a New Super Mario Bros. game for Wii U, for example, came and went in just a few seconds. In that spirit, here's one more interesting comment that company president Satoru Iwata slipped into his dialogue, and which might not have fully registered for you the first time around:



That quick phrase mentioning "game content they have created themselves" is what we're pointing out here. Mr. Iwata was so busy discussing the different applications of the Miiverse social network that it was hard to notice him basically confirming that user-created content will be a focus for Wii U.



It's not all that surprising, really. Nintendo has pushed user creativity in several high profile projects in recent years, like the "make your own video game" interface of WarioWare: D.I.Y. and the shareable custom puzzles you can build in Pushmo. Just before making that comment in the video, actually, he mentioned two other examples – Flipnote Studio and Swapnote, both recent applications that built their foundations on the creation and sharing of personal drawings.


So the question now becomes, which Wii U games will take advantage of this piece of the Miiverse, and emphasize the creation and sharing of user-created content in the next generation? It's possible we'll see one or two examples showcased in tomorrow's Tuesday morning press conference, but to give you all something to chew on until then, consider this: just a few seconds after Mr. Iwata spoke that sentence in the Nintendo Direct video, the footage for New Super Mario Bros. began.




Source : http://www.ign.com/articles/2012/06/04/e3-2012-iwata-comments-on-user-created-content-for-wii-u

Thursday, May 31, 2012

Nintendo's Wii U at E3 2012




Last year was just a taste of things to come.

In a few days, Nintendo will formally pull back the curtain on its plans for Wii U. Though the system was revealed at E3 2011, this is the year that truly matters. This is the year the system launches. That means we'll see final hardware, not just prototypes. That means we'll see games, not demos. That means we'll see real plans and not just sweeping promises.

Or at least that's what happen. Though Nintendo has much to prove at this year's show - and not much time between now and when the system is slated to launch - it's tough to tell exactly what gaming's most enigmatic publisher will actually do. Wii U is by far E3 2012's biggest spectacle. It's the biggest question mark. As we've said time and time again, all eyes will be on Nintendo as it transitions from one of its most successful eras into the unknown.

With all that said, here are some of the games we expect to see at this year's show. These are the stars of Wii U's evolving line-up, one that seems to be growing almost daily.

The Unknown



The strange thing about Wii U is that its biggest games are likely still waiting in the shadows. We know Mario and Pikmin are on the way, and we've seen some promising third party support, but we're still waiting for the real knockout punch.

We're waiting for the Zelda game. The Metroid. The addition of key third party franchises like Resident Evil and Bioshock Infinite. And while adding third party ports wouldn't seem like the biggest deal, it's a critical element to Nintendo establishing itself as being in the same league as the Xbox 360 and PlayStation 3 - while still setting itself apart with its own content. Balancing all of those ideas will be very difficult for Nintendo - and we should have some idea of its success next week.

Rayman Legends



Release Date:TBA
Publisher: Ubisoft
Genre: Platformer

Rayman Legends first surfaced through a leaked concept trailer, one which demonstrated an array of specialized Wii U functionality. One question we have is whether all of those ideas will make it in the final product, but we're also curious to see how Ubisoft follows up last year's platformer, which we rather loved.

It's likely we'll see games like Assassin's Creed or Mario taking a bit of the spotlight this year, but we're particularly interested in seeing what happens with Legends. If Ubisoft has managed to take the creativity of last year's Rayman Origins and fully meshed it with the potential of Wii U, Nintendo fans might have more than one platformer to look forward to at some point in the future. Hopefully at launch.

Pikmin 3



Release Date: TBA
Publisher: Nintendo
Genre: Strategy

We've been waiting for a new Pikmin game for almost a decade. As much as Nintendo fans seemed to gravitate towards Shigeru Miyamoto's quirky strategy game, the publisher didn't quite seem to agree. Or, at the very least, it was intent on taking its time developing a sequel.

What matters most, however, is that we know the game is on the way, and we know it will be at E3 2012. It will be interesting to see if this is the Pikmin we all know. Though the Wii U controller immediately begs application to existing Pikmin mechanics, it would be fascinating to see Nintendo change direction and do something entirely different.

Regardless, we are eager to see what shows up in just a few days.

Assassin's Creed III



Release Date: October 30, 2012 (360, PC, PS3)
Publisher: Ubisoft
Genre: Action

The more Ubisoft reveals about Assassin's Creed III, the more it climbs up our most anticipated games of 2012. While the franchise seems like a known quantity, this drastic change in setting and tone has us eager to see more. Even though we want to see more footage - and more importantly play the game - the one thing that has our attention is the Wii U version. Bringing a core action title like this to Nintendo's new console is the perfect testing ground to see if this grand experiment can change the way we play traditional Xbox 360 and PlayStation 3 games. We'll see if Ubisoft is able to bring Nintendo's vision to life.

New Super Mario Bros. Wii U



Release Date: TBA
Publisher: Nintendo
Genre: Platformer

We've been a little apprehensive about Nintendo's announced Mario game so far. It's not that the game will be bad - we rather enjoyed its predecessors. But based on the demo we played last year, which Nintendo has confirmed will be the basis for its upcoming game, we didn't see anything new or exciting. We didn't see anything that really grabbed our attention, that proved the idea of the Wii U console. So that is New Super Mario Bros. Wii U's big test - to take a tried-and-true gameplay formula - one that has existed for more than 25 years - and find a way to evolve it to perfectly reinforce Nintendo's innovation in 2012. That's a tall order, but if there's any character that can pull it off, it's Nintendo's plumber.

In just a few days Nintendo will lay out its opening concept for Wii U. The system will no longer be a concept in our minds, one that wasn't entirely realized or brought to life by brief (albeit enticing) demos at E3 2011. Games will be announced. Games will be confirmed. Games will be played. And in about one week, we'll know if Nintendo's next gamble will be something we can believe in. The publisher risks much and has often been rewarded for that risk. We'll see if it can do it one more time.



Source : http://www.ign.com

Spy Hunter Reboot Coming to 3DS and Vita




A reboot of arcade classic Spy Hunter is coming to Nintendo 3DS and PlayStation Vita.



The announcement comes on the eve of the 30th anniversary of the original, with the new title promising to be the "most thrilling and dangerous ride yet". As with the original, the player will take control of the "Agent", who drives a high-tech super car equipped with advanced weaponry. His mission? Well, naturally it's to take on a global terrorist organisation with its sights set on world domination. Once again the car will be able to transform into a speed boat as well as an off-road assault vehicle.

Spy Hunter is being developed by TT Fusion and will be released this autumn.



Source : http://www.ign.com

Tuesday, May 29, 2012

Castevania: Mirror of Fate Confirmed for 3DS




The latest issue of Nintendo Power is out, and some subscribers have already started to receive this month's edition. So what's on the cover? None other than that rumored Castlevania game for 3DS the internet has been buzzing about.


The game is called Castlevania: Lords of Shadow - Mirror of Fate. Try saying 10 times fast. The magazine reveals that Mirror of Fate's Belmont of choice will be Trevor Belmont. He will fight using his version of the Combat Cross, Gabriel's weapon from the original Castlevania: Lords of Shadow.




Mirror of Fate exists!



Other small details unveiled by the magazine (thanks to GoNintendo for the above scan) include the fact that light and shadow magic will be returning from the original Lords of Shadow. Using the L, R and face buttons, players will be able to attack with various weapons, grab enemies, block and dodge. Earning experience points will unlock the ability to execute combo moves, like launching enemies into the air, smashing them into the ground and so on.


For all your Belmont needs, keep it locked on IGN.









Source : http://www.ign.com/articles/2012/05/29/castevania-mirror-of-fate-confirmed-for-3ds

Tuesday, May 22, 2012

The Need for a Nintendo Universe




For months Nintendo fans, and the entire games industry, have speculated about Retro Studios’ next project. With the company laying low since 2010’s Donkey Kong Country Returns, the timing is right for Nintendo’s trusted western developer to unveil its next game. Rumors and theories were running rampant, ranging from Star Fox and Zelda to a return to the Metroid Prime universe.

Yet no one was quite expecting the suggestion that the company was in fact preparing a crossover between the worlds of Fox McCloud and Samus Aran. The notion of these two worlds colliding seemed insane. And yet... not so insane. Rumor or not, the idea that Nintendo’s different universes might interact is plausible. We’ve been seeing this sort of thing for more than a decade - and characters like Mario, Samus and Link fit together better than one might expect. In fact, it’s probably time that Nintendo adopt this practice more formally. It’s time these creations, despite their disparate gameplay experiences, to guest star more often. The only thing more powerful than Nintendo’s vast array of IPs is a scenario in which they can co-exist.



We’ve seen subtle winks and nods to Nintendo’s shared universe for a long time. Mario and Donkey Kong seem to have their own lives and supporting casts, yet frequently interact, particularly when it comes to sports - or jumping over barrels. And we’ve seen plenty of cameos over the years, from R.O.B. in F-Zero GX to Mushroom Kingdom enemies in Link's Awakening to characters that strongly resemble Mario and Luigi in The Legend of Zelda: Ocarina of Time. The references, hints and clever winks could fill a book. Which simply begs the question - why not let the characters interact formally?

This isn’t to say Kirby has to be playable in a Metroid game, or that we simply must see Link piloting a ship in the next installment of Star Fox. These games have specific aesthetics and gameplay ideas, and forcing too much interaction would no doubt corrupt what makes each one unique. Yet there’s nothing saying Nintendo can’t let them interact or acknowledge they’re able to run into each other. Let the fun cameos be bolder. Let the Easter Eggs be more entertaining. Give Nintendo fans, who tend to embrace the publisher’s vast catalog in a fairly comprehensive manner, more of what they crave. Don’t be shy. Have fun with a legacy that has been developed for more than 25 years. It’s not as if we’re dealing with startlingly realistic concepts. The Zelda and Mario universes are insane enough, packed with bizarre characters and ideas. What are a few more in the stack?

That’s why, as insane as the idea of a Star Fox/Metroid crossover might be, it’s not as untenable as you may think. The resistance to such a notion doesn’t seem to focus on the actual concept, but whether the two franchise’s different gameplay styles can accommodate one another. Star Fox is a fast, energetic, third-person aerial shooter, often on rails and often featuring over-the-top action. Metroid is the opposite of just about all of those things. In fact the only thing it has in common with Star Fox is that players need to shoot things, sometimes in space. Samus Aran’s isolated, cold, slow-paced adventures couldn’t be farther from Fox and friend’s quest to stop an evil space monkey.



Yet that reconciliation might be where a considerable amount of innovation can come from. Nintendo is often chastised for leaning on its familiar franchises and strictly operating within those franchise’s boundaries. There is no realistic or sensible way to suggest the company should abandon its iconic characters. They are responsible for billions of dollars in sales, and have single-handedly propelled the publisher’s unique hardware for close to three decades. But, in addition to more traditional installments of Mario and Zelda, what if the company looked to joining and sharing these worlds as ways to explore new ideas, both in terms of franchise and gameplay design?

Sure, it’s insane sounding. But so was the idea that all of Nintendo’s heroes and villains would join together for a fighting game. The thought of Mario’s Mushroom Kingdom banding together to race in go-karts was a little crazy too. Now we’re at the point where Samus Aran and Fox McCloud could team up to save the galaxy, and while we pause at the thought of this, Pikachu is preparing to join forces with Japanese warriors. At this point the barrier to a full, formal, shared Nintendo Universe has about a thousand cracks in it. Nintendo might as well embrace it, allowing developers both internal and external the ability to experiment a bit more, while still giving millions of fans around the world what they want.

And, you know what, if a little hand-wringing and compromise can get us our Zelda/Fire Emblem team-up, we’re not going to complain. Let’s see what one of the world’s greatest game publishers can do when it kicks down a few doors and experiments with some of the greatest game franchises in history.



Source : http://www.ign.com/articles/2012/05/23/the-need-for-a-nintendo-universe