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SoulGrabber

Wii U

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Retro may return to Metroid one day but not now, Nintendo wants to expand Metroid universe
 

The following info comes from Retro president Michael Kelbaugh via an IGN interview.

"Well, we love Metroid. We love Metroid Prime and we always will. It was a big part of our studio, the culture of the studio. The majority of that team is still at Retro. When we finished with DK, we still had a lot of really cool ideas. That, in combination with what the Wii U could do, we really wanted to continue with that. Again, Retro Studios loves Metroid. We might do another one someday. But we really enjoyed working with DK as well.

We’re pretty much on one major project at a time. We do a game every two years or three years. In the first year of that, we have some extra bandwidth, so sometimes… We helped out with Mario Kart 7. We helped Monster Games do the 3DS version. Sometimes we’ll have a little bit of extra bandwidth to help out other entities at Nintendo. We really feel strongly about helping out Nintendo as a whole, so if we have time, we’ll do that. Do we have the bandwidth to do two major projects at once? I don’t think so. A big project and a little project at the same time, we can do that."


The following comes from Kensuke Tanabe, an Executive Officer at Nintendo.

"Basically I’m thinking of, not just Samus, but how we can expand the whole Samus universe. You remember Metroid Prime Hunters. I’m thinking about things like how we could make that go out further, with all these different bounty hunters as well."

link



SEGA discusses the parkour approach to Sonic Lost World, difficulty levels
 

The following comes from a Polygon interview with designer Takashi Iizuka.

"It is far easier for usability but it also gives players the ability to use the special actions better. So for example, when Sonic is leaping over a wall, you could just let him leap normally over a wall, but if you time the jump button press correctly, then he'll make an extra dash forward. So there is ease of use but it also but there is also depth where you can anticipate what you are going to do and make those moves even faster.

Part of the thinking of parkour system from the beginning was kind of reduce the frustration of running along with Sonic and running into a wall you come to a complete stop. So it is there to help players out.

With the past games — Sonic Unleashed, Sonic Colours and Sonic Generation — we've had side view and forward view and with this gameplay we wanted to take a step forward and do some new things and kind of add new challenges. We've always wanted to add that replay path because it has that replayabity and people see things and wonder 'Ahh! How do I get over there?' It kind of gives you motivation to go back and explore."


- easy mode includes levels populated with more platforms to scale
- the perspective is forward facing
- this will have a greater parkour-centric experience
- normal difficulty is a 2D perspective with fast-paced side-scrolling
- hardest level is a forward facing perspective with fewer platforms

Link



Nintendo says why Yarn Yoshi isn't at E3, why Good Feel is developing, plus difficulty
 

The following info comes from an IGN interview with Takashi Tezuka.

- title wasn't at E3 because more wasn't ready to be shown yet
- The reason Good Feel was chosen as the dev

"I looked at [Epic Yarn] and thought it was really beautiful. It seemed like it would be a good fit for Yoshi as well. We found that the Wii U would be able to make it a much more expressive game. It looked like it would be a lot of fun."

- Tezuka wants to add in more challenge than what was found in Kirby's Epic Yarn

Link



Босс с журналистом ИГН

BMnzZBsCAAEEc7C.jpg

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Всем привет.Такой вопрос :с геймпадом wii u pro controller можно играть во все игры для wii u,или есть какие то исключения ? Спасибо,и заранее прошу прощения если этот вопрос задавался и раньше.

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[quote name='VLQ' timestamp='1371107745' post='3372329'] Босс с журналистом ИГН [/quote]

[offtopic]у журналиста игн больше.trollface-new.png  [/offtopic]

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В Майево нилзя.

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Всем привет.Такой вопрос :с геймпадом wii u pro controller можно играть во все игры для wii u,или есть какие то исключения ? Спасибо,и заранее прошу прощения если этот вопрос задавался и раньше.

 

Не во все.

Например, в ZombiU он поддерживается только в мультиплеере.

Обновляемый список: http://en.wikipedia.org/wiki/List_of_games_that_use_the_Classic_Controller#Wii_U

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Всем привет.Такой вопрос :с геймпадом wii u pro controller можно играть во все игры для wii u,или есть какие то исключения ? Спасибо,и заранее прошу прощения если этот вопрос задавался и раньше.

 

Не во все.

Например, в ZombiU он поддерживается только в мультиплеере.

Обновляемый список: http://en.wikipedia.org/wiki/List_of_games_that_use_the_Classic_Controller#Wii_U

Понятно,спасибо за ответ.

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[quote name='Rebial' timestamp='1371114495' post='3372864'] В Майево нилзя. [/quote]

Пока нельзя. В следующем патче обещана поддержка. Патч появиться вместе с Луиджи.  

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Даже когда живая Байонетта готовиться нашинковать его волшебными пулями, его тело остается к этому готовым smile.png

 

tumblr_mocc7onnr21s8ouhxo1_1280.jpg

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В Майево нилзя.

 

Пока нельзя. В следующем патче обещана поддержка. Патч появиться вместе с Луиджи.  

Кстати, пусть у кого есть про-контроллер проверит - у меня вчера в Марио патч какой-то скачался новый... Может, и включили поддержку уже...

 

O7PctG2.jpg

А тем временем сотрудники Майкрософт в США пришли на показ демок WiiU в местных Бестбаях. Пытались уговаривать стоящих в очереди вместо демок с ВииЮ предзаказать Х1. :-D 
http://www.gonintendo.com/?mode=viewstory&id=205110

Изменено пользователем Sharu

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[quote name='Sharu' timestamp='1371144581' post='3375003'] Пытались уговаривать стоящих в очереди вместо демок с ВииЮ предзаказать Х1. [/quote]

Удачи им  :-D

[quote name='Sharu' timestamp='1371144581' post='3375003'] Кстати, пусть у кого есть про-контроллер проверит - у меня вчера в Марио патч какой-то скачался новый... Может, и включили поддержку уже... [/quote] 

Не работает пока, правда у меня вроде никакой патч не скачивался.

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[quote name='Sharu' timestamp='1371144581' post='3375003'] А тем временем сотрудники Майкрософт в США пришли на показ демок WiiU в местных Бестбаях. Пытались уговаривать стоящих в очереди вместо демок с ВииЮ предзаказать Х1.   [/quote]

Фалкон панчем его, ребята!

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[quote name='VLQ' timestamp='1371107745' post='3372329'] "Basically I’m thinking of, not just Samus, but how we can expand the whole Samus universe. You remember Metroid Prime Hunters. I’m thinking about things like how we could make that go out further, with all these different bounty hunters as well." [/quote]

как бы не испортили душу и атмосферу серии :icon_neutral:  



Вообще понимаю их столько работали над Метроидом, пора бы и на что нибудь другое отвлечься 

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ААА, Джонатан Холмс красавчик:

 

 

I imagine the design meeting for Super Mario 3D World involved one man standing up and screaming "Mario 2!", another man screaming "In 3D with multiplayer!" and the 3rd man bellowing "AND WITH CATS!" and then they made the game. It's the videogame equivalent of putting a semi-naked attractive person on a pile of money covered pizza. It's base and it's crude. Some might even call it slutty. But it works. 

 

 

После его слов, мне игра стала нравится больше (хотя это далеко не новая Galaxy).

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http://www.polygon.com/2013/6/13/4426338/nintendo-if-youre-worried-about-used-game-sales-make-better-games

"Лучший способ разобраться с рынком б/у игр - это делать настолько хорошие игры, чтобы игроки и не думали продавать их после прохождения"
reggie-fils-aime.jpg

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Super Smash Bros. 3DS/Wii U - final names, may release at different times, 3DS struggles, no DLC plans
 

The following info comes from an IGN interview with producer Masahiro Sakurai.

- the two versions might find themselves completed at different dates
- the 3DS is facing some challenges
- for 3DS, they're struggling with how to accommodate characters that incorporate more than one fighter, such as the Ice Climbers
- official game titles are Super Smash Bros. for 3DS and Super Smash Bros. for Wii U
- no plans for DLC at this time

"At the current time we have no plans. I consider my job at this point, and my main responsibility, to make the Wii U and 3DS versions the best and the fullest experience possible. That said, once finished, it's the type of thing we could take into consideration, but for now, you could consider DLC as not being in the cards."

link



Aonuma on Zelda - new ideas, change or die, remakes, HD, taking risks, Zelda 3DS item change-up
 

The following comes from an Engadget interview with Eiji Aonuma...

On change or die

"If we don't change we might die. We need to evolve. Things need to change. Things need to grow."

On remakes

"If I continue making remakes, I feel like I won't grow. (Wind Waker HD helps our devs) learn what it is the Wii U can do... [and] what the system is capable of."

On moving away from the tried-and-true formula

"With regard to... breaking the mold or changing the formula, I certainly hear the thoughts of fans. The impressions of fans that maybe it's getting a bit stale. ...if we change it too much, I'm also concerned people will say, 'Okay, is it no longer Zelda if we don't have this formula?'"

On HD games

"HD requires resources -- resources in the form of money, in the form of people... in the form of time."

On returning to the N64's Dream Team strategy

"With regard to the Dream Team, I don't see something like that happening again. Because, quite frankly... we didn't know what we were trying to make. And then we brought people from the outside in to help us create this thing we weren't really clear on..."

On the development process

"... the way we make games is we're very careful. We're very thorough. We're very detailed. We take a long time analyzing the different parts of a game... almost to our detriment. Almost too careful. I think the need is there for us to make decisions more quickly, weigh the risks [and] see what the payoff is."

On Virtual Console on Wii U

"for people that've played the [classic games] already, you can't just give them something they've already experienced. You need to make it something special, something different. That's something I'm always very conscious about."

On changing the Zelda conept

"We're trying to find new ways to play. Not only the kinds of items you find, but how you use those items. I want to give the player more freedom. I want them to be able to explore more. The concept of the item will be completely different than what you've experienced before."

Link



Sonic Lost World выйдет 13 октября

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[quote name='Sharu' timestamp='1371144581' post='3375003'] А тем временем сотрудники Майкрософт в США пришли на показ демок WiiU в местных Бестбаях. Пытались уговаривать стоящих в очереди вместо демок с ВииЮ предзаказать Х1. :-D http://www.gonintend...story&id=205110 [/quote]

Хочешь похудеть? Спроси меня как!

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Nintendo on Super Mario 3D World - development, camera, design, single/multiplayer content, Peach returning and more
 

The following comes from a Polygon interview with Nintendo Entertainment Analysis and Development (EAD) Planner and Project Leader Koichi Hayashida...

"The first thing we do is decide on a concept for a stage that really drives how a player will be experiencing it. It's something we all get together to discuss — we get a lot of Post-it notes, and we just put up hundreds of them onto the wall and start looking at them and discussing them. And out of 100 ideas on all of these notes, we might end up only using one or two of the ideas generated. Some are completely crazy ideas!

But once we've decided on a concept, we make the stage, then we play it, then we refine it. And that process repeats over and over again until we get to the point where we feel like we're mostly polishing the gameplay in a very fine-tuned sort of way. When we get to that stage, we know we're almost done."


On creating the right type of camera and level design...

"We think about our level design from a perspective of first, 'is this something that's fun to play through as Mario?'. In this game, we had some interesting challenges in that you can lift up other characters and throw them ahead of you — so you can jump and throw someone — and they go really far. That can be a really interesting challenge in level design; to make sure people don't go where we don't want them to.

Having worked on games like Super Mario Sunshine, where you could hover with the flood into all sorts of interesting areas, or even in Super Mario Galaxy 2, we found that cloud Mario had a pretty big reach compared to what we were originally planning. So we had a lot of experience in thinking about players being creative to reach interesting parts of levels. So it feels like we're going to be ok with this one!"


On keeping things familiar but also new at the same time...

"Our goal, of course, is always to make something new and although we are certainly using familiar elements and perhaps the structure from Super Mario 3D Land, we're still — once we're in the development process — looking for any kind of ideas that can match with what we're doing at the time.

So, for example, you may recall that in Super Mario 3D Land, you were collecting star medals in stages — three in each one. We combined that with the idea of the green stars from Super Mario Galaxy 2. Each of them had kind of a unique route that you had to follow to get them. And so when you put those two elements together you come up with something that's different and really fun. We keep throwing any ideas that come across us like that out, and as soon as we find some form of expression for them, we put them all together. In that sense, I feel that the development style is very similar to what the Galaxy games have been like.

We're doing this kind of Galaxy-style development with a very large staff now. We have a process where [a given] gameplay idea can only really be expressed in a very unique way in a different kind of stage."


Why Peach is back playable...

"I feel like Mario games, as you know, have done lots of representation of male characters over the years. Perhaps much more so than female. So it's actually really nice to be able to have a female playable character in the game. I think she adds a lot to the sense of competition when you get in multiplayer: you can have different people choosing different characters based on their personality or whoever they like. And princess Peach is just really a lot of fun to play!"

On working with the nostalgia factor...

"Quite often, we find ourselves in the situation where new elements of gameplay that we've generated match very well with older expressions in Mario games. And if it's the sort of thing where it looks like something fits, where we want to do this gameplay idea, and this kind of enemy or terrain feature seems to fit from an older Mario game, we're happy to apply it in that situation.

And oftentimes, this happens because a lot of members of our staff are huge fans of the Mario series, and they're always the ones pushing for the inclusion of these retro elements. Sometimes we have to double check to make sure that they're thinking about gameplay first and foremost, because they are such big fans of these nostalgic elements.

For example, during Super Mario Galaxy, we weren't terribly worried about adhering to a certain form. It was really about coming up with gameplay first — making something fun and new — not necessarily focusing on nostalgia. Quite often, it's a lot of the staff that we've hired that bring in these ideas that they'd like to see from older Mario games!"


On gamers worried about the multiplayer focus...

"To those people, I would like to say that we're planning so many interesting new ideas for single player that you shouldn't necessarily feel like you are restricted to playing this game in multiplayer. As we said earlier, we had this kind of Galaxy-style development, where we threw out all sorts of different ideas and what we've come up with is really a lot of fun whether you're playing single player or multiplayer.

Ever since Super Mario 64, we've always wanted to create a multiplayer 3D Mario game, but there were lots of challenges and I feel like now we've gotten to the point where we've come up with the perfect expression, which is a very satisfying multiplayer experience in a 3D Mario world. I think people will have all different reactions to some of the developments that we're putting forward, some of which are very reminiscent of the Galaxy series style of play."

Link



Reggie once again defends Retro's choice to work with Donkey Kong a second time
 

A portion of a Kotaku interview with Reggie Fils-Aime...

Kotaku: There was mixed reaction to what Retro would be working on. Some reaction was: I wish they were making another Metroid Prime.’ Some reaction was: ‘I wish Nintendo would just let them do something new.’ We all agree that they’re an extremely talented studio. To those who are disappointed to see them ‘simply’ making another Donkey Kong Country, you would say…

Reggie Fils-Aime, president of Nintendo of America: You know, what I’m eagerly looking forward to is reaction from the Best Buy demos that have been going on today. Donkey Kong Country Tropical Freeze is one of the games they’re getting to sample. My bet is that the fan who actually plays that game is super-excited, because, absolutely the team is excited. They’ve done a lot with Donkey Kong Country. All of the things they wished they had done in Donkey Kong Country Returns they put into Tropical Freeze. And so they make great games. I’m glad the fans recognize that. And it’s going to be up to the team to decide what they want their next project to do, obviously [while] working with [Nintendo producers] Mr. Tanabe and Mr. Takahashi in terms of getting directions.

You know, Nintendo’s blessed to have over 30 franchises. When you step back and think about it, and you look at all the games we’ve created, we’ve got over 30 franchises. Every time we launch a game there’s always that fan who says, I wish it was…

Kotaku: Metroid or Waverace or whatever…

Fils-Aime: Exactly! We love that and we love that passion and I’m sure there will be nice pleasant surprises, just like we surprised fans with Kid Icarus on the 3DS.

Kotaku: Were you saying, did Retro choose to make the Donkey Kong Country game? Was it their decision?

Fils-Aime: I wasn’t in the room when they talked to Mr. Tanabe and Mr. Takahashi, but I just spent some time with Michael Kelbaugh, the president of that studio, and he talked about how they were excited to go right from finishing up Donkey Kong Country Returns into this next project.

Link



The Legend of Zelda: The Wind Waker's unused dungeons were implemented into other Zelda games, Wind Waker HD pacing tweaked
 

The following comes from a Eurogamer interview with Eiji Aonuma.

Removed Wind Waker dungeons

"Quite honestly, those dungeons we removed we used in other games, so we can't use them in this version!"

On new content in Wind Waker HD

"I've received many questions about additional content beyond what was in the GameCube version of the game, but our desire is to stay true of the story that was in the original. If we add dungeons then that will affect other parts of the GameCube version, which we really want to stay true to.

If it felt like there were maybe too few dungeons then I feel that what was wrong with the GameCube version was the pacing. It was thrown off because it took longer to get to certain dungeons. There was a waiting period, and then when you arrived there the experience maybe didn't feel as big, as you'd waited so long to get there. We're tuning the game to alleviate all that. The pacing should feel appropriate to the overall experience this time... We need to tighten those [gaps] and make the overall experience and story feel tighter."

Link



http://www.youtube.com/watch?v=Xw1LaOP6de0



Sakurai finding the sweet spot between Melee and Brawl for Smash Bros. Wii U/3DS
 

The following comes from a Kotaku interview with Masahiro Sakurai...

"I would consider the changes that we're making this time around not as fixes, but that we're changing the direction. And so the vision for the overall balance of the game in Smash Bros Melee, it was sort of more focused towards more hardcore players. Then when it came around to making Brawl, this was a game that was targeting a Wii audience where there were a lot of beginner players, so it sort of leaned a little bit more in that direction. So now, for this time around, we're sort of aiming for something that is in between those as far as the speed of the game. Because I don't really think this time we're in a situation where we're trying to accommodate that many new players."

Link



http://www.youtube.com/watch?v=K86LYfecZGE



Platinum's Kamiya likes tough games, realizes everyone may not enjoy that approach
 

The following information comes from an NWR interview with Hideki Kamiya.

"I have sort of a certain vision for how difficulty should be in games. (I grew up in the 80s) where there was a lot of technique, a lot of skill, required to beat games. ...that's something that will appeal to other players who like action games. (In) Bayonetta, there might be players that aren't necessarily that interested in action games or good at action games that want to play the game because of the style presented. ...there might be players who just want to experience playing ... that don't necessarily have the technical ability. (Games) should be available to people who don't have the technical abilities as well."

Link



BMq9L7_CYAI88UN.jpg

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Inafune 'ecstatic' to see Mega Man in Smash Bros.
 

Keiji Inafune has said that he's 'ecstatic' to see Mega Man join the roster of Super Smash Bros. Wii U/3DS. Going hand-in-hand with that statement, Inafune is looking forward to "playing and beating my kids with Mega Man in Smash Bros."

Link



http://www.youtube.com/watch?v=6KxXSIhqdoM



Smash Bros. Wii U/3DS - Namco Bandai characters don't have special priority, 3rd party characters tough to get
 

The following comes from an IGN interview with Masahiro Sakurai...

"Just because the game is being cooperatively developed with Namco Bandai involved, that doesn’t at all mean that they’d be given any special consideration for having characters in the game. Smash Bros. can still be considered as an all-star collection of Nintendo characters. Just like with Mega Man or any other third-party character, it would have to be a very special situation.

Adding third-party characters should be considered a very special case. In the last game, when we added Sonic and Snake, there were lots of different hoops to jump through as far as getting approvals and making sure all the parties involved were happy with the way things went. You can consider it a very special circumstance for that to happen. Even in cases like adding Pokemon characters, there are a lot of parties involved and there’s a lot of wrangling. It’s much tougher than people can imagine. I know lots of people have requests and their own ideas about third-party characters that would work, but I want people to understand that adding a third-party character like Mega Man is a very special situation."


This was followed by a discussion from IGN about adding Pac-Man. This is not something Sakurai said was happening, but he did discuss what it might be like if Pac-Man appeared.

Link



Smash Bros. Wii U/3DS - no cross-platform play, customizable characters and more
 

The following info comes from a Joystiq interview with Masahiro Sakurai.

- each version of the game has completely different stages
- cross-platform play wouldn't work
- each version will interact with one another
- take characters you've customized and transfer them to the Wii U version
- customizatios won't be costumes and they won't be something that players have to unlock
- different costumes would take away from what makes each character unique
- wants to avoid boring, repetitive tasks
- "stress free, easy connectivity" between the two versions
- no comment on level editor

Link



Kamiya still interested in doing a StarFox title, mentions another franchise he'd like to tackle
 

The following comes from an NWR interview with Platinum Games' Hideki Kamiya.

"Of course I'd like to work together with Nintendo to make original games going forward. But as far as Nintendo franchises, the reality is that these are big franchises that have lots of fans and lots of history and it'd be really hard in my position to say 'Oh, let me make one of these games.' But tomorrow, if suddenly somebody came to me and said "We want you to make Star Fox," of course I would be pleased. So Star Fox is one, another series, Murasame Jō. I grew up on Nintendo games so there's a whole lot of respect for those."

Link

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[quote name='car breaker' timestamp='1371114490' post='3372863'] у журналиста игн больше. [/quote]

...рост!

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у журналиста игн больше.

 

...рост!

и самомнение

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[quote name='VLQ' timestamp='1371156445' post='3375895'] "At the current time we have no plans. I consider my job at this point, and my main responsibility, to make the Wii U and 3DS versions the best and the fullest experience possible. That said, once finished, it's the type of thing we could take into consideration, but for now, you could consider DLC as not being in the cards." [/quote]

Это же Сакурай? Если да, то он гнёт свою (правильную) линию. Помню, в Кид Икарусе он намеренно сделал минимум роликов, и почти весь сюжет происходит во время игры. Мол в играх надо играть.

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Появились слухи, что после E3, EA воспылала любовью к Wii U :icon_lol:

 

 http://www.youtube.com/watch?feature=player_embedded&v=awuwsci8YAM

 

Да пошли они ....

 

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