Рейтинг@Mail.ru
Перейти к содержанию

Уважаемые посетители! Если у вас возникают проблемы с входом, регистрацией или сменой пароля, обращайтесь в эту тему (там можно писать без регистрации) с указанием где возникла проблема - на сайте или форуме.

SoulGrabber

Wii U

Рекомендуемые сообщения

[member='VLQ'], комментарий от туда  :icon_lol:

 

Выглядит как PlayStation All-Stars Battle Royale! Нинтендо совсем ничего своего придумать не может!!

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

[quote name='PacBoy' timestamp='1371467817' post='3384807'] комментарий от туда  [/quote]

Так от VLQ же и есть:3 

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

[member='Sagara'], если после этого нинтендо не загрузит платинумов работой, то я на них очень сильно обижусь.

Изменено пользователем VLQ

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

Вот что происходит когда вы даете зеленый свет инде.

http://www.youtube.com/watch?v=V0WT694qcVM



много скриншотов Super Smash Bros. for Wii U — http://forums.gamemag.ru/topic/92107-smash-bros-next/?p=3385675



Square-Enix hosting 10 hour Dragon Quest X livestream event with an 'important announcement'
 

- ten hour-long livestream event
- starts on June 22nd at 4 PM Japan Time
- includes an “Important Announcement”
- featuring creator Yuji Horii and composer Koichi Sugiyama
- Final Fantasy XIV: A Realm Reborn Producer and Director Naoki Yoshida will also make a special guest appearance

Here’s the full schedule for the event:

4:00 – 4:15 PM (3:00 – 3:15 AM EDT): Opening, A Look on Astoltia.
5:00 PM (4:00 AM EDT): Trivia session for the audience.
5:45 PM (4:45 AM EDT): Special Talk! Dragon Quest X round table discussion.
6:45 PM (5:45 AM EDT): Dragon Quest X early development alumni show. Guest Star: Yoshi-P
7:30 PM (6:30 AM EDT): Recap and dinner time.
8:00 PM (7:00 AM EDT): Battle Trial Special! A new boss appears?
10:00 PM (9:00 AM EDT): Important announcement!
11:00 PM (10:00 AM EDT): Serious consideration about games other than Dragon Quest X.
12:00 AM (11:00 AM EDT): Director’s update and night talk. Remaining sober is impossible!
1:00 AM (12:00 PM EDT) Battle Trial Special 2!
1:30 AM (12:30 PM EDT) Special Ending!

Link



С последнего твита рассмеялся.

02367ff6a421.jpg

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты
Mario Kart 8 - The antigravity idea, blue shell returns, not adding non-Mario characters, & karts with drills?!
 

A portion of an MTV Multiplayer interview with Hideki Konno and Kosuke Yabuki.

Multiplayer: Where did the idea of anti-gravity playing into the game come from?

Mr. Konno: Let me have the Director, Mr. Yabuki address that.

Mr. Kosuke Yabuki: Well the first thing we were considering, with the Wii U's new hardware, it's really become more powerful than what we did with the last one on the 3DS, "Mario Kart 7." With the graphics and the screen you can make a much more smooth experience, and with the upgraded hardware, instead of doing a course on a 2D plane as we've done before, we wanted to use the whole 3D area of that courses' space. Not the stereoscopic 3D, but the whole area of the screen, and so the courses we are developing now are courses that nothing like them has been seen before.

Multiplayer: I didn't happen to see if it was in the demo for "Mario Kart 8," but one thing that has found its way into the series for a few years now has been an item that is loved and hated - the blue shell. Where did that idea originally come from, and does it appear in this latest game as well?

Mr. Konno: It's not in the demo out there, but it will be in the final version of the game. It's actually a question that I get a lot, talking about balance, or where that idea came from, we often get that in interviews. One of the things that we always think about when making a "Mario Kart" game is the replay value for the customer. When we made that game, we thought it added something to that value, for people to play over and over again. When you just want to play one more game, one more match.

So actually the original idea, that we had back in "Mario Kart 64" where we hit upon this idea for a Blue Shell weapon, was that it would enable even whoever was in the back of the pack to still want to continue the race, to still want to keep going. Something that would allow them to still have that feeling.

The first one we made would go straight up the middle of the course, so anyone that was in the way would get damaged as it flew. Then we changed it to the one that flies over and hits that person in first place, and you know, takes them out of their game a little bit. Every time we make a new game we want to challenge ourselves to adjust it a little bit, with something new.

We're always having this battle of whose side do we take? The person in the back obviously they want something that hits, because that's their chance to influence the game. The person in first, of course, wants to have some kind of chance to get out of the way. That's always something that the designers have to think about, and make small adjustments to figure out the best thing for that particular game.

That's part of the reason about why it's not out on the floor, because we're still thinking about that balance and what we're going to do with the blue shell. We'd like your opinion actually, what you're idea would be to have that thing go at you.

Multiplayer: Those games in particular feature some of the Namco characters, and the "Smash Bros." series features some third party characters as well. Has that ever been an ideal that's been tossed around for "Mario Kart"?

Mr. Konno: The idea always come up during development of new "Mario Karts," but we believe there's a certain feel that "Mario Kart" has as a series, it's Mario kart, the "Mario Kart" characters are the ones that are going to be coming out. We almost feel like there's a secret rule that Mr. Miyamoto has that limits those new characters to just Mario.

If we did it too much it would be "Smash Kart."

Multiplayer: That would be an interesting game.

Mr. Konno: (laughs)

Mr. Yabuki: Actually, the addition of the Miis is kind of pushing us towards that.

Mr. Konno: Don't tell anybody, but when we put the Miis in, Mr. Miyamoto was even kind of like, "You know, aren't you crossing the line here? This doesn't exactly feel like 'Mario Kart.'" But you know, with the Mii being a basic part of the console, we were able to put it in, and have him actually play it to get his sign off. It's still an unlock, you can't select a Mii from the get-go. So, for some reason it didn't exactly cross that secret line, but it kind of came close.

Multiplayer: Have there been any ideas that have gotten scrapped over the years?

Mr. Konno: We're always looking to surprise our players with something new, and sometimes we will take those ideas that we've tossed aside for one reason or another, and use them as a reference or even put them in future games. So we really can't talk about that right now.

(turning to Mr.Yabuki) Maybe we can give him one little tidbit?

Mr. Yakuki: What about that underground thing?

Mr. Konno: Yes. In "7" we had the glider, and submersion in water, and so when we were also thinking about new ideas for "8," and we thought, "well, since we did all that, why not put a drill on the karts, and have them go through the earth somehow, subterranean racing." But, we kind of thought that's not such an interesting idea, and after that we hit upon the antigravity mechanic.
 

Full interview here



http://www.youtube.com/watch?v=nnTC2rsfZ-Q



Reggie - Returning to dormant franchises, sticking with retail
 

A portion of an MTV Multiplayer interview...

Multiplayer: So, by the end of this year, almost all of the major Nintendo franchises will have some kind of representation on the Wii U. Almost. Can we hope that in the coming months after that we'll see all of them?

Fils-Aime: You know, I think we have to be really clear on the time period that we are talking about, and we need to be really clear on the specific franchises that we are talking about. I do think though, that it's helpful to look at what we've done with Wii, and what we've done to date with Nintendo 3DS. With Wii, there was just about every Nintendo franchise brought to bear on that platform, including "Metroid," in a number of different incarnations. When you look at Nintendo 3DS, we've been able to bring back beloved Nintendo franchises like "Kid Icarus" and "Luigi's Mansion."

Nintendo is a very fortunate place, we have over 30 different franchises, and we look constantly for opportunities to bring those franchises to bear on our most current systems. I'm not making any promises, and I'm not making any commitments, but certainly we are thinking about, for Wii U and for 3DS, what are those franchises? Maybe those franchises that have been dormant for a few years, that we can loving bring to those platforms to drive our business forward.

Multiplayer: "Animal Crossing." I've written about it, I know other people have written about it, I know internally at Nintendo they've mentioned it - the experience seems to be enhanced by the downloadable, digital version of the game instead of having the cart. You don’t have to swap, and it's easier to check in on your village every day. That seems to be an extension of the StreetPass Plaza, checking in to see what's new. Can we hope to see more games that are enhanced by daily check-ins in the future?

Fils-Aime: Certainly. You're absolutely correct, that "Animal Crossing" is the type of game that you want to play certainly every day, and there are benefits to having the digital version right there on your hardware. I have to say, personally, I don’t find it a huge inconvenience to be swapping out my game cards. There are other games, "Tamagotchi Collection" in Japan, which is something that we are looking hard at for our market, that's another one that benefits from those short bursts of play, on a day-in, day-out basis.

We want to give the consumer the choice, and let them decide what's best. I have to say, I did smile quite a bit in looking at the debate by the fans of "I'm going to get it in digital, I'm going to get it in package." Great! Whatever makes you happy. We believe in working with our retail partners, in helping them understand that, for us, this is really all about helping the consumer make smart choices for them, whether they want it physically, or whether they want it digitally. Our retails are able to participate - some of them sell codes, all of them sell prepaid cards.

Multiplayer: So, there's really no end in site for retail?

Fils-Aime: Not that we see. Retail plays a very important role for us. What we're doing right now with Best Buy, you can't do that, you can't bring E3 to the people, without having a great partner like Best Buy in how we are executing this. The activity that happens in a Gamestop or Toys 'R Us, where people are doing Streetpasses and sharing content, we need physical locations to do that, in addition to driving awareness and drive sales of our product. So I am one of those that believe that, for our category, retail is going to continue to be a very important, and vibrant part of the overall landscape.
 

Full interview here

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты
Nintendo, Retro discuss hypothetical Metroid Wii U ideas, want to make Tingle a loved character
 

The following info comes from a Gamesbeat interview with Michael Kelbaugh, Kensuke Tanabe and Risa Tabata.

- The ideas given are theirs and theirs alone, not an official statement from Nintendo
- ideas for Metroid on Wii U include the GamePad displaying Samus' suit HUD elements
- mini-game that plays like a Samus morphball version of pinball

“Samus obviously has a lot of features [in her space suit]. There’s a lot you can do with that thing — once she pulls her arm up and pulls out that [metal flap] and does some of this stuff [Tabata pretends to punch buttons on her forearm]. I can see mapping some of that to the GamePad. I think that would be really cool.” - Tabata

- The following comes from the translator

“I [told Tanabe], ‘What, you want to hook a GamePad on a Zapper [gun peripheral]?’ He said: ‘No, that’d be too heavy. Maybe something more streamlined. But like a Zapper-style thing with a GamePad feature on it or some device like that. I’d love to do some shooting stuff with something like that! Maybe some day.’”

- ideas for a Tingle Wii U game

“There’s no definitive plan or anything. It’s just me off the top of my head. I know how hated the character of Tingle is in the U.S. I know that people cannot stand Tingle. But to me that challenge is: Could I take this character that is so reviled in the West and just [do] a complete turnaround and make him a beloved, fun character? The idea of that really just gets me going. I know we have made a Tingle game in the past, but maybe at some point down the road.

It’s like love. It’s like romance: You meet someone and you’re like, ‘Oh god, I can’t stand that person.’ And then three weeks later, you’re madly in love — it’s that turn, that quick whip, that motivates [me] a little bit. If we we ever get a really successful Tingle game, maybe we will have like a big Tingle statue out there [points to Nintendo's E3 booth outside the room's walls].” - Tanabe

“Retro does Tingle!” - Kelbaugh

Link



Miyamoto says he's made a bad game, but Pikmin 3 is one of his best...and he compares it to cooking
 

Shigeru Miyamoto is very proud of Pikmin 3. He thinks it's among the best games he's ever made. Many would say that Miyamoto hasn't really made a bad game, but when Miyamoto was asked this question, he actually believes he has made a stinker. He didn't reveal what games with his name he considers to be poor, but he did elaborate upon why he's hyped up for Pikmin 3.

"You know, obviously video games are designed for the player to play the way the designer has intended them to, but a good game—and this is really where I think Pikmin 3 stands out—is a game that gives you enough freedom that the player can create their own way of playing and can find ways of playing that the developers didn't envision. I think Pikmin 3 is a game that is very much like that. There are so many options strategically and in terms of the items you're going after. Obviously the stage layout and where they've placed the items have all been done by the designers, but, because you're so free to choose your approach to it and your strategy, I think that people are really going to be able to think through on their own and really come up with creative ways of how to attack these levels.

In a sense I almost feel sorry for the people who played Pikmin 1. What I really feel like is that, in Pikmin 3, we've finally been able to include all of the elements that I wanted to include in Pikmin 1. Often times, when you talk about movies, people say, oh the first one was the best... I feel Pikmin 3 has become sort of the ultimate version of Pikmin 1 if we'd had more power.

With Pikmin 1 certainly we had the ideal we were striving for. With that game, I think we ended up with a basic ruleset of the game that was a little bit too strict and confining, the 30-day time limit in particular... from that sense it was difficult for people to get into that game, particularly if they were novice gamers.. And, I think the other challenge we had with Pikmin 1 was that people would want to go back and replay the game, but partially because of the limits—the time limit—people just felt it was a bit too much to go back and replay that again.

And, with Pikmin 2, we wanted to focus on really trying to ease the gameplay to a certain degree so that it was easier for people to get into and play so we polished the Pikmin idea a bit but really only focused on how to make it easier to play.

Whereas with Pikmin 3 we've really taken it and taken that Pikmin 1 ideal and really tried to bring that to life in a way that encourages replayability all throughout the game.

We've designed the game in a way so that, as you play it, you get better and better at it and start to understand the depth of the strategy and the best ways to use the Pikmin in it. In time, you'll be playing quite well."


To make Pikmin 3 easier to understand, Miyamoto decided to compare the game to...cooking.

"It's actually similar to cooking. In Japan they often recommend for people to cook a lot to prevent the brain from aging or deteriorating. Cooking, of course, involves doing multiple tasks simultaneously. You're preparing ingredients, boiling the water, doing something else... This time the gameplay is particularly fun, because it's introduced into Pikmin the idea of managing multiple different processes simultaneously."

Taking things even further, Miyamoto says Nintendo devs will be putting together videos showcasing their playstyle and approach to the title.

"It's sort of like watching a professional drive on a close-circuit track, where, watching a race like that, what it really comes down to is how perfectly you can hit the lanes and that's where a lot of the strategy is. I don't think there are a lot of other games like that."

Link

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

http://www.zeldainformer.com/news/eiji-aonuma-would-consider-zelda-as-a-protagonist-depending-on-demand

 

NL: The Zelda series tells the story of a male hero rescuing a female princess. Would you ever consider giving Zelda her own game?

Aonuma: This is the second time I’ve received this question during this E3! I guess if people have strong feelings about it then it’s something to consider. I’ll keep that in mind! [laughs]



Legend of Link лол

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

[quote name='MasterSword' timestamp='1371541182' post='3387217'] Legend of Link [/quote]

Super Princess Zelda :icon_mrgreen:  

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

Фотки с Best Buy : "Nintendo Experience"

 

best_buy_logo1.png

img_0682.jpg

 

large.jpg

 

large.jpg

 

 

02.jpg?download=1

 

03.jpg?download=1

 

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

[quote name='VLQ' timestamp='1371523979' post='3386744'] I know how hated the character of Tingle is in the U.S. I know that people cannot stand Tingle. [/quote]

ну и плевать, делайте для европки и японии :up:

ржачный перс 

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

[quote name='008' timestamp='1371574824' post='3388576'] Фотки с Best Buy : "Nintendo Experience" [/quote]Сколько там магазинов в сети Best Buy? И в каждом такая вот очередь, а также люди которые попробовали поиграть минуя подобный ажиотаж.

Похоже Нин сорвет банк в эти праздники.

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

[quote name='Krill' timestamp='1371576738' post='3388624'] Сколько там магазинов в сети Best Buy? И в каждом такая вот очередь, а также люди которые попробовали поиграть минуя подобный ажиотаж. Похоже Нин сорвет банк в эти праздники. [/quote]

 

В "эти праздники" - это в какие?

 

Самая мякотка выйдет только в 2014 году.

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

[member='Krill'], В Best Buy очереди, а в Италии турнир по Call Of Duty: Black Ops 2 Wii U

 

Wii Want U - репортаж: Call Of Duty: Black Ops 2 (Wii U)

 

http://www.youtube.com/watch?feature=player_embedded&v=Jw7sJ-jSzqk

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

[member='Johann Gambolputty'], Я имел в виду рождественский сезон.

Понятно, что много вкусного выйдет только в 2014, но не забывай, что Super Mario 3D World выйдет в этом году, а он может продать немало консолей. 

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

Разработчики из EAD "скоро" сделают какой-то анонс

Q. What is your next job?

Koichi Hayashida: At the moment, Super Mario 3D World, 100%.

Yoshiaki Koizumi: I can not disclose now, but soon we will make an announcement.

Поделиться сообщением


Ссылка на сообщение
Поделиться на другие сайты

Для публикации сообщений создайте учётную запись или авторизуйтесь

Вы должны быть пользователем, чтобы оставить комментарий

Создать учетную запись

Зарегистрируйте новую учётную запись в нашем сообществе. Это очень просто!

Регистрация нового пользователя

Войти

Уже есть аккаунт? Войти в систему.

Войти

  • Последние посетители   0 пользователей онлайн

    Ни одного зарегистрированного пользователя не просматривает данную страницу

×