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SoulGrabber

Wii U

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[member='008'], кстати, скорый анонс новой игры Коизуми действительно может быть перед стартом PS4 и Xbox One. И не только этот анонс.  :icon_cool:

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[quote name='PacBoy' timestamp='1371584056' post='3388943'] анонс новой игры Коизуми [/quote]

даже не представляю, что за игра эта может быть em20.gif  

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[member='008'], а кто сказал, что игра?  Может Flipnote Studio Wii U делает  :icon_lol:

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Flipnote_Hatena_%28DSi%29_Screenshot.jpe

 

:icon_eek: не.....

 

 

 

 

лучше бы новую  :icon_smile:

 

51669-the-legend-of-zelda-majoras-mask.p

 

 

 

 

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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.

 

Хм, em20.gif

 

EAD%2BGroup%2BHierarchy%2B-%2BName%2BTag

 

EAD%2BDepartment%2BBranch%2BDiscography.

 

Yoshiaki Koizumi до сих пор прикреплен к EAD Software Group No.2 ? 

Неужели новый Animal Crossing ?  :icon_smile:

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[quote name='008' timestamp='1371587262' post='3389061'] Неужели новый Animal Crossing ?  [/quote]

Он не нужен на WIi U. ИМХО,

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[quote name='008' timestamp='1371585152' post='3388992'] лучше бы новую  [/quote]

убери каку! Решено. что на 3дс.

[quote name='PacBoy' timestamp='1371587713' post='3389080'] Он не нужен на WIi U [/quote]

А если кроссгейм?

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Ивата — игры для смартфонов пагубно влияют на ценность софта, высококачественные тайтлы важны как никогда.

 

First, I think it is becoming increasingly more difficult to have consumers understand and appreciate the value that a particular game offers than ever before. For example, it is now common to find on smart devices a large volume of products categorized as games selling for one dollar. With countless games offered for free, consumers are far more careful than ever to decide whether it is worthwhile to spend dozens of dollars to buy one game. Under these circumstances, we feel that it is important to offer games that are even more polished than before in terms of quality to have consumers buy our products, understand the value that they offer and recommend them to others by word-of-mouth. It now requires incredibly high-quality products to satisfy consumers to the level where they feel compelled to recommend them to others; the barriers are indeed higher than before. Moreover, it is not an easy task to regain the trust of the fans of a franchise once you lose it. Therefore, it is critical for us to improve and re-polish any game that we feel is still lacking in quality. Failing to do so, we feel, would be detrimental to what makes our strong franchises the valuable assets that they are.

We had to push back the releases of some games because it has become more difficult to satisfy the quality standards that we feel are necessary for games to satisfy before they are released. It was not because it took us more time to take advantage of what is unique about the hardware. On the other hand, we have become more experienced as we continue to develop software on our platforms, and we have gradually been able to predict more accurately how long it will take a particular game to meet our quality standards. There has been a software shortage in the past two years (for Nintendo 3DS and Wii U) in the early stages of their product lifecycles because it took us time to meet our quality standards. - Satoru Iwata

 

Link

 

Денежные запасы Nintendo позволяют им брать на себя риски

 

It is up to consumers to ultimately make judgments about our entertainment business. Therefore, before we launch new products, it is difficult to accurately predict which ones will do well or how long it will take until they spread explosively. We work hard to lower the impact that this unpredictability has on our business by launching various titles throughout the year. Nonetheless, it is still possible that we will experience times when, for example, the demand for a hardware system is significantly lower than the number of units manufactured, or we have to make a substantial investment in marketing. In such an unstable business environment, I think that we are only able to take risks because we have a strong cash position.

I think the essence of the entertainment business is that you cannot expect big results if you do the same things as your competitors or follow what they have already done. Therefore, I think that the significance of holding a strong cash position is to enable us to take risks and achieve good results.

When Nintendo developed a dual-screen handheld game device and made an entirely different controller for the Wii console, did you not question why we would do such a thing? These endeavors went against the grain at that time and majority of people in the industry believed that Nintendo would not succeed. A strong cash position is necessary for us to be able to make such decisions without facing a crisis after just one misstep. Once you understand this, I think it will help you to understand Nintendo’s business more. - Satoru Iwata

 

Link

 

free-to-play игры Nintendo не будут требовательны к микротранзакциям

 

The ability to offer software in a digital format has given us greater flexibility in terms of how we offer our products to consumers and how to monetize them.

However, we are not planning to offer, for example, Mario or Pokémon games in a free-to-play format. With games like Mario and Pokémon, we already have a sufficient degree of trust with our consumers who are willing to pay a certain sum of money to purchase our products as packaged software. On the other hand, what are we to do when we want to offer a completely new product whose value consumers are yet to understand? Consumers are not sure if it is worth outlaying a certain sum of money for such a product. In such circumstances, our current platforms (Nintendo 3DS and Wii U), which give us various monetization options that would not have been possible on past Nintendo platforms, enable us to make propositions in a free-to-play format.

Nintendo has so far focused on our packaged software business, but we are planning to take on the challenge of releasing free-to-play games too. I believe we will be able to make concrete propositions within this fiscal year.

On the other hand, free-to-play games, if unbalanced, could result in some consumers paying extremely large amounts of money, and we can certainly not expect to build a good relationship with our consumers in this fashion. In order to have a favorable long-term relationship, we would like to offer free-to-play games that are balanced and reasonable. - Satoru Iwata

 

Link

 

Ивата — Nintendo Land не выполнил той же функции что и Wii Sport, люди по прежнему не понимают второй экран

 

“Asymmetric gameplay” is one of the important elements which differentiate Wii U from other products. Thus, we have released “Nintendo Land” as the software to make consumers understand the value of asymmetric gameplay. In the United States, we bundled it with the Wii U “Deluxe Set” which is a higher-end model equipped with 32GB of memory. We have received a lot of comments from consumers that the gameplay in “Nintendo Land” is interesting. However, we presume that they have not yet come up with the best words to easily explain how interesting it is to other people.

I would say that “Nintendo Land” has not fulfilled the same role as “Wii Sports” did when we bundled it with Wii.

Of course, we won’t remain silent and do nothing. We are going to release a variety of Wii U software, and with each title, we would like to show how convenient and delightful it is to have the Wii U GamePad controller, and how it changes the gaming experience.

In addition, we have also learned that the name “asymmetric gameplay” does not fully explain the GamePad’s value to consumers. As for the software going to be released from now on, we would like to describe the experience that the GamePad provides with a different expression in order to adequately convey its necessity to consumers and increase the number of consumers that think, “Indeed it is good to have a GamePad.” In this sense, starting with “Pikmin 3,” we aim to include functions that make good use of the GamePad that consumers can appreciate. - Satoru Iwata

 

Link

 

Ивата о планах по привлечению сторонних издателей на Wii U

 

We will release a succession of Nintendo titles from the latter half of this year to enable the Wii U platform to regain sales momentum. This momentum will create business opportunities for software developers, so I think that the support from them will change in due course.

Another important point, as I explained earlier, is that there are third-party software developers actively working on software for Wii U right now. I think that it is very important that we see some favorable results from among these titles.

If software developers decide not to support a platform when, in fact, it has momentum and other software developers have experienced good results, people will definitely question their decision. - Satoru Iwata

 

Link

 

 

 

 

 

 

Ивата о создании игр, которые люди не хотят продавать, индустрия разучилась говорить о самих играх
 

 

 

Coming from an IGN interview with Satoru Iwata.

"The best possible countermeasure against people buying used product is making the kind of product that people never want to sell. Taking as an example Mario Kart or Smash Bros., even though you might think, 'I’ve done enough with this,' you’ll still have second thoughts. 'Wait a minute. If one of my friends comes over, I might need this again.' You’re never going to want to sell these games. That’s something that always occupies our minds. We need to make software that players don’t want to sell.

We’re competing with each other in terms of who’s creating the most fun games. Unfortunately, however, as I saw the reports dispatched from E3 this year, they’re pretty much occupied by talk about which machine is more friendly to used games, or which machine is $100 cheaper than the other. I’m sorry that we’re missing the most important discussion – about video games."

link
 
Миямото о постоянном подключении к интернету, создании уникального экспириенса, цене Wii U; извиняется за задержки игр
 
A portion of a TIME interview with Shigeru Miyamoto.

T: With Wii U, Nintendo has kept online access optional. What’s your reaction to the idea of a game device that requires constant Internet access? What do you think, as a player, of the idea that you might be watched or scrutinized by a company?

SM: Nintendo’s stance is that we realize not everyone in the world is connected over the Internet, and because of that we’re very much in support of providing offline experiences for those players who don’t have an Internet connection. That said, we also realize the time has come when most people do have an Internet connection, so we’ve created a system that is designed to take advantage of an Internet connection in a way that benefits the consumer.

We haven’t provided this as a means for us to really benefit from it, per se, but more as a service to our customers, so they can enjoy our games beyond what we’ve already created, and I say that from the stance of using a network connection to be able to provide patches that will add additional functionality post-launch or, you know, potentially if we have any bugs that need to be fixed we can do that. And so, really, it’s more from a position of providing a service to our consumers as a way to continue to extend the gameplay and their enjoyment of our games.

T: You’ve talked about powerful consoles having the “too many ferocious dinosaurs” in the room problem, but Quantic Dream made an interesting point with its The Dark Sorcerer PlayStation 4 demo about system power delivering, in the right hands, the ability to bring a level of emotional dimensionality to, say, the modeling of human expressiveness that’s unheard of in gaming.

SM: From my perspective, with regard to the more powerful hardware systems, to me what still remains incredibly important is the developers maintaining a focus on creating unique games because if all that everyone does is uses the enhanced power to create more and more games that look and feel the same, then all that it becomes is a competition about the power of the hardware rather than the uniqueness of the experience. That, to me, is where developers should be devoting their effort.

T: Part of Wii’s success, I think most would agree, was its $250 price, which made it hundreds of dollars less expensive than competing systems for years. Sony’s PlayStation 4 is going to debut only slightly more expensive than the Deluxe Wii U. Do you think you’d capture more of the audience you sold the Wii to if you could get the Wii U Deluxe model’s price down by $100? Even $50?

SM: Unfortunately, I’m not the one who determined the price, so I can’t provide a specific answer on the price of the system. But the one thing that I think everyone needs to understand is that when you’re buying a Wii U, you’re buying a hardware system that comes with a tablet-like device and so if any of the other hardware systems were to try and include a tablet or device similar to the Wii U GamePad, those hardware systems would go up in price by easily a hundred dollars or more.

T: You once said “A delayed game is eventually good, but a rushed game is forever bad.” But Wii U’s suffered a number of game delays so far. What would you say to potential Wii U owners who are worried that the games they want to play, especially those based on Nintendo properties, are arriving too slowly?

SM: With Wii U sharing the Wii name, a lot of consumers probably think, “Because the two systems share the same name, they probably share a similar development environment,” and therefore it should be easy for the design teams to get their games out based on their experience with Wii. But in fact the Wii U development environment is significantly different from the Wii development environment — there’s been a big jump in terms of its capabilities.

The development teams have been learning a lot about the system, and the unfortunate result has been that, in a lot of cases, the development on games has ended up taking about six months longer than we had originally anticipated. Many of the titles that we had slated for launch originally seem to have shifted by about that long. And about that, I’m very sorry to all the consumers who bought the system originally. But what I can say is beginning, really, with Pikmin 3, we have big titles coming almost every month starting with the launch of Pikmin 3 and going all through the end of the year and into next year. And so, because of that, all of the fans who have been waiting for Nintendo software, I’m sorry to have taken so long, but we have a very strong lineup coming and there will be a lot for you to experience on the Wii U in the coming months.

Full interview here

 

Platinum — о влиянии Viewtiful Joe на TW101, продолжительности игры, будущих отношениях с Nintendo, шансы на появление Байонетты в Super Smash Bros.
A portion of an NWR interview with Platinum Games' Hideki Kamiya...

NWR: I know that with Bayonetta there was kind of this theme of "sexiness." If there was a specific one word or one sentence theme for Wonderful 101 what would it be and why?

HK: So one theme we definitely capture is the concept of hero and the other is combining forces. So, individually you have all these smaller characters but when they combine to form something greater they can overcome obstacles or enemies. But I would say the number one theme is probably the concept of hero. This is something that sort of carried on spiritually from Viewtiful Joe which i was involved in before, and the idea of donning a heroic costume and standing up against threats.

NWR: And then as far Wonderful 101 I think at some point there was some mention of it being on the shorter side. As far as game length comes into game design is it something that you are kind of cognizant about throughout the entire development process or is it something that you make the game and then you kind of see "Oh it's four or five hours."

HK: ...In The case of Wonderful 101, we really try to pack a lot of different ideas into it, and it got a lot bigger than I thought. And in fact we estimate that a normal play session would be 20 hours. Personally I think that I kept piling stuff on and I realized "Wow, this is going to be a pretty big game." But that notwithstanding, replayability is a really important factor, it has to be sort of easy to play in the sense that you don't get tired of playing it, and you would be able to ultimately play it in a day.

NWR: With Platinum games working on The Wonderful 101 and Bayonetta 2, working closely with Nintendo, in the future if you were to keep working with Nintendo would you want to keep on doing original games like The wonderful 101 or work with a Nintendo franchise? If it could be the perfect dream what would be the Nintendo franchise that you could work on?

HK: 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." So for instance, Star Fox, it would be hard for me to get up the courage to go and ask "let me make a Star Fox game," because there would be a lot of responsibility behind that, I'd be in big trouble if it didn't turn out very well. So considering the history and size of those games I'm not sure that I have the courage to go and ask to do that. 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 Jo, but there's a lot of great content and that would be really amazing. I grew up on Nintendo games so there's a whole lot of respect for those.

NWR: I would ask something about Bayonetta being on Smash Bros., but you probably wouldn't want to hear that. [Laughs]

HK: So it's not something that I could comment on. In fact, you could probably ask Mr. Sakurai! If Mr. Sakurai wanted to put her in the game it probably would happen and I'd be more than happy to!

Full interview here

 

Pikmon 3 — перенос игры с Wii на Wii U, задержки, сложность игры и почему Pikmin не получил портативную версию
 
The following comes from a Polygon interview with Shigeru Miyamoto.

On moving from Wii to Wii U

"Well, of course back in the early days, we were working on it based on the Wii hardware. What we quickly found was, particularly for the controls in Pikmin, not just the basic Wii Remote but the Wii Remote with the Motion Plus technology really made the controls more intuitive, and much more precise and accurate for us. That was a big change when we shifted from standard Wii Remote and nunchuck to Motion Plus.

The other was, particularly when we were looking at what would be possible on the Wii U hardware, one of the big things was just the HD visuals and the ability to draw the detailed graphics. The other was, of course, the use of the subscreen on the GamePad. As soon as we saw the convergence of these different elements, we felt that we'd be able to do a much better job if we took this game and put it on the Wii U."


On the release date getting bumped back

"I did want to release it sooner. One of the big challenges was that I think that a lot of people, they hear the name Wii U, and because it shares the Wii name, the assumption is, 'Oh, it would be very easy to take whatever was on Wii and just move it to Wii U, but in fact, the jump in a hardware standpoint, both from the development structure and the chipset within the system, it was such a dramatic change from what we had with Wii that development of the game, we had to recreate it to move it over to Wii U. So that was one of the challenges. I look at it less in terms of Pikmin 3 was delayed, and more in terms of our development was shifted."

On developing Pikmin 3 alongside developing Wii U

"It's actually always like that for us. In fact, people are always telling us, 'Oh, you're so lucky because you're the first ones that get to work with the new hardware,' and our response is always, 'Well, yes, but actually trying to work with a piece of hardware that's not done yet can be quite challenging.'"

On the game's uniqueness, branching out with the Pikmin brand for movies and breadth of play

"There really isn't anything else you can compare Pikmin to. I think even the Pikmin characters are really cute and appealing, and I think there may be opportunities for them to appear not just in games, but in movies and animation or something. I really want people to get the sense that Pikmin could appear anywhere.

The other thing we've done with Pikmin 3 that we feel is very important is we've created it in a way that has a very broad entry point. So, people who've never played the game before can use the pointer controls, with the simple action of calling the Pikmin and throwing the Pikmin, and that's the basic action of the game. Using that basic action, even people who are new to the series, they can eventually get through the game using that basic technique.

Simultaneously, we've built the game so there's a tremendous amount of depth for people who are very avid and experienced gamers, and there's a tremendous amount of freedom in how you play the game — both in terms of devising your strategies in how you get through it, but also in terms of deciding what your objective is in clearing it. You can kind of set your own goals. Do I want to try to play through the game and reach the end without having a single Pikmin die, or is my focus going to be on trying to clear the game in as few game days as possible, or is it, am I going to limit myself in never going above a certain number of Pikmin?"


On the strategy genre being tough to break through with

"Even the word 'strategy' makes it seem difficult — that's why we're calling it an AI action game. Because in this game, the Pikmin essentially are thinking of half of what needs to be done. So the player is able to look at what the Pikmin are able to do, and then simply assign them tasks so they can do it on their own.

Actually, I tend to like strategy games. There were a lot of PC strategy games back in the day, but it's true that until Pikmin I never really managed to take that strategy genre and turn it into a product I thought we could release. I had worked and helped out a little bit on the early Fire Emblem games, which are turn-based strategy, and in terms of the more simulation side of strategy, there was the SimCity port that I worked on, but it's true that I had never before worked on a strategy game myself."


More on Pikmin GBA/DS experiments

"We experimented with Pikmin on the DS, and actually, we experimented with a Pikmin game on Game Boy Advance, but we really felt that the portable machine simply didn't have the capabilities to create the Pikmin gameplay in a way that we felt like it needed to be represented."

On why a portable Pikmin hasn't come together yet

"There's actually one particular facet of this game that we were very focused in on, which was building bridges in Pikmin 3. If you look at it, the bridges are made out of these little tile pieces, and each tile piece is shaped kind of differently, and each individual Pikmin might pick it up and hold the piece in a different way.

We could be able to take something like that element of the Pikmin gameplay and try to do it on a portable, probably what would end up happening is you would have to make all the pieces the same size and shape, and they'd have to carry them the same way. But just like ants, when you watch them carrying leaves, sticks and things all at different angles, that's sort of what makes it cute, and so that was an area that I really focused on in Pikmin 3, and I really tried to bring it to life in the Pikmin. Without that, it really doesn't feel like Pikmin."

Link

 

http://www.youtube.com/watch?v=bCn1S3KB8e0

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[member='VLQ'], вот так - просто отлично!!!

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Почитал сейчас медиаплан Nintendo по российскому рынку, судя по нему сейчас должны крутить ролики в московских кинотеатрах и по ТВ (Disney, Nickelodeon, Cartoon Network), кто-нибудь уже видел? Надеюсь им это поможет на нашем рынке хоть немного, будет печально если они снова на россию плюнут и перестанут пеерводить свои игры... мечтаю о бае 2 и "X" на русском, хотя бы сабы.

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Я на картуне(или не на нем) спалил рекламку Нью Супер Марио Брос Ю. Не Роберт Уильямс с Зельдой но сойдет.

Зашел на соникофанский сайт почитать про разрывы от эксклюзивности Соника. Бугурты больше чем я ожидал.

 

 

Вы всё ещё ругаете StH2006? Тогда соник-потерянный-мир идёт к вам!

Вот это наповал убило, Lost World теперь в чьих-то глазах заведомо хуже самого эпичного фейла не только среди сониковских игр, но как таковых игр вообще. Такое только у нас х).

Хотя совести ради отмечу что адекватов там тоже хватает, но под шквалом бугурта порой и не разглядишь =О.

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Это забавно что персонаж придуманный как маскот приставки конкурирующей с СНЕС становится экзом у Нинки. Это как если бы Мастер Чиф внезапно стал выходить на пс4.

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[member='Zenforso'], многим не нравится стилистика, что я нахожу ироничным, ведь он вполне выполнен в духе первых частей, с некоторыми оговорками.

 

[member='SerorDe'], ну проснулись, Соник еще. на гба и геймкубе выходил.

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[member='SerorDe'], могу ещё добавить:

Когда-то и Крэш Бандикут был лицом анти-Ниновской рекламы Play Station, а теперь также резво бегает на Нин-консолях.

 

А вообще очень бы хотелось именно эксклюзивного "соавторского" нового Соника. Т.е. чтобы производство игры Нинтендо контролировали и направляли "directly". Глядишь, так бы и возродился скоростной ёж.

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[member='SerorDe'], ну проснулись, Соник еще. на гба и геймкубе выходил.

Old-school Sonic Fans. Running together at crazy speeds since 2010.

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[member='WhiteBoy'], резво бегает? more like передвигается на костылях.

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[member='VLQ'], Ну это я знаю. Но параллельно то игры и на других консолях выходили. Просто насколько я понял в ближайшее то время кроме консолей Нинки Соника нигде не увидим.

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Мне Соник новый не очень понравился. Кроме того, я думаю скоро анонсируют другой мультиплатформенный Соник.

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Вернули спиндэш, возможность для размеренного платформинга, наконец придумали фичу с помощью которой можно будет сгладить фейл от врезания в поверхность, который раньше вел к падению в пропасть и рестарту(был момент в одной из демок что чел когда вмазался в стену под которой пропасть но "запаркурив" выбрался в основной тоннель).

Да и просто наконец разнообразные уровни по стилю прохождения(обидно что среди них таки остались рельсы).

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