All Topics Users older than one year ago

Sign-in to post
Another round of info from today's Animal Crossing: New Leaf panel at GDC
siliconera.com posted by GoNintendo Mar 19 2014 20:10 GMT in Nintendo Stuff
- Like?
- one of the goals for Animal Crossing: City Folk was to launch in NA/EU/Japan at the same time
- Nintendo spent a great deal of time on culturalization
- Animal Crossing: Wild World on the Nintendo DS sold ten times the amount that the Gamecube Animal Crossing game had
- the team was afraid of making too many changes, since the DS version was such a hit
- the goal with Animal Crossing: New Leaf was to rethink the conventions of the series
- the dev team held turnip competitions, and the staff would leave presents for everyone that had the lowest prices
- this helped keep stress levels down during development
- Eguchi believes the franchise has the potential not just to evolve itself, but also the scope of the platform it was designed for
Yoshi's New Island - review
modojo.com posted by GoNintendo Mar 19 2014 20:05 GMT in Yoshi's New Island
- Like?
A portion of a Modojo review...

Despite walking on familiar ground, Yoshi's New Island delivers a few hours of fun, though experienced players will feel like they've seen and done this all before.

Full review here
App Store Update: March 19
ign.com posted by IGN Mar 19 2014 20:04 GMT in Gaming News
- Like?
Dark Guardians takes the ideas of HarmoKnight and makes them dark and brooding while Crazy Taxi goes totally free.
Sharing legends with the world in Never Alone, a game inspired by Alaskan Native communities
joystiq.com posted by Joystiq Mar 19 2014 20:30 GMT in PC Gaming News
- Like?
While museums and organizations lock the industry's most important works behind glass to preserve their memory, development and publishing partners Upper One Games and E-Line Media is using video games to help preserve the legends of a people.

In the upcoming "atmospheric puzzle platformer" Never Alone, players live out the legends and stories passed down for generations in the Alaskan Native community. Though the companies want their game to help educate the world about native culture while being entertained, Never Alone is also being positioned to help reignite passion and preserve the legends within the native communities throughout Alaska.
Hands on with Valve's redesigned Steam Controller
joystiq.com posted by Joystiq Mar 19 2014 20:38 GMT in Steam
- Like?
Valve is showing off its newly redesigned Steam Controller at GDC 2014, and Joystiq just tried it out. As avid Joystiq readers are already aware, the new version of Valve's controller ditches the central touch screen and its odd quadrangle of buttons for a more traditional setup, including four directional buttons and four lettered face buttons.

My impressions are more or less in line with our impressions from January. I tried out both Portal 2 and Broken Age. The circular track pad does a decent job of recreating mouse movement in Broken Age, though the sensitivity could make it difficult to settle the pointer on dialogue options (I wasn't able adjust sensitivity in my demo, which could alleviate the issue).

Using the thumb pads in Portal 2 proved much more challenging. Precision aiming when firing portals, especially when I had to make portals on a distant surface, was tricky. Four way movement was a little awkward as well, though I was pleased that my position on the thumb pad simulated analogue movement, allowing me to move at a slow creep or a quick run. The haptic feedback in both pads also helped create a feeling of resistance, though obviously it won't fool you into thinking you're using an analogue stick.

It's impressive that the Steam Controller can bounce between styles as disparate as 2D adventure and first-person puzzling, and its touch pads could become second nature over time, but it's definitely not going to provide a seamless transition from traditional controllers.
​Let the Next-Gen Engine for The Division Blow Your Mind Even More
bit.ly posted by Kotaku Mar 19 2014 19:09 GMT in Xbox One
- Like?
Quick, think of the burliest video game engines that you've seen lately. Frostbite 3. Unreal Engine 4. That Luminous Studio demo Square Enix showed off at E3 2012. Project Cars. Pretty soon, you're going to have to add Snowdrop to that list.Read more...
Fish-Piercing Shooter: Shark Attack Deathmatch
steamcommunity.com posted by Rock, Paper, Shotgun Mar 19 2014 20:00 GMT in PC Gaming News
- Like?

If you ever wanted to act like an Australian politician, Shark Attack Deathmatch is the game for you. It’s an online shooter begging for votes on Greenlight where, for some reason, divers are so furious with each other that they’re unwilling to surface to fight. They remain beneath the waves, firing harpoons at each other in shark-infested waters. The last time I had a problem with someone I just wrote them an email, so I’m not sure I’m angry enough of a person to empathise with this, but I can also see where typing in all caps into Gmail doesn’t work as an online shooter. Let’s peek into the murky depths, like the bit in Jaws when Hooper finds Ben Gardner’s boat. … [visit site to read more]

Slightly Mad announces Audi brand for Project CARS
wmdportal.com posted by GoNintendo Mar 19 2014 19:59 GMT in Nintendo Stuff
- Like?
Slightly Mad Studios is very excited to announce another high-profile addition to Project CARS as Audi joins the WMD-powered multiplatform racing title.

Project CARS will feature seven Audi cars, giving players access to five of Audi’s most iconic & successful racing cars and two stunning cars from Audi’s current lineup of road cars.

The pack of seven of Audi’s in Project CARS is kicked off by the 2012 A1 Quattro, a strictly-limited 256hp version of the Audi A1. While only 333 of these will hit the real-world roads, Project CARS will make sure that all car enthusiasts around the world can experience one of the world’s most powerful compact cars.

Sports car fans looking for something even more powerful will love the 2013 Audi R8 V10 Plus, the latest rendition of Audi’s sought-after mid-engine sports car. Powered by a 550hp V10 engine, the R8 V10 Plus is equipped with everything that makes a sports car desirable, including a 7-speed dual-clutch transmission & ceramic brakes.

Link
The real meaning of Little Inferno explained
digitalspy.com posted by GoNintendo Mar 19 2014 19:51 GMT in Nintendo Stuff
- Like?
Coming from Creator Kyle Gray...

"If you have a message in your game - which ours does - chances are people aren't going to get it. A lot of people thought it was about global warming, and I guess it could be, but to be honest we wanted to make a fireplace simulator, and it doesn't make sense to put that in a world where there's no regular seasons. That world was cold, and it was based around that.

Then there was: is this commentary on freemium games? Not really. We did the bright aesthetics, and the [gameplay] loops are kinda fun. Some people don't like freemium games, and that's cool, but some people I know do a metagame where people play without trying to spend any money. But it wasn't about that either.

It was more about getting out of a job you hated, or a bad relationship or anything like that. In Little Inferno, everyone's stuck doing the same thing over and over.

We were hoping for a The Crying Game effect. Their whole marketing thing was, 'If you know the ending, don't spoil it, don't ruin it', and that's exactly what we should do."

Link
Mario Vs. Donkey Kong Wii U - another pic
gonintendo.com posted by GoNintendo Mar 19 2014 19:39 GMT in Nintendo Stuff
- Like?

Woah there's a Mario/DK Minis playable tech demo for Wii U @GDC pic.twitter.com/NTNOpwf8FJ

— Samuel_IGN (@Samuel_IGN) March 19, 2014

Again, this project is not confirmed for actual release. As of right now, we only know it to be a demo on display of GDC to showcase Web Framework tech.
Igarashi says leaving Konami lets him talk to fans directly with 'respect and love'
gamasutra.com posted by GoNintendo Mar 19 2014 19:37 GMT in Nintendo Stuff
- Like?
Coming from a Gamasutra interview with Koji Igarashi...

"For the longest time, when I was working at Konami, I was protected by my company. They took care of me. Now I'm kind of anxious, as can be expected, about currently being on my own and 100 percent independent and all that. But now, instead of the company protecting me, I have my fans protecting me, and I can talk directly with them, and treat them with respect and love."

Link
Yes, Battlefield is a "Damaged" Franchise - Podcast Unlocked
ign.com posted by IGN Mar 19 2014 19:30 GMT in Battlefield 4
- Like?
The series isn't ruined, but EA needs to get its act together.
The Latest In Dark Souls II Trolling
kotaku.com posted by Kotaku Mar 19 2014 18:30 GMT in Dark Souls II
- Like?
PVP in Dark Souls II is mostly a straightforward affair — You invade or duel, kill your target, and then finish with a condescending gesture. But what about when you pretend to be a friendly, neighborhood co-op partner? Hilarity, that's what.Read more...
Luftrausers Review
auth.giantbomb.com posted by Giant Bomb Mar 19 2014 19:18 GMT in Gaming News
- Like?

Luftrausers is a game that's easy to get lost in. That's an odd thing to write, considering that the whole game essentially boils down to one killer mechanic mixed with a sepia-toned aesthetic. There's no big world here to explore, no quests to embark on, no storytelling of any kind. It's just a shooter, the kind that, at first blush, doesn't seem all that different than any other bullet hell brand of shooter released in the last couple of decades. But once you start flying one of Luftrausers' myriad ship types around its war-torn skies, something takes hold of you. Hours pass as you mix and match weapons and engines and body types, chasing after difficult goals, elusive blimps, and an ever-higher score. It doesn't matter that you're essentially engaging the same exact battle over and over again, because there are so many different ways to approach it. Every fight inevitably ends in the same fiery death, but the gameplay is so grippingly good that all you'll want to do is try and try again.

Luftrausers is a tremendously fun blend of intense shooting and deft aerial acrobatics.

I'm not naive enough to assume that everyone who plays it will turn Luftrausers into an obsession, but I'm betting that most who do will at least lose a few accidental hours to it. It helps that jumping into the game is exquisitely easy. The tutorial is brief, showing you only the basic controls--up boosts your ship, letting go of the up button causes it to stall and drift downward, X fires your gun--before turning you loose in an aerial battlefield full of enemy fighters, homing missiles, and sea-bound attack ships. At the outset, you're given a basic machine gun weapon, and entirely functional body/engine designs. Those simple-sounding controls are a bit more challenging in a full-on firefight, in that balancing boost and stalling, while rotating your plane to fire at nearby enemies, takes some getting used to. At the bottom of the screen is the sea, and at the very top is cloud cover. Both are danger zones that do damage to your plane if you linger there too long. In effect, your task in Luftrausers is to boost, drop, and pirouette around the skies while trying to stay somewhere in the middle of the screen, dodging enemy fire and kamikaze pilots all the while.

This results in what at times feels like an aerial acrobatic routine. Of course, it's an acrobatic routine that requires you to gun down enemies in the process. Doing so is how you score points. Each kill ticks up a combo counter until you reach a maximum of 20x the base score. Going too long without killing an enemy causes the combo counter to reset, but at the same time, just holding down the fire button gives you no chance to regain health. Only by flying around sans any gunfire will your ship recharge, making for an ingenious little risk/reward system. Do you keep firing at that elite pilot that keeps haranguing you in the hopes of keeping your score high, or do you let off for a few seconds to ensure your survival?

As tough as all this sounds, Luftrausers' tight controls mean it won't take you long to get the hang of the basic mechanics. Where the longer-term challenge comes from is finding the right combination of weapon, body, and engine for the way you prefer to play. There are many varieties of each, which unlock as you progress and complete in-game challenges (shoot a number of enemies, kill an ace pilot at max combo, etc). Guns include spread shots, continuous laser blasts, and homing missiles that aren't super great at the whole "homing" thing. Bodies can allow you take more damage, negate crash damage, or even just launch huge, screen-clearing nukes when you die. Engine varieties offer speed boosts, underwater flying sans damage, or the ability to literally propel yourself with bullets. Mixing and matching ship types becomes its own little metagame as you try to find the combo that best suits your abilities. Not every single unlock is a winner, and there are several that I found just about zero use for whatsoever. But there are enough different unlockables to keep you trying different combos for at least a few hours, and using the randomization option can sometimes lead to winning combinations you'd never expect.

The game even makes subtle aesthetic changes depending on what combination of parts you put together. Each combination gives the ship a distinct look, and each comes with its own unique name which appears at the bottom of the screen when you first launch into battle. The soundtrack changes as well, blending different instrument tracks into subtle variances of the same high-tension battle anthems. These little alterations go a long way toward negating any feelings of over-repetition, especially given that, again, there's only one battle environment you fight in. It's a cool-looking environment to be sure, propped up by a variety of unlockable color schemes (some of which are great, others of which make the game difficult to look at), and a mostly smooth framerate. The only time the game chugs is when you're taking huge chunks of damage, and that seems to be more by design than anything else.

No matter how many times you die, no matter how stupidly you die, you'll keep coming back for more.

The only downside to Luftrausers' single-minded design is that once you've unlocked everything and found your winning combination of plane parts, your interest level may wane. A harder difficulty level can be unlocked by defeating one of the super-hard dirigibles that show up after surviving in battle for a while, but it's excruciating. Shooter masochists may love it, but most will probably just find it harrowing in all the wrong ways. That means that for most players, the reward for continuous play will simply be to unlock all the available parts, and work toward getting the highest score you can.

For me at least, that was enough to get me to spend nearly the entirety of Luftrausers' launch day firmly planted in front of my PlayStation 3, diving into battle after battle in hopes of increasing my spot on the leaderboards. And once I tired of that, I immediately downloaded the Vita version (the game is a cross-buy title, so buying one nets you both versions) and jumped right back in. I expect one day I'll burn out on Luftrausers, but for right now, all I want to do is stop writing this review and launch right back into its beautiful, bullet-riddled skies.

Mario vs. Donkey Kong Wii U - GDC Web Framework Demo
gonintendo.com posted by GoNintendo Mar 19 2014 19:17 GMT in Nintendo Stuff
- Like?

Direct link here

I don't believe this is a project in the works, but instead, it's being used to show off what you can do with the Web Framework setup on Wii U.
Who Wears The Pants In Bobbya1984's Marriage? - Call of Duty Ghosts
ign.com posted by IGN Mar 19 2014 19:15 GMT in PlayStation 4
- Like?
In today's episode, Bobbya1984 finds out that he isn't the one wearing the pants in his marriage. How does he handle this startling discover?
Animal Crossing: New Leaf - dev team talk, sales update and more
nintendoeverything.com posted by GoNintendo Mar 19 2014 19:15 GMT in Animal Crossing New Leaf
- Like?
- nearly half of the dev team were women
- sold more than 7.3 million copies
- around 18% of 3DS owners bought the game
- the dev group encouraged all of its members to submit their ideas for what to include

- Ms. Ayogoku was the first female game designer at Nintendo EAD when she started just a few years ago
- She emphasizes that we need more female developers in the industry
- AC:NL was a big success in Japan and saw shortages at retail
- Suggests development was “smooth sailing” but it wasn’t without challenges
- After the Wii version, New Leaf had to address series fatigue
- Therefore the team remembered its core: “Animal Crossing is a communication tool”
- Like the Zelda team, Animal Crossing: New Leaf rethought the series’ conventions
- Communication was the common thread. It’s its core
- New Leaf didn’t have 11th hour stress at the end of development due to subdued pace
- In-game events helped team mood
- Aya Kyogoku recommends New Leaf to other developers if working on their games becomes too stressful
- The team communicated and celebrated with each other during development using themes from the game
- No matter your role, #ACNL team members were free to contribute new ideas for characters, furniture, etc
Nintendo at GDC 2014 - All Wii U indie assets (tons of screens, art)
flickr.com posted by GoNintendo Mar 19 2014 19:05 GMT in Nintendo Stuff
- Like?


Hit up our Flickr set to check out screens and art for all the Wii U indie games that Nintendo is showing off at GDC 2014. There's 235 assets to check out!
Making everything new, old again in Alien: Isolation
joystiq.com posted by Joystiq Mar 19 2014 19:30 GMT in Xbox One
- Like?

Though Ridley Scott's classic Alien takes place in a distant future, the film's production values were a product of the late 1970s, with sets and props cobbled together with elements from the era. Rather than evolve the original designs-of-necessity in its upcoming and inspired Alien: Isolation into more modern props and environments, developer The Creative Assembly chose to embrace the "lo-fi sci-fi" concepts found in the horror masterpiece.

"You could say the first part of development was this phase of deconstruction," Creative Lead Al Hope explains. "Kind of taking everything we knew and loved about the film and pulling it apart, so that when we built new content it would still look and feel as though it were from the film."

To achieve an in-game design that would mesh with the original film's aesthetic, The Creative Assembly pored over three terabytes of behind-the-scenes video, photos, handwritten notes on props and continuity photos from the production of Alien, courtesy of the 20th Century Fox archives. The treasure trove even included some rarely seen production pieces, such as detailed blueprints of the cargo vessel Nostromo, which proved vital for creating the spaces within Isolation. Using the source material, the developer made what Hope calls "a brave decision," and began populating its game with objects and environments created by replicating production techniques used for the film's development. Computers are slow, clunky and always seem on the verge of breaking down. And it's all by design.
9 Things To Know About The PS4's Virtual Reality Headset
kotaku.com posted by Kotaku Mar 19 2014 18:00 GMT in PlayStation 4
- Like?
Sony only just officially announced the existence of a virtual reality headset they're working on, named Project Morpheus, so you can imagine details will still be trickling in as we learn more about this Oculus Rift competitor. Read more...
Team Talk: Football Manager 2014 Mid-Season Chat
rockpapershotgun.com posted by Rock, Paper, Shotgun Mar 19 2014 19:00 GMT in PC Gaming News
- Like?

RPS used to be a bunch of foot-to-ball fearties, but times change, and Adam and Graham are on a mission to make sure there’s no one left at the site who doesn’t understand the offside trap. Adam wrote the WIT. Graham made us into regens. They compared notes.

Now the pair have gathered again to discuss their thoughts after a further six months of intensive training. How does the match engine hold up? Has the new tactics system ever felt limiting? How has the mid-season update changed play? All this and more awaits below.

… [visit site to read more]

Mario Golf: World Tour demo seems to be on the way
gonintendo.com posted by GoNintendo Mar 19 2014 18:59 GMT in Nintendo Stuff
- Like?

Got this @BenjaminRK. He was browsing on NoE's website and looked at the profile for Mario Golf: World Tour. At the bottom, it said:

— Daan Koopman (@NintenDaan) March 19, 2014

''Nintendo Network ID registration required to download demos from Nintendo eShop. Terms and conditions apply.'' http://t.co/bwBLSIuTzb

— Daan Koopman (@NintenDaan) March 19, 2014

Then he went to the demos page http://t.co/5pPPJLQ0nJ and went to list of available demos http://t.co/Hy0OCgB2IK

— Daan Koopman (@NintenDaan) March 19, 2014

Made sure to make photos of the pages, just in case http://t.co/C9AQWyy3r9 Not sure if accurate, but quite interesting to say the least.

— Daan Koopman (@NintenDaan) March 19, 2014
SnowCastle discusses utilizing the GamePad's unique features in Earthlock: Festival of Magic
wiiudaily.com posted by GoNintendo Mar 19 2014 18:56 GMT in Nintendo Stuff
- Like?
A portion of a Wii U Daily interview with SnowCastle...

Wii U Daily: Are there any unique features for the Wii U GamePad you want to discuss?

SC: The GamePad has great potential in a game like ours, and we are toying around with ideas of how to use it. Nothing is set in stone, but the most natural thing is putting maps, inventory and menus on that screen. Seeing as how combat is turn based you have time to navigate the GamePad without taking important attention away from the main display. For us, the most important thing, is that the game feels great to play.

Full interview here
Former THQ Exec Wants to Revive Guillermo del Toro's InSane
ign.com posted by IGN Mar 19 2014 18:48 GMT in Xbox 360 News
- Like?
Danny Bilson plans on speaking to the Pacific Rim filmmaker soon to discuss the canceled game.