The Binding of Isaac Rebirth

First 4 Figures Presents Zero statue (Mega Man X)

More pics here

Zero is fearsome robot designed and built by the late Dr. Wily as his most advanced creation ever, designed specifically to outclass any other robot of the time, including the original Megaman. Due to an initial flaw in Zero’s programming, he proved to be a dangerous and unpredictable machine, refusing to follow his creator’s orders, leading to him being locked away. Following a brutal battle with Sigma upon reawakening, Zero was brought under control, and now fights as a formidable member of the Maverick Hunters alongside X.

First 4 Figures is proud to unveil the second piece in our high-end Mega Man X collectibles: Zero! Comes with interchangeable Z-Buster and Z-Sabre. The piece is made from high quality polystone resin that is hand painted, allowing for a simply stunning finish. Standing in 1/5 scale at over 17 inches tall, the statue is an essential part of any collection of Mega Man or Mega Man X merchandise.

Comes in deluxe full color packaging, hand numbered base, and an authenticity card that will allow you to register your statue with First 4 Figures. This will enable you to collect the same product number for future statues in the series!

Highly limited to 1000 pieces worldwide.

Images are representative only and final product may vary.

NES designer talks about Nintendo's failed collab with Sony, laments graphics over gameplay

Coming from a GamesIndustry interview with NES designer, Masayuki Uemura...

"You might know that we tried to collaborate with Sony once. We knew what Sony was thinking and what kinds of things they were trying to develop. During this time when Sony and other companies started launching products, people started realizing how difficult it is to create a game with great mechanics. Since the time of Game & Watch, Nintendo was doing their best to create game design mechanics that fully utilize the limited technological specifications. What happened was when they started launching those products with high quality graphic design they started emphasizing the graphics processing power - in other words, it wasn't just the game mechanics they had to focus on but they also had to focus on graphic expression and sound design, not just game design. That's how the market got saturated with all these kinds of products."

NES designer on Nintendo's focus on gameplay, how Nintendo is like an indie dev

Coming from a GamesIndustry interview with NES designer Masayuki Uemura...

"Nintendo was always trying to push the limitations of new types of play. That was a difference between Nintendo product lines and the others. With the maturity of the game was time to start thinking about redefining the importance of mechanics and design. So for a couple decades the game publishers and hardware manufacturers were focusing on graphics processing power and sound effects and so forth and not focusing much on innovating in game design and mechanics.

From my perspective, the game industry has always been [steered by] indies because the idea of the individual has been quite crucial in making great games. When you try to fully utilize all the computing power, and graphics processing and sound effects, then you have to add more people and more staff to create games compatible with all the technology. But the one thing you could [leverage] is the individual powerful resource. Nintendo has always been like that, we are like indies. Every time we try to create some sort of paradigm shift where all the rules change, where the status quo changes, by coming up with new ideas. Wii is a prime example of that. It became popular beyond our expectations. That was a quite symbolic product for us, we felt like indies."

Xenoblade Chronicles X director says team aimed for 'the next evolution in JRPGs'

Coming from a GameSpot interview with executive director Tetsuya Takahashi...

"Since we're aiming for the next evolution in JRPGs, I have to admit that our original goal was not to aim for simplicity. We were looking for new directions and so that means adding new elements to an existing structure that people might have an innate understanding of. As such, I have to be honest, there is going to be some complexity that comes in, but I feel that we've created a really compelling experience from that.

The way that we think about an open world game is that there is so much space and so much to do that if there were no limitations, it would be very easy for the user to get lost or to not know which objective they need to pursue next. From a designer perspective, we think about what steps can we add that will act as limitations to ease people into the experience of this large world. We ease the player into varying objectives and limit their access to certain parts of the map.

Certainly there are a lot of different approaches to open world games of this type, and I think one of the big distinctions between us and [others] is that we're trying to consider the needs of the Japanese market as well where, I think, most players are not necessarily as familiar with that kind of approach to open world games.

The experience that works the best in our market is to have these steps by which the player becomes stronger, and that in turn opens up new areas for them. There definitely was some thought and some sensitivity going around the needs of our market as well, considering what Japanese players like to do and how to give them the best experience."

Full interview here

Monster Strike - character profiles, quest info


Mizusawa Aoi: one of Homura Ren’s classmates. She used to know him when he was younger, but since Ren lost his memories, he doesn’t remember her when he first meet her.

Nikaido Jun [new character]: she’s the president of the student council. She has a strong sense of duty, and since she’s the president of the student council, she’s always on the look out for misbehaving students.


- when you finish the main story, you can head to the Coliseum in order to take on some quests
- quests require powerful monsters
- to strengthen your monsters, you need materials, which can be obtained via Daily Quests are for
- rewards you get depend on the day of the week
- the attribute of the materials you get will change every day
- Voucher Quests will get various items, but you need to use a voucher

Monster Hunter X - two more collabs, more footage, screens & art


- special “Dengeki” Switch Axe will be available on March 25th
- Magi special quest will get you two weapons [available in March]

More screens here

Japan - Nintendo merch hits Animal Crossing: Happy Home Designer

- available from December 1st (9AM JST) to January 4th
- meet Claude in town and take on his request (making a home that looks like a game store)
- completing Claude's request unlocks the following items:

Disk Writer
Wii U Demo Station
Big GameBoy
New Nintendo 3DS
New Nintendo 3DS XL
Wii U + 2 Wii Remotes
Nintendo 3DS Station
stand with Nintendo 3DS games
stand with amiibo figures
stand with Wii U games