Once again, just a bit of insight into how active people still are on Pokemon GO. Are you still playing?
About nine months have passed since the final Splatfest.
Twilight lowers its curtain on Inkopolis. Neon signs paint the dusk in brilliant shades of green and pink. The Squid Sisters dance on, as though driven by the Inkling love of battling for turf.
Memories such as these linger, vividly etched in my mind, but feel too like remnants of a long-forgotten past.
It happened the night the final Splatfest came to an end.
The showdown of Callie versus Marie ended in victory for Marie, but there was no ill will between the two. The girls left the studio arm in arm, smiling and laughing as they always had. The bond between them would continue, unbroken, for years to come.
Or so it seemed at the time...
Seems like this is going to be a regularly updated feature on the official Splatoon 2 website. We'll be sure to share future entries right here.
Coming from a DualShockers interview with director Tomoyuki Matsumoto...
DS: Would you be interested in seeing Fire Pro Wrestling World release on other consoles, Xbox One, Switch, or perhaps a handheld like the Vita?
TM: Currently we only have plans for a Steam and PS4 release. With that said, I personally think Fire Pro is a great fit for the Switch.
Some of you guys know I'm a big wrestling fan, and that extends to the world of video games. I'm going to keep fingers and toes crossed in the hopes of this happening!
- Analysts expect a net profit of 94.4 billion Yen ($865.6 million) for the 12 months ended March 31
- this is more than five times the year-earlier 16.5 billion Yen
- analysts forecast revenue of 477.6 billion Yen, down from 504.5 billion Yen
- analysts expect Switch sales to be 2.3 million to 2.5 million, above Nintendo's initial target
- Nintendo will also give a sales target for the current fiscal year
- Nintendo's sales target may be conservative to reduce risk of a later guidance downgrade
- Nintendo will also announce how many copies of Switch software it expects to sell this fiscal year.
- analysts say 20 million copies, including titles by outside developers
- anything beyond 25 million a would be a positive surprise
- analysts will be looking to hear how much revenue Fire Emblem Heroes has brought in
- analysts may also expect to hear something on a NES Classic Edition follow-up, but that's pure speculation
A portion of a ComedyNGaming interview with voice actor Kaiji Tang...
CNG: When you were recording lines for the character of Odin in Fire Emblem Fates, were you aware that you were playing a time-displaced version of Owain? How much information were you given? As an actor, how would you say the character has changed between games?
KT: I actually did not know at the beginning! When they first sent me a list of characters I’d be voicing, I saw “Odin” on the list and was like “Wha!? What happened to Owain!?” But thankfully the clients explained it to me when I got to the session and relief washed over me, haha. The character may have changed classes, but it’s obvious from his dialogue and personality that he’s the same old goofball of Fire Emblem past. In fact with his new outfit, it appears he’s doubled down on his theatrics. I love Owain/Odin because he’s absolutely true to who he is as a person and knows what makes him happy. If only we could all be a little more Owainish.
Here's a little tidbit you might not know. Believe it or not, the current CEO of Uber, Travis Kalanick, was once a top-notch Wii Sports player. While not able to take the top spot for himself, he did pull in the second place spot overall in Wii Sports Tennis. Now he's running a major brand! If only we knew his secret of turning his Wii Sport Tennis skills into an idea for a global company!
A portion of a Siliconera interview with Lizardcube’s lead programmer, Omar Cornut...
S: How did you want to remake it? What things did you want to change about it, and why?
OC: The starting point was to make something faithful that felt like the original. We always gave ourselves the option to change things about the game, but we wanted those changes to be done “consciously”, and never accidentally. Games at the time were programmed with different techniques and different limitations than those of today. In turn, those techniques and limitations had a strong influence on game designers.
The same way, modern tools such as Unity have a very strong influence on game designers today. And I say “game designers” and not “game design” here, because you can do anything with Unity. But it is shaping the mind of game creators in a certain way, which affects the end product. So, old games had very slow CPU, very little memory, and that has very direct influence on how monsters behave, how the game controls, and how physics is simulated. It’s hard to replicate those details without looking at the old code with a magnifying glass. And, on top of that, that we wanted to add the hand-drawn graphics and the acoustic music. Something that felt like an animated comic book in Ben’s style.
Read more at http://www.siliconera.com/2017/04/24/wonder-boy-dragons-trap-developer-talks-connection-feel-original-developers/#VMZJBQcTqbPL0XVA.99