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Famitsu - This week's review scores (6/28/16)

The following review scores are from this week's issue of Famitsu:

Culdcept Revolt (3DS) – 8/8/8/9 [33/40]
Ambition of the Slimes (3DS) – 8/8/7/7 [30/40]

Aikatsu Stars! My Special Appeal announced for 3DS in Japan


According to the latest issue of Famitsu, Bandai Namco's latest entry to their Aikatsu idol rhythm game series shall be known as Aikatsu Stars! My Special Appeal. The game is planned to be free-to-play, and the release date is slated for summer 2016. Any international information regarding this game is currently unknown, and more information about this game is planned to be revealed in the near future.

Nintendo @E3 2016 Miiverse community planned to close on June 30th

GoNintendo 'End of Day' thought - Eggbusters EX: Metroid Prime

Time for me to call it a night. Was a rather calm Monday, but there's a shareholder meeting coming later this week. We wrap up E3 and now we have another event coming up! Man, can't catch a break around these parts. Oh well, gotta rest up and get ready! See you in a few, short hours.

Eggbusters has returned after a week off. This time around, Austin sits down with the Metroid Prime Trilogy to test some glitches in Metroid Prime. One of the glitches is actually something that has been haunting Austin for 3 years now! Can he actually bring things to a satisfying conclusion this time around and get on with his life? Watch and find out!

Check out the entire series and subscribe here!

Zero Escape series director thanks fans for making the latest entry possible


Now THAT'S the kind of thing I like to see. What an awesome thing for Mr. Uchikoshi to do. A really awesome bit of recognition for the fans, as well as the devs that worked to make the game happen.

Hex Heroes Kickstarter update - Hammerin’ Away at the Wii U

It's no surprise that the Wii U is less powerful than a PC. We build Hex Heroes on a computer using the Unity engine which lets the game play on both PC and Wii U. However, the size of the game and all of its components determines how much memory is required on a device to allow it to play. The sheer number of hexagon tiles, trees, and other objects in the game continually made Hex Heroes unplayable on the Wii U, at least in the way that we originally built the game. In order to get it running, we had to revisit the very foundation of how the game is built.

Without getting too technical, our first job was building the map tiles automatically with efficiency. Originally, each hex tile was its own model. Now, the game creates only the visible portions of hexes, so that any sides of the tiles that would have been underground or obstructed by another hex aren’t created in the game at all. This is known as culling, and by not rendering what isn’t seen, we can really free up space.

We're slowly adding more of the full game to the Wii U version and seeing great results. There are still some effects that we've been unable to implement for the Wii U but we're trying our best to find the solutions. We’ve even reached out to a very special developer for some help (we won’t name names right now, but we know you’d be happy to know they’re in our corner). With some determination and luck, we’ll soon have the Wii U version of the game at the same point as the PC version we showed at GDC! And from there, it’ll be much smoother sailing!