Dex Kickstarter update - soundtrack details

The orchestral soundtrack for Dex, composed by Karel Antonín. This soundtrack DLC contains both FLAC and MP3 formats converted from the original production .wav files.

Track List

1 - Rise of Avatar (2:47)
2 - Touch of Kether (1:00)
3 - Harvest (0:55)
4 - Underneath (2:39)
5 - Fixers' Hope (1:51)
6 - Sewers (1:03)
7 - Safehouse (0:51)
8 - Smugglers (1:11)
9 - Industrial Sanctuary (1:27)
10 - Nightingale (0:56)
11 - Frying Number Two (1:11)
12 - Redwood-Watts (0:59)
13 - The Experiments (1:13)
14 - Archimedean Dynasty (0:21)
15 - That's NOT Raycast! (0:46)
16 - Death and Treachery (0:27)
17 - Last Choice (3:19)
18 - Illusions Within (4:39)
19 - Slums (2:39)
20 - The Sovereign (0:43)
21 - Starry Sky (0:22)
22 - Freedom! (1:11)
23 - Singularity (0:18)
24 - Harbor Prime (1:24)
25 - Ascension (2:18)
26 - Dex (1:53)

Full update here (thanks Matt!)

Splatoon hackers now manipulating weapon damage/physics

IGN - Uchikoshi says Zero Escape 3 will answer all questions, thanks fans for making it happen

Coming from an IGN interview with Zero Escape series creator Kotaro Uchikoshi...

"(Moral elements) will be the main theme. Your way of thinking, values, virtues will be intensely [shaken] during this game. This game is even more philosophical than the past volumes. Of course it'll be entertaining too! a story [Zero Escape] will definitely end at Volume 3.

I intend to answer every mystery left during VLR and the mysteries in ZE3 would be solved as well. This game will not end in a cliffhanger. However please take it as one break...if there are still fans requesting, I can not deny that there will not be new incidents arriving either,

I wasn't thinking of doing a continuation during 999. However thanks to fans world wide giving the game a high praise it grew into a series. I am very thankful for this. Especially for Volume 2 and 3, my intentions were them being paired as a set so I really wanted to make Volume 3 happen."

Cryamore Kickstarter update - New Demo, Release Up-Date, Breakdown On Dev Stuff

New Playable Demo Coming Next Month

As stated a few months ago on Update #53, we were working on splitting the game up into a new playable demo to be released this summer. We’re wrapping that up and you’ll be able to play it in August! It will feature 3 gameplay-specific sections, 3 of the 8 weapons to play around with, and much of the content that you will see in it will be brand new. It’s going to be miles ahead of the initial demo we released sometime back. We look forward to everyone checking it out and the pending feedback.

Release and Schedule Update

We’re getting quite a few amount of people asking about the release date, and since that last update speaking on that, the release date estimate hasn’t changed. We’re still gunning for a summer 2016 release! For now, we can only say that the game will be feature complete (beta) by February of 2016, and release will occur sometime in July 2016. Of course, don’t take that too absolute as things are always slightly subject to change, but that is our current resolute release milestone for the rest of Cryamore’s development.

It’s been quite the adventure, and we still have much to do for the remainder of the year on to the next, but we really can’t wait to share what we’ve been working on with everyone (and we still have more development info that we’ve been keeping super-secret to be later revealed. Wonder what it could be…?)

Full update here (thanks Matt!)

Xeodrifter cross-buy issue resolved, free Wii U version for current 3DS owners

3DS NFC reader available for preorder via Target

Camp Miiverse kicks off with Splatoon challenge

Yokoi on dislike of RPGs/realistic graphics & why the Game Boy lacked color in one of his final interviews

Coming from an interview with Gunpei Yokoi...

On not being a fan of RPGs...

There's a huge variety of console games out now, but to me, the majority of them aren't actually "games". The word "game" means something competitive, where you can win or you can lose. When I look at recent games, I see that quality has been declining, and what I'm seeing more and more of are games that want to give you the experience of a short story or a movie.

This is most obvious with role-playing games, where the "game" portion isn't the main focus, and I get the feeling that the developers really just want you to experience the story they've written. So when you ask what I think of games today, well, it's a very difficult question for me. I end up having to say that games today just aren't games to me.

The essence of games is competition, and I think that's a remnant of our past as animals, and the competition of the survival of the fittest. I think you see it reflected all through human history, how people with wealth and power want to have harems, acquire women… that kind of thing is at the root of humanity.

On the push for more realistic graphics...

Do these playworlds really need to be that photorealistic, I wonder? I actually consider it more of a minus if the graphics are too realistic. There's a similar line of thinking in the entertainment world—using soft focus lenses when women are filmed, for instance. When that is done, each person can project their own conception of "beautiful" onto the woman being filmed, and everyone will see their own personal Venus.

If things are too realistic, there's no room for your imagination, and the reality of those faces you thought were beautiful will be revealed. Or to use another common expression, it's actually more erotic when a woman leaves some skin covered. Even if a video game doesn't have the power to display very complex graphics, I believe your imagination has the power to transform that perhaps-unrecognizable sprite called a "rocket" into an amazing, powerful, "real" rocket.

On creating the Game Boy...

The technology was there to do color. But I wanted us to do black and white anyway. If you draw two circles on a blackboard, and say "that's a snowman", everyone who sees it will sense the white color of the snow, and everyone will intuitively recognize it's a snowman. That's because we live in a world of information, and when you see that drawing of the snowman, the mind knows this color has to be white. I became confident of this after I tried playing some Famicom games on a black and white TV. Once you start playing the game, the colors aren't important. You get drawn, mentally, into the world of the game.

Actually, it was difficult to get Nintendo to understand. Partly, I used my status in the company to push them into it. (laughs) After we released the Gameboy, one of my staff came to me with a grim expression on his face: "there's a new handheld on the market similar to ours…" The first thing I asked was: "is it a color screen, or monochrome?" He told me it was color, and I reassured him, "Then we're fine." (laughs)

When we were designing the Gameboy hardware, we took into consideration what kind of software was going to be made for it, and I think that approach resulted in a very efficient product. Hardware design isn't about making the most powerful thing you can.

Today most hardware design is left to other companies, but when you make hardware without taking into account the needs of the eventual software developers, you end up with bloated hardware full of pointless excess. From the outset one must consider design from both a hardware and software perspective.