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Japan - Next week's Wii U/3DS eShop releases

Wii U

- Kawa no Nushi Tsuri 5
- King’s Knight
- 6180 the moon
- FreezeME

3DS

- Yu-Gi-Oh! Saikyou Card Battle

Nintendo's 76th Annual General Meeting of Shareholder - live-blog


- attendees got a Mario towel, Pikachu cookies,and green tea

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Skylanders Imaginators - Bowser, Donkey Kong supported

A portion of an Inquisitor interview with Toys for Boy's Dan Neil...

I: What about some of the characters from the previous team up with Nintendo in SuperChargers? Are the Bowser and Donkey Kong amiibo Skylanders still going to work in Imaginators on the Wii U and 3DS platforms?

DN: “They are. We support all Skylanders from all previous Skylanders games, which is over 300 playable characters at this point. We also support the vehicles from SuperChargers. And, the SuperChargers race tracks are actually included inside of Skylanders Imaginators. So, if you do have vehicles from Skylanders SuperChargers, you can use them with Imaginators to race on those tracks. But, you can also race on those tracks with a digital vehicle, so you don’t even need a [physical] vehicle to enjoy racing in Imaginators.”

Full interview here

SEGA 3D Classics Collection rated for Australia

Looks like SEGA is making good on their promise to try and get SEGA 3D Classics Collection out in other places than NA/Japan. An Aussie rating usually means the game is slated for Australia and Europe! Expect an official announcement soon.

Tokyo Mirage Sessions #FE devs talk music elements, localization process

A portion of a GameSpot interview with Atlus producer Shinjiro Takata and Nintendo designer Hitoshi Yamagami...

GS: Westerners are increasingly becoming more interested in Japanese video game series. One of the apparent themes in TMS#FE is pop music performances, with a distinctly Japanese flair. How do you think this will translate to fans in the west?

Takata: We had the cooperation of the Avex Group, who are making a large number of hit songs. So we were able to not only do songs, but also go all the way with no compromises, and incorporate dances. The producer who is in charge of many popular artists created the music by using songwriters who are actively writing hit songs in Japan. So this is real pop music. I think you will like it.

GS: A portion of the Western audience that appreciates Japanese games become very upset when any content in a game is altered during the localization process, regardless of how big or small the detail may be. When adapting a game for Western markets, does that affect how you go about designing some elements? Or do you ever feel like you have to strip away things that are central to the game's identity or purpose, just to make it a viable product outside of Japan?

Hitoshi Yamagami: Each country has its unique culture and taste. There are times when common sense in one country can be thoughtlessness in another. However, if we create a game with only that common sense that causes no problems in any of the countries, it can be a very boring game.

From among the various complex tastes of people worldwide, the developer selects settings and characters that appeal to as many people as possible. That being said, it is true that as we build up the settings and characters, we are sometimes obliged to change something in part of the game. This optimization does not destroy the identity of what we as developers want to convey. Developers would not accept such drastic changes. The changes made during localization are optimizations intended to bring to as many customers as possible the things that we want to convey. No major changes are made that would change what we want to convey.

Full interview here