Splatoon 2 - official website updates with 'Prologue' info

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.

Fire Pro Wrestling director thinks the Switch is a great fit for the series

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 discuss what they expect from Nintendo's upcoming fiscal 2016 earnings report

- 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

Wonder Boy: The Dragon's Trap dev talks approaching the remake, what ideas were considered

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

Minecraft: Switch Edition - details on draw distance

- render distance in single player docked mode is either 11 or 12 chunks
- on Xbox 360/PS3/Wii U: the render distance was 10 chunks
- on undocked Switch, the render distance is 7 chunks,
- for comparison, Vita's render distance is 5 chunks
- PS4/Xbox One version has an 18 chunk render distance at 1080p
- docked Switch version appears to be 720p, but this is not confirmed