Super Famicom Classic Edition - AC Adapter box

I always loved the Super Famicom box, and I'm glad to see Nintendo kept that style for the Classic Edition in Japan. It's just colorful, retro and fun.

Shakedown Hawaii - new info on story and gameplay mechanics

- play as an aging Legitimate Businessman and D-list celebrity
- this character comes out of retirement when finding out via a news report that his old business is struggling to stay afloat
-.the business is on the verge of being taken over by a rival organized crime syndicate
- gameplay consists of shaking down local businesses for protection money with the threat (or actual use of) violence
- you then use that money to keep your business going
- you have mostly free reign to steal cars, run over pedestrians, and run amok
- wear disguises
- there is a police force and they will hunt you down if you aren’t careful
- one mission has you torching a collection of businesses
- the game's writing features observational humor and parodies of exploitative business practices
- you can have incidental conversations with denizens
- there are descriptions of locations on the map

Nights of Azure 2 - info on demon Malvasia, The Three Popes, and many more details

■ Characters

Malvasia, the “Demon / Queen of the Moon” (voiced by Yu Shimamura)

The head of the demons who emerged as a replacement for the Nightlord who disappeared. She can be sealed away by offering the “Bride of Time.” It is said that she was a calm demon in the past, but now for some reason seems to be trying to envelop the world in eternal night.

—A being that appears divine. She addresses Alushe with cold eyes and a disinterested tone.

—Malvasia brings her face close to Alushe’s as if to give her a soft kiss. However, she is thrusting her blade deep into Alushe’s chest.

The Three Popes, “The Top of the Curia” (voiced by Reiko Suzuki)

The top of the Curia, who are trying to offer up the Bride of Time in order to seal the Queen of the Moon. After reflecting on the dictatorial rule of the former pope, the new popes were established as a three-person parliamentary system to make decisions. The three popes calmly gaze at Alushe and company through the openings of their majestic outfits.

—With light shining through the stained glass behind them, the three popes give off a cold atmosphere during an audience. Even those that belong the Curia have not seen their faces.

■ Bonding with Lilys

By fighting together and deepening your bonds with Lilys, Alushe’s connection with them will become stronger. Even Muveil, who is hostile towards Alushe at first, will open her heart through battle and new interactions.

A Reliable Ally to Take on a Formidable Foe

—Alushe once admired Muveil like an older sister. After becoming a demon, she targets Alushe to make her fall to the demons, but after becoming an ally, she’ll fight alongside Alushe as a reliable Lily.

Power as a Lily

As a holy knight of the Curia that fights to the bitter end, Muveil can make use of abilities that specialize in giving players an edge in battle, such as inflicting status ailments on the enemy.

—With her active skill “Battle Cry,” Muveil attracts the enemy’s attention to herself and raises her defense power.

—In order to trigger a Double Chase collaborative attack with Muveil, a fixed number of enemies must be inflicted with status ailments.

Deepening Your Bonds

By continuing to battle and performing Lily actions, the bonds between Alushe and the Lilys will deepen. What kinds of expressions will you get to see from Muveil, who did nothing but fight as a holy knight and fell to demons?

By Growing the Flowers of Two Characters, Their Hearts Will Eventually Bloom

■ A Helpful Cast of Lilys

In running through the darkness of the night, Alushe will meet various girls. In addition to the bonds she was originally cultivating, the girls she will meet after becoming a half-demon will also help her as they head toward confrontation against the Queen of the Moon together.

The Power of a Reliable Lily

By Alushe and her Lily partner attacking enemies and performing cooperative actions like Double Chases and active skills, the tension gauge will rise, and when it reaches its maximum value, you can perform a Lily Burst special move.

—Here is a look at the Lily Burst with Liliana. Alushe protects Liliana while she is chanting, and her prayers call down a light from the heavens that strikes several enemies.

—Here is a look at the Lily Burst with Veruschka. After launching the enemy with their fast movements, Alushe and Veruschka combine their power to deal heavy damage to the enemy.

A Story Filled with Lilys

By raising your intimacy level with a Lily, a story between Alushe and that Lily will be told, and Lily events will occur. You can also see a sides to the Lily characters that you otherwise would not.

—The innocently delightful Eleanor. She is honest about her feelings, and Alushe is bashful around her.

—Arnice and Alushe in a beautiful flower garden. Arnice feels a sense of familiarity with Alushe due to her straightforward personality.

■ The Story of Girls Who Run through the Night

In escorting her childhood friend and the saint Liliana, Alushe, and agent of the Curia, is killed by the Queen of the Moon and brought back to life as a half-demon. Alushe follows her heart and decides to defeat the Queen of the Moon.

—Carrying the blood sword in her hand, Muveil stands before Alushe. Muveil was originally a knight belonging to the same group as Alushe, and Alushe admired her as a commanding officer that bravely led her subordinates. Such a woman once left Alushe profound words. Just what has happened to Muveil?

—What is the best thing to do to save the girl who fell to demons? Camilla, who is researching half-demons, suggests one possibility. But at the same time, there is the danger that Alushe might become closer to a demon. And it seems that Camilla is also closely linked to Muveil.

—While Muveil weighed on her mind, Alushe moves on ahead in order to obtain information on the Queen of the Moon. Along the way, Christophorus appears again before her. A “demon of purity,” Alushe is able to tell that Christophorus is not involved with the Queen of the Moon.

—On her journey to find the Queen of the Moon, Alushe and Muveil finally confront each other. No doubt can be seen in their straightforward gaze. Carrying the same blood sword, and keeping the promise she made with the Muveil she admired like an older sister close to her chest, Alushe commences the battle.

—Alushe, who has overcome numerous battles, relaxes her mind by messing around with two of her childhood friends like they once did in the past. What could Veruschka be thinking as she stares at them from a distance?

—Alushe has no free time to stand still. Numerous obstacles await her in the long road she has to travel. Supported by her allies, Alushe will continue to fight in order to defeat the Queen of the Moon.

■ The Abilities of “Tricker” Servans

“Tricker” Servans can reduce Alushe’s MP, consume MP to perform Servan actions, perform unique special actions on the field. These Servans will play an active role in various situations, including proceeding the battle more advantageously and opening new paths.

—Shalf, the thunder wolf Servan, can manipulate electricity from within its body. In addition to using this power in battle in ways such as sending electricity through the water fountain to paralyze and deal damage to surrounding enemies, it can also be used to solve field puzzles.

—Falfara is a butterfly Servan with elegant, shining wings. It can pick up Alushe, allowing her to jump high and reach high locations.

Psyonix details the process of bringing Rocket League to Switch

Coming from a GamesBeat interview with Psyonix publishing boss Jeremy Dunham...

“Our whole goal for Rocket League on Switch was that we wanted it to look and feel exactly like Rocket League on other platforms. We didn’t want to make any compromises.”

We feel really confident about it. In the beginning, we weren’t so sure. We had to do custom work. The Switch by itself doesn’t have inherent Unreal 3 support. It only has Unreal 4. To support 3, we had to do custom work.

The main compromise we had to make is we’re running the game in 720p rather than 1080p, even on the TV. It’s our opinion that it’s much more beneficial for the game to run fast at 60 frames per second than to look the absolute best. We’ll ship at 60 frames per second for the docked version and the undocked version.

We’re actually ahead of where we thought we’d be. We didn’t think we would have it running this smooth, this early. For a while we were concerned about whether we’d have anything to show at E3 at all. We have a very talented team at Psyonix. Our engineers have done a lot of hard work to make sure this runs as well as it does already. We’ve already discovered things in the last few weeks that we weren’t aware of a few weeks ago. It’s already made the game perform incredibly. We’re very encouraged.”

Nintendo talks Splatoon 2's core inspiration, original prototype, where the game fits into the world of eSports

A portion of a Glixel interview with Nintendo's Hisashi Nogami and Shintaro Sato...

G: We spoke to Reggie Fils-Aimé recently about how important competition is becoming to Nintendo. Splatoon seems to be at the heart of that – was that always the core inspiration?

Hisashi Nogami: Well, you know, competition is really important to Splatoon 2, and it's a core element of the game. Our idea of the competitive game that we're making is that we first offer a set of content to the players and give them the tools for play – the stages and the weapons – and then the players themselves determine what sort of play they're going to create using those tools. We watch that and keep an eye on it, and then make adjustments if necessary. We have a back and forth with the community.

We take a lot of care to ensure that equality and fairness – making sure that players perceive that they're all on the same fair playing field – is very important. And, you know, as we're combining all of these elements into this competitive experience, if we do it with an eye to fairness, we'll only widen that circle of people who can jump in and enjoy it.

One style of making games at Nintendo is what you can see with Super Mario Odyssey – you have a set of content that is made for a player to enjoy. That's wha we have a lot of respect for and feels very important. However, the type of play experience that we're creating with Splatoon is something that we view more as a playground. You know, players are on the playground, and it's a bit of a conversation, a back and forth, with the content we create and the reactions from the players. And that's a choice that we have to make between the Odyssey style of game creation and the competitive style of game we're making.

G: We spoke to Arms producer Kosuke Yabuki recently, and he mentioned that there's a real culture of prototyping at Nintendo. What was the process like for Splatoon? Were there previous ideas that you worked on and ultimately dismissed?

Hisashi Nogami: Prototyping was really important for Splatoon, and I think actually it was at the prototyping stage that we had the core gameplay that ended up surviving into the final game.

This was originally a prototype that Mr. Sato created, and the way it originally looked was you would have a grey playing field with four simple cube-like characters on each team – so, four black cubes against four white cubes. They would shoot their own color of ink at each other and compete for turf.

This doesn't mean that we had all the actions you can do in the game mapped out, or the final look of the characters as squids, but it was already possible to see where your allies were, or whether an an opponent was attacking your territory. You also had a clear idea of what you needed to do to win, and that in trying to secure victory you could be discovered by your opponent. This was all something we found really fun, and it was all discovered and implemented during that prototype stage.

So, you know, in our Nintendo way of making games, we wanted to layer on abilities, sets of weapons with their own characteristics, and build out from this prototype that we had. It was really important for us to make sure we protected and kept that core prototype idea, and that we didn't lose sight of it while we continued to layer on and build out the game into the final product.

G: A lot of people have talked about the real potential for this as an international esport. Was that ever on your mind when you were making it, or was it something that emerged later with the first game, and was it something that was considered while making the sequel?

Hisashi Nogami: Well, I think "esports" is a term that actually encapsulates a lot of different meanings. You know, it could be something as simple as friends getting together to play a tournament online or it could be a tournament where prizes are involved, where sponsors jump in and you actually have pro game players involved. That said, being an esport wasn't something that we were ever really considering or aiming for when developing the game. We want to strongly encourage that sense of competition among players – we really want to make a game for players who are seriously interested in competition. After the release of Splatoon 1 we were definitely aware of a community that rose up, people who put together serious teams that were interested in a competitive tournament. And so we've included some systems in Splatoon 2 that acknowledge and encourage that type of competitive play among that more serious group of players.

Shintaro Sato: We definitely recommend getting eight people together in a local wireless setting, and you can play to your heart's content that way. But for those players that want to make sure that there is no lag we've also included the ability to connect eight Nintendo Switches via LAN play.

We also added a spectator mode so that players can have someone who is controlling the camera during their match from a variety of different perspectives, and then that match play can be recorded, potentially, and posted online to be shared with the wider community.

There's also a new mode in Splatoon 2 called League Battle. This will be a mode that players can play either in groups of two or four, and it will present you with a two-hour period in which your group competes with other groups to see how many points you can earn. Because the results of that League Battle play will be displayed in a ranking at the end of every two-hour period, we can give players goals to strive for, and hope to encourage them to keep competing and pushing.

Hisashi Nogami: And, you know, hopefully even players who aren't participating in that top level will find these developments interesting and enjoy viewing them from the outside.

So, part of your question was whether we had been thinking about esports or competitive gaming from the time of Splatoon 1 – well, while we had the confidence that we were making a game that would answer the needs of the more competitive player, we also realized that if we were going to have competitive play, it would need to be supported by a great community. We're really grateful that we've had a good response from that community, and after seeing it grow, that gave us the confidence we needed to add these additional elements that encourage competitive play in Splatoon 2.

And I think the World Splatoon Invitational that we held at E3 was basically the result and evidence of the community engagement that we've been so grateful to get. So, with all of the support that we've gotten from those players, that serves as fuel for us going forward, and encourages us to make sure we can answer the needs that they have.

League of Evil - Switch level editor teaser, game should release next month

We've also learned that League of Evil should be hitting Switch sometime next month. The 3DS version isn't as far along, so that will be launching at a later date.


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