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Showing posts with label star fox 64 3d. Show all posts
Showing posts with label star fox 64 3d. Show all posts

September 21, 2011

Nintendo explains lack of online in StarFox 64 3D, says future StarFox game could have online

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The comment comes straight from Nintendo's Yusuke Amano...

"Personally, I play a lot of online FPS games. This leads me to think that just making multiplayer parts of existing games playable online isn't enough to create a satisfying experience for users. The popular online games work in lots of things, so they play well online - and if we wanted to satisfy everyone who bought the game, the costs required for including online support would be vast.

For this project what we needed to do was use Star Fox to provide users with a game that shows the appeal of Nintendo 3DS as quickly as possible. We put a lot of effort into the graphics, and if we had included online support then we couldn't have reached this level in the time allowed.

We didn't cut any corners for the multiplayer mode in this game. We did lots of experimentation for the normal wireless local multiplayer and included lots of new features. Working on the multiplayer part was a nice, satisfying challenge, and if I get the chance to work on another Star Fox title, I would definitely consider an online multiplayer mode."


Personally I find the lack of online pretty inexcusable in Star Fox 64. Nintendo wants it to sell enough to warrant making a future Star Fox title, which means they should be including enough features to guarantee that it sells to their liking. Star Fox is, to me, at least, one of their strongest franchises, second only to the likes of Mario, Metroid, and Zelda. Nintendo has the cash to spend the Star Fox budget. And as for time... I think Nintendo should probably look into expanding it's teams so we don't have the droughts seen on the Wii and AAA games lacking AAA features, as seen in Star Fox 64
   
Link

July 8, 2011

July 5, 2011

Iwata Asks: StarFox 64 3D - Cuthbert/Miyamoto taught each other English/Japanese

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The following comments come from an Iwata Asks with Dylan Cuthbert, president of Kyoto-based Q Games...
- Cuthbert is director on StarFox 64 3D
- Cuthbert came to Japan when he was 18 to show off his 3D Game Boy engine, which truly impressed Nintendo
- Cuthbert didn't speak Japanese at the time, but picked up a language book to study on the way home
- when he returned to Japan, he could write Japanese hiragana alphabetic characters
- Miyamoto and Cuthbert began speaking to one another, teaching each other English and Japanese
- Miyamoto would speak in English to Cuthbert and Cuthbert would speak in Japanese to Miyamoto
- Miyamoto had trouble with his use of prepositions

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June 16, 2011

Miyamoto's full comments on inverse versus non-inverse, and how he hopes StarFox 64 3D unites both types of gamers

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Again, this is something we mentioned in short-form during Miyamoto's roundtable at E3, but here are his full comments...

"People often tend to prefer Star Fox as sort of a space shooter or a dogfighting game, but really when I see the game and when I play it, what I find is really fun about it is, not so much just the shooting, but actually the way you fly around objects and under objects, and how it is that you're flying through space.

"The big challenge I've always had with games like this in the past is that, when you're playing the game, the audience divides into two groups. One [group] tilts the control stick up and they expect the ship to fly up, but then there's another group that, when they tilt it up, they expect the nose of the ship to dive down. They're using the actual controls of the airplane and causing the nose to dive down.

[asking audience] "Who wants the plane to go down when they tilt the control stick up? [Some people in the audience raised their hands.]

So that's a pretty good number.

[asking audience] "Who thinks the plane should go up when you tilt the control stick up? [The other half of the audience raised their hands.]

"The people with their hands up in the air are people who grew up on Sega games.

"I've always felt that if the industry could just settle on one standard, it would be a lot easier for us developers. So, I've always felt that at some point, we need to find a point in time when we can unify these two groups together.

"Well this time with Star Fox 64: 3D for the 3DS has the circle pad, and this is where the discussion happened again, with the circle pad. You're not tilting it, you're sliding it. So it's really not like the control stick of an airplane, and when you slide it up, you really feel like you should be going up. 

And when I was playing Ocarina of Time 3D, when I slid the control stick while shooting the slingshot, I wanted to be able to aim up by sliding on it. So I went into my troubled mode and I tried to solve the problem. Of course the hardware has the gyroscope...

"So if you have the gyroscope and you're using that to pull the slingshot, and then you're lifting the slingshot as well. So you're lifting up your hands, but it's like you're sliding the stick up more.

"And I thought; 'this is my chance to bring people together!"'

"So both The Legend of Zelda: Ocarina of Time 3D and Star Fox 64: 3D have gyro-based controls. 

But for Star Fox 64, what we did was we developed it in a hybrid manner, and I think where it's best suited is using the gyro for the up and down motion, while steering left to right using the circle pad because that's going to give you the best control. That motion... but with the side-to side you can still use the circle pad, giving you the best visual focus.

"So that was the main thing I wanted to say about Star Fox 64: 3D."

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June 8, 2011

StarFox 64 3D releases in North America on September 11th

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Kinda ironic release date in a way, don't you think?

Link

June 1, 2011