Site News...

NEWS FLASH: Hii bb ;3
Showing posts with label Nintendo in general. Show all posts
Showing posts with label Nintendo in general. Show all posts

December 29, 2011

Analyst - Apple to challenge Wii U, Nintendo may make games on other hardware

0 comments
We are expecting Apple to release an iTV in 2012, igniting a next generation casual game market and challenging the market relevance of Nintendo’s upcoming Wii U console, and ultimately pushing Nintendo to consider software opportunities beyond their own hardware. - Mike Hickey, National Alliance Capital Markets
 
All I can say is that Nintendo games on non Nintendo hardware ceases to be Nintendo at all.

Link

December 24, 2011

Nintendo holding another 'Nintendo Direct' web broadcast on Dec. 27th

0 comments
- second installment of the "Nintendo Direct" web broadcast 
- broadcasting on Dec. 27th
- show to feature info on Wii and 3DS
- broadcast starts at 12:00 Noon (JST)
- view the broadcast here 
Link

Hyrule Historia - details on Impa, Zelda and Link's names

0 comments
- Impa's name comes from the word impart
- Miyamoto knew he wanted the series to be named 'Legend of' something
- he also wanted the female lead to have a name that conjured timeless beauty
- Zelda was suggested in relation to Zelda Fitzgerald, as she was seen as a timeless beauty
- Link is a name meant to link energy throughout the world and transcends time

Link

Miyamoto on Legend of Zelda's swordfighting roots, making players better through practice

0 comments
"When we started this project (Legend of Zelda) many, many years ago with the original NES, it was from the beginning about the sword fighting. Starting actually from the 'Ocarina of Time,' the developers were more eager to make more sophisticated movements of the sword competition." - Shigeru Miyamoto

"When we look at today's fighting games and many other games, sometimes we have to feel it's rather difficult for us to realize the perfect balance between what you are actually doing with your hand against what you can see and realize or reproduce on your TV set. In other words, I really want people to feel, 'OK, I'm doing better and better by practicing, for example, my sword fighting.'"

Link

December 21, 2011

December 18, 2011

Hyrule Historia may reveal glimpse in Legend of Zelda timeline

0 comments


History of Hyrule

~Finally Revealed, The Genealogy of the Legend~

The Timeline of Hyrule, Kingdom of the Gods………………………………..68
The Legend of Gods and the Hero of Time…………………………………….70
The Downfall of Hyrule and the last Hero………………………………………..92
The Twilight Realm and the Hero’s Descendant…………………………… 110
The Hero of Wind and the New World……………………………………………..122



I really don't expect the timeline to be revealed anytime soon, if ever at all, but this is indeed interesting. Whether or not it's a coincidence or something more is yet to be seen.

Link

December 14, 2011

All 10 3DS Ambassador GBA games revealed - Available from Dec 16 in Japan

0 comments
Here you have it guys, the complete list of GBA Ambassador games. Hopefully we get word on when they're coming to other territories soon.

F-Zero: Maximum Velocity
Super Mario Advance 3: Yoshi's Island
Legend of Zelda: Minish Cap
Fire Emblem: The Sacred Stones
Kirby & The Amazing Mirror
Mario Kart: Super Circuit
Mario vs. Donkey Kong
Metroid Fusion
Wario Land 4
WarioWare, Inc.: Mega Microgames




Link

December 13, 2011

Miyamoto still not retiring, Zelda might be good for a Retro collaboration, voice acting talk, new game ideas

0 comments
“He jokingly mentions retirement to motivate his staff to excel. His ability to focus on smaller projects reflects the confidence he has in all of Nintendo’s development teams … Mr. Miyamoto will continue to provide oversight to those teams and get deeply involved in projects when the situation warrants, ensuring that the quality of Nintendo projects is maintained at a high level. But he will also be able to explore new innovations on his own and in smaller design groups.” - Nintendo statement
A portion of a Wired interview with Shigeru Miyamoto...

Wired.com: It’s come out since Mario Kart 7 came out, there have been some articles about how Retro Studios was very deeply involved in the making of this game, and it’s considered a landmark for the series because you had this collaboration between EAD and Retro. And I’m curious as to whether you think that this would be an interesting model for more games, like a Mario platformer or a Zelda game, to have a Western team and a Japanese team working in close concert to produce a game like that.

Miyamoto: First of all, let me talk a little bit more in detail about how we collaborated with Retro Studios this time. Of course, they were taking care of the game designing aspect. Specifically, they were taking care of the design of the courses and the artwork about that. But when it comes to the gameplay and the control mechanism itself, that’s being taken care of by EAD once again.

People often say that videogames made by Western developers are somehow different in terms of taste for the players, in comparison with Japanese games. I think that means that the Western developers and Japanese developers, they are good at different fields. And that resulted in a different taste in [their games]. Mario Kart, I believe, was good in order to express that kind of different taste because we have many kinds of different courses for the Mario karts to run and race around. So for each of the different courses, we could identify: Retro is supposed to take care of this course, and EAD is going to do that, and such and such. Then, we were able to join forces in order to realize a variety of different courses, a variety of different tastes. I think that’s one reason how it worked out well between a Japanese development team and a Western development team.

As you know, we have already collaborated with Retro for the Metroid Prime series in the past. And I think when we talk about any other franchise, Zelda might be a possible franchise for that collaboration.

Wired.com: So with Skyward Sword, a lot has been said about pushing the series forward with orchestrated music. One of the only complaints I’ve read about the game, and this was something I noticed, is that I think in the five years since Twilight Princess and Skyward Sword… when Twilight Princess came out nobody really said anything about this, but when Skyward Sword came out and the game had no voice acting, it makes an impression now because it’s one of very very few games in that genre which do not have the characters actually speaking in full voice. And I’m curious, I know we’ve probably spoken about this before in the past and I know Nintendo has very deliberate — it’s not a question of technology, it’s a question of artistic style and there are reasons you do it that way. But I’m wondering if there’s any pressure now as games keep evolving to add voices to Zelda to keep it current.

Miyamoto: After all, it’s a question of, what do we really want to make? As the director, of course I want to be getting involved, have direct hands on as many parts and as many things as possible. So it depends upon what kind of direction we are taking for certain projects. For example, if we are pursuing photorealism, I do not think that the director can do a lot — in other words, the staff working on the forefront of development are having their hands on, and the director cannot have their hands on, these details.

But what kind of game, it totally depends on what kind of direction I really want to [take]. And … whether the voice actors should play a key role right now is one of the elements that we’ve got to decide in terms of entirely what things we’d like to make. And talking specifically about the possibility of hiring voice actors to play over the roles of the main characters, we have to ask ourselves, after all, what kind of things do we really need them to speak out? Are they important, and are they really doing anything good for the expanding of the attraction of the Zelda franchise itself?

My opinion is actually against that. I mean, by having the voice actor speaking out the main character’s opinions and messages, I’m afraid that they are going to narrow down the actual characteristics that people can imagine or apply to each character they are controlling, for example. But after all, it depends upon how much work the developer has to show, how many things the director can do, and is it going to do anything good to expand the charm or attraction of The Legend of Zelda? So once again, in terms of all these, if you ask me, isn’t it important for Link and other main characters to speak? I just cannot think so, because of, in terms of what I can do and what Zelda should do.

Wired.com: You’ve narrowed down — you used to do every single game at Nintendo and have input into it and I know recently you’ve narrowed down into a few games that you work on. And all of these games are big retail boxed games that are sold in stores. I see, with Iwata-san talking more about downloadable games and digital games, that becoming more important. I’m curious as to whether you in the near future want to work on games that are smaller, maybe downloadable games, to raise the profile of those games. We see games by the B-teams, but in order to get more people buying games that way, do you feel there need to be Miyamoto download games?

Miyamoto: I just don’t care — as long as I can make something new and interesting, and if it can become a social topic, and spread to so many people, I’ll be working on anything. That’s my attitude. Of course, the situation today is rather different, many companies are simply looking around and seeing what’s trending, what’s hot. Inside that kind of frame, managers demand developers work on similar games. It’s rather difficult for me to say something exact, because unless I can fix my complete idea, I just cannot decide which media is going to be appropriate. What kind of size is going to be appropriate for development. But I think that is actually the right course for us to choose — in other words, developers first come up with a fresh idea. And then, once complete idea is fixed, they should decide, okay, in terms of a new idea, this media is most suited, and the size of the development teams should be just like that.

And after all, I’m aging right now. Yes, I’m in a stage, in a position to be able to take some distance away from the forefront of the development teams right now and see things from a much broader perspective right now. In other words, I think I have many more options than before. In my head, myself. I am now in a position to make things much more freely right now, but the fact of the matter is I have ideas but I have not come to the stage where I can say exactly which one is going to be good for the network games, or what kind of final format shall be appropriate for social gaming. I even have some ideas about Flipnote Studio, things like that, but I [don't] have a complete idea for that. Until I can decide, okay, this is going to be the way each one of these ideas is going to be combined and take shape, I just don’t say that it’s good for digital, it’s good for download. That’s all.

Full interview here

Miyamoto not revealing his new project anytime soon

0 comments
"Whenever we try to create something brand new, we have to start from a very small, capable team. When a big company is trying to do something really new, it's not a good idea for many people to work on it from the start. Until the time that we are ready to commercialize it, it's not something we can disclose." - Shigeru Miyamoto

Link

December 12, 2011

Miyamoto wants to create experiences that can't be made on smartphones

0 comments
"What we really have to do is try to be different. We are trying to create something that can never be reproduced on the smart phone." - Shigeru Miyamoto

Miyamoto's toughest challenge yet? It just may be...

Link

December 9, 2011

Miyamoto says he has 'no plans' to retire, but is preparing devs for his eventual departure

0 comments
“There is no plan to retire. I have no intention to retire. (Jokingly) And probably they won’t allow me to retire. What I really meant by this was that people have to retire someday, sometime, and I am not the exception at all. The company really has to get prepared for that kind of thing.

It’s not just quite recently, actually, but for many years now I’ve been repeatedly telling this to the team at Nintendo so they can be more responsible. So they can take on more important assignments and take the initiative to make quality games to finalize and commercialize for the company.

In that process, I say ‘You’ve got to be prepared for the time I’m going to retire. In other words, I was spurring the younger developers to take on more important assignments.

As a matter of fact, when we look at the most recent work from the teams I’m supervising, games like Super Mario 3D Land and Skyward Sword, they were shaping up quite nicely, so I think they are coming very very close to what I want these teams to be. This is the thing I was trying to tell.”-Shigeru Miyamoto


Confidence was also expressed by Miyamoto in Nintendo's dev teams when it comes to that fateful day when he does leave the company.

“That is a feeling (I have) that they are growing up so that sometime, someday, if I needed to retire, they are going to carry on the ultimate responsibilities — they are going to make Nintendo-quality games. After all, a game is not made by one single person. It is the result that reflects on the entire ability of the team. Now I think I have some meaning being involved in any development team. The question is, if I’m out of there, what sort of ability will the entire team be able to exercise? My impression is they are growing up today so that they are going to be able to make something really great without me.”

Link

Peter Moore - Next-gen transition to lose a few publishers, discs to eventually disappear

0 comments
A portion of an IndustryGamers interview with EA's Peter Moore...

IG: EA's been pushing digital very heavily while other publishers seem slower to adapt. Do you think the industry is due for another consolidation with a publisher or two dying out or getting acquired?

PM: I guess yes, but I think we always see that with every transition. Publishers either make it through or they don't – transitions are hard because revenue slows down and costs speed up. You're getting ready to develop for new platforms, whether they be hardware platforms or software, and it's getting to be even more complex now. The companies that have prepared themselves and have diversified their offerings to chase the consumer wherever they want to play games are the companies that will succeed and thrive and flourish. Companies that continue to rely on the old model as the model changes before our eyes, unless they change their ways and invest in the future those companies eventually will die off. No two ways about it.

The packaged goods business, while still flourishing and strong, eventually – as we've seen in music and movies – will go to the cloud. It will go digital and we'll be delivering games from the cloud and delivering games directly to hard drives and we're still going to sell a lot of discs for the foreseeable future. But eventually, physical media will diminish as the core part of how gamers get their content. And we're ready for that, but we're also still ready to be the number one packaged goods publisher in the world, which we are. It's about this concept, which I always use in my presentations, called “creative destruction.” As soon as a business model is formed, companies start figuring out how to bring it down and then change the model to advantage themselves. And we're going through a period of creative destruction in the interactive entertainment industry right now that we haven't seen in the 30-35 year history of our industry. If you want to be a publisher that's still going to be viable for the consumer 3-4 years from now, you better be ready to deliver your content anytime, anywhere and to everyone.

Full interview here

Wired sticks by Miyamoto stepping down story, says no translation error

0 comments
“Miyamoto’s comments as presented in our story are exactly what Miyamoto said, and presented with the full context of his remarks. We are absolutely standing by those statements as reported.” - Wired editor Chris Kohler

Many have claimed that there must have been a miscommunication error during the interview, but it seems if that was the case it would had to have been on Nintendo's part.

“It was Mr. [Yasuhiro] Minagawa; who has been Miyamoto’s translator for a very, very, very long time. I did an interview with Miyamoto in 2002, and Mr. Minagawa was Miyamoto’s translator then. It is Nintendo’s translator, not ours.”

Link

December 8, 2011

Miyamoto is finally "retiring"

0 comments


It seems we have some breaking news from a recent interview with Wired, Mr Miyamoto where he says he's ready to step down and retire from his position...

“Inside our office, I’ve been recently declaring, ‘I’m going to retire, I’m going to retire,’” Miyamoto said through his interpreter. “I’m not saying that I’m going to retire from game development altogether. What I mean by retiring is, retiring from my current position.”
 Wired

December 3, 2011

Aonuma/Kondo on voice acting in The Legend of Zelda, Aonuma planning to make the series his own

0 comments
The following blurbs come from Koji Kondo and Eiji Aonuma, concerning voice acting in the Legend of Zelda series.

Kondo: The most important thing about the Zelda series is that the player becomes Link. One of the challenges with full voice is that if we’re trying to convey the player’s emotion through Link, but you hear Link talking in somebody else’s voice, that creates a disconnect between you and the role that you’re taking on.

Aonuma: ...if you create a game where everybody else in the game speaks but Link doesn’t, it emphasizes the fact that he is silent and draws even more attention to it. Of course, this was the first time we went with fully orchestrated songs in the game, and we’ve seen what that can do to help bring the world alive and make the game that much more fun. We’re continually looking at ways that we can evolve the series. We’re not confident that we can find the right balance with full voice, so we’ll see. (Jokingly) Everyone would be speaking Hylian, so even if you heard them speak, you wouldn’t understand them."

Aonuma also discussed what he saw in the future of the Zelda series...

I started working on the series not at the beginning but part-way through its history. I think because of that, early on I was more looking objectively at the series and how we could change small, individual elements within it, rather than looking at how the series should evolve. As time has passed – particularly in the last few years – I’ve started to think a lot more about how I can take the series and really make it my own Zelda and evolve it further. As Mr. Miyamoto has allowed me to take the reins on the Zelda series, ultimately that’s what I need to do. Perhaps some people will think it’s a little bit late for me to start thinking about that, but as time goes by, that’s becoming more of a theme in how I’m approaching the series.

link

December 1, 2011

Reggie - 3DS sales surpass 1st year DS, smartphone gaming, Wii U price talk DS/Wii support

0 comments
A portion of a TIME interview with Reggie Fils-Aime...

TIME: Has the 3DS passed the sales mark of the original DS?

RFA: It just did. In sales through this past Saturday—8 months—it has outsold the full 12 months of the original DS. During that 12 months time, the original DS sold 2.37 million and we just surpassed that this past Saturday, so we’ve got real good momentum going into the holidays.

TIME: What does this portend for the future of handheld gaming, specifically the idea that its future is in smartphones?

RFA: It reinforces the idea that in this business, great, compelling software drives hardware. As long as we continue to make great content, we’ll continute to have very strong performing handhelds. The second idea that it reinforces is that by really understanding our handhelds, we’re able to create games like Super Mario 3D Land, which really takes advantage of everything the technology has to offer.

So for us, we think what we’re seeing with 3DS and Super Mario 3D Land is a validation of our strategy, which says “We’re going to make great content, we’re going to make it uniquely for our platform” and through that combination we’re going to drive the install base and compel consumers to make room in their pocketbooks for this dedicated technology.

TIME: Is the fact that the Wii U is going to be backwards compatible going to help Wii game sales today?

RFA: The consumer buying Wii hardware today is going to be a different consumer than the one who will be buying Wii U in the future. This is the first holiday that the Wii is available at $149.99 or below, so its an expanded demographic we’re reaching. These are consumers who have heard about Wii for the past couple years, but at $199 or $249 it was economically out of their reach.

We haven’t announced pricing for Wii U, but you can definitely expect that pricing is going to be different and that the games are going to be different. We do believe that Wii and Wii U will coexist for some time. As we drive the install base of Wii, we’re really setting people up to take their gaming library and be able to transfer it over to Wii U.

TIME: Are you still promoting DS games over the holiday season?

RFA: As we introduce new platforms, we don’t forget about the legacy platforms, so DS is going to be very important over this holiday season and through 2012. We’re going to continute releasing games for those platforms and licensees will also continue releasing games for those platforms for as long as consumers tell us it’s a viable option for them. We really look to the consumer to tell us when it’s a good time for us to fully transition to the new platform.

TIME: How about for the Wii?

RFA: There is new content coming out on Wii, both on the virtual console and in terms of WiiWare–again small, digital bite-sized chunks of games. We’re launching games every Thursday, not only on WiiWare but on DSiWare and the eShop as well. The packaged content gets all the buzz and the noise, but in the last 12 months when you look at all of our key franchises—so Mario, Zelda and Pokemon—14% of all of those transactions are happening on the digital side of the business.

Full interview here

The following information comes from IGN's Sam Claiborn... Nintendo is working on at least two other Zelda games right now, and I can't wait to see them. We know that Nintendo is working on Zelda for the Wii U, and a Zelda title on 3DS has been hinted at, but not officially confirmed as under development. Is IGN just speculating, or do they know more? Link

0 comments
The following information comes straight from IGN's Sam Claiborn...

Nintendo is working on at least two other Zelda games right now, and I can't wait to see them.




Interesting...very interesting.


Link

November 29, 2011

3DS firmware update hitting North America by Dec. 8th

0 comments
Straight from 3DS eShop...

Soon you can record up to 10 minutes of glasses-free 3D video using the Nintendo 3DS cameras on your Nintendo 3DS system. Record continuous motion, or in stop motion style – then save it to your SD Card. Capture your favorite family moments, silly pet tricks, and more in a whole new way.

See what you can do with this new feature by checking out our Upcoming Features video available in the Nintendo eShop. The 3D video recording feature will be available with the next Nintendo 3DS sytem update by December 8th instead of November as originally planned.



Looks like we'll be waiting an extra week for the update. It seems Nintendo is becoming rather notorious at that lately. I wonder when we'll ever hear about the GBA Ambassador games again...

Link

November 21, 2011

Kojima doesn't want to be deeply involved in Metal Gear Solid 5, wants to make a new game

0 comments
"I think we'll probably have to make it at some point (Metal Gear Solid 5), but what that will be, we have no idea. As far as my involvement in the project is concerned, [it] probably won't be as much as it was with MGS1 -- maybe I can do just one stage! For MGS1 I made the maps myself, laid out the enemy routes myself, did everything hands-on -- that level I can't do again. I would like to just make a new game, and the younger staff can work on the new MGS projects. For MGS5, it's very difficult to explain right now because we haven't announced anything. I have really high expectations of my young staff, though. (I have) three concepts for MGS5 already. What would be ideal for me with MGS5, though, is that we don't do those. If the team picks one of those concepts, I have to get involved again, which I don't want to do. There are already so many good ideas from the staff, so if we select one of those, that would be really good. At that point I could really rely on them and take the step back to be the producer, which is the ideal situation, I think." - Hideo Kojima

I know Kojima hasn't exactly been ultra enthusiastic about working on the next Metal Gear game for quite some time, and it looks like he might be working on something new sometime soon.

November 17, 2011

Nintendo retailer briefing - SD cards, Black Wii Fit, Resident Evil: Revelations chatter

0 comments
Nintendo had a retailer briefing earlier today, and a few bits of info came out of the event.

Black Wii Fit balance board

- black Wii Fit balance board coming to Japan
- will be out in early December
- no word on it if will be solo or part of a bundle




- 8 and 16 gigabyte SDHC memory cards
- due out early December

Resident Evil: Revelations

- introduced at the event by producer Masachika Kawata
- not a light or simple entry in the series
- staff includes many members of the staff that worked on Resident Evil 5
- team aimed for a level of completion that matches that of the main numbered games
- over 10 hours play time just to clear the main game
- beat the game to unlock Raid Mode
- this gives you access to characters like Jessica and Obrian
- those two are not playable in the main game

Link, Link, Link