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Everything posted by Dante
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Posted few days ago. It could be the same old translation error months ago saying only for ps3 and not for xbox360 and wii.
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IGN talks with Sakurai. Masahiro Sakurai revealed first details on Super Smash Bros. Brawl months ago in his weekly column in Japan's Famitsu publication. While Smash Bros. content went quiet for a while, the latest entry, the first one following Nintendo's E3 debut, offers a few interesting comments on the game. This weeks column was apparently written immediately after Nintendo's Super Smash Bros. Brawl unveiling conference, which Sakurai, the game's director, referred to as "the secret announcement meeting." He started off his discussion of the new title with the basics. "Dairantou Smash Bros. X is in development for the Wii. The game has yet to take basic form, but we were somehow able to make the announcement." As you've probably guessed from Sakurai's comments, the game's Japanese name is Dairantou Smash Bros. X, with the "X" being used in place of our "Brawl." The "Dairantou" part of the title is in all the Japanese Smash Bros. games in place of our "Super," and means something to the effect of "Great Fight." Sakurai wanted to make sure and give the new game a final name prior to its announcement, for marketing/promotional purposes. "From many different directions," he explained, "We settled on Smash Bros. X. The X gives the meaning of 'Cross,' or intersection." This idea, according to Sakurai, reflects the nature of the game, be it via the impossible character crossovers, the battle on a common battlefield, or facing off against an unknown person via Online play. Smash Bros. is one of the few Wii games to maintain a standard control scheme. "I was given the task of creating Smash Bros.," explained Sakurai. "Of course, the topic becomes, how should we use the special remote controller? During the planning stages, we gave a lot of thought to this." In the end, Sakurai and his staff decided to not go too far with the controller, in particular avoiding being new just for the sake of being new, which Sakurai worried would make the game difficult to play. Sakurai also made a few comments about what online play will bring to the title, and some of the problems of developing an online game. "To be honest, there are some annoying areas. While it's definite that the switch to online raises the possibilities for a game, there are lots of considerations, like manners, and level differences." He seems to have an overall favorable impression of online play, though, noting that, "It increases the opportunity to interact with players who are playing the same game." Despite the title's use of a standard control scheme, Sakurai's journal offers kind words for the Wii. "I believe Wii is truly an appealing game machine. It begins to demonstrate solutions to many of the problems that face today's game industry."
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True it does look fake but we know that Wii's final graphics are not done yet.
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Inside the top flap. SD card slot?
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cant wait to play as him
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Some person over at IGN boards have done this to ZeroSuit Samus.
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Miyamoto at Microsoft Booth. :shock: Too Human Viva Pinata Sonic the Hedgehog
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Okay Dark Samus has toes, long fingers, bigger pads, no kneeblades design, long shape visor and light blue spots.
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Super Paper Mario Impressions I have to say, out of a lot of the games of E³ 2006, after Super Mario Galaxy, this game has to be one of my personal picks for highly-anticipated title. And the irony is that what with all the focus going to the Wii and new Nintendo DS titles, this game wasn’t even at the show! It just completely came out of nowhere with absolutely no warning, making it the surprise under-the-radar game that nobody in L.A. even got to play. Fortunately for me, as an associate at Nintendo, we held our own annual mini-E³ on the NOA campus and I was able to play a hands-on demo. Super Paper Mario will probably be one of the last great hurrahs for the GameCube. If you’ve played any Paper Mario game, then you know what you’ll be in for – lots of fun, creative, paper-based gaming. The difference this time around is that it’s no longer a turn-based RPG. It’s a platformer in the vein of previous great Mario sidescrollers. But, in traditional Paper Mario style, you have that awesome paper-thin 2-D look. In addition, you also have HP for health, and a menu for storing items. No word on whether you’ll be able to collect badges for special abilities like stomping spiked enemies or regaining health. But since it isn’t really an RPG, it might not be necessary. Like previous Paper Marios, you have a partner following you around. This time, you have what are called “Fairens”. I unfortunately have no idea about the plot; something about finding Pure Hearts and jumping from world to world through magic doors. However, these Fairens are your partners in this game as you adventure about through each level. One Fairen that looks like a butterfly works somewhat like Goombella in The Thousand-Year Door, giving you info about the level. It didn’t appear to give any enemy info though. When I tried to use the Fairen, it basically said that it couldn’t reveal anything until the final game. The other Fairen that follows you helps with special Fairy Abilities and the Fairen’s appearance changes with each one. For example, when you use Fairy Toss, the Fairen changes into a very abstract-looking hand made of circles and squares. This ability allows you to pick up enemies and throw them. Another, Fairy Hammer, allows you to use a big yellow mallet, and this is symbolized by the Fairen turning into a hammer. One new thing for Paper Mario is the ability to change your main character, as opposed to just having Mario all the time and only changing your partner. This time around, it won’t be just Mario doing all the work. You’ll be able to switch between Mario, Princess Peach, and Bowser. Each character has their own special power that’s triggered with the R-button. The ever effervescent Princess Peach floats along on her parasol. She is also lighter and can jump the highest. Bowser can breathe fire, but is also large and sluggish. The most significant one is Mario’s power to turn the entire area into 3-D by turning the sidescrolling 2-D level ninety degrees so you can see in front of Mario. This reveals almost a whole new world as you move forward. Impassable pipes and other obstacles can be sidestepped around, sort of like in SMB3 where you went behind the white block to find the Warp Whistle. Ladders unseen from its paper thinness are now revealed. Uncrossable gaps are no challenge once it’s revealed that the background hill was really a bridge all along the edge of the pitfall. All these new perspectives are just ripe for challenging puzzles and fun twists as long as you remember to think three-dimensionally. Paper Mario games, at their core, have paid great homages to previous Mario games. This one is no different. One level I played had a section that literally was a recreation of World 1-2 from the original Super Mario Bros. game, right down to the secret warp zone near the end of the level. But alas, it did not take you to other worlds, but rather other parts of the current level. It was quite a treat to play through it though, revisiting the area with Bowser and Peach and seeing everything in a different point of view with Mario’s 3-D power. One level I played looked like a giant 16-bit pixelized paradise, waxing nostalgic with the various traditional Mario backgrounds in giant block form. There’s also really cool square flowers and trees that really give off both a retro and yet modern abstract vibe. They even poke a bit of fun at this modern New Super Mario Bros. game that just came out in the form of a giant invincible Mario rampaging across the screen. The difference is that it’s a giant 8-bit Mario, which are drawn in blocks by invisible pencils. Even Bowser and Princess Peach and even a Koopa Troopa get into the retro 8-bit action as they turn into giant versions of their original SMB selves. This transformation is touched off by Starmen. Fire Flowers have also been tweaked a bit in that they don’t make you shoot fireballs. Instead, I found that red flowers make your character super hyper fast, whereas blue ones make you super slow. The latter seems to help more for Princess Peach as she floats on her parasol. Mushrooms now simply provide HP. There are also the old coins and 10-coin blocks to find as well. In summary, Super Paper Mario, while slightly under the radar during E³, is really a title that should have been pushed to the forefront alongside the Wii and all its new upcoming releases. The game looks like its been in development for quite a bit, although I really couldn’t dig up much to support that. I definitely think it’ll be out before the end of the year, possibly around the fall (but don’t hold me to that). This game is simply a must-have for all Mario fans and it would be a crime to overlook it, especially with all the excitement with the Wii and all the other great Nintendo titles coming down the pipe. The ol’ GameCube still has some excitement in it left, so look out for this game to (hopefully) come out soon. Mario sidescrollers are certainly coming back in a big way. In a time when cutting-edge technology is bringing new ways to play the game, it’s nice to see that the old ways are still just as fun.
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Penny Arcade Wii E3 review.
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Famitsu's FF XIII scans.
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Here are the characters that Sakurai is actually considering from the japanese public are; Lucas (Mother 3 GBA) Claus (Mother 3 GBA) Sigurd (Fire Emblem 4 SNES) Oguma (Fire Emblem 1 NES) King K. Rool (Donkey Kong Country SNES) King Dedede (Kirby's Dreamland SNES) Black Shadow (F-Zero X/GX ) Geno (Super Mario RPG: Legend of the Seven Stars) Megaman (Megaman NES) Prof. Kawasima (Brain Age DS) Elite Beat Agents (Elite Beat Agents DS) Kalas (Batten Kaitos) Doctor Pepper (General Pepper from Star Fox?) Takao (Female character) Dragon Chan (Super Punch-Out!!!) G-Red (Gotchaforce) Hammer Bros.(Mario Series) Sawayama (?) Naburoo (Zelda) Waluigi (Mario Series) Gamefaqs. Super Smash Dojo.
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Does anyone remember the coverscreen item in ssbm was a fat pokemon?
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This is Samus in Phazon Hyper Mode.
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Another shocking news about Assassins Creed. From IGN
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Nintendo Now interviews Metroid Prime 3 developers Kensuke Tanabe, Manager, Production Group No. 3 Marc Pacini, Game Director, Retro Studios Bryan Walker, Senior Producer, Retro Studio Thanks to Nintendo Now.
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Main Smash Bros Site has been update with screenshots.
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Zelda: Twilight Princess Discussion (SPOILERS: BEWARE)
Dante replied to EchoDesiato's topic in Nintendo Gaming
New Zelda TP character art! -
Vents!
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Famitsu's top ten list of E3 news of what japanese gamers are most interested in. 1. Impressions and presentation of PS3 controller 2. SquareEnix's announcement of FFXIII 3. Price and Releasedate of the PS3 4. SSBB announcement with Snake as a new character 5. PS3 menu & user-interface 6. Details of PS3 online service 7. Pics of PS3 games 8. 3 versions of FFXIII (FF XIII PS3, FF Versus XIII PS3 and FF Agito XIII mobile). 9. New Dragon Quest game for Wii 10. Pics of SquareEnix games. PS3 related = 6 Wii related = 2 S-E related = 4 source: http://www.gamefront.net/ Very odd that japanese folks are.
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Cant people read by just looking at images, its pure speculation folks.
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Exclusive: Assassins Creed: NOT PS3 exclusive While talking to a Ubi employee who asked not to be named, he accidentally let slip that Assassin's Creed is being developed on 360 as well. When we asked what 'exclusive' meant upon catching him out, he shut up, but we'll assume exclusive means 'timed exclusive'. From http://www.noooz.comhttp://www.noooz.com/archives/2006/05/exclusive_assassins_creed_not.html I be waiting afew years for Ps3 till it goes down in price.
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Zelda: Twilight Princess Discussion (SPOILERS: BEWARE)
Dante replied to EchoDesiato's topic in Nintendo Gaming
The new EGM, which was not supposed to come out before E3 (I personally think somebody stole an issue and took photos because I didn't hear of another person getting the issue besides this one guy), but it was everywhere on the show floor. So I stopped by the Ziff/Davis booth and picked myself up a copy yesterday after failing to get one on Wednesday. Here's the full scoop. Basically, this is an interview with Shigeru Miyamoto and Eiji Aonuma. First, Eiji Aonuma explains that Twilight Princess was having physical problems, such as gameplay mechanics and graphics. He also stated that Iwata didn't want Zelda measured on a scale from 1-100, he wanted it on a scale from 1-120. Aonuma also adds that the delay was only once, it was meant to be a year, and it was also to implement Wii functionality (guess NGC was correct). The next question focuses on the rationale behind the Wii functionality, and Shigeru Miyamoto explains that the Wii controller allows gamers to do complex things very simply. He points out that aiming on the older controllers was very sluggish and slow because it is like controlling a puppet. Now it is very intuitive he says. EGM then asks about controlling the sword with the Wii controller, and they explained during testing, people were getting too tired having to move their arms around for so long. There may be certain areas that require the Wii to use your sword (in the demo, you can use the Wii to shield thrust). Next, EGM asks about the speaker in the Wii controller, which Aonuma explains will help with sound effects when you toss items or shoot your bow, and maybe Navi will give you feedback through it. And yes, Aonuma calls her Navi. EGM does not ask if it is the same Navi from Ocarina of Time, but she's only in the Wii version, and meant to be a help device, not a character. EGM moves on to ask about any other differences between the Wii and GCN versions, and Aonuma explains he is asked constantly about a widescreen mode. On Wii, there will be a 16:9 widescreen mode (which everyone sees at E3). Eiji also states Navi will only be in the Wii version. Shigeru Miyamoto chimes in and reiterates that they never were developing two different versions of Twilight Princess, where one might have different events, enemies or dungeons. There are only minor graphical upgrades and small features. Then EGM asks about Wi-Fi possibilities for Twilight Princess, and Aonuma quickly states no online co-op or versus mode will be in Twilight Princess, but there may be some form of online feature. They want to find the "hook" to make Zelda online. He states Phantom Hourglass will have it, but it is a 1-on-1 capture the flag style game (which I think sucks from my play throughs). The last question is about The Wind Waker being criticized for being too short and too easy. Aonuma clarifies that The Wind Waker was meant to be for anyone, so that anyone could beat it. But Twilight Princess is for the hardcore fan. It already has surpassed Ocarina of Time in dungeons and size. His real objective is to make the hardcore Zelda fan look forward to Twilight Princess. Besides the interview, there are some other small sub-areas in the feature. The first reveals that the Twilight Realm is no longer black and white (thus, I was wrong, for now, about Midna existing outside of it - I didn't know it wasn't black and white anymore). Instead, it is colorful, but there is this hazy effect to make it feel warped. Also, Wolf Link looks much better, and the cel-shaded "arm" has been toned down (or it may be toggled on and off like an item and is just off). Aonuma also commented on the concerns of people looking silly playing Twilight Princess on the Wii. He has a pic of him holding the controllers like a bow and arrow setup, drawing the arrow back. I tried this, and found it a bit ackward, but it was kinda fun to pretend. He says aiming should be easy, but many people at E3 had a hard time. But I give it the benefit of the doubt that many people there were horrible at the game, and that those weren't finalized Wiis on the the floor. There's also a small snippet about Link being able to carry somebody else on his back when he is a Wolf, but there is not hint as to who. There's also a page on Phantom Hourglass, in which Aonuma re-affirmed it will be a sequel to The Wind Waker and he was happy to bring back The Wind Waker's style since it was appropriate for the DS. Shigeru Miyamoto explains that the concept behind Phantom Hourglass was to make a really new Zelda experience by using the stylus (which I think needs more work). There will be an online mode, as mentioned before, which Aonuma explains is just a one player versus another. So far, it is just a local wireless feature - not Wi-Fi online. Finally, on the last page, we see a screen of Wolf Link vanishing Matrix style. EGM speculates this is how Link travels between the Twilight Realm and the "Light" world. There's also a Rogue's gallery of artwork, which shows a Noble Knight with a stand and staff that stand up on their own with these 'feet" things, and a "blade" of some sort sticking out of nowhere. But he does have a sword and he looks really different from the guards in Ocarina of Time. The next image is of a Goron, whith bolts and screws holding metal plats and "blocks" (sort of a Goron's version of iron knuckles - the real weapons, not the Zelda enemy). He looks twisted, dark, and deformed. He also looks just like the boss in that trailer released. So looks like the Gorons have turned evil. The excerpt also explains Zoras and Deku Scrubs may get the same treatment. Finally, there are two...um...strange looking fellas who seem to be giving Tingle a run for his money. They look male, they look like circus performers or part of a troupe, and they look sexually confused. Perhaps we'll see a new side of Tingle? source No more black and white colour world. -
This site has analysis the trailer. Good to see this new game gets a Fire Emblem themed level on its own.