LostOverThere Posted December 23, 2009 Posted December 23, 2009 Fatal frame 4 (only japan, was cancelled for europe/america because of bad controls). I heard it was horribly buggy as well.
STOOPIDDITTIES Posted January 17, 2010 Posted January 17, 2010 Looks pretty good now I guess, I just get put off by the gameplay footage. It looks like all you'll be doing is taking individual swipes with the wiimote at the on-screen enemies. It just seems to lack variety really. I hope I'm wrong.
Dante Posted January 22, 2010 Posted January 22, 2010 (edited) Boxart: Edited January 25, 2010 by Dante
Dante Posted January 25, 2010 Posted January 25, 2010 (edited) Demo footage: Edited January 25, 2010 by Dante
Dante Posted January 25, 2010 Posted January 25, 2010 Is that Roronoa Zoro (from One Piece) I hear? Probably is Kazuya Nakai voice.
Dante Posted February 3, 2010 Posted February 3, 2010 Reviews: Zangeki no Reginleiv (Wii) - 8/7/7/6 Dragon Quest VI (DS) - 9/9/8/8 Quiz Magic Academy DS: Futatsu no Jikuu Koku (DS) - 9/9/8/8 MadWorld (Wii) - 8/7/8/8 Sacred 2: Fallen Angel (PS3/360) - 8/7/8/8 Dragon Ball DS 2: Totsugeki! Red Ribbon Gun (DS) - 7/7/8/7 Rupan Sansei Shijousaidai no Zunou Sen (DS) - 7/7/8/7 Minna no Conveni (DS) - 7/7/7/7 Winter Sports 2010: The Great Tournament (PS3) - 7/5/6/5
Dante Posted February 5, 2010 Posted February 5, 2010 Iwata Asks: Setting: - At first a variety of setting were considered. For example: medieval Japan (with a samurai main character) and modern day (starring a high school boy) - Scandinavian mythology was eventually chosen over Greek mythology because it was felt that the audience didn't have as much of a set image of what the gods and creatures are supposed to look like. - However this very fact led to a very long period of trial and error concerning the character designs. Sometimes motion capture had to be done for a character even before the character design was done. - Especially the giants took long, because you fight them so much during the game. - Because Sandlots previous games were set in cities, they found creating a natural landscape very difficult. Scandinavian nature was researched to create an authentic atmosphere. - When piled up, the script for the game is more than 10 centimeters thick. - There is more than an hour of cut-scenes. Gameplay - The giants will keep on coming after you even if they lose limbs. If they lose both legs, they will crawl. - Increasing the difficulty doesn't only affect the strength of the enemies but also their AI. - The NPCs (like the serfs and other warriors) also adapt to situations. For example, they will shout different things according to how far away the enemies are. - Because Sandlot didn't want the NPCs to shout the same things all the time, more and more lines were added in. In the end, the voice recording for the game lasted more than three months. - It was Nintendo who asked Sandlot to add in Wifi-play, and Classic Controller and Motion Plus support. Iwata personally phoned Sandlot regarding Motion Plus. - In the beginning of development about a 100 weapons were planned. But as the developers kept on trying different things with the Wii-remote, the number of weapons ballooned up to over 300. The age rating - A lot of anxiety was felt over the high age rating. Sandlot tried decreasing the gore and removing some of the dismemberment. But they felt that making it less realistic would actually hinder the gameplay. (Note: It is not implied that it was Nintendo who would have wanted a lower age rating) - In the end the graphic violence was kept. In order to not glorify violence, the players role as the protector of the people was emphasized instead. This also fit the spirit of the original Scandinavian mythology.
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