Looking forward to the final chapter of the Lords of Shadow series? How does a free Castlevania game sound? Konami is offering PlayStation owners in North and South America quite a deal.

By pre-ordering Castlevania: Lords of Shadow 2 from the PlayStation Network, customers will automatically receive Mirror of Fate HD along with an exclusive Lords of Shadow 2 Dynamic Theme for Playstation 3. Originally released last March for the Nintendo 3DS, Mirror of Fate follows the exploits of Simon Belmont and Trevor Belmont, the latter determined to end Dracula’s life once and for all. The game is set before the events of Lords of Shadow 2,  making it a perfect companion piece for those looking to get the most of out of their Castlevania experience.

Those looking to take advantage of this deal have until February 25 to do so when Castlevania: Lords of Shadow 2 goes on sale– available on Playstation 3, XBOX 360, and PC. Of course, those in Europe who already have Mirror of Fate for the Nintendo 3DS yet want some sweet Castlevania goods can still pre-order the Dracula’s Tomb Premium Edition (pictured below).

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Source: Konami Press Release (February 18, 2014)

Originally released in early 2013, Retro City Rampage from Vblank Entertainment takes everything you loved about the video games, television, and films of the 80’s and 90’s and compresses them into an 8-bit Grand Theft Auto-esque parody filled with more inside jokes than humanly possible. Time-traveling DeLoreans? It’s in there. Does it have certain hard-shelled ninjas who live in sewers? You’re covered. A John Stamos hair salon? You bet.

Though the game received positive reviews from the gaming community, the staff at Vblank has spent the past year working hard to improve all aspects of Retro City Rampage–tweaking all of the game’s missions, mini games, weapons, driving, and interface– culminating into the ‘director’s cut’ of the game entitled Retro City Rampage: DX, which debuted February 5 on the Nintendo 3DS eShop.

Retro City Rampage developer Brian Provinciano sat down with Kit and Krista of Nintendo Channel for an in-depth interview regarding all of the improvements found in Retro City Rampage: DX.

http://youtu.be/XeYEjOOtTsI

Official Retro City Rampage website

While last year may have been a bit of a struggle for the Wii U, the same can’t be said for the Nintendo 3DS which set several milestones in 2013. The handheld, combined with the Nintendo 2DS, has gone on to sell over 11.5 million units in the United States alone. Additionally, over 16 million pieces of software for the portable systems, both digital and packaged retail, were sold last year. Nintendo also goes on to boast about the 3DS having some the highest rated games last year, highlighting seven titles which received Metacritic scores of 85 and above–two of those, The Legend of Zelda: A Link Between Worlds and Fire Emblem: Awakening, earning scores of 91 and 92 respectively.

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Scott Moffitt, Nintendo of America’s executive vice president of Sales & Marketing, said “Nintendo 3DS is a powerhouse with games and experiences that appeal to all kinds of players.” With a ridiculously strong library of games, there seems to be something for every type of gamer–have it be casual or hardcore. At the end of 2013, Nintendo sold 45% more 3DS games than they did in 2012, with Pokémon X & Y leading the way with over 3 million copies sold in North America.

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“We’re not slowing down in 2014”, Moffitt continues. “With more games featuring fan-favorite franchises on the way, the best days of the Nintendo 3DS are still to come. ” With Bravely Default Flying Fairy (Feb. 7) and Yoshi’s New Island (March 14) starting the year off for the Nintendo 3DS, the once ‘doomed’ handheld looks to continue its dominance.bravely-default-flying-fairy-3ds-frSource: Nintendo Press Release (January 10, 2014)

Late Thursday evening on Miiverse, Smash. Bros. producer Masahiro Sakurai officially announced King Dedede’s return as a playable character in the next installment of Smash Bros. for Wii U and for both Nintendo 3DS and Nintendo 2DS.

While no news or insight was given to an updated moveset for the Dream Land King, the official Smash Bros. website has provided a fairly robust gallery showcasing King Dedede in a number of poses with other members of the Smash Bros. roster.

Are there any particular abilities you wish to see added to King Dedede’s moveset? Let us know in the comments below!

King Dedede showing the Wii Fit Trainer a very relaxed form of working out.screen-4screen-7screen-6

 

 

Source: http://www.smashbros.com/us/characters/dedede.html

“Yea, though I walk through the valley of the shadow of death, I will fear no evil: for thou art with me; thy rod and thy staff they comfort me.” –Psalm 23:4

What if the well-known and memorized Biblical verse was more than just a metaphorical phrase and was an actual place? Interestingly enough, how would mankind respond? Would we seek to destroy it? Hide it from pubic knowledge? Would someone seek to control it? Legendary Comics seeks to answer those questions with Shadow Walk.

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A comic dream team consisting of writer Max Brooks (The Zombie Survival Guide and World War Z), artist Shane Davis (Superman: Earth One), and Mark Waid (The Flash, Daredevil, The Rocketeer, Kingdom Come) have come together to tell the story of a U.S. Spec-Ops team led by John Raines, a soldier accused of killing his entire platoon years earlier, who are sent to extract a strange energy source from Iraq before it falls into the wrong hands. It turns out that the energy source is far more than what the team bargained for, and now find themselves in a fight against demonic forces, as it seems the doors to Hell have burst wide open.

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I have to admit that unlike most interviews I’ve conducted in the past, this particular one was quite special for I conducted the interview in my classroom filled with sophmore students. When they learned I was interviewing Mark Waid, some of my comic-savvy students begged to listen in. I knew that the 15 year-old version of myself would have done the same if my teacher was going to talk to an award-winning writer, so I allowed them to stick around for the phone interview.

During the interview, I informed Mr. Waid that my students were sitting in and had a few questions for him regarding his writing career and what drove him to a career in comics.

“The funny thing is that I wanted to be an editor, not a writer! After editing for a while, I saw what some of the guys were doing and I just kinda fell into writing; I just found out I had a knack for it.”

I then informed Mr. Waid of a small exchange between two of my students.

“What did he write?”

“He wrote The Flash and is doing Daredevil.”

“The Flash? Oh, is he the guy who runs really fast?”

Mark said it was his job, as a writer, to help the reader identify with the hero. “Not everyone can run as fast as The Flash, so the challenge is to place him in situations readers can identify with. Not everyone can run at the speed of sound, but everyone knows what it’s like to wait in a long line at the supermarket or at a theme park. Imagine how torturous it must be for the fastest man alive to suffer at a long line at the grocery store or at the DMV.”

My students have been studying character development and one of my pupils wanted to ask Mr. Waid his thoughts on what makes a strong character which makes the reader:

“One of the worst pieces of advice I’ve ever heard regarding character development is that the writer had to simply create a sympathetic character. An effective character is one that makes you care about what they’re after and if they ever get it.”

As Mr. Waid said these words, I saw students furiously writing down everything they heard. It’s not everyday one gets writing advice from one of the industry’s best, and there’s no doubt readers will be heavily invested in the story Mark Waid, Max Brooks, and Shane Davis have have in store for all of us.

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Shadow Walk will be available November 27.

Grab your copy here.

Once a year, video game developers converge to Culver City, California to showcase their creations at IndieCade–a festival dedicated to independent games. A collection of interesting titles were displayed this year, but our focus will be on Nintendo’s offerings and the games Wii U and 3DS owners can look forward to playing. Among the many titles displayed at Nintendo’s booth, one the biggest hits was Scram Kitty and his Buddy on Rails from Dakko Dakko (@dakkodakko)–makers of the Playstation Vita title Floating Cloud God Saves The Pilgrims. Scram Kitty producer Dan Croucher (@dancroucher) was kind enough to answer some questions for us about their upcoming Wii U eShop game.

Geekscape: On an interview posted on dakkodakko.com. Rhod mentioned that the development team used games such as Gunstar Heroes and Smash T.V. as references for Scram Kitty and his Buddy on Rails. For you, what was it about those games which made the gameplay memorable?

Dan Croucher: “There’s so much that inspires us in those games, and others like them – the art is a big influence of course, but from both games, it’s the fast, arcade-style control of the player, the use of weaponry in a strategic way, the progression of difficulty through interesting and varied enemies, a sense of style and coolness in the game world. From Smash T.V. in particular, the top-down view is a big thing, as there aren’t that many games that do that still, having intelligent enemies that swarm around you in both enclosed rooms and wide open areas, meaning that your positioning and movement is as important as the shooting. Games from that era always feature for us as influences just because of how they focus on polished, frame-perfect gameplay above all else and put the player’s skill at the center of it all.”

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Jumping between rails to avoid projectiles is key.

Geekscape: I really like the idea of having the television screen give those watching someone play the opportunity to get involved by pointing out information to the player. It reminds me of the arcade days where others would hang on the side of the cabinet and point out power-ups or hidden areas. Was that something the team wanted to address from the get-go, or was that a result from play testing?

Dan Croucher: “Using the second screen in this way was core for us from the beginning – we are making the game specifically for the Wii U hardware and putting an ‘expanded view’ on the TV to draw in and entertain the other people in the room was something we wanted to do specifically when we saw the GamePad – be that to reproduce that arcade feel you mention, or to encourage the turn-swapping that we all experienced when playing with our friends, brothers and sisters on 16-bit games when we were younger.”

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Link isn’t the only one who can unleash a spin attack!

Geekscape: The mice seem pretty hell-bent on getting rid of all the cats. What kind of obstacles should players expect to confront?

Dan Croucher: “The mice are the at the center of all the trouble in Scram Kitty and his Buddy on Rails and we have this idea of ‘ranks’ where you’ll fight everything from hordes of small, weak mice in little ships to the same mice protected in imposing clanking mechs to stronger ‘commander’ mice that have all sorts of guns strapped on them and really fight back. Aside from the mice, exploration is really important so there’ll also be mines, static gun emplacements, electric doors and gates, switches and many special rail types to mix it all up.”

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Enemies will surround you from all sides.

Geekscape: Any message you would like to give Nintendo fans who are eagerly awaiting Scram Kitty’s release?

Dan Croucher: “It won’t be long! We’re working really, really hard to make Scram Kitty the sort of game that long-time Nintendo fans will love for its crafted gameplay and precise, fluid controls. Pure platforming and shooting gameplay wrapped in gorgeous art and audio never really goes out of date and we are aiming for that at all times–something brand new that recaptures the glories of the SNES era.”

Be sure to check out the new trailer for the game below!

http://www.youtube.com/watch?v=tFoj80oRnM8

 

Wii U owners, get ready to add this gem of a game to your collection soon.

There’s having a Nintendo system in your living room, and then there’s having a Nintendo system be your living room.

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Looking like something out of Animal Crossing, this 7-piece Nintendo furniture set comes complete with two NES controller coasters, two free wall sculptures, two NES cartridge end tables (Mario Bros. and Donkey Kong), and the glorious Nintendo Entertainment System coffee table. The listing claims the console/coffee table is functional, but it is unclear if it’s in regards to working as solely a piece of furniture, or a legit video game console. Imagine blowing into those cartridges!

Die-hard Nintendo fans, if you have $1,450, this can all be yours.

Those who want to become the real-life equivalent to Captain N- The Game Master and purchase this can do so here.

NES5 Nintendo Furniture NES4

 

Somewhere in Tokyo, no one is happier than Keiji Inafune and his team of developers.

Today marked the end of the incredibly successful Kickstarter campaign for Inafune’s latest project–Mighty No. 9. Over 67,000 fans from around the world came together and pledged a staggering $4 million dollars to bring the Japanese side-scrolling game to life. While it will be at least 18 months until Mighty No. 9 is released,  fans will have a lot to look forward to in terms of content since every campaign stretch goal has been met.

Those who backed the project will be able to participate in the development of the game later this month, when mightyno9.com goes live.

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Gamers living in Southern California truly are spoiled.

Next Saturday night, WayForward, Giant Robot, and Angry Bananas are throwing a party, and they want you to come!

The WayForward team has teamed up with Giant Robot to have a super awesome Shantae party (and Patty Wagon will be there too)! Virt will be making all your favorite funny noises and anyone who attends will be able to play Shantae and the Pirate’s Curse and Mighty Switch Force! 2.  The Shantae: Half-Genie Hero trailer will be playing all night and who knows what else we can pull out of our pirate hats 😉  It’s a week from today (Saturday, Sept. 21) so if you’re local, come on over! If you aren’t, come over anyways!

Game Night events at Giant Robot are always loaded with fun and surprises. Be sure to arrive early as parking can get a bit tricky. Bring cash as well! You will definitely see items in the shop you’ll want to take home.

 

Source: WayForward

First, it was Trinidad James and Pokemon with Gold Pokemon Everything, which was followed by a Drake/Animal Crossing music video. Now, the folks at Broken Pixels and Angry Bananas are paying tribute to two of the most influential forces in video games and rap music.

Founder and podcast host of the Rotten Bananacast, a show dedicated to the Southern California gaming community, Carlos Lopez is a life-long Grand Theft Auto fan and music in general.

“The video is a tribute to NWA’s album Straight Out of Compton, which just turned 25 years old, but also to celebrate the return to San Andreas in Grand Theft Auto V. The video took about a month to put together.”

The video features the work and talent of Wil Ven, Jerome Chance, Equivalent Exchange,  HBK Fluffy, and Carlos Lopez. You can check out their work in the video below.

Disclaimer: The music video contains adult language

 

It appears that both Nintendo and Capcom wanted to make the wait for Monster Hunter 4 that much more agonizing.

Today, during Japan’s Monster Hunter 4 Nintendo Direct, the two Felyne companions were not only wielding hammers, but were adorned in Mario and Luigi costumes as well. Not to be left out, the hunter will also have the ability to dress up as Link from The Legend of Zelda–complete with a Hylian shield and Master Sword! The gear can be unlocked by completing downloadable quests Japanese players can access from select 7-11 locations. No word if the downloadable content will hit the United States (let alone a release date for Monster Hunter 4), but it’s safe to assume Monster Hunter fans in the west will be treated to both, due to the success of Monster Hunter 3 Ultimate.

Check out the video below and let us know what you think. What other Nintendo-inspired costumes and weapons would you love to see in Monster Hunter 4?

The Pikachu-themed 3DS XL disappeared from store shelves in a day. The Animal Crossing: New Leaf-themed 3DS XL system sold out before stores opened their doors. At this rate, Nintendo’s latest limited-edition 3DS XL may be gone by the time I finish this sentence.

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On September 27, only a few weeks before Pokemon X  and Pokemon Y are released world-wide, fans will have the opportunity to pick up a limited-edition 3DS XL system, either red or blue, featuring the new Legendary Pokémon–Xerneas and Yveltal. As one can see, the design does not differ from either system, so it just comes down to one’s preference of color. Pokemon fans, if you haven’t placed a pre-order on one of these bad boys by now, you may want to do so over the weekend. As the recently sold out Wii U Wind Waker HD Deluxe bundle has shown, collector items like these sell out extremely fast. The Pokemon X & Y-themed 3DS XL systems will come with a $199.99 price tag (game not included).

The Red Bull Flugtag event always draws the most creative, wackiest, and bravest people whose idea of dressing up in costumes and falling off a ledge with a failure of a flying device seems like a good time. The following entry meets all those requirements and then some.

Participants dressed up as Captain Olimar and a couple of Pikmin attempt to fly in a large Winged Pikmin model. The key word here is ‘attempt’.

Last week at PAX Prime in Seattle, Mega Man creator Keiji Inafune revealed his new video game project entitled Mighty No. 9, a spiritual successor to the beloved Mega Man series. Additionally, he announced the launch of a Kickstarter campaign, offering fans the opportunity to pledge money in hopes of getting the project off the ground. With the heart-breaking cancellation of Mega Man Legends 3, fans were more than willing to lend their support…and boy, did they ever.

In less that a week, fans have already pledged over $1.7 million dollars to make Mighty No. 9 a reality. Considering the team behind Inafune’s latest project is made up of some of the best talent in the industry, the investment fans all over the world have made will more than likely wield a tremendous product.

Inafune has put together a development team Mega Man fans will undoubtedly approve of. Developers and artists who worked on the original Mega Man series are helping create Mighty No. 9, such as level and character designer Naoya Tomita, character designer Kimo Kimo, and Manami Matsumae, who’s responsible for creating all the music and sound effects for the original Mega Man game.

Should the pledge total reach $2.2 million dollars, Mighty No. 9 will be released for Wii U, PlayStation 3, and XBOX 360.

Those looking to make a pledge and earn some pretty nice rewards, including Mighty No. 9 T-shirts, signed goodies, physical game copies, art books, and even help the development team in designing challenges for the game(!), can do so by clicking here.

Announced via an advertisement earlier today, Nintendo will be knocking $50 off the MSRP of both the Wii U Deluxe Set and the limited-edition Legend of Zelda: Wind Waker Wii U Deluxe Set next month. Set to go on sale September 20 for $299, the limited-edition Wind Waker Wii U Deluxe Set comes with a 32gb Wii U console, a Zelda-themed GamePad, a digital download code for a copy of The Legend of Zelda; Wind Waker HD, and a hardcover copy of Hyrule Historia from Dark Horse Publishing.

Anyone with the slightest urge to own one of these should seriously consider pre-ordering it soon, for Nintendo limited-edition bundles tend to have an extremely short shelf life. All this for $299?! Yes!

 

Last week during the insanity of the San Diego Comic-Con, I stopped by the Konami Gaming Suite and met with Castlevania: Lords of Shadow producer David Cox for a one-on-one interview.

GeeksScape: Before tackling the Lords of Shadow series, what other titles have you worked on?

David Cox: “I’ve done two other games; I’ve done International Track and Field on the Nintendo DS and GTI Club for Playstation Network as producer. I’ve worked at Konami for about 16-17 years now. I was product manager on Castlevania: Symphony of the Night, so that’s going back a few years.”

GeekScape: You and Castlevania go way back.

David Cox: “Absolutely. Yeah.”

GeekScape: What did it feel like for you, a gamer who grew up with Castlevania in the 80’s for the Nintendo Entertainment System, being approached by Konami and asked, “We’d like you to take over the Castlevania franchise”?

David Cox: “It was a bit daunting, but the thing is I sorta felt like I’ve come full circle because back in the 80’s, when Castlevania first came out, I bought that game, and that was the game that really made me want to work in the industry, and also, more than that, made me want to work for Konami. It was Konami that I really chased in terms of trying to get a job with them. When I joined Konami in 1997, the very first project I was given was Castlevania: Symphony of the Night. I was just a product manager on that particular title, and that almost felt like there was a connection there, and then now, sixteen/seventeen years later, I was given the chance to actually be the producer and be in charge of the series. That really felt like it meant–I don’t know.

David's first project as a Konami employee. Not too shabby.
David’s first project as a Konami employee. Not too shabby.

I’m a great believer in destiny. It was like destiny was calling. I know it sounds cheesy, but that’s how I saw it. You know, I was like, ‘This is my chance and this makes sense’ because it was Castlevania that got me here in the first place. On the one hand, you’re scared because you realize there’s a huge responsibility on your shoulders, but on the other hand, it was right because it felt like it was supposed to happen.”

GeekScape: Touching on that, were there any fears tackling the Lords of Shadow series that you didn’t experience during production of Symphony of the Night?

David Cox: “The thing about Symphony of the Night was there was a lot of fear surrounding it because it was a very different departure from what was done before. I very much remember at the time that it was the Nintendo 64 game that was going to be the next big Castlevania game because it was done by the original team Kobe. So that was going to be the big game and Symphony of the Night was more of a side-story because it was from another team. It was a quite different type of game, and there were a lot of people within Konami who felt people weren’t going to get into it.

You have to understand when Symphony of the Night came out, it wasn’t that successful. It wasn’t huge. It got good reviews, no doubt about it, but the reputation built up over several years, and it became a hit more afterwards than on day one. I think that taught me that doing something new within the mythology, doing something new with Castlevania, is risky but it’s also something that’s kept Castlevania alive over the years.

The first Lords of Shadow game went on to sell the most than any other Castlevania game ever released. It’s the biggest selling Castlevania game in history. Even I can’t believe it.”

GeekScape: Like many gamers, I’m a big proponent of storytelling. If the story is well written and it has unexpected twists, such as the Trevor and Simon Belmont story in Mirror of Fate,  then I find myself genuinely concerned about the characters. In the opening cinematic of the demo, Dracula is sitting on his throne awaiting the knights who are bursting through his chamber door. The scene immediately grabs you because it’s a boss fight, but your the boss. Once you dispose of the knights with your awesome abilities, giving players that feeling of power, the scene is flipped once Dracula steps foot outside, witnessing a giant Titan destroying his castle.

When approaching Lords of Shadow 2, were there any ideas your team weren’t able to build upon in the original Lords of Shadow game due to time that you are developing in Lords of Shadow 2?

David Cox: “Yeah. We had the story arc pretty much laid out during the development of the first game, so we had the beginning and the end, but we knew we couldn’t fit the whole thing into Lords of Shadow, so that’s why we did the epilogue. The epilogue is really just saying to people, ‘Look, if we get to do another one, if you like this enough, this is where we would take it.’ That paid off in the end. It was a bit of a risk because some people were saying, “Well, I don’t think people are going to like that. It’s a bit kind of out there–it’s a bit shocking.” We went with it, and I’m glad we did because it really made people go, ‘Woah! What the f***?! Wow!’ In a way, then it became rougher for us because, “Oh shit. Now we have finish this and do something in the modern day, and how are we going to do that?” It presented lots of different challenges, but I think with this particular game what we tried to do is like you said–‘flip everything on its head’. You’re the bad guy. You’re the guy you’d normally meet at the end of the game and fight.

For me, Dracula was always this sort of one-dimensional character. He was just ‘there’ at the end of the game, and it wasn’t really explained why I am fighting him. ‘Why is it the Belmonts, and why do they have to fight Dracula?’ That’s what we tried to do with our story arc–is to explain the relationship between Dracula and the Belmonts. It’s their shame. It’s the blood feud because he’s their ancestor, essentially. Alucard is his son, the same son from previous canon, but it’s his son that he killed! He killed his own son and tried to bring him back, and is making him into a creature like him, and it’s kind of a tragedy that he killed his own son. How would you feel about that? Finding out that you murdered your own son? It’s quite desperate. So I think to present Dracula as not just as a one-dimensional character–that was the core thing about the series that we wanted to do.

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With [Lords of Shadow 2], we want to end and tell the whole story. We’ve got a story to tell, and we want to tell it, and then we want to move on. We need to give players a satisfying conclusion, and I think we need to surprise people as well; that’s something we really enjoy doing.”

GeekScape: The Nintendo 3DS game Mirror of Fate focuses more on Simon and Trevor Belmont whereas the Lords of Shadow series focuses primarily on Dracula himself. Did you and your team have a lot of fun creating the history between Dracula and the entire Belmont clan?

David Cox: “Yeah! I mean, we loved working on Mirror of Fate. It was such a different project from such a big console game like [Lords of Shadow 2].  We really enjoyed it. It’s a story that makes us interested in the game. It’s one of the things that really drives the team–it’s the story. Mercury Steam likes to tell stories; that’s what they’re good at. From the story, the game play comes. From the story, the other elements come. So I think that’s really one of the core things about [Lords of Shadow 2] is when people play this game, and they get the story and the shocks and the twists and the turns and the unexpected stuff that we want to show them, I think, hopefully, they’ll look back on it think, ‘Wow. They really did something unique in the [Castlevania] universe.'”

GeekScape: Was there anything you wanted to address in Lords of Shadow 2 that you saw in the first game and said, “I want this to be priority number one when we work on the sequel.”

David Cox: “There was a lot of things! We got a lot of feedback from fans regarding things that they really loved;  they really loved the combat, but they wanted more exploration. They wanted more peril in platforming. They wanted more freedom of movement in terms of being able to find secrets and hidden items and things like that, so that’s something we really wanted to improve in [Lords of Shadow 2]. Obviously, the fixed camera is not friendly to exploration. You can’t move. I mean, you’ve got a great vista, but you can’t really look around and really explore.

We sat down in the design meeting and asked how we are going to do the next game rather than do a cheap knock-off, basically. We thought ‘let’s start again and rip up the rule book, and then really do what we wanted to do in the first place’ in terms of free camera, more open world environments, more items to find, more exploration, more peril in platforming, and make the Titans more interesting.

Seige Titan

The thing about the Titans in the first game, I mean, they’re visually spectacular but they were quite staged; you had to follow a route, break the runes, and move on. We thought we could really improve that, and with [Lords of Shadow 2], you can see that you’re fighting on the Titan. You’re climbing on the Titan, but you’re being attacked at the same time. There’s peril, combat, exploration, multiple pathways up the Titans–some of the other Titans are quite bigger. We wanted to give players more variety.”

GeekScape: On that note, I wanted to mention how much I loved the sequences when you’re actually climbing up the Titan, because it gives you that sense of scale and depth. You can see the gears and pistons working and how they’re connected so the Titan isn’t just a character model. It makes it far more tangible.

David Cox: “That’s right. It looks and feels like a real moving machine.”

GeekScape: You have this bad-ass character in Dracula, the final boss in almost every Castlevania game. He is an extremely powerful entity. Other than sunlight, garlic, and wooden stakes, there’s very little that can hurt him. How difficult was it for you and your team to create characters and obstacles which would be a legitimate threat to Dracula?

David Cox: “He is a bad-ass character, but I guess he’s like Superman or any superhero–you have to give him adversaries that are going to challenge his abilities. Adversaries who are on, or about, the same level as [Dracula]. In [Lords of Shadow 2], we have a lot of really interesting boss fights and characters that he’s going to meet. Satan is coming back to earth, and Satan is the only one who’s been defeated by Gabriel, and obviously Satan wants to settle that score. So, you know, it’s going to be challenging, and the other thing you need to remember is that this demo takes place in the past, but after this demo you wake up in the future, and you have no powers and no abilities. You’re back to square one. You’ve got to get your powers and abilities back over time. You’re not as powerful as you are here, until the end of the game, of course.”

GeekScape: And the end of the previous title, we see that Dracula is still alive and wakes up in a modern city. Was there any discussion of having a game set in a non-medieval setting?

David Cox: “I don’t know. Our intention with the present day was to do something that fit the universe. Coming from Europe, most of the modern European cities are built on old ruins or old castles. You can walk in Madrid, for example, and you can be surrounded by modern skyscrapers, and then walk down a road and you’re in the middle of a courtyard with minarets, stained-glass windows, gargoyles, and statues. [The city Dracula wakes up in] is a modern city, but it’s an imagined modern city; it feels like it belongs in the Castlevania universe. We didn’t just want to put Dracula in Times Square, for example. That wouldn’t have worked.”

GeekScape: That would feel a bit like Dracula 2000.

David Cox:Yeah. Dracula 2000 A.D.; that really crappy film. We wanted to give Dracula an environment that felt like it fit the Castlevania universe. That was key. It’s an imagined city, but it’s a city that could exist in Europe, so that’s essentially where we wanted to take it.

When we finish this game, I mean, this is our last game. We are going to pass the torch on to another team. What they do with Castlevania–really, that’s really up to them. We’ve got our story to tell, and there’s nothing worse than telling a story then keep coming back when there’s nothing to say. We’ve got something to say, and we’re going to say it, and then we’re done with [Castlevania].”

GeekScape: When Lords of Shadow 2 is finally done, providing the final chapter in the Castlevania story you and your team worked on for the past several years, what in particular do you feel you will look back on and be especially proud of?

David Cox: “I think for me, one of the things I’m most proud of, at the end of Mirror of Fate–did you finish it?”

GeekScape: Absolutely–

David Cox: “–is showing Dracula as a tragedy, especially with his dead son, Alucard. When Robert Carlyle did that scene where he realizes he has killed his son, Robert was proper crying when he did that scene. I mean, that was really powerful. I’ll never forget it. When I play that game, I was there when Robert did that line when he was crying in the recording studio. That, even now, chokes me up.

I think that’s something people should remember about Dracula. Yeah, he’s a bad-ass. He is a character that can do amazing things. He’s ‘evil’, but he’s a character that has more to him than just black and white. I think people will see that in Lord of Shadows 2.”

GeekScape: Without giving anything away, is there a moment in the game you can’t wait for gamers to reach for it has your favorite ‘oh my god!’ moment?

David Cox: “People can expect a lot of that. There’s one fight in particular that people didn’t get any satisfaction in [Lords of Shadow], which was Dracula versus Zobeck. That’s coming.” (grins)

GeekScape: Any final words for the fans anxiously awaiting Lords of Shadows 2?

David Cox: “Yeah! Absolutely. I think when the game comes out, I hope they’ll be surprised and pleased with the direction we’ve taken the story. One thing about the epilogue, it left a lot of people going, ‘What the f***?!’, and I think there’s going to be a lot of that in Lords of Shadow 2. A lot of surprises, and keep an open mind because we’re not going to go in the direction I think a lot of people are expecting.”

After the interview, David Cox revealed that due to his demanding schedule, he hasn’t played many video games at all, but would love to get his hands on The Last of Us, going on to say, “Those guys at Naughty Dog can do no wrong.” Smiling, he added that he is scared to play Animal Crossing: New Leaf, for his daughter has been playing it and is afraid he’d be addicted to it as well.

We also talked about our shared hate for the flying Medusa heads in the original game, and the Lords of Shadow producer confirmed that the snake-haired monster will be returning to make your life a living hell in Lords of Shadow 2.

Source: GeekScape Interview on Friday, July 19 2013

 

 

 

 

 

On the eve of Comic-Con, I had an opportunity to visit the Nintendo Game Lounge to get my hands on the latest demo for Platinum Games’ first Wii U entry—The Wonderful 101. It was the fourth time I’ve played the game, going all the way back to last year’s E3 and PAX events, and again last month for E3 2013. What I played last night, however, will more than likely be the last demo of the game I’ll play before its official release next month, and how poetic it is that the last demo for The Wonderful 101 focuses on the beginning.

The demo opens up inside a monorail train where a humble blond-haired school teacher is taking his students out on a field trip. After a quick flashback, the peace inside the train is disrupted by a giant explosion. With kids screaming and panicking, the school teacher (that’s you) must gather all his kids and safely guide them to the back of the train–avoiding armored invaders in the process. Once the kids are safe, the teacher begins a Sailor Moon-esque transformation sequence in which he is revealed to be none other than Wonder Red–the game’s main protagonist and leader of The Wonderful 101!

Unlike other tedious and mundane game tutorials, Hideki Kamiya and his team have included more than enough humor to keep things fresh and entertaining. I don’t think I’ve ever smiled as much through the first five minutes of a video game as I did during the opening sequence to The Wonderful 101, especially when Wonder Blue makes his entrance in Tuxedo Mask fashion while an all-male chorus sings in the background.

Gamers who have any reservations or criticisms that the game is merely ‘Pikmin with masks’ can throw those criticisms out the window. Right from the very beginning of the demo, Kamiya’s humor and style is evident, as members of the Wonderful 101, who appear to be stuck in the air as the narrator gives a lengthy backstory, begin to cramp up and beg for the narrator to end his diatribe.. Each of the 100 heroes in the game come with their own unique power and players can switch leaders quickly and easily with the Wii U game pad.

Anyone attending the San Diego Comic Con should definitely stop by the Nintendo Game Lounge and give the demo a spin. With so much humorous dialogue and sight gags, seamless combat controls and detailed environments, The Wonderful 101 has the makings of an instant classic for the Wii U and a prosperous new IP for Nintendo.

The Wonderful 101 will be available at retail stores and the Nintendo eShop on September 13, 2013

It looks as if the Wii Fit Trainer earned her first victory early.

IA Labs claimed that the technology used in the Wii Balance Board infringed on their intellectual property (U.S. Patent No. 7,121,982) . After losing its initial case, IA Labs appealed the decision. That course of action turned out to be costly, as The Court of Appeals upheld the original ruling–and forced IA Labs to cover Nintendo’s $236,000 legal bill.

A second court battle came to and end last week as Nintendo won a patent infringement lawsuit filed against them by Triton Tech, who claimed their acceler0meter tech was the same found in the WiiMote Plus controllers and Wii Motion Plus accessories.

After the victory in court, Richard Medway, Nintendo’s deputy general counsel said, “”Nintendo’s track record demonstrates that we vigorously defend patent lawsuits, like the Triton lawsuit, when we believe that we have not infringed another party’s patent. Consumers respect Nintendo because we develop unique and innovative products, and because we respect the intellectual property rights of others.”

 

Source: http://press.nintendo.com/object?id=39310

A fan-made petition asking to bring the newest Guilty Gear game, Guilty Gear Xrd Sign, has caught the attention of the game’s developer Arc System Works. Earlier this week, the company sent out the following message on Twitter asking Wii U owners to sign the petition if they would like the game on the Nintendo console:

With Nintendo President Saturo Iwata recently admitting that the Wii U needs to gain more momentum and third-party support, this is a an opportunity for Nintendo fans to help bring another established fighting game franchise to the console. At the time of this writing, only 1,472 signatures are needed to reach the 5,000 signature goal. Here’s hoping the all-too familiar heavy metal soundtrack of this anime-styled fighter graces the Wii U in the near future.

The petition can be signed here.

To celebrate tomorrow’s digital release of New Super Luigi U for the Wii U , Nintendo is giving away limited-edition Luigi pins to 980 lucky fans who purchase the digital copy of the game. New Super Luigi U will retail for $19.99 on the eShop, but for those who want to by a physical copy, they will have to wait until August 25 in which the title will retail for $29.99.

Additionally, those who fill out a short survey on Club.Nintendo.com will also receive double the coins (40) added to their account. The promotion ends August 1, so get those point cards and download ‘Weegee’s’ solo adventure tomorrow!

Will you be one of the lucky 980 fans to get one of these?

source: http://club2.nintendo.com/new-super-luigi-u-promo/

What many believed to be impossible has finally happened.

After years of pleading from fans around the world, Mega Man is confirmed to be in the next Super Smash Bros. game, which will see a release on both the Wii U and Nintendo 3DS consoles.

In the final moments of this morning’s Nintendo Direct, a trailer for the newest entry in the Super Smash Bros. series closed out with a blazing siren indicating that a new challenger was approaching. As Mario, Link, Donkey Kong, and Kirby fight it out, the camera pans up to reveal the silhouette of Capcom’s blue bomber looking down at the iconic Nintendo characters before he himself joins the fight.

If you missed the announcement or simply want to relive those glorious 99 seconds one more time, turn up the volume and play the video below!

If anyone needed further proof that Japanese gamers are a bit spoiled, one need only look at the bevy of Monster Hunter 4 goods coming to Japan later this year.

Earlier last week, Capcom Japan announced that not only one, but two Monster Hunter 4-themed 3DS XL systems will be released in Japan—a Felyne White model and the ultra-sleek Goa Magara Black model. The price for these limited-edition 3DS XL models is yet to be announced, but if anyone ever wanted to import a Japanese 3DS system, either one would be the perfect place to start.

As if the absence of any news regarding a North American release for those sexy handhelds wasn’t enough, then the following may be a dash of salt on the wound.

Today, Capcom Japan announced a limited-edition Monster Hunter 4 bundle will be available to Japanese gamers this September. For 10,990 yen (roughly $110), fans receive a 3DS XL case, complete with strap and a pair of Monster Hunter screen cleaners, and the jewel of the set—a Monster Hunter figure by Sentinel, complete with display stand, weapons, and three different landscape textures. Again, there has yet to be any word if the bundle would be available to North American Monster Hunter fans. Here’s hoping Capcom will have some good news at E3 regarding the availability of both the limited-edition 3DS systems and the Monster Hunter 4 bundle for North American gamers.

 

Goa Magara Black Felyne White  The complete figure setFigure2 Figure3 Figure7 Figure7 Figure6 Figure5 Figure4 Figure1

Source: Capcom Japan

Lindsey Stirling has produced violin covers of some of the most beloved musical themes from popular video games and movies, such as The Legend of Zelda and The Lord of the Rings. Now the 26 year-old Southern California native takes aim at the Halo franchise. Literally.

Accompanied by pianist William Joseph, Stirling performs a cover of the opening theme from Halo, all while a game of Team Deathmatch unfolds around the two musicians. Those familiar with Sterling’s videos know how well-produced they are, but this one in particular may just be her best yet. The 405th Infantry Division, a group of Halo costume and prop builders, fight one another as Stirling avoids bullets and even dodges a bazooka shell aimed straight at her head.

One will be hard pressed to witness something as amazing as a violin player taking a machine gun turret to a group of genetically-engineered super soldiers from the twenty-sixth century.