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Dead Rising: Chop Till You Drop - more screens

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Unofficial - Wii surpasses PSP

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Like I said in the header, it’s not official…but I don’t doubt it to be true. Next up, the Wii should be tackling another Nintendo platform…the SNES! Thanks to MatttheGameFreak for the heads up.

Quelle
 
IGN teasing mysterious ‘commander’ Wii title

The IGN guys are playing tricks on us. Instead of trying to decipher the article, I’ve posted the important bits below.

Sent from a mysterious location by an undisclosed party, we’ve happened upon “Commander Video.” The details in the email were sparse at best, but we do know this title is Wii, it’s exclusive, and it’s coming in 2009. Spooky, yes?

From what we’ve seen of the clip so far, we can’t make heads or tails over what’s going on in the “video within a video” setup, but we do know one solid fact for certain; amidst the shuffling reel is a frame from the Wii title itself.

Zum Teaser
 
Suda51 says ‘big changes’ in store for No More Heroes 2 open world, wishes he had a time machine…and could there be No More Heroes 3?

A portion of a Gamasutra interview with Suda51…

GS: When we first spoke, you talked about how you wanted to make an open-world game. No More Heroes is kind of along the path to that. Are you going to take that further into the user sandbox environment with the second game?

Goichi Suda: Yeah, we’ll once again manage to do what we want to do with realizing the open world, but expect big changes for No More Heroes 2’s open world.

GS: I’m curious to know how you feel about Flower, Sun and Rain finally coming out in the West on the DS now. Traditionally, these games come out in sequential order, in terms of when they were released, but in the case of your games, it’s more like now that Grasshopper is more popular, some of the older games are able to come out in the West.

What do you think about people now playing games that you made previously? Obviously, you’re continuing forward with your game design and creation philosophy. What do you think about people playing the older games now, perhaps not knowing that they’re actually older?

Suda: I’m just happy about that, because we had these games that were made eight years ago that I couldn’t really sell outside of Japan. And now, because I have Killer7 and No More Heroes, and I have some working conditions outside of Japan, too, people are really enjoying this project.

When I developed Flower, Sun, and Rain on the PS2 all those years ago, it was one of the most difficult times at Grasshopper. I would like to jump into a time machine, go back to eight years ago, and tell myself not to worry, and that things were going to be all right, and that we were going to release this title on the DS, too. But if I told myself that the game was going to be released on a handheld with two screens, I wouldn’t believe it. (laughter)

GS: Do you consider No More Heroes as a continuing series for you? Will it keep on going, or is 2 it?

Suda: That’s something I don’t really think about — the future or the sequel. I’m just focusing on each title, so now I’m focusing on No More Heroes 2, and then we’re going to see later.


http://gonintendo.com/?p=66849
 
Capcom’s Spyborgs overhaul reconfirmed

“Though Capcom announced Spyborgs a while ago, the game has remained in hiding ever since, and with good reason – it evidently is being significantly retooled and will bear little resemblance to what’s been shown thus far, other than that you’ll be controlling superpowered secret agents.” - Nintendo Power

I’m guessing that the style looks more realistic now. It’ll be pretty interesting to see the reactions of gamers when new screenshots and video are shown considering it wasn’t exactly received very well when it was first unveiled. The game is scheduled for a 2009 release.


http://www.nintendoeverything.com/?p=7459
 
Factor 5 shut down according to IGN’s Matt Casamassina


The blurb you see below was posted by Matt Casamassina over on the IGN Boards…

Was hoping the rumors weren’t true. Contacted Julian over at F5 to shed some light, but he didn’t get back to me. Got an e-mail from an inside source tonight:

“Hi Matt,

How have you been? Haven’t seen you guys since E3. I hope that you’re doing well!

[Edit] wanted me to contact you with some late breaking news. We just learned from inside sources that developer Factor 5 has officially closed their doors as of today. That’s some pretty big news considering that those guys have been around for quite a while. It’s definitely a real shame! I hope that this information is helpful to you. Take care, and please say hi to Bozon for me.”

Beh. Not sure what this does to Kid Icarus, either, but it sure doesn’t sound good. I’ll keep you posted. I’m still holding out some kind of hope there may yet be a light at the end of the tunnel.

Uh oh, this can’t be good at all. Looks like those Wii projects that Factor 5 were helming might be in a bit of trouble. I’d say it’s up to Nintendo to bail those games out! Thanks to TheGame for the heads up.

Quelle
 
High Voltage Interview - Evasive Space

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After two previous WiiWare releases in Gyrostarr and V.I.P Casino: Blackjack, High Voltage Software has now partnered up with YUKES Company of America to bring Wii owners their next WiiWare offering Evasive Space.

We recently caught up with Keith Hladik, Associate Producer at High Voltage Games and Nate Fitt, Marketing Manager at YUKE'S Company of America and had the opportunity to speak with them about their new partnership and upcoming WiiWare title Evasive Space. You can check out the full contents of the exclusive WiiWare World interview below to find out what they had to say.

WiiWare World: What prompted the partnership between YUKES of America and High Voltage Software in WiiWare publishing?

Nat Fitt: Our partnership came together quite naturally. First, we’re located within 30 minutes of each other just outside of Chicago. Second, we were well aware of High Voltage’s talents from their 15 years in the industry. When we decided to do Evasive Space for WiiWare and needed to find a developer for it, High Voltage came up as a possible option based on their proximity to us and their experience developing V.I.P. Casino: Blackjack and Gyrostarr for WiiWare. We touched base and shortly thereafter had our first meeting to discuss the concept, after which we left feeling very comfortable that they were the right team for the job.


WW: How did you come up with the idea for Evasive Space?

Keith Hladik: We were given a strong premise by YUKE’S: Make an avoidance-type game within a Sci-Fi setting, in addition to some other concept items. Using some examples of prior games, Irritating Stick for example, we took that and thought “How can we use the Wii’s unique controller to create a fun WiiWare title?” Our designer really took pride in trying to create levels that were both fun and satisfying to complete.

There are a number of fun avoidance-based games on PC. They are usually based on a simple gameplay mechanic such as moving the mouse cursor around a maze without touching the sides. But it is deceptively challenging to make this type of game, as they can easily become frustrating for the player. I believe our team did a fantastic job of avoiding those gameplay pitfalls and successfully created an elegant, challenging, and fun game.


WW: Can you tell us a little bit about the actual gameplay in Evasive Space?

KH: The gameplay in Evasive Space is just that - evade. Players guide Konki’s ship around environments avoiding walls, obstacles, projectiles, and black holes; just to name a few. This is done all while trying to complete the mission objective. When Konki runs out of energy or time, she essentially fails her mission and players have to try again. We wanted to give a sense of urgency where players are lost in a maze and they need to work their way out. We also tried to give players a wide array of environments and mission types. By doing so, I think we are giving players a satisfying and content-rich WiiWare game.


WW: What's it like to have an innovative controller like the Wii Remote at your disposal when it comes to developing a game?

KH: The Wii is the perfect console for these types of games. Using the IR pointer adds fluidity and immersion not possible before. All throughout development, I would catch myself in a Zen state while playing this game; finding gratification in just piloting Konki’s ship through the environment. On past projects I’ve been on, it’s been a slight struggle to get the controls just right so a person off the street who has never played Wii before can pick up the game and be able to play without getting frustrated with the controls. We’re very pleased that new players who have picked up Evasive Space during our previews seem to ‘get’ the controls rather quickly.


WW: Are there any two player modes available?

KH: Indeed. We have a 2-4 player, same-screen, co-op and competitive multiplayer modes. Players can control one of four different colored ships in eight environments which are unlocked through the single player Story Mode. The same game mechanics utilized in the single player mode are applied here. So one example of a co-op multiplayer game is to tow 15 ships to a repair station in a certain amount of time, and if one player dies, the team loses. An example of a competitive game is the first player to collect 30 energy cells wins.

WW: Does Evasive Space feature any type of online gameplay or leaderboards?


KH: While Evasive Space doesn’t support online gameplay, it does have online leaderboards for each of the 20 levels. If you complete a level and get the #1 fastest time on your local leaderboard, you can then upload that score and see how you did compared to the rest of the Evasive Space junkies in North America. We really want to see players upload speed runs to YouTube after the game is released!

WW: When should Evasive space be released and how much will it cost?

NF: We’re currently targeting a mid-to-late January release, and will be downloadable for 1,000 Wii points.

WW: Is there anything else you want to reveal about Evasive Space to our readers?

KH: Evasive Space has been an awesome project to work on. We have a wonderful group of talented people who really worked hard on creating a fun game in a limited amount of time. I am also amazed at the amount of eye candy we were able to put in the game.

We’re really excited about the positive buzz this game is getting and really hope when people decide to fork over those 1000 Wii Points that they’ll have a blast playing the game for an extended period of time. Working with YUKE’S has been great. They really gave us the freedom to make such a unique title possible and have been exceptionally supportive along the way.


WW: With this new found partnership between YUKES and High Voltage can we expect to see lots more WiiWare games in the New Year?

NF: We’re very pleased with the job High Voltage has done with Evasive Space. They have a talented group of developers over there that understood our vision from the beginning, adding their own creative ideas to make a totally unique, fun, and polished experience. We’re definitely interested in building upon this relationship with future titles on WiiWare.

That being said, we definitely see potential in WiiWare for innovative and fun games. We have more WiiWare games in the works so keep an eye out for additional announcements from YUKE’S in the near future.

KH: We sure hope so. We really enjoy working on WiiWare titles, but I suppose it really comes down to sales. So, go buy our games!


WW: We’ve heard rumors that HVS’s Animales de la Muerte may no longer be bound for WiiWare. Is there any truth to this?

KH: Animales de la Muerte has been a pet-project for us at High Voltage Software for quite a while. Its current status is probably the most asked question we get. While I can’t quite reveal what we’re currently doing with the title, please know that we highly cherish the IP and are still considering how to best release it down the road.

WW: To date High Voltage has not published either of its two WiiWare games within Europe or Australia. Is this trend set to change soon?

KH: We hope to change this for our fans overseas at some point in the very near future.

Quelle
 
Der Analyst Colin Sebastian von Lazard Capital Markets stellte auf einer Investorenkonferenz eine Liste mit bisher unangekündigten Videospielen vor, die nach den Ergebnissen einer umfangreichen Recherche noch im nächsten Jahr erscheinen könnten.

Laut dieser Recherche könnte Nintendo, neben einem neuen Princess Peach Abenteuer, bereits 2009 ein zweites The Legend of Zelda für die Wii veröffentlichen. Sebastian stützt diese Annahme auf die Tatsache, dass The Legend of Zelda: The Twilight Princess bereits zur Markteinführung der Wii im November 2006 veröffentlicht wurde und sich ursprünglich für den GameCube in der Entwicklung befand. Gegenüber unserer Kollegen von GameSpot fügte er jedoch noch hinzu, dass das Ergebnis der Recherche zum jetzigen Zeitpunkt lediglich als nicht gefestigte Spekulation gehandelt werden könne.


Quelle: GameSpot
 
Monster Hunter G heading to Wii

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Monster Hunter 3 is still in development and has yet to be released, but that isn’t stopping the announcement of another Monster Hunter title that will end up on Wii. According to the latest edition of Famitsu, Monster Hunter G will be heading to the Wii. The game originally was released on the PS2 and then moved to the PSP for a European and North American release. Monster Hunter G marks the second time a game in the series will launch on a Nintendo platform. We’ll have more news as it becomes available.
 
Capcom has Wii secrets coming in 2009

“MotoGP. Neopets Puzzle Adventure. Dead Rising Wii. Spyborgs. [They] are all coming in 2009. Beyond that, we have a few other tricks up our sleeves I can’t talk about yet.” - Christian Svensson, Corporate Officer/VP of Strategic Planning & Business Development



http://gonintendo.com/?p=67328
 
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