sabato 31 marzo 2007
Zelda 2057
Un paio di interviste per il ragazzi di GoNintendo.
Quando uscirà Eledees?
Speriamo. Ecco la pagina relativa al primo titolo Konami per Wii.
Una canzone per Nintendarea!
Sentitela qui: NINTENDAREA NUJAZZ
Dice il Soliani che per il prossimo Podcast scrivera' su una lavagna e Alex ripetera' ad alta voce. Dice che si sente cecchinato come il nemico alle porte e che ha paura a mettere il piede fuori di casa.
Retroporte per Wii
Versione NES
Versione SNES
Non sono fantastici? Così potrete utilizzare i pad originali con i giochi della Virtual Console. Attendiamo la versione N64. Intanto questi li potete acquistare qui.
MegaMan danza
La pose del ballo in Giappone sono conosciute, essendo tratte da un cartone chiamato The Melancholy of Haruhi Suzumiya; il nome della canzone in sottofondo è "Hare Hare Yukai".
Itagaki a ruota libera
1UP: What made you decide to do a Nintendo DS game now? I know you’ve always been a fan of Nintendo, so does it have anything to do with wanting to support their hardware, or the huge installed base? Enlighten us.
Tomonobu Itagaki: It’s not as though I’ve decided to make this because of the success of the DS. We originally announced our intent to create a title for the Nintendo DS back at E3 in 2004. I doubt anyone at that time could predict what would be successful and what wouldn’t. So why have I chosen to do a DS game? Simple: because of its originality. In the world of console gaming, hardware power rules all, but that is not the case in the world of portable gaming. People look for how the game feels to the touch, and the physical properties of the device itself become extremely important. That’s why I chose to announce that I would develop for DS back at that E3, even before I had seen the actual machine. So, why did I choose to do a portable game in the first place? This is also simple: to challenge myself. You might ask why I must do so, but that question would be foolish. Any creative endeavor must begin with a challenge. It took me 10 years to make the Dead or Alive series the number one fighting game on the planet. Making Ninja Gaiden the world’s finest action game was a bit quicker, yet it still took four years. There are obviously many reasons why I was able to create these two franchises. One thing that I can say is that, as a group of people that love to challenge ourselves, the hurdles that I set for our team when making these games were so high that we couldn’t help but be thrilled, and as a result the development process for each game was always very challenging. When I completed Ninja Gaiden in 2004, I immediately turned my thoughts to what I would challenge myself with next. I considered dominating a third genre on consoles, but that didn’t seem interesting enough. I wanted something that would make people say “Wow, Team Ninja can do this kind of game, too” when they saw my third major endeavor. However, what percentage of gamers do you really think would be surprised if I were to make an amazing FPS for consoles? Thus, I decided to take a broader view of gaming genres and make a first-rate game in the portable medium my third great challenge.
Perchè postare un intervista che non significa nulla? Perchè è divertente, perchè non si può non provare tenerezza per uno che crede fermamente che Dead or Alive non solo sia un picchiaduro ma che sia il migliore, che crede che Ninja Gaiden sia il miglior action della storia quando prende mazzate da diversi contendenti a destra e a manca (mi viene in mente Prince of Persia, God of War) e che la fa facile sull'idea di creare un fantastico FPS. Comunque ci ha promesso un grandissimo gioco su DS, Ninja Gaiden Dragon Sword. Come direbbe il buon vecchio Neo in Matrix, per Itagaki "comunque vada sarà un successo".
Nippon Ichi su Wii?
A quanto pare Nippon ichi da quanto ha saputo questo "insider", sta preparando contratti per uno staff Wii\DS. C'è in ballo un progetto? Vedremo, per ora classifichiamo tutto come rumor.
Pubblicita' per la versione Giapponese di Kanji Ken DS
Fire Emblem Wii Video della versione Giapponese
Backbone Entertainment sta lavorando sul Wii
Backbone Entertainment is a part of Foundation 9 Entertainment, the largest independent game developer in North America. We are producing high profile titles such as Sonic Rivals for the Sony PSP and are embracing leading edge technologies including the Xbox 360 and Nintendo Wii.
N’Gai Croal intervista Shigeru Miyamoto
Bellissima intervista con il maestro realizzata da N’Gai Croal. La potete trovare qui. Ecco un estratto dell'intervista;
Level Up: There were a lot of Nintendo fans that were expecting–or hoping, rather–that something new would be announced during your talk at GDC. Instead, it was more of a look back, at how you got to where you are today as a designer. Why did you decide to make that the focus of your talk, rather than get into something new? Is it because of the secondary stock offering, or were there other reasons why you chose to look back?
Shigeru Miyamoto: Well it’s true that because of the secondary stock offering that we’re in a quiet period and can’t announce any new information right now, but that’s not the reason that I decided to do more of a look at how things have changed over the years. Part of the reason I gave the speech I did is that for the last seven years, we’ve talked a lot about the expanded user base, the problems with the game industry shrinking in Japan, the potential for that to happen here in the U.S., but it’s been a lot of talking about it on the surface and not really getting into the meat of the subject. We never really up until now had a sense of how to turn what we saw [as] the solutions to those problems into reality. We finally with the DS were able to achieve that and see the changes that we’ve been seeing in the market. This time, I really wanted to take the experiences I’ve had with the DS and the Wii and try to share some of the understanding that I’ve gained with others. We’ve talked about how videogames have been advancing as technology advances. We’ve questioned whether there was really a need for graphics to continue to improve the way they have and processors to continue to improve the way they have. But we didn’t really have any concrete examples of how you could forego those types of advances and still have a revolutionary new gameplay style. So I really felt that now that we had some concrete examples of some of these ideas that we’d been talking about, that it was a good time for me to talk to the developers themselves about some of the ideal ways that we see creators can interact with technology and find different ways to use technology to bring their ideas to fruition. But at the same time I wanted to clear up some misunderstandings that some developers have about what Nintendo is trying to do, and make it really clear that we’re not saying that you need to turn your back on technology. We’re not saying that the game industry is bad and that we don’t like what people are doing. I wanted to take this opportunity to explain what my vision has been as a designer and a developer, and share that with them to help them better understand the things that we’ve been saying by using some of these concrete examples and looking back at some of the things we’ve been doing over the past several years. One of the biggest points of my speech is that there was a time when Space Invaders and Super Mario came out when videogames were at the center of pop culture. It was huge news. Everybody knew what Space Invaders was. Everybody knew what Super Mario Bros was. The world used to react to games and respond to games in a way that I haven’t seen it doing in a long time. I wanted to try to convey the idea to people that the expanded audience isn’t just about reaching out to new people but in fact it’s about trying to get videogames back to a central position in pop culture and getting the world to pay attention to videogames again. Sorry for such a long answer. [Laughs.]