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Corrugated_Fox

Member Since 23 Jun 2015
Offline Last Active Jul 20 2015 05:22 PM

#316138 Atlus/Vanillaware teasing new game (Dragon's Crown,Muramasa)

Posted by Raiden on 18 July 2015 - 07:26 PM

http://www.dualshock...-collaboration/

The last time Atlus and Vanillaware joined forces we got the excellent 2D RPG that is Dragon’s Crown.

The two Japanese titans will be collaborating once again. The reveal comes via a new teaser website that Atlus has launched. It doesn’t contain much outside of interesting typography.

“Atlus X Vanillaware – New Full HD Project”

This confirms that the game will be HD (possibly meaning a title on home consoles) and a seed that visitors can interact with, but it promises a reveal on July 20th at 7:00 via a Nico Nico livestream apparently from Boston.

I wonder what kind of title these talented developers are cooking up now. The hype is real.

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I love everything from Vanillaware so I am there. One of my fave games on PS3 is Dragon's Crown and on SEGA Saturn I loved Princess Crown. Muramasa on Wii is great as well.




#316134 Super Mario Maker Discussion - Hands-On Impressions (Wii U)

Posted by NintendoReport on 18 July 2015 - 07:21 AM

 

Also, word came out this week some content will have to be "unlocked" 

 

http://www.gonintend...creator-content

 

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#315882 How many hours have you played?

Posted by Jackk on 07 July 2015 - 12:09 AM

So I thought it would be a fun idea if we posted how many hours of each game we have played (you can see this on the daily log if you didn't know)

 

Anyway mine gameplay hours are:

 

 

Call Of Duty: Black Ops 2 - 107:45

New Super Mario Bros. U - 92:36

Mario Kart 8 - 69:28

Lego City Undercover - 42:56

Nintendo Land - 41:48

Splatoon - 37:55

Super Mario 3D World - 37:48

Just Dance 4 - 31:09

Wii Party U - 24:57

The Legend Of Zelda: Wind Waker HD - 15:03

Just Dance 2014 - 12:33

ZombiU - 11:23

Call Of Duty: Ghosts - 10:4

Yoshi’s Woolly World - 9:55

Super Smash Bros. Wii U - 8:47

 

Of course Yoshi and Splatoon will continue to rise in hours over this month.

 

(sorry if I have posted this in the wrong area or if its already a thread)

 




#315733 Hyperkin Is Working On The Ultimate Wii U Pro Controller

Posted by NintendoReport on 02 July 2015 - 11:56 AM

Looking sick!

 

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Meet the ProCube

Peripheral and hardware maker Hyperkin is working on what it hopes will be the ultimate Wii U controller option.

The ProCube aims to fuse together the best bits of the Wii U Pro Controller and the GameCube pad. It works with all Pro Controller titles on the Wii U and is totally wireless - something that other Wii U GameCube clone pads haven't been, as they require a Wii Remote to connect to the main console.

Hyperkin is showing off hand-made prototype pads at EVO 2015 and will be taking user feedback into account before rolling into full production. A wired version of the pad will also be made available for purists who feel that wireless lag compromises their Super Smash Bros. A-game. The pad is expected to retail for around $30 to $40.

Are you in the market for a controller like this? Let us know by posting a comment - who knows, someone from Hyperkin might read it and take your concerns or ideas into account.

 

 




#315531 Splatoon Getting A Real Update June 30th

Posted by NintendoReport on 28 June 2015 - 05:37 PM

Splatoon Software Update (Ver 1.3.0)

http://en-americas-s...oftware-update-(ver-1.3.0)

 

Information:

On June 30, 2015, new update data for the Splatoon game will be available for download. Users will be required to download this update prior to using the software's online multiplayer features.

Update details:

Splatfest:

  • When there are more members on one team than the other and the match-making process takes too long, members from the same team will be able to battle each other
    • Members will still receive Splatfest Points even when they battle against members of the same team
    • Note: Only the results from matches against the opposing team will be included in the overall Splatfest results
  • Adjustments have been made to allow some players at random to participate as early as 5 minutes prior to the official start time of Splatfest in order to make for a more pleasant gaming experience (Note: All players will be able to participate once the event begins)
    • This adjustment was made to lighten the server load at the beginning of the Splatfest
  • Adjustments have been made to the number of Super Sea Snails distributed to members of the losing team that have earned either of the top two Splatfest rank titles

Special Weapon Adjustments:

  • Inkstrike: The amount of area covered will be more consistent regardless of where it lands
  • Kraken: The amount of knockback is increased when taking damage from an opponent while using Kraken

Ability Adjustments:

  • Ninja Squid: Swim speed will be lowered when using this ability
  • Stealth Jump: The amount of time it takes to Super Jump will be longer when using this ability
  • Ink Resistance Up: The effects with respect to the amount of damage and speed when moving through enemy ink will be adjusted

Other:

  • Other adjustments will be made to make for a more pleasant gaming experience

 




#315487 Mario Is Unreal

Posted by Raiden on 27 June 2015 - 09:15 PM

This is better




#315472 Mario Is Unreal

Posted by NintendoReport on 27 June 2015 - 04:14 PM

 

 

 

Here is Mario running in Unreal Engine 4, all the environment assets were taken from the Unreal marketplace, all the character actions were scripted using blueprints only, all animations were re-created from scratch as well as the PBR ready textures.

 

 




#314963 Upcoming PlayStation VITA Games | E3 2015

Posted by NintendoReport on 18 June 2015 - 05:43 PM

Lots of Indies and Japan stuff, but Vita had a fair release year last year.

 

 

I'll probably double dip with Mighty No. 9.




#312181 Currently playing thread

Posted by Raiden on 21 April 2015 - 07:51 AM

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#313006 Post your pet.

Posted by Raiden on 14 May 2015 - 09:15 AM

Athena. Best friends for 16 years. I saved her life as a 2 week old kitten from death and since she keeps saving mine.

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#315058 Skylanders SuperCharged Bowser/Donkey Kong Concept Art

Posted by Sage on 19 June 2015 - 04:00 PM

Just thought it would be cool to share these.
 
Bowser:
 
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Donkey Kong:
 
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#315266 The 6 Problems With Third Person Shooters Splatoon solved

Posted by Raiden on 23 June 2015 - 08:53 PM

I was raised in the woods by first-person shooters, and those woods were just a blocky texture on invisible walls. I evolved from a mammal-mouse driving Doomed dinosaur keyboard-aimers to extinction. I've selected the greatest gun in gaming history. I played Blood back when blinking counted as attempted suicide. I've been shooting for so long I remember when Duke Nukem was a good game. And with all of my years of shooting people's faces clean off, on every platform imaginable, I can tell you that not only is the Wii U's Splatoon a great game ... it's a literal savior.

#6. It's Saving Us From Buttholes

Default multiplayer voice-chat is the swollen appendix of shooters. It might once have served a function, but now it's a useless bag of pus threatening to kill everyone. Professional teams use third-party programs. People playing with friends use private parties. The only ones making noise on the default channel are:

a) using the microphone to help them swallow deep-fried oysters

B) neglected children so desperate for attention they'd take social tips from To Catch A Predator

c) those same children after 30 years of confusing kill-count for achievement

Multiplayer voice-chat should be off by default. That way you can turn it on if you want. The same way you can read YouTube comments if you want. A complete inability to speak still won't stop some people from being assholes, but Splatoon's fast matches and rapid rotation of teammates means you're never stuck with an idiot for long.

#5. It's Saving Us From Unnecessary Realism

The major shooter series are locked in a graphical Cold War, spending ever more ridiculous amounts of money and time on almost imperceptible improvements to the things that are killing their entire industry. It's Zeno's turtle falling into a shallow grave, iterating ever closer to a final destination filled with dirt and rocks. That's why most major releases look like someone blended gravel into rainbow to make the world's worst McFlurry.

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It definitely looks "realistic," because this guy is at work and everything looks monotonous and depressing.

These graphical improvements don't just come at the expense of gameplay. They actively prevent it. Games are released beautifully broken, dashing themselves on exquisitely textured rocks while realistic fluid dynamics cascade sea spray across their E3 trailers. Then they wedge their main character halfway into those rocks and rag-doll it at 10,000 rpm. The obscene expense of making virtual worlds look boringly real also requires them to keep you on a single path. They're spending so much money to turn games into movies that they're hiring banner actors to make you think it's a good thing.

But there's no point in rendering realistic fluid dynamics and accurate explosion physics when that leaves fewer gameplay elements on the screen than a level of Pac-Man. At least he got to chase after multiple dots.

419300_v1.jpg

You follow the dot and are actively prevented from touching anything else on the screen.

You're playing as a cat following Activision's laser pointer.

Splatoon uses fluid physics as a gameplay mechanic. Making it more of a truly technical advance than every Gear Of Dutyfield put together. Every other shooter's processing advances provide cinematics instead of strategy. Jetting blood announcing, "Yeah, you got him just like you did in the first Modern Warfare, but now there's more dirt on his clothes!" Splatoon's fluid mechanical gameplay simply wouldn't have been possible on earlier systems.

Splatoon squads are assigned random colors every match, so you're not just stuck with red or blue. For a lifelong shooter, finally seeing some bright colors feels like someone served my retina's cone cells a gallon of daiquiris after decades in the dirt-filled deserts. And it means a "kids' game" solved the known balance issue of red's advantage over blue while generations of "professional" competitive shooters simply never bothered.

#4. It's Saving Us From Boredom

Most "realistic" shooters start like an NRA conga line. The world's most heavily armed ducklings dash from the spawn point to the first objective/middle of the map. The games use this combat-commute as an active mechanic: Getting killed means having to trudge back from the spawn all over again. It's tactical, but it means building the game's balance on boring repetition instead of actively playing. Some games let you build teleporters, but that's still basing so much of your playtime on an annoying chore that someone needs to take on to let other people skip it.

Splatoon squads don't win by splatting their opponents -- they win by painting more of the map (or key points of it in ranked matches). Painting takes ink, and your character can transform into a squid to swim quickly through that ink to reload, recharge, or hide. This means every step is important instead of just the last few near enemies. In this game, "area control" isn't just a tactical term but a fundamental force of the universe.

 

The "childish" colors mean you see everything in terms of tactical data, like a Terminator.

There's never a wasted step. Every movement is an active decision and natural gameplay. You're constantly calculating curves to cover the maximum area without painting yourself into time-wasting corners. Painting vertical surfaces doesn't give you points, but it lets you reach the high ground. A wide selection of different inking patterns, ranges, and rates of fire all feed into both combat and coverage to create a wide range of play-styles. You can charge and recharge as an area-drenching roller juggernaut, charge-shoot-swim to dolphin-leap your way across the map, or ink-brush over all the little gaps before springing from a painted wall to sword-slash enemies into puddles like a primary-colored samurai. And at any time you can tap a teammate on the map to teleport to their location and get on with the game.

After 10 million identical deathmatches more predictable than storing your gun vault in your cloning lab, we have a new idea. Don't get me wrong, CloneShooter 4: Modern 3: Black Ops 2: Help Us Any 1 still looks like a lot of fun. But now it's not the only kind of fun.

#3. It's Saving Us From Solo Twitch Campers

The curse of campers has afflicted shooters since they started. Obviously, being able to aim a gun is kind of important, but most shooters overspecialize until the only relevant skill is aiming at X-234 Y-754 zero point four milliseconds faster than everyone else. Which is like organizing an Olympics where every athlete in every sport also has to be a professional javelin thrower: Every other skill is crippled because everyone's going to live or die on that one specific point.

If you can't 180-degree no-scope them first, the game is about as much fun as, well, being repeatedly shot in the head. Even for those who can compete (I enjoy headshots as much as the next person, and usually more than the crater-skulled one who just tried to sniper-duel me), new games should offer more than new sniper perches. Sequel franchises like Call Of Duty don't just suffer from this -- they cater to it, arming the elite (or hacking) high-score solo players with everything from helicopter gunship support to massive ordnance air blasts that can wipe out an enemy team. They exterminate scores of players whose only entertainment is hoping to one day do the same.

Splatoon's shorter range area-of-effect weapons mean aim is still an important skill, but it's not the only one. Much more emphasis is placed on teamwork and location. The gamepad map lets players instantly see where to go without having to talk about it. If someone's wedged themselves into an unassailable perch? Leave them to it and paint the rest of the map! There's nothing sweeter than beating an obsessive sniper by coloring-in. Splatoon has created a combat mechanic where camping doesn't work. Once more casually solving a problem every other shooter has struggled with since day one.

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If you snipe with a charger, I feel bad for you son. You'll have 99 splats, but my team will have won.

#2. It's Saving Us From Pointless Death

All the best shooters have multiple ways to score. Battlefield 3 rewards teamwork, spotting, and resupply with additional points, and Team Fortress 2's medics are the closest first-person shooters have come to actual saints.

 

And you will KNOW my class is the MEDIC when I bring my UBER HEAVY DOWN UPON YOU!

But they're still support classes for the killers. The only strategy is attack. Even when capturing a control point or returning a flag, you're usually better off going death-or-glory than ever running away. Maybe you'll bring one of them with you, balancing the score, and it's often faster to resurrect than to run away and resupply. Meaning most shooters use the same strategy as the game's fringe terrorist enemies. But in Splatoon, splatting someone just sends them back to their spawn. Its only effect on the score is how it affects your ability to paint, and it's always better to stay alive and cover more ground.

You're not just here to kill; you're here to do a job. Fighting is sometimes necessary to achieve that end, but it's not the end in itself. Running away will work and give you a more successful life. This isn't just a video game; it's the first moral lesson for kids that is actually fun.

#1. It's Saving The Industry Itself

AAA video game releases are a bubble big enough to blot out the sun. The headline-grabbing midnight launches of all the latest and iterate-est shooters are aimed squarely at the Halo-frat demographic that made billion-dollar games possible. But that aggressive niche is so noxious that games now have ratings to keep them from playing with children. That's why so many developers claim it's impossible to render a female model in games that already have dozens of models. They're not scared of the challenge. They're scared of what their own fanbase will screenshot.

In Splatoon your first choice is whether you want to play as a girl or a boy. The second is your skin color. That's exactly as hard as it ever should be.

The fact that every game doesn't offer this is terrifying. Unless racial purity is a big part of your game's narrative, in which case WHAT THE HELL? The idea that the narrative of games like Gears Of War couldn't tolerate a change of protagonist is laughable. That game would work the same if you glued a gun and a Speak & Spell to a fridge carried by a forklift.

It's also inclusive across the age gap. For a long time I almost lived in Team Fortress 2, one of the most fun and friendly shooters, and I still can't share it with my friend's family because my favorite thing is setting fire to spies and hitting them with an ax wrapped in barbed wire. Splatoon lets parents play with their kids. It's introducing the next generation to online shooters. Mario introduced almost an entire generation to video games. Now Nintendo is widening the market again. It's the perfect shooter for a post-gamer world. Because everyone games now. The people who clutch games to their chests as an entire identity are seen the same way as people who wait around train stations to take down the locomotive numbers. They can be a bit creepy, but it's OK as long as they're not attacking anyone. And we're not going to change our destination to suit their tastes.

http://www.cracked.c...er-video-games/

 




#315278 Post Your Wii U Library and Collection

Posted by Portal on 24 June 2015 - 06:55 AM

I just got my Wii U two weeks ago so my list of games isn't too big just yet. Here's what I've got so far:

Physical:
Captain Toad Treasure Tracker
Mario Kart 8

Digital:
Donkey Kong Country: Tropical Freeze
Nintendo Land
Super Mario 3D World

Very nice. You should probably check out Pikmin 3, The Wonderful 101, The Wind Waker HD, Hyrule Warriors, and Rayman Legends. I hear Splatoon is awesome as well.


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