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Found 81 results

  1. https://twitter.com/ZeldaOfficialJP/status/689266566794366976 O vídeo fala por si mesmo, mas segue um resumo: - Wolf link abre a Cave of Shadows, uma dungeon com 40 níveis. O prêmio final parece ser uma bolsa com capacidade 9.999 rupees. Este também será utilizado no novo game ZeldaU. - Ganondorf acrescenta um aumento de dano, - Zelda recupera corações, - Link recupera flechas. Comparação até agora com a versão de Wii: Aparentemente só aumentaram a resolução de tela e texturas, mas tá valendo. Aproveitando, também queria compartilhar essa belezinha com vocês: https://topics.nintendo.co.jp/c/article/9515eb95-aa2d-11e5-a02c-0a6d14145cb1.html New 3DS Hyrule Edition
  2. Isso me deixa um pouco desapontado...
  3. Durante sua entrevista para o Eurogamer, o designer Shigeru Miyamoto falou, além de Pikmin 4 e das chances de um Super Mario Galaxy 3, sobre o poder do hardware do Wii U. Quando perguntado sobre a necessidade de poder extra de hardware para desenvolver jogos e se isso significava o que a Nintendo espera do NX, sua futura plataforma, Miyamoto desconversou e falou do Wii U, citando Star Fox Zero como exemplo. "O Wii U é definitivamente bom o suficiente em termos de desempenho de hardware, é mais carga de trabalho da equipe. Se você olhar para Star Fox Zero, tanto a TV e quanto o GamePad são renderizados em 60 frames, então o total dá 120 frames. É realmente apenas uma questão de velocidade de CPU neste ponto." Star Fox Zero será lançado para Wii U em 20 de novembro de 2015.
  4. Nintendo Acquires Fatal Frame Rights Nintendo has updated their copyright status to show they now co-own the Fatal Frame IP, and spinoff Spirit Photography IP. They now have full publishing rights for both series. Hopefully, they will see to the game’s exposure in North America, which they haven’t considered to be a viable option. The series debuted in 2001 on PS2 and Xbox while the most recent release (Zero: Tsukihami no Kamen) was a Japan-only Wii title. A remake of the series’ second installment, and the fifth installment - Project Zero 2: Wii Edition (aka Deep Crimson Butterfly) - will be released in Japan (June 28th) and Europe (June 29th). Source: MyNintendoNews ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Bom, espero que relancem todos em HD pro Wii U então. Seria uma notícia boa, se a NOA fdp não tivesse essas birras de não lançar os jogos por aqui. FF4 até agora não deu as caras no ocidente.
  5. c/ coop local
  6. THE GAMEA dark indie JRPG, Cross Reverie was inspired by the genre’s greatest titles to provide a unique experience revolving around character development, tactical battles and replay value, all with an art style fueled by anime and video games alike. Follow the story of Eight of the land of Xylera’s bravest combatants and their descent into the madness known only as The Trial of Nightmare… DEVELOPMENT SHOTS FEATURES Stylized and colorful 3D visuals with a dark twist Story revolving around eight characters with multiple replays and ending possibilities Strategical turn-based battle system with combination attacks, elemental weakness, finishers and more Different playstyles made possible through unique character abilities, weapon skills and stigma customizations Top-down exploration of field maps and dungeons with visible enemies Crafting system for weapons and accessories CHARACTERS The intertwined fate of Eight of Xylera's bravest STORY An island shrouded in myths and legends, Talesford is home to the mystical ancients and divine being, The Dreamer. Every 100 years, the Island is host to an old ritual, The Trial of the Ancients where exceptional contestants from each of Xylera's four nations are summoned to take part in trials that will test their mettle. Only those who prove themselves will gain the Dreamer's favor and have the one wish they desire, fulfilled. Enter the Trial of Nightmare, where the price to play is your very existence... THE TRIAL OF NIGHTMARE TALESFORD ISLAND
  7. Description: Project Light (codename) is a modern 3D turn-based Japanese-style RPG, set in an underground cyberpunk world ruled by a fierce empire. The game starts with the main character - Haru dreaming of vast green plains and a clear blue sky. A scenery we are used to, but he is not, as the world he lives in is deep underground. After messing up with the soldiers that rule this dark society, he will embark on a long journey discovering the mysteries of this world.[ Teaming with many allies, including a mysterious, silver haired girl that is key to his quest. The battles are turn-based, and occur directly in the field, without any transition / loading. This is my second game project, after the 3D arcade racing game Night Riders. This time, I'm using the popular game engine Unity. Downloads: Still in the early stages of development, the first episode is planned for late 2015, on PS4,Xbox One, Wii U and PC. Coming on more platforms a bit later - Vita and Mobile. The game will be available in English, French and Japanese. Please subscribe to my Twitter and Youtube accounts to stay in touch I also have a Patreon page, please check it out and see if you can help
  8. Pessoal que ainda não comprou e já está com a grana, não vejo motivo para esperar mais, segue minhas 3 argumentações. 1 - Devido a essa insegurança das eleições o dólar está disparando, o risco de continuar a subir é muito grande, com isso dificilmente as lojas irão conseguir segurar o preço atual ou diminuir o valor quando tiverem que renovar seus estoques, acho arriscado até esperar a Black Friday, essa semana está mostrando a instabilidade do Dólar, talvez na Black Friday ele já esteja muito mais alto que agora, com o desconto sonhado ficando cada vez mais distante. 2 - Finalmente chegamos na época dos grandes lançamentos de final de ano, quem comprar agora poderá aproveitar a biblioteca já existente pagando barato por eles e em breve jogar muita coisa boa que está para sair. 3 - Além do Dólar subindo, o Natal está cada vez mais próximo, e é comum os produtos aqui no Brasil subirem de preço quando chega o final do ano, costumeiramente eles voltam a baixar o preço somente após carnaval, desta forma se você pretende comprar um videogame novo em breve, acho que chegou a hora de pensar em tirar as Dilmas do bolso.
  9. Jogo de terror baseado em franquias de sucesso, Bizerta: Silent Evil ganha novas imagens. A desenvolvedora independente Edrox Interactive liberou novas imagens de seu jogo de terror Bizerta: Silent Evil. Além das imagens, foi revelado um pouco da história. O jogo terá um protagonista de aproximadamente 30 anos que na verdade é um garoto de 15 que ao acordar nesse mundo sombrio percebeu ter envelhecido. Resta então investigar esse local, descobrir o que aconteceu e retornar a sua verdadeira forma. A empresa comentou que a história ainda está sendo trabalhada e o jogo ainda não tem uma data de lançamento confirmada. O título terá versões para o Wii U e o PlayStation Vita. Confira as imagens: Fonte: Nintendo Everything
  10. Ursozord

    Legend of Kay

    Achei super legal!... Pena não ter para Xone!
  11. Vou atualizando a cada novo anunciado (ou com algum que esqueci), se seguir nesse ritmo vai passar logo logo... Só criei o tópico pra lembrar as pessoas que acham que é um mal dessa nova geração. Xbox 360/PS3 (48 remakes) Beyond Good & Evil Bully The Chronicles of Riddick: Escape from Butcher Bay Cyber Troopers Virtual-On Oratorio Tangram Devil May Cry HD Collection DuckTales: Remastered GoldenEye 007: Reloaded GripShift Halo: Combat Evolved Anniversary Metal Gear Solid HD Collection Mortal Kombat Arcade Kollection Resident Evil HD Resident Evil Revival Selection Sensible World of Soccer Silent Hill HD Collection Sonic CD Super Street Fighter II Turbo HD Remix Tomb Raider: Anniversary God of War Collection God of War: Origins Collection The Ico & Shadow of the Colossus Collection Jak and Daxter Collection No More Heroes: Heroes' Paradise Ninja Gaiden Sigma Oddworld: Abe's Oddysee - New N' Tasty Oddworld: Munch's Oddysee HD Oddworld: Stranger's Wrath HD Okami HD Prince of Persia Trilogy Siren: Blood Curse The Sly Collection The Secret of Monkey Island The Secret of Monkey Island 2 Gun Final Fantasy X/X-2 HD God of War Collection God of War Saga God of War? Origins Collection Hitman HD Trilogy Killzone Trilogy Kingdom Hearts HD 1.5 Remix Kingdom Hearts HD 2.5 Remix Metal Gear Solid: The Leagacy Collection The Ico & Shadow of the Colossys Collection The Tomb Raider Trilogy Tom Clancy's Splinter Cell Trilogy Zone of the Ender HD Collection The Sly Collection Xbox One/PS4/Wii U (22 Remakes) DmC: Definitive Edition Grim Fandango Remastered The Last Of Us: Remastered Oddworld: Abe's Oddysee - New N' Tasty Resident Evil HD Sleeping Dogs: Definitive Edition Tomb Raider: Definitive Edition Final Fantasy X/X-2 HD Dark Souls 2 Halo: The Master Chief Collection GTA V Diablo III flower Rayman Legends Guacamelle The Binding of Isaac: Rebirth Fez Borderlands 2 Payday 2 Zelda Wind Waker Limbo Trine 2 God of War 3 Remaster Fonte: http://en.wikipedia.org/wiki/List_of_video_game_remakes
  12. Pronto Wang, pode festejar! http://playeressence.com/xenoblade-2-will-be-the-wii-us-final-fantasy-vii/
  13. Miyamoto Confirms Work Underway on New Nintendo Consoles Company executive adds that the next major Mario game could be reserved for next platform; Responds to Mario movie speculation. It seems like we've managed to do that this year and people are very happy with what we've done on Wii U. For the time being, our focus is on the Wii U hardware, but Nintendo as a whole has groups working on ideas for new hardware systems. While we're busy working on software for the Wii U, we have production lines that are working on ideas for what the next system might be." Fonte: http://www.gamespot.com/articles/miyamoto-confirms-work-underway-on-new-nintendo-co/1100-6424313/
  14. Já imaginou você aguardar ansiosamente por um jogo e quando ele finalmente é lançado, no momento em que você vai jogá-lo, o próprio game inutiliza o seu console? Pois é, donos de Wii U estão relatando que o recém-lançado Super Smash Bros. for Wii U está causando telas pretas de erro e até mesmo brickando consoles. Alguns usuários relataram que uma tela preta com o código de erro 160-0103 está aparecendo no Wii U. Donos do console dizem que o erro só aparece após jogar o modo For Glory de Super Smash Bros. for Wii U e ligar o console. Esse código de erro diz que há um problema com a memória do sistema, o que leva a crer que o erro é causado pela atualização de dados de Super Smash Bros. for Wii U e não do próprio console. Todos os outros recursos e partes do sistema funcionam normalmente, porém, o erro só acontece quando os jogadores tentam jogar Super Smash Bros. for Wii U ou entrar no menu de Gerenciamento de Dados do console. Você pode ver um exemplo do erro no vídeo abaixo: http://youtu.be/eiLm7cvkDrY Alguns jogadores que tentaram acessar o menu de Gerenciamento de Dados do console receberam o código de erro 160-1710 e tiveram todos os dados apagados. Outros tentaram formatar o sistema, resultando em outra tela preta de erro e com o Wii U "brickado", ou seja, inutilizável. Até o momento são apenas relatos. O erro aparentemente só ocorre em versões de mídia física e pode acontecer aleatoriamente. Entretanto, caso você esteja recebendo essas telas de erro, enquanto a Nintendo não lança um patch para corrigir o problema, não tente formatar o seu console e não delete os dados de atualização de Super Smash Bros. for Wii U se não quiser fazer de seu console um peso de porta. Fonte: Nintendo Life
  15. Cada título da série The Legend of Zelda possui peculiaridades que o torna único e inesquecível. Um desses aspectos é, obviamente, o estilo visual. A Nintendo tem variado bastante no que diz respeito aos gráficos dos mais recentes jogos da franquia lendária. Apenas para citar alguns exemplos, Wind Waker apostou em um estilo mais cartunesco; Twilight Princess com gráficos mais realistas; e Skyward Sword em traços impressionistas. Eiji Aonuma, produtor da série, falou a respeito do estilo visual do novo Zelda do Wii U em uma recente entrevista à revista Famitsu. Aonuma revelou que os gráficos da nova aventura foram inspirados em animes para diferenciá-lo de jogos anteriores: "Eu pensei em várias maneiras de fazer o estilo gráfico se encaixar no vasto mundo do novo Zelda, imitando o mundo real aliado a um importante sentimento de realismo, e fazendo com que parecesse diferente do passado. Isso foi alcançado graças a traços inspirados em animações japonesas. Agora, em comparação com o que mostramos na E3, se tornou algo ainda mais incrível". Aonuma também falou brevemente a respeito de mudar as convenções de Zelda no novo título. Para exemplificar isso, o produtor citou a passagem vista no trailer divulgado na E3 2014, no qual um inimigo persegue e ataca Link: "Há um inimigo que emite um laser, um inimigo que se move a uma velocidade impressionante; assim, ele pode te capturar enquanto você tenta escapar a cavalo, algo nunca visto até agora. Na versão de Wii U, nós estamos tentando fazer as pessoas pensarem "se um inimigo como esse aparece, como eu posso derrotá-lo?". E nós mostramos um pouco disso na E3. Afinal, eu estou mudando vários elementos, mantendo o tema de "mudar as convenções de Zelda". e aí será que vai ficar bom??? Fonte: Zelda Informer
  16. A Nintendo sabe fazer jogos como ninguém. A gigante japonesa já mostrou e continua mostrando que seus games são sinônimo de inovação e sucesso. Mas qual é o segredo para que os jogos da empresa sejam tão adorados pelos jogadores e bem avaliados pela crítica especializada? Segundo Scott Moffit, executivo da Nintendo of America, o segredo está na qualidade. Em uma recente entrevista ao A List Daily, Moffit explicou a diferença entre os jogos da Nintendo e dos concorrentes: Questionado sobre o segredo da Nintendo possuir fãs fiéis, Moffit disse que a razão disso está na qualidade dos jogos da empresa: E alguém ainda tinha dúvidas quanto a isso? Fonte: Eurogamer
  17. O site Nintendo-Online fez um compilado de projetos que os estúdios internos da Nintendo estão trabalhando e aproveitou para listar alguns rumores sobre novos jogos que podem estar em desenvolvimento. Confira a lista: EAD Kyoto 1 Último jogo: Mario Kart 8. Atualmente trabalhando nos DLCs de Mario Kart 8. Confirmado estar pesquisando conceitos com duas telas. Novos projetos estão em fase de planejamento. EAD Kyoto 2 Responsável por Wii Sports e Animal Crossing. Trabalhando em Splatoon. Especula-se fortemente que esteja trabalhando em Animal Crossing para Wii U. EAD Kyoto 3 O time Zelda está desenvolvendo Zelda para Wii U. Co-desenvolvendo Majora's Mask 3D com a Grezzo. Um novo Zelda para portátil é especulado e talvez possa estar em fase de planejamento. EAD Kyoto 4 Últimos jogos: New Super Mario Bros. 2, New Super Mario Bros. U e Pikmin 3. Atualmente trabalhando em Mario Maker e co-desenvolvendo Yoshi's Woolly World com a Good-Feel. Especula-se que esteja desenvolvendo ou co-desenvolvendo Project Giant Robot e Project Guard. É provável que um projeto sobre Pikmin esteja em desenvolvimento, talvez para o New 3DS. EAD Kyoto 5 Sem projetos oficialmente confirmados. Possivelmente co-desenvolvera de Star Fox Wii U. EAD Tokyo 1 Supervisionando o desenvolvimento de Majora's Mask 3D. EAD Tokyo 2 Um novo Mario 3D foi confirmado estar em desenvolvimento.. Diversas possibilidades para um novo jogo (nenhuma confirmada): Sucessor de 3D Land/World, Super Mario Galaxy 3, remake de Super Mario Sunshine ou um Mario completamente novo. EAD Tokyo 3 Últimos jogos: Ultimate NES Remix e Captain Toad: Treasure Tracker. Novos projetos totalmente desconhecidos. Por fim o mais interessante é a confirmação do terceiro estudio EAD tokyo... Fonte: GoNintendo
  18. Porra, como o pessoal consegue ignorar um jogo da Platium dessa forma? Ainda mais um que parece tão divertido. Segue o trailer do jogo: E um demonstrando o gameplay com detalhes: http://www.youtube.com/watch?v=pfz5q-NiF0s Gostei dos personagens. E olha esse cara aqui: Quem ele lembra? Eu continuo achando esse jogo como uma especie de extenção das idéias básicas de Viewtiful Joe. Viewtiful Joe é sidescrolling, mas os poderes você vai habilitando e usando eles, tanto para derrotar os inimigos quanto para passar dos pluzzes das fases. Esse o mundo é 3D, mas a base de usar poderes pros pluzzes e inimigos continua e de forma muito parecida. Sério, esse ta na minha lista. Ate o humor pervetido comico de viewtiful Joe esta de volta: Comprarei com certeza! Para acabar, trailer do pessoal jogando na E3:
  19. As part of an interview with Zelda producer Eiji Aonuma, MMGN asked how big of an open world we can expect in the new Wii U game. Aonuma responded by saying that he uses Kyoto as his base. Check out the conversation between the two below: MMGN: This is the first truly open world in a Zelda game — you showed how Zelda has progressed since the NES in terms of map layout and movement — so in the biggest world yet, how “big” can we expect? Mr. Aonuma: In terms of the scale of the new Zelda world on Wii U, I always think of Kyoto as my base. Do you know Kyoto? Ummm…a little [laughs] MMGN also asked how the team plans to reward players for exploring the world of Zelda Wii U. Aonuma’s response was interesting, with him noting that it comes down to gaining “acquired experience” that helps you progress further and better reach your goals. Mr. Aonuma: I guess the reward for exploring the world will be the acquired experience. You always need to make a plan when you’re travelling, even in real life you need to decide if you’re going to drive or take the train, and the decisions you make impact your experience. You could start walking and realise you can’t get to a place by walking so you regret it and learn something, like realising there’s an obstacle that has to be overcome in a different way. In the Zelda world, in the process of overcoming that obstacle, you’ll definitely acquire new experiences and sometimes new abilities. In the process of planning and executing to get to your goal, you’ll become more familiar with the terrain and you’ll acquire new abilities and new knowledge that will help you progress even further in the game, just like in real life. I don’t want people to get hung up on the way Link looks because ultimately Link represents the player in the game. He’s a vehicle. Fonte: http://nintendoeverything.com/aonuma-talks-the-scale-of-zelda-wii-u-thinks-of-kyoto-as-his-base/
  20. This past week, Nintendo clarified to us how it intends to offer the first Bayonetta to Bayonetta 2 buyers in North America. Ultimately, it’s quite simple. Nintendo has confirmed that Bayonetta will be included with the physical release as a separate disc. Meanwhile, those who purchase Bayonetta 2 on the eShop will still get Bayonetta 1 at no additional cost. The situation is fairly similar in Europe. You can find information about Bayonetta 1/2 for PAL territories Read more at http://nintendoeverything.com/heres-original-bayonetta-will-distributed-bayonetta-2-north-america/ pronto... tudo que queríamos... espero que saia um bundle também...
  21. Devil's Third is a bloody shooter. A game obsessed with perfecting the close kill. And now it's a Wii U exclusive. The shooter's creator, Tomonobu Itagaki, is a man best known for games that titillate with skimpy clothing, or lopped limbs. He's a to-the-point game maker, not shy with his criticism. So it's not surprising that in bringing the game to Nintendo, there were some arguments. What might be surprising, though, is the idea that this developer — a man who is rarely seen without his dark sunglasses and worn leather jacket; a developer seemingly so different from Nintendo's famed creators — discovered within the Japanese game company not just strong allies, but what he describes as a fundamental design lesson. "There are also cultural differences between the way that I've worked and the way Nintendo works, which is when it comes down to the basic grammar of games, the method of game creation," Itagaki said through a translator. "And so we certainly fought some, but I think that I saw the value in a lot of the ways that they do things and learned a great amount. "Now this is close to a trade secret so I can't say too much, but I feel like I learned the most fundamental meaning of what it means to push a button. When you tell someone, 'Push the A button,' there's a wealth of information there. And I feel like all of us who have worked on this project, as a result, have grown a bit." REBIRTH It's been four years since Itagaki and Valhalla Game Studios announced this, their first game. Devil's Third was to be a hyper-violent shooter, packed with deep melee and fighting systems, for the PlayStation 3 and Xbox 360. It was to be the by product of a temporary partnership with THQ. It was to be a game that brought a better sense of killing, and more purposeful close combat, to the shooter genre. But in 2012, THQ started imploding and the publisher returned the rights for the game to its creator. Now the game is back with the same drive to reinvent the up-close-and-personal kill in shooters, and to bring the game exclusively to Nintendo's Wii U. That the game is coming to the Wii U is in part due to Danny Bilson, the former senior vice president of creative development at the now defunct THQ. It was to Bilson that Itagaki first went with his game all of those years ago. "What ended up happening is that we fought for 30 minutes," Itagaki said. "What Danny said to me at that time was, 'We should make something that no one has ever seen before.'" Bilson's take on that first meeting skips that initial drama. "I was a big fan of Ninja Gaiden and Dead or Alive, many of the games he's made for years, a big admirer," Bilson said. "I was always really an admirer of the way his games felt, to hold the controller in my hands. And so, when he came in with his partners, and everyone came into THQ, and what Itagaki said was, 'I want to make a game with ranged weapons and swords and the kind of physical acrobatics that I've done in the past. And I want to combine and tune these three to a seamless mechanic.' "And I thought with his background and that vision, that's something we should absolutely go for." Ultimately, THQ approved the pitch and Bilson and Itagaki began to work together. Itagaki provided the feel, the look, the essence of the game. In turn, he asked THQ to help the fledgling studio create a game that would "appeal to Western audiences," Bilson said. Bilson and his team flew over to Tokyo to meet with Itagaki about the world and story of the game, something incredibly important to Bilson because it "informs the marketing position, the consumer perception; everything about it comes out of the narrative." Bilson and a couple of writers hammered out a story to present to Itagaki, because that's what he thought the developer wanted. "So we got to the conference room in Tokyo, jet-lagged as usual, and we started pitching, pitching the story," Bilson said. "And they were very polite, and they smiled and they nodded their heads. And when we got to the end of the story, they said, ‘We have a story.' And I said, ‘Great.' And then they pitched their story, and I said, ‘Your story is better than our story. That's fantastic.'" So instead of creating a "Western" story for this Japanese game, Bilson's team reacted to Valhalla's ideas and "nudged them this way and that way." "But I never wanted to lose their vision," Bilson said. "I never wanted to lose the Valhalla vision. If I wanted to go make a game, I would go work at a studio, not at a publisher." That give-and-take went on for years and over time the two teams, Bilson's and Itagaki's, became friends. And it was that friendship that Itagaki returned to after THQ collapsed and the developer was looking for a way to get Devil's Third published. "When things ended the way they did at THQ everyone was very upset about it," Itagaki said. "But happily, we found a way to continue on with this project and that's what was more important to me. "I've been able to continue working with Danny and others who love games and love game development. That's been the most important thing that has continued to sustain this. I've certainly realized that, at the age of 47, I need to be able to work with mature partners, and thankfully I was able to find Nintendo as a partner. They really supported my vision, and when I saw the level of commitment they were bringing to the project, I knew I had to follow through with them." ENTER NINTENDO Nintendo's Wii U had a big showing at E3. The show saw the announcement of a slew of big, interesting, original titles for the console, an attempt to ignite flagging sales. But what it didn't see, at least not as part of Nintendo's big video presentation for the show, was an official Devil's Third announcement. Devil's Third was announced as a Wii U exclusive during an IGN live show, free of official fanfare or even press releases. The game does stand in stark contrast to the others shown off at E3 by Nintendo, a collection of colorful, mostly kid-friendly games like Splatoon, Kirby and the Rainbow Curse and Yoshi's Woolly World. Devil's Third is a third-person shooter, melee game that drops players in a world reeling from the Kessler effect. In 1978, NASA scientist Donald Kessler suggested a scenario in which the clutter of satellites and space debris circling the earth would eventually collide, creating a cascading effect which would wipe out all satellites. The resulting debris field would be so dense it would prevent future satellites from being launched and stop even space exploration. In the game, this also sets off an electromagnetic pulse that fries all electronics on Earth. That results in world war and military chaos, and a sort of combat reset to a more primitive state. "Hence guns and swords, not the high-tech weaponry we see in some of the other awesome games on the floor," Bilson said. "It's more of a primitive, brutal combat, which fits into [itagaki's] talents with the control and the animation and the collision and all the great things he's a master of." The main hero is a former Soviet Union combatant who was a member of a group called the SOD, the Students Of Democracy. "The enemies in this game are actually the hero's former allies who have all gone very rogue, and our hero is actually imprisoned in Guantanamo at the beginning of the game, and he's taken out of there to essentially hunt down his former allies," Bilson said. "And his former allies are not exactly normal characters. Each one is its own unique, incredible character because there's a chemical thing they've been ingesting that's been mutating them in different ways. So they all have different strengths, different powers and different physical characteristics." Devil's Third takes place in settings around the world and in a North America that has been divided into 13 regions, broken up along historical and geopolitical lines. The game, keeping with Itagaki's style, is a fast-moving, brutal and gory shooter, replete with blood and dismemberment. Itagaki said he isn't concerned about bringing his game to a console not known for its violent content. "Personally, I feel like the future is going to be made by the gamers themselves," he said, adding that, ultimately no one knows exactly what the future holds for any particular console. "I think a lot of people might have been surprised that such a violent game was going to be released on a Nintendo platform," he said. "But I think that you can say, from a certain perspective, things are getting interesting for Nintendo as well, making these kinds of choices." He also noted the strong support Nintendo gave his team and the game. Devil's Third, despite its jump from Sony and Microsoft consoles to Nintendo's Wii U, remains mostly unchanged. Itagaki said that 90 percent of the game's concept hasn't been altered. But that remaining 10 percent, he said, was shaped by Nintendo. Specifically, he said, Nintendo's Hitoshi Yamagami and Yusuke Nakano loved his project like their own and both helped and taught him. "That other 10 percent I think really has been flavored by this cooperation with Nintendo," he said. "Now, as I'm sure you're aware, Japan is a small country in terms of landmass, but it still has an amazing concentration of lots of different cultures within it, and I think that Nintendo culture is one of those, and I had this opportunity to learn about Nintendo culture through the years working with them." EPIC TRILOGY Devil's Third, Bilson said, is "absolutely a slice of a bigger world that Valhalla created." Bilson sees a lot of potential in the game's characters. "One of the things I always loved about the game was these wild, unique characters," he said. "And I think wild is probably the word I find most appropriate to everything about Devil's Third because it's beyond heightened reality, it's almost insane reality. it's what one of my old bosses used to call ‘heavy on the fun factor' in all aspects of the game. And Devil's Third is driven by the sort of story designed to break free of its initial game, and perhaps video games all together, he added. Bilson, a former THQ executive, made a name for himself in the film business writing the scripts for cult hits like Trancers, The Rocketeer and Zone Troopers. I asked him if he thinks Devil's Third could make the leap from games to something else, like film. "Yes," he said. "We've discussed other narrative tracks for this ... that's very important to Itagaki-san and myself, that people really engage in this world, and it is a wild one. "It's not quite like any tone we've seen. If fans like it, we have more ideas that the fans can engage with in Devil's Third, including an epic trilogy that he's planned." Bilson said when they were working on the game's ending, anything that could have made it hard to continue the story was a "no-no." Itagaki said he likes developing things as trilogies. " I enjoy the freedom of having that arc to work with," he said. "So, that's simply the pattern that I enjoy most. I like being able to develop things that way." And that would also fit in nicely with his idea of expanding the franchise, Bilson added. "He has a lot of ideas, and there are a lot of other plans for the future," he said. "But today, for the last four or five years, it's been all about Devil's Third." That said, the team has a lot of plans for the world of Devil's Third, he added. "For instance, exploring other characters and their origins, things like that," he said. "So the game can, in success, it can branch into other media, as [itagaki] said, manga, some linear narrative stuff, but not of this story, of other elements of characters in this wild world they've created." NINJA Devil's Third comes at a time when almost all game developer involved in creating shooters seem to be trying to reinvent themselves or the games they make. Respawn delivered Titanfall and effortless run-and-gun shooting earlier this year. Battlefield's next outing involves cops and robbers. Call of Duty is becoming a future military shooter. Rainbow Six is returning to its roots. Even Nintendo is trying its hand at shooters with the kid-friendly, squid-themed Splatoon. So how will Itagaki's long-in-development shooter set itself apart? "Well, for one, I would certainly never force people to run straight up to an opponent's face and shoot them from that distance," Itagaki said, standing from his seat and stepping over to the translator. "I think that's nonsense." Itagaki grabbed the translator loosely by the collar and continued, pushing him back a bit in his chair. "Once you're that close, you should be throwing someone up against the wall," he said through the pinned translator, "pinning them by their throat, grabbing their sword and gutting them with it." Itagaki sat back down, relaxed in his seat next to Bilson and continued. "Also, lots of shooters, I feel, are basically games where you have to do a lot of memorization because the map is static," he said. "But in this game, in the multiplayer mode, everyone can customize their own fortress, and these are the maps you play on, which are dynamic. So in this game, with that dynamic map, recon becomes very important. You need to figure out what the layout of your enemy fortress is, figure out what the chokepoints are and the areas you can use as kill zones." Swordplay is clearly a distinguishing element of the game, one that Itagaki is quite familiar with. "I think what you'll find is you can do the same kind of hack and slash with a sword that you might find in Ninja Gaiden games, but there are certainly times when you're at just the right distance that you can't use a sword but you don't feel like bringing the gun up," he said. "In that case, you can throw the sword to kill an enemy. "Among the controller configurations that are available in the game, you would have a standard one that's very similar to other shooters, but there's one controller configuration that we named ninja." Ninja, he said, is going to make the game "very easy to play for fans of the Ninja Gaiden series." Bilson added that the game has a very distinct look and feel that sets it apart from anything in the genre. "That's always really important to me, that we stand out and we're our own game," he said. "I think when you play this game you'll find that it's absolutely its own game. It's not Ninja Gaiden, it's not Call of Duty. It's not anything like you've played before, and I think that the goal is always to deliver a new experience. And Bilson says the game is packed with, powered by, new experiences. "The multiplayer is really fully featured with the kinds of combat that I haven't played in multiplayer before," he said. "I've never really scurried up a building, saw my friend running down before I jumped down with a sword and lopped his head off. It's all of this grand, over-the-top, cinematic violence that becomes, in action, hilarious." Fonte:http://www.polygon.com/2014/6/24/5837796/devils-third-itagaki-interview-wii-u Atualizado e formatado atendendo a pedidos rs
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