Starbreeze Studios Confirms Payday 2 To Recieve All Future DLC On Nintendo Switch [DETAILS]

 

 

RELEASE DATE FEB 27 2018 NA, 23rd IN UK

Payday 2 on the Switch will be based on an older version, 1 month behind rival content updates. Starbreeze reasoned that given the timeframe of the early 2018 release for the Switch version, the studio “had to go with the content ported and available at the time of console submission,” but addressed that “future content updates” are planned for the Switch version after release.

 

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[NEW] Shin Megami Tensei V Confirmed Switch [DETAILS]

Full-scale production of Shin Megami Tensei V has been confirmed in recent translated interview, alongside the annual shrine visit. Shin Megami Tensei V will be released in Japan, North America, and Europe for the Nintendo Switch.​

Shin Megami Tensei V

Read more “[NEW] Shin Megami Tensei V Confirmed Switch [DETAILS]”

Super Mario Odyssey’s DLC “Luigi’s Balloon World” Launches New Gameplay & Outfits

Here’s the official explanation of the new modes:

Once players download the free update and complete the main story, Balloon World will become available, and players just have to find Luigi in each Kingdom and speak with him to get started. In “Hide It” mode, players have a limited amount of time to hide a balloon, while in “Find It” mode, players have the same period of time to locate balloons hidden by other players from around the world. Creative use of captures is key to success! Whether players are hiding balloons or finding them, their Rank will go up based on their high score. While playing Balloon World, the atmosphere will change for each kingdom: for example, it might be raining in New Donk City, or the sun might be setting in Tostarena.”

Read more “Super Mario Odyssey’s DLC “Luigi’s Balloon World” Launches New Gameplay & Outfits”

Nintendo Labo: NEW Videos From Nintendo/ Toy-Con Variety [DETAILS]

Three new videos Feb 15 that showed off some more details about Nintendo Labo, as well as additional features of the first two Nintendo Labo kits – the Variety Kit and the Robot Kit – which launch on 4 20.

Robot Kit

Build your own wearable Toy-Con Robot suit and assume control of a giant in-game robot, completing challenges and destroying in-game objects to unlock powerful new abilities.

If you’re feeling competitive, you can even challenge a friend in two-player local battles or compare your high scores/rankings with other players! (An additional Robot Kit and Joy-Con controllers are required for two-player mode; sold separately.)

Nintendo Labo encourages you to use your imagination and creativity to customize your cardboard Toy-Con creations in a variety of ways. The Robot Kit even allows you to customize and level-up your in-game robot.

Variety Kit

Toy-Con Piano: After assembling your 13-key Piano, you can host an impromptu recital or record your songs and play them back for your biggest fans-in-the-making. Experiment with different sounds and pitches to create something truly unique – even a song composed entirely of cat noises! 

Toy-Con Motorbike: Grab ahold of your newly constructed handlebars and race through different tracks, challenging CPU opponents or collecting targets across mountainous terrain. You can even create your own custom tracks, so start planning your designs now!

Toy-Con Fishing Rod: There are many exotic fish to discover, and some of the deep-ocean fish are particularly tricky to catch. Show off your collection in Aquarium mode and have fun creating your own fish with different shapes and colors – simply insert and scan different cards in the Toy-Con Piano to get started. (Assembled Toy-Con Piano is required to access Aquarium mode.)

Toy-Con House: Befriend the cute creature living in your Toy-Con House (shown on the Nintendo Switch screen) and discover different ways to interact and play with it. There are a variety of experiences to discover, including mine cart races, bowling and jump rope.

Toy-Con RC Car: The RC Car is full of unique and surprising features. Since the Variety Kit includes materials to build two Toy-Con RC Cars, you can race against a friend, set up obstacle courses or even compete in a sumo-inspired challenge to try to knock your opponent’s RC Car over (additional Joy-Con controllers are required; sold separately). Create a path using the reflective stickers included in the kit, and set the car to auto-drive along a specific route using the IR Motion Camera on the Right Joy-Con controller.

 

Monolith Software’s Secret UE4 Project Is Online, Fantasy Action, Quest Based [DETAILS]

 

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During an interview with Monolith Soft developers Yasuyuki Honne and Tomohiro Hagiwara, the studio expressed their wishes to make games based on original IP that Monolith Soft owns.

 

 

Although Monolith Soft has been in business for a long time, the studio took on many projects with IP that they do not own, notably the games from the Xenoblade series and The Legend of Zelda: Breath of the Wild.

 

 

Yasuyuki Honne says he hopes to change that in the future, by letting the Kyoto studio work on games based on Monolith Soft’s original IP. The Kyoto studio is currently working only on Nintendo IPs.

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[NEW] Platinum Director Hideki Kamiya’s Series Of Tweets On Bayonetta & Nintendo History

 

Hideki Kamiya has shared some info regarding Bayonetta development and marketing behind the scenes. Interesting to learn why the PlayStation version was so poor and that Bayonetta 2 once planned as multi plat.

Transcribed below:

 

 

I’ve got something I want to tell you all. It’s about Bayonetta 3.

We are a developer that creates games by signing contracts with publishers and receiving funds from them in order to cover development costs. For Bayonetta 1, we signed a contract with Sega and received funds from them, then we proposed a design for the game and entered production. All of the rights belong to Sega.   

 

At the time, our company had only just been established, and we weren’t properly equipped for multiplatform development, so after discussing with Sega, we decided to develop the game exclusively for Xbox 360. However, after that, one of Sega’s trading partners ended up making a port for PS3, at Sega’s behest. More recently, they also decided that a Steam version should be developed, which was released last year. Sega owns the rights to all of these versions.

 

When we started making Bayonetta 2, we initially received funds from Sega to develop the game for multiple platforms, but the project was halted due to circumstances at Sega. Nintendo then stepped in to continue funding the game, allowing us to finish it. As such, the rights belong to Sega and Nintendo. The rights owners decided the game should be made for Wii U. Nintendo was also kind enough to fund a port of Bayo 1 for Wii U, and they even allowed us to use the Japanese voice track we created for the Wii U version in the PC version of Bayo 1 as well.

 

I am extremely thankful to Nintendo for funding the game, and to Sega for allowing them to use the Bayonetta IP.

 

As for Bayonetta 3, it was decided from the start that the game was going to be developed using Nintendo’s funding. Without their help, we would not have been able to kick off this project. All of the rights still belong to Sega and Nintendo. The rights owners decided that the game should be made for Switch. Game development is a business. Each company has its own circumstances and strategies. Sometimes this means games get made, sometimes it means they get cancelled. But I believe that every single person involved is dedicated to delivering the best possible experience. I know that, to me at least, that’s one of the biggest goals when I set to work.

 

I cannot express how happy I am that we get to make Bayonetta 3, and we intend to do everything within our power to make it as good as it can be. That’s all we can do, and we consider it our greatest mission.

It took a while for production of Bayonetta 3 to be okayed, but now that it has kicked off, I hope it will turn into a wonderful encounter for all of you. “”

 

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Via PhantomnX

[NEW] Interview Bayonetta Voice Actress Hellena Taylor

 

Hellena auditioned for the role and the original came out in 2009. She also explained that going into Bayonetta 2 it was a bit difficult as she didn’t really remember what she had done for the first game. The sound booth director gave her some cues and prompts to help her get back in that frame of mind/reference and she said it came right back. She also notes that in Bayonetta 2 she felt more confident in where she was going with her, as she had very little exposure to artwork, etc. to go off of in the first game. The reason she cites as not being given a lot was confidentiality issues.

 

 

Hellena also responds to a question about voice actors putting a bit of themselves into their work. She says she did this with the moments between Bayonetta and Cereza by making her a bit more motherly and softer. It’s an interesting interview that runs for about 18 minutes.

 

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