Japanese gaming publication Famitsu is one of the first to review the Japanese version of Mario & Sonic at the Rio 2016 Olympic Games on Nintendo 3DS and you will no doubt be eager to see just how well it fared. As you know, there’s four reviewers for a single game and in the case of Mario & Sonic at the Rio 2016 Olympic Games the game received a 9/8/8/8, which gives it a grand total of 33 out of 40.
- Attack on Titan (PS4) – 8/9/9/8 [34/40]
- Attack on Titan (PS3) – 8/9/9/8 [34/40]
- Attack on Titan (PSV) – 8/9/9/8 [34/40]
- Hardware: Rivals (PS4) – 7/7/8/7 [29/40]
- Ikenie to Yuki no Setsuna (PS4) – 8/8/8/8 [32/40]
- Ikenie to Yuki no Setsuna (PSV) – 8/8/8/8 [32/40]
- Kan Colle Kai (PSV) – 7/7/8/7 [29/40]
- Mario & Sonic at the Rio 2016 Olympic Games (3DS) – 9/8/8/8 [33/40]
- Nazo no Mini-Game: Choigae (3DS) – 6/8/6/9 [29/40]
- Street Fighter V (PS4) – 10/8/8/9 [35/40]
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Super Smash Bros creator Masahiro Sakurai has taken to his Famitsu column to thank Super Smash Bros fans for their support and love of the franchise. Sakurai once again explained that development has now ended on Super Smash Bros on Nintendo 3DS and Wii U and now is the time he took a well earned vacation. You can’t blame him!
The last two DLC fighters for Super Smash Bros. for 3DS/Wii U, Corrin and Bayonetta, are now available. At long last, the development on Smash for has ended!! To all of the staff who were involved in this project, thank you for all your hard work. To all who supported and followed the game and its development, thank you so very much. Personally, I’m happy I can finally take an extended vacation.
The fighters themselves become the sources of new excitement. That’s why the new fighters can do things the others cannot, to bring to life a number of battles that did not previously exist. Smash is much more extravagant in its design than other fighting games, development is difficult, and I have to deal with oversight from the original creators, but I have to do my best.
Japanese magazine Famitsu celebrated the tenth anniversary of Platinum Games by interviewing some of the studio’s staff members in its latest issue. Among those interviewed were Hideki Kamiya, Yusuke Hashimoto, Tatsuya Minami and Atsushi Inaba.
The interview touched upon Bayonetta‘s directing process. Hideki Kamiya’s style in directing was so harsh and tense that many employees felt they didn’t want to work with him again. However, he wasn’t the only one. Most of the directors for Platinum would say similar things.
Star Fox Zero was briefly mentioned when the group discussed about Platinum Games collaborating on existing IPs with others. The IP holders let Platinum handle the action gameplay and this enables the studio to have plenty of freedom in developing the games. Tatsuya Minami said he felt that this is the case because the IP holders trust the developing power that Platinum Games has. The original plan was to make original IPs, but Platinum has gotten so many offers to make collaboration games that they now work on those too. In fact, the interview revealed that they are at work with collaborations that have yet to be announced at this time.
Platinum has four titles lined up for 2016, including the Nintendo Wii U titles Star Fox Zero and Project Guard.
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Platinum Games CEO Tatsuya Minami has revealed to Famitsu that the company has extremely high ambitions. Minami says that he wants Platinum Games to be one of the three top video game studios in the world. He says the this isn’t just talk, but something they are hoping to achieve. They’ve certainly got a lot of high profile video games in the works right now.
But don’t look for Platinum Games to slow down anytime soon. Minami explains that there’s always the goal of becoming one of the three top game studios in the world. This isn’t all talk, but motivation. Says Minami, “If you don’t have that kind of feeling, you can’t keep on going. Ten, twenty years from now, I want to aim even higher.”
This week’s Famitsu reviews are in and the one that you’re probably most interested in is the score for Shin Megami Tensei IV: Final. As with all Famitsu reviews there are four reviewers and in this case the reviewers awarded the game 9/9/8/9 which gives it a total score of 35/40. Shin Megami Tensei IV: Final is due to be released in Japan on February 10th.
- Adventures of Scarlet Curiosity (PS4) – 7/7/7/6 [27/40]
- Crypt of the NecroDancer (PS4) – 8/7/8/8 [31/40]
- Crypt of the NecroDancer (PSV) – 8/7/8/8 [31/40]
- Eikoku Tantei Mysteria: The Crown (PSV) –
- Friends in the Same RPG (3DS) – 8/7/7/7 [29/40]
- Shin Megami Tensei IV: Final (3DS) – 9/9/8/9 [35/40]
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Earlier today, we posted some scans from the Famitsu article featuring The Legend of Zelda: Twilight Princess HD. Unfortunately, the article didn’t reveal any new information about the upcoming remake–not explicitly. However, by taking a closer look at the scans, there are two noticeable changes from the original game.
In the above image of Lanayru Province, there are only 12 spaces in the Tears of Light gauge. However, in the Gamecube and Wii versions of the game, players had to collect 16 Tears of Light. It is likely that this change will apply to the Eldin and Faron Provinces as well.
In this image, there is a noticeable change to a different collectible: Rupees. While Link could only carry 1000 Rupees in the original game, it seems that the HD version is doubling that cap to 2000–which thankfully means a lot less of this annoying message:
It will be interesting to see what other changes are made to the game! How do you all feel about these two?
It is no surprise that Super Smash Bros creator Masahiro Sakurai is a Fire Emblem fan given how many characters from the series are on the roster. Sakurai recently took some time out in the latest edition of Famitsu to discuss his love and admiration for the series. Here’s what he had to say.
Interviewer: Please tell us about how you first encountered Fire Emblem.
Sakurai: I think that Shadow Dragon and the Blade of Light (henceforth referred to as Shadow Dragon (NES)) was released before I’d spent a year at HAL Labs, and I was really drawn to the spritework and animation. That feeling of satisfaction when a pirate cleanly hits with his axe (laughs).
Interviewer: (laughs) You played the first one, but did you play future entries in the series?
Sakurai: Generally speaking, as soon as they were released, I bought and played them. There were some where the release window overlapped with a particularly busy period and I gave up halfway through, but I’ve touched upon every entry in the series, and I’ve beaten most of them.
Interviewer: Among those, which titles stick out the most in your mind?
Sakurai: I think it has to be Genealogy of the Holy War (henceforth referred to as Genealogy).
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