Shadow Of The Eternals Is Still Alive And The Team Has “Big Plans For The Future”

In an interview with Denis Dyack, creator of Eternal Darkness, they talk about all sorts of things but most interestingly, the Shadow of the Eternals project which has gone relatively quiet. Shadow of the Eternals was a project Denis Dyack and his team tried to achieve funding for on Kickstarter, but failed twice in 2013. Quantum Entanglement Entertainment Inc. are now developing the project, which was founded by Denis Dyack. In the interview, they asked about the funding of the project, Denis said:

Well, we can’t talk about that right now. But there will be announcements in the future. The bottom line is we’re really excited on where we’re going, things are very quiet, and probably will continue to be quiet but they’re going well. Please stay tuned, and we’ll update everyone as soon as we can. I wish I could say more, but you know the drill with the industry, right?

Niche Gamer also asked about if we might potentially get to see the game soon, to which Denis said:

Well, it all depends on what your definition of soon is. [laughs] Rather than tease, I would just say that we believe in the project and we’re doing everything we can to see this project – and other projects – some of which are really great as well, get out there. We’ve got some big plans for the future, and we’re being very aggressive on some things, and we’re really looking forward to see how things roll out.

It’s all pretty vague, but it does seem to confirm that Shadow of the Eternals is still chugging on and they won’t be letting it go, so hopefully we’ll start to see it shaping up soon!

Thanks, paidenthusiast and Luis


Check Out This Interview With The Developers Of Yooka-Laylee From GameXplain

GameXplain have sat down with Playtonic Games, the creative minds behind Yooka-Laylee, to find out more about them and the game. Chris Sutherland, Gavin Price, Steven Hurst and Andy Robinson tell us a bit more about how the game came together, some stuff they have planned, the character design, a bit about the villain of the game and a lot more. The interview is 44 minutes long so it requires a bit of focus, but has some really interesting stuff in there!

We chat with the developers behind Yooka-Laylee including Chris Sutherland, Gavin Price, Steven Hurst, and Andy Robinson, to find out more about the Banjo-Kazooie spiritual successor. We cover a range of topics such as how the game came together, the character design, if the main villian will rhyme once again, and the Ukulele of Time?! (don’t get too excited about that last one). All this and more in our interview with Playtonic games!

Here’s An Interview With The Creator Of Tiny Galaxy

Tiny Galaxy is a 2D platformer made by Arcane Pixel, where you have to work your way through spherical paths, collect 3 stars and find the warp gate at the end of the level. It has a total of 60 levels over 5 worlds, and apparently becomes quite the challenge to finish. You can check out the official trailer here, and I don’t know about you, but it makes my head spin– not the easiest on the eyes. Here’s parts of an interview with Taylor Hajash, the brains behind the new game:

Gosu-Tech: Tiny Galaxy is your first released game, how does it feel to finally have that in player’s hands?

Taylor Hajash: I’m really excited for it. The people that have played it have had only positive things to say about it. With Tiny Galaxy being my first ever game on top of the fact its my first time working with a major console manufacturer, it has really been amazing. I think people are going to love it, get a little frustrated with the challenge of the game, and keep coming back because they’re hooked.

GT: Tiny Galaxy has a simple control scheme that lets the player focus on the difficult level layouts, was it a conscious decision to make Tiny Galaxy simple to play, but hard to finish?

TH: You know, it really wasn’t a thought of mine, but if that is how it’s interpreted, I’m happy. Really, I was planning on having power ups, attacks, weapons, etc., but being my first game I had to keep telling myself to keep the scope down and keep it attainable.

GT: While Tiny Galaxy has been already out on PC, it is also coming to Nintendo Wii U. How has it been working with Nintendo and why did you decide to release your game on Wii U?

TH: Nintendo has been an amazing company. As far as other companies, I’m also in ID@Xbox, which wouldn’t have happened without Nintendo because Microsoft wants developers who have had prior experience. Nintendo has really been helpful and there has been almost no friction involved in developing for their console. I chose Nintendo after looking over all the applications for all console manufacturers and seeing that Nintendo was really easy to work with and I had no real experience outside of college making games at the time. I’m just lucky that Nintendo was willing to work with me and didn’t tell me to come back after I had more experience with consoles. It’s been a big learning process since day one, but I’m glad and thankful I had the opportunity to have this learning experience thanks to Nintendo.

GT: With Tiny Galaxy out now on PC and coming soon to Wii U, why should gamers purchase Tiny Galaxy? What sets it apart from all the other indie platformers?

TH: You know, it’s just a fun game. While testing the game id end up getting caught up just playing it. Everyone I’ve sent copies to have played and have said it’s just plain fun. That is really what games should be. Its 60 levels long and took me about 3 hours to totally play through and finish. I’ve seen some streams where people finished it faster, but they had been playing it for a few weeks before streaming. If you’re into games like Super Meat Boy, FEZ, Sonic or Mario games, then I am sure you’re going to enjoy Tiny Galaxy. But if it’s not your type of game, that is fine too! I just want gamers to start having fun with games again!

Xenoblade Chronicles X Will Have A Different Feel Than Xenoblade Chronicles 3D

US gaming publication GameSpot has published an interesting interview with Monolith Soft, Monster Games, and representatives from Nintendo SPD. There’s a wealth of new information contained within the question and answer sessions including why the developers decided to bring Xenoblade Chronicles to the New Nintendo 3DS rather than the Wii U. Here’s some key nuggets of information.

What is it that you think made Xenoblade Chronicles such a critical and commercial success here in the US?

Takahashi: I think it all comes down to “empathy.” As I wrote above, it may not be impossible for Japanese people to understand what people in the West feel and like, but it does take a fair amount of time. Empathy, however, is something we can all recognize. Those of us in Japan can be moved by, and can empathize with, things like Hollywood films, dramas and novels written by Western authors. I personally love the TV dramas I watched as a kid, like Star TrekMission: Impossible, and Starsky & Hutch; I looked forward to seeing them broadcast every week.

The things that we’re moved by, the points that we can empathize with, are the same. So we decided it’d be fine if we just made something we could honestly be moved by and find fun; there was no need to fiddle around too much thinking about what we would need to achieve success outside Japan. That was a philosophy we took pains not to stray from as we proceeded with development.

What drove the decision to bring Xenoblade Chronicles to 3DS instead of a remaster on Wii U (like The Legend of Zelda: Wind Waker HD)?

Nintendo SPD: Xenoblade Chronicles features a ton of depth and volume, something that earned it a lot of high praise from the people who played the Wii release. I think a lot of people began to take an interest in this game after hearing all of that praise, too. However, it’s not unheard of for this game to take around 100 hours just to complete it normally, so even if people take an interest, I think some of them would give up the idea of playing it, thinking to themselves: “No way do I have the free time to sit in front of a TV and play this game for 100 hours.”

Even if we remastered it for Wii U, my concern was that people like that would still avoid playing it. Remaking it for a portable system, however, will let them play it whenever they like, at home or outside, and we thought that would lead to more people trying it out. We considered making it for the original Nintendo 3DS at first, but if we wanted to achieve nearly the same quality as you saw on the original Wii version, the New Nintendo 3DS XL became all but required.

Would it have been possible to run this on the regular 3DS? If no, what did the New 3DS open up?

Monster Games: We initially tried to get the game to run on the regular Nintendo 3DS system. After months of work, we realized that the game was too big and would perform too slowly. At this point we learned about New Nintendo 3DS XL hardware and were excited to learn about the faster CPU and extra RAM. This immediately made the project seem possible, so we continued working on the conversion.

Even with the system’s extra capabilities, it was still a challenging project and we spent many months working on optimizations. Given how hard it was to convert the game for New Nintendo 3DS XL hardware, we can easily imagine that the port to the regular Nintendo 3DS hardware would have ended up far from the quality game play that the original Wii version had even if we had given it our all.

Were there any particular technological or UI hurdles to bringing the game to 3DS?

Monster Games: The biggest technical hurdle when porting between Wii and New Nintendo 3DS XL is that the two systems have very different capabilities. All these differences kept the project from being a simple port. Every part of the game had to be reworked to account for the capabilities of New Nintendo 3DS XL hardware. For example, New Nintendo 3DS XL has a different GPU architecture, so none of the art assets could be directly used. The team had to rebuild all the graphical assets while making sure it still looked as good as the original game. Each world was carefully optimized by the art staff and we needed to invent new techniques to render the large scenes where the player can see far into the distance. It wasn’t until late in the project that we finally were able to make sure the frame rate was good everywhere.

Regarding the UI design, our big challenge was to maintain the look and feel of the original game, while taking advantage of the dual screens. There are hundreds of screens in the game and the design had to work for many languages. The design team spent over a month mocking up various UI designs until we got one that seemed to work well. Once we converted the screens to run on New Nintendo 3DS XL, we brushed up the artwork to fit the small screens and fine-tuned the placement of the elements. Given the number of screens and languages, this process took a long time and we were working on improving and fine-tuning details all the way to the end of the project.

Without revealing any spoilers, what can fans of Xenoblade Chronicles look forward to when the franchise comes to Wii U? Will it feel familiar for returning fans, or will it be a departure from what was put together in Chronicles?

Takahashi: I think Xenoblade Chronicles X will have a different play feel from the first Xenoblade Chronicles game. Xenoblade Chronicles is a pretty linear game, but Xenoblade Chronicles X is non-linear, and I think a lot of the gameplay will depend on that.

Xenoblade Chronicles’ core thrust is centered around its story, but Xenoblade Chronicles X is shaping up to be a game with more focus placed on action elements that take advantage of the open world instead of the story aspects. However, both games will retain a common feel based on the core elements that serve as the foundation for the series. It may feel different to play, but it’ll provide a new way of having fun within the same Xenoblade series.

Thanks, Michelle


Shin Megami Tensei X Fire Emblem Producer Says It Was Very Challenging To Add “Fire Emblem” Aspect


Traduko has a translated interview with Shin Megami Tensei X Fire Emblem producer Shinjiro Takada. The enlightening interview reveals that Atlus found it initially difficult to work in the Fire Emblem aspect into the game, but are currently pleased with the development team’s work. Shin Megami Tensei X Fire Emblem will be launching in Japan this fall on the Wii U.

“This is the result of our collaboration work on the “Fire Emblem” series. I think many people will find it quite different than they had originally expected. Originally, it was very challenging for us to get the “Fire Emblem” aspect into the game, but we worked carefully with Nintendo to ensure it’d work well and deliver the feeling you get from the series.
But, “as long as development of this title conforms with what Intelligent Systems originally would have wanted, and ATLUS develops it and triumphs through it, then ATLUS’ work is good.”

“It was following that that we were able to come to our conclusion and settle on the concept for this project. As a result of this, “Illusory Revelations ♯ Fire Emblem” follows the basic axis of what I would say are “Realistic characters who suffer from many conflicts and worries in modern-day Japan” in this RPG. It was capturing the feeling of “Fire Emblem” that was the real challenge during the development of this concept, as this is a collaboration.”

“In this PV, many people may find it hard to understand where the essence of “Fire Emblem” comes into play. However, this will be explained more in the future, so please wait for a follow-up to this.”

“Although only four characters appear in the spotlight of this PV, there are more characters (some of which make a quick appearance in the PV) prepared for the future, so please stay tuned!”

“It should also be noted that “Illusory Revelations ♯ Fire Emblem” has given us the opportunity to work with other developers. This time, in the first edition of this creators’ blog, you got to hear comments from me, the top batter of the project. But, we have interviews planned with other ATLUS staff and developers in the future, so we hope everyone will enjoy it!”


Devil’s Third Has Apparently Made Big Improvements Since E3 Build

Devil’s Third producer Tomonobu Itagaki has explained to Japanese gaming publication Famitsu that the game has undergone some big changes to the build we saw at this year’s E3 event back in June. Itagaki also explained what it’s been like to have Nintendo become publisher of your game. There’s plenty of interesting details below.

Q1. Can you tell me the how and why Nintendo has become a publisher for your game?

Tomonobu Itagaki: Because we love games more than anyone else. We love to play and have fun. That’s exactly why we went independent in the first place. We wanted to develop in an environment where the question, “what is a game?” could be our central focus when making a decision. And it was absolute luck that allowed us to create this game with Nintendo. I think it’s our mission to take advantage of this encounter and meet the expectations of both gamers and everyone working in the industry.

Tomonobu Itagaki: But remember that what was shown in the trailer is only just one small part – we’ve poured our identity into every part of this game. Since E3, we’ve made major improvements in every area, from graphics to animations to playability. I know there will be some reactions like “what the hell is this?” But for now, we’ll just keep charging straight ahead!

Thanks, WhiteEagle

Platinum Games Talk About Sales Struggles And Low Bayonetta Sales


Respected video game developer Platinum Games have sat down with Polygon to discuss a number of issues that have been troubling the acclaimed company. Platinum Games admit that they’re happy with their output, but their sales haven’t met company expectations. They also confess that sales of the original Bayonetta weren’t as much as they had originally hoped for. The development studio is working on a number of projects and they’re also investigating iOS and Android development, and they already have prototypes. Here’s some key points from the feature.

  • They’re happy with their quality, but not their sales.
  • Bayonetta was less than expected.
  • They’re currently working on titles for both first and third parties.
  • They’re investigating iOS and Android development, and already have prototypes.
  • They’re definitely looking into art styles that might appeal more to the West, but also game designs that appeal more to the West.
  • However, they still want to make games that they want to make.
  • They have also had several canceled games, including one in a well known franchise that was far enough along that they could have made a trailer.