999: 9 Hours, 9 Persons, 9 Doors director talks game inspiration, hope for 3DS sequel
September 3rd, 2010
A portion of a Siliconera interview with director, Kotaro Uchikoshi…
S: What inspired the story of 999: Nine Hours, Nine Persons, Nine Doors?
Kotaro Uchikoshi, Director: I think that’s a great question! Reason being, my inspiration came from exactly that, the question:
“Where do mankind’s inspirations come from?” That question alone was the root inspiration to this title. It all started from there and I started to read up on all sorts of documents. That’s when I came across an English biochemist named Rupert Sheldrake and I found out about his theory on the “Morphogenetic Field”.
“Why did glycerin start crystallizing all of a sudden?”, “When you make rats clear a maze, why is that with each new generation, the clear time gets shorter?”, “Why is it that as more people know an answer to a specific question, the chance of people knowing the answer goes up?” “Why is it when you were […]
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Video game tribute album - Divine Minds & SoulKlap – Give Up The Stick
September 3rd, 2010
Do you like tons of video game references? How about some hip-hop? If so, you might want to check out ‘Give Up The Stick’ from Divine Minds & SoulKlap. It’s apparently laced throughout with multiple video game mentions. Check out more details of the project here.
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EA’s Peter Moore - First step to fixing old EA was admitting that they were wrong
September 3rd, 2010
“When I first came here we set upon a mission to improve our brand image. There were a number of things we knew we needed to do. We needed to be a lot more open, forthright and communicative at the development level. Not the marketing level, where we do that very well, in fact as well if not better than anybody else in the industry, but allowing our developers to be able to speak openly and sometimes saying things maybe PR feels uncomfortable with, but we got over that. EA had not transformed into a community-based company. There were guidelines saying what you couldn’t do, and you weren’t media trained. Those days are behind us. When you look at our community boards, we have people now who deal with them as their full-time jobs. Just recently on Madden we had an issue with the control mechanism. We […]
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Sakamoto on Metroid: Other M, the birth of Samus, WarioWare on 3DS, future Metroid installments and more
September 3rd, 2010
- “Samus being a woman wasn’t really decided from the beginning. She had no sex at that moment. Someone said it could be a surprise for the player to discover Samus was a woman at the end of the adventure. In some way, I was going to ‘have a girl’ completely by chance”
- (On NES Metroid gameplay system creation) “These things are new to people. We were asked to make a videogame with a completely unseen game system. We came up with a pretty complicated / complex game, and without considering the development status, someone had already decided the launch date. Date was close and Metroid was totally unplayable. There was a ‘crisis meeting’ where we discussed how to solve it without losing what we already had in the game. That decision brought the Metroid system to life, with the maze structure, the color doors, the secrets and abilities to […]
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Inafune teases future work, still down on Japan, talks fighting genre and Darkstalkers possible return
September 3rd, 2010
A portion of a Eurogamer interview with Keiji Inafune…
Eurogamer: What will you work on next?
Keiji Inafune: I’m already working on numerous titles. So watch this space for announcements. I will carry on creating new titles.
Eurogamer: You’ve been outspoken in your views about the Japanese games industry in the last year or so. Now this year’s E3 and gamescom are over, do you still feel as sceptical about the industry as you were last year?
Keiji Inafune: I still stand by my comment I made last year. I haven’t seen any change whatsoever in Japan. Therefore I’m very pessimistic about the games industry in Japan. The Japanese game creators have to admit we’re behind the Western games at this moment and try to be humble and learn why. Otherwise, we’re not going to be able to start all over again.
Eurogamer: Finally, at gamescom Yoshinori Ono told me that you told him it […]
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G.G Series Ninja Karakuri Den 2 - more screens
September 3rd, 2010
More here
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Tamagotchi Challenge - screens
September 3rd, 2010
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EA explains what happens to the ‘EA Sports Big’ brand, future hopes/ambitions
September 3rd, 2010
A portion of an EDGE interview with senior vice president of EA’s global online group, Andrew Wilson…
EDGE: What happened to EA Sports Big?
AW: The brand is less relevant, the game is more relevant. Are we going to have arcade-type sports games that push the boundaries of physics; that shatter the suspension of disbelief of what’s achievable in the real world - which is what the Big brand was all about? Yes, we will in the future. Think products like NBA Jam. Typically that would have satisfied all the criteria tenets of Big.
EDGE: What are your hopes and ambitions for EA Sports?
AW: I like Porsches as a brand. When I was young I played with the matchbox cars. Porsches, over the years, recognised the 911 was the core of their experience. They continued to invest in that to ensure it was a phenomenal driving experience. But they also recognised a […]
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Magician’s Quest: The Merchant’s Store of Sorcery - first screens, art
September 3rd, 2010
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Spector - games spent 20 years trying to become ‘cool’, and now they are
September 3rd, 2010
“We spent 20 years trying to convince the masses that we were cool… And we WON. We have to get past this not letting people into the club [mentality]. Whatever medium the adults don’t get is the one that marks the ‘end of civilization.’” - Warren Spector
Sounds like Spector was pretty fired up at PAX today. He’s obviously very into his job. Check out more comments from Spector’s keynote here
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