It’s only a rumour as of now, but numerous Spanish retailers seem to be saying the game will be released either this July or alternatively September this year. That’s what Revogamers is reporting at least:
You can get the general gist of what they’re saying if you use Google Translate to read the page in English. That version is linked above.
Now keep in mind it’s only a rumour and the multiple sources given don’t seem to have any one single idea about when the game will come out (one said July, one said in summer and one said September), but it seems like the game could well be released around that time.
Still, do you think Monster Hunter Tri G is being released this summer?
I’m a new author of this epic site. I have various names you may call me:
Hamish (My Real Life Name)
Or Hamfish, my nickname
I’ll be posting any news that i find interesting or, that has not already been posted, aswell as reviews for older games, such as Super mario Sunshine; My Favourite game of all time. Well, I hope to seeya round.
Not that the game is 100% likely to be released outside the Japan considering how an earlier DS port never left the country either, but it’s interesting news. Especially as the 3DS is now coming to South Korea with a better launch line up than in anywhere else in the world (with Mario 3D Land, Mario Kart 7 and Ocarina of Time 3D being available immediately)
Still, Nexon (the creators of the game/series) are now developing 3DS software and are planning to make MapleStory 3DS for Korea and presumably Japan, so it’s all good news. And we can’t hate any situation that results in more successful games for the 3DS, right?
What do you think of this news? Does anyone reading this site want to play MapleStory on 3DS?
As you may or may not know, Nintendo have been hosting a talk about Super Mario 3D Land at the Game Developer’s Conference that’s been going on at the moment. And while some of their remarks about the game are the standard development ‘talk’ regarding creativity and other nebulous concepts, some seem to be about features that were once planned for the game yet scrapped. Wonder why the Tanooki Suit can’t fly any more? Read on.
Of course we tried letting players fly around a little bit, but we realized very quickly that it wasn’t going to work out too well. Of course we tried letting players fly around a little bit, but we realized very quickly that it wasn’t going to work out too well.
He then goes on to say that it didn’t work because the levels were built like movie sets and meant to be viewed from a fixed camera angle. Presumably the other sides of various objects and backdrops weren’t actually textured or properly modelled in game and flight let you see how disjointed the levels are. Think of it like how TV shows only show three sides of a scene, and how having the camera able to look towards the fourth wall would show you all the studio technology and special effects used to keep the program working. Or how you only see background scenery from one or two angles to hide the fact they’re just cardboard cut outs.
This is what he says:
as soon as the camera gets too high and goes over the set, you see the other side of the backdrop and things can get a little strange… which requires us to spend too much time managing what the player can see from any angle.
If you need an example, here’s someone moon jumping in Mario Kart Wii:
Yes it’s not quite like Mario 3D Land, but the same design principles apply. Only the stuff closest to the level actually exists, anything behind is just floating in water or a black void. Like this:
Presumably that’s what your average Mario 3D Land level looks like from ‘behind the scenes’. If you had the player able to fly, this just becomes blatantly obvious. And hence so instead of making sure the game world made sense when seen from every possible angle, they removed the flight ability from the Tanooki Suit.
There was always a discussion of whether or not flight was necessary from a game design perspective.
Now, they don’t expand on this point, but I think what they mean is that the game wasn’t designed to allow you to fly about at random. So to have flight in, they’d need to:
Design areas where flight is actually a useful ability for more than just breaking the level.
Figure out how to use both a fixed camera AND free roam flying without the character being impossible to see/control. That’s difficult. Ever tried breaking Luigi’s Mansion or Wario World? Now imagine if you could fly in them and how much hell that’d be to set up. You’d basically go cross eyed every time the camera changed angle in mid flight.
Trying to stop people going outside the playing field in a realistic way. Invisible walls look ridiculous and make no logical sense and instant kill out of bounds mechanics and border patrol enemies annoy more than they help. This is one big advantage of 2D in some games, you can just make the screen not scroll when people go away from the intended route and people won’t question it. In a 3D world though, everyone expects to go an infinite distance in any one direction until some physical object gets in the way, and the opportunities for flight breaking it increase significantly.
Avoiding people just flying over the whole level. See, Super Mario World. Sure, you can stop people going out of bounds, but that doesn’t fix the fundamental issue that the world has infinite height and that flying lets people just glide straight over all the enemies and obstacles that keep the levels at any reasonable difficulty level.
Beta testing and bug fixing all the above. You do not want people half clipping through walls and getting instant killed by going out of bounds for just making a small mistake. It’s extremely hard to properly beta test a game with free roam flight.
Above is one type of problem they could have run into with flight in Super Mario 3D Land. Then again, without a health bar, you’d probably have invisible flying dead Mario.
in Mario Galaxy Mario could fly, but that was connected to a certain objective in game play — you had to fly around and collect 100 purple coins. In Super Mario 3D Land, the main objective of the stages is to reach the end, the flag pole. We have to think about what kind of gameplay works with that objective and creates a fun experience.”
They pretty much mirror my points above here. Also, they mention how flight tends to work best in games designed around it, and usually games where a fair amount of exploration is encouraged rather than the linear gameplay of Super Mario 3D Land.
Just some minor news items about some lesser known 3DS games that could be interesting. First of all, here’s a video of the upcoming 3DS game ‘Code of Princess’:
Next up, it’s confirmed King of Pirates will be released outside of Japan. Well, not quite confirmed, but Keiji Inafune has said there are plans to bring it to other countries. He doesn’t know who the publisher will be, but he did say that a worldwide release is planned, as you can see in a recent quote:
For all my titles, I’m looking to do worldwide publishing. I can’t say who is publishing because it could be Marvelous directly or maybe they’re going to find another publisher in the US. But the plan is to do it worldwide.
Fractured Soul is another interesting case, and apparently the game could end up on the eShop after the contractual stuff required for a retail release seem to have fell through:
Grant Davies (head of the studio who made the game) in regards to their publishing situation:
Now it’s no publisher, and we have the rights, and we have a completed game, so that’s why we’re kind of thinking maybe eShop is the way forward.
Finally, Crush 3D is exclusive to GameStop, and will be sold at a lower price of $19.99 according to Sega: