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Old 09-10-2013, 07:31 PM   #1
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Default Shantae (3DS)

Shantae: Half-Genie Hero coming if funded to Vita, Vita TV

(11 hours ago)
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WayForward will grant wishes for a Vita version of Shantae: Half-Genie Hero, but not just the regular version of the portable. If it meets its funding goal, the Kickstarter platformer will hair-whip its way onto Vita and the freshly unveiled Vita TV.

In a Kickstarter update, WayForward said it had noted fans asking for Half-Genie Hero to appear on Vita in addition to the Xbox One, PS4, Wii U, PS3, Xbox 360, and Windows PC versions already detailed. However, the catalyst for the portable's addition was yesterday's Sony conference, and the reveal of Vita TV, a micro-console version of the handheld. Vita TV plugs into tellies and lets users play Vita games using a DualShock.

"As it happens," reads WayForward's update, "The landscape of gaming has shifted somewhat today with Sony's Vita TV announcement. In response, we've decided to port wfEngine to Vita as part of our 'work-for-hire' business."

That suggests we'll likely see more WayForward games on Vita and Vita TV, although the American studio hasn't announced anything yet. As for Half-Genie Hero, at the time of writing it's at just over $220,000 of its $400,000 goal, only a week or so after kicking off and with 24 days on the clock. Looks like the new Shantae is bound for plenty of systems.






Reviews

Shantae (3DS)
Shaun and Marissa do a hair whip with Shantae.

Synopsis:They entered the world of Shantae. It's Fun with cool art Style, but it's also rather confusing and the controls need work


Marissa's score 6.0 Shaun's score 7.0


source:Kickstarter &EPD.TV/ROTR

This may be moved to multi later. Maybe


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Old 09-11-2013, 03:00 PM   #2
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Default Re: Shantae (3DS)

Skullgirls Lead Animator Working On Shantae: Half-Genie Hero. September 11, 2013 . 9:00am

Mariel Cartwright, the lead animator behind Skullgirls, is involved with Shantae Half-Genie Hero.



Quote:
Mariel Cartwright, the lead animator behind Skullgirls, is involved with Shantae Half-Genie Hero, WayForward Technologies have announced.





Cartwright, during her time off from Skullgirls, created all of the “rough animation” for Shantae’s new HD animation, including ready stances, hair-whips, running, jumping, ducking, crawling and more.

Shantae: Half-Genie Hero is in development for PC, Wii U, Xbox 360, Xbox One, PlayStation 3, PlayStation 4 and PlayStation Vita.


source:Siliconera

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Old 09-17-2013, 10:08 PM   #3
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Default Re: Shantae (3DS)

Shantae teams up with Mighty No. 9 dev for 'Half-Genie Hero'

(5 minutes ago)
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Japanese studio Inti Creates is handling development duties on Shantae: Half-Genie Hero, WayForward's HD installment in the beloved platforming series. You may also recall Inti Creates as the same house handling Keiji Inafune's retro-inspired game, Mighty No. 9.

Shantae: Half-Genie Hero is currently seeking aid through Kickstarter. Publisher WayForward is looking to secure $400,000 in the next 16 days and, as of right now, the campaign has earned over $318,000.

Inti Creates was formed in 1996 by some talent who had left Capcom to strike out on their own. The studio has since formed a working relationship with Capcom and produced several entries in the Mega Man series, including Mega Man 9 and Mega Man 10, and the Mega Man Zero line of games. Inti Creates is also responsible for the upcoming 3DS game, Shantae and the Pirate's Curse.
Source: Kickstarter

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Old 09-23-2013, 03:24 PM   #4
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Default Re: Shantae (3DS)

Shantae: Risky's Revenge goes free on iOS as sequel nears funding goal

(35 minutes ago)
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To celebrate the impending success of its Kickstarter-funded platformer Shantae: Half-Genie Hero, WayForward has released its iOS predecessor game Shantae: Risky's Revenge as a free download in the iTunes App Store for a limited time.

Following up on its debut for DSiWare in 2011, Risky's Revenge originally hit the App Store as a free trial download, with the full game locked behind an in-app purchase. WayForward has since removed this restriction, and the App Store download now includes the full version of the game.

The iOS version of Risky's Revenge has also been updated with a new optional costume, along with the ability to skip cutscenes. WayForward notes that the Dancer costume has "double the magic power, but half the defense" of Shantae's regular outfit, making it an ideal fit for speedrunners.

Currently, the Kickstarter project for Shantae: Half-Genie Hero has earned over $395,000 toward its funding goal of $400,000. Developed in collaboration with Mighty No. 9 developer Inti Creates, Shantae: Half-Genie Hero is set to launch for the Wii U, PlayStation 3, PS4, PS Vita, Xbox 360, Xbox One and PC platforms in 2014.
Source: Kickstarter

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Old 09-24-2013, 10:07 PM   #5
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Default Re: Shantae (3DS)

Shantae: Half-Genie Hero leaps past Kickstarter goal

(5 hours ago)
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Shantae: Half-Genie Hero has been funded. With 10 days left in the game's Kickstarter effort, WayForward Technologies has pulled in $416,360, topping its $400,000 goal.

Thanks to fan generosity, Shantae: Half-Genie Hero will appear on nearly everything, having been confirmed for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, Vita, Vita TV, Wii U and PC. There's currently no release date or window for when we can expect to play Shantae: Half-Genie Hero.

Now that the $400,000 goal has been breached, the next rung on this Kickstarter ladder would be the $500,000 stretch goal. If the game can attract $83,640 in the next ten days, WayForward has promised to add a new campaign to Shantae: Half-Genie Hero starring Risky Boots, a pirate captain who is as evil as she is adorable.
Source: Kickstarter

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Old 09-30-2013, 02:48 PM   #6
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Default Re: Shantae (3DS)

source: GI

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Old 09-30-2013, 03:12 PM   #7
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Default Re: Shantae (3DS)

I had honestly never heard of that game before the Kickstarter, this is very impressive.

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Old 10-03-2013, 04:27 PM   #8
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Shantae: Half-Genie Hero Gets Bonus Chapter With Magic Carpet Racing. October 3, 2013 . 8:30am

Shantae: Half-Genie Hero has hit its second stretch goal on Kickstarter at $600,000. The game will now have a bonus chapter that sees Shantae lured to the annual “Magic Carpet Races”.
Quote:

Shantae: Half-Genie Hero has hit its second stretch goal on Kickstarter at $600,000. The game will now have a bonus chapter that sees Shantae lured to the annual “Magic Carpet Races”.

At the races, carpets begin to disappear one by one, and Shantae needs to track the culprit down while “racing for her life”. The chapter will be titled “Sequins of Unfortunate Events”. The chapter will be available for both Shantae and Risky modes.

source:Siliconera

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Old 10-06-2013, 11:39 PM   #9
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source: GI

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Old 02-18-2014, 04:39 PM   #10
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WayForward Give Insight Into Shantae: Half-Genie Hero’s Level Design. February 18, 2014 . 10:31am

WayForward have posted a brief update on Shantae: Half-Genie Hero, their upcoming Shantae game that they crowdfunded via Kickstarter.




Quote:


WayForward have posted a brief update on Shantae: Half-Genie Hero, their upcoming Shantae game that they crowdfunded via Kickstarter. In an update late last week, WayForward revealed how the game will be broken up.

“We’re designing 2 intro segments (one for Shantaeand one for Risky Boots), 5 main Chapters or “Worlds”, and an epic conclusion,” WayForward wrote on the game’s Kickstarter page.

“Some of these Worlds will be themed to the stretch goals you all made happen — racing on magic carpets in one case, tracking down the secret origins of Shantae’s new Guardian Genie Rival in the other. Each chapter will have its own enemies, music, effects, environments, and bosses which all get broken down into tasks, with time and money accounted for.”



Above is a look at brief concepts for the game’s worlds, documented in a sketchbook. And the image below is meant to illustrate the different kinds of environments being considered for Shantae: Half-Genie Hero.



You can find more development details in the update post. Shantae: Half-Genie Hero is in development for PC, Xbox 360, Xbox One, Wii U, PlayStation 3, PlayStation 4 and PlayStation Vita.



source:Siliconera


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Old 03-06-2014, 06:40 PM   #11
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Shantae and the Pirate’s Curse Will Take “A Couple More Months” . March 4, 2014 . 4:41pm

Shantae and the Pirate’s Curse will be in development for “a couple more months,” WayForward Technologies say.



Quote:


Shantae and the Pirate’s Curse will be in development for “a couple more months” as WayForward Technologies add finishing touches to the game, the developer said via Twitter.

Shantae and the Pirate’s Curse is a Metroid-style game with a connected map and hidden pathways to find. As you acquire more items and power-ups, you’ll be able to access more areas in the game.

Pirate’s Curse is in development for the Nintendo 3DS. Meanwhile, a second Shantae game, Shantae: Half-Genie Hero, is in development for an assortment of platforms.
source:Siliconera

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Old 03-10-2014, 06:25 PM   #12
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Shantae: Half-Genie Hero Will Let You Go Inside Shantae’s Lighthouse. March 10, 2014 . 1:31pm

Shantae: Half-Genie Hero, WayForward’s crowdfunded Shantae game for PC and consoles, will let you see the interior of Shantae’s lighthouse home for the first time.






Quote:


Shantae: Half-Genie Hero, WayForward’s crowdfunded Shantae game for PC and consoles, will let you see the interior of Shantae’s lighthouse home for the first time, the team revealed in a recent progress update.

Concept art for the inside of Shantae’s home has existed since the days of Shantae on the Game Boy Color, but WayForward are creating new concept art for Half-Genie Hero as well. Two of these illustrations can be seen below.



Shantae: Half-Genie Hero is in development for PC, Xbox 360, Xbox One, Wii U, PlayStation 3, PlayStation 4 and PlayStation Vita.

source:Siliconera

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Old 06-09-2014, 05:37 PM   #13
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Shantae and the Pirate’s Curse Shows Off New Items And Bosses. June 9, 2014 . 2:10pm

WayForward Technologies have released a new trailer for Shantae and the Pirate’s Curse, which is now in development for both 3DS and Wii U.


Quote:
VIDEO-CLick to Watch!:




WayForward Technologies have released a new trailer for Shantae and the Pirate’s Curse, which is now in development for both Nintendo 3DS and Wii U.

Shantae and the Pirate’s Curse is inspired by the Metroid games in the sense that it will feature an interconnected world and require you to acquire different kinds of items in order to access new areas in the game.

The 3DS version will feature stereoscopic 3D, while the Wii U version will utilize HD artwork. Both versions of the game will support a touch-based inventory management and a real-time mapping system on the second screen.

Additionally, the Wii U version of the game will also support off-TV play.

Shantae and the Pirate’s Curse will be released in late Summer.
source:Siliconera

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Old 07-09-2014, 01:06 PM   #14
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Shantae: Risky’s Revenge – Director’s Cut Coming To PC Next Week. July 9, 2014 . 9:58am

A “Director’s Cut” version of Shantae: Risky’s Revenge is coming to Steam, WayForward Technologies have announced.
Quote:




A “Director’s Cut” version of Shantae: Risky’s Revenge is coming to Steam, WayForward Technologies have announced. It will be released on July 15th for $9.99.

WayForward say that that further details on Shantae: Risky’s Revenge – Director’s Cut will be shared in the near future. The game was originally released for Nintendo DSiWare back in 2010.

At present, WayForward are also developing two new Shantae games, the first of which is Shantae and the Pirate’s Curse for 3DS and Wii U. Meanwhile, Shantae: Half Genie Hero is in development for PC, Xbox 360, Xbox One, Wii U, PlayStation 3, PlayStation 4 and Vita.

Read more stories about PC & Shantae: Risky's Revenge on Siliconera.




source:Siliconera

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Old 07-14-2014, 04:19 PM   #15
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Shantae: Risky’s Revenge On PC To Have Unlockable “Magic Mode”. July 14, 2014 . 12:59pm

WayForward have shared details on what the PC version of the game will entail.



Quote:
VIDEO-CLick to Watch!:


Shantae: Risky’s Revenge – Director’s Cut is being released for PC via Steam tomorrow, and WayForward have shared details on what the PC version of the game will entail.


The Director’s Cut version of the game will feature an interconnected Warp System (above), meant to aid speedrunners and returning players. Additionally, it will include an unlockable “Magic Mode” with an alternate costume and difficulty.

WayForward also say the game will have HD portrait artwork. Also included are new illustrations, support Steam Trading Cards, Achievements, Emoticons, and will support fully configurable controls on a controller.

Shantae: Risky’s Revenge – Director’s Cut will be available tomorrow, July 15th, for $9.99.


Read more stories about PC & Shantae: Risky's Revenge & Videos on Siliconera.
source:Siliconera

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Old 07-15-2014, 06:20 PM   #16
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source: GI

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Old 08-13-2014, 07:59 PM   #17
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Here’s Some In-Progress Gameplay Footage From Shantae: Half-Genie Hero. August 13, 2014 . 10:31am

WayForward have also announced that the game will not make its originally planned October 2014 launch date.




Quote:
WayForward Technologies have shared some in-progress footage from Shantae: Half-Genie Hero, featuring one of the game’s speed stages, titled “Sequins of Unfortunate Events”. You can watch the footage below.

VIDEO-CLick to Watch!:


WayForward have also discussed some other aspects of the game’s development in their most recent update. Specifically, they say that, since the scope of the game has increased with all of the added Stretch Goal content, the game will not make its planned October 2014 launch.

Shantae: Half-Genie Hero is in development for PC, Xbox 360, Xbox One, Wii U, PlayStation 3, PlayStation 4 and PS Vita.


Read more stories about PC & PlayStation 3 & PlayStation 4 & PlayStation Vita & Shantae: Half-Genie Hero & Videos & Wii U & Xbox 360 & Xbox One on Siliconera.
source:Siliconera

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Old 09-24-2014, 10:15 PM   #18
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Shantae and the Pirate’s Curse Will Be Updated To Support New Nintendo 3DS. September 24, 2014 . 5:31pm

“We have an update for Shantae and the Pirate’s Curse already underway,” director Matt Bozon revealed to Siliconera.
Quote:



The New Nintendo 3DS is being released in Japan this October and in Australia this November. While North America and Europe won’t see the system until 2015, WayForward Technologies are already thinking ahead and working on an update patch for Shantae and the Pirate’s Curse that will add New Nintendo 3DS functionality.

In an interview with Siliconera, Matt Bozon, Director of the Shantae series, revealed, “We’re really excited about the New 3DS! We have an update for Shantae and the Pirate’s Curse already underway, which will add a ‘quick select’ control scheme, as well as other minor improvements to the game. Look for that to arrive closer to the launch of the New 3DS in the US.”

Just in case you’re concerned that “minor improvements” here refers to the game running significantly better on the New Nintendo 3DS, you can put those worries to rest. WayForward have already confirmed to us that Shantae and the Pirate’s Curse will run at 60 frames-per-second on a regular 3DS with stereoscopic 3D turned on.

Shantae and the Pirate’s Curse is currently planned for release in October in North America.

Read more stories about Nintendo 3DS & Shantae and the Pirate's Curse on Siliconera.
source:Siliconera

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Old 10-01-2014, 07:43 PM   #19
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Shantae and the Pirate’s Curse: Making A Metroid-Style Game In Stereoscopic 3D. October 1, 2014 . 12:32pm

“We tried to keep about four unsolved mysteries in the player’s head at any given moment. All of these need to overlap slightly so that players can discover them,” says director Matt Bozon.





Quote:

This Fall, WayForward Technologies will release Shantae and the Pirate’s Curse for the Nintendo 3DS. While Shantae has been around for a while, Pirate’s Curse will be the first game in the series that is heavily inspired by Metroid, in that it will focus on interconnected areas and allow players to discover new items and abilities as they go along, opening up more of the world.

Siliconera caught up with Shantae director Matt Bozon to find out just what goes into making a game so heavily inspired by Metroid, and how the team at WayForward brought that design to Shantae and the Pirate’s Curse.


This is the first time you’re going to be using a Metroid-style design for a Shantae game, which sounds like a very ambitious undertaking. What’s early development or pre-production like on a game like this? How do you start out?

Matt Bozon, Shantae series Director: We began by creating several zoomed out maps on the equivalent of digital graph paper… just small tiled cells to lay out the world. We knew which abilities Shantae would collect and in which order, so we were able to think of what players were likely to do with say, a digging tool or flying tool. Would they remember a flying area that was deep underground? How about an impassable wall on the far edge of the world? It was important to plant ideas in the player’s heads from the beginning to aid their memory and help trigger ideas and ways to solve problems in the world.

We also laid out favorite concepts that would be repeating throughout the adventure, ramping in complexity as new abilities were added to the player’s arsenal. Ability A, then Ability B, then A+B, then C, then A+C, then C+B, and so on. I’ve usually held to the design philosophy that once the tutorial is done, it’s time to roll the credits. That’s why Shantae games have been about discovery and experimentation, not telling the player where to go and what to do. All of our initial world designs went out the window as we allowed the game to breathe and grow. New abilities replaced old ones, and world structure had to adapt and change for the entire two-year development cycle.


Once you begin creating your levels and areas, how does that process go? In 3D games, one normally creates a very basic 3D model of the environment without any textures, but 2D platformers are so reliant on precision and collision, and the art and sprites are an integral part of that. How do you start envisioning and creating 2D levels without having art assets in place?

This was a challenge because we were developing on technology different from previous Shantae games. Collision maps and background art were completely separate for the first time in a Shantae game. Early on, we decided that players would interact with pixels, and that paintings would be used for non-interactive layers designed to add beauty. Players would be able to interact only with elements they could physically stand on. This created three completely different needs: to build fun collision rooms, build tilesets on top which would form the “visual vocabulary” of the levels, and foreground and background paintings that would encapsulate these play spaces.

This meant that to keep the integrity of WayForward’s signature pixel style, only pixel elements could be animated. So, only pixel objects could be involved in puzzles… a room with a puzzle on the back wall could not be painted…. pixels and paintings had to get along elegantly.

In addition to this, the game was designed with other rules in mind. Each room was build out of several layers of stereoscopic 3D, meaning nothing could be faked without risk of exposing the illusion of depth. But we were also determined to have generated maps a la Metroid or Symphony of the Night… meaning every room in the game had to be spatially sound. No abstract “warp doors” or the like. I can see why Metroid titles do this, because it aids player intuition. After climbing shafts and corridors, players can feel like they’re several rooms above a key location and might start looking for secrets to carve their way back down. Eventually, we decided to break the game world into Islands. This allows players to sequence break anything within a single island, but still lets us tell a story that is roughly 75% linear.


What kinds of areas we going to see in Shantae and the Pirate’s Curse? What makes them distinct from one another? For example, are we going to see a fire area, a grass area, underwater and so on?

The game is enormous, being roughly the size of the previous Shantae games combined. We have a miniaturized representation of Sequin Land, and multiple islands. Each island is themed, but a few of them contain themed areas of their own. We cover just about every kind of popular fantasy area in Pirate’s Curse, but skip themes like undersea, since we just did that in Risky’s Revenge. The adventure moves through deserts, swamps, ice fields, tropics, torture chambers, forests, factories… through caves, rainstorms, graveyards, captivity and even drool.

How do you design the different areas that will be in the game? Do you flesh out the design for one area and then move on the next, or do you have people building different areas simultaneously, with a separate designer in charge of each one?

I like to outline how the player will feel in each section of the game. Temperature, color scheme, musical tone, and which characters will be present really affect the design of each area. But more importantly are the game play considerations… which ability will be found, and how is a particular boss and labyrinth personified by this ability? What puzzles and platforms could be manipulated by this new ability, or the combinations possible when thinking back on existing abilities and previously learned lessons?

For about half of production we had two directors working on different areas of the game, with me overseeing and explaining how the pieces were meant to fit, and how the player was intended to feel at each point. It’s hard to create a game like this out of order but eventually the pieces all came together. We also insert completely new gameplay concepts at key points in the adventure to keep the player guessing. At one point in the game Shantae must carry Rottytops in her arms through a slew of hazards. This is one example of a few change-ups waiting for you as you delve deeper into the game!


You can acquire new abilities by finding Pirate Gear in the game, which let you access new areas and open new pathways. Since abilities and the areas you use them in need to be thought of simultaneously, how do you work out the number of abilities and what will be used where?

We tried to keep about four unsolved mysteries in the player’s head at any given moment. All of these need to overlap slightly so that players can discover them… have a hunch about something and go back and check it out. We have keys and locked doors already. There’s no reason that abilities should be used to overcome something just as obvious as a key, like using a high jump to get up on a high ledge. Sure, we do use this to route the player, but that’s not the standard. Once the player gains an ability, it becomes the new way they play the entire game from that point onward.

You can upgrade Pirate Gear abilities at shops. Where are these shops located and is upgrading your gear required in order to make progress, or is it more of an optional thing for bonuses?

We tried something new here. Upgrading in Scuttle Town’s shop is not required in a mechanical sense, but players will need to upgrade in order to adapt to the rise in challenge. Some players will enjoy skipping the upgrades just to show the stuff they’re made of. But most players will be spending their hard earned Gems on hair speed, hair damage, pistol upgrades, Fighter’s Moves, Potions, Pike Balls, and the like. We also added Loot. Players can farm items from their favorite enemies and stockpile them. They can also sell them to Mayor Scuttlebutt and earn cash. Heart Squids can also be collected and taken to the Squidsmith to be forged into more health. The shopping aspect of the game isn’t too heavy… it’s still an action/adventure game at heart. But there are plenty of ways to upgrade and every replay will be somewhat different.

Which is the first ability you thought up? And Is there anything that serves as this game’s “Morph Ball” or “Speed Booster”—ie; an ability that just becomes a natural part of traversal, as opposed to something used in specific situations?

The dagger was the first ability, and surprisingly it was cut after about a year of development. We also dropped the grappling hook and mines. The reason for this was that moves were beginning to become keys. Each move had to pass a test… if there was an ability in the player’s arsenal already that could be creatively applied to solve a puzzle, then there was no need for a new ability. Introducing a new puzzle object that reacts to combinations of abilities would serve the game better. This is more like a Mario mindset in a way. Mario only jumps, but he can do more than Samus because his world is littered with toys that respond to him. We tried this approach with Shantae’s abilities. I supposed the Pistol is the player’s mainstay ability, but really every ability stacks on the former until the player has the ultimate move set.


How is the world layed out in the game? Is there a central hub area that connects to all of the others or do they all interconnect without any kind of hub?

After a couple of initial adventures, Risky Boots makes her pirate ship available for travel. Players might compare this to Wind Waker, but it’s really just a restful view from the deck, with islands laid out on the horizon for the player to choose. The ship is a place to stop and think, form a plan, then move on. Excellent pacing was a very important goal of Pirate’s Curse, so we wanted this to be thematic only, and not a gameplay concept. The ship is important though, since players can warp back there using items, allowing for fast travel.

Does the stereoscopic 3D effect allow you to do anything with world design and objects that you couldn’t do before with other 2D games?

Pirate’s Curse was designed to be viewed in 3D. A massive amount of work and a significant amount of development time went to making the most beautiful 3D game possible. It can be played without 3D, but there is amazing attention to detail that cannot be appreciated on a flat screen. For players who prefer to keep the 3D slider in the off position, we took extra care to add movement to every 3D layer in the game as well. If it pops in stereoscopic view, then it also has to demonstrate deep layers of parallax in a flat view. The 2D and 3D requirements amplified each other greatly, and that’s why viewing it in 3D is so much fun. Regardless of how it’s played, the game runs smooth as silk at 60fps.

Our team has also found a very cool way of adding 3D volume to 2D images. You’ll see this in the character art as well as some of the background elements. It really does have to be seen to be believed—get ready to be blown away!

As part of the story, 30 of Risky’s Tinkerbats have gone rogue and you need to hunt all 30 of them down. Are the 30 Tinkerbats bosses in the game, or are they items? How are they spread out?

Our plan back when we revealed the game via Nintendo Power was to have 30… but in practice it was better for balance to reduce the number to 20. They are kind of like micro-bosses… special encounters that can be difficult to locate, sometimes requiring players to solve a minor puzzle or coax them into the open. Finding all 20 isn’t a requirement, but it will affect the outcome of the story. Completionists will have a lot to do after the game concludes on their first run.


Your previous eShop title, Mighty Switch Force, is focused very heavily on speedrunning, but speedrunning is also part of the Metroid design’s appeal. Are you considering throwing in speedrunning or sequence breaking tricks for more advanced players that like that kind of thing?

Pirate’s Curse should keep speed runners busy for the next several years. Risky’s Revenge still contains ways to in increase play time that have yet to be discovered (yep!), and Pirate’s Curse contains a vast many more shortcuts. It is possible to beat Pirate’s Curse to some extent without any major backtracking, but it requires mad skills. Initial playthroughs should take players around 7-10 hours, and several more to unlock all content. Speedruns have been clocking in at around 3 hours, and that’s testers who have had several months with the game.

How do you playtest a Metroid-style game? There are so many things that could need fixing once playtesters begin to play it. How many playtesters do you throw at a game like this and how do you keep track of feedback?

It’s a monumental task. We have a tireless testing group at WayForward. Pirate’s Curse has required that they play the game in a variety of ways. Unlike previous Shantae games, this one can be played somewhat out of order, and we’ve gone to great lengths to allow for certain sequence breaks. We also unlock something called Pirate Mode after beating the game, which is an entire second run of the game with weapons enabled from the start.

This allows for wide open exploration, and players can really rattle the cage of our resident bosses. We also included more secrets than we usually do, and a few times I forgot to tell our testing group until they came marching in with accusations like, “What is THIS??!!”. Like the previous Shantae game, there are four win conditions with unlocks, but this time there are actually completely different endings for the storyline, too.

Read more stories about Interviews & Nintendo 3DS & Shantae and the Pirate's Curse on Siliconera.
source:Siliconera

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Old 10-06-2014, 06:21 AM   #20
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WayForward On Cancelled Shantae Games, And The Difference Between Pirate’s Curse And Half-Genie Hero. October 3, 2014 . 12:31pm

“The games are fairly different,” says director Matt Bozon. “The teams have no real crossover besides me and Jake (Virt) Kaufman.”

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WayForward Technologies have wrapped up work on Shantae and the Pirate’s Curse, which is coming to Nintendo 3DS (and Wii U), and plan to release the game sometime this Fall. In a recent interview with Siliconera, series director Matt Bozon explained how they went about designing the game, which is heavily inspired by Metroid’s non-linear gameplay—a first for Shantae.

Pirate’s Curse isn’t the first time that WayForward have experimented with Shantae in different ways either, although most of those other experiments haven’t worked out. Back in the Game Boy Advance days, WayForward prototyped a game called Shantae 2: Risky Revolution, which was to be a sequel to the original Game Boy Color Shantae. The first world of the game was playable, and late last year, WayForward actually showed it off on a livestream for the first time. You can view this in the video embedded above.

Beyond Risky Revolution, there were other prototypes that didn’t get made into full games either, a lot of those being 3D games.

“We had a polygonal Shantae that could be run around in three distinct gameplay ‘gyms’,” director Matt Bozon shared with Siliconera. “One was a spline-scroller (like Namco’s Klonoa), one was a free-range 3D like Mario 64, and the last was an isometric 3D platformer. We’ve done a lot of exploration in this area… Shantae was a sprite/3D hybrid for PlayStation and PC, and was free-roaming on the PlayStation 2.”

“She even rode a river raft on the GameCube,” he revealed. “It’s possible that we’ll see a polygonal Shantae down the line, but only if it serves the style of gameplay we want to create at the time.”


Now that Pirate’s Curse is done, Bozon is concentrating his next project, Shantae: Half-Genie hero, which is going to be an entirely different game. The most obvious difference between the two new Shantaes is that while Pirate’s Curse is heavily inspired by Metroid, with its interconnected areas and gradual item progression, Half-Genie Hero is a more straightforward action platformer. We asked Bozon if there were any other notable differences between the two titles.

“The games are fairly different,” Bozon said. “The teams have no real crossover besides me and Jake (Virt) Kaufman. Half-Genie Hero is more about dancing, over-the-top spectacle, arcade action, and some light quest elements to keep it true to the series (and it’s still in development, so anything can happen!). It’s like a Shantae TV show come to life!”

Pirate’s Curse has a deeper narrative and is more rooted in 16-bit stylings, even though it has higher resolution paintings and occasional voice over,” he continued. “Pirate’s Curse expands the original gameplay and takes into new territory. Half-Genie Hero goes back to belly dancing and magic, but adds a ton of variety with more playable characters and HD visual design.”

Read more stories about Shantae and the Pirate's Curse & Shantae: Half-Genie Hero & Shantae: Risky's Revenge on Siliconera.
source:Siliconera

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Old 10-09-2014, 11:54 AM   #21
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Shantae and the Pirate’s Curse Dated For October 23rd In North America. October 9, 2014 . 8:30am

The game will cost $19.99.

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Shantae and the Pirate’s Curse will be released for the Nintendo 3DS on October 23rd, WayForward have announced. The game will cost $19.99.

A European version of Pirate’s Curse is expected in the future as well, and the game will also be released for Wii U. Neither of these releases have been assigned a release date yet, however.

In a recent interview with Siliconera, Shantae and the Pirate’s Curse director Matt Bozon discussed in depth how the team at WayForward went about designing the game. You can read all about it here.

Read more stories about Nintendo 3DS & Shantae and the Pirate's Curse & Videos on Siliconera.
source:Siliconera

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Old 10-21-2014, 08:30 PM   #22
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Default Re: Shantae (3DS)

Here’s A Look At Shantae and the Pirate’s Curse Before Its Launch. October 21, 2014 . 9:00am

WayForward Technologies have released a gameplay trailer for Shantae and the Pirate’s Curse.


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WayForward Technologies have released a trailer for Shantae and the Pirate’s Curse, showing off bits of gameplay and different areas from the platformer. It’s slated for release this Thursday, October 23rd, on the Nintendo eShop for 3DS.
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Read more stories about Nintendo 3DS & Shantae and the Pirate's Curse & Videos on Siliconera.
source:Siliconera


And here are the first ten minutes of the game! :-)
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