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Azure Striker Gunvolt for the 3DS

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Iota appears in a flash in front of GV and fires numerous vertical and horizontal laser beams.


Both Iota and his photon guns charge at high speeds at GV at different times.


Iota’s Special Ability: Iota slices through the space‐time fabric to give GV no place to run, then repeatedly charges at him at high speeds.

Carrera, the Magnetic Avarice:
Carrera is a psychic in Sumeragi’s Psychic Hunter Unit and possesses the psychic ability “Magnetic Arts”. He’s described as a “pure fighter” who joined the unit simply for the chance to battle powerful psychics. He has a habit of speaking very formally, and mentions “strength” and “battles against titans” in just about every conversation.

Carrera uses the Magnetic Arts ability to produce a special magnetic field that attracts other psychics. This field also has the effect of temporarily blocking the use of psychic abilities. Naturally, this is a quality that Sumeragi prizes highly, as it makes capturing psychics all the easier. His sword of choice is named Rockslicer.


Carrera uses magnetic forces to fling himself at GV at high velocity.


Carrera throws his shoulder pads at GV to bind him, and then swings down powerfully with his fist to create strong winds that blow everything away.


Carrera creates a fist‐shaped cluster of metal by magnetizing metal in the area that then flies at GV. Lightning attacks by GV during this time will cause more metal to attach to the cluster and make it grow larger.


Carrera’s Special Ability: Carrera produces a black hole in the centre of the room that explodes as soon as it sucks in its victim, instantly killing them.
 
And here's the last of it .
Zonda, the Lustful Mirage:
Zonda is another psychic in Sumeragi’s Psychic Hunter Unit. She possesses the psychic ability “Mirror,” and her sword of choice is the Crow Child. Zonda’s age, gender and background are all shrouded in mystery.​

Even among Sumeragi’s top brass, very few know anything about Zonda. Even less is known about her Mirror ability, often reputed to be some sort of illusion-based power. Zonda is among Sumeragi’s most powerful psychics, and it said to be as powerful as Gunvolt and Shiden.​

If you look closely at the image of Zonda in her weaponized form above, you’ll see a mirror image behind her with a slightly different design. Here’s a closer look:​

Read more stories about Azure Striker Gunvolt & Nintendo 3DS & Screenshots on Siliconera.
source: Siliconera.
 
Inti Creates Aim To Release Azure Striker Gunvolt In North America Soon. July 24, 2014 . 1:00pm

Inti Creates CEO Takuya Aizu with a message for the Gunvolt community.

Inti Creates are aiming to release Azure Striker Gunvolt in both Japan and North America soon, the developer said to Siliconera via e-mail. Japan will see the game on August 20th, and its North American release will follow in the weeks that follow, if all goes as planned.

Inti Creates also said that the game’s European release is being discussed as well, and is currently still in the process of being worked out. While the American version of the game will only feature English text, a multilingual release is being considered for Europe.

I took the opportunity to ask Inti Creates CEO Takuya Aizu why the game was only going to have partial voice-acting in North America. In the North American release of Gunvolt, voices will only play during the action portions, and not conversations, “just like the Mega Man Zero series,” Aizu said. (Mega Man Zero also being an Inti Creates game.)

Aizu offered to explain the situation in a little more detail after I told him that fans would probably like to know why the change was made.

“In the Japanese version of Gunvolt, most conversations are modelled on Japanese subculture, so we had to modify the content of these conversations while localizing the game into English,” Aizu said. “If you were to combine the Japanese voices with English sentences, it would cause a great gap between them. Therefore, we will not be using these voices in the English version.”

Azure Striker Gunvolt is Inti-Creates’ first completely self-funded and self-published title, so they’re learning about the intricacies of publishing in different regions as they go along. In fact, Aizu recently stated over Twitter that Inti Creates didn’t even have a Taxpayer Identification Number in the U.S. until very recently. Self-publishing is a new process for them.

Aizu said to me, “We believe this is the best way for us to approach this. I apologize for the inconvenience, but please inform the community that is looking forward to Gunvolt.”

Additionally, Aizu pointed out one other fact about the game that should actually make English-language players happy: Azure Striker Gunvolt will now feature eight pieces of Lumen’s song, as opposed to just two.

As previously reported, Lumen’s songs play within the game under specific circumstances. Originally, Inti Creates felt they would only be able to include two songs in the game, as Nintendo of America’s lotcheck deadline was sooner than Japan’s; however, they were ultimately able to include all planned eight pieces of Lumen’s song in the game. These will be included in the game’s European release, too.

Read more stories about Azure Striker Gunvolt & Nintendo 3DS on Siliconera.

source: Siliconera.
 

Here Are Four More Of Azure Striker Gunvolt’s Stages. July 30, 2014 . 12:31pm

In a very Mega Man-esque fashion, each stage ends in a boss fight.

Recently, Inti Creates showed off a few more of the bosses in Azure Striker Gunvolt, each with their own special psychic ability. Below, you can find the stages in the game pertaining to each of them, at the end of which, you’ll face off against the boss.

Mission: Abyss (Boss: Merak)
GV investigates an underwater Sumeragi base after receiving FEATHER intel that suggests that they are building a new kind of submersible armoured warship. Unfortunately, this information is a lure designed to trap GV at the bottom of the sea, where he will face Merak, who intends to destroy the base, drowning him and every other Sumeragi member stationed there.


The corridors throughout the base are teeming with soldiers. They offer a challenge, but also the chance to rack up high scores by destroying multiple enemies at once.


Merak has set up wormhole traps all over the level. GV will need to use his double jump ability to survive them.


There are also traps that submerge GV in seawater. While underwater, GV is unable to use his Flashfield and starts losing health if he stays there for too long.

Mission: Minaret (Boss: Iota)
This mission takes place at the “Amaterasu,” a communications tower that stands tall above the capital. At one time, it was used to broadcast Lumen’s songs over a wide expanse to help Sumeragi zero in on psychics. Asimov and GV have decided to attack the tower to prevent it from being used in this fashion again.

Learning to jump from one linear catapult to the next is the quickest way to clear the mission.
Linear catapults placed throughout the level launch GV at high speeds.


Enemies sometimes await GV at the end of the catapult journey.

Mission: Spintronics (Boss: Carrera)
Sumeragi operates an enormous data bank facility where information from around the world is gathered and collected. Intel suggests that clinical data on every psychic researched by the corporation can be found here. Under orders to attack the storage facility, GV has to find his way to the server room, where Carrera awaits.

Magnetic platforms can be pulled towards GV using the Flashfield. Learning to do this well is your key to clearing the level quickly.


Spiky platforms can be avoided by using magnetic traps that can be moved around using the Flashfield.


Security devices rapidly fire laser beams, but can be disabled by cleverly using the magnetic platforms.

Mission: Kaleidoscope (Boss: Zonda)
Late one night, GV receives an urgent dispatch from FEATHER—Monica and her team are in pursuit of a psychic named Zonda, who they’ve chased to his neighbourhood. Gino is injured in the process, leaving it to Gunvolt to chase Zonda down in his stead. However, as he makes his way through the neon-illuminated streets, GV finds himself dazed and confused by Zonda’s illusions.
 
here's the last part of it.

GV will need to travel the entertainment district by jumping from building to building—making it the trickiest level to navigate.


GV progresses through the level by using a device that shoots out a wire.


Zonda’s psychic ability causes the ground and sky to switch places, making movement even more difficult than usual.

Azure Striker Gunvolt will be released in Japan on August 20th. A North American release will follow soon after, and a European release is currently in the process of being worked out as well.

Read more stories about Azure Striker Gunvolt & Nintendo 3DS on Siliconera.
source: Siliconera.
 
Listen To Azure Striker Gunvolt’s Two Theme Songs. August 4, 2014 . 10:29am

Inti Creates have streamed a new radio program of sorts in Japan, during which they played Azure Striker Gunvolt’s two theme songs.
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Inti Creates have streamed a new radio program of sorts in Japan, during which they talk up Azure Striker Gunvolt. During the program, they play Lumen’s songs—“Beyond the Blue” and “Reincarnation”—both of which you’ll get to hear in the game.

Judging by past information released by Inti Creates, it would appear that the two songs are split up into eight parts that will play during the course of the game. They are included in both the Japanese and North American versions.

“Beyond the Blue” can be heard at the start of the radio program, embedded above, and “Reincarnation” plays around the 9:00 mark.


Read more stories about Azure Striker Gunvolt & Nintendo 3DS & Videos on Siliconera.

source: Siliconera.
 
Azure Striker Gunvolt Approved By Nintendo of America. August 7, 2014 . 11:00am

The North American version of Azure Striker Gunvolt has gotten through lotcheck.



The North American version of Azure Striker Gunvolt has gotten through lotcheck and has been approved by Nintendo of America, developer Inti Creates said over Twitter.

The developer added in a follow-up tweet that it hopes to announce an official release date for the game in North America soon.

Inti Creates also revealed a couple of screenshots from the game’s English build, which we’ve included in this post.


Read more stories about Azure Striker Gunvolt & Nintendo 3DS on Siliconera.
source: Siliconera
 
Azure Striker Gunvolt Hits North America On August 29th. August 14, 2014 . 9:31am

The new game from the creators of Mega Man Zero has a release date and price in North America.
Azure Striker Gunvolt, the new game from Inti Creates, the studio behind Mega Man Zero and Mighty No. 9, has a release date in North America.

The game will be released on August 29th for $15—a little over a week after Japan.

Inti Creates are working on a European release of the game as well, and will provide French, Italian, German and Spanish text in Europe.




Read more stories about Azure Striker Gunvolt & Nintendo 3DS on Siliconera.
source: Siliconera
 
Meet Gunvolt’s Rival, Copen, In Azure Striker Gunvolt. August 15, 2014 . 2:30pm

Gunvolt has a rival in Azure Striker Gunvolt. His name is Copen and he’s dubbed “the Psychic Slayer”.






Gunvolt has a rival in Azure Striker Gunvolt. His name is Copen and he’s dubbed “the Psychic Slayer”. Copen harbours a deep hatred for Psychics and the Sumeragi group, and is dedicated to eradicating psychics.

Copen feels that, left unchecked, Psychics are a threat that will eventually subjugate anyone that doesn’t have their powers, and has made it his mission to destroy them. He has no powers of his own, but his scientific mind is on par with Sumeragi’s best scientists.

He’s also a highly skilled fighter. Using Psychic Element samples that he has stolen and analyzed, Copen has created equipment that can replicate Psychic powers. As a result, when you face him, he will use powers that he has replicated from the game’s Psychic bosses.

Lazy Laser: Copen fires a giant laser that continues going after Gunvolt by passing through a series of wormholes. Based on the psychic elements of Merak.
Arrogant Radiance: Copen switches his shield to attack mode and fires at Gunvolt with a giant laser beam and photo guns. Based on Iota.


Blazing Bombers: Copen fires rapid balls of energy that explode as they charge forward. Based on the psychic elements of Viper.


Power Grab: Copen fires three special shots that temporarily freeze Gunvolt’s abilities. Based on the psychic elements of Carrera.
Gorgon’s Gaze: Copen fires a special beam of light that paralyzes all in its path. Based on the psychic elements of Elise.
Flesh Eater: Numerous flies chase Gunvolt around the screen. Based on the psychic elements of Stratos.
Multiplicity: Copen’s Special Ability allows him to produce several doppelgangers that all charge at Gunvolt at once. Based on the psychic elements of Zonda.

Azure Striker Gunvolt will be available in North America via the Nintendo eShop for Nintendo 3DS on August 29th. It will cost $15. A release is being prepared for Europe as well, but has not been dated yet.

Read more stories about Azure Striker Gunvolt & Nintendo 3DS & Nintendo eShop on Siliconera.

source: Siliconera
 
Keiji Inafune Talks About His Contribution To Azure Striker Gunvolt. August 18, 2014 . 11:02am

Inafune—who is credited as Executive Producer and “action director” on Gunvolt—shares how he came to be involved with the project.

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Back when Inti Creates announced Azure Striker Gunvolt, they said that Keiji Inafune was helping them create the game. Inafune, who helped created the Mega Man franchise at Capcom, has a long history with Inti Creates, who worked on the Mega Man Zero games, as well as on Mega Man 9 and 10.

In a new developer diary video shared by Inti Creates, Inafune—who is credited as Executive Producer and “action director”—shares how he came to be involved with the project. Gunvolt looks like a fun game now, but according to Inafune, it wasn’t always that way.

“I was approached by [CEO] Mr. Aizu of Inti Creates, who showed me this game and asked me how to go about selling it,” Inafune says. “So, I told him to let me play through the game. I didn’t think much of it. It was just really dull and not worth releasing as a product.”

“The potential was there,” Inafune adds. “Mr. Aizu really just wanted to know how to market the game, and all I did was criticize the action. But then he said, ‘Okay, we’ll change it.’ couldn’t believe it. I told him my ideas and he agreed to them. So, I thought, might as well get involved.”

“There was room for change, since it wasn’t done yet. That’s why I ended up being so frank about the action.”

Inafune and Inti Creates are also collaborating on Mighty No. 9, although if you remember our various talks with Inti Creates CEO Takuya Aizu, you’ll recall him saying that Gunvolt actually began active development before that game did.
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Read more stories about Azure Striker Gunvolt & Nintendo 3DS & Videos on Siliconera.

source: Siliconera
 
Mighty Gunvolt Takes After The NES Mega Man Games. August 19, 2014 . 7:25pm

The three playable characters in Mighty Gunvolt are Ekoro from Galgun, Beck from Mighty No. 9, and Gunvolt from Azure Striker Gunvolt.


Earlier today, Inti Creates announced a new Nintendo 3DS collaboration project called Mighty Gunvolt, featuring heroes from Mighty No.9, Azure Striker Gunvolt, and Galgun. Game Jouhou provides us with a first look and the latest details behind the new project.

According tot he report, Mighty Gunvolt will be given away for free to those who purchase Azure Striker Gunvolt from now [in Japan] until November 19, 2014, as part of an early purchase bonus.



As you can see in the above images, the three playable characters are Ekoro from Galgun, Beck from Mighty No. 9, and Gunvolt from Azure Striker Gunvolt. Inti Creates also announced that they have plans for for DLC for the game, including new bosses and stages.

The report doesn’t say whether the game is already available for those who purchased Azure Striker Gunvolt in Japan, but we’ll likely hear something about that soon. Meanwhile, North America will get Azure Striker Gunvolt on August 29, 2014 and later on for Europe.

Read more stories about Azure Striker Gunvolt & Galgun & Mighty Gunvolt & Mighty No. 9 & Nintendo 3DS on Siliconera.

source: Siliconera
 
Mighty Gunvolt Video Shows Some Of Its Retro-Style Action. August 19, 2014 . 11:05pm

Inafune explains that Mighty Gunvolt is a game with the taste of the nostalgic 8-bit-style action games from the ‘80s.



We recently got a first look at a new Nintendo 3DS collaboration project, Mighty Gunvolt, with characters from Mighty No. 9, Azure Striker Gunvolt, and Galgun. Inti Creates shared a glimpse of the NES-style 2D side-scrolling game in action in their latest video.
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The video starts out with Keiji Inafune giving a brief introduction about Azure Striker Gunvolt, as an homage to old-school Japanese 2D side-scrolling action games, and gives us a look at its latest trailer.

The video footage explains a bit about the story of the game, followed by a look at Gunvolt and his moves, along with a look at some of his friends. At the 1:52 mark, they show off some more of Gunvolt’s friends and the game’s main villains. Then, At 3:40, Inafune makes another appearance to talk about the recently announced Mighty Gunvolt.

Mighty Gunvolt is a bonus title that is available for free to those that purchase Azure Striker Gunvolt prior to November 19, 2014, in Japan.

Inafune explains that Mighty Gunvolt is a game with the taste of the nostalgic 8-bit-style action games from the ‘80s, and gives us a first look at it in action at the 4:26 mark, where we get to see the three heroes, all of whom all have their own unique characteristics.

Gunvolt looks like he’ll put his electrifying abilities to use, while Galgun’s Ekoro has a lock-on shot that can charm enemies to turn them into allies. We don’t get to see much from Mighty No. 9 protagonist Beck, but it looks like he’ll play similarly to the NES-era Mega Man.

Mighty Gunvolt is currently available for free in Japan for those who purchased Azure Striker Gunvolt until November 19, 2014. Inti Creates have yet to announce it for the west, but we’ll likely hear about it soon as North America’s launch date of August 29 approaches.

Read more stories about Azure Striker Gunvolt & Mighty Gunvolt & Nintendo 3DS & Videos on Siliconera.

source: Siliconera
 
Mighty Gunvolt Will Be Available For Free To Gunvolt Buyers In North America, Too. August 20, 2014 . 11:01am

Inti Creates also have plans to release the game as a separate download.

Last night, Inti Creates announced that early purchasers of Azure Striker Gunvolt in Japan will get a little free bonus—an entirely separate game, titled Mighty Gunvolt, which is a throwback to the 8-bit Mega Man games and other titles like Kid Dracula.

This game is being made available in North America as well, the studio confirmed today.

Mighty Gunvolt will let you play as three characters—Gunvolt himself, Beck from Mighty No. 9, and Ekoro from Galgun. All three characters are from games that Inti Creates have worked on, although Gunvolt is the only I.P. that actually belongs to the studio.

Mighty Gunvolt will be available to anyone in North America that purchases Azure Striker Gunvolt between August 29th and November 28th, 2014. Once your purchase of the game is complete, you’ll see a message on your eShop receipt with a download code for Mighty Gunvolt. The game contains five stages.

Inti Creates also have plans to release Mighty Gunvolt as a separate download that you can purchase without buying Azure Striker Gunvolt sometime this Winter in Japan. A release date and price for the game haven’t been announced yet, though, and neither has a North American release.


Read more stories about Mighty Gunvolt & Nintendo 3DS on Siliconera.
source: Siliconera
 
Azure Striker Gunvolt: The Mega Man Legacy Lives On. August 21, 2014 . 8:30am

When Azure Striker Gunvolt was first revealed, the first thing that came to my mind, and probably almost everyone else’s, was “this looks like a lot like Mega Man”.


When Azure Striker Gunvolt was first revealed, the first thing that came to my mind, and probably almost everyone else’s, was “this looks like a lot like Mega Man”. More specifically, this looks like the Mega Man Zero and ZX games that were developed by Inti Creates, who were essentially the Mega Man guys for the better part of a decade.

As a huge fan of those games (and Mega Man in general), I was really looking forward to Azure Striker Gunvolt. I’d heard about the concepts and watched some footage, but without playing the game myself I wondered: how much exactly does the game take from Mega Man and how much does it bring to the table on its own? After spending some time with the beginning portion of the game, I have my answers.


To start off, the game definitely plays a lot like the Inti Creates Mega Man games. Moving around with Gunvolt feels almost exactly like the Mega Man Zero games, down to the speed and control over jumps. He also has the full arsenal of mobility from those games, including dashes and wall kicks. I’ve always felt like the later Mega Man platformers had some of the best feeling controls in platformer history, and Gunvolt carries on that legacy proudly.

It’s not all old tricks, though, as Gunvolt also has some unique skills of his own. Screen-covering lightning activates with the press of a button, functioning as Gunvolt’s main mode of attack. I was worried that this mechanic might slow things down too much compared to the fast pace of previous Inti Creates’ Mega Man games, but it actually meshes well as a unique twist on the formula.


Traditionally in Mega Man games, all you have to worry about is blasting enemies that are in your way. While that holds true here as well in a sense, the lightning takes things one step further. GV carries a gun with him that works a lot like the buster gun from Mega Man, but instead of dealing a lot of damage, you use your shots to “tag” enemies. The more you tag, the more damage you do, so the game becomes more about building up shots to chain enemies together and finish them all off with a big electric zap, rather than picking them off one at a time.

Chaining enemies with tags almost turns the game into a 2D platformer-***-shoot-em-up hybrid. Instead of entire fights focusing around timing your shots, you only need to deal with the initial tag set up and then just let the lightning do its work as you focus on dodging. Large enemies and bosses in particular take advantage of this aspect, as they have a lot of health, so you spend way more time dodging than you do shooting.

Gunvolt’s electric powers also make for a great defense. Summoning electricity creates a barrier around Gunvolt that can be used to block incoming projectiles like missiles. One of my favorite utilities of the electric powers is that it slows Gunvolt’s descent mid-air, so you can use it to float across the screen and over the heads of enemies, or to avoid attacks that cover the ground for an extended period of time. It’s very much a multi-purpose tool.


As far as the feel of the game goes, Gunvolt is a satisfying mix of old and new, but the overall structure stays pretty familiar. The game opens with an introductory stage to get you used to the mechanics, and as soon you finish you’re brought to a boss select screen. A ranking system similar to the Mega Man Zero games judges you at the end of every level, and depending on how well you do, can give you rewards like new weapons or parts to upgrade Gunvolt with.

Playing Azure Striker Gunvolt was a lot like meeting an old friend. It looks a little different and does some new things, but after a few minutes you can pick up where things left off like no time had passed at all. As far as first impressions go, I couldn’t be happier with the game both as a Mega Man successor as well as the start of a new universe. Of course, I’ve only scratched the surface up to this point. I’ll be back later with a more in-depth look at everything else Azure Striker Gunvolt has to offer before the game’s release.

Food for thought:

1. One thing that was kind of annoying but endearing about the later Mega Man platformers, Zero and ZX in particular, is that they would give you a mission briefing with a sizable glob of text before you began a level. Azure Striker Gunvolt also has these, but they’re completely optional and accessible via the bottom screen right before you start a level.

2. The infamous Mega Man spike placement returns, although they’ve been neutered by the fact that they no longer instantly kill you. That’s not to say you can’t instantly die, however, as bottomless pits have no problem doing you in.

Read more stories about Azure Striker Gunvolt & Nintendo 3DS & Playtests on Siliconera.

source: Siliconera
 
Ha, that Might Gunvolt looks amazing! Ahhhh, I haven't even played them yet, but I'm already in love with Gunvolt and Might Number 9.

I can't wait to play them all.
 
Inti Creates And Inafune Talk Mighty Gunvolt DLC. August 25, 2014 . 11:00am

It sounds like Inti Creates and Inafune plan on using Mighty Gunvolt as a platform to promote Mighty No. 9.


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As reported last week, for the first three months following release, Azure Striker Gunvolt comes with a free 8-bit game, titled Mighty Gunvolt, which features both GV and Mighty No. 9’s Beck as playable characters, alongside GalGun’s Ekoro. In a new developer diary video, Inti Creates CEO Takuya Aizu and Comcept’s Keiji Inafune talk about how Mighty Gunvolt came about, and what kind of downloadable content is being prepared for the game.

“It was Mr. Aizu’s idea,” Inafune says, when the subject of the free Mighty Gunvolt giveaway is brought up. “Real generous of him, wasn’t it? I wouldn’t have given it for free, but Inti Creates? They’re different.”

He continues, “Both Mighty No. 9 and Gunvolt were developed by them at the same time. Mighty No. 9’s a big deal for many Inti staff members, so they were all keen on the idea. Both have that familiar feel of classic 8-bit games, so why not reinterpret them as actual 8-bit games?”

“It was just a neat idea at first, but Inti took it all the way. Props to Mr. Aizu for that.”

Aizu replies, “Well, talking to Mr. Inafune about it did get us excited, and if we were excited, I was sure the fans would love it.”

“I go a long way back with Mr. Aizu and his team,” Inafune says. “We started in 8-bit games and wanted to see an 8-bit Mighty [game]. Gunvolt gave us that opportunity. There was more stuff we wanted to put in, but the final product is a very solid game.”

The two developers then briefly discuss upcoming downloadable content for Mighty Gunvolt, which is currently being worked on by Inti Creates.

“Well, the DLC content is still under development, so there’s not much I can say yet,” Aizu says. That said, Aizu does specify that additional stages are being worked on. Inafune adds that he would like to see DLC stages that can only be cleared with Beck, the protagonist of Mighty No. 9, to which Aizu replies that he does think that would be fun.

“You’re getting a first taste of Beck,” Inafune says. “I think fans would really want that.”

Both developers also say it’s likely that Azure Striker Gunvolt will see a sequel at some point in the future, although they encourage fans to write in with their thoughts on the matter regardless.


Read more stories about Azure Striker Gunvolt & Mighty Gunvolt & Nintendo 3DS & Videos on Siliconera.
source: Siliconera
 
Yup, I can't wait to DL it in a few days. I was looking forward to Gunvolt, but since they announced and 8-bit M#9 and Gunvolt, I got extremely psyched. Day 1 purchase for me. $15 for two games? Sign me up!
 
Mighty Gunvolt Impressions: A Fun Free Game With The Potential For More. August 27, 2014 . 1:31pm

A desire for high scores and speed-running is essential if you want to get the most out of Mighty Gunvolt.

While I first looked at Azure Striker Gunvolt and thought “this looks like a lot like Mega Man,” my first look at Mighty Gunvolt made me think “this is undeniably Mega Man”. The retro-style visuals, the tight controls, and familiar mechanics all seemed to be here. That said, like Azure Striker Gunvolt, an initial glance at Mighty Gunvolt won’t tell you the full story.

Perhaps the quirkiest aspect of Mighty Gunvolt comes from its collaborative nature between three different series Inti Creates has worked on: Mighty No. 9, Azure Striker Gunvolt and… Galgun. While Mighty Gunvolt bills itself as a crossover between three franchises, in general it feels more like an 8-bit remake of Azure Striker Gunvolt. Four out of the five stages in the game come from Azure Striker Gunvolt, with the remaining one dedicated to Galgun. Sure, Mighty No. 9 isn’t out yet, but I can’t help but be a little disappointed at that level distribution.

That being said, I really like the concept of taking ideas from Azure Striker Gunvolt and presenting them in a more traditional, mechanically simpler way. If anything, this game is actually a crossover between styles of platformers. Mighty Gunvolt looks and feels a lot like playing the NES-era Mega Man games, but many of Azure Striker Gunvolt’s unique enemies, bosses, and stage hazards are carried over and transition surprisingly well into the dramatically different environment.

Mighty Gunvolt also attempts to bridge the old and new style of games with its characters. Beck, Gunvolt, and Ekoro all take gameplay elements from their respective games to inject some new spice into the classic 8-bit platformer formula.


Beck plays closest to the traditional Mega Man moveset. He’s the only character with a slide, which allows him to go under certain areas for shortcuts and bonus points. One of the weirdest things to get used to is Beck’s charging mechanic, which unlike Mega Man, unleashes a powerful dash instead of firing a buster shot. Awkward at first, utilizing the charged up dash can become a very useful tool for both traversal and swiftly dispatching enemies once mastered.

While Beck’s mobility can be difficult to adjust to, Gunvolt feels more natural. He comes equipped with a double jump, allowing him to easily access higher areas and make quick work of the platforming sections. Disappointingly, the only electricity-based attack he uses feels pretty tame, only activating when you hold a button down for a few seconds. Gunvolt shoots out a ray of electricity that can he move around, but the range is kind of short and the long charge time to activate makes the move very situational.

Ekoro seems to be the most technical character in the cast, relying on the ability to charm enemies onto your side by hitting them with a charged shot. After you’ve entranced an enemy, it will fire bullets at other enemies for you until it gets destroyed, either by taking damage or by crashing into enemies by your own command. Ekoro’s mobility relies on the ability to fly, making it a middle ground between Beck’s dash and Gunvolt’s double jump.

The most apparent fusion between older and newer generations of gameplay comes from the level design. To put it simply, Mighty Gunvolt does for the NES Mega Man games what Azure Striker Gunvolt does for the Zero and ZX games. At a glance, levels feel consistent with an NES platformer, but a closer look reveals that the game also serves the same basis for score-focused gameplay that Azure Striker Gunvolt does.

Often, levels have paths meant purely for collecting score-increasing items, with some characters being able to access exclusive areas based on their mobility. Additionally, the combo system from Azure Striker Gunvolt returns, where the more enemies you kill without taking damage the more points you obtain.


Replaying stages for better scores and times makes up the meat of the game, as a casual run through doesn’t last very long. I’m not usually one to count playtime, but my first time through, completing the game with all three characters, lasted maybe a little over an hour total. A desire for high scores and speed-running is essential if you want to get the most out of Mighty Gunvolt.

What levels are there feature some generally good design, although after playing Azure Striker Gunvolt, much of it feels a little too familiar. While the level layouts are different, all the enemies and bosses work almost exactly like they do in Azure Striker Gunvolt, give or take some limitations granted by the faux-NES style. The best level to me might actually have been the Galgun one, which features enemies and a boss I was completely unfamiliar with.

I’m a little torn on Mighty Gunvolt based on my time with the game. As a free bonus, the game is unquestionably a great desert to Azure Striker Gunvolt’s main course. If it had to stand on its own, however, it feels just a little too small to really stand among its NES inspirations, instead filling the role of a miniature Azure Striker Gunvolt.

I mainly just wish there was more to the game, it develops such a nice foundation, but ends before it hits its prime. That said, while it’s no Mega Man 11 for sure, Mighty Gunvolt scratches a similar itch and I’m glad it exists. And Inti Creates have said that they plan on releasing downloadable stages for the game, including ones focusing more on Beck.

MGV_thumb.png

Food for thought:

1. I think it’s really interesting that Mighty Gunvolt emphasizes the score aspect so much, as the only NES Mega Man platformer that tracked a score was the very first game in the series.

2. The plot might be the biggest throwback in the whole game, as the entirety of it is told in two (I’m assuming intentionally) incredibly poorly translated text sprawls. It’s borderline nonsense, just the way I like my NES plots.

3. Another nice little touch is that all of the developers in the credits take on nicknames like the old Capcom game credits, including an appearance by the INAFKING himself.

4. You can soft-reset the game by holding L+R+Start+Select. I was a little annoyed that you couldn’t choose to play as a different character without exiting the game until I figured that out.

Read more stories about Mighty Gunvolt & Nintendo 3DS & Playtests on Siliconera.

source: Siliconera
 
Azure Striker Gunvolt: It’s Not About Staying Alive, It’s About Playing Well. August 28, 2014 . 1:00pm

Death isn’t the point of Azure Striker Gunvolt—amassing new abilities and building up your score is.

The last time I talked about Azure Striker Gunvolt, I mentioned that it both carries on and alters the Mega Man legacy it was born from. This time I want to expand on the differences, because while Azure Striker Gunvolt looks and feels very familiar, it is very much its own game.

Mega Man games have always had a reputation for being pretty difficult. Personally, I think that’s a little undeserved, but I’m biased; I’ve been playing them my whole life and know the majority of them inside and out. Despite that, I’m comfortable saying that Azure Striker Gunvolt is noticeably easier than just about any other Mega Man game, particularly the ones developed by Inti Creates.

Dying in Azure Striker Gunvolt simply doesn’t pose the threat one might expect. Gunvolt can take a lot of hits and health-restoring items are plentiful. A lot of the time you don’t even have to worry about taking damage due to a mechanic called Prevasion, which converts your electricity meter into a damage evasion move that allows you to walk past enemies without a scratch. Even if you do die, you don’t have to worry about lives and can simply restart from a checkpoint as many times as you need to. If that wasn’t enough, you have a random chance of reviving back to full health with an unlimited electricity meter if you talk to an NPC back at the level select screen.


All of this reinforces the fact that avoiding death isn’t the point of the game. Instead, building up your score is the real focus. The game revolves around a combo meter called the Kudos system, a multiplier that builds after inflicting damage to enemies and is increased by killing multiple tagged enemies at the same time. If you get hit (which includes activating a Prevasion), your Kudos completely resets to zero.

It’s kind of like gambling with your skill, as the only way to keep all your Kudos is to “lock it in,” either by reaching the next checkpoint or using a special attack via the touch screen. If you avoid locking your kudos in you have the potential to build up way higher scores, as well activate a J-pop song to cheer you on. In a way, the Kudos system actually presents a greater challenge, as to get a good score you will not only need to avoid death, but actually avoid getting hit altogether.

Everything from the enemies to the level design mainly focuses on hurting your score. You have to be careful to avoid enemies suddenly popping out from under you, and many are placed close together so you can get big chains. Environments focus on slowing you down rather than killing you, often forcing you to carefully navigate platforms or putting destructible objects in your way.


I would be remiss to say that the game has to be played this way to be a challenge, however. Azure Striker Gunvolt features an extensive equipment system that allows you to customize the game in a variety of ways. Prevasion can be turned off completely, instant-death hazards can be turned on, and everything from the damage your tag shots inflict to addition of mobility options like air-dashes and double jumps can be tweaked at almost any time.

The catch is that to unlock all of these options, you need to dig into the game. Completing levels gives you money and randomized crafting materials. The better your performance the higher the rank you get, and the higher the rank the more crafting materials you can obtain. So, while Azure Striker Gunvolt allows for an impressive amount of customization, you will still have to invest some time playing the game in its intended form.

I said earlier that the environments in the game are focused on slowing you down and hurting your score. To expand on that, some of my favorite aspects of the level design in Azure Striker Gunvolt come from interacting with the environment. On top of the offensive and defensive abilities he can always access, Gunvolt’s electricity allows him to manipulate all kinds of things from platforms to switches. Sometimes the game gets even more creative. A few of the stand-out examples include using your electricity to light up dark areas, being picked up by magnets to float past obstacles, and having to avoid using electricity in water so you don’t shock yourself.


Boss battles are where you will often be forced you to use Gunvolt’s abilities to their fullest. Standard attacks can be avoided or deflected thanks to your basic electricity field, but some bosses will have multiple parts to tag and attack in order to impede their assault. These fights progress in three phases, each time adding new attacks to keep you on your toes. Generally, the boss fights are the most difficult part of the game to survive, as they have the most tricks and can do the most damage.

If I had to make a complaint, it would be that all of the graphical effects can make it difficult to see everything that’s going on. Boss fights especially like to fill the screen with their attacks which can end up looking like an incomprehensible light show if you aren’t concentrating. In a game where a single hit can ruin your score, getting clipped by a stray bullet you didn’t notice can be frustrating.

Maybe the most interesting part about Azure Striker Gunvolt is that it felt very familiar to me at first, but more foreign as I sunk more time into it. It feels like Mega Man, but at the same time it’s using that base to focus on its own systems and goals. After completing the game, I think it accomplishes those goals. While Azure Striker Gunvolt may not adhere to many of the Mega Man design staples, that’s fine, because it’s a fantastic game on its own terms.

Food for thought:

1. If you’re looking for a challenge based purely on the level design, you might be more satisfied by some extra missions that open up after you complete the game. These missions take place in what are essentially “hard mode” versions of pre-existing levels, featuring some genuinely tricky sections to traverse.

2. For those who want to replay missions for a perfect run, you’re given some nice little options after you’ve finished a level once. Not only can you simply abort a mission to back to the level select, but you can also choose between restarting the entire mission or simply reverting back to your last checkpoint. Convenient!

3. I don’t know why I’m so happy that you can the auto-death spikes on, but I’m really, really happy about that.

Read more stories about Azure Striker Gunvolt & Nintendo 3DS & Playtests on Siliconera
source: Siliconera
 
Azure Striker Gunvolt Has An English Theme Song Now. September 2, 2014 . 8:29am

This past weekend, Inti Creates revealed an English version of “Beyond the Blue,” the theme song from Azure Striker Gunvolt.
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If you’ve been following Azure Striker Gunvolt closely, chances are you’ve heard the game’s theme song, “Beyond the Blue,” which plays when you get your Kudos high enough in the game. This past weekend, Inti Creates released another “Interactive Wave” developer diary during which they revealed an English version of the song.

Titled “Eternal Blue,” the song is sung by Sachiko Hara, and you can listen to it in the video embedded above, around the 1-minute mark. It doesn’t actually play in the game—Gunvolt retains the original Japanese version of the song—but is meant for promotional purposes.

Then, at the 3:20 mark, you can listen to an English version of “Reincarnation,” the song that plays when Lumen resurrects you in the game. The English version, also sung by Hara, is titled “The One”.

Azure Striker Gunvolt is available now in North America. A European release for the game is currently being worked on.


Food for thought:
It might just be me, but “Eternal Blue” reminds me very much of the English theme song to Lunar: The Silver Star.

Read more stories about Azure Striker Gunvolt & Nintendo 3DS & Videos on Siliconera.
source: Siliconera
 
How A Love For Mega Man And Oldschool Games Led To Azure Striker Gunvolt. September 8, 2014 . 1:50pm

Inti Creates CEO Takuya Aizu talks about how the studio’s development staff are big Mega Man fans and oldschool games in general, and how that led to the development of Gunvolt.



Last weekend, Inti Creates CEO Takuya Aizu was at PAX Prime to conduct a panel on Azure Striker Gunvolt and Mighty No. 9, along with Comcept’s Keiji Inafune. Prior to the panel, Siliconera had a chance to catch up with Aizu and ask him a few quick questions about Gunvolt, now that the game is out.

Since we’ve already covered everything there possibly is to cover about Gunvolt’s basic features, I wanted this to be more of a casual interview that focused on Inti Creates themselves, and how they feel now that the game is out.

Azure Striker Gunvolt is finally out. What was it like, self-publishing your first game? What were some of the challenges you faced and what were the things you learnt, publishing a game in the digital space?

Takuya Aizu, CEO: For our first self-published title, honestly, it was a lot of hard work, and we had a lot of problems we didn’t foresee. As a developer you’re used to merely developing the title; however, when you have to self-publish you have to do things like PR, marketing, actually selling the title; that’s a component of standard production that you never would’ve been involved with as an outsourced developer.

Getting to see that side of the business and getting to see just how hard it is [to self-publish] was a fantastic project for us, because we realized that, as a developer, it’s not as simple as just finishing the game. When you’re publishing the title, you have to do a lot of these extra things that take a lot of time, and now I have a much better appreciation for that side of the business.


Gunvolt is an ambitious game. I’d almost call it the equivalent of a 2D character-action game, where the goal is not to try and survive but to play repeatedly, to experiment, and play stylishly. You have so many different systems running in tandem. It’s a game where you customize your character and challenge yourself, rather than the game itself challenging you. There aren’t a lot of platformers like that at the moment, so there will be people that just don’t get what the game is trying to do. Is that something that was intentional?

A lot of people on the staff at Inti Creates are huge Mega Man fans, and they’re the sort of hardcore Mega Man fans that would go through and beat the game using only the Mega Buster. Those sort of people naturally want to challenge themselves. Even if the game will only require you to use the Mega Buster, they would of their own accord do that to challenge themselves. Right from day one, Gunvolt was designed to be a game that challenged themselves more than the game leading them along, so that was in the core design of the title, and even more so in the core DNA of the Inti Creates system.

Obviously, you don’t want to leave your standard gamers behind—you want to make sure everybody can enjoy the game in some way shape or form—and so we have included different systems or upgrades in the game, one of them being Prevasion, which allows you to take no damage from certain attacks, and so even if you’re not a core gamer, you can come in and play this game and still clear it. It really should appeal to everyone organically based on what their natural play style is.


Now that the game is out, would you have done anything differently in terms of the things that ended up in the final design? Features that didn’t make it into the final game, or replacing certain features or bosses with others and so on? [Note: I was not asking Aizu about the cut dialogue from the U.S. version of the game, which is why he doesn't mention it.]

When we were initially planning the game out, we did have other features and other weapons that we had in mind for inclusion in the title, and we actually built the schedule around making sure we’d be able to complete all those. However, game development is a very organic thing, and you end up chasing where you find the magic, and so we ended up focusing on things that were getting better and better and played better and better.

Adding more and more polish, because that’s what a creator wants to do: to make something the best that it can be. That being said, sometimes this means that time and energy get put into some features and siphoned from others, and you reach certain points where you say ‘you know what, they’re not going to be at the level that they need to be to match the quality of the other features we are working on,’ so we had to ultimately cut those.

That being said, looking back on the production as a whole and where we are today, I can say that it’s a very well balanced game. It’s got a lot to it. Do I feel regret for certain items or features not being put into the game? No, because it’s a totally complete package.

Love and Destroy. We enjoyed the first one, can we ever expect to see a second and, if you could, what would you want to add to it?

[Laughs] Love and Destroy is Sony Computer Entertainment’s IP, so whether or not there’s a sequel is largely determined by them. However, I mean, we’d love to talk to them about it in the future if the opportunity ever arises.


Gunvolt has a lot of interesting characters, and while it seems like a game that can be easily enjoyed by children, there are a lot of mature themes that tilt a hat towards adults as well. Do you think bridging the gap between children and adults is an important part of Gunvolt?

Obviously, Tsuda-san [the director of the game] personally loves those sort of old-school classic games. He himself is more of a pure-heart and he remembers those games from his childhood memories, and always wanted to create a title that could make all gamers feel that magic that you feel when you’re at that age playing games. Especially for that target audience that’s maybe between 12 and 14, because you still have that innocence of a child, but you’re slowly becoming an adult and starting to look at life a little more seriously.

Finding that sweet spot was what he really wanted to do as a creator, and this game allowed him to do that. I think that, in the future, he’ll be developing more games like this. Adults are our second sub-category when it comes to audience—these are people in their 20s or 30s and 40s. It’s also important to recapture the magic of games they played growing up. Even though we made a game for that 12 to 14-year-old audience, we still feel we made a title that still appeals to a much older group of individuals who can, through Gunvolt, enjoy a bit of that inner child.

Gunvolt’s finished—it’s out, it’s selling, so what are Tsuda-san and the rest of the team working on now?

Aizu: Now, we’re focusing on the European version, since it’s not complete yet. As for what comes after… that’s yet to be determined.

You’ve talked about making a sequel to Gunvolt. Does Inti Creates have any ideas on the table yet?

Obviously, as a developer, we put our heart and soul into Gunvolt, and so the idea of doing a sequel is exciting—but that’s a kind of high-level feeling we have right now.

In terms of ideas or core concepts we’d like to include in a potential sequel, we haven’t thought that far or deep yet. The cold, hard reality is, the key things that are going to determine whether there’s a sequel or not is how Gunvolt does in terms of sales and how active and loud the fans are about there being a sequel. If those two things are in place? Sure! We’d love to do it!

Read more stories about Azure Striker Gunvolt & Interviews & Nintendo 3DS on Siliconera.
source: Siliconera
 
Azure Striker Gunvolt Reaches Europe This Winter. October 1, 2014 . 8:29am

The European release will include English, French, Italian, German and Spanish text.

2D action side-scroller Azure Striker Gunvolt is making its way to Europe this Winter, Inti Creates have announced via the game’s English Twitter feed.

The European release will include English, French, Italian, German and Spanish text.

A concrete release date for the game has yet to be announced.

Read more stories about Azure Striker Gunvolt & Nintendo 3DS on Siliconera.
source: Siliconera
 
A video review a the latest on the game in an article




Azure Striker Gunvolt Review

Synopsis:they battled through ASG. really cool mega man Esq 2D side scroller with lot's of cool power ups . this game has alot of fun times to be had

Raju's Score 8.0 & Shaun's Score 8.0







& here's the full show

October 24 – Reviews on the Run – Full Show

Let us tell you if Ouija is worth seeing, team up with the villains in Skylanders Trap Team, go retro with Azure Striker Gunvolt, and go back to simpler times with Far Cry vs Painkiller.



ow the article


How To SS Rank Azure Striker Gunvolt’s First Stage. October 26, 2014 . 3:34pm

Inti-Creates have shared a video that demonstrates how to play Azure Striker Gunvolt if you intend to get an SS Rank at the end of the game’s first stage.
Inti-Creates have shared a video that demonstrates how to play Azure Striker Gunvolt if you intend to get an SS Rank at the end of the game’s first stage. The player in question isn’t playing as efficiently as possible—there are far better videos out there, if you want to see stylish play—but does a good job of showing off how damaging multiple enemies at once can really raise your score.
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Read more stories about Azure Striker Gunvolt & Nintendo 3DS & Videos on Siliconera.
source: EPN.TV& Siliconera
 

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