The Wii U

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Dude, those Hori pads are the best thing for the N64 VC games. I think they're better than the classic controllers.
 
Yeah? I haven't tried it with any VC stuff yet. I'll have to give it a whirl.
 
I prefer them. I know it's not a N64 pad, but it feels moreike it than the classic controllers. I just like them better.
 
I swear if I was rich I would become an anti-scalper. New limited game thingie coming out? I would buy as many as I could get my hands on, then sell them on ebay or Amazon for the regular price.
 
I swear if I was rich I would become an anti-scalper. New limited game thingie coming out? I would buy as many as I could get my hands on, then sell them on ebay or Amazon for the regular price.

You would be a hero.
 
It does make me wonder though. Were these New 3D's sold in much more limited quantities than past themed 3DS'? Because I remember for months you could find the Pokemon ones. Even the Zelda one, you could pick up for maybe 20 bucks more for a while. And it came with the damn game.
 


PlayStation 3, PS Vita, Wii U, 3DS, PlayStation 4
Media Create Sales: 2/9/15 – 2/15/15
Published 26 mins ago. 28 comments.

The Legend of Zelda: Majora's Mask 3D debuts on top.

MCS_02-18-15.jpg


The Legend of Zelda: Majora’s Mask 3D
debuted at top seller with 230,000 sales in Japan last week, the latest Media Create sales chart reveals.
Samurai Warriors 4-II, Koei Tecmo’s upgrade to last year’s Samurai Warriors 4, launched with 44,000 sales on PlayStation 3, 23,000 on PS Vita, and 22,000 on PlayStation 4 for a total of over 90,000 sales.
Also new this week, The Seven Deadly Sins: Unjust Sin opened for 3DS at 33,000 sales, and Ukiyo no Roushi For PS Vita at 7,000 sales.
On the hardware side, sales are up across all platforms (excluding Xbox One), with 3DS seeing the most significant boost, thanks to Majora’s Mask 3D.
Get the full charts below.
Software Sales (followed by lifetime sales)

  1. [3DS] The Legend of Zelda: Majora’s Mask 3D (Nintendo, 02/14/15) – 230,065 (New)
  2. [PS3] Samurai Warriors 4-II (Koei Tecmo, 02/11/15) – 44,574 (New)
  3. [3DS] The Seven Deadly Sins: Unjust Sin (Bandai Namco, 02/11/15) – 33,270 (New)
  4. [3DS] Yokai Watch 2: Shinuchi (Level-5, 12/14/14) – 23,844 (2,479,724)
  5. [PSV] Samurai Warriors 4-II (Koei Tecmo, 02/11/15) – 23,519 (New)
  6. [PS4] Samurai Warriors 4-II (Koei Tecmo, 02/11/15) – 22,468 (New)
  7. [PS3] Dragon Ball Xenoverse (Bandai Namco, 01/29/15) – 16,406 (60,627)
  8. [3DS] Pokemon Omega Ruby / Alpha Sapphire (Pokemon, 11/21/14) – 12,922 (2,513,921)
  9. [PS4] Dragon Ball Xenoverse (Bandai Namco, 01/29/15) – 12,513 (47,203)
  10. [3DS] Super Smash Bros. for Nintendo 3DS (Nintendo, 09/13/14) – 9,532 (2,149,794)
  11. [3DS] Monster Hunter 4 Ultimate (Capcom, 10/11/14) – 9,234 (2,470,154)
  12. [PSV] A Good Librarian Like a Good Shepherd: Library Party (Kaga Create, 02/12/15) – 8,950 (New)
  13. [PS3] Dark Souls II: Scholar of the First Sin (Bandai Namco, 01/29/15) – 6,883 (14,652)
  14. [PSV] Ukiyo no Roushi (Spike Chunsoft, 02/11/15) – 6,699 (New)
  15. [PS4] Far Cry 4 (Ubisoft, 01/29/15) – 6,551 (52,580)
  16. [Wii U] Kirby and the Rainbow Curse (Nintendo, 01/22/15) – 6,258 (58,267)
  17. [PSV] Hyakka Yakou (Idea Factory, 02/12/15) – 6,235 (New)
  18. [Wii U] Super Smash Bros. for Wii U (Nintendo, 12/06/14) – 6,118 (587,913)
  19. [PS3] Far Cry 4 (Ubisoft, 01/29/15) – 5,280 (32,159)
  20. [3DS] Yokai Watch 2: Ganso / Honke (Level-5, 07/10/14) – 5,226 (3,103,815)
Hardware Sales (followed by last week’s sales)

  1. New 3DS LL – 41,821 (21,650)
  2. PlayStation 4 – 21,381 (18,758)
  3. PlayStation Vita – 10,901 (10,013)
  4. New 3DS – 9,584 (7,916)
  5. Wii U – 7,007 (6,517)
  6. PlayStation 3 – 6,683 (6,426)
  7. 3DS LL – 4,126 (3,084)
  8. 3DS – 3,214 (2,642)
  9. PlayStation Vita TV – 588 (560)
  10. Xbox One – 191 (238)
Thanks, 4Gamer.net.

Read More

3DS, PlayStation 3, PlayStation 4, PS Vita, Wii U, Japan, Media Create Sales, Sales, Samurai Warriors 4-II, The Legend of Zelda: Majora's Mask 3D, The Seven Deadly Sins: Unjust Sin, Ukiyo no Roushi
source: Gematsu
 
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How Splatoon Came To Be, And Why Nintendo Chose Squids. February 18, 2015 . 5:28pm

Splatoon has been in development for a little while, but not much is known about the developers behind the upcoming Wii U title.









Splatoon
was one of Nintendo’s big surprises at last year’s E3, and was met with warm reception from gamers. While we don’t know much about how the game came to be, key developers recently spoke all about its origins in an interview with Famitsu.

Splatoon has been in development for a little while, but not much is known about the developers behind the upcoming Wii U title. Here are some of the key developers, and what other games they’ve worked on thus far.




From left to right: Hisashi Nogami, Yusuke Amano, and Tsubasa Sakaguchi.

Splatoon producer Hisashi Nogami previously worked as the designer for Yoshi’s Island. He’s also been the series director for Animal Crossing since the first game of the series up until Animal Crossing: City Folk.

Meanwhile, director Yusuke Amano has helped Nintendo in the development of various titles, such as Super Mario Advance 4: Super Mario Bros. 3, New Super Mario Bros. 2, and Star Fox 64 3D.

Last but not least, co-director Tsubasa Sakaguchi has worked as a character designer on The Legend of Zelda: Twilight Princess, and more recently as the art director for Nintendo Land.

Famitsu begins by saying that they felt that a third-person shooter coming from Nintendo seemed like a rare event, and ask how development began.

“Many staff members that have worked on Wii U launch titles are working on this game, so now that we have a grasp of the Wii U’s functions, it started out with discussions about wanting to make something new with what we already know,” producer Nogami explains. “There were many plans, but the one that stayed until the end was Splatoon.”

To be more specific, Nogami says that it was just around the time Sakaguchi finished working on Nintendo Land, and Amano with New Super Mario Bros. 2, that plans for Splatoon began.

However, Splatoon wasn’t always about squid characters. According to Nogami, they originally had tofu-like square characters. Eventually, they reached the idea of making it a competitive 4-on-4 game that required spraying the environment with ink.





“At first, during the trial stages, we tested the game with different numbers of players,” says Sakaguchi. “With more than four players, the impact of one single player felt too little, while having three players made it feel like the impact was too much.”

Amano says that in the end, it’s not about defeating a bunch of enemies—rather, the goal is covering as much space possible, and they felt that a 4-on-4 setup was the most balanced for this reason.

Next, Famitsu mention that when Splatoon was announcement back in E3, many fans were excited by it and began creating all sorts of fan art. They ask how it came to be that the main characters are squids in Splatoon.

“We’re very grateful that it was well received right after its announcement,” says Nogami. “The reason we made them squids… well, to put it simply, ‘it was the optimal way to represent all of the game’s features’.”

“At first, they just shot ink, and couldn’t even jump,” adds Amano.

“The concept of height didn’t exist [in the game], so without height, so you couldn’t paint the walls with ink and climb up, but we’ve added more and more to the feature over time,” Sakaguchi explains, adding that they originally intended to keep adding other elements as well as possible, but had to readjust all the features at one point because things got too confusing.

“At first, we had all kinds of actions that went according to when a character was in human-form,” says Amano. “However, the result of adding more functions made it too messy. When we made the adjustments, we decided to split what a character could do in human form and what they can do in squid form. Humans can walk and attack, while switching to squid makes them specialize in movement. We decided to make it into something that makes you switch around [between both forms] while playing.”

According to Sakaguchi, they had several options besides squids, but in the end, they felt that ink shooting would best be represented by a squid, so the squids ended up being the most popular choice.

Splatoon is slated for release this May for Wii U.

Read more stories about Splatoon & Wii U on Siliconera.
source: Siliconera
 
Still getting the game but the fact that it doesn't have in game voice chat, or party chat.. annoys the piss out of me.
 
Hm, I'm fairly certain all of that has been known for a long time. Is that an older article, the wording is kind of weird, because Splatoon's actual development team has been pretty active via twitter and such, and all of this stuff has been detailed in the past.

Either way, it's day one for me. I actively look down at those who are not getting it. That's right, I said it.
 
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Yeah Splatoon is a definite purchase for me. It looks like an absolute blast. Voice chat doesn't ruin anything for me. I haven't used voice chat on my Xbox live stuff in years.
 
Yeah, voice chat isn't an issue for me either. None of my friends have a Wii U. :/
 
Well, there's one solution.
 
Yeah, voice chat isn't an issue for me either. None of my friends have a Wii U. :/

Same. Also, I found that foul mouthed children are the same no matter which console they play, so if no voice chat on Splatoon means a pre-pubescent child can't call me something horrible, so be it.
 
I'm just not interested in it, right now. Maybe my mind will change, but right now, I'm not that excited for it. But we'll see...
 
I just think it would be nice to have party chat period. That's the only thing that drives me nuts about Nintendo.
 
Playing Kirby and the Rainbow Course and its awesome. Really great and man those graphic.. Awesome.
 
Oh, and I was wrong about MM6 on the Wii. Apparently, they were talking about the PSN version over at the Capcom boards. I got it mixed up. It's the Japanese/Rockman version that came to PSN only.
 
I got Kirby and the Rainbow Curse. Great game save for one flaw. You can't enjoy the graphics. You never really get a chance to look up from the Gamepad.
 
Given how you have two screens, I really wish Nintendo would port some of these 3DS titles on to the Wii U.
 
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