Most 3 Popular Posts of The Week!
Weird West Review
In this alternate universe, the West was won by trying a bunch of ideas so crazy they just might work… and if they don’t, hitting the quick-load button to revert to an earlier save and trying something even crazier until you pull it off. Thanks to that freedom to experiment with its world as you explore, Weird West is one of those games that feels like a stealth and combat playground even as it tells five mostly serious, well-written stories with interesting decisions throughout and a thoughtful conclusion. And with so much ground to cover and replayability to investigate, it’s well worth putting up with some quirks and underwhelming loot. What ties Weird West’s plot together is a group of shadowy figures using a magical brand to force your character’s consciousness into the bodies of various unsuspecting people. It’s a clever play on the way so many games have us take control of a character who already exists in that world but still need to bring us up to speed on their identity: h...
Warhammer 40K: Rogue Trader – How Did it Take This Long to Get a Warhammer CRPG?
It’s truly bizarre that across the nearly 30 years of Warhammer video games, we haven’t had a single one that attempted to channel the tabletop Warhammer experience by utilizing the genre that feels best suited to do so: CRPGs. But that’s all about to change, as Pathfinder developer Owlcats has been cooking up something to fill this void. During an extensive hands-off demo of Warhammer 40K: Rogue Trader, I checked out its extremely chunky turn-based combat system, drowned in its plethora of dialogue options and social skill checks, and nodded approvingly at its lovingly faithful depiction of Warhammer’s morbid universe. While it’s still very early, so far this CRPG is shaping up to be everything I’ve wanted from a Warhammer video game. If you’ve ever played (or even glanced at) a game of Warhammer 40K, then you probably know it’s designed for a hyper-specific kind of nerd who loves calculations, large-scale drama, and an incredibly detailed world one could easily get lost in. Warham...
Ex-Nintendo Designer Says F-Zero Isn't Dead, It's Just 'Hard to Bring Back'
- Get link
- X
- Other Apps
Takaya Imamura, the now-retired Nintendo artist and designer who helped create The Legend of Zelda: Majora's Mask and characters like Captain Falcon and Fox McCloud, has said that while F-Zero isn't dead, it is a series that is "hard to bring back" without a "grand idea." Imamura spoke to IGN about his 30-year career at Nintendo, and he revealed that he considers F-Zero GX to be "the ultimate F-Zero." However, 2003's F-Zero GX is 18 years old and is the last console F-Zero game to be released. [ignvideo url="https://www.ign.com/videos/2011/04/14/f-zero-gx-gameplay"] While many Nintendo franchises have lived on with new entries, F-Zero has been quiet for nearly two decades, although it wasn't for lack of trying. “Of course, I’ve thought about it many times, but without a grand new idea, it’s hard to bring it back,” Imamura says. Despite that, Imamura reassures us that the F-Zero series isn't dead, even with him no longer being at Nintendo. Imamura also delved deep into the development of F-Zero GX, which took inspiration from Daytona USA and was developed by SEGA's Amusement Vision alongside Nintendo. [widget path="global/article/imagegallery" parameters="albumSlug=the-top-25-switch-games-fall-2020-update&captions=true"] “I think it started with [Amusement Vision's] Toshihiro Nagoshi proposing the project to Miyamoto,” says Imamura. “I really liked Daytona USA (which Nagoshi produced), so I was honored to work with him. We had an arcade system board called Triforce which was based on the GameCube’s architecture, so when Nagoshi proposed doing an arcade version of F-Zero, I was really happy, as I had always been a fan of arcade games. “Back then, Nagoshi was the top of Amusement Vision, a subsidiary studio of Sega. I don’t think many people outside the company were ever allowed inside the actual development offices. Companies don’t usually let people inside their development offices, but they showed me the arcade cabinets they were working on, which has become a special memory for me,” recalls Imamura. “Nagoshi had a professional darts machine in his office, which I thought was very stylish. In those days, Nagoshi still had long hair, but he was already quite imposing.” [ignvideo url="https://www.ign.com/videos/2014/08/22/f-zero-ign-plays"] While he discussed F-Zero, our interview with Imamura also touches upon his work on The Legend of Zelda: A Link to the Past, Star Fox 64, how he got into the video game industry, and much more. [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
source https://www.ign.com/articles/ex-nintendo-designer-says-f-zero-isnt-dead-its-just-hard-to-bring-back
source https://www.ign.com/articles/ex-nintendo-designer-says-f-zero-isnt-dead-its-just-hard-to-bring-back
- Get link
- X
- Other Apps
Comments
Post a Comment