Quote:
ASH
One of the more surprising titles from Nintendo's DS press conference earlier this month was ASH: Archaic Sealed Heat, a new project from Hironobu Sakaguchi's development studio Mistwalker. The video shown of the game looked like no other DS game we'd ever seen, with a highly detailed characters and worlds.
Sakaguchi is featured in the latest interview of Famitsu where he discusses the game, from its unique approach to visuals to its mysterious storyline. First, the visuals. ASH doesn't use 2D and it doesn't use polygons. Instead, the game makes use of pre-rendered CG for its battle visuals. While Mistwalker had the opportunity to use 2D or low-level polygon visuals like many other DS games, Sakaguchi found that pre-rendered visuals created a fresh feeling. He states that, while the visuals would look rather bad on a large screen, they look crisp and clean on the tiny DS screen.
A few of the more mysterious details on the game's storyline are cleared up in the magazine. As announced at the press conference, the Archaic Sealed Heat of the title is a flame that was sealed away in ancient times. People who are burned by this flame are turned to ash. The story focuses on main character Aisha, the queen of a kingdom. One day, her castle burns down and she is the only survivor. However, her servants come partially back to life. Their bodies remain in ash form, but their memories and heart return.
These ash people are actually Aisha's allies. Without quite understanding why, they'll accompany her on her adventures. The game promises over twenty primary, named characters, along with a number of unit characters that grow as you play.
Players will have to play ASH for themselves to see two of the story's primary mysteries unravel. The ash people have a strong sense of duty, but they feel pain in their hearts. In addition, the game has an element of science fiction, with people from the future slipping back in time to the present day. Details on these two elements of the story will become clear as you play.
You'll play ASH exclusively with the stylus, as Sakaguchi has previously hinted, and this makes sense given the genre. ASH features conventional strategy elements, including a grid-based map where you move units around. To that, it promises an RPG-like feel for battles.
The game uses the DS's two screens as one would expect given the exclusive use of the stylus. You move your units on a map shown on the bottom screen. Meanwhile, the top screen shows a close up look at the characters. During battle scenes, the top screen shows a view of your characters with the bottom screen showing the enemies and menu command window, with commands selected via the stylus. During story sequences, the top screen is used to display movies.
As detailed by Sakaguchi at the press conference, ASH's development staff refers to the game's genre as "Team Tactics." In fact, Sakaguchi has already discussed with Nintendo the possibility of releasing the game as "Team Tactics Series ASH." While specifics are being held back for now, the Team Tactics label comes about from the RPG elements that are included in the battle system. With ASH, you'll have to think half like you're playing a strategy RPG and half like you're playing a true RPG.
One of the more mysterious elements of the game (yes, there's a lot of mystery surrounding ASH -- and all of Mistwalker's games, for that matter) is its weapon system. Character designer Hideo Minaba reveals to the magazine that he created the Aisha character with a gun that can be equipped with swords. His idea was that it would be cool if players could equip a variety of swords to their gun. It's unclear if this will actually make it into the game, although Sakaguchi seems to be interested in the idea.
ASH is still a ways off from completion. The game's plot has just been finished, and the ideas behind the Team Tactics system solidified. We'll have to wait until late next year to play the game, though, as Sakaguchi states that ASH is a year away from completion.
http://ds.ign.com/articles/657/657918p1.html
One of the more surprising titles from Nintendo's DS press conference earlier this month was ASH: Archaic Sealed Heat, a new project from Hironobu Sakaguchi's development studio Mistwalker. The video shown of the game looked like no other DS game we'd ever seen, with a highly detailed characters and worlds.
Sakaguchi is featured in the latest interview of Famitsu where he discusses the game, from its unique approach to visuals to its mysterious storyline. First, the visuals. ASH doesn't use 2D and it doesn't use polygons. Instead, the game makes use of pre-rendered CG for its battle visuals. While Mistwalker had the opportunity to use 2D or low-level polygon visuals like many other DS games, Sakaguchi found that pre-rendered visuals created a fresh feeling. He states that, while the visuals would look rather bad on a large screen, they look crisp and clean on the tiny DS screen.
A few of the more mysterious details on the game's storyline are cleared up in the magazine. As announced at the press conference, the Archaic Sealed Heat of the title is a flame that was sealed away in ancient times. People who are burned by this flame are turned to ash. The story focuses on main character Aisha, the queen of a kingdom. One day, her castle burns down and she is the only survivor. However, her servants come partially back to life. Their bodies remain in ash form, but their memories and heart return.
These ash people are actually Aisha's allies. Without quite understanding why, they'll accompany her on her adventures. The game promises over twenty primary, named characters, along with a number of unit characters that grow as you play.
Players will have to play ASH for themselves to see two of the story's primary mysteries unravel. The ash people have a strong sense of duty, but they feel pain in their hearts. In addition, the game has an element of science fiction, with people from the future slipping back in time to the present day. Details on these two elements of the story will become clear as you play.
You'll play ASH exclusively with the stylus, as Sakaguchi has previously hinted, and this makes sense given the genre. ASH features conventional strategy elements, including a grid-based map where you move units around. To that, it promises an RPG-like feel for battles.
The game uses the DS's two screens as one would expect given the exclusive use of the stylus. You move your units on a map shown on the bottom screen. Meanwhile, the top screen shows a close up look at the characters. During battle scenes, the top screen shows a view of your characters with the bottom screen showing the enemies and menu command window, with commands selected via the stylus. During story sequences, the top screen is used to display movies.
As detailed by Sakaguchi at the press conference, ASH's development staff refers to the game's genre as "Team Tactics." In fact, Sakaguchi has already discussed with Nintendo the possibility of releasing the game as "Team Tactics Series ASH." While specifics are being held back for now, the Team Tactics label comes about from the RPG elements that are included in the battle system. With ASH, you'll have to think half like you're playing a strategy RPG and half like you're playing a true RPG.
One of the more mysterious elements of the game (yes, there's a lot of mystery surrounding ASH -- and all of Mistwalker's games, for that matter) is its weapon system. Character designer Hideo Minaba reveals to the magazine that he created the Aisha character with a gun that can be equipped with swords. His idea was that it would be cool if players could equip a variety of swords to their gun. It's unclear if this will actually make it into the game, although Sakaguchi seems to be interested in the idea.
ASH is still a ways off from completion. The game's plot has just been finished, and the ideas behind the Team Tactics system solidified. We'll have to wait until late next year to play the game, though, as Sakaguchi states that ASH is a year away from completion.
http://ds.ign.com/articles/657/657918p1.html
Quote:
Mario Kart Ds
Mario Kart DS is shaping up to be one of the biggest titles of 2005, and not just in America. Across the Pacific, Japanese fans are getting set for the game, and Japanese gaming magazines are already providing weekly updates. The latest comes from Famitsu, which scored an interview with Mario Kart DS producer Hideki Konno.
Konno first discusses some of the basics of the game, most of which we've already figured out having played Mario Kart DS at game events such as E3. This first DS Mario Kart follows up on the Game Boy Advance version rather than the recent GameCube Double Dash. Double Dash got rid of the series' jump element, but it's back for DS. Konno states that the game's control is meant to be similar to Mario Kart 64, and even though you use the D-pad, Nintendo has been able to achieve control that compares favorably with analogue control.
Karts are included in greater variety with this title. When racing, karts can be differentiated in terms of handling, drift, driver weight and even the unique ability of some karts to draw out better items. It's all a balancing act, as we've come to expect from the series, and Nintendo is currently in the fine tuning process. While you can have a heavy kart/character combination, making collisions a bit easier, you end up moving too slow. Similarly, if you opt for a kart that draws up better items, you'll find that your top speed is limited. You'll actually find that certain karts can move faster over certain courses.
Drift mechanics take their expected role in Mario Kart's DS racing system. You can view stats for your kart prior to starting a race, and if the kart's drift parameter is low, it will take time for your car to recover grip following a turn, making it easy to under steer. Previous Mario Kart games let you know that you were in a drift by changing the color of smoke coming from your kart, but with MKDS, sparks and flames emerge from below your tires.
In addition to drift, you'll also need to use opponent slip streams in order to achieve the fastest time. This was featured in previous titles, and makes it easy to turn the race around even without the use of items.
A few new details are also revealed on the game's Online mode. The game will allow players to use a decal editor to design their own 32x32 decal and show it off to opponents. On the topic of friend lists, Konno reveals that the DS will store up to 60 people in this list. Once you've played someone in a local WiFi match, he's automatically entered into your friend list, although you can exchange friend codes with distant players in order to manually build up your list as well.
Multiplayer play includes classic modes such as time attack and balloon battle, with the game allowing you to equip five balloons to your car. New for MKDS is the "Atsumete Shine" (Collect Shine) mode of play where players race to collect the most Shines (those star-like happy-faces from Mario Sunshine). By hitting your opponent, you can reduce his Shine count.
But Mario Kart DS isn't just about multiplayer play. The game will feature a new Mission Run mode where players are given a specific kart and asked to perform tasks on the raceway. Missions include making your kart move through tire-shaped gates in order and using items to take out crabs in a free-roaming battle stage. Your goal is to beat pre-set times, and doing so earns you new karts.
Nintendo is packing the game with new elements. In addition to a reappearance of all old items, you'll have access to new items such as the Golden Mushroom, which allows you to use infinite dash for a short period. As for courses, in addition to a retro cup featuring classic courses that were selected by the developers, the game includes the Nitro Cup, featuring a set of new, short, challenging courses: Puku Puku Beach (filled with crabs that, if touched, make you spin out), Luigi's Mansion, Eight Cross Circuit (shaped like an cool and Yoshi Falls (which is banked to make falling off the course easy).
The wait is almost over! Mario Kart DS is set for Japanese release on 12/8, to be preceded by American release on November 14.
http://ds.ign.com/articles/657/657923p1.html
Mario Kart DS is shaping up to be one of the biggest titles of 2005, and not just in America. Across the Pacific, Japanese fans are getting set for the game, and Japanese gaming magazines are already providing weekly updates. The latest comes from Famitsu, which scored an interview with Mario Kart DS producer Hideki Konno.
Konno first discusses some of the basics of the game, most of which we've already figured out having played Mario Kart DS at game events such as E3. This first DS Mario Kart follows up on the Game Boy Advance version rather than the recent GameCube Double Dash. Double Dash got rid of the series' jump element, but it's back for DS. Konno states that the game's control is meant to be similar to Mario Kart 64, and even though you use the D-pad, Nintendo has been able to achieve control that compares favorably with analogue control.
Karts are included in greater variety with this title. When racing, karts can be differentiated in terms of handling, drift, driver weight and even the unique ability of some karts to draw out better items. It's all a balancing act, as we've come to expect from the series, and Nintendo is currently in the fine tuning process. While you can have a heavy kart/character combination, making collisions a bit easier, you end up moving too slow. Similarly, if you opt for a kart that draws up better items, you'll find that your top speed is limited. You'll actually find that certain karts can move faster over certain courses.
Drift mechanics take their expected role in Mario Kart's DS racing system. You can view stats for your kart prior to starting a race, and if the kart's drift parameter is low, it will take time for your car to recover grip following a turn, making it easy to under steer. Previous Mario Kart games let you know that you were in a drift by changing the color of smoke coming from your kart, but with MKDS, sparks and flames emerge from below your tires.
In addition to drift, you'll also need to use opponent slip streams in order to achieve the fastest time. This was featured in previous titles, and makes it easy to turn the race around even without the use of items.
A few new details are also revealed on the game's Online mode. The game will allow players to use a decal editor to design their own 32x32 decal and show it off to opponents. On the topic of friend lists, Konno reveals that the DS will store up to 60 people in this list. Once you've played someone in a local WiFi match, he's automatically entered into your friend list, although you can exchange friend codes with distant players in order to manually build up your list as well.
Multiplayer play includes classic modes such as time attack and balloon battle, with the game allowing you to equip five balloons to your car. New for MKDS is the "Atsumete Shine" (Collect Shine) mode of play where players race to collect the most Shines (those star-like happy-faces from Mario Sunshine). By hitting your opponent, you can reduce his Shine count.
But Mario Kart DS isn't just about multiplayer play. The game will feature a new Mission Run mode where players are given a specific kart and asked to perform tasks on the raceway. Missions include making your kart move through tire-shaped gates in order and using items to take out crabs in a free-roaming battle stage. Your goal is to beat pre-set times, and doing so earns you new karts.
Nintendo is packing the game with new elements. In addition to a reappearance of all old items, you'll have access to new items such as the Golden Mushroom, which allows you to use infinite dash for a short period. As for courses, in addition to a retro cup featuring classic courses that were selected by the developers, the game includes the Nitro Cup, featuring a set of new, short, challenging courses: Puku Puku Beach (filled with crabs that, if touched, make you spin out), Luigi's Mansion, Eight Cross Circuit (shaped like an cool and Yoshi Falls (which is banked to make falling off the course easy).
The wait is almost over! Mario Kart DS is set for Japanese release on 12/8, to be preceded by American release on November 14.
http://ds.ign.com/articles/657/657923p1.html
Quote:
Children of Mana
Children of Mana is the first title in Square Enix's Seiken Densetsu (Secret of Mana) revival, set to hit Japanese shops later this Winter. While Square Enix has been holding back details on the game, the latest issue of Jump magazine provides a few first bits on the game's characters and weapon system.
Three primary characters are revealed in the magazine: Frick, Tumble and Pop. Frick is a fifteen-year-old boy who lives in Illusia, the land in which the Mana series takes place. He's said to be cheerful, active and brave. Tumble is a sixteen-year-old girl who's come to live in Illusia and has a strong sense of truth and responsibility. Pop is a nine-year-old boy who does things his own way and fears nothing. Besides these three, Children of Mana is expected to feature many more characters.
We mentioned in a previous update that Square Enix will be giving players full control over their characters through just the main face buttons. The game lets you equip a different weapon to two buttons. You'll make use of close range weapons like swords, long distance weapons like bows and even magic-based attacks such as "flare." Each weapon has its own super move that can be performed once you've filled up a "Fever Gauge" by defeating enemies through standard attacks.
When Jump gives an early look at a game, in-depth features usually follow in Japan's big game magazines. Expect to hear lots more on Children of Mana shortly.
]http://www.gaiaonline.com/guilds/posting.php?mode=newtopic&f=2243
Children of Mana is the first title in Square Enix's Seiken Densetsu (Secret of Mana) revival, set to hit Japanese shops later this Winter. While Square Enix has been holding back details on the game, the latest issue of Jump magazine provides a few first bits on the game's characters and weapon system.
Three primary characters are revealed in the magazine: Frick, Tumble and Pop. Frick is a fifteen-year-old boy who lives in Illusia, the land in which the Mana series takes place. He's said to be cheerful, active and brave. Tumble is a sixteen-year-old girl who's come to live in Illusia and has a strong sense of truth and responsibility. Pop is a nine-year-old boy who does things his own way and fears nothing. Besides these three, Children of Mana is expected to feature many more characters.
We mentioned in a previous update that Square Enix will be giving players full control over their characters through just the main face buttons. The game lets you equip a different weapon to two buttons. You'll make use of close range weapons like swords, long distance weapons like bows and even magic-based attacks such as "flare." Each weapon has its own super move that can be performed once you've filled up a "Fever Gauge" by defeating enemies through standard attacks.
When Jump gives an early look at a game, in-depth features usually follow in Japan's big game magazines. Expect to hear lots more on Children of Mana shortly.
]http://www.gaiaonline.com/guilds/posting.php?mode=newtopic&f=2243
Sorry for not putting all the news in my own words...but I'm just too tired to xd
Anyway, enjoy biggrin
