I liked it; I liked both DS Zelda titles Spirit Tracks a little more because Phantom Hourglass was more repetitive.
Nintendo_Ownes7's forum posts
I didn't vote but I would say no because Kamiya said he wants to work on Mysterious Murasame Castle.
I think it will fit with the types of games he makes.
Probably 3DS.
I also have a Wii U and I plan on getting a PS4 in March or April if I could find one by then I play my brother's and the controller is a huge improvement over Dual-Shock 1 - 3.
That developer is talking about before the Wii U launched. It was difficult they had no support, the tools weren't there, the devkits weren't final but multiple developers have said that since the Wii U launched it is no different making games for the Wii U than it is developing for the Xbox 360 and the PS3.
Criterion said they had a lot of help from Nintendo but they started development after the Wii U launched.
Not trying to discount Indie opinions, but can you find an opinion of real programmer who also have ported big AA-AAA ports?
That is what the Eurogamer developer did, so in order to challenge his statements you'd need someone who has done a comparable amount of work, similar budget and time constraints, and worked with the dev kits around the same time.
Most of the complaints from the Eurogamer dev was on the programming side and the long waiting times and inefficient communication with Nintendo.
And if it's so easy to work on the Wii U, why are there almost no third-party announcing games right now, and why are there always frame-rate issues and dropped features? The Eurogamer article seems to confirm many things we are seeing right now with the Wii U.
Because the devs quit working on the Wii U when it was hard to program for. But I posted a quote from Criterion and they said the Wii U was easy to make games for and they had a lot of help from Nintendo. It is just that they were lucky and started working on it after launch. Before the Wii U launched it was difficult to code because the tools weren't there and the devkits were still not final.
The 3rd Party developer that claimed it was hard was when making launch games; That was when it was hard to develop for the Wii U because the tools were bad and the devkits were changing a lot.
This is a quote from Criterion Games
"The difference with Wii U was that when we first started out, getting the graphics and GPU to run at an acceptable frame-rate was a real struggle. The hardware was always there, it was always capable. Nintendo gave us a lot of support - support which helps people who are doing cross-platform development actually get the GPU running to the kind of rate we've got it at now. We benefited by not quite being there for launch - we got a lot of that support that wasn't there at day one... the tools, everything."
Eh, this does not necessarily mean something big is in development. I don't know what Monolith might be doing hiring people since they're still developing "X", but I could see Retro working on a new Star Fox, F-Zero, or Metroid. My bet would be on Star Fox.
Cautiously optimistic as to what this could entail.
Monolith Soft is hiring a Game Planner w/ Online experience, Town Planner, and Battle Algorithm Planner.
http://www.nintendolife.com/news/2014/01/monolith_soft_lists_urgent_job_postings_including_requirements_in_network_implementation
Damn this was disappointing! I've always liked the AW series a lot more than FE. Multiplayer is awesome and there's a lot more variety in the strategy.
Nintendo gave Days of Ruin as a Japanese Club Nintendo award last summer so hopefully that means a new game is coming soon.
They all but announced they are working on Advance Wars. Intelligent Systems said they want to make a new Advance Wars and Nintendo is building them a larger HQ.
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