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Pokken Tournament Wii U Official Japanese Website Opened, New Screenshots Released

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Pokken Tournament

Earlier today fans of the Pokemon series all over the world have been made happy by the announcement of a home console version of Pokken Tournament, the fighting game developed by Bandai Namco released in Japanese arcades last month. Arcade fighting games usually take some time before getting released on home consoles and PC so today’s announcement was definitely surprising for most.

Shortly after the announcement, the Pokken Tournament official Japanese website has been opened. The website currently features the announcement trailer that’s been shown earlier today as well as a few screenshots showcasing some matches as well as the playable Pokemon that will be included in the game at launch. You can take a look at the screenshots right below.

Yesterday we have reported that Pokken Tournament has been recently trademarked in Europe. The trademark filing had no mention of a console release but it did mention NFC functionality, hinting at an amiibo compatibility which will surely be included in the Wii U version of the game launching next Spring.

Even though the game has also been released recently in Japan, Pokken Tournament already received an extra fighter. Earlier this month Blaziken has been made available for the game with a new update. The new Pokemon inclusion wasn’t exactly surprising, as Blaziken appeared in the game’s first teaser trailer. We don’t know if the character will be included at launch on the Wii U version of the game but chances are high, judging from the new material included in the official website.

Pokken Tournament is now available in Japanese arcades and it will be released on Wii U in all regions during Spring 2016. Not much is currently known about the home console version of the game but more is surely going to come in soon so stay tuned for all the latest news on the upcoming Bandai Namco developed fighting game.

 

As a long time gamer, Francesco has survived more zombie invasions, meteor strikes, magic spells than he can count. He still keeps fighting today to bring hope into countless gaming worlds. Or destruction, depending on his mood. Writing about video games was only the natural step for such a dangerous life.

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Frostpunk 2 offers a thrilling combination of post-apocalyptic survival strategy and intense political maneuvering

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Frostpunk 2 is the follow-up to a morally challenging strategy game that has captivated players, and it appears that even more difficult decisions await in the sequel. The game is set to release on PC and Xbox Series X|S on July 25th, with plans for a later release on PS5. Thanks to IGN, we were treated to an in-depth preview of 11 Bit Studios’ dark and gritty survival city builder.

Players are faced with the challenging task of making difficult decisions in order to endure the impending storm. They must carefully navigate through various ideological technology trees to reach their inevitable outcomes. Considering the shortage of manpower, are you planning to employ underage workers to fulfill the demand? What is the most efficient method for controlling a rebellious population: using brute force or employing religious manipulation?

In Frostpunk 2, players are transported to a world 30 years after the catastrophic global weather event that challenged their survival skills in the original game. The world remains frozen, with the most pressing danger now coming from fellow survivors vying for scarce resources and the growing democratic nature of your own people. Take a look at the trailer below to get a taste of what makes the series truly exceptional.

Can you handle the challenging decisions necessary for your survival? Are there any boundaries you refuse to cross? Feel free to share your thoughts in the comments section below.

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Baldur’s Gate 3 had a more manageable development process compared to Larian Studios’ previous RPGs

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According to Swen Vincke, the founder and CEO of Larian Studios, the level of crunch on Baldur’s Gate 3 was lower compared to their previous games like Divinity: Original Sin 2. Crunch, also known as “crunch culture”, refers to the overtime that many developers are often expected to work when production deadlines are approaching.

According to GamesRadar+, Vincke was questioned about the challenges that emerged during the game’s extensive development and whether the studio had to work under intense pressure. Vincke mentioned that they are investing less in BG3 compared to their previous projects. We definitely did. We encountered unforeseen events.

Vincke highlights Larian’s global studio setup as a method through which the developer alleviated the pressure. This structure was established to guarantee round-the-clock coverage, specifically designed to prevent individuals from having to put in additional effort to resolve late-night issues. The Belgian developer has expanded its reach by opening a seventh office in Poland.

According to Vincke, employees who had to work long hours were compensated with overtime pay. He also mentioned that after 8pm, the offices would be nearly empty, and weekend work was a rare occurrence at the studio. Expanding on the topic, he clarifies: “We didn’t excessively push ourselves, but we did have to put in some extra effort.” And I believe, honestly, there will always be a sense of anticipation when you’re working towards completing a project, particularly when there are numerous intricate elements that need to be integrated.

Did you know that the development of Baldur’s Gate 3, with its immense size and scope, involved developers working tirelessly to meet the deadline? Please share your thoughts in the comments section below.

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Mad Max developer responds to comments made by Furioso director George Miller about Kojima

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Last Friday, we shared with you the news that George Miller, the director of the Mad Max franchise, mentioned Hideo Kojima as his top choice to develop another video game adaptation during the premiere of his latest film, Furiosa: A Mad Max Saga. By doing so, it appears that he also criticized the previous game with the same name. The founder of Avalanche Software and creator of the Just Cause series, Christofer Sundberg, the developer behind the last Mad Max game, has responded with strong determination.

On Twitter (thanks, Eurogamer), Sundberg expressed his disagreement with Miller’s comments about Avalanche’s Mad Max game not meeting his expectations. The director stated: “I prefer to only engage in activities if they can be executed at the utmost level of excellence.” Sundberg strongly disagreed with Miller’s statements, describing them as baseless and arrogant. He then proceeded to provide insights into the game’s development, revealing some interesting details.

Sundberg believes that Hideo Kojima has the potential to create an incredible Mad Max game, but emphasizes that it would offer a unique and distinct experience. He adds: “The publisher made extensive efforts to transform this game into a strictly linear experience, despite partnering with a developer known for their open world games.” In a subsequent Tweet, Sundberg elaborated on the situation, revealing that after the initial year of development, the higher-ups came to the realization that they had inadvertently steered them towards creating a linear experience instead of the open world game they had originally proposed. He stated: “We wasted an entire year of effort and were informed that ‘players desire independence in the current era’.” Well, obviously…”

https://twitter.com/CHSundberg/status/1793611234249482268?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1793611234249482268%7Ctwgr%5E1638081a010fee12594464218218d72f6556b261%7Ctwcon%5Es1_&ref_url=https%3A%2F%2Fwww.pushsquare.com%2Fnews%2F2024%2F05%2Fmad-max-dev-fires-back-following-furioso-director-george-millers-kojima-comments

Larian Studios’ director of publishing, Michael Douse, expressed his opinion, stating that Avalanche faced challenges in capturing the spirit of the 2015 film due to limited access and legal restrictions on intellectual property. He suggests that there may be a subtle detail that Miller is unaware of.

Mad Max, developed by Avalanche and published by Warner Bros Games, was released in the same year as Miller’s previous Mad Max film, Fury Road. Drawn from the series, it presented a backstory for Max, where players were assigned the mission of collecting components for his legendary Magnum Opus.

What are your thoughts? Were Miller’s comments inappropriate? What are your thoughts on Avalanche’s Mad Max game? Additionally, would you be curious to see how a Kojima-led adaptation would bring a unique perspective to the game? Please share your thoughts in the comments section below.

 

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