Goriginal Content

EoD - Wii U games

EoD - N64 love

Xeodrifter diary #9

GN Podcast #476

Smash Bros. review!

EoD - Console wars

Bayonetta 2 - combo footage

PR - Harmony of Heroes: Release Information

It's been around eighteen months since we first announced Harmony of Heroes, and I am so happy to finally announce that we will be releasing Harmony of Heroes on October 4th 2014. The album will have 101 pieces of music, totalling over seven and a half hours, covering a wide range of genres across the many franchises found in Super Smash Bros. Because we don't expect everyone to listen to the whole album in one sitting (unless you're hardcore enough to manage it), we have divided up the album by franchise, so you can download it a section at a time. The album will release in both MP3 and M4A (Lossless) format. We are also considering the possibility of a BRSTM release for Project M users.

We are also very happy to introduce Alvin Wee to the team, our mastering engineer. Alvin has been responsible for making sure that Harmony of Heroes sounds as great as it can be. His previous work as a music production engineer includes Lightning Returns: Final Fantasy XIII and Kingdom Hearts 2.5HD Remix. Alvin has been an invaluable asset to the team, and has helped us through this very important stage of post-production.

Our DK Rap track "Kong Kollektive" by Sebastian Mårtensson had the support of a very special guest. Grant Kirkhope, the original composer of the track, agreed to record a cameo for us. While it was a small addition to the track, it made a huge impact on the people involved; and we want to extend our sincere thanks to him for getting involved, it was a lot of fun!

Finally, we would like to confirm our listening party for Harmony of Heroes, which will be hosted by Arecibo Radio on the 4th October 2014 at 22:00 UTC, where we will be playing a selection of tracks from the album, along with guest appearances from some of the musicians who arranged them. This is the first opportunity that fans will have to listen to tracks in full.

A lot of time and effort went into Harmony of Heroes. It was created to pay tribute to the Super Smash Bros games, to its franchises and to its dedicated fan base. Harmony of Heroes was only possible due to the hard work and dedication of our team of directors, musicians, artists, engineers, video editors and the many others who should know that their commitment to this album is highly appreciated. We truly hope it's something that fans of the Smash Bros series will enjoy for many years to come. On behalf of our entire team, we thank you for your support!

Darren Kerwin
Director & Producer

Hangin' with Mr. Koopman (NintenDaan Wednesday)

How could you not be excited to spend some virtual time with the sweet man above? NintenDaan is here to take on the Wednesday block, which means he'll be working the site from now until about 10 PM EDT. That's when I take over for him and he gets some rest. Please enjoy the short-but-sweet time you have with Daan this afternoon/evening!

I'll see you guys later tonight. I hope you're having a wonderful week so far!

Cartoon Network: Backlot Party - new round of details

- developed by Game Machine Studios and published by Little Orbit
- features 24 main characters from Cartoon Network series
- includes 5 games: dodgeball, basketball, backyard chase, girl trouble and Muriel in Peril
- settings include The Amazing World of Gumball, Courage the Cowardly Dog, Ed, Edd and Eddy, Regular Show and Adventure Time
- 4-player on Wii U
- unlock characters like Billy and Mandy, The Powerpuff Girls, Cow and Chicken, Dexter and more
- due out this Fall


Heroes of Harmony - Smash Bros. fan-tribute album due out Oct. 4th

Direct link here

Soul Axiom coming to Wii U


WayForward on Metroid's influence in Shantae and the Pirate's Curse, game world size discussed

A portion of a Siliconera interview with Matt Bozon, Shantae series Director...

S: This is the first time you’re going to be using a Metroid-style design for a Shantae game, which sounds like a very ambitious undertaking. What’s early development or pre-production like on a game like this? How do you start out?

MB: We began by creating several zoomed out maps on the equivalent of digital graph paper… just small tiled cells to lay out the world. We knew which abilities Shantae would collect and in which order, so we were able to think of what players were likely to do with say, a digging tool or flying tool. Would they remember a flying area that was deep underground? How about an impassable wall on the far edge of the world? It was important to plant ideas in the player’s heads from the beginning to aid their memory and help trigger ideas and ways to solve problems in the world.

We also laid out favorite concepts that would be repeating throughout the adventure, ramping in complexity as new abilities were added to the player’s arsenal. Ability A, then Ability B, then A+B, then C, then A+C, then C+B, and so on. I’ve usually held to the design philosophy that once the tutorial is done, it’s time to roll the credits. That’s why Shantae games have been about discovery and experimentation, not telling the player where to go and what to do. All of our initial world designs went out the window as we allowed the game to breathe and grow. New abilities replaced old ones, and world structure had to adapt and change for the entire two-year development cycle.

S: What kinds of areas we going to see in Shantae and the Pirate’s Curse? What makes them distinct from one another? For example, are we going to see a fire area, a grass area, underwater and so on?

MB: The game is enormous, being roughly the size of the previous Shantae games combined. We have a miniaturized representation of Sequin Land, and multiple islands. Each island is themed, but a few of them contain themed areas of their own. We cover just about every kind of popular fantasy area in Pirate’s Curse, but skip themes like undersea, since we just did that in Risky’s Revenge. The adventure moves through deserts, swamps, ice fields, tropics, torture chambers, forests, factories… through caves, rainstorms, graveyards, captivity and even drool.

Full interview here

Doodle Jump toys hit Toys R' Us


Road Redemption - more footage

Direct link here

Hyrule Warriors - Master Quest DLC pays tribute to Majora's Mask, A Link Between Worlds

- Darunia outfit that resembles Darmani's Ghost from Majora's Mask
- Ruto outfit that resembles the lead-singer of the Indigo-Go's
- Zelda costume that resembles Hilda from A Link Between Worlds
- also includes "gothic" Agitha, maskless Zant, and purple Link


Quickie Search

"Advanced" Search

Anti-social Tendencies


RSS feed trough

News Feed
Top Stories
Console News
Portables News
Podcast Feed
GoNintendo Radio Feed
Twitter Feed

Affiliates + Friends

Anime Your Way