Showing posts with label Dream. Show all posts
Showing posts with label Dream. Show all posts

Wednesday, 27 March 2013

Pokemon Dream World: Hero's House Promo


 

 A new Japanese Dream World promotion has been announced. This promotion is called Hero's House and provides a Dream World home that is reminiscent of the house of the protagonist within the Black 2 & White 2 games. This promotion is accessed through answering a question as the password and will run in Japan from April 3rd 2013 to May 28th 2013. It is not known if it will be released outside of Japan

Saturday, 9 March 2013

Play Arts Kingdom Hearts 3D Riku

Joining along side Sora is none other than Riku~!. Not to forget he will include with 2 keyblades, hopefully with some changeable hand.




Play Arts Kingdom Hearts 3D Sora

Revealed during last year event and game was released last year too, here it is Sora~!. He will be include with a kingdom key and ultima weapon.




Friday, 2 November 2012

Kingdom Hearts 3D Play Arts: Riku Tron Legacy Version

 


KINGDOM HEARTS 3D Riku [DREAM DROP DISTANCE] PLay Arts: Legacy Version

Lineup to be the first long awaited series break"KINGDOM HEARTS PLAY ARTS 

Accesories: Overdrive, End Of Pane, Way To The Dawn and 4 Changeable hands





Kingdom Hearts 3D Play Arts: Sora Tron Legacy Version

 

KINGDOM HEARTS 3D TRON sky breaks [Dream Drop Distance] Play Arts: LEGACY ver.

Lineup to be the first in a long-awaited series breaks "KINGDOM HEARTS" PLAY ARTS is from KINGDOM HEARTS 3D [Dream Drop Distance]: three-dimensional figure of Sora in the World, "The Grid" in "Tron Legacy" motif!

Accessories [Content of set]: Ultimate Weapon, Dual Disc, Kingdom Key, × 4 recombinant hand, dedicated pedestal
 



Monday, 3 September 2012

Pokemon Dream Radar & Pokedex 3D Pro Trailer

 

The Pokémon Company have released new English trailers for the Pokémon Dream Radar game and Pokédex 3D Pro app headed to the Nintendo eShop this fall.

Sunday, 26 August 2012

Nintendo To Attempt Kirby World Record At Penny Arcade Expo

 


At the Penny Arcade Expo next week, Nintendo are going to attempt a Guinness World Record with Kirby fans… for most people blowing a chewing gum bubble at once.

Sunday, 5 August 2012

Kingdom Hearts 3D: Dream Drop Distance Review

 

It took ten years and a move to handhelds to get me to care about Kingdom Hearts again.

Just in case you've been living under a rock for the last decade, Kingdom Hearts was a weird Square spin-off series that combined original characters with Final Fantasy and Disney. While there were some flaws, like a finicky camera and stale combat, Kingdom Hearts ended up being a surprisingly great game that was a lot of fun to play.

1

Kingdom Hearts 3D: Dream Drop Distance separates itself from other handheld entries in the series by not being a prequel or interquel--it's actually the set-up game for the upcoming, still-not-actually-announced Kingdom Hearts III. This allows the game to go off on its own instead of making sure players are on the up-and-up with KH's hilariously convoluted story, showing Sora and Riku protecting parallel worlds while completing their Mark of Mastery exam, in the hopes of becoming full-fledged Keyblade Masters.

2

I'm wondering just what a "Keyblade Master" can do, since Dream Drop Distance has some of the fastest and most dynamic combat the series has yet seen. While Sora and Riku only have a few animations each (it's unfair to expect this game to be Bayonetta or Arkham City), each of the characters is agile enough to evade most attacks and control easily in combat. The new Flowmotion combat system lets you use scenery fixtures like lampposts and stairway rails for flashy, hard-hitting attacks to quickly clear crowds of enemies.

KH3D is basically this generation's equivalent to Chain of Memories--whenever Kingdom Hearts III does come out, you can simply jump right into it and play, but certain characters and situations will seem alien to you if you're not caught up. Unlike Chain of Memories, though, this is a straight action-RPG like the rest of the series, with some pet raising and training elements in the form of Dream Eaters.

Friday, 20 July 2012

Kingdom Hearts 3D’s Director Discusses "Drop" Mechanic And Flowmotion

 

After completing Kingdom Hearts: Birth By Sleep, Square Enix’s Osaka studio refined the Deck Command system again for Kingdom Hearts 3D [Dream Drop Distance]. Flowmotion was a major addition, which lets Sora and Riku utilize the environment to do special attacks. You can swing on lamp posts or dive into enemies after sliding on a grind rail.

Instead of letting players switch between Sora and Riku at save points, the Drop mechanic automatically changes characters when time runs out. Tai Yasue, director of Kingdom Hearts 3D [Dream Drop Distance], talked about these changes and the growing series mythology during an interview with Siliconera.


Kingdom Hearts 3D’s combat is fun, but what drove me crazy at first was the “Drop” mechanic. In the middle of the first boss fight in Traverse Town I got “dropped,” so I tried to switch back really quickly and the boss’ health regenerated.

Tai Yasue, Director: [Laughs] Nomura wanted it to be a bit thrilling in a way, so we added a time limit. It’s a little bit different in the North American version. We tweaked it, it’s not a big difference, but Sora and Riku’s HP will become full at the beginning of the boss battle, so if you’re dying, you can start over, too.

We didn’t really want to lose the character of the game. It’s one of the parts that’s sometimes stressful. When you’re successful, when you beat the boss at the last few seconds it feels really good.

I got the hang of it later on and how you can use it to boost your character. That’s when I felt it worked, but at the beginning when someone doesn’t know what’s going on, it’s like, “Awww…”

[Laughs] As you go along, you earn a lot of drop bonuses, so we wanted the characters cooperating. A feel for cooperation, and we did that using the Drop system, I think.

Kingdom Hearts 3Ds Director Discusses "Drop" Mechanic And Flowmotion

While Kingdom Hearts 3D uses the deck command system, I found myself using more Flowmotion attacks. They seemed to overpower everything. You can bounce back and forth between enemies, and it negates almost all of your commands.

At the start of the game, the Flow-Motion may feel powerful, but as you progress, at the later stages, the Deck Commands are really powerful. Flowmotion is used more when you want to escape, so there’s a difference in meaning and strategy. At the very beginning, really, we wanted to introduce Flowmotion, so the Deck Commands are a little weaker, but as you progress, that balance changes.

Kingdom Hearts 3Ds Director Discusses "Drop" Mechanic And Flowmotion

I see what you mean because in the beginning I used Flowmotion a lot. One of the most interesting thing in Traverse Town, when you go underground, there’s all of those grind rails. I know you can ride those and find the correct path to the top, but I just jumped all the way, by doing an infinite wall-jump using Flowmotion. Did you plan for that?

Oh, we did. We planned for that. Kingdom Hearts isn’t a game where you have to do one single thing to clear it. We wanted options–you can go this way or that way. It’s not just one route, you can go up the wall, you can slide down a ramp. You don’t need only need to use the Deck Commands, you can use Flowmotion or you can use Reality Shift. We just wanted to provide a wider range of options and really wanted users to pick which strategy they use.

In some places, though, like Prankster’s Paradise, I feel like it almost “breaks” the level.  Like when you flip the world upside-down. All the really good treasure chests are at the top, but you can avoid doing all the platforming by horizontal wall-jumping across.

I guess, but if you want the treasure chests, you have to actually switch it over. One of the concepts for Flowmotion is a lot of freedom. And when we say “freedom,” we wanted the player to feel free to do what they want to do. You could use a lot of map gimmicks, but if you don’t want to you can use Flowmotion too.

Kingdom Hearts 3Ds Director Discusses "Drop" Mechanic And Flowmotion Kingdom Hearts 3Ds Director Discusses "Drop" Mechanic And Flowmotion

What other tweaks did you make to the North American version, other than to the Drop mechanic?

I think that’s just the major change; we haven’t changed that much. We wanted the Japanese version and North American version to be pretty similar. I think there’s a Drop bonus that was added. I think it’s called “Drop Speed Down” in Japanese, but I don’t know what the English name is. We added the drop bonus and that’s about it. Not a lot of major changes.

Sunday, 26 February 2012

Kingdom Hearts 3D: Dream Drop Distance Release Date Announced!

Square Enix France have revealed the release date for Kingdom Hearts 3D: Dream Drop Distance in Europe. According to their official online store, the European version of the game will release on July 27, 2012 (well, the France version to be specific, but France release date = Europe release date 90% of the time). This means we can probably expect a July release for North America, and a release the same week as France/Europe for Australia. Thanks to sqexgal, KH Destiny and Chao_Loulou for the find.