Showing posts with label XL. Show all posts
Showing posts with label XL. Show all posts

Thursday, 4 July 2013

Pokemon X and Y-themed 3DS XLs announced for Japan


The “Xerneas and Yveltal Blue” (pictured) and “Premium Gold” 3DS XL models will cost 22,800 yen each. They’ll come packaged with a download copy of the game (there are separate packs for Pokemon X and Y – the Pokemon X pack comes with Pokemon X, for example),

Wednesday, 15 May 2013

A Better Look At The Limited Edition Eevee Nintendo 3DS XL

 

 For those of you in Japan, the special Eevee Edition 3DS LL has been officially revealed. This new 3DS LL is due for release in the Pokémon Centres across Japan. Like the Charizard one last year, ability to get this 3DS LL is done via a lottery, with applications beginning today until June 3rd. If successful, it will cost 18,900¥ and purchasable from June 22nd. Like all 3DS systems, it's region locked. 


Thursday, 9 May 2013

Pokémon Tretta Lab for Nintendo 3DS Comes With A Giant Tretta Scanner



As reported earlier today, arcade game Pokémon Tretta is headed to the Nintendo 3DS. Titled Pokémon Tretta Lab for Nintendo 3DS, the game is developed by Marvelous AQL, Takara Tomy and Nintendo, and comes with a Tretta Scanner add-on for the 3DS.

In the arcade version of Pokémon Tretta, you use Trettas, actual physical discs housing a Pokémon, on the machine and scan it in. The game begins with you seeking out wild Pokémon, and once you find one, you can scan your Trettas in to form a party of three. Then, a three-on-three battle takes place, and if you win, you get a brand new Tretta to add to your collection.

Monday, 22 April 2013

Shocking Pink Nintendo 3DS XL Headed To U.K. Next Month

 


The Official Nintendo Magazine has the first look at the all-pink new Nintendo 3DS XL set to be released in the UK at the end of next month. This is much brighter than the existing pink-and-white model that we've seen. 

Friday, 26 October 2012

Nintendo 3DS XL Charizard Edition For Japan Looks Awesome

 

 Remember the Pikachu-themed Nintendo 3DS XL released exclusively via Pokémon Centers in Japan earlier this year? The Pokémon Company are releasing another similar Pokémon-themed 3DS XL soon, this one featuring Charizard. 

Friday, 5 October 2012

Nintendo 3DS XL Circle Pad Pro Coming On November 15

 

Monster Hunter 3 Ultimate looks great on a Nintendo 3DS XL. The larger screen enhances the 3D effect, but without a second analog stick you can’t use the claw.

The Circle Pad Pro was made with Monster Hunter 3 Ultimate in mind and soon you can get one for your 3DS XL. Nintendo will start selling the accessory in Japan on November 15.

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.