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From: www.gamesradar.com

A Look Back at Final Fantasy 15's Troubled Past

Added: 01.07.2015 19:32 | 9 views | 0 comments




Final Fantasy XV has been entrenched in one of the longest development cycles of all time, with few games rivaling its prolonged gestation. Announced long before Xbox 360 and PlayStation 3 were put to pasture, Final Fantasy XV was originally called Final Fantasy Versus XIII, not to be confused with the mainline game, Final Fantasy XIII. Both games were announced at the same time, yet we've seen not just one, but three games tied to Final Fantasy XIII proper released since it was announced. Final Fantasy XV is supposedly nearing completion, but we still don't have a release date to hang our hat on. While we wait for more news on Final Fantasy XV, let's look back at the game's milestone moments, starting with a little press event in Tokyo almost ten years ago.


Sept. 2006 - Final Fantasy Versus 13 Announced at Tokyo Game Show



During a Square Enix press conference at Tokyo Game Show 2006, three Final Fantasy XIII games were announced: PlayStation 3 exclusives, Final Fantasy XIII and Final Fantasy Versus XIII (which would eventually become Final Fantasy XV), and a mobile game, Final Fantasy Agito XIII. Agito aside, Final Fantasy XIII and Final Fantasy Versus XIII were the first examples of what a then next-gen Final Fantasy could be. At the time, Final Fantasy XII still wasn't available outside of Japan, so for fans of the series in the west, these announcements were especially captivating. It was eight months before Versus XIII was seen again in the form of another cutscene trailer, but then the game would go dark for the next year, when signs of trouble with development began popping up online.


Jun. 2008 - Final Fantasy Versus 13 Development Confusion



After a long period of silence, an interview with Versus XIII director Tetsuya Nomura in Japan's Famitsu magazine seemed to indicate that staff working on the game had been appropriated by the Final Fantasy XIII team because the latter game was the studio's number-one priority. As such, work on Versus XIII would not resume until development on XIII was wrapped. However, despite being translated by numerous sources, Square Enix claimed that the quote was misinterpreted. Rather than what was reported, Square Enix clarified that "reports that development for Final Fantasy Versus XIII is on hold are false. The truth of the situation is that when free, some staff from the Versus team have been helping with the Final Fantasy XIII team on development...Development for both titles is continuing as originally scheduled." Whether the follow up from Square Enix was genuine or not, we now know that Versus XIII would not meet its initial release schedule, suggesting that Nomura's concerns were valid, even if the truth of the matter wasn't as dire as it first seemed. This was the last anyone heard of Versus XIII until 2010, when yet another brief trailer was released. That trailer gave us the first look at gameplay, but it was all too brief, with tightly composed tidbits of exploration and combat that lasted for less than a minute total. However, in early 2011, Square Enix would open the floodgates.


Jan. 2011 - Square Enix Unveils Final Fantasy Versus 13 Gameplay



Following years of short trailers based primarily on cutscenes, Square enix released a seven minute video in 2011 filled with footage of combat and new environments, including city streets, interiors, and grassy wilderness. There was also footage of Noctis, the main character, taking control of weaponized vehicles, including a bipedal mech and a tank, which he hijacked on-the-fly mid-battle. While it's anyone's guess whether or not he will still be able to do that when the game's ultimately released, given that we know a lot has changed in the last few years, it's safe to say that other scenes, particularly where the player is controlling one of Noctis' cohorts, Prompto, is something that won't be in the final game; we now know that you can only control Noctis, with other characters reacting to his needs automatically. Regardless, this trailer, coming five years after the initial announcement, was what players had been waiting for, being the first concrete evidence that the game has had significant work put into it. Despite this reassurance, in 2012, director Nomura would once again hint that something suspicious surrounding the game was afoot.


Jul. 2012 - Final Fantasy Versus 13 Cancellation Rumors



18 months after the massive gameplay trailer dropped in 2011, with little new info surfacing in the meantime, a source close to the game reportedly told Kotaku that production had been shuttered, six years after final Fantasy Versus XIII was announced. This came on the heels of Nomura talking to Famitsu, yet again, about impending news regarding the game's development. "We're almost done with preparing the latest info for the game," he stated. "Because of a totally unrelated reason, there are circumstances in which that info cannot be released." Kotaku was also told that development resources had been folded into the next, standalone game in the series, Final Fantasy XIII. This rumor would be addressed the following year, during Sony's press conference at E3 2013.


June 2013 - Final Fantasy Versus 13 becomes Final Fantasy 15



The rumor that Final Fantasy Versus XIII was being pushed aside was almost unbelievable, but at E3 2013, Square Enix confirmed that it was done with Versus XIII; instead, it would live on in a new form, as Final Fantasy XV. With the PlayStation 3 behind them, Square Enix had shifted development to the next generation of consoles, PlayStation 4 and Xbox One. A new trailer accompanying the announcement showcased both new and redesigned characters, wide-angle views of large environments, and a wealth of combat scenarios against enemies big and small. It was the most substantial look at the game yet, suggesting that development had progressed quite a lot farther than previous trailers would have led us to believe. Considering that development moved to an entirely new and advanced generation of consoles, it was impressive, but another change, which would be announced over a year later, may have been the key to speeding up the pace of development.


Sept. 2014 - Hajime Tabata replaces Tetsuya Nomura as director of Final Fantasy 15



While Tetsuya Nomura was working on Final Fantasy Versus XIII, he was also working on Kingdom Hearts III, which was announced in 2010. With two massive franchises on his back, it's no wonder why development on Final Fantasy Versus XIII was taking so long. It's still unclear how the transition happened and when it became official, but around the time of 2013's Tokyo Game show, Square Enix announced that Hajime Tabata had taken over as director of Final Fantasy XV. Having previously worked on Crisis Core: Final Fantasy VII, Final Fantasy Type-0, Tabata seemed to be the right man for the job, and his appointment would free Nomura up, making it a win-win for Square Enix. For Final Fantasy fans, it perhaps signaled that Nomura's influence would be brushed aside, but it was also a sign that efforts were being made to actually finish the game. Little did we know, we'd actually get a chance to play it in just a few months time.


Mar. 2015 - Final Fantasy 15 demo, Episode Duscae, ships with Final Fantasy Type-0 HD



Tabata, the newly appointed director, promised that a demo of Final Fantasy XV would be released alongside Type-0 HD at the 2014 Tokyo Game Show, and sure enough, people who picked up the initial printing were able to access a playable demo of the long-awaited game, subtitled as Episode Duscae. The demo was huge, giving you plenty of time to explore a single, large region of the world, and battle wildlife and soldiers to your heart's content. It also featured side activities such as cooking, but the most exciting moments included a battle against a large behemoth and a look at the game's summons, which in this instance, was a huge version of Ramuh, the series' elderly lord of lightning. When he announced the demo, Tabata noted that the game was 55% complete, but he also ensured everyone that it wouldn't take another eight years of development to complete the other half now that work on the demo was finished. As it turned out, the development on the demo wasn't exactly wrapped up.


Mar. 2015 - Square Enix seeks feedback from fans, updates Episode Duscae



A little over a week after it released Episode Duscae, Square Enix launched a survey where players could submit their feedback on the demo. Initially, this was pitched as a way for players to influence the final game, but this feedback was ultimately used by Tabata and his team to create an update for the Episode Duscae demo, which launched just a few months later in June. In addition to adjusting the camera and targeting system, Tabata's team also doled out a few new side quests, which partner Noctis up with one of his cohorts. One in particular, where Noctis teams up with Gladiolous, introduces a brand new mechanic known as cross chains. These tandem attacks allow you to take down larger, stronger enemies by following a series of button prompts that appear on screen during combat. It's interesting that such a patch would be released for the demo, but it's even teresting that resources were devoted to it, rather than to the full game.


June 2015 - Changes from Versus 13 to 15 outlined by Tabata



During a episode six of Tabata's Final Fantasy XV livestream series, Active Time Report, he outlined some of the changes that were implemented into the game during its transition from Final Fantasy Versus XIII to Final Fantasy XV. Among them, Tabata pointed out that "after we had switched from Versus to XV, the first decision we made was to make sure that XV would have a complete, coherent story in one game." This suggests that the story was previously designed to suit multiple titles. This shift in thinking led to a reorganization of story events, but also characters. Previously, Noctis interacted in trailers with a character named Stella, who was intended to be the game's heroine. However, her character was totally scrapped in the transition to Final Fantasy XV because Tabata's team "found it increasingly difficult to make sense of Stella's character and role within Final Fantasy XV." Sensitive to the issue that such sweeping changes may have a negative impact on fans expectations, Tabata added: "All these things I have been talking about have been the subject of extensive debate, and were decided with a level of utmost resolve in order to make Final Fantasy XV into the best game possible, so at least in our minds, these decisions are making the game better."


Aug. 2015 - New information will be released during Gamescom



Square Enix and Tabata have promised that there will be lots of new information related to Final Fantasy XV coming out of the Gamescom convention in Cologne, Germany. What that could mean is anyone's guess, but there's a good chance we'll finally get a release date for the oft-delayed game. Will it be September 2016, to mark the 10th anniversary of the game's announcement? It would be a shame to have to wait that long, but after nine years, what's one more? If it means the team will get the time it needs to finish the game without sacrificing quality, the wait should be worth it.


From: www.gamespot.com

Star Ocean 5 Isnt Coming to PS3 in the West Because Last-Gen Market Has Diminished to Nothing

Added: 29.06.2015 23:16 | 10 views | 0 comments


At E3 2015, Square Enix revealed Star Ocean 5: Integrity and Faithlessness, which is due out in Japan this winter and in the West sometime in 2016. While the Japanese version of the game will also be heading to the PlayStation 3, the localized version is only coming to the PlayStation 4. Speaking to Destructoid, Star Ocean 5 producer Shuichi Kobayashi said that the game is getting a PS3 release in Japan because theres still a market for the console in the country, but in the West, people seem to have moved on completely.

From: n4g.com

15 games that reward you for NOT playing them

Added: 29.06.2015 12:15 | 38 views | 0 comments


Games give so many conflicting messages to players. Most want hours and hours of your attentive dedication, then for you to return for DLC, and to never give up on the multiplayer (lest you trade it in). It can be a lot to ask, but many people are more than ready to sacrifice vast chunks of spare time. Which makes it all the more frustrating when a game says "Hey, don't you think you should take a break?" I'll tell you when I've had enough!

But there are a handful of titles that skip the simple guilt trip, and instead express concern over possible addiction by actually rewarding players for NOT playing. These games admirably promote shutting off or logging out from time to time, doling out some kind of tangible bonus for not playing them. If only other worrisome publishers got as proactive as these games...

Note: An earlier version of this article appeared on the site in 2014. This new-and-improved, updated remix near doubles the list of entries, so do give it a look even if you read the original. New stuff is up front, too.

Despite what the crackpot media might have you believe, not all video games are out to get us… just most of them. The rest make do by occupying only a large tract of our time, as opposed to every last drop of it - here's looking at you World of Warcraft and Destiny. Some games, it seems, would rather maintain a clear conscience, a basic responsibility to the health and wellbeing of the player. Sometimes they even express this in the form of an explicit 'go outside already' tip. 'Get some fresh air', they say, 'you're starting to smell'. Bless their swollen hearts.

Though some games go even further than that. Some games actively reward inaction, making not-playing an ironic element of their gameplay. Some games take the design philosophy of 'less is more' to its natural conclusion, interpreting 'less' as 'zero human interaction whatsoever'. Today's thoroughly big list takes a look at 15 such titles - those that effectively reward the player for his or her total inactivity. Sometimes taking your time (or just being flat-out lazy) has its rewards. Enjoy.

Reams and reams have already been written about the absurd fallacies that govern our games - those oddball behaviours and mad practices that seem so wonderfully at home inside of a virtual setting, and yet so massively inappropriate beyond it. Far Cry 4 evidently takes issue with these sorts of unthinking and unrealistic reactions. Case in point - the game's early doings, in which the villainous Pagan Min appears to kidnap protagonist Ajay and stuff him into an easily escaped room. Now, given the man's obvious penchant for violence, as well as his ominous promise to return, it's hardly surprising to find that most gamers quickly attempt to scarper.

But what if you don't run? What if instead of scurrying off to go native and/or ride around on massive murder elephants you simply decide to sit it out and wait? Does Min return, torture tools in hand and ready to rend flesh? Actually no. Instead we're treated to what is perhaps the most realistically dull conclusion of all time. You sit around for 15 minutes, Min duly returns and kindly escorts you to your original destination. Game over. That's it. I guess he's not such a terrible genocidal dictator after all… Just a weird uncle really. Very weird, mind, but still...

From the 'loving mother's school of devastating fight advice', it's Final Fantasy V and the Gogo boss monster - aka the one that you beat by doing nothing precisely nothing. Take that bullies - looks like I'm the bigger man now… on the floor, being kicked. Cheers Mum. You see the thing about Gogo is that he's actually a mimic, meaning that he'll only attack so long as you choose to attack him. Attempt to duke it out and he'll unleash wave after wave of unstoppable carnage, but opt instead to heed his sagely warning - 'to do as he does' - and Gogo will eventually relent, granting you a prize before scampering off elsewhere.

Good thing too, as trying to best old Gogo via conventional means, i.e. - the exact way that anyone would after 30-plus of furious fiend blasting - is considered to be a truly difficult feat. Gogo can annihilate the entire party in just three turns, and must realistically be defeated with the help of a high-level muting buff, lest this monstrous mime work up to his uber destructive meteor attack. The lesson here: Not every boss taunt ought to be ignored.

What better way to mask dark-hearted villainy than with a sweeping sense of whimsy? Disney has been at it for years now... In the case of Jonathon Blow's Braid this diabolical bent extends far beyond the terrible actions of Tim. You see, even the gameplay itself bears something of a sadistic streak. Case in point - level 2-2, or 'the curious case of the cloud that just wouldn't budge'. Well, to be fair, it does actually shift, though at such an imperceptible crawl as to trick most players into ruling it out as an effective means of locomotion. So why exactly would you want to ride such a slowpoke?

Well, as it turns out Blow and co. made it so that this granny-rapid gas ball provides the only means of reaching the game's most maliciously placed star. Now keep in mind that you don't actually need this item at all, though of course there's no accounting for the insatiable appetites of the completionist. All told, the player will need to wait 2 whole hours for this fluffy bugger to reach its destination. To be clear - that's 2 entire hours of your life… in exchange for a pickup that anyone, of any skill level could also achieve… Methinks I smell a trolling.

Everyone loves a dev team with a decent sense of humour, particularly when that team belongs to an oftentimes 'holier than thou' indie scene. "Ya, programming in a start button was just, like waaaay too mainstream". Praise be to the folks at Galactic Café then, whose winning sense of humour even found its way into The Stanley Parable's achievement section. An achievement section that features such noteworthy accolades as 'You can't Jump' - which rewards players for trying anyway, and 'Click on Door 430 Five Times', which err - well, you probably get that one.

Then there's 'Go Outside', an achievement that ensures that even avid gamers get their fair share of fresh air. To earn this trophy, gamers must stop playing the game for an entire 5-years. Play it, log off, and log back in a whopping 1826 days later. What could be simpler? Well, changing your computer's internal clock for one, but that's no fun now is it?

First things first: this particular section of Earthbound has you playing the role of a man named 'Poo'. A man. named. Poo… No, not a sentient slurry, nor a talking number two, but a man… named Poo… Just let that sink in to your mental u-bends for a minute. Giggles all gone? Good. Get everything out of your cistern… damnit, 'system'? Great, then let's continue. You see it seems that good old Poo is trying his damndest to master the art of Mu meditation. To do so he'll need to ignore a series of increasingly tempting visions while doing precisely nothing. Seems simple, though neither the player nor Poo can be quite sure that these tempters aren't actually real people in need.

This all continues until Poo enters a mysterious spirit world, wherein a strange spectre appears to torment him with various threats of mutilation. Hold your nerve and you'll complete your training unharmed. Intervene however, and it's all the way back to square one. Oddly enough, Earthbound actually features a second instance of similar inaction, whereby the player must stand motionless beside a waterfall for a full three minutes. Doing so will eventually unveil a gatekeeper asking the player for a password - or a swift slap to the face, depending on how many times you muck this one up.

Being the wholesome, family-friendly organisation that it is, many of Nintendo's games will occasionally prompt their players to set down their systems, unglue their eyes, and take a refreshing stroll out into the sun… probably to buy some more Amiibo. Because who told you you could stop buying Amiibo, huh? Get out there and buy some more goddamn Amiibo! But while many games will make an honest attempt to remind you of the world beyond your bedroom, few among them will actually ask you to close up shop as part of the game itself.

Then again, most games aren't part of the endlessly inventive Legend of Zelda series. In the case of the DS-exclusive Phantom Hourglass, this level of invention appears in the form of a classic key quest (with a twist). Said quest tasks Link with finding a way to affix a sacred crest to a seafaring chart. Sounds simple enough, and it is, provided you're able to think outside of the box - or handheld gaming device, as the case may be. Simply highlight both bits - one on each screen - before shuttering your DS and reopening. Tada! Both elements have now magically bonded, and all because you took a breather. Good luck trying that one with an emulator…

'Victory through inaction' is about as close to a catchphrase as the Spec Ops series is ever likely to get. Make no mistake about it, if you were one of those fortunate enough to miss out on the first nine titles, then you - sir or madam - truly were a winner. To say that these games were shoddy is an insult to true shoddiness. In truth, they were little more than uninspired dreck, the veritable bargain bin liners of a bygone day and age. Then of course came The Line, team Yager's incisive spin on/total indictment of the modern military shooter.

Here again, 'the only way to win was not to play'. However, unlike earlier games in the franchise, this decision had absolutely nothing to do with the title's supposed lack of polish - just the opposite, in fact. You see, protagonist Captain Walker's aim is if anything a little too effective, a factor that permits both he and the player to continue on with their mission long after losing all effective and justifiable impetus for doing so. In short, the further the player progresses, the more needless the devastation unleashed. All with the game goading and openly mocking your bloodlust every step of the way. Well done, winner. You're a monster. You really should have stopped playing.

Long before the Battlefield series spread to consoles, it had one of the most dedicated communities on PC. The fans were reliving World War 2 over and over again in team deathmatch, with a passion that I'm sure the developers had hoped to inspire. But when EA and DICE released a futuristic sequel, Battlefield 2142, they handed out special points multipliers for every 24 hours the passionate fans didn't play the game.

Of course, the official messaging on the feature focused more on assisting those that simply couldn't play the game as much as their competition. If jobs, or pets, or heart surgery distracted you from logging into Battlefield 2142, you would accrue an hour of Away bonus for every 24 hour period you weren't in the game, doubling the Career Points you'd earn in battle. Given that 2142 is the underplayed black sheep in the BF series, it seems like a lot of Away bonuses were earned by players before the servers were officially shut down on June 30, 2014.

thatgamecompany is one of the more avant garde developers around, creating games that are as much about atmosphere as gameplay. As such, thatgamecompany wants players to soak in the artistic vibe of Flower and Journey at a slower pace, even encouraging them to step away from the game for seven days before resuming the adventure. This 'more casual' playstyle is incentivized via the most hardcore of the PS3's in-game tools, the Trophy.

Flower's Welcome Back and Journey's corresponding Return are Bronze Trophies handed out for quitting the games for at least a week and then resuming your campaign. Those extra days away might give you enough time to truly deconstruct the themes and techniques of these thought-provoking games, putting those lessons to work in your own life. Or, if you're like most Trophy fanatics, you briefly pushed the system's internal clock forward by a week and immediately collected the Bronze, foregoing any transcendence. If only all epiphanies were this easy.

Bravely Default is Square Enix's return to form for the JRPG genre. Tropes like amnesiac teens, HP/MP, and world-powering crystals are all in full effect for the lovely throwback, but it also has some gameplay tricks that couldn't be done in 1992. For example, the new SP metric allows you to take extra actions during combat, which can turn the tide in a difficult battle. And you earn SP for having a good night's rest (kind of).

SP stands for Sleep Points, which are collected for every eight hours that your game is in Sleep Mode when the 3DS is closed with the game on. That's enough time to get the doctor-recommended amount of rest or finish a full day's work at the office, all leaving you and your characters refreshed for when you return to Bravely. The only thing undercutting these good intentions is the fact you can also buy SP via microtransactions. Paying for an SP Drink replenishes Sleep Points without the wait. If only we could spend money to avoid sleeping in real life. Or is that what caffeine is for?

Every now and then you'll see a sensationalist news headline about some poor soul that played an MMO until they died of exhaustion. Those tragedies, along with a general portrayal of kids wasting years of their lives on virtual avatars, feed a fear that people harm themselves by playing a game like World of Warcraft. No doubt with those fears in mind, Blizzard (ever the canny developer) implemented Rested XP as a way to make logging off beneficial for its diehard audience.

After heading to an inn and leaving the servers, every eight hours a day spent away nets you a Rested XP bubble. You can stockpile these for up to 10 days. When you return, each bubble grants double XP for kills until the bubbles all dissipate (aka your dwarf is no longer rested). That means players who only log in once a week have a chance of closing the gap with their more hardcore friends. So, when you're thinking of pulling an all-nighter to off 30 rats, you might be better off napping and then killing 15 in the morning for the same XP. Then again, if you're that hardcore, you likely hit the level cap a long time ago.

Nintendo games are notorious for continually hitting players with warnings about playing too much, with most games featuring at least one character that shows up to lecture you about taking a break. Pokemon has been known to engage in the same finger wagging as well, but the DS remakes of Gold and Silver didn't just tell kids to switch off their handhelds. The duo of games push Pokemaniacs to get their lazy butts into shape alongside their Pokemon.

The Gold/Silver remakes come packed with the virtual pet-style Pokewalker. The circular, simple electronic device is shaped like a Pokeball, and you use it to temporarily take individual Pokemon out on a walk to collect experience and mildly uncommon items. It’s a cute way to get slightly active via pocket monsters, but you can only gain a single level per trip, meaning it’s less time consuming to remain immobile and grind out XP in-game. Laziness wins again!

Peter Molyneux is just the type of mad genius to conjure up a virtual real estate market within one of his fantasy worlds. Fable 2 did a much better job than its predecessor with paying off Molyneux’s lofty design dreams, and it includes a world so dense that you can buy property and collect rent from it while not even playing. You can step away from the game and know you’ll have some cash waiting for you when you come back.

The rent payments go into your coffers every five minutes you aren’t playing Fable 2, and it can stack up for up to two months' worth of gold. Of course, this it vulnerable to the offline exploit of simply turning the system clock forward two months to collect the cash immediately. This is why we can’t have nice things. I’m assuming Peter Molyneux agrees, because the cash-for-not-playing aspect is missing from Fable 3’s real estate.

Despite Nintendo’s many series that whine to players to put down the game occasionally, Fire Emblem once seemed too hardcore to tell you to walk away. In fact, most FE entries were more likely to drop you into a grueling, 45 minute battle, allow no saving during the permadeath conflict, then say, “Deal with it, loser.” When 3DS’s FE: Awakening rolled around, it softened some of its edges, including doling out rewards for stepping off the battlefield every now and then.

Like most strategy RPGs, you can spend time leveling up your Awakening squad of knights and dragons in random battles that pop up on the map. But if you overdo it and kill off the few superfluous baddies dotting the map, they’ll respawn as weaker and weaker pipsqueaks. Conversely, if you step away for a few hours, the map will be repopulated with dramatically more powerful opponents that drop better items and cash. Nice bonus and it also spreads an important message about the dangers of factory farming. Or am just reaching with that?

Hideo Kojima uses every tool at his disposal when making Metal Gear Solid games, and that includes messing with the in-game clock in ways most players will never notice. Of all his games, Metal Gear Solid 3 might be the best at finding unpredictable ways to grant players advantages for turning off the game. For instance, if Snake has taken too much damage, just take a long break from the campaign and his health and stamina return to normal. Though, all his food turns bad in the time you waited for Snake heal.

But the rewards for ignoring MGS3 go much deeper than that. The End is one of the toughest bosses you may ever face in any game, mainly because the wily sniper is hard to find and even harder to kill. If he’s too tough for you, Kojima gives you an out: just leave things alone for a week. When you return seven days later, the decrepit The End will have died from old age. In a way, it’s actually more humane to let him expire from natural causes.

Now that I’ve reached the end of this feature, are you sure you don’t need a break? It’s just that you look tired. If not, share your own favorite memories of when you didn’t play a game right down there in the comments!

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Nintendo Isn't Talking About NX Because It Doesn't Want Rivals To Steal Its Ideas

Added: 26.06.2015 16:30 | 10 views | 0 comments


Article: Nintendo Isn't Talking About NX Because It Doesn't Want Rivals To Steal Its Ideas

"The NX is new hardware, and will start from 0"

From: www.nintendolife.com

Nintendo Quiet on NX Because Competitors May Take Its Ideas - IGN News

Added: 26.06.2015 15:06 | 4 views | 0 comments


Nintendo President says it's inefficient to immediately cut off software for previous hardware upon the release of a new machine

From: feeds.ign.com

Nintendo Didn't Mention Mobile At E3 2015 Because It Was The Wrong Crowd

Added: 26.06.2015 11:45 | 3 views | 0 comments


Article: Nintendo Didn't Mention Mobile At E3 2015 Because It Was The Wrong Crowd

"You can hear the groan when a particular company talks about mobile"

From: www.nintendolife.com


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