Nintendojo http://www.nintendojo.com nintendo news, analysis & musings since 1996 Thu, 28 May 2015 14:21:05 +0000 en hourly 1 http://wordpress.org/?v=3.1.2 Copyright Nintendojo 2011 wpAdmin@nintendojo.com (Nintendojo) wpAdmin@nintendojo.com (Nintendojo) Podcast 1440 http://nintendojo.com/wp-content/uploads/podpress_temp/nd_podcast144.jpg Nintendojo http://www.nintendojo.com 144 144 Nintendojo's Weekly Podcasts, including Dojo-Show-Go! and Airship Travelogues Nintendojo's weekly podcasts! We talk about the latest games, news and other zany items in the World of Nintendo... and beyond. Nintendo, Wii, GameCube, DS, nintendo, 64, NES, SNES Nintendojo Nintendojo wpAdmin@nintendojo.com no no Samurai Warriors Chronicles 3 Gets US Release Date http://www.nintendojo.com/news/samurai-warriors-chronicles-3-gets-us-release-date http://www.nintendojo.com/news/samurai-warriors-chronicles-3-gets-us-release-date#comments Thu, 28 May 2015 01:00:41 +0000 Craig Harnett http://www.nintendojo.com/?p=141822

Further to the announcement last week that Koei Tecmo would be releasing Samurai Warriors Chronicles 3 in Europe on June 24, details of a US release date have now been confirmed. Fans in the US will only have to wait until June 30 to get their hands on the 3DS version of the latest Japanese hack-and-slash series.

Check out the debut English trailer below to see some of the 3DS version’s unique features in action:

The game promises to incorporate features from past Samurai Warrior titles, such as customization and challenge modes as well as the game’s main story campaign. Players will have the chance to influence the outcome of large scale battles and multiple endings from their own choices and actions within the game. As we have previously reported, the game will also have 3DS exclusive costumes unlike its PS Vita counterpart, and will fully utilize the 3DS StreetPass and SpotPass functionality.

Source: Nintendo Everything

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Bloodstained Wii U Stretch Goal Officially Announced http://www.nintendojo.com/news/bloodstained-wii-u-stretch-goal-officially-announced http://www.nintendojo.com/news/bloodstained-wii-u-stretch-goal-officially-announced#comments Wed, 27 May 2015 23:30:38 +0000 Craig Harnett http://www.nintendojo.com/?p=141803

Finally, after much speculation, our previous report earlier in the month surrounding the possibility of a new stretch goal for the development of the Wii U version of Bloodstained: Ritual of the Night has been confirmed.

The spiritual successor to the revered Castlevania series will be coming to Wii U should the Kickstarter funds reach the $3 million mark. Given that this currently stands at over $2.75 million already, it shouldn’t be long until Wii U owners are rejoicing at the thought of Igarashi’s title coming home.

It appears the game will be in safe hands should the goal be achieved, as Armature Studio has been trusted with the development. The studio was founded by former Retro Studio developers who have previously worked on the Metroid Prime series and have recently seen success with Batman: Arkham Origins Blackgate for Wii U, as well as a number of ports for PlayStation 4 and Xbox One.

In a statement posted on Kickstarter, Armature said:

“When we were approached with the opportunity to assist with Bloodstained on Wii U, we were ecstatic. This style of game is one we are intimately familiar with from our Metroid Prime days, and it’s exciting to once again put our familiarity with Nintendo hardware to good use. We have extensive remastering experience – our remastering projects include the Metal Gear Solid Collection for PS Vita, Injustice for PS Vita, and Borderlands: The Pre-Sequel for PS4/XB1. We look forward to the challenge of making sure that the Wii U edition of Bloodstained stands proudly with its brethren on Unreal Engine 4.”

Have you joined Igarashi’s army of the night yet by pledging your support? Let us know in the comments.

Source: Kickstarter

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Canadian Yogurty’s and Yogen Fruz Stores to Offer Splatoon-Inspired Flavors This Summer http://www.nintendojo.com/news/canadian-yogurtys-and-yogen-fruz-stores-to-offer-splatoon-inspired-flavors-this-summer http://www.nintendojo.com/news/canadian-yogurtys-and-yogen-fruz-stores-to-offer-splatoon-inspired-flavors-this-summer#comments Wed, 27 May 2015 22:00:46 +0000 Craig Harnett http://www.nintendojo.com/?p=141832

Canadian gamers and foodies alike are in for an absolute treat this summer. To celebrate the release of Splatoon at the end of the month, Nintendo Canada and frozen yogurt giants Yogurty’s and Yogen Fruz have teamed up to offer Splatoon-inspired frozen yoghurts and sorbets.

The stores will be offering two special flavors: the Squidsicle, a delicious, dairy-free mango popsicle sorbet; and the Inkberry, a super healthy probiotic low-fat strawberry frozen yogurt. You can even twist the two flavours together using Yogurty’s self-service froyo machines and create the mighty SquidInk, finished off with your choice of either mango or strawberry popping bubbles.

The special flavours land for a limited time between June 1 and September 8, so be sure to grab one the next time you are near any of the participating stores listed below. As an added extra, you can even play Splatoon for free in each store whilst guzzling down your frozen, inky treat!

Quebec:

  • Yogurty’s Montreal – 3454 Avenue Du Parc

Ontario:

  • Yogurty’s Thornhill – 80207 Bathurst Street, Unit 4B
  • Yogurty’s Toronto – 1703 Avenue Road
  • Yogurty’s Toronto – 527 Bloor Street West
  • Yogurty’s Grimsby – 70 Livingston Avenue, Unit 1
  • Yogurty’s Milton – 147 Main Street East
  • Yogurty’s Vaughan – 9001 Dufferin Street, Unit A10
  • Yogurty’s Hamilton – 1807 Stone Church Road
  • Yogurty’s Niagara Falls – 4025 Dorchester Street
  • Yogurty’s Oakville – 321 Cornwall Road
  • Yogurty’s Burlington – 5010 Pinedale Avenue, Unit 1001 A

Alberta:

  • Yogurty’s Calgary – 26 McKenzie Towne Gate SE,Unit 630
  • Yogurty’s Edmonton – 3803 Calgary Trail, Unit 650

Saskatchewan:

  • Yogurty’s Melville – 210 South Service Road

Source: Nintendo Life

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Project Cars May be an “NX” Game Instead http://www.nintendojo.com/news/project-cars-may-be-an-nx-game-instead http://www.nintendojo.com/news/project-cars-may-be-an-nx-game-instead#comments Wed, 27 May 2015 16:00:26 +0000 Jon Stevens http://www.nintendojo.com/?p=141667

Slightly Mad Studios, the developer behind Project Cars, has revealed that the reason behind the delay of the Wii U version of the game is that the studio is having trouble getting it to run at at a satisfactory level on the hardware.

The anticipated racing simulator was released earlier this month for PC, PlayStation 4, and Xbox One and, amongst other things, was notable for having a variety of customizable graphics options. Unfortunately, the team has been struggling to replicate the same graphics fidelity on Wii U.

The Head of Studio, Ian Bell, said in a post on the game’s forum that the team currently has it running at about 23 frames per second at the moment on 720p resolution. The team “could reach a fairly solid 30 fps but it might take a hell of a lot of work.”

He went on to say that “unless we really cut the looks back I think we’re looking to Nintendo’s next console.” When it was pointed out that Nintendo has stated that there will be no hardware announcement at E3, Bell stated that he has heard “rumours” that there may be an announcement, but clarified that he knows nothing on the matter himself.

In any event, Bell added that if nothing is announced at E3 or soon after, they planned to try and “have a go” at bringing the Wii U version up to a higher standard.

Would you be disappointed if Project Cars failed to make it to Wii U, or would you look forward to playing it on whatever the “NX” turns out to be? Let us know in the comments.

Source: Nintendo Life

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Amiibo to Unlock More Patterns in Yoshi’s Woolly World http://www.nintendojo.com/news/amiibo-to-unlock-more-patterns-in-yoshis-woolly-world http://www.nintendojo.com/news/amiibo-to-unlock-more-patterns-in-yoshis-woolly-world#comments Wed, 27 May 2015 00:00:27 +0000 Andy Hoover http://www.nintendojo.com/?p=141724

A few weeks ago, we brought you an update on Yoshi’s Woolly World going over a slew of new info on the upcoming title. Cutest among these announcements was the revelation that the game will feature numerous wool patterns that you can use to change the look of your Yoshi. Today’s announcement has shown off how you’ll be able to make Yoshi look like super soft and adorable versions of many Nintendo characters thanks to the power of Amiibo.

Though we’ve known that Yoshi’s Woolly World would be getting its own, plushy Amiibo for quite a while now, we have just learned that the game will also support 40 Amiibo in total, which accounts for the vast majority of these characters. Scanning in your Amiibo will wrap Yoshi in a pattern designed based on that character’s iconic look. So far, Nintendo has only shown off Yoshi dressed to look like Mario, Donkey Kong, and Link.

Be sure to stay on the lookout for more news regarding this irresistibly adorable platformer between now and its release later this year.

Source: Nintendo Everything

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Nintendo Renews Eternal Darkness Trademark as Hopes for Successor Remain Alive http://www.nintendojo.com/news/nintendo-renews-eternal-darkness-trademark-as-hopes-for-successor-remain-alive http://www.nintendojo.com/news/nintendo-renews-eternal-darkness-trademark-as-hopes-for-successor-remain-alive#comments Tue, 26 May 2015 23:00:06 +0000 Andy Hoover http://www.nintendojo.com/?p=141735 Shadow of the Eternals.]]> Eternal Darkness Screenshot

The story of Eternal Darkness is a bleak, mysterious journey of psychological torment that stretches through the ages– the same can also be said for the game’s plot. The mystery of what will happen with this cult classic in the future has continued on this week, as Nintendo has once again renewed its trademark and the original’s creator, Denis Dyack, has sounded off again on his attempted spiritual successor.

Renewing the trademark for the Eternal Darkness brand always tends to get people wondering what Nintendo has planned, though the simple act of renewing it doesn’t necessarily indicate anything is being done. Technically, a company cannot continuously hold onto a trademark without actually doing something with it; however, the rules and regulations for this aren’t necessarily set in stone. While this might be third time that Nintendo has renewed its ownership of the Eternal Darkenss name, it could simply be an effort on the company’s part to prevent others from profiting from the IP’s reputation. Then again, maybe Nintendo does, in fact, have some sort of plan. In other words, I guess we’ll once again have to keep our fingers crossed until E3.

Of course, it has become hard to talk about Eternal Darkness without also mentioning its director, Denis Dyack, who has not only been outspoken in his love for the project, but is also working at making its spiritual successor. Dyack and other Silicon Knights veterans founded Precursor Games and launched a Kickstarter campaign for Shadow of the Eternals, a game that borrows heavily from Eternal Darkness’ formula of Lovecraftian horror spread across numerous time periods. The game failed to reach its funding goals, and though Dyack suggested work on the project would continue in some way, not much has been heard about it for nearly two years.

However, in a recent interview with Niche Gamer, Dyack did reveal that the project was in fact alive, though it is unclear when more details would be available. First, he stated that the project has shifted from Precursor to his new company, Quantum Entanglement Entertainment, and the team is “viewing it not just from a game perspective, but also from a television and a movie perspective. We’ve been working on it with that perspective for a while now, and we’re super excited for it and the potential in the future.”

As for funding for Shadow of the Eternal, Dyack stated he couldn’t go into specifics at this time and said that his team would likely remain “quiet” about the project, though there will be some sort of announcement in the future. When asked if anything might be said soon, he replied, “Well, it all depends on what your definition of soon is.”

Perhaps it would be better to open up about Shadow of the Eternals sooner rather than later. The last few weeks have shown us that gamers have been more than happy to open their wallets to crowd funding big name developers trying to make spiritual successors to franchises their former studios have left dead in the water. Former Rare developers founded Playtonic Games and announced Yooka-Laylee, a 3D platformer modeled after Rare’s successful yet stagnant Banjo-Kazooie franchise, with a Kickstarter that reached its goal in 38 minutes and is currently sitting at $2,644,309 in funding with 21 days remaining in its campaign. Then Koji Igarashi, the former Konami developer who led the Castlevania team, launched a Kickstarter for Bloodstained: Ritual of the Night, a spiritual successor to the series that made him famous. With 17 days to go, that Kickstarter is currently sitting at $2,730,736, more than five times it original $500,000 goal. And let’s not forget the phenomenally successful Kickstarter for Mighty No. 9, the Keiji Inafune-led spiritual successor to Mega Man.

Shadow of the Eternals might have fallen short with its initial crowdfunding efforts, but it’s entirely possible that the zeitgeist has shifted even further to be even more advantageous for Dyack and fans of Eternal Darkness. Even though the cult classic doesn’t have quite the same name recognition as Mega Man, Castlevania, or Banjo-Kazooie, the title definitely demands a great deal of respect for those familiar with it. Considering the fact that I’ve written about Eternal Darkness once, twice, or maybe three times, you could probably guess that I would like to see something done with the ideas that made that game so great, even if the title is different.

Source: Nintendo Life

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SteamWorld Heist Coming to 3DS http://www.nintendojo.com/news/steamworld-heist-coming-to-3ds http://www.nintendojo.com/news/steamworld-heist-coming-to-3ds#comments Tue, 26 May 2015 22:00:56 +0000 Andy Hoover http://www.nintendojo.com/?p=141709 SteamWorld Dig returns to Nintendo's handheld.]]>

Considering the fact that SteamWorld Dig was first launched on 3DS, to great commercial and critical success, some gamers might have been surprised to see no mention of the handheld device when the game’s successor was announced a few months ago. However, 3DS fans need not fear, as developer Image & Form has announced that not only will  SteamWorld Heist be coming to 3DS, but that it was under development from the very beginning alongside every other version.

Alongside this revelation, Image & Form also confirmed that Steam World Heist will be at E3 next month. Hopefully these new screenshots of the 3DS version will be enough to hold you over until then.

 

Source: Image & Form

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New Humble Bundle Offers a Great Deal on Nindies http://www.nintendojo.com/news/new-humble-bundle-offers-a-great-deal-on-nindies http://www.nintendojo.com/news/new-humble-bundle-offers-a-great-deal-on-nindies#comments Tue, 26 May 2015 20:00:03 +0000 Marc Deschamps http://www.nintendojo.com/?p=141749 SteamWorld Dig, Mighty Switch Force!, and more!]]>

Humble Bundles have really taken off over the last few years. While they typically offer Steam games at a great price, Nintendo fans finally have a reason to get in on the fun with some critically acclaimed indie titles on the Nintendo eShop. Fans can pay whatever they want for the games offered, but there are also some nice incentives for paying a little bit more!

The games offered in the bundle are:

    For everyone:

  • Guacamelee! Super Turbo Championship Edition
  • Mighty Switch Force! (3DS)
  • Whoa Dave!
  • For those who spend $10:

  • Stealth Inc. 2
  • SteamWorld Dig (Wii U)
  • SteamWorld Dig (3DS)
  • For those who spend the average or more (currently at $9.25):

  • The Fall
  • Moon Chronicles
  • OlliOlli (Wii U)
  • OlliOlli (3DS)

For our readers that have held out on these titles, this is certainly a fantastic deal! On top of it all, a portion of the proceeds go to Code.org, a non-profit that supports exposing children to computer science. You could be supporting the next generation of video game developers! Click the link below for more details. You’ll want to hurry, though! This deal ends soon!

Are you planning on taking part in this Humble Bundle? Let us know in the comments below!

Source: Humble Bundle

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An Orca Taught Me What’s Important for Video Game Storytelling http://www.nintendojo.com/features/editorials/an-orca-taught-me-whats-important-for-video-game-storytelling http://www.nintendojo.com/features/editorials/an-orca-taught-me-whats-important-for-video-game-storytelling#comments Tue, 26 May 2015 14:00:01 +0000 Anthony Vigna http://www.nintendojo.com/?p=141618

Before I start explaining the ridiculousness of this article’s title, it’s important to understand one of the many brilliant concepts invented by TV Tropes: Darkness-Induced Audience Apathy.

Darkness-Induced Audience Apathy occurs when a conflict exists that simply lacks any reason for the audience to care about how it is resolved. This is often because the setting is extremely but meaninglessly Darker and Edgier, and/or all sides are abhorrently, equally evil—or at least, far enough gone that any difference between the two is splitting hairs.

There’s a really strange phenomenon going on in the gaming industry in which stories are commonly told in an overly serious, dramatic fashion in an attempt to tell an engaging story. But ironically, gamers instead experience Darkness-Induced Audience Apathy and lose interest in these games. Ever wonder why Shadow the Hedgehog has a story that you can’t take seriously? Maybe it’s because Shadow carries a gun, swears in an awkward attempt to sound cool, does actions that are generally unlikable, and exists in a dull setting that’s hard to care about. Sure, this is only one extreme example, but it’s easy to see similar story elements happening in other modern games today.

Phoenix Wright: Ace Attorney – Dual Destinies almost fell down the same path for me. Those that love the series know it as a quirky lawyer game that can be just as funny as it is dramatic, but Dual Destinies could have broken that balance when it introduced the dark age of the law as a plot device. This phrase is something that all the characters mention throughout the game, constantly referencing the fact nobody trusts the court system because of the falsified evidence used by lawyers in the game’s universe. Dual Destinies made a huge push to make its setting darker than ever before in an attempt to gain consumer interest, yet the depressing tone of the story made me care less about the world itself.

One of the things that changed my opinion about Dual Destinies‘ story was an orca.

In the DLC case of Dual Destinies, you are tasked with defending an orca accused of murder. Because a dead body was found inside of the orca’s tank along with some bite marks, the orca is naturally under suspicion for this person’s death. Oh, and this is no ordinary orca either! This is the famous Orla Shipley, who is a big part of a pirate-themed television show for kids called the Swashbuckler Spectacular! Who wouldn’t want to see an orca wear a pirate hat and a fake mustache while fighting an evil pirate named Dead Captain Nostache? Obviously Phoenix Wright doesn’t object, so he decided to take Orla’s case and defend an animal in a court of law.

Because this is not a part of the main plot, there is virtually no mention of the dark age of the law. As a result, the writers had a little more creative freedom to do something completely and utterly insane like this, which works brilliantly. I can go on and on about how making Phoenix defend a killer whale is an absolutely hilarious concept, but it does something incredibly important for the story as a whole: it creates contrast. While this is still a murder case, the execution of the trial is done in such a way where it never takes itself too seriously. The silliness of the case allows the player to become attached to the world of Dual Destinies because it isn’t completely dismal in nature. Even when the story takes a darker turn later on, we can care about restoring the game’s world back to the normalcy we remembered having in this particular case.

When a world is constantly forced to be dark, we expect characters to do horrible things and nothing really impresses us when they fall in line with our expectations. As a result, none of the characters in this type of world are likable and the conflicts in the story become uninteresting as a whole. This is exactly why video games need to establish a contrast by having both good and bad things happen within their stories. In essence, the contrast between the good times and the bad times in a story helps us care about a world when it gets darker than we expected. We can remember the positive moments that happen and then fight to preserve them when conflicts arise, thus making a compelling story. Stories need fun and lighthearted moments to be engaging, which is exactly why other video games should learn from Orla the orca.

What do you think makes a compelling story? Do you agree or disagree with my orca theory for storytelling? I’d love to hear what you think, so please let me know in the comments below!

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The Splatoon Gamble http://www.nintendojo.com/features/editorials/the-splatoon-gamble http://www.nintendojo.com/features/editorials/the-splatoon-gamble#comments Mon, 25 May 2015 15:00:43 +0000 Robert Marrujo http://www.nintendojo.com/?p=141527

Nintendo has a lot riding on Splatoon when the third-person shooter launches later this week. Commercially and critically, the squid-centric game needs to hit one out of the park. While the obvious reason is to push system sales and move units, another underlying factor is that the success of Splatoon will be an important stepping stone for the team who masterminded it. Yusuke Amano and Tsubasa Sakaguchi are both co-directors of the upcoming title, and they along with a lot of their fellow creators are some of the youngest workers at Nintendo. The idea for Splatoon originated as a four-on-four multiplayer match using ink to mark territory, with the squids, single-player, and other elements coming later in the game’s development. That initial prototype, however, was enough to convince Nintendo’s brass that the concept was worth pursuing, and the young team began in earnest to flesh out what would become Splatoon.

It’s naive to suggest that every idea at Nintendo originates from the mind of developer Shigeru Miyamoto, but his sage advice often does serve to focus projects that might otherwise fail without his guidance. Splatoon was initially a lot of good ideas without anything cohesive to tie everything together. Once Miyamoto intervened and succinctly pointed out that Splatoon had no hook to draw in players, the team was able to filter through and refine until arriving at the game as fans know it today. Not bad for some rookies! But that’s exactly what Nintendo needs to survive into the future: some young, fearless designers who have the sensibilities of game creators from the past and the present. Miyamoto’s various titles are the definition of timeless, but rarely is he known for bringing fans games with an edge. Splatoon has bite. It’s visually distinct from other Nintendo properties, fast-paced and even a little brash. Yet, it still feels right at home in the House of Mario.

Though the final game has yet to hit stands, between my hands-on time at E3 and the Global Testfire, it’s clear the level of polish on display is everything Nintendo fans have come to expect from the company. If the Splatoon team can follow through with a complete package, it would really help cement their roles as the stable of talent who will carry Nintendo into the future when Miyamoto is no longer working his magic. What’s more, even while the legendary designer is still around, as I pointed out above, Amano and Sakaguchi have created something that has its own feel compared to the usual Nintendo offerings. The people playing video games continues to grow in number as well as diversify, and that means the games themselves have to follow suit, too. Nintendo does a fine job of creating games that anyone can play, but not everyone is drawn to those sorts of titles. I’ll play Super Mario Bros. until I’m an old man, but there are those who have grown up weened on Call of Duty who are going to be tougher to sell on the joys of the jovial plumber.

That’s where Splatoon comes in. It’s bold and bright, with obnoxiously loud oranges and greens and blues popping out of every bit of marketing that’s been released. It doesn’t want to melt into the background, it wants players to stop and notice it. There’s an almost punk aesthetic to the splattered ink and mischievous looking Inklings that practically screams, “This is not your typical shooter! This is not your typical Nintendo game!” It’s an evolution of the company’s brand that doesn’t compromise its principles. There are no exploding heads or flying body parts, but Splatoon is about as “in your face” as anything I’ve ever come across on a Nintendo console. What’s more, it’s also managed to take the over-saturated shooter market and do something original with it. Miyamoto is many things to Nintendo, but creating a title like this is slightly out of his wheelhouse, and thus makes the presence of Amano, Sakaguchi, and others like them integral to the company moving forward.

I always thought that Metroid would eventually take the crown as Nintendo’s premier multiplayer shooter franchise, but let’s face it, the single player is what matters most when it comes to that series. I had fun with Metroid Prime 2 and Hunters‘ multiplayer modes, but ultimately the only real novelty to come from either of those games in that department was the notion that it was happening with Samus in tow. Halo it wasn’t, and never should be, and even if the universe graces fans with Metroid Prime 4, it’s foolhardy to expect that the series would ever become a true powerhouse in the packed online shooter arena (well, never say never with Nintendo, but still!). Splatoon is different. Flooding floors and walls with ink is immensely satisfying, and flat-out unique. Call of Duty and Battlefield will be at one another’s throats until the end of time because they’re both trying to outdo the other. Splatoon won’t have that problem, because there’s no competition for it. Like Mario Kart, Splatoon will be in a class of its own in the realm of online multiplayer.

When Splatoon launches this coming Friday, Nintendo will be throwing its hat in the ring with the likes of Activision and EA, but not directly. Instead, it will be reminiscent of when the company unveiled Wii, and essentially looked at Sony and Microsoft and said, “You guys can slug it out all you want, because we’re just going to make our own gym where the two of you aren’t allowed.” Splatoon has a shot to officially be the boba shop to Battlefield and Call of Duty’s coffee houses. Just like with Wii, Nintendo is once again circumventing the warfront and forging ahead into uncharted waters, instead. It also has a shot to give Nintendo the direction it needs to start reaching out to an even broader audience than it already does. Amano and Sakaguchi could very well be spearheading even more new franchises in the future if Splatoon hits its mark. So no pressure guys, you only potentially have Nintendo’s destiny in your hands if you play your cards right.

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