betvisa888 betYuji Naka Archives – Destructoid - Jeetbuzz88 - live cricket match india pakistan //jbsgame.com/tag/yuji-naka/ Probably About Video Games Thu, 01 Jun 2023 11:58:49 +0000 en-US hourly 1 //wordpress.org/?v=6.4.5 211000526 betvisa casinoYuji Naka Archives – Destructoid - BBL 2022-23 Sydney Sixers Squad //jbsgame.com/yuji-naka-prison-sentence-insider-trading-square-enix-report/?utm_source=rss&utm_medium=rss&utm_campaign=yuji-naka-prison-sentence-insider-trading-square-enix-report //jbsgame.com/yuji-naka-prison-sentence-insider-trading-square-enix-report/#respond Thu, 01 Jun 2023 11:00:16 +0000 //jbsgame.com/?p=383281 yuji naka sentenced prison insider trading

Suspended sentence sought by defense

According to a report from Abema Times, (as translated by VGC) Sonic the Hedgehog co-creator Yuji Naka is facing 2.5 years in prison �in addition to receiving a $1.2 million (USD) fine �for his role in insider trading schemes that took place during his ti??me at developer Square Enix.

The punishment is being requested by the prosecutor's office at the Toko District Court, who argue that Naka had violated Japan’s Financial Instruments and Exchange Act, stating Naka had shown "no signs of remorse" for the offense. Naka was first arrested in November 2022 under suspicion that he had used insider knowledge in order to draw large sums of money on the stock market. Naka was then re-arrested again a month later on additional charges.

The prosecution argues that Naka, alongside fellow former Square Enix employee Taisuke Sazaki, knowingly invested in Japanese developer ATeam Entertainment, ahead of the announcement that the studio would be developing 2021 mobile release Final Fantasy VII: The First Soldier. Naka reportedly purchased 120,000 shares in ??ATeam at a cost of around ÂĄ144.7 million y?en (roughly $834,000 USD).

In a separate incident, Naka, Sazaki, and a third employee, Fumiaki Suzuki, were charged with purchasing stock in another studio, Aiming, ahead of Square Enix revealing that it would be working on Dragon Quest: Tact. In this instance, Naka was accused of having purch?ased ÂĄ47 million (roughly $336,300 USD) of shares before the public announcement. The prosecution believed Naka ascertained the details ahead of time by accessing an interna??l website containing meeting transcriptions.

Naka's defense team is hoping to reduce the fine and is currently seeking a suspended sentence ??in the hope of pre??venting Naka from serving any jail time. A final verdict is expected in July.

Naka left Square Enix in 2021, following the critical and commercial failure of lurid platformer Balan Wonderworld. After the fact, Naka would also fil??e suit against the publisher, arguing that he had been removed from Balan's development six months ahead of its much-maligned release.

Yuji Naka could?? be sentenced to 2.5 years in prison for insider trading [VGC]

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See the future that once was

A piece of Nintendo history has resurfaced on YouTube. Once-lost footage of Nintendo's prototype LCD monitor for? the GameCube has shown up, years after the hardware was shown at E3 2002.

YouTuber and IGN parent company Ziff Davis employee Adam Doree uploaded some footage from the show, as noticed by GoNintendo. This LCD moni??tor was app??arently shown at E3 2002, but was never released.

//www.youtube.com/watch?v=kp7KBJv4pqg

The ??attached LCD monitor would have made that GameCube handle suddenly make a lot more sense. To me, it feels like a distant murmur of the ideas that would lead to the Wii U and Switch. Part of the thinking, as Nintendo's Satoru Iwata explains in the footage, is that players might be able to carry their GameCube around and link them up, using s??omething like a broadband cable.

A different dimension

Having a small screen on top of the GameCube wasn't the only gimmick of this monitor, though. This may have also contained another wild potential twist: 3D technology. In an Iwata Asks about the Nintendo 3DS, Iwata talked with prod??ucer Hideki Konno about early attempt??s at glasses-free 3D.

Iwata: Then after development had advanced a bit, the 3D idea came up.

Konno: Yes. I think the timing was good. Some of the staff members around me were saying things like, "Today's 3D LCDs really look good!" I thought so, too. I had a connection with 3D games anyway. After the development of Luigi's Mansion for Nintendo GameCube was over, I was involved in?? the e??xperiment of making a 3D version of it.

Iwata: Luigi's Mansion 3D. Unfortunately, we never released it.

Konno: Yeah. We tried fitting the Nintendo GameCube with a small, roughly four-inch, LCD that allowed you to enjoy Luigi's Mansion in glasses-free 3D.

Iwata: We showed that LCD as a reference exhibit at the 2002 E317, but kept the 3D aspec?t secret. I liked that, though.

Konno: Yeah. It had depth, so it really pulled you into the world of the game. I thought it was great, but�/p>

Iwata: But we just couldn't get past the problem of how t??o sell it.

Konno: Right. Liquid crystal was still expensive back then, and no matter how new an experience we could provide through the games, there would have been a need for players to buy the LCD as an accessory. There was even talk that it could?? turn out to be?? more expensive than the console itself!

Iwata: In the?? end, we couldn't overcome that hurdle and it never made ??it out into the light as a product.

LCD Wonderworld

As if the development history of this long-lost LCD screen couldn't get more interesting, here comes Yuji Naka. Also included in Doree's tape archives from the sho?w is footage of Iwata discussing the history of this monitor. As Iwata shares, Nintendo brought out the LCD monitor to show off the technology. But this screen also lead to a collaboration between two other well-known developers: Nintendo's Shigeru Miyamoto and, at the time from Sega, Yuji Naka.

According to Iwata, Miyamoto was talking to Naka about Phantasy Star Online. The question was floated: is there a way PSO could go portable? Naka responded, saying it would be a good idea, but ther??e was something else he had been thinking about and wanted to propose.

Naka then forwarded a card game based on Phantasy Star, which Iwata says is being shown off on the consoles. Obviously, this never came to fruition in this form. But given the timing (E3 2002), that sounds vaguely similar to 2003's GameCube entry Phanta??sy Star Online Episode III: C.A.R.D. Revolution.

Either way, it's an incredible piece of GameCube history, for a console that's seemed to only grow fonder in peoples' hearts as time goes on. While we may dream ?of what ?may have been, we do at least have the Switch now for our on-the-go Nintendo needs.

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Case proceeding against Sonic the Hedgehog co-creator

Former Sega veteran Yuji Naka has been formally indicted following their arrest earlier this month for suspected insider trading. The indictment was reported yesterday by Japan's NHK news corporation.

Naka was first arrested in November as part of an investigation into insider trading at studio Square Enix, led by the Tokyo District Public Prosecutors�Office Investigation Department. Naka, along with two further SE employees named as Taisuke Sazaki and Fumiaki Suzuki, was arrested under suspicion of purchasing stock in Japanese studio Aiming, right before Square announced that the developer was working on a new title in the Dragon Quest series, Dragon Quest: Tact.

At the start of December, Naka was re-arrested after the investigation uncovered further evidence suggesting that the Sonic the Hedgehog co-creator had purchased 120,000 shares in developer ATeam ahead of the announcement that said studio would be producing mobile release Final Fantasy VII: The First Soldier. The shar?es in question were valued at around ÂĄ1??44.7 million yen ($834,000 USD).

"We have been fully cooperating with requests from the Securities and Exchange Surveillance Commission," said Square Enix in a sta?tement published in November. “As the investigation by the Tokyo Di?strict Public Prosecutor??s Office is underway, we will continue to fully cooperate with their investigation."

"We deeply regret the great concern this has caused to all concerned. We have dealt with this incident strictly, including internal disciplinary actions taken against the suspected employ??ees."

It is currently not known when or if Naka will stand trial for these charges. Yuji Naka left Square Enix in 2021, following the critical and commercial failure Balan Wonderworld. Naka would later f??ile suit against?? Square Enix, arguing that they had removed him from development six months ahead of release.

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Further investigation into Square Enix stock offenses

Yuji Naka, Sega veteran and co-creator of the Sonic the Hedgehog franchise, has reportedly been arrested for the second time as the result of an investigation into insider trading at publisher Square Enix. According to Japanese news outlet Asahi, (reported by VGC), the new arrest is in connection with add??itional instances of stock manipulation performed durin??g Naka's time with the publisher.

In this case, Naka, alongside fellow former Square Enix employee Taisuke Sazaki, is suspected of investing in Japanese developer ATeam Entertainment, ahead of the announcement that said studio would be working on 2021 mobile release Final Fantasy VII: The First Soldier. Naka is acc?used of purchasing 120,000 shares in ATeam at a cost of around ÂĄ144.7 million yen (roughly $834,000 USD).

Back in mid-November, Naka was arrested under similar suspicions as the result of an investigation by the Tokyo District Public Prosecutors�Office Investigation Department. In this instance, Naka, Sazaki, and third employee Fumiaki Suzuki had been accused of purchasing stock in studio Aiming, ahead of the announcement tha??t the developer would be working on Dragon Quest: Tact. In this instance, Naka is suspected of having purchased ¥47 million (roughly $336,300 USD) of shares before public announcement.

"We have been fully cooperating with requests from the Securities and Exchange Surveillance Commission," said Square Enix ?in a statement published in Novembe??r. "As the investigation by the Tokyo District Public Prosecutors Office is?? underway, we will continue to fully cooperate with their invest??igation."

"We deeply regret the great concern this h??as caused to all concerned. We have dealt with this incident strictly, including internal disciplinary actions taken against the suspected employees."

Naka left Square Enix in 2021, following the critical and commercial failure of colorful platformer Balan Wonderworld. Naka would later file suit against his former publisher, arguing that he had been removed from the project six months ah?ead of its eventual releas??e.

?Yuji Naka re-arrested over alleged Final Fantasy ??VII The First Soldier insider trading scheme [VGC]

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Square Enix scrutinized over alleged stock offenses

Yuji Naka, the co-creator of Sonic the Hedgehog franchise, has reportedly been arrested in Japan as part of an investigation into an insider trading scheme at Square Enix. According to Japanese news site FNN Prime Online, Naka is one of a handful of individuals singled out by the Tokyo District Public Prosecutors�Office Investi?gation Department.

Yesterday, Japanese officials detained two Square Enix employees, named as Taisuke Sazaki and Fumiaki Suzuki, for allegedly purchasing major stock shares in studio Aiming, right before the announcement of mobile title Dragon Quest: Tact. It is reported by ?FNN Prime that Sazaki and Fumiaki acq?uired around ÂĄ47 million (roughly $336,300 USD) of shares in lieu of the announcement of the game's development.

//twitter.com/6d6f636869/status/15934256509199???52384?s=20&t=oIUMiAoErEXRAEW0odCC3A

Ea?rlier this morning, it was reported that Yuji Naka had become a suspect in the same investigation, with the belief that the former Sonic Team head also acquired large shares during the same ??period �allegedly purchasing ¥2.8 million (around $20,000 USD) in Aiming stock. It is believed that the three individuals learned of the upcoming announcement, and picked up these shares in advance, with a goal of selling them once the announcement hit and Aiming's stock value increased.

"We have been fully cooperating with requests from the Securities and Exchange Surveillance Commission,�said Square Enix in an official statement. "As t??he investigation by the Tokyo District Public Prosecutors Office is underway, we will continue ?to fully cooperate with their investigation."

"We deeply regret the great concern this has caused to all concerned. We have dealt with thi?s incident strictly, including internal disciplinary actions taken against the suspected employees."

Naka left Square Enix in 2021, following the critical and commercial failure of Balan Wonderworld. Naka would file a lawsuit against his former employer, accusing them of having removed him ??from the project six months before its eventu??al release.

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The platformer still has Square's support, it seems

Balan Wonderworld has had some notable issues, including a rough launch and critical reviews, and even legal proceedings. Still, Square Enix says it can recommend Balan Wonderworld.

During a Q&A session during Square Enix's earnings briefings (via Bloomberg's Takashi Mochizuki), Square Enix addressed the topic of Balan Wonderworld. It both confirmed it had a lawsuit case with Yuji Naka, though declined to comment further. And on the subject of Balan itself, Sq??uare Enix said it is a game "that we recommend with confid??ence."

//twitter.com/6d6f636869/status/152??5008395790843905

Naka, who's had quite a career across series like Sonic and Nights into Dreams, recently shared a Twitter thread detailing his side of Balan Wonderworld's development. In it, he alleged that Square Enix removed him as director before launch and claimed the publisher, alongside developer Arzest, "are companies that care about neither games nor their fans." At one point, he says he tried to negotiate for access to address issues in Balan and, failing that, decided to file in court.

It's a Wonderworld after all

Though Square Enix confirms the lawsuit Naka claims he filed is real, it looks like there's no further comment on the matter. Well, aside from the publisher's confidence in Balan Wonderworld.

Balan Wonderworld had a rough launch with low sales and poor critical reception, and even its demo was taken down. In Naka's thread, the former director says it's a "true disgrace" Balan Wonderworld was released in the state it was. He did indeed leave Square Enix, and has most recently been working on some solo work.

As for Square Enix, its financial report attributed a deal of success to the incredibly popular MMO Final Fantasy XIV. For its future plans, Square says it intends to "strengthen their IP ecosystem" and establish new studios to facilitate those plans. After the Embracer deal, Square? Enix certainly freed up the room for more studios.

//www.tiktok.com/@destructoid/video/709918469??3077200133?is_from_webapp=1&sender_device=pc&web_id=7052788164067706373

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The Sonic creator posts a thread detailing issues within Balan's development

Yuji Naka has published a series of tweets this morning, criticizing Square Enix and the situation surrounding Balan Wonderworld. According to Na??ka's thread, Square Enix removed him from the director's role befor??e launch.

The thread shared today starts with Naka saying he was removed as director of Balan Wonderworld approximately half a year before launch. The decision was ultimately made by the producer, promotional partner, sound director, project director, and HR. Naka says this led him to file in court over the matter. (Translation via VGC and @Cheesemeister3k/Twitter.)

//youtu.be/VeOqbU4o1Xg

The conflict comes down to two points. The first was a promotion involving a YouTuber arranging one of the in-game songs, rather than using the original score. The other, arguably larger dispute, involved co-developer Arzest submitting a final build without fixing bugs, according to Naka. Eventually, he says he asked his lawyer to negotiate to allow him to address issues in Balan Wonderworld until the ve?ry end and, when that failed, ultimately decided to file in court.

"Personally, I believe that it is a true disgrace that Balan Wonderworld was released in the state that it was in," Naka writes, via VGC's translation. "I wanted to s??how the world an action game in its proper light. Therefore, I believe that Square Enix and Arzest are companies that care about neither games nor their fans."

//twitter.com/nakayuji/status/1519648947932860416

We've reached out to Square Enix for comment.

Anyway, here's Wonderworld

Naka left Square Enix in 2021, following the extremely rough launch of Balan Wonderworld. The new character platformer from Yuji Naka was very poorly received, with low sales and the demo being taken down after launch.

According to the former director, it is because of these issues that Balan Wonderworld received all the "criticisms and comments." Whether the Balan b??oat could have been righted or not, it's a pretty surprising series of tweets to see from the? longtime creator.

Naka has meanwhile been working on personal projects, including a mobile game he made by himself.

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New project announced on 55th birthday

Sonic the Hedgehog co-creator Yuji Naka has announced that he is currently in the process of developing his own mobile game, the legendary developer?'s first project since his departure from Square Enix in April 2021.

Speaking in a tweet celebrating his 55th birthday, Naka noted that he has been studying modern programming methods, including Unity, with a vision to creating a new mobile title, which would be the first fully independent release in Naka's career in many, many years. While Naka's storied career includes stellar franchises such as Sonic the Hedgehog, Phantasy Star, and NiGHTS, his most recent release, Balan Wonderworld was a maj??or disappointment, critically and in sales �though it did still capture Naka's eye for colorful, fantastical wo??rlds and characters.

Despite the failure of Balan Wonderworld, Naka has already proven time and again his?? ability to create fun, engaging, and highly creative game worlds. Even at 55, the industry veteran clearly feels he still has more to offer the industry, and it will be interesting to see what future projects arise from Naka's research into the world of modern indie game development.

"It's not a big deal because it's made by one person," said Naka o??f his new mobile game. "B?ut programming for making games is fun. I hope you can play the app."

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More costume changes than a Lady Gaga concert

Back in January, I wrote up an impressions piece for my hands-on with the Balan Wonderworld demo, saying it was saving its best bits for the final game. That statement wasn't really supported by any concrete evidence, it was more wishful thin?king based on my memories of the wonderfully imaginative reveal trailer from last summer.

Now that I've played through the full game, I'm happy to say that I was right. Balan Wonderworld did indeed save its best levels, costumes, and ideas for the final game. However, if you hated?? that demo �and I know a lot of people did �nothing here is going to change your opinion of it. In fact, the?re's a good chance you'll actually end up hating it a whole lot more.

Balan Wonderworld

Balan Wonderworld (PC, PS4, PS5 [reviewed], Switch, Xbox One, Xbox Series X)
Developer: Balan Company, Arzest
Publisher: Square Enix
Released: March 26, 2021
MSRP: $59.99

If I were to sum up Balan Wonderworld in a single word, that word would be antiquated. This is a new game that feels very, very old. It’s an artifact of the mid to late �0s, calling back to the golden era of the mascot platformer, a brief period when developers blessed the world with weird and experimental platform games like Bug or Croc: Legend of the Gobbos. If you were to tell me Balan Wonderworld was actuall??y an HD remake of some 1997 Sega Saturn title, I’d probably believe you because from top to bottom, this feels like something I played back when I was 13 years old.

And hey, there is nothing ?wrong with feeling a bit old. Retro games are as big now as they’ve ever been, and we’re still getti??ng Kickstarters for “spiritual successors�to those titles we deeply adored as kids.

But Balan Wonderworld doesn’t just feel old. It feels like Yuji Na??ka and his team at Balan Company have ignored the past 25 years of progress made in game development. Because while much of this title pulls at the parts of the brain that control nostalgia, some elements are stark ??reminders of just how far the medium has come.

The game tells the story of two loner?s, Emma and Leo, who are pulled into a mysterious theater by the even more mysterious Balan. They thrust the two of them into an adventure where they’ll help other people with their problems. There are a dozen people in total to help and their issues range from dealing with a dead cat to feeling invisible to one very bad dolphin. For each of them, Emma or Leo will venture through two levels that are kind of themed around their personalities before heading into a boss battle the anthropomorphizes the struggle they're having.

I think most people’s enjoyment of this game is going to depend on their appreciation for the level design concepts of early 3D platformers. We’re talking about very tightly packaged, linear stages with small, off-the-beaten-path areas to explore. It’s the type of level design where a risky jump into the unknown can send you to your death or reward you with a new power-up you wouldn’t have ??otherwise been able to get. And each level has several golden Balan statues to collect, with some that hide in plain sight with no clear indication on how to reach them. Collecting those statues is the real goal for every level as you need to have a certain number of them in your possession to unlock more stages. That sounds like gatekeeping, but it was mostly a non-issue for me.

I know this level de??sign isn’t going to mesh with a lot of people, but I really like about 90% of the stages in this game. First of all, some of them are quite beautiful with strikingly vivid and dream-like art direction. It is j??ust plain pretty at times. Second, I think Balan Company and Arzest pulled some of the best design philosophies from the mascot platformer era and cobbled them into something unique and sundry. There is simply a lot of imagination in the makeup of some of these worlds, and that extends to the boss battles as well.

Balan Wonderworld

Easily the best part of the whole package, the boss battles of Balan Wonderworld ask players to take a step back and see the different ways in which they can be defeated. Boss battles grant three Balan statues upon completion, but only if you figure out the three different ways you can attack them. If you want to rush these battles, you can do that just fine. But if you want to master this game, you’re going to have to study them out. These boss fights absolutely drip with confidence from the developers, but they also put a spotlight on one of the biggest issues plaguing Balan Wonderworld: its atrocious and unacceptable costume system.

Similar to nearly every mascot platformer of the past, Balan Wonderworld has a gimmick it's built around. Its gimmick is costumes. Each world will have a handful of costumes to collect, with three or four usually obtained organically and a few others you really have to search for. Like the original Sonic the Hedgehog, Balan Wonderworld has just one action button and it changes what your character does depend?ing on the costume they’re wearing.?? Some costumes will let Emma or Leo jump, some won’t, so it’s important to have a good mix in the three you can carry at once.

What’s crucial to know is that once you unlock a costume, you don’t necessarily get to keep it. If you take any damage, you lose the suit you're wearing and have to either go back to where you found it before or hope you happen upon it again. This means you might actually have to stock up on costumes. I certainly did, as some Balan statues are really tough to get. Not only that, but costume swaps are limited to checkpoints. So if the costumes you have equipped are not what you need but you know there is the perfect one in y?our wardrobe, you have to trek back to the last checkpoint to swap it out.

Balan Wonderworld

This really isn’t an issue early on, but it quickly becomes one as stages start to implement more concepts that are centered around these costumes�abilities. What is a real shame about Balan Wonderworld is there is? a wide breadth of costumes available, 80 in fact, but their depth is shallower than a shot glass. Some of them just repeat the abilities of costumes you collected earlier with a ??minor twist. Others exist simply to act as a standard element of gameplay most other titles wouldn’t require a special power-up for. Like, you can’t just carry a torch, you have to become a torch. You can’t just grind a rail, you have to dress up like a train.

And I cannot stress enough how dumb some of these costumes are. One of the early getups you unlock is Box Fox, which is a fox that will turn into a box. Players have no control of when the fox turns into a box, and if you happen to be moving when the transformation?? happens, that box will slide right off a cliff. I can see how that idea might be whimsical in theory, but in practice, it’s break-the-controller frustrating.

Had the number of costumes been whittled down and made more useful in how players can utilize them in the levels, it would easily make for a better experience. What’s here is clearly not the best possible execution of the concept, and it can be a bummer to reach a boss battle and realize you don’t have the appropriate costume for one of their attacks. But my appreciation for what Yuji Naka was trying to do with the gimmick buoys my feelings toward them. Unfortunately, there is a 10-ton anchor chained to that buoy that’s dragging it down??, down, down into the deepest fathoms of contempt. It’s an anchor known as Balan’s Bout.

Balan Wonderworld

Kind-of-sort-of hidden on each stage is a big, gold top hat that’ll summon Balan for a series of quick-time events called Balan’s Bout. Here, you’ll need to rapidly press a button or t?ime a single press of it as Balan lines up with a translucent image of themself. On paper, that doesn’t sound too bad, but it wears thin almost immediately.

First of all, it can be tricky to tell whether Balan has lined up with their image, creating the potential for getting a “great�rating for the QTE rather than an “excellent.�Anything less than the top rating is pretty much failing. While you will get an increase in the number of collectible d??rops you have with the completion of each Balan’s Bout, you need to get it perfect every time to get the Balan statue associated with it. Fail to do so, and you’ll have to return to the level to test your luck at it again.

Not only is there a Balan’s Bout in every stage, but later stages have multiple you need to find and complete. And while there is a variety of different QTEs within each Bout �like lining up Balan as they punch or lining them up as they blast whatever the name of the antagonist is �it’s more or less just you doing the same thing over and o??ver again in every level, hoping to God you don’t accid?entally press the button too early or too late to score the dreaded “great�rating.

Balan Wonderworld

Let me be clear: I hate Balan’s Bout just as much as Roger Ebert hated the movie North. I ha??te it. I hate, hate, hate that somebody thought this was an activity players should have to do multiple times. Even if I had perfect runs of every Balan’s Bout I came across �never messing up, never failing �I would still ?hate the fucking thing.

None of the mini-games sewn throughout Balan Wonderworld are any good and, if anything, pull players away from the real joy of the classic platform fun. They’re begrudgingly necessary though as they do increase the number of drops you collect in each stage, drops that are needed to feed Tims, little chick-like rabbit dollops that join you on your journey. To be clear, I have no idea what the hell the Tims are for and why it is I’m helping them build their tower. Maybe that’s answered when the tower is? complete, but I honestly don’t know how much I have left in me to further explore the post-game long enough to collect enough drops to build that thing.

Like I said at the top of this review, your enjoyment of Balan Wonderworld is going to depend on your tolerance for primitive 3D level design. Strip away the unnecessary costumes and ?their poorly implemented management system �and fire those Balan’s Bouts into the sun �and you might have a nice throwback to a more experimental time of platform gaming, one that would be easier to recommend. But sadly, you can’t just strip those elements away. They're here, and they’re ruining what is otherwise an enjoyable rewind to the golden era of the mascot platformer.

[This review is based on a retail build of the game provided by the publisher.]

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Square Enix states 'flashing lights' sequence is a bug

Square Enix is rolling out a day-one update for Balan Wonderworld to remove a climactic sequence which features flashing im??agery that has been deemed an epilepsy trigger.

During Balan Wonderworld's final boss encounter, a transition between attack sequences can trigger a rapid flash/strobing effect, which sees momentary frames of bright white fill the entire screen. Further investigation by players found that not all copies of Balan Wonderworld featured this effect, however, denoting the potentially harmful sequence as a bug, rather than an inten??tional design choice??.

Square Enix has responded to players' rightful concerns, confirming the bug and noting that the title's day one p?atch will remove the flashing effect from the final release.

"Please ensure that you install the Day One Patch before playing Balan Wonderworld," ?Square Enix said ?in a press statement. "We have received reports of a photo-sensitive epilepsy risk from a potential flashing bug if playing the game un-patched. The Day One Patch prevents this issue as well as enhances the overall play experience."

Of course, there are already copies of Balan Wonderworld in the hands of reviewers, influencers, and other pre-release players, so Square really should've stepped up and removed the harmful bug as soon as the problem was noted. Regardless, if you are picking up Yuji Naka's new adventure today, be sure to apply the launch update before you commence playi?ng.

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A problem shared and all that jive

This week sees the launch of Yuji Naka's strange and hyperkinetic new fever dream, Balan Wonderworld, which sees two young children whisked awa??y to a bizarre land of adventure and merriment, daubed in Naka's classic colorful style and dripping with "Big Top" showmanship.

Publisher Square Enix has released a new trailer focusing on the title's co-op focus, as he?roes Leo and Emma work together - aided by a huge wardrobe of skill-based costumes - to overcome Wonderworld's many obstacles and hazards. As the children explore the strange environment, comprised of memories and dreams from their real world, it will take some coordination and smart teamwork if the siblings are to find their way back home.

To address the pink elephant in the room, Balan Wonderworld's recent demo did not go down well with some players, who found its gameplay overly-simplistic and a little boring, despite the delightful visuals. Developer Arztest has taken note of these opinions, stating that its new release will feature a day one patch to adjust controls and camera and offer a "rebalanced" difficulty. Still, not every game has to be Supreme Commander, and hopefully Balan Wonderworld will win over folks with its undeniable spirit and charm when it launches,?? March 26, on PlayStation, ??PC, Xbox, and Nintendo Switch.

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Demo of the Rarebit Fiend

Balan Wonderworld made a huge splash when its debut trailer dropped in the pre-show for an Xbox Games Showcase last July. It was bright, colorful, and full of as much whimsy as its creator, Yuji Naka. I was immediately smitten with it as it looked like a dream. After a w?eek of repeatedly playing through its demo, I'm happy to report it plays like a dream as wel?l.

The first thing that you should know about Balan Wonderworld is that it's simple. Not easy, though this demo shouldn't give you any trouble, but simple. It's a one-button action-adventure game. Press any button on the gamepad and your character will jump or use whatever skill is associated with the costumes you'll collect on your journey. These costumes represent the central gimmick of Balan Wonderworld, and there is a good mix in the demo to showcas??e the different abilities you'll ha??ve to master if you want to 100% the final game.

Just to be clear, some costumes don't allow you to jump, so if you're approaching a platforming section, make sure you're wearing one that does. You can carry and cycle through up to three costumes at once, and excess duds are sent to a closet that can be accessed at certain points i??n each level.

Speaking of the levels, they are a decent showcase of what Yuji Naka is going for here. While compact when compared to stages found in something like Super Mario Odyssey, they still encourage exploration with trophies scattered a?round each stage for players to find. Some can't be reached with the costumes you unlock in the level, requiring players to double back when they have the right suit for the job at hand. In the very first level, you'll no double spot some gems hanging from a spiderweb, letting you know you'll need to make a return trip when you've acquired that suit.

Balan Wonderworld

?You will lose your current costume if you take damage, but that shouldn't be a problem in this demo. Enemies are sparse and easy to eliminate, while mid-bosses and the one ??included boss battle can be beaten in a flash. Costumes do carry over from one level to the next, and if you lose a costume you need, finding it again isn't too much trouble.

The lack of difficulty makes for a leisurely experience. Going through it, I kept thinking back to Naka describing this as an "a?ction game." That's a description that just doesn't fit it, even with the most generous use of that definition. As I said above, it's more an action-adventure game than anything else with light platforming, puzzle-solving, and mini-games.

While past Naka titles did an excellent job of weaving mini-games into the adventure at large -- think the bonus levels when collecting a Chaos Emerald in Sonic the Hedgehog -- the mini-games in Balan Wonderworld don't complement the rest of the experience. They feel shoehorned in, aren't that engaging, and d?on't provide a ??unique enough reward for their completion. Balan's Bout, a brief quick-time event you access every time you find one of Balan's hats, is far too dull to repeat as often as it does. 

What's not dull is the look of this game. Though it can toe the line of generic, some of the set pieces in the Balan Wonderworld demo are absolutely breathtaking. Even the basic concept of the first world, a farm mixed with a medieval castle, has a mesmerizing quality about it. What really amplifies the art direction here is how the levels seem to fall into place as you venture through them. As you go through the stages, you can look to the background and see the next parts you'll venture to take their position. It's a wonderful effect, though it's not evident or present in every stage. Either way, this illusion of a "moving world" exaggerates the dream-like nature of Balan Wonderworld and adds a bit of visual magic to stages that might not be as inventive or creative as they could be. Looking back at the reveal trailer for this game, it's clear Square Enix i?s saving the most interesting levels for the final release.

Balan Wonderworld

There is a lot more to the demo, including the small, fluffy creations known as Tims that assist you on your journey, but I don't think it's long enough to fully explore their ?function in your adventure. Gems you collect can be used to feed the Tims, which enhances their abilities, but again, this is something you'll probably be able to better explore in the final game.

While it's not exactly what I was picturing when Yuji Naka announced he was making an action game, I still think this is one title to watch out for in 2021. There is a lot of potential here, some beautiful art direction, and?? an early contender for the best soundtrack of the year.

Try the demo out for yourself when it launches on January 28, and if you like it, Balan Wonderworld will release on M?arch 26 for PS5, PS4, Xbox Series X/S, Xbox One, Nintendo Switch, and PC.

The post Balan Wonderworld is?? saving its best bits for the full game appeared first on Destructoid.

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We have such sights to show you

One of 2021 most intriguing, but surprisingly under-the-radar releases is Arzest's colorful title Balan Wonderworld. An adventure seemingly packed to the rafters with fantastical characters and imagery, this strange new game from Sonic the Hedgehog's Yuji Naka is turning heads thanks to its bois??t?erous charisma and dream-like atmosphere.

And it seems like we won't have to wait much longer before we get to take a peek behind the curtain and into our host's weird universe, as publisher Square Enix has announced that a Balan Wonderworld demo will be arriving on all platforms a little over a week ?from today, January 28 to be exact.

The demo will feature a selection of "acts" hand-picked from the full game, and will also include a trip around the "Isle of Tims" - Balan's creature-raising hub world. The demo will support local two-player co-op, so if you have a pal under your roof, then you can both experience this wild, crazy - a?nd slightly unnerving - circus together. Roll up!

Balan Wonderworld launches March 26 on PS4, PS5, PC, Xbox On?e, Xbox Series X, and Nintendo Switch.

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Curioser and curioser...

Square Enix's upcoming fantasy adventure Balan Wonderworld certainly looks to be one of the most colorful and fantastical titles heading gaming's way in 2021. Following on from the pomp and circumstance of its delightful intro cinematic, ?Square Enix has now released a lengthy video giving us a look at the PC and console title in action.

Balan Wonderworld follows t?he adventures of two young kids - Leo and Emma - as they pick their way through a wacky and phantasmagorical (oh yes) dimension presided over by the enthusiastic (and slightly creepy) ringmaster, Balan. Our heroes will utilise a wardrobe of 80 costumes - each? with their own specific skills and abilities - to explore the environment, dodge hazards, solve puzzles, and engage with a wild cast of characters.

But it's not all just fun and games and familiar NiGHTS imagery. Each world will offer Leo and Emma the chance to do a spot of soul-searching, on a dream-like journey that will teach the hip kidz a few lessons about life, themselves, and each other. Though quite mad, Balan Wonderworld looks to be a fascinating trip for fans of Yuji Naka'??s weird worlds.

Balan Wonderworld is sc??heduled to launch March 21 on PS4, PS5, PC, Xbox One, Xbox Series X, and Nintendo Swi?tch.

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Maestro of Madness

Square Enix has released the stunning opening movie to Balan Wonderworld, the upcoming platform adventure fr?om stu??dio Arzest, and headed up by legendary industry veteran Yuji Naka.

The beautifully directed video sees our heroes, Leo and Emma, and they are whisked into the colorful and whimsical Wonderworld of Balan, a char??ismatic showman with just a touch of uncomfortable weirdness. Bombarded by cute, fuzzy creatures, Leo and Emma journey through a phantasmagoria of the strange sights and sounds that make up Balan's W?onderworld.

The mysterious adventure itself will see players guide the duo through a vista of 12 ever-changing worlds, exploring stages while utilizing a huge host of spe??cial abilities earned from over 80 in-game costumes. At the heart of Wonderworld is self-discovery, and as they progress through the game, Leo and Emma will face their own joyous memories and deep-seated worries. It all sounds very intriguing, and with Naka at the helm, will most assuredly be one to watch out for.

Balan Wonderworld launches March 26 on PS4, PS5, PC, Xbox One, Xbox Series ?X, and Nintendo Switch??.

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Also, his hat was amazing

Yuji Naka hasn't had the easiest time since parting ways with Sega back in 2006. He started his own development studio, Prope, and pushed out a few interesting, but not entirely memorable games like Ivy the KiwiLet's Tap, and Rodea the Sky Soldier. Last year, it was revealed he had joined Square Enix and was working on?? an action game for the company.

During the pre-show to the Xbox Games Showcase, we got our first look at what he's been working on. It's called Balan Wonderworld (not "Wonderland" as it was called multiple times during the stream and on Twitter) and it looks like everything I could ask for from the creator of Sonic the Hedgehog and Nights Into Dreams. This game just looks whimsical, almost as whims?ical a?s the hat Naka donned in the announcement of the game.

Yuji Naka

I wish I could pull off hats like that. Balan Wonderworld is set to launch in 2021 for Xbox Series X, Xbox One, Play?Station 5, PlayStation 4, PC, and Nintendo Switch. 

Balan Wonderworld [Square Enix]

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Sonic co-creator's new project underway

Sonic the Hedgehog? lead programmer Yuji Naka is currently hard at work on an all-new action game, which?? the former Sonic Team head is developing for Square Enix.

Naka joined the Final Fantasy publisher back in January of last year, though things have been a little quiet since then. But, speaking on twitter to celebrate his birthday, Naka revealed that he was working hard on the "original action game", even teasing that he was hoping to get further projects out in the wild befo?re ret?irement comes calling.

"Today I'm 54 years old," said Naka in the tweet. "?How many games will I be able to make by the retirement age, including the original action game that I'm currently makin?g at Square Enix? I'd like to work hard to develop a game that everyone around the world can enjoy."

Across the '80s and '90s, Naka made a name for himself in the industry on a selection of hugely popular Sega releases including Phantasy Star, the original Sonic the Hedgehog trilogy, NiGHTS into Dreams, and Chu Chu Rocket! Hopefully Naka will be able to channel his magic once again, delivering another modern cla??ssic title for video game fans worldwide.

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Check out the first 2 hours of the game

Wa??tch live video from Destructoid on www.twitch.tv

Curious about the Wii version of Rodea: The Sky Soldier? Chris was able to review the Wii U edition and talk briefly about the 3DS one, but a lot of people have been asking about co?vering it on Wii, so here you go.

I'm streaming the first two hours of the game starting at 3:00 ?pm PT. Fly into this adventure with me and see how often I fail playing this long-awaited game for the first time, live on Twitch!

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Awkward aeronautics

My first flight with Rodea: The Sky Soldier wasn't a smooth one. But perhaps that's to be expected of a title that's seen such a turbu???lent development history.

The project went dark shortly after its initial announcement in 2010, then underwent a change of platforms -- something that seems all too appa??rent after a few? minutes with the final product.

Rodea: The Sky Soldier was initially conce??ived as a Wii game, but it came too late in the day for a system nearing the en??d of its life cycle. It needed to be reworked as a Wii U and 3DS title.

The thing is, the Wii is a special console, and Rodea was developed with its unique attributes in mind. Motion controls are a tad different than standard inputs, and the transition between the two seems to have left an indelible imprint on Rodea's design.

Taking to the skies in this aerial action game doesn't come as second nature. With the press of a button, Rodea lifts into the air and hovers for a moment as you aim where you wan?t him to go. He can't fly indefinitely, though, and will fall to his death unless you find another object for him to bounce off within an allotted time frame.

It seems like the type of interface that would work seamlessly with the Wii's IR pointer, but on Wii U GamePad, I found myself flying off at odd angles, often coming frustratingly close to objectives that seemed just out of reach. Perhaps it's the sort of thing that comes with practice, but in a brief demo on the E3 show floor, I only got a glimpse at what sort of joys Rodea might have to offer. 

Though it never felt intuitive, there were flashes when I managed to soar through the air with some semblance of precision. And in those fleeting moments I could really feel Yuji Naka's (Sonic Adventure, NiGHTS into Dreams) fingerprints all over ??the gam??e, as I bounded from one floating isle to the next, collecting rings in this ethereal obstacle course.

More than anything, my time with Rodea: The Sky Soldier made me oddly happy the Wii U version is coming tethered with a copy o??f the game on Wii. I'm not sure how much easier it will be to pilot on its original platform, but it feels like that's how it was intended to be experienced.

Eithe??r that or flight isn't a skill easily mastered in a few mere minutes.

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A little bit NiGHTS into Dreams, a little bit Sonic

In my mind, Rodea: The Sky Soldier has two things going for it. First, "Rodea" sounds like something that would get into a brawl with Godzilla, and I'm all about that. Second, this Wii U and 3D?S title is cent??ered on a sky kingdom, which means there are floating islands to soar around.

It's been a long, uncertain road for Rodea to see a proper release -- develo??per Prope origin??ally envisioned it as a Wii title -- but the wait won't be much longer now. NIS America is publishing the high-flying action game on September 22 in North America and September 25 in Europe.

First-print copies of Rodea for Wii U will also include the unreleased Wii version of the game, so if you're interested in playing with a Wii Remote or otherwise think owning a new Wii game in 2015 is a novel concept, don??'t procrastinate. Get that order in early (b??ut maybe wait until reviews hit).

The post Rodea: The Sky Soldier lands on 3??????????????????????????DS, Wii U, and even Wii in lat??e September appeared first on Destructoid.

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Whale, whale, whale

Prope, the studio founded by Sonic the Hedgehog main programmer Yuji Naka, has just released a whale photographing game called Real Whales. Yep.

This iOS and Android release lets you visit locations all over the world in your ?boat. You swipe to ?look for whale photo ops, and tap to snap. 

The game is free on iOS, with in-app map purchases availa??ble. It's $4.9?9 on Android.

Holy humpbacks! I'm going to download it now!

The post Yuji Naka makes a whale photographing game appeared first on Destructoid.

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betvisa loginYuji Naka Archives – Destructoid - bet365 cricket - Jeetbuzz88 //jbsgame.com/yay-yuji-nakas-rodea-the-sky-soldier-still-exists/?utm_source=rss&utm_medium=rss&utm_campaign=yay-yuji-nakas-rodea-the-sky-soldier-still-exists //jbsgame.com/yay-yuji-nakas-rodea-the-sky-soldier-still-exists/#respond Sat, 27 Jul 2013 16:00:00 +0000 //jbsgame.com/yay-yuji-nakas-rodea-the-sky-soldier-still-exists/

3DS version is reportedly 70% complete

Oh, wow! Never thought I'd?? hear about this ?guy again! What a pleasant surprise!

About two and a half years back, Yuji Naka's Prope studio announced a new Wii / 3DS title called Rodea the Sky Soldier, which looked like a much more action-oriented NiGHTS into Dreams. The title sounded promising enough that I named it one of my most anticipated games of 2012, but unfortunately, publisher Kadokawa Shoten decided to sit on the completed Wii version and offer no further details on the? stat?e of the 3DS version.

In a recent interview with 4Gamer, Kadokawa president Yoshimi Yasuda revealed that the game is still coming and that the reason for the silence was simply a lack of media interest (Hey! I was interested!). Since the Wii version relies heavily on the Wi??i Remote, the past year or so has been spent working with the 3DS to fig??ure out a sensible control scheme. The 3DS build is currently 70% complete, and more information will arrive in the near future.

I'm super stoked that Rodea wasn't ??scrapped, though I wonder what Prope and Kadokawa plan on doing with the Wii version. Perhaps they'll use the knowledge gleaned from their 3DS experience towards a Wii U up-port, which will of course still allow the option to use the Wii Remote as originally intended. I don't care what they decide on; I just want this game.

Rodea the Sky Soldier Still Coming to Wii, 3DS [Nintendo World Report via 4Gamer]

The post Yay! Yuji Naka’s Rodea the Sky Soldier still exists! appeared first on Destructoid.

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betvisa loginYuji Naka Archives – Destructoid - bet365 cricket - Jeetbuzz88 //jbsgame.com/phantasy-star-celebrates-25-years-with-a-symphony/?utm_source=rss&utm_medium=rss&utm_campaign=phantasy-star-celebrates-25-years-with-a-symphony //jbsgame.com/phantasy-star-celebrates-25-years-with-a-symphony/#respond Sat, 16 Mar 2013 12:00:00 +0000 //jbsgame.com/phantasy-star-celebrates-25-years-with-a-symphony/

Sega will honor the series with the Sympathy concert

Looks like Sega is back to being awesome again. On March 30th they will be holding a very special one night symphonic tribute to the Phantasy Star series, promising special guests and music pieces from nearly all major Phantasy Star titles released. Titled Sympathy, the event celebrates the 25 years the series has enjoyed, and famous voice actress Atsuko Enomoto, a longtime fan of the games, and Yuji Naka will be hosting the festivities. Tokyo Philharmonic Orchestra will be doing the music, conducted by Masamichi Amano.

And as a special guest, Daytona USA and Shenmue composer Takenobu Mitsuyoshi will?? also take the stage?? as a vocalist for the "Go Infinity" piece.

Sega is also advertising a lot of exclusive music item codes to be use in Phantasy Star Online 2 will ??be sold at the venue. No words whether this concert will be recorded, but I'm sure if you guys nag enough at Sega, they'll s?how you some sympathy too and release an album.

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betvisa liveYuji Naka Archives – Destructoid - Jeetbuzz88 - live cricket match today online //jbsgame.com/review-the-history-of-sonic-the-hedgehog/?utm_source=rss&utm_medium=rss&utm_campaign=review-the-history-of-sonic-the-hedgehog //jbsgame.com/review-the-history-of-sonic-the-hedgehog/#respond Wed, 27 Feb 2013 20:00:00 +0000 //jbsgame.com/review-the-history-of-sonic-the-hedgehog/

Blue streak... speeds by...

Despite the Sonic series' many missteps over the past decade, I remain a huge fan. I remember the first time I played Sonic The Hedgehog at my cousins' house into the wee hours of the night. I remember?? long school field trips and borrowing my friend's Game Gear to play the Blue Blur's latest handheld quest. I even remember designing zones of my own design on large sketch pads!

The History of Sonic The Hedgehog is a celebration of the SEGA mascot's two decades of speed-driven platforming. First released in 2012 by French videogame book publisher Pix'n Love, it was translated by Canadian comic and art studio UDON for Eng??lish market distribution. For a long-time fan such as myself, securing a copy ??was a necessity.

Quite a few Sonic faithfuls were also eager to pick up the 300-page volume, as the first printing had one of the fastest sellouts in UDON history. And why shouldn't they? Featuring a chronicle of Sonic's *ahem* genesis, a list of all the games in the massive franchise, and bios for Sonic's motley crew of allies and enemies, The History of Sonic packs more punch than one of SEGA'?s old anti-Nintendo sl??am ads.

The History of Sonic The Hedgehog
Editor: Pix'n Love Publishing
Publisher: UDON Entertainment
Released: January 1, 2013
MSRP: $49.99

Sonic The Hedgehog. The "The" is supposed to be capitalized. According to former SEGA of America head of marketing Al Nilsen, Sonic "was not just a hedgehog, but THE hedgehog" and that the three-letter article was essentially the speedster's middle name.

Sonic's rise to fame i??s filled with many such wonderful bits of trivia, compiled from various print sources, interviews, websites, and documentaries over the past 20 years. A lot of the info is readily available knowledge, but you are still likely to trip over an obscure factoid now and then.

The book itself is your archetypal coffee-table tome -- a thick hardcover binding that measures an almost square 9.25" X 8.5". Greeting you on the front is a classic-era Sonic, encircled by an iconic gold ring, while the reverse side plays host to Sonic's modern incarnation. Not that I really care one way or another who ge??ts what spot on the cover, but I'm sure many of ??you will pleased that ol' daddy long legs was shunted to the rear.

Flipping through the pages, however, you'll notice that the text and images have been laid out in a way that treats each two??-page spread as a single "widescreen" page. This gives the book a much more expansive feel, a??nd considering that Sonic's claim to fame is racing across wide open spaces, the design is quite appropriate.

Oh, and there's a ??16-bit sprite flip animation in the bottom-right corner. No biggie, but those always add an amusing touch.

As mentioned already, The History of Sonic is split into three major parts: a written account of the Blue Blur's career, a listing of nearly every Sonic series game, and character bios and artwork. Inserted at the very end is a tiny section devoted to Sonic's cameo appearances in SEGA-developed software -- oddly enough, Sonic's very first appearance in a videogame was not in the original Sonic The Hedgehog but rather in the arcade racer Rad Mobile as a rear-view mirror tchotchke!

Sonic's history is tied directly to that of his parent company, thus the book first explores the founding and early years of Service Games, known today as SEGA. We are also reacquainted with Sonic's predecessor, Alex Kidd, who failed to be the Mario-killer SEGA hoped for.

Sonic is actually quite the anomaly when you think about it. Other attempts to best a popular videogame franchise -- so-called Zelda-killers, Halo-killers, and the like -- tend not to live up to the hype. In Sonic's ca?se, he was carefully and meticulously constructed to be the "anti-Mario" in every way, but the planets ??aligned and he almost single-handedly helped SEGA pull a large chunk of market share away from Nintendo.

Another thing that fascinates me about Sonic's conception is how, much like in other games from the early '90s and prior, many key design decisions were made based on the capabilities of the hardware. Sonic rolls into a ball so t??hat jumping and attacking could be accomplished by a single button. Sonic is dark blue because his former sky blue color scheme caused him to be camouflaged when standing in front of similarly colored backgrounds. And Sonic has very prominent spikes because they offered the illusion of speed.

The SEGA hardware years give way to the company's current role as a third-party developer, and Sonic's continued developments are detailed up through his team-up with Mario in the Mario & Sonic at the Olympic Games series, bringing this tale around full circle. Capping off the history is a trio of interviews with Yuji Naka, programmer on the first Sonic The Hedgehog and the most famous Sonic Team member of all; Naoto Oshima, graphic designer who actually gave birth to Sonic; and Takashi Iizuka, series artistic director since Sonic Adventure.

The history does an excellent job of walking us through Sonic's game career, but I'm nonetheless disappointed that there was next to no discussion of his ventures in other media. A major reason for Sonic's popularity in the '90s was his omnipresence -- from Macy's Thanksgiving Day Parade to cans of spaghetti -- so it seems odd that his four cartoon shows, one Japanese direct-to-video animation, and the Archie and Fleetway Sonic comics would ?only be mentioned in passing. Not going behind the scenes on those projects feels l??ike a missed opportunity.

The games list section, which covers all the franchise installments from the original Sonic The Hedgehog in 1991 through Sonic Generations in 2011, is broken down further into 2D era, 3D era, handheld excursions, and spin-offs. Major titles are naturally given more real estate than, say, the Sonic Café series of cell phone time-wasters, but every entry is accompanied by screens and box art, release information, brief synopses of the games and their market impact, and extra trivia you can u?se to impress your friends.

For example, Sonic can throw Hadoukens in Sonic Chaos on Game Gear. I did not know that!

Though even the strangest of Sonic's outings are covered, there is a small handful of curious omissions. I'm specifically talking about the compilations like Sonic Jam on Saturn -- the game.com version gets an entry, however. In Sonic Jam's case, its "Sonic World" environment served as the prototype for Sonic Adventure, so you can't say it didn't play a major r?ole in the grand sch??eme.

I also would have loved concept art for cut levels and other cutting-room-floor materials, such as the four axed zones in Sonic The Hedgehog 2. And if you were hoping for a straight answer on the whole Michael Jackson-Sonic 3 music connection, keep looking elsewhere.

The character section is the most straightforward of them all, providing short biographies for most of the key players as well as their various art designs. Only characters that have had prominent roles in the post-Sonic Adventure era are present, so be sure to pour a 40 for forgotten third-stringers like Mighty the Armadillo, Ray the Squirrel, Nack th??e Weasel, Bean the Dynamite, and Bark the ?Polar Bear.

A scant six pages are dedicated to artwork of Badniks and bosses, which makes this the laziest portion of the whole book. Only 11 games are represented, and only two or three enemy designs are presented for each, which makes the entire section about as comprehensive as any one of the friggin' Genesis game manuals!

But The History of Sonic is so rich in lore and insight that it more than makes up for my gripes. I don't even mind the numerous typographical errors or hu?morously paradoxical character stats -- Knuckles is noted as the same height as Sonic (3 feet, 4 inches), yet on the very next page, there's a chart that clearly states Knuckles is taller.

There is a delightfully optimistic tone throughout the book, even while discussing the less-than-stellar chapters in the Sonic saga -- I'm looking at you, Sonic 2006! I find that to be quite reflective of the Sonic fanbase, but in a good way. We know the series isn't the most consistent in quality, but ol' Mr. Needlemouse was once on top of the world,?? so there's no reason why he can't make a comeback as long as the passion r??emains.

The History of Sonic The Hedgehog is must-read for the diehard??s and lapsed fans. We may be unsure of where Sonic is heading, but ?I think we can all admire his storied journey.

The post Review: The History of Sonic The Hedgehog appeared first on Destructoid.

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betvisa loginYuji Naka Archives – Destructoid - Jeetbuzz88 - live cricket match //jbsgame.com/destructoids-most-wanted-ds-3ds-games-of-2012/?utm_source=rss&utm_medium=rss&utm_campaign=destructoids-most-wanted-ds-3ds-games-of-2012 //jbsgame.com/destructoids-most-wanted-ds-3ds-games-of-2012/#respond Fri, 13 Jan 2012 17:00:00 +0000 //jbsgame.com/destructoids-most-wanted-ds-3ds-games-of-2012/

This entire week, we have covered our most anticipated 2012 games for the 360, PS3, Wii, and PC. Now it's time for Tony Ponce and I to enter the hardcore, baby-making world of portables. With the Nintendo DS going out with ??a bang and the 3DS just starting to fin?d its footing, 2012 is going to be an exciting year for Nintendo handhelds!

As much as we love our Nintendo DSes, we are really looking forward to what 3DS games will be releas??ing in the future. After a slow start in 2011, the 3DS is picking up some major st??eam going into the new year. Like the DS before it, once the system builds up some critical and commercial momentum, the classic games from first and third parties alike will start piling up. Exciting stuff!

But what specific DS and 3DS games in 2012 are we the most excited about?

Resident Evil Revelations (3DS)
Developer: Capcom
Publisher: Capcom
Release: February 7, 2012

I just recently replayed the undeniable classic Resident Evil 4 and fell in love with the game all over again. And as much as I liked (not loved) Resident Evil 5, after playing RE4, I have been craving a more classic Resident Evil experience. Resident Evil Revelations looks to satiate that need.

Set on a creepy boat floating on a creepy sea, the gorgeous, "is that really running on a handheld?" Revelations should be?? the return to form the classic series desperately needs. I can't wait for the game to scare the bejesus ou??t of me ... all in 3D!

Kid Icarus: Uprising (3DS)
Developer: Project Sora
Publisher: Nintendo
Release: March 23, 2012

I'm not going lie: out of all the games I am excited about in 2012, Kid Icarus: Uprising gives me the most reservations. I obviously love the character and am super stoked for the action-heavy gameplay, but I am very nervous about the controls. In my short time with the game, the controls were very uncomfortable, to say the least.

But when a game is delayed (Kid Icarus: Uprising was ori??ginally supposed to be released in 2??011), sometimes it is for the best. I am cautiously optimistic for this promising, wildly different sequel. It could end up being a surprise hit!

Luigi's Mansion 2 (3DS)
Developer: Next Level Games
Publisher: Nintendo
Release: Q1 2012

The original Luigi's Mansion was such?? an odd little launch title for the GameCube back in 2001, but that was one of the reasons I fell in love with it. When Nintendo does "odd," the ?results are always, at the very least, memorable.

Now, more than 10 years later, the game is getting an official sequel on the 3DS! Once again starring Mario's tortured, often-forgotten sibling, Luigi's Mansion 2 looks better than the original and promises to feature multiple mansions, more stuff to do, and more ghosts to suck ... into the Poltergust 3000!

I played the game at E3 and absolutely fell in love with its crisp visuals and addictive gameplay. I can't wait to play more of Luigi's Mansion 2 when it comes out later this year!

Paper Mario (3DS)
Developer: Intelligent Systems
Publisher: Nintendo
Release: 2012

This is it. Out of all games on all systems, this is the one I am most looking forward to in 2012. I have never been shy about my love for the Paper Mario series. I think it is one of the most ?charming videogame series of all time??, and the original is one of my favorite RPGs ever.

Not much is known about Paper Mario for 3DS, but does it really matter? It's a brand new Paper Mario game! That's all I need to know. I am?? so freaking excited!

I am going to play the sh*t out of this game!

Honorable Mentions: Professor Layton vs. Ace Attorney, Theatrhythm Final Fantasy, Professor Layton and the Mask of Miracle, Kingdom Hearts 3D: Dream Drop Distance

 

Pokémon + Nobunaga's Ambition (DS)
Developer: Game Freak, Tecmo Koei
Publisher: Nintendo, The Pokémon Company
Release: March 17, 2012 (JP)

I am what you call a "lapsed fan" of the Pokémon series, having only played through the first generation before hanging up my towel. I've also never played any entry in the Nobunaga's Ambition series, nor am I consumer of strategy RPGs. However, take these two properties that would never in a million years eat at the same table then make them eat at the same table, and my interest is piqued.

It's such a natural progression, really. For years, we've been exposed to our fair share of historical games that take extensive liberties with the events. Tecmo Koei itself has been pumping out a parade of Dynasty and Samurai Warriors sequels featuring outlandish skills and high-octane rock soundtracks. Sengoku?-era warriors chillaxing with the likes of Mewtwo and Jigglypuff is the obvious next step.

Extreme Escape Adventure: Good People Die (3DS, PlayStation Vita)
Developer: Chunsoft
Publisher: TBA
Release: February 16, 2012 (JP)

When I first heard about 999: Nine Hours, Nine Persons, Nine Doors, I expected a beefier successor to the escape-the-room Flash games I enjoyed in college. I was blindsided when I popped the cartridge in and discovered a text-heavy visual novel without any respite, not even within the aforementioned puzzle rooms. Not one for excessive narrative, I shouldn't have liked this game. Not only did 999 become my favorite title of 2010, a lot of other people became hooked as well. It performed beyond Aksys' expectation??s, completely selling out and forcing the compa?ny to produce a second run.

Good People Die is the sequel to 999; if it's even half as good as the original, I'll be a happy man. Already, the details have gotten me excited, the most interesting bit being the coope??ration / betrayal mechanic. The participants are once again shackled with death watches, though they operate differently than in the last adventure. By choosing to help or turn on your partner, you?? collect points, and if you earn nine points, you can escape. However, points are awarded based on both parties' decisions, so should you choose to cooperate with someone who in turn betrays you, you lose points. If you hit zero, the watch will inject you with lethal poison.

Oh boy!

Professor Layton vs. Ace Attorney (3DS)
Developer: Level-5, Capcom
Publisher: Level-5
Release: 2012 (JP)

It's the season of crossovers! The union of Pokémon and Nobunaga's Ambition is (hopefully) like a pairing of foods that you wouldn't think tastes good but does, like sugar cookies filled with potato chip crumbles. Following that logic, Professor Layton and Ace Attorney is like peanut butter and Nutella -- two great tastes that taste even better combined. You know this to be true.

How can Phoenix even legally practice law outside of the country? I say that because there is no way that town is just a Renaissance festival passing through California. Then again, Phoenix and Layton aren't supposed to exist in the same century??, so I probably shouldn't try to introduce logic to this discussion, despite logic being the cornerstone of both franchises.

Theatrhythm Final Fantasy (3DS)
Developer: indies zero
Publisher: Square Enix
Release: February 16, 2012 (JP)

I was writing these little blurbs when I suddenly realized that none of my top picks have a US release date. Sure, it might just be a matter of time before the respective companies make "the call," and the only title I'm almost certain won't be localized can be imported and played on any vanilla DS without any ??region-locking hassle. Still, I'm upset that publishers in this modern age continue to be slow to respond to fans who show genuine interest in their more alternative catalog.

But I digress. Where were we? Ah, Theatrhythm! The character art is deliciously adorable and the gameplay reminds me of Taiko Drum Master and Osu! Tatakae! Ouendan. I don't even think it's possible to dislike Final Fantasy music -- at least, I've never met anyone who does. Theatrhythm is most certainly a spin-off I can throw? my full s??upport behind.

Rodea the Sky Soldier (3DS, Wii)
Developer: Prope
Publisher: Kadokawa Shoten
Release: TBA

I doubt many of you even remember this guy. We haven't seen or heard anything solid of Rodea, from Yuji Naka's Prope studios, in al?most a year. All we discovered recently was that development completed some months back and that it's up to publisher Kadokawa Shote??n to decide the next move.

I want to play Rodea not only because I think it could be decent but also because I want to see a massive Prope game that isn't a shallow minigame package. Ivy the Kiwi? was fine, but let's aim a little higher, shall we? I definitely noticed shades of NiGHTS into Dreams... in the original trailer, so I pray I'm not setting my?? hopes up for a touch of that 90s SEGA magic in the?? final product.

Honorable Mentions: Flipper 2: Flush the Goldfish, Kid Icarus: Uprising, Professor Layton and the Mask of Miracle, Mutant Mudds, Sakura Samurai: Art of the Sword , Rhythm Thief & the Emperor's Treasure, Kingdom Hearts 3D: Dream Drop Distance, Resident Evil Revelations


Additional staff picks for the DS / 3DS:

Sean Daisy: Monster Hunter 4, Luigi's Mansion 2, Kingdom Hearts 3D: Dream Drop Distance 
Jonathan Holmes: Pokémon + Nobunaga's Ambition, Guild 01, Resident Evil Revelations 
Andrew Kauz: Tales of the Abyss, Resident Evil Revelations, Kid Icarus: Uprising
Tara Long: Resident Evil Revelations
Jonathan Ross: Professor Layton and the Mask of Miracle, Professor Layton vs. Ace Attorney
Max Scoville: The Binding of Isaac 
Josh Tolentino: Shin Megami Tensei: Devil Survivor 2
  

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betvisa888 betYuji Naka Archives – Destructoid - آن لائن کرکٹ بیٹنگ | Jeetbuzz88.com //jbsgame.com/yuji-nakas-new-ios-game-flickpig-is-supercute/?utm_source=rss&utm_medium=rss&utm_campaign=yuji-nakas-new-ios-game-flickpig-is-supercute //jbsgame.com/yuji-nakas-new-ios-game-flickpig-is-supercute/#respond Fri, 09 Dec 2011 01:00:00 +0000 //jbsgame.com/yuji-nakas-new-ios-game-flickpig-is-supercute/

What's Yuji Naka up to these days? After leaving Sega and Sonic Team as Sonic's daddy, he started a studio named Prope. Ivy The Kiwi? is their top title so far. It seems like they're filling in the holes with stupidly cute iOS games. Fluffy Bear was nothing to write home about, but holy crap was it cute. Their latest title, released today, is also pretty cute. No, actually, FlickPig is supercute. Even the story is cute:

Once upon a time, there were three little piggybanks who lived together in a big, brick house.
One night, while the?? piggies were fast asleep, a pack of wolves broke into their home and stole their precious stash of hard-earned coins from right under their little piggy noses! The piggybanks awoke to find their window broken and all their coins gone... The piggybanks hurried out??side to find the fiendish wolves running off with their loot, leaving a trail of stolen coins as they fled.

I'd call this one a puzzle-racer. You flick the adorable lit??tle pigs across three lanes as the race after the wolves, working to pick up coins and avoid obstacles. They make the cutest sounds when you flick them, and even cuter ones when they run into something. 

I played FlickPig a bit this afternoon and can tell you that it's a fun little game. It starts out slow to let you appreciate the cuteness, but then quickly ramps up to really test your flicking reflexes. There's 100 levels, but after playing about 15 of them I'm guessing that they're all pretty similar. It's only $0.99, though.

Cute pigs await!

The post Yuji Naka’s new iOS game FlickPig is Supercute appeared first on Destructoid.

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betvisa888 cricket betYuji Naka Archives – Destructoid - Jeetbuzz88 - live cricket asia cup //jbsgame.com/heres-that-rodea-the-sky-soldier-trailer-you-wanted/?utm_source=rss&utm_medium=rss&utm_campaign=heres-that-rodea-the-sky-soldier-trailer-you-wanted //jbsgame.com/heres-that-rodea-the-sky-soldier-trailer-you-wanted/#respond Mon, 24 Jan 2011 06:00:00 +0000 //jbsgame.com/heres-that-rodea-the-sky-soldier-trailer-you-wanted/

I wont let myself get truly excited for a game until I see it in action. Even though Rodea the Sky Soldier looks good in screenshots, and it comes from one of the few developers who has never made a game I didn't like, I still found myself thinking "Is this game going to l??et me down?"

Now that I've seen this trailer, my mind is at ease. Don't get me wrong, it's far from perfect. The cut scenes are definitely low budget, and I'm still having a hard time wrapping my head around the controls, but that's all OK, because I know I'm still going to love this game. For a die-hard fan of the classic Sonic and NiGHTS titles, this trailer feels like coming home.

Now I jus?t need to decide if I'm buying the game on the Wii or the 3DS?...

[Thanks GohanEgret!]

Rodea: The Sky Soldier debut video! [Famitsu]

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