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Luigi's Mansion 2 is coming to the markets in just a matter of days. After 12 years of waiting for a sequel, fans are really looking forward to a high-quality followup that beats the original in every way it can, and it looks like that's exactly what we're going to get. In an interview with Kotaku, Bryce Holliday, director of Next Level Games—the studio developing Luigi's Mansion 2—has revealed that Luigi's Mansion 2 has been in development for four years—before the team even knew whether it was for Wii, 3DS, or Wii U. That means four years of trial and error, four years of planning, and four years of close collaboration with Miyamoto-san, so naturally, the game is going to be astounding.

"Then the game was about adding value. Because the first game was notoriously short. And Miyamoto himself would play the game even a year into development and say, 'No we need to keep adding more. Let's keep experimenting with new gameplay ideas.' So [there was] almost 16, 18 months of, I would say, prototyping phases of just let's just try a slide game, let's try ballooning, let's try different things with the vacuum. We threw away a lot, maybe enough to make another game, but it's that kind of commitment to experimenting that was trying to satisfy his need to add a lot of value to the game. And I think the multiplayer eventually ended up being that value-add component.

As we were experimenting, we had all the different mansions, and we wanted to make sure that all the mansions were up to a certain level of quality as well. That obviously takes a bit of extra time to do."

To some, this huge amount of work may seem insane, but to the genius that is Nintendo, this is how to create a perfect game. All things considered, Luigi's Mansion 2 is certainly going to be a fantastic follow-up to the 2001 cult classic, and one that's more than worth the wait.

Eternal Darkness: Sanity's Requiem has become infamous among Nintendo fans for being a fantastic IP that never really amounted to much. Even though Silicon Knights was developing a sequel to the beloved GameCube game before their bankruptcy, they game presumably went down with the ship. But Eternal Darkness fans now have another reason to hope.

Even after Silicon Knights' bankruptcy, Nintendo has once again extended the trademark on the Eternal Darkness name. It's hard to tell exactly what this means—could a reboot be in order? Is Nintendo still going ahead with Eternal Darkness 2? Or is this just a company reasserting control of one of its franchises, despite no future plans? Whatever this may be, I'm sure many of you out there are looking forward to the continuation of the series in some form.

But I'm still left with one question... What if this is Retro Studios' secret project?

Unbeknownst to many in light of the wonderful Nintendo World store, Nintendo conducts a lot of their US business from offices in New York City—Park Avenue, in fact, if you're nearby and would like to see the final days of their larger occupancy. The offices in New York are originally in charge of the Club Nintendo awards program, but with their recently-annoucned downsizing, the program will be moved to the pre-existing Redmond, WA branch, where most of the company's American localization takes place.

"Nintendo is keeping a facility and operations in New York. The Direct Consumer Communications (DCC) team is moving to Redmond headquarters to merge with our Network Business Department (NBD) to provide better digital offerings and services for consumers. Other Nintendo staff unrelated to DCC will remain in New York in a new office location close to the Nintendo World Store."
— Charlie Scibetta, NoA Spokesperson

This move will probably not affect your daily life, though it's sad to hear that a building with so much Nintendo history will no longer see the gorgeous light of the glowing GamePad screen day. They do, however, note that this move is in effort to improve the digital offerings of Nintendo of America, so as long as the Virtual Console finally gets the likes of Pokémon, Wario Land, and for the love of God some Game Boy Advance games, it seems like this move will be worthwhile.

In a recent interview with GameSpot, legendary Nintendo developer Shigeru Miyamoto revealed that when developing a game, his work first goes into the core gameplay, and then he decides what IP best suits the experience.

"Whenever I start working on something I always start with creating new gameplay. After that gameplay becomes more concrete, we look at which character is best suited to the gameplay. So I guess from my standpoint, the ideal situation would be that we’re creating an experience that’s so new and so unique that we can present it to consumers with a new character or IP in a way that would be easiest for them to really understand the concept and enjoy the gameplay. But it may also be that in some of those cases it makes more sense for it to involve some of the characters that are more familiar to our fans."
Shigeru Miyamoto

Now funnily enough, I can imagine that there are a lot of times when he breaks these rules. Surely when developing a New Super Mario Bros. game, the associated franchise is the first thought in development, rather than building a sidescroller. Similarly, I’m sure Skyward Sword began production as a Zelda game before they decided to slap Link onto a faceless dungeon-filled adventure game. But of course, for brand new types of games like the famously rebranded Kirby’s Epic Yarn, this kind of approach is completely unsurprising. It does make you wonder, though, just how many potentially great new IPs Nintendo’s thrown away over the years.

It has been a long wait for Luigi's Mansion: Dark Moon. The original GameCube title came out back in 2001; now almost 12 years ago. Its sequel in Dark Moon was announced back at E3 in 2011, and now the much anticipated release is almost upon us.

The game launches on March 20 in Japan, March 24 in North America and March 28 for both Europe and Australia. To whet your appetite and keep you going for this final stretch, we now have a slew of new screenshots for you courtesy of the Nintendo 3DS Blog.

Come on inside for the gallery of goodness.

Nintendo has announced that Donkey Kong Country Returns 3D will be swinging its way onto the Nintendo 3DS in Europe and North America on May 24. Donkey Kong Country Returns was developed by Retro Studios and took the Wii by storm back in 2010.

This rebirth on the 3DS is thanks to the development team at Monster Games, who were also behind Pilotwings Resort on the 3DS. The game is being "rebuilt from the ground up" for the 3DS, and has said by some to feel like it was made for the Nintendo 3DS all along.

Gamers are all too quick to complain when games are delayed, like Pandora's Tower in North America recently, however, Donkey Kong Country Returns 3D was initially slated for a "summer 2013" window, so we should be thankful for this earlier than expected release.

Just yesterday we reported that Flipnote Studio 3D will be making its way to the Japanese Nintendo 3DS eShop in Summer of this year. While Nintendo of America is yet to confirm a timeframe for release, Nintendo of Europe has now also confirmed that the 3D version of Flipnote Studio will be coming to Europe this summer as well.

Nintendo of Europe's announcement followed suit to Japan's, using the same Nintendo Direct Mini presentation with a few alterations. The features of the game, along with the subscription fee for online after the 30-day trial will also apply for European doodlers. Nintendo of America is expected to follow suit with an announcement for North American gamers (or artists perhaps) shortly.

Shigeru Miyamoto, Nintendo’s legendary creative ringleader, recently sat down with GameSpot’s Giancarlo Varinini for an interview. After being asked if he plans to give any other games the Wii U treatment like Nintendo is planning for The Wind Waker HD, Miyamoto-san avoided the direct question, but revealed that he actually prefers developing new titles to remaking old games.

Of course I can only talk about the titles we've announced publicly. We are thinking about the possibilities around that, but there's nothing I can share today. I guess I can say from my perspective, I’m more interested in creating new titles. — Shigeru Miyamoto

It’s interesting to see him say this, after expressing interest in remaking A Link to the Past for Nintendo 3DS alongside the recent 3DS remakes of Ocarina of Time and Star Fox 64. On the other hand, though, it’s not entirely unsurprising that creating fresh games is more enjoyable than simply redoing something.

For the first time ever the Playstation Vita has managed to outsell the Nintendo 3DS in Japan. This past week the Vita sold 63,581 units, which was just ahead of the 3DS at 61,008. Sony will no doubt be happy to have gotten the edge over Nintendo, thanks to the recent Vita price cut and the release of Soul Sacrifice.

As for Nintendo's latest home console, The Wii U, sales continue to struggle in Japan. This past week the console moved 9,454 units, which put it ahead of the Wii and XBox 360 by a significant margin, but still majorly behind the PSP, PS3, 3DS and Vita. Come inside for the full hardware selling stats for the last week in Japan.

In a Nintendo Direct Mini presentation yesterday, Nintendo announced the follow up to their popular DSi software program Flipnote Studio, again. Yes, Nintendo announced Flipnote Studio 3D two years ago, but since then we've heard nothing. Now Satoru Iwata has announced that the title will be available in Japan this summer, and presumably elsewhere in the world shortly after.

The program itself is free to download, but access to the online Flipnote Gallery World, where you can share your works with other users, will incur a small subscription fee. However, this service comes with a 30-day free trial period. Check out the video for the full details on all of the new features.

You've surely heard about a little game called Mighty Switch Force. Nate already did a review on its original 3DS version back in January. The HD upgraded Wii U version titled Mighty Switch Force: Hyper Drive Edition has been making some waves lately and just a little while ago we were treated to a sequel announcement as well having the game on sale in the Wii U eShop. 

I figured it was high time for me to check this game out so I gave it a try to see if the upgraded edition was really worth the money. I had my reservations, but the game did indeed deliver on its promises. Read on to hear why this game might just be the best deal in the eShop right now!

The Pikachu Themed 3DS XL is making it's what to the states according to a PR email. It releases the same day as Pokémon Mystery Dungeon: Gates to Infinity, March 24th. It will cost the standard XL price of $199 and come packaged with a 4gb SD card. I am actually a bit sad it wasn't a packaged deal, including Mystery Dungeon which would assuredly increase sales immensely. Fire Emblem was packaged with a themed 3DS, but it could be they are waiting for Pokémon X and Y before doing such a bundle. It's neat looking, but it's just not enticing enough to make it become my 3DS console purchase this year (yup, I need a new one).

Anyone remember when we reported Nintendo was being sued by Seijiro Tomita over the 3D technology used in the Nintendo 3DS? Many of us, myself included, scoffed at the lawsuit as so many various 3D technologies exist. Well, as it turns out, Tomita is the one getting the last laugh as the US Federal Jury ruled in favor of Tomita to the tune of $30.2 million dollars. This is obviously a very "small" hit for billion dollar company, but it's definitely something no one, including Nintendo, seemed to take seriously enough. Is it possible Nintendo did steal the technology? Of course, but who really knows how likely that is.

Nintendo has issued an official response which is after the jump.

A fan of Famitsu magazine wrote in to talk to Masahiro Sakurai about online play in Super Smash Bros. Brawl, and how little fun the online experience was for him.

"The other day, I had my first run at Smash Bros. Brawl online play. What I found was that nobody ever went on the attack; it was like everyone was taking the approach of waiting for the other guy to take the offensive. There were no items, either. I wanted to shout at them 'This isn't how you do Smash Bros.'! As the producer, what do you think of fights like this?"

Of course, this style of fight is rather common in the professional fighting game world because the focus is on countering and attacking in specific ways, and the items are shut off because of some cheap kills you can get. In essence, it's a skills test and less about the fun aspects that make Super Smash Bros. what it is. The real issue with online play to me is the lag, but I digress. Hop inside to see Sakurai's response and hints to the future of online play in Smash.

It's no secret that the modern gaming market is a lot less stable than it was a few years ago. I was hoping to write a lengthy editorial on this very subject, but the brilliant minds at CleverNoobs have just done so in video form! This feature takes an in-depth look at the gaming crash of 1983 and the parallels between it and today. Discussing the effects of DLC, online gaming, and retooling old games, CleverNoobs explains why the current market is in a state of upset and what we can all do to try to avoid it—and even why a crash may ultimately be a good thing. CleverNoobs has done a wonderful job at explaining the state of the industry, and as educated gamers, this is an essential video to watch.