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	<title>Nitnendo &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Paper Mario: The Thousand-Year Door Sells 1.76 Million Units, Luigi&#8217;s Mansion 2 HD Hits 1.19 Million</title>
		<link>https://gamingbolt.com/paper-mario-the-thousand-year-door-sells-1-76-million-units-luigis-mansion-2-hd-hits-1-19-million</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 02 Aug 2024 11:26:12 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[good feel]]></category>
		<category><![CDATA[intelligent systems]]></category>
		<category><![CDATA[Luigi's Mansion 2 HD]]></category>
		<category><![CDATA[Next Level Games]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[Nitnendo]]></category>
		<category><![CDATA[Paper Mario: The Thousand Year Door]]></category>
		<category><![CDATA[Princess Peach: Showtime!]]></category>
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					<description><![CDATA[Princess Peach: Showtime! also received updated figures, having crossed 1.3 million sales as of June 30th, up from 1.22 million.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/mario-kart-8-deluxe-sells-62-9-million-animal-crossing-new-horizons-at-45-85-million"><em>Mario Kart 8 Deluxe, Animal Crossing: New Horizons</em>,</a> and <a href="https://gamingbolt.com/pokemon-scarlet-and-violet-is-the-fastest-title-in-the-series-to-sell-25-million-units"><em>Pokemon Scarlet and Violet</em></a> have been big hits for Nintendo, but what about its more recent Switch titles? In its <a href="https://www.nintendo.co.jp/ir/pdf/2024/240802_2e.pdf" target="_blank" rel="noopener">Q1 fiscal year 2025 financial results</a>, the company revealed sales numbers for <em>Paper Mario: The Thousand-Year Door</em> and <em>Luigi&#8217;s Mansion 2 HD</em>.</p>
<p>As of June 30th, <em>Paper Mario: The Thousand-Year Door</em> sold 1.76 million. The remake of the 2004 Nintendo GameCube classic garnered strong critical reviews at launch (as noted in its <a href="https://gamingbolt.com/paper-mario-the-thousand-year-door-accolades-trailer-highlights-acclaim-for-the-remake">accolades trailer</a>).</p>
<p>Meanwhile, <em>Luigi&#8217;s Mansion 2 HD</em>, based on the 2013 Nintendo 3DS title from Next Level Games, sold 1.19 million units. It launched on June 27th for Nintendo Switch, thus achieving that milestone within three days, so it should be interesting to see its performance in the long term. You can read <a href="https://gamingbolt.com/luigis-mansion-2-hd-review-reach-for-the-moon">our review</a> for our thoughts.</p>
<p>Nintendo&#8217;s<em> Princess Peach: Showtime!</em> is also confirmed to have sold over 1.3 million units since launching on March 22nd (up from <a href="https://gamingbolt.com/princess-peach-showtime-sold-1-22-million-units-mario-vs-donkey-kong-at-1-12-million-sold">1.22 million sold as of March 31st</a>). Check out our review <a href="https://gamingbolt.com/princess-peach-showtime-review-all-the-worlds-a-stage">here</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">595078</post-id>	</item>
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		<title>5 More Biggest Graphical Evolutions of Your Favorite Video Game Characters</title>
		<link>https://gamingbolt.com/5-more-biggest-graphical-evolutions-of-your-favorite-video-game-characters</link>
					<comments>https://gamingbolt.com/5-more-biggest-graphical-evolutions-of-your-favorite-video-game-characters#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 28 Feb 2020 20:45:26 +0000</pubDate>
				<category><![CDATA[Article]]></category>
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		<category><![CDATA[343 industries]]></category>
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		<category><![CDATA[DOOM]]></category>
		<category><![CDATA[Doom 2]]></category>
		<category><![CDATA[DOOM 3]]></category>
		<category><![CDATA[doom eternal]]></category>
		<category><![CDATA[final fantasy 7]]></category>
		<category><![CDATA[Final Fantasy 7 Remake]]></category>
		<category><![CDATA[Final Fantasy 7: Advent Children]]></category>
		<category><![CDATA[halo]]></category>
		<category><![CDATA[Halo 2]]></category>
		<category><![CDATA[Halo 3]]></category>
		<category><![CDATA[halo 4]]></category>
		<category><![CDATA[Halo 5: Guardians]]></category>
		<category><![CDATA[halo infinite]]></category>
		<category><![CDATA[id Software]]></category>
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		<category><![CDATA[resident evil revelations]]></category>
		<category><![CDATA[Square Enix]]></category>
		<category><![CDATA[the legend of zelda]]></category>
		<category><![CDATA[The Legend of Zelda: A Link to the Past]]></category>
		<category><![CDATA[The Legend of Zelda: Breath of the Wild]]></category>
		<category><![CDATA[The Legend of Zelda: Breath of the Wild Sequel]]></category>
		<category><![CDATA[The Legend of Zelda: Ocarina of Time]]></category>
		<category><![CDATA[The Legend of Zelda: The Minish Cap]]></category>
		<category><![CDATA[the legend of zelda: the wind waker]]></category>
		<category><![CDATA[the legend of zelda: twilight princess]]></category>
		<category><![CDATA[Zelda 2: The Adventure of Link]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=427225</guid>

					<description><![CDATA[Check out how some of gaming's most famous icons have evolved over the years.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">G</span>ames come and go but some icons live forever. These are the characters that we grew up with, as their designs changed with the times and technology. Let&#8217;s take a look at 5 of the biggest evolutions of our favourite characters, starting with an RPG classic.</p>
<p><b>Cloud Strife &#8211; Final Fantasy 7 to Final Fantasy 7 Remake</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-403887" src="https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud.jpg" alt="final fantasy 7 remake" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>The iconic Cloud Strife from <em>Final Fantasy 7</em> will be making his return soon in the remake. However, the process behind his iconic look is interesting – the spiky hair was meant as a contrast to antagonist Sephiroth but also to keep the polygon count low.<em> Final Fantasy 7: Advent Children</em> – and by extension <em>Crisis Core</em> – saw Cloud have a realistic design for the first time with defined hair and facial features. Numerous models were used to capture different expressions and Cloud&#8217;s general attire combined elements of his old outfit with a darker, more contemporary look. The overall aim was to showcase how much time had passed in the world and how the guilt of losing Aerith weighed down on him.</p>
<p>In <em>Final Fantasy 7 Remake</em>, Cloud once again sports a more realistic look in keeping with the game&#8217;s high fidelity approach. His hair and facial expressions are more defined; the overall outfit has a darker look in keeping with <em>Advent Children</em>; and several elements like the waistband, baggy pants and boots are toned down to look more proportionally accurate. Regardless, this is Cloud Strife through and through.</p>
<p><b>Doom Marine/Slayer &#8211; Doom 1 to Doom Eternal</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/08/DOOM-Eternal-Screenshot-2.jpg"><img decoding="async" class="aligncenter wp-image-353414" src="https://gamingbolt.com/wp-content/uploads/2018/08/DOOM-Eternal-Screenshot-2.jpg" alt="DOOM Eternal Screenshot 2" width="620" height="349" data-wp-editing="1"></a></p>
<p>Though mostly represented as the gun mowing down demon hordes, the Doom Marine or Doomguy had a distinctive design. A helmet covering his entire face, save for a visor over his eyes; chest armor with short sleeves; and the signature green shade adorned the entire set. It was iconic and meant to represent the Marine as a human facing overwhelming odds. <em>Doom 2</em> didn&#8217;t make any major changes to this design. The older games emphasized sprites over full 3D models and this was reflected in whatever we saw of Doomguy.</p>
<p>In<em> Doom 3</em>, however, the human aspect of the Marine was emphasized more, showcasing his face fully. The clothing is more distinct from the armor (he now wears a separate t-shirt below the same); the ab window below the chest plate is covered up; and the pauldrons are more accentuated. All of this to reinforce the Marine being prepared but not overwhelmingly powerful, perfect for the game&#8217;s survival horror approach. The Marine was packing an estimated 4400 to 5000 polygons and id Tech 4 allowed for real-time light computation, MegaTextures and shadow volumes to bring the world to life in a creepier way.</p>
<p>With <em>DOOM</em> in 2016, id Software made significant changes to the protagonist. Known as the Doom Slayer now, he had full-body armor with more plating, weathered textures, darker shades of green, and a significantly taller build. It fit well with the Slayer&#8217;s motif of being an unstoppable badass that could shred entire armies of demons. The game was developed on id Tech 6 which sported physically based rendering, SMAA and TSSAA anti-aliasing, bokeh depth of field and HDR among many other features, with the aesthetic feeling more heavy metal and visceral than previous titles. Ample amounts of gore and hellish landscapes never looked better.</p>
<p><em>DOOM Eternal</em> takes the same design, bulks up the Slayer further and adds new weapons like the shoulder mounted cannon and arm-blade. There&#8217;s also a return to the classic short sleeves worn by previous Marines.</p>
<p><b>Jill Valentine &#8211; Resident Evil to Resident Evil 3 Remake</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3.jpg"><img decoding="async" class="aligncenter wp-image-424940" src="https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3.jpg" alt="Resident Evil 3" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>An abject professional at heart and in stature, Jill Valentine was designed by director Shinji Mikami and designer Isao Oishi as an anti-thesis to overly sexualized characters. Sporting tactical boots, gloves and a beret, Jill is as no-nonsense as they come. It&#8217;s interesting to note that her outfit in <em>Resident Evil 3</em> received some criticism at the time for going against Mikami&#8217;s initial philosophy.</p>
<p>In the HD remake of <em>Resident Evil 1</em>, Jill&#8217;s likeness was based on actor/model Julia Voth. This likeness would define Jill&#8217;s look for a number of titles including <em>Resident Evil 5</em>, which saw her undergo the most radical change in design yet. Though the shock value of Jill&#8217;s return was palpable – especially with the set-up for her apparent demise – many fans reacted negatively to her form-fitting outfit and blonde hair. <em>Resident Evil: Revelations</em> would see Jill adopting a wet-suit in keeping with the infiltration of the Queen Zenobia cruise ship while retaining aspects of her original design. Perhaps the most surprising bit was seeing her with a ponytail instead of the trademark cropped hair.</p>
<p>In the upcoming<em> Resident Evil 3 remake</em>, Jill&#8217;s design has changed once again. Model Sasha Zotova provides her likeness, offering a harsher touch to Jill&#8217;s expressions. While the clothes have been kept casual, the darker colours, combat boots and tactical gloves reinforce Jill&#8217;s status as a former special ops soldier. The RE Engine also provides more freedom for additional details like dirt, grime, cuts, bruises and sweat. How Jill&#8217;s demeanor and overall character will change remains to be seen but so far, the design is in keeping with her original approach.</p>
<p><b>Master Chief – Halo: Combat Evolved to Halo Infinite</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-403461" src="https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite.jpg" alt="halo infinite" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>It&#8217;s easy to underestimate just how many changes Chief&#8217;s attire has gone through in the years. This is explained in-universe as upgrades to the Mjolnir Armor. Master Chief was first designed by Bungie developer Robert McLees, art director Marcus Lehto and concept artist Shi Kai Wang. After receiving some more muscle, the Chief would receive his trademark green shade and we got the motorcycle helmet-esque wearing marine in <em>Halo: Combat Evolved.</em></p>
<p><em>Halo 2</em> saw the armor gain much more definition, both in terms of details, texture quality and polygon count. Instead of bright green, Bungie opted for a darker shade. This was carried over into <em>Halo 3</em> where the armor looked more singular as opposed to a variety of armor sections. Improvements to lighting gave more definition to all of the details, and it felt like the Chief had truly made a generational leap. Then 343 Industries took over the franchise with <em>Halo 4</em> releasing in 2012.</p>
<p>If Master Chief wasn&#8217;t a space marine before, it was heavily reinforced this time. His armor was highly detailed with several more components and looked to have Kevlar weaved into the mesh. Eventually, this gave way to a more streamlined design in <em>Halo 5: Guardians</em>. The overall tone felt less busy and seemingly a combination of the designs in <em>Halo 3</em> and <em>4</em>.</p>
<p>With <em>Halo Infinite</em>, 343 Industries is making a rather interesting return to the Mark VI armor from <em>Halo 2</em> and <em>3.</em> The green tint is more vibrant than before and the shoulder pads are more defined than Bungie&#8217;s iterations. But this feels, once again, like a natural evolution of Chief&#8217;s design from the older games.</p>
<p><b>Link &#8211; The Legend of Zelda to The Legend of Zelda: Breath of the Wild 2</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-403867" src="https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel.jpg" alt="The Legend of Zelda Breath of the Wild sequel" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><em>The Legend of Zelda</em> is an amalgamation of timelines, alternate universes and reincarnations. However, throughout it all, the hero Link has always maintained his signature blond hair and green tunic. Designed by Shigeru Miyamoto, Link started out as a simple sprite in a top-down perspective. He gained more detail and colour in <em>Zelda 2: The Adventure of Link</em>, mostly due to the game&#8217;s side-scrolling nature, but <em>The Legend of Zelda: A Link to the Past</em> returned to the top-down perspective with a much more defined sprite with more colours.</p>
<p>From there, Link would see a number of design changes depending on the game. <em>The Legend of Zelda: Ocarina of Time</em> saw the hero in full 3D for the first time and, as a contrast to previous adventures, featured an adult version with sharper facial features and a white undershirt and pants. <em>The Wind Waker</em> depicted Link with a cel-shaded style channeling the animated style and energy of the adventure with complex facial expressions and animations. Games like <em>The Minish Cap</em> would channel this style, emulating Link&#8217;s bright blond hair. Link&#8217;s model was about 2600 to 2800 polygons – this would be quickly surpassed by<em> Twilight Princess,</em> which saw our hero in a mature form right off the bat. His overall outfit was a darker shade of green with more defined gauntlets and even brownish blond hair.</p>
<p>For<em> Skyward Sword</em>, Link was a teenager but his outfit returned to the bright green shades of yore while his gauntlets were replaced by gloves. The overall aesthetic was more fantastical as opposed to the gritty atmosphere of <em>Twilight Princess</em> while borrowing some cel-shading from <em>The Wind Waker</em>. Brighter colours to reflect the game&#8217;s emphasis on the sky.</p>
<p>It&#8217;s interesting when you look at Breath of the Wild – Link&#8217;s design went through a number of changes including variants of the blue tunic that eventually made it in. Cel-shading was applied again, giving the world a more stylized animated feel without going over the top like<em> The Wind Waker.</em> With the upcoming <em>Breath of the Wild</em> sequel, Nintendo seems keen on replicating the same look, with Zelda taking some cues from it as well, perhaps hinting at her being a playable character.</p>
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		<title>David Hayter Is Playing Snake In Super Smash Bros. Ultimate</title>
		<link>https://gamingbolt.com/david-hayter-is-playing-snake-in-super-smash-bros-ultimate</link>
					<comments>https://gamingbolt.com/david-hayter-is-playing-snake-in-super-smash-bros-ultimate#respond</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Tue, 12 Jun 2018 23:36:12 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[bandai namco]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[Nitnendo]]></category>
		<category><![CDATA[Sora Studio]]></category>
		<category><![CDATA[Super Smash Bros Ultimate]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=341452</guid>

					<description><![CDATA[Kept you waiting, huh?]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2018/06/super-smash-bros-ultimate.jpg"><img loading="lazy" decoding="async" class="size-full wp-image-341391 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2018/06/super-smash-bros-ultimate.jpg" alt="super smash bros ultimate" width="640" height="360" srcset="https://gamingbolt.com/wp-content/uploads/2018/06/super-smash-bros-ultimate.jpg 640w, https://gamingbolt.com/wp-content/uploads/2018/06/super-smash-bros-ultimate-300x169.jpg 300w" sizes="auto, (max-width: 640px) 100vw, 640px" /></a></p>
<p>One of the biggest reveals for <em>Super Smash Bros. Ultimate</em> today was that Snake, from the <em>Metal Gear Solid</em> series, will be returning to the franchise&#8217;s roster after a ten year absence. Snake was originally in <em>Super Smash Bros. Brawl</em>, but he did not return in 2014&#8217;s <em>Super Smash Bros. </em>for Wii U and 3DS.</p>
<p>So- this new game. It comes out <em>after</em> <em>The Phantom Pain</em> launched, and featured iconic voice actor, who had voiced Snake in all incarnations until then, including in <em>Brawl</em>, with Keifer Sutherland. So who will be playing Snake this time around?</p>
<p>There&#8217;s good news here for Snake fans who were dissatisfied with Sutherland&#8217;s performance in <em>The Phantom Pain</em>&#8211; it will be David Hayter reprising his role as Snake in the new <em>Smash Bros.</em> game. Nintendo confirmed this in an interview with <a href="https://www.gameinformer.com/e3-2018/2018/06/12/david-hayter-is-voicing-snake-for-his-return-in-super-smash-bros-ultimate">Game Informer</a>, and Hayter himself confirmed that on <a href="https://twitter.com/DavidBHayter/status/1006580149540700160" target="_blank" rel="noopener">Twitter</a> shortly afterwards.</p>
<p>I guess he kept fans waiting, huh? <em>Super Smash Bros. Ultimate</em> launches December 4 this year, exclusively on the Nintendo Switch.</p>
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		<title>Next Super Smash Bros. announced, Sora studio and Namco collaborating</title>
		<link>https://gamingbolt.com/next-super-smash-bros-announced-sora-studio-and-namco-collaborating</link>
					<comments>https://gamingbolt.com/next-super-smash-bros-announced-sora-studio-and-namco-collaborating#respond</comments>
		
		<dc:creator><![CDATA[Kartik Mudgal]]></dc:creator>
		<pubDate>Fri, 22 Jun 2012 05:16:48 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3DS]]></category>
		<category><![CDATA[Namco Bandai]]></category>
		<category><![CDATA[Next Super Smash Bros. Sora Studio]]></category>
		<category><![CDATA[Nitnendo]]></category>
		<category><![CDATA[wii u]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=93867</guid>

					<description><![CDATA[Before you freak out, Masahiro Sakurai of Sora studio will be behind the helm of this latest project. The Next Super Smash Bros. will be developed by Namco Bandai Games and Namco Bandai Studio. Nintendo has hired a lot of talent to create this project, which includes Masaya Kobayashi and Yoshito Higuchi of Ridge Racer and Tales respectively. The [&#8230;]]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify"><a href="https://gamingbolt.com/wp-content/uploads/2011/07/Super_smash_bros_logo1.png"><img decoding="async" class="aligncenter  wp-image-35790" src="https://gamingbolt.com/wp-content/uploads/2011/07/Super_smash_bros_logo1.png" alt="" width="505" srcset="https://gamingbolt.com/wp-content/uploads/2011/07/Super_smash_bros_logo1.png 770w, https://gamingbolt.com/wp-content/uploads/2011/07/Super_smash_bros_logo1-300x101.png 300w" sizes="(max-width: 770px) 100vw, 770px" /></a></p>
<p style="text-align: justify">Before you freak out, Masahiro Sakurai of Sora studio will be behind the helm of this latest project. The Next Super Smash Bros. will be developed by Namco Bandai Games and Namco Bandai Studio. Nintendo has hired a lot of talent to create this project, which includes Masaya Kobayashi and Yoshito Higuchi of Ridge Racer and Tales respectively.</p>
<p style="text-align: justify">The game will be released on the Wii U and 3DS, and the project has just began, so you will be waiting for a bit.</p>
<p style="text-align: justify"><strong>Here&#8217;s what Sakurai had to say:</strong></p>
<p style="text-align: justify"><em>Hello, I’m Masahiro Sakurai, the director of the Super Smash Bros. series.</em></p>
<p><em>It’s my personal belief that the only time a creative product really resonates is in that first moment when it’s actually in front of you.</em></p>
<p><em>With that said, I’ve realised that if we keep the new Super Samash Bros. title’s development structure secret, it’ll only create more and more speculation, and I won’t be able to develop the game with any freedom. That’s why I’ve decided to announce this news right now, even though it’s still very early on.</em></p>
<p><em>I would love to provide more information, but for now, I’m going to stay quiet until I have something solid to show you.</em></p>
<p><em>The project has just gotten started. Bear in mind that not only are we developing two titles simultaneously, but we announced the project before we even started actual development, so I’m afraid we will likely have to keep you waiting for quite a while. Please be patient.</em></p>
<p><em>Currently, the prototype prepared by NAMCO BANDAI Games and NAMCO BANDAI Studio’s special team looks pretty good, and it’s working great. In order to take advantage of the fact that there will be versions for two different systems, and to maximise and offer fun new gameplay elements, the entire team is going to work hard together. Thank you.</em></p>
<p style="text-align: justify"><strong>And Masaya Kobayashi of NAMCO BANDAI Studio:</strong></p>
<p style="text-align: justify"><em> I’m so honored to be able to join the Super Smash Bros. team &#8211; that globally popular series of which Japan is particularly proud &#8211; and to work alongside Mr. Sakurai.</em><br />
<em><strong><br />
</strong></em>In order to make Mr. Sakurai proud, we will take on this project with NAMCO BANDAI’s best staff! Yoshito Higuchi, the producer and the director of the “Tales” series, Tetsuya Akatsuka, producer and director of “Mobile Suit Gundam: Extreme Vs.,” the art director/sound director of the “SoulCalibur” series, the main development team staff from the “TEKKEN” series…and that’s just for starters.</p>
<p>All the top creators from NAMCO BANDAI are gathered here to create a never-before-seen dream team for this project.</p>
<p><em>We will fully utilise our experience and knowledge in action/fighting game development, technical capability, and organisational strength, and we hereby promise you that we will develop the best and most powerful “Super Smash Bros.” titles ever! Don’t miss them!</em></p>
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