The lesser known Studio Zan are helming a Wiiware versus game containing customisable steampunk mecha. The last game that tried something similar was the rather unfortunate Dreamcast game Frame Gride by the arguably more experienced From Software. The game is called Overturn and will feature 2 player local versus as well as 2 to 4 player online multiplayer. The game is slated for a November release (in Japan) and no price point has been specified as yet. Studio Zan could pull this off, as Yuke’s nailed a VOTOMS game last year and they weren’t exactly a mecha game developer, and the Wii does need more mecha games as it is.
We’re aware that the front page has been wiped, but aren’t really sure how it happened, or how to fix it. However, it is still possible to make new posts, which I am very hopeful I’ll have time to resume presently! Thanks for your patience.
The latest entry to the Super Robot Wars canon was released on the 25th September and in less than three days sold 366,493 units, placing it at the top of the Japanese charts. This is doubly impressive as Z costs a fair whack by Japanese standards, a suitably whopping 8,379 yen (a good 1000 yen more than almost all the PS3 and 360 games available). It’s worth highlighting the fact that Z has damn impressive 2D animation (to the extent that it makes Alpha 3 look antiquated, despite it being on the same hardware), which is probably where the price tag originates from and why the series hasn’t made the leap to HD (no, XO doesn’t count as that was a Gamecube port and scaling up 2D graphics isn’t something that can be done in hardware as it would look suitably arse). In addition, Z offers a whole new layer of tactics over the previous games. As it allows the player to setup formations of units that can be deployed in three modes, each of which feed into what formation the enemy is already using. On top of the unit and pilot intricacy, this new extra layer makes the whole game far more involving.
And “yes” I’m back, piercing the heavens for the fucking win I should add.
If you thought my last interview with Hudson was nerdy, wait until you get to this one with Takahashi Meijin. We talk about the birth of the PC Engine, Nintendo’s relationship with Sharp, the fact that Hudson also took the PC Engine idea to Fujitsu, the expansion ports on the PC-FX (and lots more about the PC-FX), the origins of Hi-Ten Bomberman, the Tetsujin Board, the Hudson Caravan, and a lot more. He couldn’t remember a lot of things, and obviously wasn’t prepared for this kind of onslaught, but has promised to study up for the next time we meet (we’ll see). If you like the PC Engine at all, you should read this!