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In a recent interview with IGN, Kingdom Hearts composer Yoko Shimomura discusses about her previous work not only in the Kingdom Hearts series, but with many other series including Mario & Luigi: Paper Jam, Live A Live, and more as she is the recipient of this year's Lifetime Achievement Award at the 2024 Game Developers Choice Awards. In addition, Shimomura has begun work on the soundtrack for Kingdom Hearts IV. You can read the entirity of the interview here. UPDATE: IGN's story was updated to say the following: Correction: A previous version of this story said Shimomura was working on several songs for Kingdom Hearts 4. That was a misunderstanding, and this article has been updated to reflect that Shimomura instead meant she's working on various tracks for several different games. View full article
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In a recent interview with IGN, Kingdom Hearts composer Yoko Shimomura discusses about her previous work not only in the Kingdom Hearts series, but with many other series including Mario & Luigi: Paper Jam, Live A Live, and more as she is the recipient of this year's Lifetime Achievement Award at the 2024 Game Developers Choice Awards. In addition, Shimomura has begun work on the soundtrack for Kingdom Hearts IV. You can read the entirity of the interview here. UPDATE: IGN's story was updated to say the following: Correction: A previous version of this story said Shimomura was working on several songs for Kingdom Hearts 4. That was a misunderstanding, and this article has been updated to reflect that Shimomura instead meant she's working on various tracks for several different games.
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IGN has recently conducted an interview with the co-director of Kingdom Hearts Melody of Memory, Masanobu Suzui! This interview segment released by IGN is more of a compilation of info rather than the standard fare of questions and answers being shown. One of the main takeaways from this interview is that Theatrhytm Dragon Quest served to act as the catalyst for the concept of Kingdom Hearts Melody of Memory. Nomura was against the idea at first but eventually came around to it, with Disney themselves supporting the idea! Versus mode is also briefly discussed with the 'Tricks' functionality being described. You can use Tricks to aid yourself and interrupt the opposing player. You can use one Trick at the start of a track, but can then use two concurrently by the track's end. Winners get two collectible cards while the losers only get one. Once again, you can view the interview on IGN's page, here. What are your thoughts on this brief, yet insightful interview from IGN? Let us know in the comments below!
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The worlds of Pirates of the Caribbean, Frozen, and Tangled were recently previewed by IGN as a hands-off demo by the Kingdom Hearts III co-director Tai Yasue. Jonathon Dornbush has published his impressions on the preview of these worlds, giving insight into new gameplay elements from the worlds. Below are some highlights from his review; they do not include any story-related spoilers. The Caribbean Jonathon described The Caribbean (he calls it Port Royal in the article) as a "mini Assassin’s Creed IV: Black Flag" and "one of the most intriguing Kingdom Hearts levels yet" due to its impressive levels of exploration. He talks of the many explorable islands that provide an incredible treasure hunting experience, which extends to beneath the sea. All means of travel - on air, water, land - and transitions in the world has been described as seamless. Underwater travel is also more agile than past games in the series, and in air, you can jump from one Heartless to the next freely. Combat styles change from world to world. Goofy's special bombardier attack involves him being swallowed whole by a sandworm Heartless in this world, only to attack from within. Magic attacks such as Blizzard, Thunder, and Water behave differently underwater. The fish in the sea can be brought back to Remy in Scrooge McDuck's restaurant in Twilight Town. Arendelle Jonathon briefly described a boss battle in this world. You can read about it in the spoiler box below. Yasue said that the development team collaborated with the Frozen team to design enemies true to the style of the world. The Heartless in Arendelle, which behave differently in air and land, were described by Jonathon to have a similar scope of entertainment as boss battles. Yasue showed one of the first sledding experiences in Arendelle, which branched off to numerous paths and offered many treasures. Jonathon commented that it felt a bit too lengthy. Kingdom of Corona Rapunzel's character and personality have been blended into the gameplay of this world. Scenes involving Rapunzel's wonder for the outside world can be triggered by, for instance, casting Aero on surrounding dandelions. Following Rapunzel as she wanders off by herself to a nearby lake will also trigger an interaction. Yasue said that activating these triggers are part of building up Rapunzel's trust in Sora. Following Rapunzel will also lead to combat scenarios and finding treasures. Jonathon commented that Corona's fights become "a crazy ballet of oversized household items swiping through the air and Disney characters hurling themselves at baddies." Some enemies in this world had armor to break through first instead of HP, and others had human-like appearances, showing a great deal of variety to be expected in enemy design. Did you enjoy our highlights? Then you will enjoy Jonathon's full review of these demos even more!
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The worlds of Pirates of the Caribbean, Frozen, and Tangled were recently previewed by IGN as a hands-off demo by the Kingdom Hearts III co-director Tai Yasue. Jonathon Dornbush has published his impressions on the preview of these worlds, giving insight into new gameplay elements from the worlds. Below are some highlights from his review; they do not include any story-related spoilers. The Caribbean Jonathon described The Caribbean (he calls it Port Royal in the article) as a "mini Assassin’s Creed IV: Black Flag" and "one of the most intriguing Kingdom Hearts levels yet" due to its impressive levels of exploration. He talks of the many explorable islands that provide an incredible treasure hunting experience, which extends to beneath the sea. All means of travel - on air, water, land - and transitions in the world has been described as seamless. Underwater travel is also more agile than past games in the series, and in air, you can jump from one Heartless to the next freely. Combat styles change from world to world. Goofy's special bombardier attack involves him being swallowed whole by a sandworm Heartless in this world, only to attack from within. Magic attacks such as Blizzard, Thunder, and Water behave differently underwater. The fish in the sea can be brought back to Remy in Scrooge McDuck's restaurant in Twilight Town. Arendelle Jonathon briefly described a boss battle in this world. You can read about it in the spoiler box below. Yasue said that the development team collaborated with the Frozen team to design enemies true to the style of the world. The Heartless in Arendelle, which behave differently in air and land, were described by Jonathon to have a similar scope of entertainment as boss battles. Yasue showed one of the first sledding experiences in Arendelle, which branched off to numerous paths and offered many treasures. Jonathon commented that it felt a bit too lengthy. Kingdom of Corona Rapunzel's character and personality have been blended into the gameplay of this world. Scenes involving Rapunzel's wonder for the outside world can be triggered by, for instance, casting Aero on surrounding dandelions. Following Rapunzel as she wanders off by herself to a nearby lake will also trigger an interaction. Yasue said that activating these triggers are part of building up Rapunzel's trust in Sora. Following Rapunzel will also lead to combat scenarios and finding treasures. Jonathon commented that Corona's fights become "a crazy ballet of oversized household items swiping through the air and Disney characters hurling themselves at baddies." Some enemies in this world had armor to break through first instead of HP, and others had human-like appearances, showing a great deal of variety to be expected in enemy design. Did you enjoy our highlights? Then you will enjoy Jonathon's full review of these demos even more! View full article
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It seems like this is becoming normal for us now, . Thanks to our fabulous news translator, Catherine Mueller, we were the only ones to provide translations to a very 'sudden' Nomura interview with Dengeki PlayStation. With that said, our article on the 1.5/2.5/2.8 cover artwork message toward KH3 got looks from IGN, and they gave us a shout for the translations. Wonder when we'll get a wiki page of our own. Haha.
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Alright, I am now pressing the button on my patented WABAC machine to take us to the grand old year of... 2009. Ah, 2009. The U.S. economy started to going to shit, swine flu ruined my plans of vacationing in Mexico, we lost the King of Pop, we gained the Queen of Pop (or at the very least the Queen of Bizarro Fashion Statements), and a little boy named David gets a bunch of hits on YouTube just for being filmed after a trip to the dentist. But more importantly, Final Fantasy XIII released to home consoles in Japan, and the good folks down at IGN decided to capitilize on the hype surrounding the game and its eventual release to America in the coming months by making... this: I was about 12 or 13 when this video first dropped. It was hilarious to me back then. I still find it hilarious now, but in a different way.
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- its a joke bro
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KH starts at 13:55.
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The review in a nutshell: "Too much difficulty. 6.7/10"
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Nintendo has confirmed that the New Nintendo 3DS and New Nintendo 3DS XL will be released in Australia on November 21, 2014.
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Posted on July 25th on the IGN site, Marty Silva (IGN Editor) says 2.5 is awesome and that terrifies them. (in a way of words) Here is the quote: What do you guys think? Do you agree with him?
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Coverage showing off the new character in Hyrule Warriors coming out this year,