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【新闻部】Nintendo 任天堂 -

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发表于 2018-1-15 03:58 PM |只看该作者
任天堂表示目前对4K和VR业务暂不感兴趣
转载 - A9VG(http://www.a9vg.com/news/201801/8501816932.html

  任天堂法国地区负责人Philippe Lavoue近日在接受外媒采访时透露任天堂目前的确对4K和VR业务并没有太大的兴趣。

  Lavoue认为当前4K和VR业务对于消费者的吸引力可能并不是特别强烈,所以目前任天堂还不会大范围的推进该业务的发展。同时相对于其他的竞争者,Lavoue认为任天堂在这些业务方面的竞争力还不足以很快占领一部分市场,所以公司并不急于投入这一行业的发展中。


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发表于 2018-1-24 11:00 PM |只看该作者
任天堂1889年京都总部照曝光 129年前任天堂从这里迈向世界
转载 - VGTIME(http://www.vgtime.com/topic/943239.jhtml
https://twitter.com/IGN/status/956028795491790848

  IGN推特日前为我们分享了任天堂总部旧照,这张照片展示了世界上最大游戏公司(任天堂)最初的样子。感谢推特用户Florent Gorges为我们分享照片。129年前任天堂京都总部样子的照片日前浮出水面。这张照片被报道是任天堂在京都的第一个总部,时间约为1889年。

  笔者从视频里了解到,这座建筑最初是Haikyo旗下的建设公司,任天堂创立后最早是卖游戏卡片的。



  熟悉任天堂历史的朋友们都知道,任天堂最开始是做花札起家的,始建于1889年的京都,后经一系列的沿革,最终成为了如今带给无数玩家快乐的电子游戏行业巨头。最近,一张摄于1889年的老照片向我们展现了当年的“山内任天堂”骨牌制造所的样子。

  照片来自去年底的一项城市历史企划“明治150年,京都的奇迹”,在距明治元年150周年之际,该企划回顾了京都这座城市在明治时期(1868~1912)以来的历史变迁。而任天堂的创立无疑是其中不可或缺的一笔。

  任天堂的创始人山内房治郎原是福井家的长男,后来在明治5年时成为山内猶七的养子,并在9年后继承了山内的家业。在那之后,山内房治郎逐渐接管了山内家的石灰店“灰岩”,并将其更名为“灰孝本店”。山内家的石灰水泥生意为日后任天堂的诞生打下了坚实的基础,“灰孝本店”现在仍在社长山内一正的带领下持续经营中。

  山内房治郎出色的商业头脑帮助山内家族的产业蒸蒸日上,1889年,他又在花札牌的制造上发现了商机,接着便有了照片中骨牌制造所的诞生。“山内任天堂”一开始以日本传统的花牌“花札”为主要产品,后来还增加了西方扑克牌的引进和生产业务。照片中的任天堂总部大概位于现在地图中的这个位置:

  经过一百余年的积淀,任天堂在今天仍孜孜不倦地发挥着他们的创造力,在这阵返璞归真的“硬盒”风潮后,接下来还会有什么惊喜呢?


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发表于 2018-1-25 03:32 PM |只看该作者
任天堂首款手机应用程序《Miitomo》宣布将于 5 月 9 日停止服务
转载 - 巴哈姆特9https://gnn.gamer.com.tw/8/158248.html)

  任天堂今日宣布,旗下结合「Mii」分身的手机应用程序《Miitomo》将于日本时间 5 月 9 日下午 4 时结束服务。

  《Miitomo》是任天堂首款手机应用程序,为基本使用免费的社群交流型应用程序,并于 2016 年 3 月在日本推出。 玩家可以制作出与自己相仿的分身「Mii」,与朋友圈进行交流。 Mii 能够透过各式各样的零件来组合制造,也可以透过智能型手机的拍照功能,利用照片来自动生成。 玩家作成的 Mii 会「主动」向玩家提出各式各样的问题,而玩家只需「被动」回答即可,让即使平常不擅长利用社群网络表达自己主张的用户也能够乐在其中。

https://miitomo.com/ja/notifications/180125/

  然而,任天堂宣布,《Miitomo》的营运将于日本时间 5 月 9 日划下终点,而其虚拟货币「Miitomo Coin」也于即日起停止贩卖,至于官方也在《Miitomo》说明服务终止后包括尚未使用的「Miitomo Coin」如何退还等相关后续措施。


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发表于 2018-1-26 10:49 PM |只看该作者
   


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发表于 2018-1-30 06:15 PM |只看该作者
本帖最后由 kirassss 于 2018-1-30 07:02 PM 编辑

Project Octopath Traveler video details demo feedback survey improvements《八途旅人计划》体验版反馈报告 各种问题会在正式版改善
转载 - A9VG(http://www.a9vg.com/news/201801/7947017215.html

  SQEX 预定在 Nintendo Switch 平台推出的复古风RPG《八途旅人计划》公开了一段反馈报告视频。此前推出的体验版全球有超过100万人下载试玩,并提出了超过45500条反馈。制作团队也表示会悉心听取玩家的意见,本次就先为大家介绍几处已经确定要改进的地方。

·用摇杆就可以直接切换走和跑,如果按住B将可进一步提升速度。
·增加快捷移动(传送)功能。
·迷宫中的材质和物体经过调整,让人更加容易分辨。
·增加行动目标雷达功能。
·增加手动调整亮度和效果的功能。
·调整存档时光标的位置。正式版除了自动存档将可以保存10个存档。
·帮助信息文字将会调大使之更容易阅读。
·增加剧情略过功能。
·可以随时回顾过去的剧情。
·可以调整文字的显示速度。
·调整战斗难度的平衡性。

  开发团队表示这次公开的改进只是一小部分,今后还会继续对游戏进行推敲打磨。这款作品将在2018年内推出,请大家期待。


Square Enix has released a video detailing the improvements made to Project Octopath Traveler in response to the feedback survey for the September 2017-released demo.

The demo was downloaded over a million times, and the feedback survey saw 45,000 responses.

The development team has already made a number of changes in response to the feedback, including areas such as map traversal, visibility, user interface, event scenes, and the battle system.

For more details, watch the video below. For users who may be unable to watch the video, we have also provided a transcript.

   


Transcript
[Opening]

Producer Masashi Takahashi: “The reception to the demo exceeded our wildest expectations, with over a million downloads worldwide, and 45,500 responses to the survey. We really can’t thank you enough.”

Director Keisuke Miyauchi: “The overwhelming response to the demo really motivated the entire team.

Takahashi: “We’ve taken each and every one of your comments into careful consideration. Today, we’d like to give you a preview of how development is progressing.”

Miyauchi: “Your invaluable and profuse feedback has helped us find so many ways to refine the game.”

Takahashi: “Now, I’ll let each member of the team explain the improvements they’ve made.”

[Map Traversal Improvements]

Lead Programmer Satoshi Hasegawa: “One of the issues many of you raised was that it was a hassle to get around. In the demo, you had to toggle between walking and running with the B button. We’ve made it so that you run automatically by pushing the analog stick all the way. Many also mentioned that movement was too slow in general. So now, if ou hold down the B button while running, you can run even faster than before. To maintain game balance, the encounter rate goes up when running at full speed. It’s something of a trade-off, but this way, it also gives players who want to battle more often the option to do so. We’ll also be adding a ‘fast travel’ option that wasn’t available in the demo. We hope thse refinements will help players get around the world with a minimum of stress.”

[Visibility Improvements]

Lead Artist Mika Iizuka: “Likewise, we received a number of comments asking us to improve visibility—to make traversable areas stand out more, we’ve adjusted wall and floor colors, and added visible landmarks, among other changes. We’ve also added a feature that didn’t make it in time for the demo: a ‘radar’ to point players to exists, entrances, and important destinations. To improve general visibility, we’ve also added settings so players can adjust screen brightness and the intensity of the ‘HD-2D’ filters that some found distracting.”

[User Interface Improvements]

Lead Programmer Yutaka Watanabe: “We’re also doing our best to address concerns regarding the UI. Many of you expressed that the position of save slots made it too easy to accidentally overwrite your progress, so we’ve already fixed this. We’ve also added additional save slots for the full game: nine, plus one autosave, for a total of ten.”

Iizuka: “We’ve also adjusted the size of the help text, which many of you mentioned was too small and difficult to read.”

Watanabe: “Sadly, we can’t show you everything, but we’re doing everything we can to further streamline the UI.”

[Event Scene Improvements]

Watanabe: “Next, let’s talk about event scenes. First off, rest assured that the skip function that wasn’t in the demo has already been added. Now you won’t have to watch the same scene over and over when the going gets tough.”

Hasegawa: “We’re also planning to add a replay feature, so you can watch scenes again if you want.”

Watanabe: “A number of you, particularly those of you playing around the world, expressed concerns about message display speed. So we’ve increased the default speed, and made it customizable in the settings menu.”

[Battle System Improvements]

Lead Game Designer Kota Oosaki: “Finally, the battle system. To both those of you who enjoyed the battles, and those who found them difficult—thank you for your feedback! While the core concept of the battle system hasn’t changed from the demo, we’re continuing to refine game balance so that battles provide a good challenge without being overly frustrating. We’ve also yet to show you how battles go with a full party of four, and there are some more important elements we can’t reveal quite yet, so pleas stay tuned for future updates!”

[Closing]

Miyauchi: “This only scratches the surface of all the improvements going in, so please rest assured we’re doing everything to bring you what’s still to come.”

Takahashi: “Our team is hard at work making Project Octopath Traveler the best it can be, so we hope you’re looking forward to it.”

Project Octopath Travelers is due out for Switch worldwide in 2018.


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发表于 2018-2-1 02:06 PM |只看该作者
本帖最后由 kirassss 于 2018-2-1 03:08 PM 编辑

Nintendo and Illumination Entertainment announce Super Mario animated movie
任天堂正式宣布将与《小小兵》电影制作商合推「玛利欧」动画电影

转载 - 巴哈姆特(https://gnn.gamer.com.tw/6/158586.html

  曾制作《神偷奶爸》《小小兵》等知名动画作品的美国照明娱乐(Illumination Entertainment)将与任天堂合作,推出改编自任天堂旗下知名角色「玛利欧」的动画电影。

  根据官网公告指出,此一电影企划的制作人将由照明娱乐的创始人兼代表「克里斯 · 梅勒丹德利(Chris Meledandri)」与任天堂代表取缔役「宫本茂」共同担纲。 此部电影将由环球影业(Universal Pictures)与任天堂出资,由环球影业在全世界发行。

  任天堂表示希望透过此一企划,透过游戏以外的形式来积极活用任天堂旗下 IP(智能财产),持续为世界上的人们带来欢笑。 而照明娱乐则表示,希望透过与全世界知名角色「超级玛利欧」的合作,为所有年龄层的观众打造符合公司使命的杰作。

  除了电影确认制作中之外,日本大阪环球影城主题乐园的任天堂电玩角色主题园区「SUPER NINTENDO WORLD」也正在建设中,整个园区会以两层构造的巨大综合区域构成,带来全世界最新的多种游乐器材、商店与餐厅等设施。

  网罗创造《玛利欧》的宫本茂和任天堂游戏创作者原班人马,以及环球影业主题乐园创作团队共同参与的「SUPER NINTENDO WORLD」 ,预计在 2020 年东京奥运开幕前完工与玩家见面。



Illumination Entertainment, the animation studio behind Despicable Me and Minions, and Nintendo have started development on a Super Mario movie project, Nintendo announced.

The role of producer for this project will be shared by Illumination Entertainment founder Chris Meledandri and Nintendo company director Shigeru Miyamoto.

Both Universal Pictures and Nintendo are funding the movie, which will be distributed worldwide by Universal Pictures.


https://www.nintendo.co.jp/corporate/release/2018/180201.html


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发表于 2018-2-23 02:54 PM |只看该作者
本帖最后由 kirassss 于 2018-2-23 07:15 PM 编辑

《名侦探皮卡丘》公开最新宣传视频 3月体验版配信

  今天任天堂宣布将于 3 月 23 日发售的3DS游戏《名侦探皮卡丘》的公开了最新的宣传影像。

  剧情中出现了逼近人类与PM共存的街道“酸橙市”的危机……而把握故事关键的是第二个说人话的宝可梦中二症超梦。

  同时,官网也指出在3月上旬推出的特别体验版为正式版的开头部分,存档数据能够直接继承至正式版中,同时购入正式版后特别体验版仍然可以自发售日起继续试玩。

   


Detective Pikachu ‘Get Ready to Crack the Case!’ trailer

Nintendo has released a new trailer for Detective Pikachu introducing new features, characters, and gameplay footage.

Here is an overview of the new elements highlighted in the trailer, via Nintendo:

Trouble in Ryme City!: Ryme City is a place where people and Pokémon live together. But recently, many friendly Pokémon are behaving oddly for no apparent reason. While Pikachu and his friend Tim search for Tim’s father, Harry, they unwittingly stumble into the mysterious case of the problematic Pokémon. Can they solve the mystery and also find Tim’s father? Cue the dramatic music…

The Mysterious Mewtwo: While many different Pokémon appear in Detective Pikachu, the one who seems to hold the biggest connection to the overall mystery is Mewtwo. How is Mewtwo connected to everything? And why does Mewtwo know Pikachu?

A Colorful Cast of Characters: Many charming characters roam the streets of Ryme City.

These include Pablo Millan, owner of Pikachu’s favorite café; Frank Holliday, an inspector at the Ryme City Police Department; and Meiko Okamoto, a camera operator for the local TV studio. Meeting and interrogating all of these characters throughout the game is part of the fun.

In related news, Nintendo also announced that a special demo for Detective Pikachu will be released in Japan in early March.


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发表于 2018-3-16 07:38 PM |只看该作者
《名侦探皮卡丘》最新真人联动宣传片 名演员泽口靖子出演

  3DS新作《名侦探皮卡丘》于今天开始推出最新的真人联动宣传片“事件现场篇”,由经常出演刑事片的演员泽口靖子与操着大叔口音的名侦探皮卡丘共同出演。

  《名侦探皮卡丘》将在3月23日发售,支持简体中文与繁体中文。

   


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发表于 2018-4-4 04:05 PM |只看该作者
任天堂打造Switch主机开发专属游戏引擎 可节约成本

  NINTENDO SWITCH是任天堂游戏公司于2017年3月首发的旗舰产品,主机采用家用机掌机一体化设计。据了解,任天堂正在为自己的Switch主机开发专属游戏引擎。而且能为游戏开发商节约开发时间和开发成本。



  任天堂正在为Switch开发一款全新的游戏引擎,并且他们已经与GDC 2018的一些开发者们分享了这一内容。任天堂上个月在游戏开发者大会GDC的闭门会议上举行了一场会议,他们与少数技术开发人员分享了这些内容,并展示了这一引擎是如何“在短时间内创建游戏,同时尽可能降低开发成本”的。或许任天堂将在几个月内在E3上分享更多细节。


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发表于 2018-4-26 03:42 PM |只看该作者
本帖最后由 kirassss 于 2018-4-26 03:44 PM 编辑

Nintendo president Tatsumi Kimishima to retire on June 28
任天堂社长君岛达己将于6月卸任

转载 - A9VG(http://www.a9vg.com/news/201804/2762718485.html)

  任天堂4月26日宣布,现任社长君岛达己将要在6月28日卸任。根据官方消息,在前社长岩田聪去世之后接手任天堂社长一职的君岛达己将卸下任天堂社长一职,转交给现任常务执行役员古川俊太郎(46岁)。

  君岛社长将于2018年6月28日举办的第78期股东大会结束时期满卸任,接替君岛社长职位的是目前担任取缔役常务执行役员、经营企划室长、经营統括本部主管、全球市场负责人的古川俊太郎(46岁),于1994年6月4日加入任天堂。

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Tatsumi Kimishima will retire as the representative director and president of Nintendo on June 28, and current director and managing executive officer (among several other titles) Shuntaro Furukawa will take over, Nintendo announced.

Furukawa, who is 46 years old, first joined Nintendo in April 1994. Outside of director and managing executive officer, he is also the current general manager of the corporate planning department, supervisor of corporate analysis and administration division, and is in charge of the global marketing department.


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