Silent Hill series monster designer Masahiro Ito is working on a new game as a core member

Silent Hill series monster and background designer Masahiro Ito is working on a new title! He is a core member of the development team for this new game and can’t share any details at this time.

Considering Ito’s development history, the new project could be a horror/survival game. Only time will tell and we can’t wait to find out. Stay tuned at Final Weapon for the latest Japanese gaming news!

The World Ends with You Final Remix official Japanese site suddenly goes under maintenance

The World Ends with You Final Remix released for Switch back in 2018 and fans have been demanding a true sequel for many years. The game’s official Japanese website has suddenly gone under maintenance, leading to speculation of a possible sequel coming soon. There have been many cases over the years of game sites going under maintenance for a specific title before an announcement. However, its best to keep expectations in check as this does not definitively mean that a sequel is coming. A Nintendo direct is expected to arrive sometime soon, so we will have to wait and see. Lastly, the official website is here.

Image of site under maintenance:

Stay tuned at Final Weapon for the latest Japanese gaming news!

Nintendo is interested in AR, constantly developing new technology with dedicated gaming hardware

Nikkei has published a new interview with Nintendo CEO Shuntaro Furukawa! In the interview, Furukawa shares his thoughts on cloud gaming, AR and new technology coming at Nintendo. Here are excerpts of the interview courtesy of Nintendo Everything:

Thoughts on Cloud Gaming and Dedicated Hardware:

Q: With the rise in cloud gaming, do you think that expensive, dedicated video game hardware like the Nintendo Switch will become a thing of the past?

Furukawa: It’s possible that cloud gaming could capture the public’s interest in 10 years from now, however at this point in time, I do not think that dedicated hardware will go away. It’s a long way off before we’ll really know the outcome. With that said, it would be pointless to solely focus on methods of play that can only be had on dedicated hardware. Once your audience starts saying they can play on other consoles or smartphones instead, you’re finished.

Thoughts about AR:

On companies like Apple entering the market with a focus on AR, and American companies’ aggressive application of new technologies.

Furukawa: Something I do not want the public to misunderstand is that we are not turning our backs on new technologies – we are constantly researching and developing. Our hardware development teams evaluate all kinds of new technologies available thus far and consult with our software developers. If they determine that a technology can be used with a game, then they will utilize it. We will not be changing this fundamental approach moving forward.

As for AR, it is definitely one of the many aspects we are interested in. We are currently researching what interesting ways we can utilize it.

Stay tuned at Final Weapon for the latest Japanese gaming news and updates!

Feral Interactive talks about the challenges and benefits of porting games to Switch

Feral Interactive has impressed with their latest Switch ports including Grid Autosport and Alien: Isolation. These games offer customization and features for players to tailor to their experiences, like resolution and frame rate options. In a recent interview, Edwin Smith of Feral Interactive talks about the porting process and philosophy behind bringing games to Switch. Here’s the excerpt from Nintendo Life’s interview:

“Having a single piece of hardware to target simplifies the development and QA tasks, all other things being equal. Having said that, all other things are rarely equal…the Switch CPU is not as powerful as most recent mobile handsets so you have to eke out of it all the performance you can and that means lots of performance analysis and optimization, and that takes time and effort.

…There are a number of factors in that process, not least our enthusiasm for the game as a game. But also, technical feasibility, sales potential, platform suitability, code quality, etc. If we are unable to port a game to the level of quality we wish to achieve, then we do not proceed, and occasionally that has happened. You see quite a few ports, which have dropped a number of features from the original game or else are released to run on a limited range of the latest hardware. We think that is self-defeating in that it generates disappointment rather than enjoyment.”

We are looking forward to seeing what Feral works on next for the Switch. Stay tuned at Final Weapon for the latest Japanese gaming news!

Exclusive Interview with Mike Jaret of Running With Scissors About All Things Postal!

Postal 4: No Regerts

I recently had a chance to sit down and interview Mike Jaret, Co-Owner of Running With Scissors, about all things Postal Past, Postal Present and Postal Future.

If you’d like to listen to the full audio version of this interview which includes questions not mentioned in the article version then you can do so Here

Question: What’s the story behind the Japan exclusive Super Postal expansion? Was the game popular in Japan or was that just the publishers doing something goofy?

MJ: While I can’t give you any exact sales figures, we had a partner over in Japan who was a huge fan of the Postal games himself and clearly he did well enough with the marketing that he could pay to have levels done specifically for the Japanese release of Super Postal.

Question: How long did it take you to develop Postal 2?

MJ: Our actual start to end development cycle was around 18 months but plenty of thought had gone into it before development actually started. The reason why Postal 2 didn’t start development right away however was because our publisher at the time kind of just told us to “Go away” they still had the license for Postal so once that license expired we got to work on Postal 2. So while it came out in 2003 it started development sometime at the end of 2001.

Question: Postal 2 has gained quite a cult following recently. How has that effected the games sales and success?

MJ: When we put Postal 2 out on steam that was kind of the rebirth which allowed us to do things like update the game and fix things, add steamworks, add achievements and eventually allowed us to make an add on. It’s not like we’ve been selling Postal 2 consistently for 18 years but when it came out on steam it has somehow become a crazy hit. We’ve sold well over 3 million copies in the last 5 or 6 years so it’s pretty crazy.

Question: How did you go about designing the mission and mission structure in Postal 2?

MJ: While I don’t think it was a direct design reasoning but what I like to tell people is it’s a lot like Seinfeld, it’s a game about nothing. There really is no plot and at the end of the game when it finishes it still really didn’t have a plot. It just sort of trudges you through the week of this guy and really that was kind of the point. We took so much flack for Postal 1 for how violent it was so with 2 we were making a game where you really didn’t have to be violent. It would put you in situations that would push you towards violence but the whole point was it was only as violent as you were.

Question: Most of us know the story of Postal 3 but could you sum it up for those who aren’t in the know?

MJ: Postal 3 was published and developed by Akella and a team in Akella called TrashMasters. Akella was the Postal 2 publisher that basically sold millions of copies of Postal 2 in Russia. They came to us and said “We want to pay for and make the next Postal game” Now we’re a small developer and it isn’t like we had the money at the time to make the game we really wanted to so we went “OK, we’ll work with you guys”.

So we wrote a design and did some of the lead work at the beginning but then the project kinda spiraled out of control after the economy crashed. The game industry didn’t pay very well and was starting to pay worse so a lot of the high level developers left the gaming industry and ran off to banking which caused Akella to lose a lot of their good developers. Instead of just canceling the project though they bought in the B team and then after the B team left we were kind of hoping it would become vapor but Akella felt they needed to return at least some of their investment so they put together what would be the C team and pieced the game together from what was there in a very poor fashion and shipped it.

Question: How does it feel to be making a proper sequel to Postal 2 in a modern game engine?

MJ: It’s a double edged sword to be honest. While it’s easier to do a lot of things in the Unreal 4 engine it also requires a lot more work to make everything look like a modern game. Honestly what I appreciate the most about it is that now when I tell people “Oh I make video games” and they ask to see what I’ve made I can actually show them something that looks a little more modern.

Question: Whose idea was it to bring Jon St John on board to voice the Postal Dude?

MJ: Let me start off by answering everybody’s question, Jon St John was not our first choice. We do love his performance and his voice but obviously we would have like to have kept the continuity going.

Corey did a great job in Postal 3 and Paradise Lost but with that said we both agree we would not lead another title with his voice just because we can’t be associated with that game anymore.

Rick well, he doesn’t work for me, I send him scripts and he does them, sometimes he doesn’t. There’s not much more I can say about it. If he wanted to be in the game he would have been in it.

So when it came time to make a decision we had a very brief talk, me and Jon and he’s got a pretty good voice so we bought him in. When we bought him in to record some lines for the first time we did some different takes, one of them where Jon tried to simulate Rick Hunters voice and we didn’t really like it all that much. That’s one thing we really didn’t want to do, we didn’t just want a Rick sound alike.

One of our guys actually made an interesting point as he’s from an area of the country where there’s a lot of Postal dude like people and he said “We’re all attached to this voice that is Rick Hunter but odds are the guy that looks like the dude and has that life isn’t going to sound like that. So lets just have Jon give us his normal voice take”. The Postal Dude voice he uses is actually pretty close to his normal voice which, while jarring for everybody including us at first, definitely grows on you and to be totally honest doesn’t even phase me at all anymore.

If you would like to listen to the full interview, which includes questions and topics not mentioned above, then you can do so Here

Huge thanks to Mike J for taking the time to let me do this interview.

Dragon Ball Z: Kakarot – “This Time on Dragon Ball Z: Kakarot” trailer

Bandai Namco has uploaded a new trailer for Dragon Ball Z: Kakarot! The trailer is a real nostalgia trip as it opens like a traditional Dragon Ball Z episode. Kyle Hebert is back as the narrator, recapping what to expect with the new Dragon Ball Z game. Here’s the trailer:

Dragon Ball Z: Kakarot releases on January 17th for PS4, Xbox One and PC. Stay tuned at Final Weapon for the latest Japanese gaming news!

Vocaloid icon Hatsune Miku will be performing at Coachella 2020

SEGA’s Vocaloid icon Hatsune Miku is making her way to Coachella this year! It’s a bit of a random announcement, but this marks the first time Hatsune Miku will be present at the major musical event. Miku fans attending the show will be in for a real treat!

Not going to Coachella? Don’t worry, Hatsune Miku will be making her debut on Nintendo Switch this year with Project Diva MegaMix. Hatsune Miku: Project Diva MegaMix releases on February 13th in Japan and sometime this year in the west. Stay tuned at Final Weapon for the latest Japanese gaming news and updates!

Final Fantasy VII Remake will likely to come to PC in 2021, leaked PS4 demo has PC code

So this really shouldn’t come as a surprise to anyone but it appears that Final Fantasy VII Remake is heading to PC next year. roXyPS3 spotted numerous things that hinted at this version including code, mention of higher resolutions and references to AMD and NVIDIA. Just as a reminder, I posted an article about a month reconfirming that the game would be a 1 year exclusive to PS4.

Rest assured that Final Weapon won’t be sharing any leaked information from the demo since it contains spoilers for the full game. This doesn’t relate to most of the major leaks so we feel that it’s safe to report on this.

Fire Emblem Heroes: Renewed Spirit video

Nintendo and Intelligent Systems have uploaded a new video for Fire Emblem Heroes! The video showcases a conversation between the main characters of Book IV in Fire Emblem Heroes. The characters are sporting their New Years Day variant clothing in celebrating of the first day of 2020. Here’s the latest video:

Fire Emblem Heroes is available now for iOS and Android. Stay tuned at Final Weapon for the latest Japanese gaming news!

The Witcher 3 reaches over 100k concurrent players on Steam, new all time peak

The Witcher 3 has reached a new peak in success lately with a Switch version, the Netflix series and a rise in general interest. On Steam, the number of concurrent users has reached an all time high of over 100k! This is a huge number considering its been years since the base game first released.

Stay tuned at Final Weapon for the latest gaming news and updates!