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No More Heroes coming to PS360 (confirmed)

Jocchan said:
Very true. Motion controls are an integral part of this game, and this is one of the reasons why I consider it the best game, or one of the best games if that makes some people feel better, on the Wii: it nailed them perfectly.

Huh, you could just wave furiously as soon as the waggle-for-special-move arrows came up. It's just like Samba de Amigos poses, works every time regardless of how you do it. Might as well have put it on a button to save energy. Aiming high-low was, when it wasn't completely redundant, fairly unresponsive.
 
Aeris130 said:
Huh, you could just wave furiously as soon as the waggle-for-special-move arrows came up. It's just like Samba de Amigos poses, works every time regardless of how you do it. Might as well have put it on a button to save energy. Aiming high-low was, when it wasn't completely redundant, fairly unresponsive.
Yes, and you can push forward - back - forward to make a single step forward in any platformer ever released, but this doesn't mean regular controls for platformers are broken because they work regardless of how you do it.
If you do them right and they work how you expect (they always did for me in NMH) then I don't see the point of complaining because "well you can just waggle and they work anyway". It would be like complaining because you can mash random buttons in a fighting game, executing special moves by accident, and suggesting to put them on a button to save energy. We'll both agree it makes no sense, I think.
The two different stances were awesome, by the way. I never had any problem with them.
 
Sounds more like a complaint that the motion controls were unresponsive and even unnecessary than a complaint in the vein of accidentally pulling off combos on a fighter to me.

Personally, I'd much rather have no motion controls. I still have nightmares about having to turn valves in Killzone 2.
 
Mr. Sam said:
Sounds more like a complaint that the motion controls were unresponsive and even unnecessary than a complaint in the vein of accidentally pulling off combos on a fighter to me.

Personally, I'd much rather have no motion controls. I still have nightmares about having to turn valves in Killzone 2.

When I played through part of NMH on Wii the first thing I thought was that the motion controls were kind of pointless. The only one that was entertaining was the recharge animation, which you could do with a sixaxis, really. The wrestling moves and stuff just seemed kinda tacked on to me. I didn't play a ton of the game as I don't have a Wii so I can't speak with any authority, but I did love what I played, and will definitely pick this up if it comes to NA.
 
Games should be judged on the game itself, not the device used to control the character on screen.

Whether you slash someone with a sword using a right-trigger motion or a wave of your arm, does it really matter?

I agree that motion control is fun, but if the game works without it I don't see what the big deal is.

I often find this argument with fighting games, or Virtual On. Some people swear that if you are not suing an arcade stick or twin sticks in Virtual On's case, that it's not the same and a big part of the game is lost. I disagree in both cases.

Yes, with Virtual On the twin sticks are badass, but I've trained myself to pull off everything with a controller and now it makes little difference to me. I just care about what my robot is doing on screen more than what I'm controlling him with.

With fighting games, same deal. I'm so involved mentally with the game itself that you don't even realize you are playing on a stick or control pad. It's not even in your mind. The device is just that, a device to get the desired action on screen. As someone who switch hits between both, it makes little difference so long as I can hit my combos.

My two cents.
 
Arpharmd B said:
Games should be judged on the game itself, not the device used to control the character on screen.

Whether you slash someone with a sword using a right-trigger motion or a wave of your arm, does it really matter?

I agree that motion control is fun, but if the game works without it I don't see what the big deal is.

I often find this argument with fighting games, or Virtual On. Some people swear that if you are not suing an arcade stick or twin sticks in Virtual On's case, that it's not the same and a big part of the game is lost. I disagree in both cases.

Yes, with Virtual On the twin sticks are badass, but I've trained myself to pull off everything with a controller and now it makes little difference to me. I just care about what my robot is doing on screen more than what I'm controlling him with.

With fighting games, I can go both ways. I'm so involved mentally with the game itself that you don't even realize you are playing on a stick or control pad. It's not even in your mind. The device is just that, a device to get the desired action on screen. As someone who switch hits between both, it makes little difference so long as I can hit my combos.

My two cents.


Yes. Yes it does.
When the control scheme works to immerse you into the game, it adds a whole new layer.
Example, after playing SSX Blur, I found going back to Tricky hard, because it just wasn't as satisfying.
 
Kos Luftar said:
This game will flop in North America.

I dunno; despite Ubi Soft's best efforts, the Wii game managed to sell 150k, which was approximately 130k more than anyone could have ever expected. Then again, it did come a fairly convenient time when everyone was wrapping up Super Mario Galaxy and there wasn't a lot to look forward to until SSBB.

If it does come to NA in a timely manner, it could very well flop due to how many AAA titles are scheduled for that time frame.
 
Arpharmd B said:
Games should be judged on the game itself, not the device used to control the character on screen.

Whether you slash someone with a sword using a right-trigger motion or a wave of your arm, does it really matter?

I agree that motion control is fun, but if the game works without it I don't see what the big deal is.

I often find this argument with fighting games, or Virtual On. Some people swear that if you are not suing an arcade stick or twin sticks in Virtual On's case, that it's not the same and a big part of the game is lost. I disagree in both cases.

Yes, with Virtual On the twin sticks are badass, but I've trained myself to pull off everything with a controller and now it makes little difference to me. I just care about what my robot is doing on screen more than what I'm controlling him with.

With fighting games, same deal. I'm so involved mentally with the game itself that you don't even realize you are playing on a stick or control pad. It's not even in your mind. The device is just that, a device to get the desired action on screen. As someone who switch hits between both, it makes little difference so long as I can hit my combos.

My two cents.


I guess you havent heard about Wii sports and the millions of people who decided there was a difference between pressing a button to swing your racquet in a tennis game and swinging your arm as if you were in a tennis game


It doesnt really matter in terms of inputting the desired command and watching your character perform on screen, but it does raise the level of immersion and fun to be had(if you enjoy what your playing).
 
Arpharmd B said:
Games should be judged on the game itself, not the device used to control the character on screen.

Whether you slash someone with a sword using a right-trigger motion or a wave of your arm, does it really matter?

I agree that motion control is fun, but if the game works without it I don't see what the big deal is.

I often find this argument with fighting games, or Virtual On. Some people swear that if you are not suing an arcade stick or twin sticks in Virtual On's case, that it's not the same and a big part of the game is lost. I disagree in both cases.

Yes, with Virtual On the twin sticks are badass, but I've trained myself to pull off everything with a controller and now it makes little difference to me. I just care about what my robot is doing on screen more than what I'm controlling him with.

With fighting games, same deal. I'm so involved mentally with the game itself that you don't even realize you are playing on a stick or control pad. It's not even in your mind. The device is just that, a device to get the desired action on screen. As someone who switch hits between both, it makes little difference so long as I can hit my combos.

My two cents.

Guitar Hero is totally awesome with a regular controller.
 
FlashbladeGAF said:
I guess you havent heard about Wii sports and the millions of people who decided there was a difference between pressing a button to swing your racquet in a tennis game and swinging your arm as if you were in a tennis game


It doesnt really matter in terms of inputting the desired command and watching your character perform on screen, but it does raise the level of immersion and fun to be had(if you enjoy what your playing).

Yes I hear you on Wii Sports, I got that, but the entire games are built around motion controls. Without them it would be pretty pointless.

Whereas NMH seems to be a more traditional Hack N Slash type game. Those games worked and were fun on controllers.

I know Wii controls are fun, and for games built around them like Wii Sports, it's simply pointless without them. But for established genres that were fun on controller, being "more fun" on Wiimote is cool, but not required. See: Resident Evil 4. To me the Wii Controls are fun, but at the end of the day I had just as great an experience playing through the game on a Gamecube controller. I'm sure there are people who disagree, but to me it makes little difference which device I used.

DeaconKnowledge said:
Guitar Hero is totally awesome with a regular controller.

Again, understand my point here. NMH is not Wii Sports or Guitar Hero. With those games the controller is the whole point. With NMH it's a more traditional hack and slash game, a genre we've seen on PS2,1,Gamecube, etc. etc.. I'm not saying the motion controls don't add to it, I'm saying if it plays nicely with a regular controller I don't see the issue.
 
Ridley327 said:
I dunno; despite Ubi Soft's best efforts, the Wii game managed to sell 150k, which was approximately 130k more than anyone could have ever expected. Then again, it did come a fairly convenient time when everyone was wrapping up Super Mario Galaxy and there wasn't a lot to look forward to until SSBB.

If it does come to NA in a timely manner, it could very well flop due to how many AAA titles are scheduled for that time frame.


I think the big question is, will Ubisoft even see bringing a 2 year old Wii port over for the PS3/360 as a worthwhile endeavor? I mean, they've already been burned on Wii->360 ports before (Rabbids comes to mind).
 
Jocchan said:
Yes, and you can push forward - back - forward to make a single step forward in any platformer ever released, but this doesn't mean regular controls for platformers are broken because they work regardless of how you do it.
If you do them right and they work how you expect (they always did for me in NMH) then I don't see the point of complaining because "well you can just waggle and they work anyway". It would be like complaining because you can mash random buttons in a fighting game, executing special moves by accident, and suggesting to put them on a button to save energy. We'll both agree it makes no sense, I think.
The two different stances were awesome, by the way. I never had any problem with them.

Flawed analogies ahoy.

I'm not even sure where you're going with this, pushing forward once is already the standard for forward movement in platformers. If pressing forward - back - forward was the default input for movement, I would indeed say that the game is poorly designed in that area, and that a single-tap forward should be all it takes. In fact, I'd say that forward - back - forward is so stupid (which it is) that it needs to go altogether. Heck, keep forward - back - forward. Just give me the options to do it with a sngle press forward.

In a way, this ties into my argument even more than if you used motion controls to move (at least that can be made to have some merit). Pressing forward is easier (in every single imaginable way) than forward - back - forward. There's no reason whatsoever to even begin arguing why anyone should do forward - back - forward.

Now, don't think I'm slamming motion controls in NMH, only the design around it. If using different moves made the character perform different combos (or something), that they would indeed have merit (even if the implementation was so shoddy that you could never pull off the move you wanted). That's something that couldn't easily be replicated using buttons, and even if you could, motions might prove being more intuitive, or at least user friendy for beginners.

But that's not how it is right now, the motion detecting is so shitty that it's basically:

any move -> everything

This can easily be replicated using buttons (a button, more precisely). On top of that, the game never utilizes a design where different motions is ever useful in the first place. There's never more than one move available at the same time, so motion control loses its strength. People mock some titles for simply "replacing buttons with waggle", but this is pretty much the definition of it.

I'm arguing for the ease-of-use aspect here. Keep motion controls by all means, but most controls have at least one button, so if the motion controls and design around them are so shitty that a single buttonpress can emulate it perfectly, that button needs to be available for the users. Seriously.

As for the fighting game anology, apart from difficulty in performing a certain move (most developers makes it hard on purpose for some godforsaken reason), and the fact that a game may have more moves than buttons available at all time, then yes: Every combo should have its own button if that made it easier to perform them.

But you said that mashing random buttons for a combo meant that the combosystem was broken. That's not what I'm saying.

Instead, imagine if every combo-move in the game resulted in the same move (much like any motion in NMH results in whatever special move the game wants you to do). Wouldn't you agree that simply taking out the redundant combos would be a smart thing to do, to make it less confusing? And since we now only have one move left in the game (just like NMH only lets you do one combo at the time, instead of choosing), there's no reason to do combos any longer. Just put the one combo we have on a button.
 
AceBandage said:
I think the big question is, will Ubisoft even see bringing a 2 year old Wii port over for the PS3/360 as a worthwhile endeavor? I mean, they've already been burned on Wii->360 ports before (Rabbids comes to mind).

They're certainly interested in the franchise since they picked up NHM2 soon after it was announced. Also, remember that they thought it was an amazing idea to price Senko no Ronde at $60, so bringing over these ports would hardly be the dumbest thing they've ever done with a Japanese title.
 
Ridley327 said:
They're certainly interested in the franchise since they picked up NHM2 soon after it was announced. Also, remember that they thought it was an amazing idea to price Senko no Ronde at $60, so bringing over these ports would hardly be the dumbest thing they've ever done with a Japanese title.


If they do price NMH PS3/360 at $60, it's pretty much a certified flop from the bat.
Oy.
 
Arpharmd B said:
Again, understand my point here. NMH is not Wii Sports or Guitar Hero. With those games the controller is the whole point. With NMH it's a more traditional hack and slash game, a genre we've seen on PS2,1,Gamecube, etc. etc.. I'm not saying the motion controls don't add to it, I'm saying if it plays nicely with a regular controller I don't see the issue.

That's flawed reasoning. NMH IS Wii Sports and Guitar Hero because NMH's gameplay is BUILT around the Wiimote. The fighting mechanics, as well as those of the minigames in the title are so Wiimote focused that slapping them on a controller removes the point of their inclusion entirely (Like the baseball minigame at the stadium; swapping a full bat like swing of the Wiimote with a timed button press makes that entire game basic and useless; the challenge came entirely from the timing and strength of your swing) I would understand if the game was a title that was conceptualized and constructed on the PS2 and converted, but this isn't the case.
 
Truant said:
I know nothing about this game. Should I? The whole art style looks pretty fresh. Action/anime stuff?
the game will try to make you hate it.

and that's when it gets good.
 
The motion controls just felt really good in NMH, but they basically just finished a combo (besides the high/low stance which was pretty pointless) with either a slash or a wrestling move. That and the training/jobs.

I guess the recharging and phone stuff was cool too.
 
The game is more or less a cracked-out anime version of Branded to Kill, which is a feat since that film features a hitman who gets turned on by the smell of boiled rice and manages to avoid being shot in the head by wearing a hair band.

How I love both so.
 
Truant said:
I know nothing about this game. Should I? The whole art style looks pretty fresh. Action/anime stuff?

Probably the funniest game I've ever known of. That's why I love it so much.
 
Truant said:
I know nothing about this game. Should I? The whole art style looks pretty fresh. Action/anime stuff?

Lots of repetitive grinding of side-missions for money in order to advance to the next boss, technical problems, poor combat made slightly fun by motion control, Suda 51 craziness.

One of the best games on the Wii.
 
Rez said:
the game will try to make you hate it.

and that's when it gets good.
That's a pretty bloody good way of describing why No More Heroes is so damn appealing.

I admit I thought it would be an average game, and it did frustrate me at times, but goddamn if entertainment doesn't come as intense as this.
 
Aeris130 said:
Flawed analogies ahoy.

I'm not even sure where you're going with this, pushing forward once is already the standard for forward movement in platformers. If pressing forward - back - forward was the default input for movement, I would indeed say that the game is poorly designed in that area, and that a single-tap forward should be all it takes. In fact, I'd say that forward - back - forward is so stupid (which it is) that it needs to go altogether. Heck, keep forward - back - forward. Just give me the options to do it with a sngle press forward.

In a way, this ties into my argument even more than if you used motion controls to move (at least that can be made to have some merit). Pressing forward is easier (in every single imaginable way) than forward - back - forward. There's no reason whatsoever to even begin arguing why anyone should do forward - back - forward.
First, sorry for the two silly examples I made (the fighting games one was a bit less apt, so let me concentrate on the platformers one).
I think you didn't get my point though. Yes, of course forward - back - forward would be a stupid way to make one step forward, and that's precisely what I meant (of course no one would design a game like that): if you want to do one step forward in a regular platformer, you press forward once and that's it. But, if you wish to complicate things for some reason, no one prevents you from doing something complex and useless like a forward - back - forward sequence, whose final result would still be one step forward. This is exactly the same concept of single swipes versus waggle: if you're just required to do a single swipe (something simple and quick) and it works, you have no reason to waggle aimlessly (something complex and useless). No one prevents you from doing it, but it's your choice and doesn't mean the controls are broken if you still succeed (you would be the one doing it wrong), and doesn't mean designers should have necessarily replaced motions with button presses because people could do it wrong and start waggling instead of doing the right motions. If they started removing stuff people could do wrong, they should stop making games altogether.
This, of course, assuming waggle is doing it wrong: a shoddy implementation where you are required to waggle to get the intended result because the intended motions don't register would be completely different and then I'd agree with you, but luckily this isn't No More Heroes's case. Or at least it wasn't for me.

Aeris130 said:
Now, don't think I'm slamming motion controls in NMH, only the design around it. If using different moves made the character perform different combos (or something), that they would indeed have merit (even if the implementation was so shoddy that you could never pull off the move you wanted). That's something that couldn't easily be replicated using buttons, and even if you could, motions might prove being more intuitive, or at least user friendy for beginners.

But that's not how it is right now, the motion detecting is so shitty that it's basically:

any move -> everything

This can easily be replicated using buttons (a button, more precisely). On top of that, the game never utilizes a design where different motions is ever useful in the first place. There's never more than one move available at the same time, so motion control loses its strength. People mock some titles for simply "replacing buttons with waggle", but this is pretty much the definition of it.

I'm arguing for the ease-of-use aspect here. Keep motion controls by all means, but most controls have at least one button, so if the motion controls and design around them are so shitty that a single buttonpress can emulate it perfectly, that button needs to be available for the users. Seriously.

As for the fighting game anology, apart from difficulty in performing a certain move (most developers makes it hard on purpose for some godforsaken reason), and the fact that a game may have more moves than buttons available at all time, then yes: Every combo should have its own button if that made it easier to perform them.

But you said that mashing random buttons for a combo meant that the combosystem was broken. That's not what I'm saying.

Instead, imagine if every combo-move in the game resulted in the same move (much like any motion in NMH results in whatever special move the game wants you to do). Wouldn't you agree that simply taking out the redundant combos would be a smart thing to do, to make it less confusing? And since we now only have one move left in the game (just like NMH only lets you do one combo at the time, instead of choosing), there's no reason to do combos any longer. Just put the one combo we have on a button.
I agree the Wii remote's capabilities are really limited. You can fool the thing in countless ways, and waggle is the easiest and most common one. But newer devices will eventually be more sophisticated, and hopefully this problem will be gone.
That said, I've always been a firm believer of simplicity being the single most important value a designer should never forget. I had an interesting discussion about it a few weeks ago in the Uncharted 2 thread, and there you could find me condemning the concept of overcomplicating obvious tasks: if it's obvious you want to do X, you should be able to do it as easily as possible. So I would naturally tend to agree with you and I actually believe most of the waggle in many Wii games could easily be replaced with button presses.
In this case, things are a bit different. Motions (or at least the most common ones, let me focus on them) in NMH have a very precise meaning and purpose, they're used as finishing moves after a combo, and they act as a reward for the player. It's a precise design choice stressed by the effects you unleash after the motion: be them fountains of blood or fountains of coins, the massive flow of stuff on screen is there to gratify the player for what he just accomplished, and this gets associated in a Pavlovian way to the motion you just made. You could replace it with a single button, but then you'd lose the association motion <---> reward and finishers would just turn into "the final button press".
So no, I believe that replacing them with button presses wouldn't have the same effect. Far from it.
Luckily, they're apparently replacing motions with right analog sticks movements: it still won't be the same, but I believe they couldn't have found a better way to preserve that association on a regular controller.
I agree with allowing the player to perform different finishers with different motions by the way, but I'm afraid the fact you can't has more to do with the above mentioned limitations of the Wii remote than with theoretical design choices. Who knows? Maybe future games in the series will have them.
 
Yes the motion controls weren't precise on the Wii, but they were still necessary to play the game, and boy were they satisfying. The game was built for them. There is no arguing that. Will the game still be fun without them? Sure, but it will be strange to have a core element of the game taken out. Not to mention the Wii remote was like holding Travis' swords, and it also doubled as the cellphone, which was pretty cool.
 
VistraNorrez said:
Not to mention the Wii remote was like holding Travis' swords, and it also doubled as the cellphone, which was pretty cool.
Yeah, the phone calls were also a small but awesome touch, despite Sylvia's aweful (portmanteau of awesome and awful) voice actress.
 
Ridley327 said:
I dunno; despite Ubi Soft's best efforts, the Wii game managed to sell 150k, which was approximately 130k more than anyone could have ever expected. Then again, it did come a fairly convenient time when everyone was wrapping up Super Mario Galaxy and there wasn't a lot to look forward to until SSBB.

If it does come to NA in a timely manner, it could very well flop due to how many AAA titles are scheduled for that time frame.

I also don't think there are really that many people that are interested in a port of a Wii game to the PS3 or 360. I can only see maybe some PSWii or 360Wii owners buying it so they can play the game on HD console.
 
EXGN said:
I mentioned this in the Famitsu thread - anyone that expects the PS360 version to outsell the Wii version is bat shit crazy. The historical trend is strongly indicates that the original game will ALWAYS be the best selling one, even if it's a console with a smaller userbase. The only exception I can think of is Resident Evil 4.

Tales of Symphonia...

hold on I'm just going to run a query on Garaph.
 
Jocchan said:
I'm even more shocked to see someone suggesting a mouse-controlled Trauma Center.
I love the Stylus control for it on DS, never got around to the Wii. But I don't think I would like it too much...My hands aren't very steady :lol

But I have to agree with that. What type of surgeon saving the world against an foreign parasites want to use a mouse to do it! Need more hand action. It seems like it would take out allot of the fun then.
 
I forgot all about the phone calls. I loved the use of the Wii remote speakers in the original.

I will miss a lot of the Wii specific features in this version, but I'm still looking forward it.
 
shintoki said:
I love the Stylus control for it on DS, never got around to the Wii. But I don't think I would like it too much...My hands aren't very steady :lol

But I have to agree with that. What type of surgeon saving the world against an foreign parasites want to use a mouse to do it! Need more hand action. It seems like it would take out allot of the fun then.
It's not what I meant, a mouse is much less precise than both IR and stylus for the quick movements required by a game like Trauma Center. It would be downright unplayable, unless they slow it down consistently.
 
I liked it on the wii but not sure how gameplay will work, it did feel satisfying to swing the wii mote at the end of a combo. If they release the second one maybe but double dipping prob not (maybe if its cheap and the gameplay is still as fun)
 
Anybody who does bring it out to the West would have to do so at a budget price, as the market for a full priced, years old port of a Wii game is practically nil.

I don't know for certain that it will be fully published outside of Japan. Its a bit chancy, and I don't know if Marvelous is willing to downscale their fee for it. Review scores probably won't be entirely charitable either so there's that working against it too.

For anybody rapturously awaiting an American release, I'd tell you to keep your expectations in check.
 
HyperZone<3 said:
Anybody who does bring it out to the West would have to do so at a budget price, as the market for a full priced, years old port of a Wii game is practically nil.

I don't know for certain that it will be fully published outside of Japan. Its a bit chancy, and I don't know if Marvelous is willing to downscale their fee for it. Review scores probably won't be entirely charitable either so there's that working against it too.

For anybody rapturously awaiting an American release, I'd tell you to keep your expectations in check.

I dont see what they would have to lose in bringing it over. Its not like they have anything else with the chance of being "profitable".
 
I really want this for the PS3, since I've never played it... and now I have an incentive to NOT buy a Wii.

However, visuals aside... it seems to me that many here love the original game, enough to warrant a double dip. So the waggle cant be all that bad. I think I should just fork over the $$$ and get the Wii game so I can play the game as it was originally intended to be played.

Awwww... but those HD shots are so preeeeetty



This is tearing me apart
Edit: I kinda wish Quentin Tarantino could somehow make a movie of this, after watching parts of the play through on youtube.
 
HyperZone<3 said:
Anybody who does bring it out to the West would have to do so at a budget price, as the market for a full priced, years old port of a Wii game is practically nil.

I don't know for certain that it will be fully published outside of Japan. Its a bit chancy, and I don't know if Marvelous is willing to downscale their fee for it. Review scores probably won't be entirely charitable either so there's that working against it too.

For anybody rapturously awaiting an American release, I'd tell you to keep your expectations in check.
Don't kid yourself. This is coming over. Plenty of no-name Japanese RPGs are localized, yet you don't think a game in a franchise that's already proven popular will make it over? Impossible. This title is already localized. The work is practically done as soon as Marvelous finishes the port.

The only question is who will bring it over. I hope Atlus, so we can get some decent cover art.
 
Chemo said:
Don't kid yourself. This is coming over. Plenty of no-name Japanese RPGs are localized, yet you don't think a game in a franchise that's already proven popular will make it over? Impossible. This title is already localized. The work is practically done as soon as Marvelous finishes the port.

The only question is who will bring it over. I hope Atlus, so we can get some decent cover art.
Ubisoft will not allow this game to interfere in any way with NMH2. They are certainly not going to let any other publisher ride their coattails or undercut their sales. Right now, Ubisoft claims no interest in publishing this in the US... that will probably change once NMH2 has had its run. Any hope of Atlus, Marvelous, or Xseed publishing this game needs to be abandoned.
 
JJConrad said:
Ubisoft will not allow this game to interfere in any way with NMH2. They are certainly not going to let any other publisher ride their coattails or undercut their sales. Right now, Ubisoft claims no interest in publishing this in the US... that will probably change once NMH2 has had its run. Any hope of Atlus, Marvelous, or Xseed publishing this game needs to be abandoned.

What, were you thinking this was coming out in a month or something? This thing will be ready for release only AFTER NMH2 has had its run.
 
JJConrad said:
Ubisoft will not allow this game to interfere in any way with NMH2. They are certainly not going to let any other publisher ride their coattails or undercut their sales. Right now, Ubisoft claims no interest in publishing this in the US... that will probably change once NMH2 has had its run. Any hope of Atlus, Marvelous, or Xseed publishing this game needs to be abandoned.
I'm sorry, it seems that you assumed I thought it was going to be released here in North America before No More Heroes Desperate Struggle. Like most assumptions in this thread, and the other two NMHHP threads, it's also wrong.

Ubisoft apparently has no plans to publish this title. Sometime next year, they will either change their mind, or someone else will publish it. This game WILL come out in North America.
 
What, were you thinking this was coming out in a month or something? This thing will be ready for release only AFTER NMH2 has had its run.
The japanese release is for February. There have been several people making statements on how the translation is already done... but they shouldn't expect it anytime soon.


Chemo said:
I'm sorry, it seems that you assumed I thought it was going to be released here in North America before No More Heroes Desperate Struggle. Like most assumptions in this thread, and the other two NMHHP threads, it's also wrong.

Ubisoft apparently has no plans to publish this title. Sometime next year, they will either change their mind, or someone else will publish it. This game WILL come out in North America.
No one but Ubisoft will publish this game. This isn't like most other JRPG where no one else has any invested interest in the property.
 
I think Ignition is likely to bring this over, considering they're still struggling to make a name for themselves and Marvelous will probably be very insistent this leave Japan, otherwise there's no real point to this other than to appease a few people.
 
Chemo said:
I'm sorry, it seems that you assumed I thought it was going to be released here in North America before No More Heroes Desperate Struggle. Like most assumptions in this thread, and the other two NMHHP threads, it's also wrong.

Ubisoft apparently has no plans to publish this title. Sometime next year, they will either change their mind, or someone else will publish it. This game WILL come out in North America.

You seem pretty sure.
 
JJConrad said:
Ubisoft will not allow this game to interfere in any way with NMH2. They are certainly not going to let any other publisher ride their coattails or undercut their sales. Right now, Ubisoft claims no interest in publishing this in the US... that will probably change once NMH2 has had its run. Any hope of Atlus, Marvelous, or Xseed publishing this game needs to be abandoned.


Alot of other people, some on this very forum, were also saying the same about Microsoft and Ninja Gaiden 2.

Bottom line: If Marvelous makes a deal with anyone not named Ubisoft, Ubisoft doesn't have much of shit to say about it since it's not their contract.
 
If it comes to it, Marvelous will provide incentives (discounted future licenses) or pay a nominal fee to someone to bring this over to America.

The entire point of this port is a western release. Ubisoft isn't going to take the risk because it's not worth it to them. XSeed might, because the profit might be above the publishing cost. Ignition would like it, because they're still fighting hard to break in to the bottom tier of localizers and this is a bigger title than they've handled before, plus they have the money to risk it (it doesn't hurt that they cut so many corners on their games that they likely have a bit extra money to throw around).
 
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