Valjean Lafitte
Banned
For what's basically a "new" franchise, that's not good; it's great.
Its good, but considering how much money they spent on that game (all-star team of game composers and a 100% orchestral soundtrack), I wonder if its enough.
For what's basically a "new" franchise, that's not good; it's great.
Its good, but considering how much money they spent on that game (all-star team of game composers and a 100% orchestral soundtrack), I wonder if its enough.
Its good, but considering how much money they spent on that game (all-star team of game composers and a 100% orchestral soundtrack), I wonder if its enough.
It was marketed very well also. Collectible cards, a cartoon, demos in Best Buy, etc.
Fantastic game. It's a shame it didn't do better.
For what's basically a "new" franchise, that's not good; it's great.
I wonder if part of the reason it didn't sell as well as it needed had to do with the alienating controls scaring some people away?
it wasn't just any old game thrown together though, it was a huge development. project sora folded into nintendo afterwards. i've seen the game numerous times in budget sales. really can't find anything at all that points to it being considered a success.
I wonder if part of the reason it didn't sell as well as it needed had to do with the alienating controls scaring some people away?
Over 1 million units for a 3DS game...
Knowing Nintendo's development practices, I can't imagine that wasn't profitable.
Which makes me wonder whether Kid Icarus: Uprising is the perfect candidate for a (modern) HD port to Wii U, to take advantage of the dual analog?I wonder if part of the reason it didn't sell as well as it needed had to do with the alienating controls scaring some people away?
wasn't really developed by nintendo
Which makes me wonder whether Kid Icarus: Uprising is the perfect candidate for a (modern) HD port to Wii U, to take advantage of the dual analog?
Yet the budget, marketing and principle development was almost assuredly entirely controlled by Nintendo.
1.18M units is probably 30-45M in revenue. Hard to see how the game could have cost that much, even with marketing.
Which makes me wonder whether Kid Icarus: Uprising is the perfect candidate for a (modern) HD port to Wii U, to take advantage of the dual analog?
Yet the budget, marketing and principle development was almost assuredly entirely controlled by Nintendo.
1.18M units is probably 30-45M in revenue. Hard to see how the game could have cost that much, even with marketing. I doubt that even Skyward Sword cost that much to develop.
Pointer > stylus > dual analog
for me.
i'm sure kid icarus: uprising cost more than skyward sword to develop. it was a huge game and a highly ambitious project, did you do any research into it at all? jesus, they probably spent double that 30-45M on advertising expenses alone
Game doesn't fit pointer, Stylus was pretty painful.
Gotta say, an HD version with dual analog support might actually let me like the game.
i'm sure kid icarus: uprising cost more than skyward sword to develop. it was a huge game and a highly ambitious project, did you do any research into it at all? jesus, they probably spent double that 30-45M on advertising expenses alone
It's kid Icarus not GTA, I really doubt they even came close to 30M
in the flow of hype, today is the low day.
Have you tried mapping the camera aiming reticule to X, Y, B, A? I know its clunky, but I got used to it and managed to get better at the game than I ever was using the stylus to aim.
You must really like david bowie..let's all celebrate by listening to low
You must really like david bowie..
I really dont even listen to him but I noticed thats 2-3rd time you posted one of songs in this threadi was on a kick when the next day released. it dropped off and only picked up again recently. i gotta get back into it. still haven't listened to two of his 90s albums, reality, heathen, or let's dance (or his less popular works like tonight and never let me down).
isn't the advertising expense in a game like GTA 150M?
how much you think it costs to make all of this crap
https://www.youtube.com/watch?v=AQFOXGs6cXs
https://www.youtube.com/watch?v=TOZN-WZ8kW4
airing commercials across three major territories, not to mention all of the other dozens of different forms of advertising they tried to get the word out about this game
I really dont even listen to him but I noticed thats 2-3rd time you posted one of songs in this thread
Guys we just got our first look at Smash Bros 4http://www.youtube.com/watch?v=QkKgnU-rzfY
Still would have been less than Skyward Sword, a game that took 5 years and input from at least 3 different Nintendo subsidiaries (NCL, SRD, Monolith) to make and one of their flagship series with a marketing campaign involving Robin Williams and his daughter. No way in heck that Kid Icarus' budget outdid that.
Don't tell me 18 minutes of mostly cheapish looking animation cost that much. And even stuff like Paper Mario and Luigi's Mansion got those sort of CG commercials, too.
In an excerpt from Marvelous Entertainment financial documents, Japanese gaming blog Hachimaki discovered that developing a game for the Nintendo 3DS might cost between 50 million and 150 million yen (approximately $600,000 - $1.8 million USD).
And while we're at it, the next Zelda, too!
http://www.youtube.com/watch?annota...&feature=iv&src_vid=QkKgnU-rzfY&v=X8yqwvYo5PA
Oh c'mon. Who does really believe Nintendo would spend more than 30 mil. $ on a 3DS game? Yes, they sit on money but they're not insane.
Even if Nintendo spent more than that, I don't think it would be more than 10 mil.
lol there were like.. 120~150 people involved on kid icarus over 2.5 years. if it was like 2 million dollars, these paid professionals made about 5000$ per year. that's not including any of the voice work, localization, bug testing, support, rent, software tools, and all of the marketing costs. no way on earth. i doubt even games like Pushmo were this cheap. maybe Marvelous could do it if they were smart and frugal, but nintendo is too large to play around with cheap risks like that. quality costs money
No.Wow great production values on these videos and both of them on June 3? Could this be an elaborated viral marketing attempt by Nintendo?
not going to get into numbers, but I'd also imagine Sakurai's demands are law to Iwata, I doubt he'd want to ruin a relationship that has made and continues to make the company millions over a 3ds game.lol there were like.. 120~150 people involved on kid icarus over 2.5 years. if it was like 2 million dollars, these paid professionals made about 5000$ per year. that's not including any of the voice work, localization, bug testing, support, rent, software tools, and all of the marketing costs. no way on earth. i doubt even games like Pushmo were this cheap. maybe Marvelous could do it if they were smart and frugal, but nintendo is too large to play around with cheap risks like that. quality costs money
Yes, I didn't say 2 mil. but more than 10-15 mil. seems insane to me. There are 2 possibilities:
1. Nintendo took a gamble and made no/little profit for this game to attract core gamers and die hard fans.
2. Nintendo didn't spend that much money and still made quite a profit.
Iwata said:We are developing one product after another, and we are aiming to make each one of them an unexpected hit. Otherwise, we would not have spent more than 3 years developing "Tomodachi Collection." However, not all the software can be a hit like "Tomodachi Collection" just because we spend three or more years for their developments. Identifying such potentials is one of the most important jobs
How likely would we see another Kid Icarus sequel, given how Uprising turned out?
Not for a while according to Sakurai. Kid Icarus sold 1.18 million copies as of March 31st 2013.How likely would we see another Kid Icarus sequel, given how Uprising turned out?
Lending staff out to complete the game in time I suppose.How was Monolith involved with Skyward Sword?
Still would have been less than Skyward Sword, a game that took 5 years and input from at least 3 different Nintendo subsidiaries (NCL, SRD, Monolith) and an outside company (Digital Media Lab) to make and one of their flagship series with a marketing campaign involving Robin Williams and his daughter. No way in heck that Kid Icarus' budget outdid that.
Don't tell me 18 minutes of mostly cheapish looking animation cost that much. And even stuff like Paper Mario and Luigi's Mansion got those sort of CG commercials, too.
according to an old post I found Keichi Ono (who directed disaster) was responsible for:How was Monolith involved with Skyward Sword?
[Level Design/Stage Production] Responsible for field layout designs and implementating them with the toolset.
[Concept/Script/Production For Sub-events] Responsible conceptualizing sub-events, writing the text, and implementing them with the toolset.
A Kid Icarus sequel with pointer controls would work very well.
according to an old post I found Keichi Ono (who directed disaster) was responsible for:
Bingo...a Wii game, should have been and even though i did enjoy it, everything-control wise- would be better with the Wiimote...