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Interviews

On Tuesday, Switch will have its first sports game. Saber Interactive will be releasing NBA Playgrounds, which just so happens to be the company’s debut title on a Nintendo platform.

We recently spoke with Saber Interactive CEO Matthew Karch to learn more about NBA Playgrounds just ahead of its release. Karch chatted with us about the art style, roster, modes, update plans, and more. He also spoke about the Switch version, what it’s like making games for the system, and future support on the console. If that wasn’t enough, there’s an interesting note about how the 2007 shooter TimeShift nearly ended up on Nintendo platforms. 

Continue on below for our full interview.

We recently fired off some questions to Tomorrow Corporation’s Kyle Gabler in hopes of learning a bit more about World of Goo, Little Inferno, and Human Resource Machine on Switch. What we didn’t expect were incredibly entertaining replies, making for one of our zaniest interviews yet.

We did ask Tomorrow Corporation about its initial slate of Switch titles. Additionally, Gabler teased future projects. Two are on the way, one of which is the biggest game yet from Tomorrow Corporation.

You can read our full interview with Tomorrow Corporation below.

Sumo Digital has a new 3D platformer heading to Switch very soon. At the end of March, Snake Pass will be showing up on the eShop.

We caught up with Sumo Digital this month to learn more about Snake Pass. The team spoke to us about its inspirations, Doodle the Hummingbird sidekick, game length, and more. Sumo also had a bit to say about bringing Snake Pass to Switch.

For our full interview, continue on below.

In January, Trine developer Frozenbyte announced a brand new project. Has-Been Heroes, a new roguelike title, will be on Switch – and very soon. A release date of March 28 has already been determined.

We caught up with Kai Tuovinen from Frozenbyte this week to learn a bit more about Has-Been Heroes. Tuovinen spoke about the game itself, how it’s using HD Rumble, and more. We were also able to receive some comments about what it’s like developing for Switch, among other subjects.

Our full Has-Been Heroes interview with Frozenbyte is below.

THQ Nordic is slowly but surely becoming an important name in the gaming industry. Originally known as Nordic Games, the company rebranded earlier this year. It holds to the rights to notable IPs such as Darksiders, de Blob, Deadly Creatures, and much more.

We recently spoke with THQ Nordic’s Reinhard Pollice in a wide-ranging interview. He commented on the publisher’s continued support of Wii U (whereas most third-parties have moved on), and different IPs such as de Blob and Deadly Creatures. We also asked about why Darksiders Warmastered Edition is taking a bit longer to release on Wii U.

For our full interview, head past the break.

Yesterday, we published our interview with Inti Creates about the Azure Striker Gunvolt series as a whole. We’re following up on that today with a specific interview with Yacht Club Games about the Azure Striker Gunvolt: Striker Pack.

During our discussion, Yacht Club was kind enough to take on some questions regarding the package’s origins, its status in Europe, where the amiibo integration in Gunvolt 2 came from, and more. Head past the break for all of the company’s comments.

Nintendo Everything recently caught up with Inti Creates for a chat about the Azure Striker Gunvolt franchise. We sent some questions to director Yoshihisa Tsuda and producer Takuya Aizu.

During our discussion, we talked about Azure Striker Gunvolt’s origins, scrapped ideas from the sequel, and the series’ we future. We even snuck in some questions about a potential amiibo and the anime OVA.

Continue on below for our full interview with Tsuda and Aizu.

NintendOn recently posted a translated version of their interview with the developers of World to the West, Rain Games.

Most of the interview goes into the story and setting of World to the West, which will act as a sequel to Rain Games previous title Teslagrad. On the subject of gameplay and how each of the four unique characters will play, Rain Games had this to say:

Every character has different abilities, and dedicated levels. At a certain point they will all meet, and from that point on it will be possible to choose which character to use, and it will be possible for the player to clear every level with every character, using their different abilities. Playing as a character you will meet the others as NPCs, and their plot will continue.

You can read the full interview below.

Source

In a recent interview with publisher Nnooo, The Legend of Kusakari developers Librage talked about their inspirations for the title, confirming that their game is indeed inspired by the Legend of Zelda series, and elaborated on their interaction with Nintendo and how they felt about such clear inspirations.

When asked about how the team was inspired to make the The Legend of Kusakari, Librage said:

The inspiration is the Legend of Zelda itself as you can see from the title logo and its game elements!

Furthermore, when asked about the kind of reaction Nintendo had to the clear inspirations the The Legend of Kusakari has to the The Legend of Zelda series, Librage said:

This is just our subjective impression, but they seem to be very favorable about this game. We visited Nintendo headquarters for a meeting and explained our project. They said this game was easy to understand because the title and content are consistent, and praised us.

You can read the full review below.

Source

Mastiff and Falcom’s action-adventure game Gurumin has been highly regarded over the years. The two sides are now teaming up once more to bring Nintendo fans the experience. Later this summer, Gurumin 3D: A Monstrous Adventure will be hitting the 3DS eShop.

We reached out to Mastiff to learn more about this new version of Gurumin. Bill Swartz, president and CEO, chatted with us about why the company is returning to the game on 3DS, the challenges of implementing stereoscopic 3D support, improvements, if a Wii U/NX version could actually happen, the possibility of a physical version, and more.

Head past the break to read our full interview.

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