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Xenoblade Chronicles X is the first HD game from Monolith Soft. As such, executive producer Tetsuya Takahashi says the game is laying the groundwork for Monolith’s HD development “so as to not overreach ourselves and cause problems.”

Takahashi told EDGE this month:

“Xenoblade Chronicles X is the first HD project for Monolith Soft, so instead of setting a number of hard-to-achieve targets, we are working on steadily building up key skills. Our goal with this game is first to lay the groundwork for [our] HD game development, so as to not overreach ourselves and cause problems.”


With Splatoon’s visual style, Nintendo wanted to do something “different” from the competition.

“Shooters have tended to become more realistic, but it’s not Nintendo’s way to do that,” legendary video game designer Shigeru Miyamoto told EDGE this month. “It’s [got] to be different from what other folks are doing.”

Elsewhere in the interview, Miyamoto touched on shooters in general. While Nintendo may not visit these types of games on a regular basis, Miyamoto said he likes their controls and he wouldn’t say that he’s not interested in the genre.

Miyamoto’s comments in full:

Slightly Mad Studios has finally responded directly as to why the Wii U version of Project CARS was delayed.

In an interview with Eurogamer, creative director Andy Tudor explained that the team simply requires “a little more time” in order to ensure that “it’s of the same standard of all the other games.” Slightly Mad also wants to meet the high expectations of fans.

As far as the actual game is concerned, Project CARS is said to look “phenomenal” on Wii U. Tudor also praised Nintendo’s console, stating that it’s “quite good.”

Head past the break for all of Tudor’s comments.

Famitsu shares a little bit on Pokken Tournament’s origins this week as part of an interview with Bandai Namco’s Katsuhiro Harada and Pokemon president Tsunekazu Ishihara.

According to Harada, he approached Ishihara with a different idea after receiving the offer to collaborate. Ishihara, however, already had his mind made up.

As noted by Harada:

“At first, I offered a collaboration with a different title, but when my messenger returned [from Pokémon Company], he said ‘Mr. Ishihara wants to collaborate with Tekken.’ Not only that, but [Mr. Ishihara] had already settled on a title — the entire office was dumbfounded.”

Ishihara also said:

“I figured that if we’re going to make this, I wanted to team up with some place that had the best technical skills, so I was glad we were able to ask a development team of such high pedigree.”


Dragon Quest X hasn’t been released overseas yet. That’s not because of a lack of interest from Square Enix, though.

Dragon Quest executive producer Yuu Miyake and mobile producer Noriyoshi Fujimoto, speaking with Siliconera, said the following when asked if Square Enix would like to bring the game over: “We’d love to do it! Love to.”

Miyake then elaborated:

Mighty No. 9 has drawn countless comparisons to Mega Man since its initial reveal. However, you might be interested to know that the game was actually more inspired by Onimusha than Capcom’s series.

Mighty No. 9 project lead Keiji Inafune recently told Siliconera:

“Any time I do a new production, whether it’s Mega Man game I made ten years ago or Mighty No. 9 now, you look at It based on what you’re trying to do at the time. There’s never really been something I couldn’t put in a Mega Man game that I’m now putting into Mighty No. 9.”

“That being said, the sort of key areas we’ve drawn inspiration from—and this may be surprising for some people to hear—rather than Mega Man, it’s Onimusha.”

“In Onimusha, you had a system where the end user would be put into a scenario where they had to either suck in a soul to get the soul bonus, or attack an oncoming enemy. That risk represented a moment-to-moment gameplay scenario. What we wanted to do with Mighty No. 9 was include an absorption dash, where you can shoot an enemy from afar to make him weak, and dash through him to gain his power. Alternatively, you can be safe, and shoot him until he’s dead.”

“Moreover, you could choose to bring him to the brink of death so that you can absorb that enemy at 100% to get the highest score. For each even average enemy, that moment to moment risk-reward scenario is always there, and that always represents the adrenaline rush for the end user.”


This week’s issue of Famitsu has a new interview about Pokken Tournament with Pokemon Company CEO and president Tsunekazu Ishihara, Tekken series chief producer Katsuhiro Harada, and Soulcalibur producer Masaaki Hoshino. You can find some excerpts after the break (courtesy of Siliconera).

Further comments have emerged regarding the potential localization of Dragon Quest VII for 3DS.

In an interview with USgamer, Square Enix’s Yuu Miyake revealed that the company had given up on the idea at one point. However, based on interest from fans, Square Enix is now “trying to rethink this, to see if there’s any way to make this more feasible.”

Miyake said:

This petition came from France, written in Japanese, asking, ‘Is there any way you would consider it?’ We hear the fans, and we’re paying attention. We had actually given up on the idea of localization altogether, but because there’s such a great response we’re trying to rethink this, to see if there’s any way to make this more feasible. We’re recalculating, and figuring out the costs necessary. Trying to work out the details.


Speaking with EDGE this month, Xenoblade Chronicles X executive producer Tetsuya Takahashi discussed how the title will be taking advantage of the GamePad.

“We decided that it would be perfect to use as a navigation device, in the same way that a lot of tablet computers are,” Takahashi said. “We’ve put some important features relating to the game system and your objectives onto the GamePad, so I feel that this should create a very user-friendly experience for players.”

Xenoblade Chronicles X will be coming to Wii U sometime in 2015.

Mario Maker is unique in that it will allow players to create their own Mario levels for the first time. This led EDGE to ask Nintendo producer Takashi Tezuka in its latest issue if he believes the Wii U game could harm sales of future Mario titles.

Tezuka said in response:

“I think part of the fun of Mario is how you play and experience a series of courses, with boss battles, too, all of which get progressively harder. Mario developers build up the whole world, making sure the different courses all fit well together. I don’t think the overall fun you can have with an entire Mario game is the same as playing a single course made in Mario Maker, and of course future Mario games will include lots of new features… so I don’t think the two will ever be in competition.”

Mario Maker will be coming to Wii U in the first half of 2015. Players will be able to use assets based on the original Super Mario Bros. and New Super Mario Bros., though other classic Mario titles will likely be featured as well.

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