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The latest issue of Famitsu contains an interview with producer Tomoya Asano, some of which has been translated by Siliconera. Asano spoke to the magazine about how the team is making Bravely Second with “sequel” as a focus, teased surprises, and more.

You’ll find details and a few comments from Asano below.

Siliconera has translated some quotes from this week’s issue of Famitsu about the composer change in Bravely Second. For this game, Supercell’s ryo is handling the music.

Head past the break for comments producer Tomoya Asano and ryo.

Eclipse Games has discussed the upcoming patch for Super Toy Cars and has also provided an explanation as to why the title lacks online play.

As far as what the patch offers, Eclipse told Nintendo Life that it will add leaderboards and off-TV play. Collision issues have been addressed, and other crashes will be fixed.

You can find full comments from Eclipse founder Eduardo Jimenez below, which also cover the lack of online play in Super Toy Cars.

Last year, SEGA acquired Atlus and its parent company Index. The two have been working together for several months now; so what’s that like?

Atlus representative director and president Yukio Sugino told Famitsu:

“Compared to Atlus, Sega are on a much bigger scale [as developers], and our respective know-how is completely different. They’re much more advanced than us when it comes to tools and middleware.”

Atlus CEO Naoto Hiraoka added the following when Famitsu mentioned how both Atlus and SEGA seem pleased with each other and that there will be more from them and their synergy together in the future:

“That’s right. The other day, we held a briefing session with Sugino and myself on Atlus’ side, with [Yakuza producer, Sega CCO Toshiro] Nagoshi and others from Sega to discuss our title line-up for the next three years, where we talked about things such as, ‘Ah, with that kind of lineup, we can do this and that.’”

And how about any collaborations between Atlus and SEGA? Sugino said that the timing for joint projects and such is often difficult, but by knowing what both are working on well ahead of time, it makes it much easier for such collaborations to be possible. It may not be entirely surprising to see collaborations in about three years’ time.


This week’s issue of Famitsu contains an interview with Atlus CEO Naoto Hiraoka and representative Yukio Sugino.

Speaking about games in the pipeline other than Persona, Hiraoka teased:

“I believe we’ll be able to announce ‘that title’ soon. At the moment, we’ve even begun development on a title that will be released in three years time.”

Hiraoka additionally confirmed that a brand new IP is in the works.

Atlus has expanded its efforts outside of games with the Persona series, thanks to projects such as the anime, stage plays, and film. This is something that Atlus hopes to extend to its other IP.


USgamer has published a massive feature in which it delves into the topic of Nintendo’s quest for inclusivity. It features plenty of comments from EAD manager and original Animal Crossing director Katsuya Eguchi as well as Animal Crossing: New Leaf director Aya Kyogoku.

Among the topics discussed is Nintendo’s mission to create games that appeal to all types of players. Eguchi started off by saying:

Monster Hunter Tri allowed players to mix and match three different parts of the Bowgun weapon. However, this feature was removed in Monster Hunter 4 Ultimate.

Explaining why the team decided to cut the functionality, director Kaname Fujioka told Siliconera:

“In Tri, we experimented with this system where you could mix and match these Bowgun parts. The problem with that was that it got really, really complicated. When it came time to make a new iteration, we looked at that system and thought it would be too difficult to expand upon without making it even more complicated for us to make and users to understand. So, we did make an effort to simplify it a little bit.”

“Now, we don’t want Bowgun users to feel [the system] is too simple or uninteresting, so there is a certain level of customization and methods of making Bowguns to suit your playstyle, with the way you can remove the Limiter.”

Fujioka did at least have an interesting tease to share for fans of the Bowgun:

More bits from this week’s Famitsu interview with Valhalla Game Studios head honcho Tomonobu Itagaki have popped up online. Itagaki spoke more about Devil’s Third including how Nintendo encouraged him to inject more of the company’s “distinctiveness” and not hold back, why it’s more than an average shooter, and more.

Head past the break for Itagaki’s comments.

Nnooo is working with 3 Sprockets to bring Cubemen 2 to Wii U. However, the studio said in a recent Reddit AMA that there are no currently plans to bring over any of its homemade games to Nintendo’s console currently.

While that may be sad for some, Nnooo did at least have positive things to say about Wii U. Blast ‘Em Bunnies could have been a possibility had the company not been preoccupied with other matters, and the studio praised Nintendo for “making amazing content for their platforms.”

While we totally love the Wii U at the moment we have no immediate plans to release any Nnooo developed games on it. We think that Blast ‘Em Bunnies would be a great fit for the Wii U but we have our hands more than full with the current slate of platforms!

I think Nintendo are doing a great job, as always, of making amazing content for their platforms. Personally I think they maybe underestimated how much goes into making an HD game and trying to support two consoles with great graphical fidelity is pretty tough! As they have said aligning their tools and tech so that they can more easily make games for both platforms, should they want to, will really make things easier and quicker for them in the long run.


This week’s issue of Famitsu has an interview with Devil’s Third creator Tomonobu Itagaki.

To start off, Itagaki spoke about Nintendo. He believes that the company loves games more than anyone and they love to play. Itagaki feels that working with Nintendo on Devil’s Third is a huge opportunity.

On the topic of Devil’s Third using special elements on Wii U, Itagaki teased:

“It is our policy to make full use of the hardware’s characteristics. I’m currently thinking along the lines of having something other than having you press down on the Wii U GamePad, and something that will make you say, ‘Oh, I see!’”

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