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Update (1/14): IGN says it published the information on specific resolutions in error. Zelda: Breath of the Wild was not confirmed at 1080p on Switch.


Update (1/13): This information comes from Zelda producer Eiji Aonuma…

“I think I mentioned this during E3, but the gameplay is completely the same experience on Wii U and the Nintendo Switch. The game controls for the two are pretty much identical. However, when you play in TV mode, the resolution of the screen and the sound quality go up. When I said earlier that the gameplay and game experience is the same, I meant the framerate is the same as well.”

– 1080p on Switch
– 720p on Wii U
– Switch will have faster loading times because it’s much easier to pull data from a game card than from a disc
– Won’t have to wait long to play when they start up Breath of the Wild on Switch

“The world in Breath of the Wild is all seamless. There’s a lot of processing when [the game] needs to recreate the landscape, so that’s a little bit of challenge. But while you’re playing it there’s no difference whatsoever between the two.” – Miyamoto

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Suda51 revealed at the Nintendo Switch Presentation 2017 that a new No More Heroes game is on the way to Switch. Following the announcement, 4Gamer and Famitsu both spoke with him about what’s planned for the project.

First, on 4Gamer, Suda51 said the title is a secret. He was asked if it will be No More Heroes 3, but said he can’t answer that yet. The scenario is being written by Suda51 himself, and he’ll also be directing the game (first time in ten years that’s happening).

Wired caught up with Nintendo of America president Reggie Fils-Aime following the Nintendo Switch Presentation 2017. He weighed in on a number of topics about the system, such as its online service and concerns about supply. Reggie also teased that there could be news for those who already purchased classic titles – think Virtual Console – on the likes of Wii U and Wii. Aside from that, “3DS has a long life in front of it,” Reggie said.

Read excerpts from Wired’s interview below. Catch up on the full piece here.

This information comes from Nintendo of America president Reggie Fils-Aime…

“We look at every launch uniquely as to what’s the right thing to do for that launch. And I’ve been involved in launches dating back to the Nintendo DS. Each one is a little different. For this launch, what we found is that with the range of software that’s coming–not only available day one but through April and into the summer, and including the holiday timeframe with Super Mario Odyssey–that we wanted to enable the consumer to buy the software they want, to look to get to the most approachable price point we could get to. That led us to a $299 price point, and let the consumer decide what games they want to buy.”

This information comes from Nintendo of America president Reggie Fils-Aime, who shared the following with GameSpot…

“Oh, so earlier today I got asked about Mother 3; maybe you can ask me about Metroid. Look, again, I am proud as an executive with Nintendo to say that we look at all of the boards and all of the comments and we really have a good understanding of what our consumers want. And believe me, we take that to heart as we work to create content. So I have nothing to announce–here. But we are aware that there are some key IP that consumers just can’t wait for the next true installment in that franchise’s legacy. Suffice it to say, we’re aware of it, and talk to me in a year and let’s look back and see what’s happened.”

Reggie also stressed the importance of having “a regular cadence of critical launches to drive the install base and keep the consumer base engaged.” With Switch, Nintendo is looking to avoid “large gaps” between releases.

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Square made a major change with the Final Fantasy series starting with the seventh entry. Whereas previous titles graced Nintendo hardware, Final Fantasy VII only ended up on PlayStation. Since then, Square Enix has kept the main entries off Nintendo platforms.

Earlier this week, Polygon published a massive feature on Final Fantasy VII, which includes interviews with many of the RPG’s developers. At one point, the conversation specifically focused on settling on the PlayStation over the N64. Character programmer Hiroshi Kawai said “you would get nowhere near anything like a Final Fantasy running” on Nintendo hardware, later adding that he heard from the big N to “never come back.”

Former Square president Hisashi Suzuki commented on this subject many years ago. At the time, he claimed Nintendo became frustrated when Square left, but also when when Square later helped convince others (like Enix), to leave as well.

Here’s the full excerpt:

Suda51 very interested in Switch

Posted on 5 months ago by in News, Switch | 11 Comments | 0 Likes

Goichi Suda, best known as Suda51, is the famous video game developer that brought us Killer7 on GameCube and No More Heroes on Wii. The studio Grasshopper Manufacture, to which he’s the CEO, is now promoting the remake of the very first game they made – The Silver Case. VG247 had the opportunity to conduct an exclusive interview.

At the end of the conversation, Suda51 is asked about his plans in the near future, to which he replies that he’s excited about Switch:

“I want one. Nintendo always makes really cool, interesting hardware that gives us new things to do. On the Wii, not to brag, but I feel that I made a game that used that Wii technology in one of the best ways. I want to find a cool new way to play using what Switch offers.”

Maybe we’ll get a whole new game from Suda51 that takes advantage of the hybrid capabilities of Switch in the future. Remember, Grasshopper Manufacture is a confirmed partner…

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Muramasa: The Demon Blade was one of the most visually striking games on Wii. The action game possessed a unique style, and was heavily based in Japanese mythology.

Glixel recently caught up with Muramasa’s creator, George Kamitani, as part of an interview opportunity. When asked about what inspired the title, he explained:

“I had consecutively done fantasy titles so I wanted to do something different. The concept for Muramasa: The Demon Blade came from the idea of presenting a ‘ninja Princess Crown’ concept to the person who created the arcade game Ninja Princess at Sega. The story for Odin Sphere was inspired by Shakespearean theatre so if I was going to make a Japanese version, I felt that the setting should be inspired by kabuki, so I collected a lot of kabuki scripts. I also referenced a lot of Japanese classical literature, but the old language was very difficult. And I was somewhat nervous to use Japanese mythology, so there’s more Buddhist theology in the game.

Visually, I was influenced by block prints from the Edo period, and I imitated the ink-wash painting style using bright, vibrant colors. I was also influenced by the classic Manga Nippon Mukashi Banashi anime where there’s a certain comical element to the background. I tried to create an authentic environment that’s different from a realistic style.”

After releasing on Wii many years ago, Muramasa: The Demon Blade came to the Japanese Wii U eShop in 2015. Unfortunately, it’s still not out in the west.

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Well before NX was known as Switch, GamesTM spoke with three developers about the system. The UK magazine previously caught up with DrinkBox co-founder Graham Smith, Rebellion Developments co-founder Chris Kingsley, and Zen Studios VP of Publishing Mel Kirk. Now that we’re starting to get an idea as to what Switch actually is (though much more so next month), GamesTM once again posed some questions to these game makers.

You can read the full Q&A about Switch in this month’s issue of GamesTM. However, we did pick out some excerpts below. Smith, Kingsley, and Kirk shared some thoughts about Switch’s power, developing with NVIDIA hardware, and what they’re most excited about.

Circle Entertainment has put out a ton of games on the eShop over the years, so it’s no surprise that the company is interested in Switch. The publisher did actually attempt to apply for a Switch licence. However, CEO Chris Chao says “Nintendo wants us to be patient.”

That being said, Chao has some concerns about Switch. Since it supports engines like Unity and Unreal, developers will be able to easily make titles, and he’s unsure if the quality level can be maintained. Smaller developers surviving with a lot of competition could also be problematic.

Chao told Nintendo Life:

“Right now we are focusing on 3DS, Steam and PlayStation (probably VR); we tried to apply for a Switch license and Nintendo wants us to be patient. Personally I am a little bit worried about Switch (not the hardware), but I’m still willing to work on the platform.

If you want to know my worries, I have to say that if this platform can easily port the likes of Unity and Unreal, for gamers that’s cool to see so many titles come out, but how can we make sure game quality will stay at a high level? Maybe some indies will port 5-10 titles in 2 months; it’ll be hard for small developers to survive on the platform with such huge competition.”

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