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Pokemon GO is still missing a key feature from the main Pokemon games: trading. It should be added via an update in the future, but Niantic still has some work to do before it’s ready.

Speaking with Polygon at GDC, senior product manager Tatsuo Nomura confirmed that trading won’t happen through the internet. He also indicated that the team is still trying to figure out the best way to handle the functionality. Failing here could “easily kill the game.”

Nomura said:

“[Trading] won’t be through the internet. You shouldn’t be able to exchange your Pokémon with someone who is 100 miles away from you. … The person needs to be in your proximity.”

“I wasn’t really thinking of trading as a way to solve the local area spawn issue. That was more, we have a couple Pokémon that only spawn in a couple regions, and that was the hope, that some Pokémon you have to know someone or find someone who lives in certain regions and meet and exchange. We don’t want to just have that be an online game that you can just exchange virtually.”

“We’re still trying to come up with an answer [to trading] that makes sense so it doesn’t kill the game. If we fail this, we can easily kill the game.”


The Silver Case is being revitalized on new platforms. However, some of you may remember that a DS port was planned many years ago. Sadly, it never came to fruition.

Game Informer caught up with Suda51 recently and asked about why the plug was pulled on The Silver Case for DS. He explained to the site:

“One reason was the issue of an English localization. We wondered if a game with this much text could be localized correctly to be able to bring it to the West.

Another reason was the quality of the port. We actually had a full, working version, but we just couldn’t figure out a way to make use of the DS’s main feature, the dual screens. Since we were working on several other games on the time we just didn’t have the energy to figure it out. We actually thought about just handing the DS version out at Tokyo Game Show for free, but even that would have cost a lot of money, so we couldn’t even do that either! Unfortunately, we then had to cancel to the project.”


At Epic Games’ GDC press conference today, a pre-recorded video aired from Nintendo of America president Reggie Fils-Aime. Reggie spoke about Switch’s support of Unreal Engine 4, and how the compatibility between the two allows for new developers to make “high-quality” games for Nintendo’s new platform. for The full clip is attached below.


Update (2/28): Here’s the embed from YouTube:

Original (2/27): The next piece of content stemming from Game Informer’s month-long coverage of Zelda: Breath of the Wild is now online. In today’s feature, the magazine spoke with Shigeru Miyamoto and series producer Eiji Aonuma about the younger generations of game developers within Nintendo.

For now, you can watch the interview on Game Informer here. We should have an embed option from YouTube within a couple of days.

Game Informer now has its own interview up with Nintendo’s Yoshiaki Koizumi. The two sides chatted about Switch with a few questions and answers. Koizumi talked about the initial vision for the system and how long it’s been since the plan was put in place, the technical side of things, and Joy-Con colors.

We’ve picked out these excerpts below. You can read the full interview on Game Informer.

Zoink already has a couple of games lined up for Switch. We can look forward to the just-announced Flipping Death as well as Zombie Vikings.

Aside from those two projects, Zoink is also working on Fe in partnership with EA. When asked about a Switch version, Zoink CEO and creative director Klaus Lyngeled said, “We are talking about a Switch version and looking into it, but it’s a little too early to say.”


Polygon published a pretty big feature on Switch today. The site has a ton of comments from third-parties (and other industry members) about the new system, including general thoughts, why they’re supporting it, and more. Suda51, Capcom’s Yoshinori Ono, and SEGA’s Takashi Iizuka are just a few of the people who participated.

We’ve picked out some highlights from the piece below. You can find a ton of additional comments in the full article here.

Over the past couple of weeks, Famitsu and 4Gamer both conducted interviews with The Legend of Zelda: Breath of the Wild director Hidemaro Fujibayashi. A lot of what was said has been covered extensively in previous interviews with Shigeru Miyamoto and series producer Eiji Aonua, but there were still some noteworthy excerpts. This was also one of the first times that we actually heard from Fujibayashi about the game.

According to Fujibayashi, the developers’ main goal was to break conventions, but they weren’t sure how far they should go to do so. During development, they took a look at what was core to Zelda games, and decided it was the sense of relief you feel after solving a puzzle. So with that as a base, they tried bringing dungeon gameplay to the field, and field gameplay to the dungeons. Puzzles were created with certain solutions in mind, but left open to the possibility of being solved by using other methods. They tried to fix the parts of puzzle-solving people found boring while keeping the interesting parts intact, and changed anything they saw as “standard” to be “nonstandard.”

It’s not often that Nintendo talks about past Zelda games. Right now, all eyes are focused on Breath of the Wild. But in this month’s issue of RetroGamer, the magazine caught up with Zelda: A Link to the Past director Takashi Tezuka and script writer Kensuke Tanabe to look back on the classic game.

Most of the comments we have are from Tezuka, who talked about the game’s structure, scrapped idea, and more. Tanabe also chimed in with Tezuka at one point to talk about the advantages of working with the SNES at the time.

Head past the break for a rundown of Tezuka and Tanabe’s comments.

Final Fantasy XV director Hajime Tabata has once again weighed in on Switch. In an interview with Polygon, Tabata called the system “kind of like the dream machine” due to it being able to accomplish several tasks.

He said:

“Given my track record… I’ve worked on handheld titles, but I’ve also worked on console games. So the fact that Switch is both at the same time is really fascinating to me. I’m really interested in coming up with ideas and how to capitalize on that technology and how to create the best experience possible on the technology. But I’m not quite sure that I have it yet.

“You have your Switch sitting in front of the television and you’re playing on the big screen and then you take it out, put it down on the table. It becomes a monitor. You take out the two Joy-Cons, and you play with a friend … it doesn’t stop there, because in my mind, it would be really perfect if you could then take this new monitor and use it like a tablet, for example, and play different apps on it like you would on your iPhone or your Android. So basically, it’s accomplishing three tasks in one machine. It’s kind of like the dream machine.”

“While I may not be working on anything for it at this point in time, a lot of people on the staff are really interested in the Switch. Myself included! Many of the people on the dev team are older; they’re married; they have kids. One of the things they’d like to do is create something they could also play with their children, or that their children could play on their own, for example.”

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