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It wasn’t too long ago that Square Enix and Tokyo RPG Factory announced Lost Sphear. The game was showcased at E3 earlier this month, and Kotaku also conducted an interview with director Atsushi Hashimoto. Hashimoto discussed how the team is making improvements from I Am Setsuna, the game’s length, and having it on Switch.

Read on below for some comments from Hashimoto. Check out the full article on Kotaku here.

IGN has a lengthy new piece with Shigeru Miyamoto all about Mario. Miyamoto talked about letting other developers handle the IP, his initial worries with how players would react to New Donk City in Super Mario Odyssey, and not wanting to remake older games.

We’ve picked out some notable quotes below. The full article with more comments from IGN is located here.

A new Sonic Forces interview has gone up on Nintendo UK’s website. Sonic Team head Takashi Iizuka and producer Shun Nakamura participated in the discussion.

We have some highlights from the interview below. Iizuka and Nakamura spoke about how Sonic Forces isn’t a sequel to Sonic Generations, the custom character system, appealing to all types of players with this game and Mania, and fans comparing New Donk City from Super Mario Odyssey to Sonic Adventure.

During a previous Nintendo Direct, it was announced that Namco Museum is on the way to Switch. The latest issue of Famitsu now makes the collection official Japan and also confirms the addition of another title: Pac-Man Vs.

Pac-Man Vs. was actually developed by Nintendo. Bandai Namco published the game on GameCube, which later ended up on DS as well.

Here’s the full lineup of titles featured in Namco Museum:

The next blog post from Nintendo counting down to the release of DLC Pack 1 for The Legend of Zelda: Breath of the Wild is live. This one dives into the design of Midna from Twilight Princess, since Midna’s Helmet is one of the pieces of equipment included in DLC Pack 1.

Hello. I’m Takizawa, Art Director of The Legend of Zelda™: Breath of the Wild.

In DLC Pack 1: The Master Trials, players can find Midna’s Helmet in one of the chests hidden in the world (this DLC is only available through the purchase of the Expansion Pass).

Midna appeared in the Legend of Zelda: Twilight Princess game for Wii and Nintendo GameCube, and she played an important role as Link’s partner. On the Wolf Link amiibo figure (which was released alongside the Wii U remake of the game, The Legend of Zelda: Twilight Princess HD), she’s perching on Wolf Link.

Switch was made to be compatible with Unreal Engine 4. Unreal Engine 3, however, is another story. The older version isn’t supported as well, which made it a bit tricky to bring Rocket League to Switch.

Psyonix head Jeremy Dunham talked with GamesBeat about porting Rocket League to Switch, which is being done with some help from Panic Button – the same team that worked on the Xbox One version. He said:

“We feel really confident about it. In the beginning, we weren’t so sure. We had to do custom work. The Switch by itself doesn’t have inherent Unreal 3 support. It only has Unreal 4. To support 3, we had to do custom work.”

Dunham also reiterated what we’ve heard previously – that Rocket League will be 720p and 60 frames per second at all times.

“The main compromise we had to make is we’re running the game in 720p rather than 1080p, even on the TV. It’s our opinion that it’s much more beneficial for the game to run fast at 60 frames per second than to look the absolute best. We’ll ship at 60 frames per second for the docked version and the undocked version.”

Dunham also had some encouraging words about the overall state of Rocket League on Switch. The team “didn’t think we would have it running this smooth, this early.”

“We’re actually ahead of where we thought we’d be. We didn’t think we would have it running this smooth, this early. For a while we were concerned about whether we’d have anything to show at E3 at all. We have a very talented team at Psyonix. Our engineers have done a lot of hard work to make sure this runs as well as it does already. We’ve already discovered things in the last few weeks that we weren’t aware of a few weeks ago. It’s already made the game perform incredibly. We’re very encouraged.”

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Interviews coming out of E3 continue to roll out from E3. The latest one is from Glixel, who spoke with Splatoon 2 producer Hisashi Nogami and programming director Shintaro Sato. The two weighed in on topics such as the game’s competitive nature and Salmon Run.

As usual, we’ve highlighted some of the noteworthy excerpts below. Head on over here for the full interview.

Earlier today, the Super NES Classic Edition was announced for North America and Europe. Japan will also be receiving a similar product in the Nintendo Classic Mini: Super Famicom, which has just been announced. It will be coming out a few days later on October 5.

The Nintendo Classic Mini: Super Famicom will have 21 games just like the Super NES Classic Edition. However, there are some differences in the games that are included. Fire Emblem: Mystery of the Emblem, Panel de Pon (Tetris Attack), Super Soccer, and The Legend of the Mystical Ninja are featured in the Nintendo Classic Mini: Super Famicom, for example.

Here’s the full announcement and lineup of games:

Nintendo Co., Ltd., (HQ: Kyoto Minami-ku; Representative Director and President: Tatsumi Kimishima) announced that the home console, Nintendo Classic Mini: Super Famicom, will launch on October 5, 2017 at a manufacturer suggested retail price of 7,980 yen (tax not included).

Nintendo Classic Mini: Super Famicom (to be sold as Super Nintendo Entertainment System: Super NES Classic Edition in the U.S.) is a compact recreation of Super Famicom (sold as Super NES overseas), which launched in 1990, and features a collection of 21 titles selected from the rich library of Super Famicom games. The two included controllers have been recreated with the same size and button layout as the Super Famicom controllers, so you can relive the gameplay experiences of the ‘90s.

Metroid Prime has a pretty interesting development history. Before it was a Metroid game, Retro Studios was working on an original first-person shooter that had no ties to anything Nintendo-related. It was only when the big N stepped in and saw a level of the game that the game eventually morphed into Metroid Prime.

Speaking in the latest issue of Switch Player, senior designer Mike Wikan noted:

“When I came on board, the Engine group was significantly behind schedule and there was no way to create gameplay demonstrables in an effective fashion. I was told, quite literally, by leadership that designers would design the game on paper, then hand it off to engineering and art to create it. In my opinion that was insanity.”

“When Nintendo arrived suddenly, wanting to see demonstrables of all the games that the teams were working on, only our FPS had demonstrable real-time scriptable content. Nintendo liked what they saw and proposed we adapt that game and viewpoint, but restart it as a Metroid game.”

“The moral of the story is that if you see a problem, work to solve it; don’t assume someone else will take that responsibility on.”

Kotaku caught up with Intelligent Systems’ Masahiro Higuchi and Koei Tecmo’s Yosuke Hayashi for a chat about Fire Emblem Warriors at E3. The developers spoke about the hardcore mode, permadeath, how they went about choosing characters, and more. Higuchi also showed some interest in wanting to remake Famicom Wars.

Head past the break for notable comments from Higuchi and Hayashi. The full interview is on Kotaku here.

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