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In a recent interview with Japanese magazine Famitsu, original Live A Live director Takashi Tokita spoke about how the team made the upcoming Switch release a reality.

In addition to explaining how the remake ended up in HD-2D, Tokita spoke about the game’s short development cycle, which began at the beginning of 2019 and continued through the pandemic.

Our translation of his full comments can be found below.

Following the announcement of Live A Live’s HD-2D remake, Japanese magazine Famitsu sat down with original director Takashi Tokita, to talk about the game’s development.

The new Switch version served as the perfect opportunity to re-release the game, something the team tried to do many times over the years. Tokita dove into a number of other topics as well including why the team settled on the HD-2D art style.

Here’s our translation of the excerpt from Famitsu:

Following the announcement and initial release of Mario Kart 8 Deluxe’s Booster Course Pass DLC, producer Kosuke Yabuki spoke to Japanese publication Nikkei about the design philosophy behind the retro course remasters and how the team expects to handle the series going forward.

In particular, Yabuki and the team want to honor former president Satoru Iwata’s mantra of making as many games as accessible to as many people as possible. 

A translation of Yabuki’s comments can be found below.

Mario Kart 8 has seen the longest tale of any entry in the series, with support for the game continuing eight years after the initial release on Wii U (and five years after Switch) through the recently announced Booster Course Pass. Producer Kosuke Yabuki recently spoke to Japanese outlet Nikkei about the game, admitting the team didn’t anticipate the incredible sales of Deluxe for Switch. He believes the breadth of its appeal was likely a big contributing factor, as well as the fact that the Joy-Con make every Switch a potential 2-player console.

We’ve prepared a translation of Yabuki’s full comments below.

In a lengthy interview with Japanese magazine Famitsu, series producer Yoshio Sakamoto shared a peak behind the curtain on Metroid Dread’s development including the E.M.M.I. mechanic as well as memories of his time working on the series.

Sakamoto has been involved with the franchise since its inception on the NES. In the interview, he touched on what it was like to work with MercurySteam to create the series’ first HD entry, went into the specifics of E.M.M.I.’s design, and much more.

Our full translation of the interview can be found below.

In a previous interview with Japanese magazine Famitsu, Metroid Dread producer and longtime series contributor Yoshio Sakamoto spoke about how the development team landed on the game’s difficulty.

Though it’s considered harsh by some players, Sakamoto explained that E.M.M.I.’s punishing nature and the way players gradually learn to avoid it over time was designed to mirror how Samus gets stronger as she collects power-ups throughout the game.

Below is our translation of Sakamoto’s comments regarding the difficulty in Metroid Dread:

A previous issue of Japanese magazine Nintendo Dream featured an interview with some of the core staff involved in the production of Hyrule Warriors: Age of Calamity where they spoke candidly about their experiences developing the game. The discussion included development producer Masaki Furusawa, director Ryouta Matsushita, producer Yousuke Hayashi, and art director Yuu Oohashi.

One of the team’s biggest challenges while developing the game is probably not something you’d expect – the grass. According to the staff, it took the team half of the development time to get it right and involved hundreds of people from departments all over Koei Tecmo.

Here’s our translation of that excerpt:

Danganronpa 2: Goodbye Despair and Danganronpa Another Episode: Ultra Despair Girls project director Shun Sasaki previously sat down with Famitsu to reflect on the series’ 10th anniversary and the overall Switch package of Danganronpa Decadence. In the interview, Sasaki spoke to why the team decided to port the titles to Nintendo’s console, the exclusive content, and much more.

We’ve put together a full translation of the interview after the jump.

Shun Sasaki, a project planner that has worked on the Danganronpa series, has addressed the possibility of porting Danganronpa Another Episode: Ultra Despair Girls to Switch.

Sasaki previously spoke to Famitsu discussing the series’ 10th anniversary. The interview was conducted both to commemorate the big milestone and celebrate the fact that the franchise has now made its debut on Switch. Sasaki was also asked about his thoughts on the possibility of a port of the spin-off title Ultra Despair Girls, which is currently only available on PlayStation platforms and PC.

In his latest column for Famitsu, Super Smash Bros. Ultimate director Masahiro Sakurai talked in-depth about the game’s latest DLC fighter, Sora from Kingdom Hearts, including how an unplanned meeting with a Disney rep kicked off the whole process. He spoke about the negotiations with Square Enix and Disney, how Sora was actually the series’ most requested playable character ever, as well as unpacking many details around the character’s design.

Below is a full translation of what Sakurai had to say.

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