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Metroid Dread E.M.M.I.

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.

Metroid Dread difficulty

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.

danganronpa another episode switch

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.

smash bros sora disney

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.

mario golf super rush battle mode adventure mode

We have more insights from the Mario Golf: Super Rush development team in which key developers discussed Battle Golf, Adventure Mode, new characters, and fashion.

Yesterday we posted the first half of the Nintendo Dream interview with some of the lead staff on Mario Golf: Super Rush, which covered the team’s approach to new entries in the franchise, opening cinematics in Mario sports games and much more. In the second half of the interview, the team goes on to talk about other aspects.

Here’s the rest of the translation:

mario golf super rush opening

A few developers behind Mario Golf: Super Rush have opened up about the game, including how the title came to be and the series’ history, the opening movie, Swing Mode, change in mechanics the franchise has seen previously, and more.

You may recall that we recently posted some excerpts from a Nintendo Dream interview conducted an interview with some of the lead staff involved with the development of Mario Golf: Super Rush. Camelot’s Hiroyuki Takahashi (Producer) and Shugo Takahashi (Director), along with Nintendo’s Shinya Saito (Producer) and Tomohiro Yamamura (Director) gave readers a peak behind the development curtain by talking through their experiences making the game.

Since the interview is quite lengthy, we’ve decided to split it up into two parts. Our translation of the first half can be read below.

mario golf super rush news

Nintendo Dream recently conducted an interview with some of the lead staff involved with the development of Mario Golf: Super Rush and shared some interesting news. Camelot’s Hiroyuki Takahashi (producer) and Shugo Takahashi (director), along with Nintendo’s Shinya Saito (producer) and Tomohiro Yamamura (director) gave readers a peak behind the development curtain by talking through their experiences making the game.

We know that the final subtitle ended up being “Super Rush”, but another name was considered during development. Following the success of Mario Tennis Aces, it turns out that “Mario Golf Aces” was also considered as a potential name for Mario Golf: Super Rush, according to news shared with the Japanese magazine.

Below is our translation of their thoughts on why it was considered and how they ultimately landed on Super Rush:

mario golf super rush camelot

Japanese magazine Nintendo Dream recently conducted an interview with some of the lead staff at Camelot involved with the development of Mario Golf: Super Rush.

At one point of the discussion, Hiroyuki Takahashi (producer) and Shugo Takahashi (director) talked about their approach to course design for the Switch entry. In order to make the courses as large as they did in Mario Golf: Super Rush, Camelot received technical advice from the Zelda: Breath of the Wild team.

Here’s Nintendo Everything’s translation of the excerpt:


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