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Interviews

Yesterday, we published our interview with Inti Creates about the Azure Striker Gunvolt series as a whole. We’re following up on that today with a specific interview with Yacht Club Games about the Azure Striker Gunvolt: Striker Pack.

During our discussion, Yacht Club was kind enough to take on some questions regarding the package’s origins, its status in Europe, where the amiibo integration in Gunvolt 2 came from, and more. Head past the break for all of the company’s comments.

Nintendo Everything recently caught up with Inti Creates for a chat about the Azure Striker Gunvolt franchise. We sent some questions to director Yoshihisa Tsuda and producer Takuya Aizu.

During our discussion, we talked about Azure Striker Gunvolt’s origins, scrapped ideas from the sequel, and the series’ we future. We even snuck in some questions about a potential amiibo and the anime OVA.

Continue on below for our full interview with Tsuda and Aizu.

NintendOn recently posted a translated version of their interview with the developers of World to the West, Rain Games.

Most of the interview goes into the story and setting of World to the West, which will act as a sequel to Rain Games previous title Teslagrad. On the subject of gameplay and how each of the four unique characters will play, Rain Games had this to say:

Every character has different abilities, and dedicated levels. At a certain point they will all meet, and from that point on it will be possible to choose which character to use, and it will be possible for the player to clear every level with every character, using their different abilities. Playing as a character you will meet the others as NPCs, and their plot will continue.

You can read the full interview below.

Source

In a recent interview with publisher Nnooo, The Legend of Kusakari developers Librage talked about their inspirations for the title, confirming that their game is indeed inspired by the Legend of Zelda series, and elaborated on their interaction with Nintendo and how they felt about such clear inspirations.

When asked about how the team was inspired to make the The Legend of Kusakari, Librage said:

The inspiration is the Legend of Zelda itself as you can see from the title logo and its game elements!

Furthermore, when asked about the kind of reaction Nintendo had to the clear inspirations the The Legend of Kusakari has to the The Legend of Zelda series, Librage said:

This is just our subjective impression, but they seem to be very favorable about this game. We visited Nintendo headquarters for a meeting and explained our project. They said this game was easy to understand because the title and content are consistent, and praised us.

You can read the full review below.

Source

Mastiff and Falcom’s action-adventure game Gurumin has been highly regarded over the years. The two sides are now teaming up once more to bring Nintendo fans the experience. Later this summer, Gurumin 3D: A Monstrous Adventure will be hitting the 3DS eShop.

We reached out to Mastiff to learn more about this new version of Gurumin. Bill Swartz, president and CEO, chatted with us about why the company is returning to the game on 3DS, the challenges of implementing stereoscopic 3D support, improvements, if a Wii U/NX version could actually happen, the possibility of a physical version, and more.

Head past the break to read our full interview.

BlitWorks has ported some big indie titles to Wii U. The studio just brought Super Meat Boy to the eShop last month, and previously worked on Don’t Starve as well as Badland. They’re not stopping there though. BlitWorks is currently cooking up Wii U versions of the Metroid-esque Axiom Verge and the F-Zero-inspired racer The Next Penelope.

We recently caught up with BlitWorks co-founder Ángel Horna to learn more about BlitWorks and what it’s like porting games to Wii U. Horna spoke about why the eShop version of Super Meat Boy wasn’t an entirely easy task (and how it came about in the first place), gave updates on The Next Penelope as well as Axiom Verge, and much more.

Head past the break for our full discussion.

About a year ago, PlayEveryWare published Elliot Quest on Wii U eShop. The company then announced last July that the game, which was well-received by players and critics, would be ported to additional platforms, including 3DS.

We recently caught up with PlayEveryWare’s Thomas O’Connor for a status update on the portable version and to reflect on the experience of bringing the game to Wii U. O’Connor also spoke about a couple of other projects that have kept the company busy.

Head past the break for our full Elliot Quest-focused interview.

Temple of Yog is a game about human sacrifice, it’s a tightly controlling roguelike temple crawler, and it just might be the sleeper hit of the fall for the Wii U eShop. I had a chance to play the game and talk with lead designer Cody Diefenthaler at IndieCade Festival 2015.

Temple of Yog is, at its core, a top-down dungeon crawler with a colorful and detailed pixel art style. The controls are relatively simple – left stick to move, right stick to aim and attack. But things get interesting when you begin to encounter the multiple interconnected systems that add a tremendous amount of gameplay potential to the experience.

Nearly three years ago, Tomorrow Corporation brought Little Inferno to the eShop in time for the Wii U’s launch. The studio is now almost ready to release its next game, Human Resource Machine. Just a few weeks ago, an announcement was made confirming a Wii U launch for October 14.

We recently got in touch with Tomorrow Corporation’s Kyle Gabler in hopes of learning more about Human Resource Machine. Gabler shared more information about the game and talked about what we can expect from the Wii U version, and also touched on a few other topics like the Nindies community and the difficulties of being a small team.

For our full interview, head past the break.

Damon Baker is Nintendo of America’s Senior Marketing Manager of Publisher and Developer Relations. He’s also the new face of the company’s indie efforts.

Over the past few months, Baker has led the way on a couple of surprising and interesting eShop programs from Nintendo. The Humble Nindie Bundle was made available in late May, and just a few weeks later, Nintendo introduced Nindies@Home. Along with providing Wii U owners with the opportunity to try out new indie titles well before their release during E3 week, Nindies@Home had the added bonus of giving those who downloaded the demos a 15 percent discount when the full games launch.

We recently had a chat with Damon Baker to go more in depth regarding Nindies@Home. Our discussion included talk about how the idea came to be, the challenges of bringing it to fruition, and the possibility of seeing it again in the future. Head past the break to read our full interview.


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