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“I think there is a false narrative that all Activision wants to do is put out a Call of Duty every year, when in fact we’ve shown some real innovation and appetite for risk. I think that publishers which have wider and ‘more diverse’ slates are far less risky than us, are far less creative. Just because you have a game in every genre does not mean you’re creative.”

“First-person shooters have been stable for a number of generations now, and I don’t think that just because Destiny and Call of Duty are in the same genre that they are not diverse. I think they couldn’t be more different from one another. One is a deep, mythological sci-fi epic opera in space, the other is a gritty action movie that’s come to life. The games are very different from a pacing and design standpoint too, so I think there is diversity there, you just might not see it at face value.”

“[Skylanders is] a new IP, a new genre, a new play-pattern, untested in an area of the business that was shrinking. I feel like people breeze past that when they ask me about diversity. I don’t know anyone that’s taken a bigger bet on a less proven franchise based on their gut-instinct than we did with Skylanders.”

– Activision Publishing CEO Eric Hirshberg


Via CVG


Mighty No. 9 and Mega Man are two similar characters. Both are robots. Both are from creator Keiji Inafune. Who’d he pick in a fight?

That would be Mighty No. 9, as he explained to Kotaku:

“Unfortunately Mega Man is an older robot and uses the older parts. A little bit too old school. I don’t know if he would be able to compete with the newer, shinier version of Beck.”

Continuing on the topic of similarity, Mighty No. 9 and Mega Man offer comparable gameplay elements, but Inafune feels both franchises can co-exist.

“Yeah. If the question is just, ‘Can they exist as two different franchises at the same time?’ then my answer is yes, of course. Capcom should be doing things with the Mega Man franchise just like we are with this original game.”

“Ultimately, it would be great for the fans because then they would be able to play even double the content that they otherwise could,” he continued. “So, in this perspective, yes, please, let both games exist.”

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In an interview with CVG, Activision Publishing CEO Eric Hirshberg had high praise for Nintendo and spoke positively about the company’s support for Wii U.

Regarding Nintendo in general, Hirshberg says Nintendo “has always found ways to remain completely relevant” and “has some of the best game-makers in the world,” adding that people shouldn’t count them out.

“I want all of the great games in this industry to succeed because more people will be playing games and that’s better for all of us. Nintendo has been a great partner for us. It’s had hardware hits and misses in the past, but it has always found ways to remain completely relevant. It has some of the best game-makers in the world, and I wouldn’t count them out.”

Hirshberg also commented on the Wii U’s slow start up to this point. By supporting Wii U with titles such as Call of Duty: Ghosts, the publisher hopes to make the platform more appealing.

“Nintendo is a very successful company but obviously having a rough go with the Wii U launch thus far. I’m sure Nintendo and the rest of the industry wanted a different result for the Wii U, but if we can add to the appeal of the platform then we absolutely will.”

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Originally, Nintendo had a policy in place that prevented independent developers from creating digital games without a proper office space. It ended up being removed earlier this year.

Dan Adelman, manager of business development licensing at Nintendo of America, recently spoke about the policy reversal in an interview with Game Informer. As far as why it was removed, he said:

“We got rid of that policy because more and more indie developers are telling us they work from home and that they’re doing coding there and their artist lives in Nebraska and they do everything over Skype and they meet once every two years. So we are finally able to support that so we updated our policies to reflect that.”

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News has come out over the past few weeks that The Wonderful 101 was originally imagined as a Nintendo all-star game. Characters from the company’s stable of franchises would have joined together in a brand new adventure.

Ultimately, that idea wasn’t meant to be. But if it had released as originally intended, The Wonderful 101 director Hideki Kamiya believes it would have been quite a different title.

“Considering the wide range of backgrounds of different Nintendo characters, I imagine [if we’d continued] down that route it could have had some of the edge taken off of it. Not to say that it wouldn’t have come together in the form it is now … being this sort of bright pop design, but it’s actually quite serious, in terms of being an action game. If we had pursued Nintendo characters, I imagine it would have skewed more casually.”

“Since Nintendo characters are so famous and widely known around the world. I had these dreams of becoming very well-known amongst the most famous designers as well, such as Mr. Miyamoto.”


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This month’s digital rewards on Club Nintendo have gone live. Members can choose from Zoda’s Revenge: StarTropics II (Wii, 150 coins), Pilotwings (Wii, 150 coins), Art Academy: First Semester (3DS, 150 coins), and Mario vs. Donkey Kong: Minis March Again (3DS, 150 coins). These items last through October 6.

Visit this page to order a downloadable game.


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Square Enix’s official TGS 2013 website is now live. The page confirms most of the games that we heard about previously, but with a couple of additions like Bravely Default: For the Sequel and Skylanders: Spyro’s Adventure.

Square Enix will be hosting a number of live stage events for Dragon Quest X, Final Fantasy XIV: A Realm Reborn, and Lightning Returns: Final Fantasy XIII. A talk event with composers is also planned, featuring Kenji Ito, Yasunori Mitsuda, and Yoko Shimomura.

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During Keiji Inafune’s time at Capcom, the Mega Man creator fought hard for others to take risks.

Inafune spoke about this in a new interview with NowGamer. The site asked him about his time at Capcom and what he’s learned about the industry since leaving.

Inafune said the following in response:

“When I was at Capcom, I fought hard for people to be creative and to take risks but within a larger organisation, you sometimes get numb to taking those risks.

“You sort of project it by the organisation. When I was at Capcom, I felt I was one of the ones fighting to take those risks and that I wasn’t numb to the fact that we needed to do that.

“But going independent and starting my own company, I realised that even I was still somewhat numb when I was still at Capcom. There were aspects where Capcom was protecting me. I think for a creator to be creative, they need to take risks and they need to be out there and willing to take those risks and be willing to fail.

“Starting my own company [Comcept], I have all of that risk. My company lives or dies on how we run the company, the creative ideas and the games we can create. I realised going independent, just how sensitive I need to be and how much more it takes to really push to take those risks and what those risks can actually mean to the company itself.”

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