Reggie on dedication to indies, 3DS has hit its stride, origins of New Super Luigi U, more
Posted on 11 years ago by Brian(@NE_Brian) in 3DS, 3DS eShop, News, Podcast Stories, Wii U, Wii U eShop | 1 Comment
Yet another interview with Nintendo of America president Reggie Fils-Aime has gone live. This time, MTV Multiplayer sat down with the bigwig to discuss working with indies, the recent success of 3DS, some of the ideas/origins behind New Super Luigi U, and more.
For Reggie’s full comments, read on below.
Ubisoft made Rayman Legends multiplatform due to concern over potentially poor Wii U sales, no news on Beyond Good & Evil
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, News, Podcast Stories, Wii U | 0 comments
Rayman Legends originally started out as a Wii U exclusive. But when the platformer launches later this summer, it will be coming to four different systems.
Ubisoft CEO Yves Guillemot explained to GamesBeat that the company was concerned about potentially poor sales on Wii U. Guillemot said, “we didn’t want those creators to wind up in a position where even after making a fantastic game, they didn’t sell well enough.” In order to make additional versions and improve the Wii U version, Ubisoft made the decision to push the game’s release back.
Nintendo’s first free-to-play game is Steel Diver, multiplayer confirmed
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, News, Podcast Stories | 0 comments
Nintendo is bringing back the 3DS launch game Steel Diver in the form of a free-to-play game.
Shigeru Miyamoto confirmed the news to IGN, and also revealed that multiplayer will be included. Platforms are unconfirmed at this time, however.
“There is something we’re doing with the Steel Diver idea that I think is going to open things up with that game… It’s going to be very fun. We’re exploring from a perspective of where we can take that from a multiplayer standpoint – it’s going to have this four-player battle mode that I think is going to be very interesting. It’s something that we’re hoping to be able to show relatively soon.”
The new free-to-play Steel Diver game could introduce a membership or micro-transaction type of free – nothing is decided currently. IGN reports that “Miyamoto stressed that his team was focused on balancing how a pricing model would affect the entertainment value of the final product, which ultimately would be available in a packaged form as well.”
Kamiya estimates 20 hours of gameplay for Wonderful 101, would be happy to see Bayonetta in Smash Bros.
Posted on 11 years ago by Brian(@NE_Brian) in 3DS, General Nintendo, News, Podcast Stories, Wii U | 0 comments
The Wonderful 101 will not be a short game. Far from it, actually.
Although director Hideki Kamiya and his team at Platinum Games are striving to create a game with a lot of replay value, there is a ton of content waiting for players who only plan on experiencing The Wonderful 101 once. Kamiya estimates 20 hours of gameplay for a “normal play session”.
Miyamoto says is was challenging to move Pikmin 3 from Wii to Wii U, making Pikmin accessible, difficulties with portable Pikmin
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, News, Podcast Stories, Wii, Wii U | 0 comments
Nintendo confirmed Pikmin 3 way back in 2008. The game is finally coming out in a few weeks, several months following the Wii U’s launch.
Shigeru Miyamoto told Polygon recently that he had hoped to bring Pikmin 3 out sooner, but doing so wouldn’t have been so easy. It’s true that the title started off on Wii, but moving it to the Wii U was more difficult than people assume.
“I did want to release it sooner. One of the big challenges was that I think that a lot of people, they hear the name Wii U, and because it shares the Wii name, the assumption is, ‘Oh, it would be very easy to take whatever was on Wii and just move it to Wii U.’ But in fact, the jump in a hardware standpoint, both from the development structure and the chipset within the system, it was such a dramatic change from what we had with Wii that development of the game, we had to recreate it to move it over to Wii U. So that was one of the challenges.”
Reggie: Nintendo will be in a good position with Wii U by the end of the holiday, Wii comparisons, price, more
Posted on 11 years ago by Brian(@NE_Brian) in News, Podcast Stories, Wii, Wii U | 0 comments
It’s no secret that Nintendo and the Wii U will have a ton of competition this holiday. Two new consoles will be making their debuts: the PlayStation 4 and Xbox One. Yet, despite this, Nintendo of America Reggie Fils-Aime believes that the narrative of Microsoft vs. Sony with Nintendo being left out on the side is “inaccurate”.
“It’s a very inaccurate narrative. In fact, that was the narrative in 2006. That was exactly the narrative. I think by the end of this holiday… we’re going to be in a very good position.”
How Miyamoto impacted Luigi’s jump in Super Mario Bros. 2
Posted on 11 years ago by Brian(@NE_Brian) in News, Podcast Stories | 0 comments
As many of you know, Super Mario Bros. 2 wasn’t intended to be a Mario game. Doki Doki Panic morphed into Super Mario Bros. 2 – otherwise known as Super Mario USA – due to the difficulty of Super Mario Bros.: The Lost Levels (the “true” Super Mario Bros. 2).
Shigeru Miyamoto impacted Luigi’s jump in Super Mario Bros. 2 that was explained by Hideki Konno in a recent interview. According to Konno, it was Miyamoto who suggested adding in Luigi’s flutter movement. That same movement was used in future Mario titles.
When we made this game, the mother figure, who later became Luigi, since this is a really old game, was made with cel animations. They made this mother figure to jump with gravity not influencing her as much as Mario [Imajin], so Luigi had a really slow jump.
When Mr. Miyamoto came through and evaluated it, he said it doesn’t feel right, let’s add something with his legs, maybe they can each shake like this (making a fast back and forth fluttering movement with his index and middle fingers), and adding in that one element, made it feel just right. Then, later on, that became the mechanic that he was known for.
Miyamoto wishes Nintendo could have done more with Zelda II
Posted on 11 years ago by Brian(@NE_Brian) in General Nintendo, News, Podcast Stories | 1 Comment
Shigeru Miyamoto considers Pikmin 3 to be one of his best games. What about his worst?
Although he won’t say it’s bad necessarily, Miyamoto told Kotaku: “I think we could have done more with was Zelda II: The Adventure of Link.”
“I wouldn’t say that I’ve ever made a bad game, per se, but a game I think we could have done more with was Zelda II: The Adventure of Link.”
“When we’re designing games, we have our plan for what we’re going to design but in our process it evolves and grows from there. In Zelda II: The Adventure of Link, unfortunately all we ended up creating was what we had originally planned on paper.”
“I think specifically in the case of Zelda II we had a challenge just in terms of what the hardware was capable of doing.”
As far as what Miyamoto would have liked to do with Zelda II, he said:
Iwata on software delays, says highest-quality products needed to keep maintain consumer trust
Posted on 11 years ago by Brian(@NE_Brian) in 3DS, General Nintendo, News, Podcast Stories, Wii U | 0 comments
It has been made clear that Nintendo was unable to deliver all of its intended software for Wii U on time. Nintendo has cited a number of reasons for development days, such as the difficulties in making the jump to the HD era. It’s also true that more time than usual was needed to bring some 3DS content to market.
Nintendo president Satoru Iwata also pointed out during the Q&A portion of Nintendo’s E3 2013 analyst briefing that the company must polish its games to the highest level. With the popularity of games on smart devices and other recent trends, Iwata feels that “it is becoming increasingly more difficult to have consumers understand and appreciate the value that a particular game offers than ever before.”
Putting out the highest-quality products is therefore essential. Nintendo feels the need to “improve and re-polish any game that we feel is still lacking in quality.” If Nintendo were to release poor software, consumers’ trust could be lost and the brands of popular franchises could be damaged.
Iwata acknowledges that consumers still don’t understand Wii U’s asymmetric gameplay
Posted on 11 years ago by Brian(@NE_Brian) in News, Podcast Stories, Wii U | 0 comments
Asymmetric gameplay was intended to be one of the Wii U’s key features. Yet, it hasn’t caught on with consumers just yet.
This is something that Nintendo CEO Satoru Iwata acknowledged during Nintendo’s E3 2013 analyst briefing Q&A. Iwata also feels that Nintendo Land hasn’t been able to step into the same role as Wii Sports did for the Wii.
To remedy the situation, Nintendo will continue to release titles in order “to show how convenient and delightful it is to have the Wii U GamePad controller, and how it changes the gaming experience.” The company hopes that will games such as Pikmin 3, consumers will begin to think, “Indeed it is good to have a GamePad.”