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Metroid Prime: Federation Force – made with New 3DS in mind, thought about Wii U, tried multiplayer Metroid game for DSi

Posted on June 17, 2015 by (@NE_Brian) in 3DS, DS, News, Wii U

Engadget has published a new interview with Nintendo’s Kensuke Tanabe about Metroid Prime: Federation Force. Tanabe discussed the game’s origins, revealed that a Wii U version was considered, and spoke about how Nintendo tried making a multiplayer Metroid game for the DSi. There’s that and much more in the interview roundup posted after the break!

On what the game is…

Kensuke Tanabe: The last game in the Prime series was in 2007. It’s been a while. When I heard about the New 3DS, with the C-stick, it would be ideal for a shooter. I thought: “It’d be great to have a Prime title to launch alongside the new hardware.” In Metroid Prime 2, we included multiplayer, but here we wanted to focus on the co-op aspect. But then, if we have four “Samuses”, that would be odd. And that’s where the Galactic Federation came in. Controlling the game, and in terms of how it feels, it feels like a Metroid Prime game.

However this time there’s a “load-out” system: players start with a basic mech [the controllable robot suit in Federation Force] But before a mission starts, you can choose what weapons to load into it. There are certain powerful weapons you can bring, like a “super missile” which comes with a heavy weight penalty. We tried to create a balance with these load-outs that would decide your role in a squad, similar to a role-playing game, with wizards, warriors and healers. [As you play, you can collect] mods for these mechs. Even if you fail in a mission, you’ll receive some of these upgrades.

On the game’s demographic…

KT: It’s not that we’re directly aiming at a younger audience. In Japan, first-person shooters lack the popularity of other regions. That’s where Blast Ball comes into it… reducing the skill barrier to get into the game for beginners or gamers not typically interested in first-person shooters. That said, the main story will certainly not feel easy!

On how Federation Force and Blast Ball are one game…

KT: Federation Force is the focus of the game, while Blast Ball forms a part of the Federation’s the training. Instead of complicated tutorials, it’s an enjoyable way to teach the controls, how to play the main game and to generally improve the skills of beginners.

On why this is on 3DS…

KT: The idea to develop a new Metroid Prime title came along with the New 3DS, with controls suited to the title. Ideally, the plan was for the game to arrive alongside the hardware but, well, it’s a little late! If I’m honest, we did look into a Wii U version. However, we had to consider the resources it would take, what teams to devote for a Wii U game.

On how the character design and atmosphere seem different than previous Prime games…

As far as character design goes, the 3DS screens are relatively small. This means there’s limitations to where cameras can be placed. A tall character or enemy could be difficult to be display, while a stockier character, like the mech, fits the hardware and fits the game better. It makes it better to play. I’ll admit, I thought at the start that it might lose the seriousness of the Metroid Prime series and become a little comical, but once I played it, I believe it delivers on the feel of the other game.

On why there hasn’t been a co-op mode until now…

KT: We tried to fit a multiplayer Metroid game into the DSi, but the power of system was lacking — it didn’t quite work as expected. But with the 3DS we had the power to make that capable.

On what Tenabe loves about the game…

KT: I love all of it! But compared to prior games where you played alone, now you’re fighting alongside others. That offers a different kind of sensation. I’m looking forward to people enjoying Metroid this way. (Oh and of course, you can still play it alone.)

On co-op modes from other games that he has enjoyed…

KT: To be honest, while I’m a game maker, I don’t play games that much. I don’t know that many games. Who knows, maybe there are some concepts that overlap. [There’s a pause in conversation] Ah! But there is one thing: I love Splatoon. Now that’s interesting. Even mid-development, it was already fun. The artwork, music, it doesn’t even feel that much like a Nintendo game. My three daughters all take turns playing it all the time.

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