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In the demo I tried, two players had the Gust Jar, an item that shoots a blast of wind, while one player had bombs.

– 2 players have the Gust Jar
– 1 player has bombs
– Gust Jar shoots wind
– Trio of Links split up
– One player needs to use the Gust Jar to send two of the Links over a pit
– Link with the other Gust Jam can send the player carrying bombs over another gap
– With all three players separated by bottomless pits, the player with bombs can use their item to hit a switch which eventually opens paths for the two other players to move forward
– Later on, the 3 Links need to step on a platform that moves when a Link used the Gust Jar like a rocket engine
– Each time the Gust Jar was used, the platform would go forward a little bit
– Links with the Gust Jar need to move the platform in a spot for the bomb player to toss a bomb to hit a switch
– Still on the platform, all three Links had to trip another distant switch with a bomb
– With the second switch, need a 3 Link totem
– Bomb player goes on top
– Boss battle has players battle two bomb throwing enemies
– These monsters are protected by a pit so you can’t slash at them with your sword
– The Links with the Gust Jar need to use their item to blow bombs back to the monsters

Source

This comes from Atlus producer Shinjiro Takata and Nintendo producer Hitoshi Yamagami…

On the speculation there was about the project…

Shinjiro Takata: Everybody is pretty much off the mark with what they’ve thought about this game, but one thing that people got wrong the most in Japan—at the end of the first trailer we announced, there was a line that said—people who are fans of Japanese voice actors knew the voice of Yuichi Nakamura. He generally voices main characters, so they were saying, oh, Nakamura’s going to voice the main character. Actually, he voices someone completely different. They were off the mark there.

On how the project came together…

Shinjiro Takata: What happened was, in the process of making this game—the whole idea started when Mr. Hitoshi Yamagami, who is a producer at Nintendo, brought the idea of making a simulation, a strategy game, to Atlus. This was a problem, because Atlus is well known for making JRPGs. That’s our bailiwick. The next thing was, well, what do we do? Do we make it fantasy-based, because Fire Emblem is known for fantasy settings? That kind of fantasy game isn’t really what Atlus tends to put out, though. In the beginning phases of making this game, we really didn’t know which direction to push it in. Do we push it closer to Fire Emblem or to the modern setting of Shin Megami Tensei?

On how long it took to get to a point where that decision was solidified and production went forward…

Shinjiro: Deciding what to make it closer to, that happened a bit after Mr. Yamagami brought us the idea. The problem is, if you make it too much like a Fire Emblem game, then why doesn’t Intelligent Systems just make it themselves? The goal for this was to do something that the Fire Emblem series can’t do. In the end, the reason the game looks the way it does, the reason the content is the way it is, is because this is something we wanted to do as an Atlus game, a game only Atlus could make.

This information comes from Nintendo of America president Reggie Fils-Aime…

“We focus on the here and now. We’re not like other players in the space that might show a little bit of something that is going to be years in the making. It’s simply because we believe that in getting the fan base excited, we really want to satiate that excitement as soon as possible.”

Source

This may be spoiler territory for some, so the information can be found after the break.


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