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Star Fox Zero – more talk about working with Platinum, Hideki Kamiya not involved, more

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

The quotes below come from a Eurogamer interview with Shigeru Miyamoto and Platinum’s Yusuke Hashimoto…

Miyamoto on the connection to Star Fox 64…

“The overall structure is very similar, but the gameplay, bosses – lots of new content in there.”

Miyamoto on the different views you get on the TV and GamePad…

“We’re definitely going for a different feel where it’s very cinematic, but you’re able to control everything at the same time, so it’s between a movie and a game.”

Miyamoto on the game’s look:

“There’s a strong interest in having a connection with the established aesthetics of the franchise. My big thing was that, even as computer graphics technology develops, it kinda results in people making things that look the same, so one of my concerns is making something that looks unique.”

Miyamoto on working with Platinum…

“Nintendo’s working hard in terms of partnerships with lots of different development companies to try and create as many different titles as possible. The way I think about this kind of development is, a small team can create the core of the game, and then we think about who we want to shop that out to. It was at this exact time last year, when we were showing off the Star Fox prototype, that Platinum Games was talking about wanting to put the Arwing in Bayonetta 2. And that project was wrapping up, so I thought, ‘this could be good,’ so I talked to Mr Inaba about getting a partnership going.”

– Platinum is making Project Guard into a full game

Hashimoto on any involvement from Star Fox fan and Platinum staffer Hideki Kamiya…

“The only input from Mr Kamiya is, do your best! My background is in creating climax action scenes, so I like to think that we’ve put a lot of that element in.”

“Mr Kamiya tends to get everything down in very very precise detail before moving forward, and… you can experience his attention to detail right through the game. My way of working adds a bit of immediacy to it, so while the game is being programmed I’m always bringing new ideas, just writing them down on paper and passing them on to the programmers.”


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