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Hisashi Koinuma

Mario

Koei Tecmo has worked with a number of Nintendo-related IPs in the past, including Pokemon, Zelda, and Fire Emblem. President Hisashi Koinuma also has his sights set on another franchise: Mario.

In an interview with Kotaku, Koinuma stated:

Koei Tecmo has supported Switch with a bunch of games over the past year. Although some have remained in Japan, as a developer and a publisher, the company has produced over a dozen titles for the system. That support should be continuing going forward.

In an interview with GameSpot, Koei Tecmo president Hisashi Koinuma spoke about Switch’s success and the continued interest in the platform. He stated that the company is “readily available to make titles available on Switch, and either our own IPs or some other company’s IPs.”

Last year, Koei Tecmo executive vice president Hisashi Koinuma mentioned that he’d love to use Mario in a Musou-type game. That was not a joke – Koinuma was being completely serious.

Koinuma elaborated on his original comment while speaking with Polygon, with the site reporting:

He sees Mario as a character that would need to branch out from hand-to-hand combat but could focus on his distinctive moves. Speaking hypothetically, Koinuma suggests Mario could “blast enemies off the screen or knock them unconscious” with his moveset. “I suppose the game would be balanced so the kids could enjoy it as their first action game experience, whereas the adults could enjoy the game with friends and families as a group,” he says.

Pokemon producer Junichi Masuda also weighed in on Musou. He’d be open to seeing the Pokemon franchise cross over with Koei Tecmo’s IP if it wasn’t too violent. During his discussion with Polygon, Masuda suggested that perhaps players could throw out a lot of Pokeballs. It would also need a new form of gameplay so as to not feel too familiar.

Source

Eurogamer has published a new interview with Hyrule Warriors producer Hisashi Koinuma, Team Ninja boss Yosuke Hayashi, and Koei Tecmo exec and Omega Force leader Akihiro Suzuki. The discussion naturally included more talk of the Wii U game, as well as topics like working with Nintendo again (plus Mario interest?!), and even Star Wars.

You’ll find a few excerpts from Eurogamer’s interview below. Head on over here for the full thing.

Yet another Hyrule Warriors interview has gone live, this time coming from MMGN. Producers Yosuke Hayashia and Hisashi Koinuma as well as supervisor Eiji Aonuma spoke about Zelda’s role in the game, the large amount of freedom given to the development team, soundtrack, and more.

Excerpts from the interview are posted below. Head on over to MMGN for the full interview.

Even more Hyrule Warriors details and developer comments have come out of this week’s Famitsu. Once again, the information comes from producers Hisashi Koinuma and Yosuke Hayashi as well as Nintendo’s Eiji Aonuma.

Here’s the latest information from the magazine:

Koinuma on whether we’ll see a similar selection of wide-ranging characters…

“Out of all the playable characters [in Hyrule Warriors], there are some surprising characters that made us say ‘why did you pick this one?!’” added Zelda series producer Eiji Aonuma.

– Koinuma said Aonuma didn’t have any requests for certain characters to be included
– Tecmo Koei took care of most of this
– He also joked that Hyrule Warriors has so many characters, that his own staff would get mad at him if he were to ask them to do something similar
– Hayashia said characters can change their weapons and have a completely different fighting style
– Weapon enhancements and character growth systems included
– The Fire Rod-type item seen in the trailer isn’t from the Zelda series
– If a rod like that existed in The Legend of Zelda, we wouldn’t be able to use it in the same way
– Weapons and other important in Hyrule Warriors are acquired through treasure chests
– Hayashi also said that the iconic treasure chest opening animation has been prepared for all of the playable characters

“This is actually a very valuable scene [in The Legend of Zelda]. And this also applies to Hyrule Warriors.” – Aonuma

– According to Hayashi, The Legend of Zelda games have very high-quality boss fights, and if Tecmo Koei were to try emulating something similar, they wouldn’t stand a chance
– Bosses will instead have a Warriors touch by having instances where you’ll face a bunch of smaller enemies to charge up your meter, then unleash a special attack on the boss
– There will also be more Zelda-like features, such as strategically using items that can be found around stages to take on the boss

Message for the fans…

Koinuma: “We plan on having Hyrule Warriors’ first playable demo at E3 this year. With E3 being the opener, we’ll be releasing more and more new information afterwards, so please look forward to it!”

Hayashi: “After watching the trailer that will be shown at E3, it would make us happy to know that you guys will get a better idea of what we’re trying to do. We’ll sequentially reveal the other playable characters, so don’t miss it!”

Aonuma: “I believe it’s safe to say that this title was born as one of the answers from thinking of a new The Legend of Zelda game. By all means, we’d love to have as many people possible enjoy this game.”

Source

Siliconera has translated more quotes from Famitsu’s Hyrule Warriors interview featuring commentary from Zelda producer Eiji Aonuma and Tecmo Koei producers Hisashi Koinuma and Yosuke Hayashi.

All three discussed how the game came to be a bit more further, confirming elements such as how this is the first time that Omega Force and Team Ninja are working together. Aonuma also shared an interesting comment having stated, “I wanted Tecmo Koei to make a Zelda game that I can’t make.”

Read on below for the latest roundup of Famitsu interview bits.

Siliconera has translated parts of Famitsu’s interview with the developers behind Hyrule Warriors. Supervisor Eiji Aonuma, producer Hisashi Koinuma, and producer Yosuke Hayashi discussed the game’s origins in-depth. You’ll find translations from the interview after the break.


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