Zelda’s top devs not worried about getting stuck working on the series
Posted on 1 year ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
As the director and producer respectively, Hidemaro Fujibayashi and Eiji Aonuma are two of the most important people working on the Zelda series currently and they recently finished up Tears of the Kingdom as director and producer respectively. Both have been involved with the franchise for decades at this point. Fujibayashi started out with Zelda: Oracle of Seasons and Oracle of Ages in 2001 while Aonuma has been around even longer – specifically in 1998 with Ocarina of Time.
Fujibayashi and Aonuma, speaking with RTL Nieuws, were recently asked if they’re afraid of getting “stuck” in the sense that they only continue to work on Zelda games. However, both don’t seem to view it that way.
Here’s what the two shared:
Nintendo not thinking about older Zelda games, “difficult to say” if classic style will return
Posted on 1 year ago by Brian(@NE_Brian) in News, Switch | 0 comments
The Legend of Zelda series producer Eiji Aonuma has again commented on the possibility of revisiting the style of past entries in the series – but there are no plans as of now.
Speaking with RTL Nieuws, Aonuma said that games like Breath of the Wild and Tears of the Kingdom were possible because of what came before them. However, rather than looking back at the old entries in the series, Nintendo instead prefers “to look to the future.”
More: Eiji Aonuma, interview, The Legend of Zelda, top
Ubisoft boss believes it should have waited for next Nintendo console to release Mario + Rabbids Sparks of Hope
Posted on 1 year ago by Brian(@NE_Brian) in News, Switch | 0 comments
Ubisoft CEO Yves Guillemot has spoken on the performance of Mario + Rabbids Sparks of Hope, and believes the company should have hold off on releasing the game until Switch’s successor launched.
Speaking with GamesIndustry, Guillemot mentioned how Mario + Rabbids Kingdom Battle was already available on Switch, and the sequel resulted in “two similar experiences on one machine.” He further mentioned “Nintendo [has advised] that it’s better to do one iteration on each machine.”
Guillemot’s full words:
Splatoon 3 devs on the game’s DLC, Side Order will have “new and different” gameplay
Posted on 1 year ago by Brian(@NE_Brian) in News, Switch | 0 comments
The developers of Splatoon 3 have discussed the game’s DLC, including Side Order which will be released in the future.
Director Hisashi Nogami along with co-directors Shintaro Sato and Seita Inoue weighed in as part of a recent interview with Famitsu. According to Nogami, Side Order will feature “completely new and different” gameplay. Whereas the main game is based on the final Splatfest for Splatoon 2 in which Team Chaos defeated Team Order, the new DLC is based on the latter side coming out on top. And yes, we’ll be seeing Off the Hook.
You can find our translation below, which also includes talk about why Inkopolis was brought back for the first part of the Expansion Pass DLC.
More: Hisashi Nogami, interview, Seita Inoue, Shintaro Sato, Splatoon 3, top
Ghost Trick creator says sequel “would be difficult”, but not ruling out the possibility
Posted on 1 year ago by Brian(@NE_Brian) in News, Switch | 0 comments
Could Capcom make a sequel to Ghost Trick: Phantom Detective one day? Shu Takumi, the game’s creator (who’s also behind the Ace Attorney series), isn’t committed to the idea, but isn’t ruling out the possibility either.
Game Informer recently asked Takumi straight up about sequel chances. He responded by saying “it would be difficult” given how the story is told in one complete game, but “the powers of the dead that this game introduces may hold some possibility.”
More: Capcom, Ghost Trick: Phantom Detective, interview, top
Sonic Superstars team started by replicating classic gameplay “very precisely”
Posted on 1 year ago by Brian(@NE_Brian) in News, Switch | 0 comments
If there’s one thing Sonic Superstars needs to nail, it’s the gameplay – including the controls and physics. Series producer Takashi Iizuka has now shared some comments that seem to point that things are heading in the right direction.
In an interview with IGN, Iizuka mentioned that the development team started out by replicating the classic gameplay the franchise is known for “very precisely”. That should come as somewhat of a relief to fans wondering about how Sonic Superstars feels, especially as games such as Sonic the Hedgehog 4 received criticism when it came to the physics.
More: interview, SEGA, Sonic Superstars, Takashi Iizuka
Sonic Superstars has new levels only, producer talks art style
Posted on 1 year ago by Brian(@NE_Brian) in News, Switch | 0 comments
According to Sonic producer Takashi Iizuka, Sonic Superstars will only feature new levels. The game will not be bringing back stages from past titles.
If there’s one thing we’ve seen from the Sonic series over the years, it’s been the reliance on levels going back to the franchise’s earliest days. At this point, fans are used to seeing areas like Green Hill Zone. However, in Sonic Superstars, it’ll be new content only.
Speaking with IGN, Iizuka explained the decision to offer new stages only in Sonic Superstars rather than past levels:
More: interview, SEGA, Sonic Superstars, Takashi Iizuka, top
Capcom on how Mega Man Battle Network Legacy Collection came to be
Posted on 1 year ago by Brian(@NE_Brian) in News, Switch | 0 comments
Mega Man Battle Network Legacy Collection director Masakazu Eguchi has briefly discussed the origins of the release.
Eguchi spoke about how it came to be in an interview with 4Gamer. It seems that the project was in the works for about two years, and while Capcom already decided on things internally, it sounds like fans’ interest also helped make things a reality.
Aonuma on Zelda: Tears of the Kingdom and Majora’s Mask comparisons
Posted on 1 year ago by Brian(@NE_Brian) in News, Switch | 0 comments
The Legend of Zelda series producer Eiji Aonuma has weighed in on comparisons fans have drawn between Tears of the Kingdom and Majora’s Mask. This comes as part of an interview with Polygon.
Both titles are built based on their predecessors, but Aonuma was quick to point out that with Tears of the Kingdom, it was “the opposite sort of challenge”. He brought up how with the new Switch title, Nintendo “took the same world and some of the same materials, or constituent parts, but needed to make it [all] bigger, and needed to create a more expansive world”. That goes for both a horizontal and vertical sense.
Aonuma explained:
Aonuma on what changed to make Zelda: Skyward Sword HD possible
Posted on 1 year ago by Brian(@NE_Brian) in News, Switch | 0 comments
A remake of The Legend of Zelda: Skyward Sword was once deemed “close to impossible” by series producer Eiji Aonuma, but we know that Switch eventually received a new HD version. Aonuma has now commented on what changed since he made those original comments.
When Aonuma was originally speaking about a re-release of Skyward Sword in 2019, he pointed to the game’s controls as being an issue. Moving from motion controls to buttons wouldn’t be an easy task. Those problems were solved though and we did get a new Switch version a couple of years later.