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The very first thing we ever saw from Super Mario Odyssey was New Donk City. And it’s no ordinary city: Mario is running and jumping around with realistic people around him.

The concept of New Donk City may seem strange for a Mario title, but there was a purpose behind it. Director Kenta Motokura explained to Game Informer this month why it made sense for players to be interacting with a more realistic city.

Game Freak shared a new aspect of Pokemon Ultra Sun and Pokemon Ultra Moon in an interview with Eurogamer Portugal. We have a bit of news about Mantine Surf.

Director Kazumasa Iwao stated that points earned from Mantine Surf can be used to get items and have Move Tutors teach your Pokemon moves that they couldn’t learn in last year’s games. It’s similar to other enhanced versions, sequels, and remakes of Pokemon games. However, it’s not yet known if points can be obtained through other methods or if the points are Battle Points.

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Leading up to the launch of Fire Emblem Warriors, Nintendo Dream published monthly interviews with the development team. In its most recent issue, the Japanese magazine had its biggest discussion yet. Producer Yosuke Hayashi and director Hiroya Usuda were brought back once again in addition to artist Yuta Matsunaga to talk about Fire Emblem Warriors, with the two being interviewed a few weeks before release (and just prior to the Tokyo Game Show).

Hayashi and Usuda had a ton to say about all aspects of Fire Emblem Warriors. There was more talk about certain characters in the game and the handling of their reveals (including why Azura wasn’t on the initial roster), some of the troubles encountered with designs, approach to the story (light spoilers here), gameplay systems, and different modes.

If you’re interested in Fire Emblem Warriors, you’ll likely want to read our full translation below. Just strap yourselves in, since it’s a long one.

Panic Button is leading the way on some big third-party ports for Switch. The studio was first assigned with the task of putting Rocket League on the platform, and is also working on Bethesda for the Doom port.

Speaking with GamesRadar, Panic Button’s Adam Creighton said that for Doom, the scalable technology made the port “more straightforward than maybe it could have been.” However, it was also “wicked hard”.

Creighton told the site:

The Verge is among the sites to have shared some comments from Game Freak about Pokemon Ultra Sun and Pokemon Ultra Moon. Director Kazumasa Iwao was interviewed, who spoke about how the team really focused on the user interface. He also discussed how Game Freak wanted to improve what was possible from last year’s titles while also surprising players.

Iwao said:

GameSpot recently spoke with Motive Studios producer David Robillard about Star Wars Battlefront II. The site managed to get in a question about a potential Switch version.

Robillard said that a Switch release could be explored “if we see opportunities there”. However, he quickly added that “it is not something that’s on the books right now.”

It’s worth noting that Star Wars Battlefront II runs on Frostbite. For FIFA 18 on Switch, rather than using the PlayStation 4 and Xbox One versions as a base which also use Frostbite, EA created a custom engine. It would be interesting to see how Star Wars Battlefront II or any other titles from the publisher would be handled in the future if they’re developed with that engine.

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Two new Pokemon games are coming out next month, but they’ll be on 3DS as opposed to Switch. Pokemon Ultra Sun and Pokemon Ultra Moon are hitting the dedicated handheld on November 17.

In an interview with GameSpot, Game Freak’s Shigeru Ohmori was asked why the titles aren’t on Switch. He echoed what was mentioned to IGN about how on 3DS, Ultra Sun and Ultra Moon are intended to be the “culmination of all our efforts to get the absolute most out of the system that we can.”

As Ohmori explained:

Nintendo Life recently spoke with Game Freak’s Kazumasa Iwao and Shigeru Ohmori about Pokemon Ultra Sun/Ultra Moon. The two developers spoke about why they made an enhanced version, what makes these games different, and more. Have a look at the full interview below.

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Last week, Famitsu published the first entry in its series of interviews with Nintendo about the NES Classic Edition / Famicom Mini (and SNES Classic Edition / Super Famicom Mini). The second section was put online a few days ago. Just like the previous entry, some interesting tidbits were shared.

Similar to what was said in the last interview, Nintendo again noted that very few staff believed that NES Classic Edition / Famicom Mini would be a hit initially. Since Switch wasn’t too far down the road, most staff at the company weren’t really paying attention to the classic hardware. However, Yamato – a former developer and now a manager of the sales department – said that it would make fans happy. He also strongly suggested to make a TV commercial. But since the product itself was met with stock shortages, they could barely air ads.

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Back during the summer, French website Jeuxvideo interviewed Zelda series producer Eiji Aonuma. Although it had some interesting comments, the discussion largely went unnoticed. We decided to follow up with a full translation since we felt that it was a pretty worthwhile interview.

Zelda series producer Eiji Aonuma and art director Satoru Takizawa were the participants this time around. The two were asked about the game’s difficulty in relation to The Master Trials, why Hero’s Path Mode wasn’t in place originally and was instead added as DLC, timeline talk, and even the possibility of Zelda II remake – plus more.

Continue on below for our full translation.


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