Miyamoto on Mario – letting other devs work with the IP, New Donk City worries, not interested in remakes, more
Posted on 7 years ago by Brian(@NE_Brian) in General Nintendo, News | 27 Comments
IGN has a lengthy new piece with Shigeru Miyamoto all about Mario. Miyamoto talked about letting other developers handle the IP, his initial worries with how players would react to New Donk City in Super Mario Odyssey, and not wanting to remake older games.
We’ve picked out some notable quotes below. The full article with more comments from IGN is located here.
More: interview, Mario, Shigeru Miyamoto, top
Sonic Forces devs on the custom character system, development started before Mania, more
Posted on 7 years ago by Brian(@NE_Brian) in News, Switch | 3 Comments
A new Sonic Forces interview has gone up on Nintendo UK’s website. Sonic Team head Takashi Iizuka and producer Shun Nakamura participated in the discussion.
We have some highlights from the interview below. Iizuka and Nakamura spoke about how Sonic Forces isn’t a sequel to Sonic Generations, the custom character system, appealing to all types of players with this game and Mania, and fans comparing New Donk City from Super Mario Odyssey to Sonic Adventure.
More: interview, SEGA, Shun Nakamura, Sonic Forces, Takashi Iizuka, top
Star Fox 2 programmer surprised and excited that the game is finally launching
Posted on 7 years ago by Brian(@NE_Brian) in General Nintendo, News | 14 Comments
After more than two decades, Star Fox 2 is finally seeing release. Nintendo will be including the title in the Super NES Classic Edition at the end of September.
Kotaku emailed Dylan Cuthbert, the game’s original programmer, to talk about the news. Although Nintendo didn’t bring him on board for the Super NES Classic Edition launch, he’s personally excited, saying that it made his day.
Cuthbert also reflected on why Star Fox 2 never saw release in the first place:
“Our older retro form of 3D just didn’t cut it anymore and Nintendo didn’t want to raise comparisons. I agree that strategically (if not emotionally) it was the correct decision. But now our older retro form of 3D is the new cool kid on the block, it’s perfect timing!”
More: Dylan Cuthbert, interview, Star Fox 2
Rocket League dev did “custom work” to bring the game to Switch, currently ahead of schedule
Posted on 7 years ago by Brian(@NE_Brian) in Switch | 6 Comments
Switch was made to be compatible with Unreal Engine 4. Unreal Engine 3, however, is another story. The older version isn’t supported as well, which made it a bit tricky to bring Rocket League to Switch.
Psyonix head Jeremy Dunham talked with GamesBeat about porting Rocket League to Switch, which is being done with some help from Panic Button – the same team that worked on the Xbox One version. He said:
“We feel really confident about it. In the beginning, we weren’t so sure. We had to do custom work. The Switch by itself doesn’t have inherent Unreal 3 support. It only has Unreal 4. To support 3, we had to do custom work.”
Dunham also reiterated what we’ve heard previously – that Rocket League will be 720p and 60 frames per second at all times.
“The main compromise we had to make is we’re running the game in 720p rather than 1080p, even on the TV. It’s our opinion that it’s much more beneficial for the game to run fast at 60 frames per second than to look the absolute best. We’ll ship at 60 frames per second for the docked version and the undocked version.”
Dunham also had some encouraging words about the overall state of Rocket League on Switch. The team “didn’t think we would have it running this smooth, this early.”
“We’re actually ahead of where we thought we’d be. We didn’t think we would have it running this smooth, this early. For a while we were concerned about whether we’d have anything to show at E3 at all. We have a very talented team at Psyonix. Our engineers have done a lot of hard work to make sure this runs as well as it does already. We’ve already discovered things in the last few weeks that we weren’t aware of a few weeks ago. It’s already made the game perform incredibly. We’re very encouraged.”
More: interview, Jeremy Dunham, Psyonix, Rocket League, top
Splatoon 2 devs on its competitive nature, Salmon Run talk, more
Posted on 7 years ago by Brian(@NE_Brian) in News, Switch | 1 Comment
Interviews coming out of E3 continue to roll out from E3. The latest one is from Glixel, who spoke with Splatoon 2 producer Hisashi Nogami and programming director Shintaro Sato. The two weighed in on topics such as the game’s competitive nature and Salmon Run.
As usual, we’ve highlighted some of the noteworthy excerpts below. Head on over here for the full interview.
More: Hisashi Nogami, interview, Shintaro Sato, Splatoon 2, top
Designer talks about how Retro Studios turned an original FPS into Metroid Prime
Posted on 7 years ago by Brian(@NE_Brian) in GameCube, News, Wii | 15 Comments
Metroid Prime has a pretty interesting development history. Before it was a Metroid game, Retro Studios was working on an original first-person shooter that had no ties to anything Nintendo-related. It was only when the big N stepped in and saw a level of the game that the game eventually morphed into Metroid Prime.
Speaking in the latest issue of Switch Player, senior designer Mike Wikan noted:
“When I came on board, the Engine group was significantly behind schedule and there was no way to create gameplay demonstrables in an effective fashion. I was told, quite literally, by leadership that designers would design the game on paper, then hand it off to engineering and art to create it. In my opinion that was insanity.”
“When Nintendo arrived suddenly, wanting to see demonstrables of all the games that the teams were working on, only our FPS had demonstrable real-time scriptable content. Nintendo liked what they saw and proposed we adapt that game and viewpoint, but restart it as a Metroid game.”
“The moral of the story is that if you see a problem, work to solve it; don’t assume someone else will take that responsibility on.”
More: interview, Metroid Prime, Mike Wikan, Retro Studios, top
Fire Emblem Warriors devs on hardcore mode, permadeath, choosing characters, more
Posted on 7 years ago by Brian(@NE_Brian) in New Nintendo 3DS, News, Switch | 31 Comments
Kotaku caught up with Intelligent Systems’ Masahiro Higuchi and Koei Tecmo’s Yosuke Hayashi for a chat about Fire Emblem Warriors at E3. The developers spoke about the hardcore mode, permadeath, how they went about choosing characters, and more. Higuchi also showed some interest in wanting to remake Famicom Wars.
Head past the break for notable comments from Higuchi and Hayashi. The full interview is on Kotaku here.
Video: Doug Bowser on tournaments, third-parties on Switch, Smash Bros., and more
Posted on 7 years ago by Brian(@NE_Brian) in Switch | 10 Comments
A new interview has popped up with Doug Bowser, senior VP of sales and marketing at Nintendo of America. Bowser was asked about a few different topics, including tournaments, third-party games on Switch, and Smash Bros. Watch the interview in full below .
Continuing on from the video above, Bowser took on the journalist who interviewed him in ARMS. You can see how he did in the video below.
Our video of my @thetruebowser Arms match got lost in the E3 sauce. A full edit may never see the light of day so I'm leaking it on Twitter! pic.twitter.com/FHTATYEmh4
— avier Harding (@iamxavier) June 19, 2017
More: Arms, Doug Bowser, interview
Psyonix will continue to work with and update Rocket League rather than making sequels
Posted on 7 years ago by Brian(@NE_Brian) in News, Switch | 25 Comments
Psyonix isn’t setting its sights on creating sequels to Rocket League. Rather than turning it into a franchise, the main game will continue to receive updates and released across new generations of hardware.
Jeremy Dunham from Psyonix told Engadget in a new interview:
“We’re not trying to build six Rocket Leagues. We’re not looking forward to when Rocket League 2 and 3 and 4 are coming out. Rocket League is the game we’re gonna keep updating. It’s important to us to keep that going, cross-generation, across multiple platforms without sacrificing anything.”
Rocket League is a similar position as Minecraft. Minecraft itself has been so hugely popular that a sequel hasn’t been necessary, and the game is continually updated and put out on new systems.
More: interview, Jeremy Dunham, Psyonix, Rocket League
Reggie says the 4K audience is “a bit too limited,” talks fan feedback
Posted on 7 years ago by Brian(@NE_Brian) in General Nintendo, News | 63 Comments
Don’t expect Nintendo to pursue 4K gaming anytime soon. While that’s something other console manufacturers are starting to focus on, Nintendo of America president Reggie Fils-Aime believes that the audience is currently “a bit too limited.”
That’s what Reggie shared with The Verge during an interview last week. He stressed the importance of Nintendo reaching as many people as possible and having them engage and enjoy the company’s various games.
Reggie’s full comments:
“The Nintendo mission is to reach as many consumers as possible and to have them engage and have fun with our [intellectual property]. That’s what we try and do. So inherently, we go for a more mainstream audience. Inherently, we want our products to be affordable. We want our products to be easy to pick up and experience, low learning curve. We want our IP to shine as we deliver these experiences.