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This information comes from Nintendo’s Yoshio Sakamoto…

“It’s the same game. … All of the fundamental design is the same … in that the basic map structure is all based off the Metroid II map. Basically what we’ve done is we’ve used this new technology that we have at our fingertips to just polish up what was already there and to improve upon it. Maybe the thing that felt so different was that it was in full color.”

On whether Samus Returns is getting the same expansion as Zero Mission…

“I believe that yes you can go ahead and look forward to some of those same experiences that you had with Zero Mission.”

On whether we’ll get an additional layer of back story like Zero Mission…

“[In] this game there’s a lot of background, there’s a lot of lore involved in this title. But it’s not like a novel or something. It incorporates the lore, but it’s not integral to the gameplay experience. It’s in the background more than in the foreground. There is definitely information for the players to get that revolves around sort of the larger storyline.”

This information comes from Super Mario Odyssey director Kenta Motokura…

On how a throwable cap was integral from the start…

“As far as the hat action goes it was included in one of the prototypes the staff had come up with. It was part of the game right from the beginning. We have several different themes that arose from those prototypes, and one of those was focusing on the Joy-Con [motion controls].”

On how it’s not always clear what you can interact with, which is intentional…

“Because throwing the cap is a new action, we want players to feel empowered or encouraged to go ahead and try this action wherever they feel it might work. There are certain topographical hints near areas where you’re going to be looking, and you might say ‘That looks like some place my hat might reach or might attach to.’ So there are some hidden elements like that, that players will start to get used to.”

“The game’s structure isn’t designed so that you have side quests, it’s more that as you’re traveling around the different kingdoms or areas, you’ll find something that attracts your attention and there may be some sort of a quest around that, but it’s all about going and finding and collecting the Power Moons. You need a certain number of Moons to unlock a new kingdom, so some of these what we might consider side quests, are solving some issue within a kingdom, but the real goal of that is to provide you with enough Power Moons to move on with the main storyline.”

This information comes from Nintendo of America president Reggie Fils-Aime…

“We want every high-quality game to have an opportunity to be played on Nintendo Switch,” Reggie Fils-Aime, Nintendo of America’s president and chief operating officer told IGN in an interview at E3 2017. “Every single one. Fill in the blank of third-party, high-quality game really wanted on Nintendo Switch; the answer is yes.”

“We’ve been very thoughtful in making sure we have a strong cadence of launches that are going to keep our fans engaged, going to drive hardware, and continue to propel us forward. And certainly as we think back to Wii U, that’s one of the things that we didn’t do as effectively.”

Source

This information comes from Monolith Soft studio head Tetsuya Takahashi…

On how Xenoblade Chronicles 2 is related to the original…

“It’s a completely different world, with completely new characters. It’s a different game.”

“The way I see it. I feel as though Xenoblade 1 and 2 are connected and linked in the sense that they’re linear and story-driven games, whereas Xenoblade Chronicles X was more focused on open world and exploration, and maybe an online aspect. I feel like I’d like to continue to create games separating those two aspects out.”


This information comes from Nintendo of America president Reggie Fils-Aime…

“Our focus is making sure we launch great games — making sure that we continue to support not only Nintendo Switch, but also the Nintendo 3DS family of consoles. f we do our jobs with great games as well as making sure there’s enough hardware out in the marketplace, then the stock price will take care of itself.”

“Our demographic is much wider. We want consumers from 5 to 95 playing our games. And by doing that we go down a path that makes our IP much more accessible. We’re much more family-friendly. We have a range of content for the most core gamer to a child who is wanting to get into gaming for the first time. So it’s a different approach for us, and that approach is winning.”

“We are fortunate that we have had a series of phenomenons. Whether it’s been Pokemon Go, or our NES classic that we launched last holiday season, and now Nintendo Switch. What we want to do is create these games and these new executions that the consumers feel they absolutely have to go buy.”

Source

This information comes from Xbox boss Phil Spencer…

“I think there are learnings for us in terms of control and other things Switch has done. They’ve effectively been able to take a controller experience and add it to a screen so games don’t have to be modified purely to touch in order to work. I use my Switch mainly in undocked mode. I don’t really think about it as a television console, though it works and I think that functionality is great, I just usually use it remotely.

“But fundamentally, I think Nintendo is just a great gaming company that learns, refines, stays at it, and has a great first-party to support that. And that’s something we should all admire and applaud.”

Source

This information comes from Ubisoft Milan creative director and Xavier Poix, MD of Ubisoft’s French studios…

“When me and my team were told to work with Nintendo, with a game that could feature both Mario and the Rabbids, we immediately understood it was a lifetime opportunity. We spent night and day working on the best way to merge those two worlds together, and find something unique for both Mario and the Rabbids.

“We did a new genre. As tactical fans, we loved the idea of using them to propose something new for turn-based gaming. A different approach. But at the same time, we wanted to stay true to the Mario universe. That’s why we wanted to mix tactical combat phases with adventure phases. We put together posters, and came up with the enemies and the tone.

“Three and a half weeks after that internal meeting, we took the opportunity to create a small prototype and present it to Nintendo. When I finally met Mr Miyamoto, the creator of my favourite game and the inspiration of my whole career, I felt like I was divided in two – the passionate Nintendo player, and the Ubisoft creative director. I was split between the urge to ask for an autograph, and the responsibility to represent the game in the most professional way.

“He told us that he was impressed, so it went well, but he kept asking us how it was possible for us to have Mario and Luigi in our game, because they look identical to the Nintendo ones. But the truth is, even if we had just three and a half weeks to come up with that prototype, we decided to recreate Mario and Luigi from scratch. We looked at all the Nintendo games we could, to make sure we translated their essence into our game. And I do believe that it was in that precise moment that we truly convinced Nintendo about our passion and our commitment. ”

“After that, everything happened at light speed. We met the Nintendo guys with Kyoto several times, and we flew up with code”.

One of the surprising standout elements of the original Splatoon was Hero Mode, the game’s single-player campaign. For Splatoon 2, Nintendo is bringing it back and expanding it further.

Director Yusuke Amano spoke about the upgraded Hero Mode in this month’s issue of GamesTM. Pretty much all aspects have been “expanded considerably,” according to the developer.

Amano said:

Eurogamer caught up with FIFA 18’s Switch producer Andrei Lazaresco yesterday. The discussion was extremely interesting, with Lazaresco commenting on the technology behind the game, why certain modes are missing, confirmed that it runs at 60 frames per second, and much more.

Continue on below to read up on what Lazaresco had to say about FIFA 18 on Switch. You can find Eurogamer’s original piece here.


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