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Need for Speed: Payback executive producer Marcus Nilsson is a big fan of Switch. When he’s traveling on flights, he plays Zelda: Breath of the Wild. But when it comes to actually supporting the system, his new game is unlikely to end up on the system.

GameSpot asked Nilsson about the possibility of a Switch version of Need for Speed: Payback at E3 2017. In response, he said:

“I love the Switch; I absolutely adore it. Would that be a platform that Need for Speed: Payback could run on? I don’t see why [not], but it’s not something we’re looking to at this very moment.”

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If you’re looking for some good Zelda reading material, you may want to read up on a new interview published by Denfaminicogamer. The site shared a huge discussion conducted between series producer Eiji Aonuma and Square Enix’s Jin Fujisawa, who has been overseeing the Dragon Quest series. Much of the talk is about Zelda: Breath of the Wild and the franchise in general. I don’t think we could even begin to do the interview justice by posting a summary or excerpts here, so read up on the full interview on this page if you’re interested.

Kotaku recently spoke with Masaaki Ishikawa, the art director for ARMS. Ishikawa weighed in on Min-Min’s design, the fighter’s female characters, and the thought process behind designing legs.

Read up on what Ishikawa said below. You can check out Kotaku’s original piece here.

Super Bomberman R is Konami’s first game for Switch. The company has to be happy with its performance, as over 500,000 copies were shipped by the end of April.

Konami could choose to further support the system in the future. Speaking with Miketendo64, European brand manager Richard Jones noted that “there is lots of internal discussions going on within Konami regarding what games we can bring to the Nintendo Switch”. He also spoke about Castlevania in the same response, acknowledging the demand for a new game in the series.

Jones’ full comments:

Sony global game development boss Shawn Layden had high praise for Switch while speaking about the system with TIME recently. He said that that new platform is “a great success for Nintendo” and noted how “it’s definitely what that fanbase has been waiting for.”

Layden doesn’t personally view Switch as a rival. Rather, he believes Nintendo and PlayStation compliment each other with families often purchasing hardware from both companies.

Layden stated:

“When you look at our numbers, I think it shows that a lot of gamers are a two-console family. And quite often those two consoles are PlayStation and Nintendo sitting side-by-side.”

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Square Enix has mentioned on a couple of occasions that Final Fantasy XIV is a possibility for Switch. This is something that director Naoki Yoshida reiterated once again while speaking with finder.com.au.

According to Yoshida, discussions with Nintendo are ongoing. However, when putting Final Fantasy XIV on a new platform, supporting the community is a shared responsibility between Square Enix and Nintendo. The two sides are talking about this (and likely more), but Yoshida said that “these conversations will take a long time.”

Yoshida’s full words:

“We want as many players joining Final Fantasy XIV as possible. …We need to make sure Nintendo and Microsoft understand what we do and have them know about our online and QA regulations. We believe these conversations will take a long time.”

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Fire Emblem Echoes: Shadows of Valentia makes full use of voice acting. It’s true that past entries have had voice over before, but with the 3DS remake, characters are entirely voiced. This may not be a one time thing, as Intelligent Systems director Toshiyuki Kusakihara has expressed interest in bringing it back in the future.

Italian site Multiplayer.it asked Kusakihara if the full voice acting will return in the future. To that, he did in fact say that he hopes to bring it back in future releases.

Continue on below for our full translation of this particular question / answer.

Ready At Dawn has “a lot of interest” in Switch. Creative director Ru Weerasuriya spoke about the new system during an interview with GamesIndustry, telling the site:

“Every time a platform comes out, we always feel like there’s something really cool that can be done with it – a huge graphical advance, a huge technological advance, a new way of interacting in games like VR does. Switch, I think, is the same kind of thing. We see it and we see the market that they’re trying to really kind of grab, expand, and also build. I would definitely tell you that, yeah, internally at the studio there’s a lot of interest for the Switch.”

We last heard Ready At Dawn comment on Switch last June when it was known as NX. The company seemed to be open to putting Deformers on the platform, but wasn’t in possession of a dev kit. Hopefully we’ll see something from Ready at Dawn on Switch in the future.

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After several months of silence, Fire Emblem Warriors resurfaced this week. The news cycle started out with Famitsu with plenty of new details and an interview with the developers.

That interview has now been translated. It featured producer Yosuke Hayashi from Koei Tecmo, Nintendo’s Genki Yokota (Fire Emblem director since Awakening), and Masahiro Higuchi from Intelligent Systems. We’re now able to see their direct comments on the game’s origins, talk about the appearing characters, and more.

Read on below for some excerpts from the interview. Read up on the full discussion here.

A smooth online experience is always important, but even more so with fighting games. With ARMS, perhaps there won’t be much to worry about.

The manner in which fights take place in ARMS lends itself well to online play. “In the short time while the character arms extend, the game absorbs any network lag to allow for a truly responsive battle,” producer Kosuke Yabuki told GamesMaster this month.

Even though ARMS is a game intended to be entirely approachable, skilled players will find something here as well. Engineering director Kenta Sato mentioned that it was made so that “advanced players can go all-out, and we hope that we’ll see some of these players develop techniques beyond anything we imagined.”


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