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This information comes from Fire Emblem Warriosr producer Yosuke Hayashi…

– Game will have more than the typical eight to fourteen playable characters that are usually in Warriors games
– Chose characters that there would be a good representation of different weapon types

On permadeath…

“There’s definitely that element included in a way that makes sense for a Warriors game.”

– Content on Switch and New 3DS will be the same

“Of course, we’re talking about two different hardware, so how the game is rendered on the two different kinds of hardware – the specs might be different. In terms of the graphics, for example, the number of enemies of enemies that can appear on the screen [varies], but the gameplay is definitely the same.”

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

“In Kyoto, we have a new research and development center that is full of software developers and hardware developers and, essentially, Mr. [Shinya] Takahashi [general manager of entertainment planning] and his team managing those resources to make sure that, should we have a situation with one game lagging, there’s another game that can be pushed forward.”

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

“As Nintendo looks at the overall online digital experience there’s a recognition that there’s a lot of work to be world class. And we pride ourselves … We believe our IP is world class. We believe that when we create a piece of hardware it’s world class. We need to get our digital environment world class. And that’s what we’re working hard to do.”

– There are features that Nintendo is specifically prioritizing that he knows consumers expect
– Those include voice chat, but also entertainment services like Netflix and Amazon Prime, which Nintendo “recognizes are important for a device you can take with you”

This information comes from Senran Kagura producer Kenichiro Takaki…

“The Switch game was included in the Nintendo Direct in Japan. Since then, we haven’t really said much about it, but it’s going to be a different flavor of a Senran Kagura title. It’s going to use HD Rumble to its full extent and the idea is that it’s going to be an interesting game to allow the player to feel the girl inside the game.

We definitely want to localize it, but we have to see what comes of it and if it’s possible.”

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

“You know, for us, we believe that having hands-on opportunity married to an announcement is really the best way to do it. And so let’s take Super Mario Odyssey for example. We could have announced it months ago, but we weren’t yet ready, the team wasn’t ready, to show it and to let the consumer really understand visually how the hat mechanic works, how the capture mechanic comes into play. And so that’s how we think these through.”

“For certain games, games that will be in development for, let’s call it a decent amount of time, like Metroid Prime 4 — also, given that it’s a franchise that we know people have been very eager to get some news — that’s when, fine, we’ll share it. We’ll share it early. Others, we want to hold closer in and reveal it when the gameplay is going to be available. It literally is game by game, title by title, how we make that decision.”

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This information comes from Shigeru Miyamoto…

On whether Super Mario Odyssey was influenced by Zelda: Breath of the Wild…

Miyamoto: I think starting with myself, there is an underlying philosophy that goes across Nintendo. For example, the Mario team and the Zelda team are in two different places – one is in Kyoto, one is in Tokyo – so they don’t have direct communication. But the people who are leading that and organizing that have this underlying philosophy that they have a pretty direct connection with myself.

In terms of Breath of the Wild and Odyssey, honestly if we were to have waited until the success of Breath of the Wild to make Odyssey it would have been too late. So it’s not that they influenced each other. I think what I did with both teams was when I touched any of the prototypes or tests that they would bring me, I would try to make sure that it feels good, and that it feels good being in that world, and that’s what I did for both teams. That was my role.

This information comes from Shigeru Miyamoto and Ubisoft CEO Yves Guillemot…

On how the game came to be…

Shigeru Miyamoto: It started out when launching Just Dance in Japan – and the idea to have Mario in there. Ubisoft has provided a lot of support for [Nintendo] hardware and they understand how it works. They’ve made products which are very satisfactory and fit the market we’re shooting for. We’ve had a relationship now for over 20 years, but this is the first time we’re operating at the level where we’re sharing characters.

In terms of major games in both companies – Ubisoft has Rayman, it’s a similar sort of platformer. We thought about ways of collaboration and then Rabbids came up – and that them collaborating with Mario might be a fun idea. We also wanted to create a new genre with this collaboration.

This information comes from Xbox boss Phil Spencer…

“I don’t know yet. I’m guessing no. And this is a collaborative relationship between Nintendo and I; they don’t have Achievements on their platform. If they want us to, I would love to be able to do it… The relationship with Nintendo is incredibly strong. We obviously did the Mario mash-up pack into Minecraft; that doesn’t happen that often.”

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This information comes from Xbox boss Phil Spencer…

“We use Xbox Live as the way to make sure we know who our players are, controls around parental controls and other things that we put into our platform are there. And as you’re buying things in Minecraft, you want to make sure you have them available on other platforms, so we have to know who you are. If you have a realm that you’ve created on the PC and you want to get to it on the Switch, we have to have an identity system and we just use Xbox Live.”

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

On Virtual Console for Switch…

“We know that our fans, our players, want access to all of our digital content, we know that. What we’re working through is, ‘okay, what’s going to be the best way to make that happen, to make that available?’ Certainly, we recognize there’s an appetite for all of our great legacy content.”

On My Nintendo…

“From the Nintendo of America standpoint, we have it as a priority to make My Nintendo much more meaningful moving forward.”


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