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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.”

Nintendo and HAL Laboratory have three Kirby games on 3DS to celebrate the series’ 25th anniversary. Team Kirby Clash Deluxe is out now. A new multiplayer action game will follow later in the year. In between the two is Kirby’s Blowout Blast, coming to the 3DS eShop this summer.

In Nintendo Dream this month, when asked how Kirby’s Blowout Blast compares to the sub-game Kirby 3D Rumble in Kirby: Planet Robobot, HAL Laboratory’s Shinya Kumazaki answered that while both are digital games, the former will have an overall volume that’s more like a normal packaged release. The sub-game was made more as an experiment on seeing whether the epitome of Kirby games can be enjoyed in 3D. They had been receiving requests to create a 3D game, and Kumazaki also wanted to challenge himself in making it.

Just ahead of ARMS’ launch, Game Informer spoke with producer Kosuke Yabuki and art director Masaaki Ishikawa. The two developers tackled various subjects. The two were asked about the game’s early prototypes, whether it started on Wii U, the story of how people get extendable ARMS, Twintelle’s popularity, and more.

We’ve picked out some of the interesting excerpts from the interview below. You can access the entire discussion here.

The Legend of Zelda: Breath of the Wild

Game Rant was recently able to interview Zelda: Breath of the Wild director Hidemaro Fujibayashi. Fujibayashi weighed in on the game’s early reaction, timeline placement, motion control puzzles, inspiration for the Divine Beasts, early concepts, and why Ganon doesn’t speak.

You can read up on these excerpts from the interview below. For the full discussion, head on over here.

The Legend of Zelda: Breath of the Wild

In a recent interview with Gamerant, Hidemaro Fujibayashi commented that he would like to further explore the game design that was used to create The Legend of Zelda: Breath of the Wild. As the director of said game, he would likely be in a position to do such a thing in future installments. His full answer to the question of whether open-world design will be the new standard for the Zelda series going forward, is as follows:

We can’t really say much at the moment but there are lots of things in this current game design we still want to explore. If, as a result of that exploration, we feel positive we can provide our audience with new experiences it’s possible this design could become the standard.”

While Breath of the Wild is a huge phenomena, it would still be quite a departure for the series to stray away from the design philosophy it’s adhered to so closely since Ocarina of Time. Only time will tell what the future holds for the Legend of Zelda now.

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In a recent interview with Time, ARMS producer Kosuke Yabuki and art director Masaaki Ishikawa spoke at length about the game. A wide range of topics were covered, including how much of ARMS is luck versus skill, which control method the development team prefers, and how tools from the development of The Legend of Zelda: Breath of the Wild were used in the development of ARMS.

On whether or not ARMS was designed with data from data aggregation tools that were used by the Breath of the Wild development team, Yabuki said this:

Arms and Breath of the Wild are made on the same floor at Nintendo, and we are able to use things that the Breath of the Wild team found useful. But it’s important for us to choose the right tools for the game. In development of this game, we looked a lot at the results of the battles, the overall picture of what character matches well with what character and what arms go up well against what arms. That information comes from humans fighting other humans. But we also use the artificial intelligence in the game to match A.I. against itself and look at that data. And of course the players who participated in the Arms test this last weekend, we looked at that to check and see if there are any balance issues.

In an extensive video chat with Gamasutra, Thumper co-creator Marc Flury spoke at length about the game.  Some noteworthy topics include the creation of an original game engine as opposed to using a popular, third party one such as Unity, and how the use of rumble in Thumper attracted the attention of Nintendo.

On the subject of Nintendo being interested in the use of rumble in Thumper, it seems that the game caught the eye of some Nintendo executives when it was being shown off in Japan for PS4 and PC. Flury was asked if he would be interested in working with Nintendo’s new rumble system, which we now know as the HD Rumble used in the Joy-Cons on the Switch.

On the subject of creating an original engine instead of using a pre-built one to make a game, Flury wanted to emphasize that this approach shouldn’t be seen as crazy and unrealistic as it often is. He believes a lot of the anxiety around such an approach in the games industry comes from a lack of proper education. He believes that it might be time for schools to rethink their approach to introducing programming to younger individuals.

Check out the full video below.

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Nintendo announced a new Fire Emblem game for Switch a few months ago. We’ve yet to see a single image from the game, but it’ll apparently be worth the wait. Nintendo’s Kenta Nakanishi told USgamer in a new interview that “it’s going to be looking beautiful with great graphics”.

That’s not the only thing Nakanishi recently said about the project. This past weekend, we reported him noting that Switch “should be able to offer a completely different Fire Emblem, breathing life into our characters like never before.”


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