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This month’s issue of Retro Gamer is starting to make the rounds. In it, an interview is published with Suda51, the developer of games such as No More Heroes and Killer7.

Some of the Nintendo-related excerpts have now been transcribed online, courtesy of Japanese Nintendo. Suda51 spoke about Super Fire Pro Wrestling Special, making Killer7 as intended for a global audience, and developing for Wii.

Continue on below for those comments.

This week, Famitsu spoke with 45 different Japanese developers about Switch. Representatives from various companies were asked to share their thoughts about the Nintendo Switch Presentation 2017 as well as the system itself.

There weren’t any major revelations, but some interesting comments were shared in the magazine. We now have some of the highlights from game makers such as Koei Tecmo, Square Enix, Capcom, and more. Interest is even shown from the likes of Idea Factory / Compile Heart.

Continue on below for our translation.

Jirard Khalil, otherwise known as The Completionist, has put up his own interview with Eiji Aonuma and Shigeru Miyamoto about Zelda: Breath of the Wild. The two touched on topics like development, sidequests, and the freedom the game allows. Watch the full interview below.

Yacht Club Games is committed to starting work on something entirely new this year. The studio will finally be moving on from the original Shovel Knight, which released way back in June 2014.

Shovel Knight could still be in Yacht Club Games’ future though. Yacht Club Games programmer David D’Angelo informed GamesIndustry that the team is trying to decide between creating something new within the Shovel Knight franchise and a new IP.

D’Angelo explained:

“We’ve talked about wanting to extend the Shovel Knight franchise. How about we make Shovel Knight 2, or Super Shovel Knight, or Shovel Knight 64? Maybe we could take Shovel Knight through the ages, that is something that is very appealing to us. But also, we are all very burned out on Shovel Knight for sure, so we thought: ‘What if we made a new IP? What would that look like?’

“The true reason we made Shovel Knight a 1980s-style game is because we wanted to cram as much fun gameplay into it as possible. And to us, if we could limit the burden on the art style, then we could iterate and really put in loads of enemies, objects, bosses, and everything you can imagine. I think that idea will remain pretty central to our studio, no matter what. You won’t see us making The Last of Us anytime soon.”

Also worth noting, we have an update on the performance of the Azure Striker Gunvolt: Striker Pack that Yacht Club Games published in North America. Although it apparently wasn’t as successful as the company had hoped, the firm’s distributors as well as GameStop say it exceeded expectations.

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Codemasters announced Dirt 4 yesterday. It’s the next entry in the company’s long-running racing series. At least initially, the game won’t be coming to Switch, but senior designer Darren Hayward isn’t ruling out the possibility of it happening in the future.

Hayward told Daily Star:

“Personally, I’ve got my Switch pre-ordered and I’m getting it day one. Obviously at launch [DiRT 4] is not coming to Switch. We’d already picked our platforms. We’ve nothing to announce right now, but, I wouldn’t rule it out.”

Hayward was also asked how he thinks racing games can work on a system like Switch. He said in response:

“There are signs of more traditional games coming out for Switch with full controller support like Skyrim, but would Dirt Rally or Dirt 4 work on a split Switch controller? I think we’d have to do quite a lot in terms of extra tweaks.”

“When you take it away and you’ve got it in tablet mode with the Joy-Cons it’s great, but those split controllers, that’s custom game design right there specifically for that platform. There are not many inputs, so you’d have to have super simplified controls and because of that, it may not be the ideal scenario for DiRT 4. That said, I could definitely see Nintendo Switch having some compelling racing experiences.”

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The Switch version of Rime isn’t being handled by Tequila Works directly. While the original team is involved in how it progresses, Tantalus is behind the actual development. Tantalus is also working on Sonic Mania for Switch.

Tequila Works told IGN:

“The Nintendo Switch version is being developed by Tantalus, the studio behind the HD version of The Legend of Zelda: Twilight Princess. We worked side by side with them to ensure the Nintendo Switch version is absolutely true to the original vision we have for RiME, and they are doing a terrific work indeed! We are really enthusiastic about Nintendo Switch and we are immensely happy about releasing RiME on that console, but it’s too early to discuss future developments. Let’s finish RiME first! :)”

Tequila Works also mentioned that “There is still a lot of development to take into consideration, but we’re working hard to get the Nintendo Switch version ready for release at the same time as the PlayStation 4, Xbox One and Windows PC versions in May.” A physical release could happen, as the studio is “working with Grey Box to check on the production pricing for cartridge Switch releases. We’ll ideally have additional information before long.”

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Gameblog was recently given the opportunity to interview Eiji Aonuma, the producer of Zelda. At one point, Aonuma was asked about his thoughts regarding Zelda and virtual reality.

At least for the time being, the two aren’t a match. VR allows the player to see the world from their own point of view. With Zelda, however, the purpose is to watch Link grow.

Aonuma’s words are roughly translated as follows.

“You know, one of the interests of the Zelda games is to evolve Link and therefore see him grow. In VR, you would no longer see Link, you would see the world from your personal point of view, so I think it would not be very ‘Zelda'”.

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Once again, another Zelda: Breath of the Wild-focused interview with series producer Eiji Aonuma is online. Gamekult was able to ask the developer about various topics, ranging from the physics engine to Monolith Soft’s role.

We have a summary after the break. However, we’ll also be looking to eventually provide a native translation of the interview, since some parts of the discussion just aren’t clear without knowledge of French.

The Legend of Zelda: Breath of the Wild is the first time that a game in the franchise features true voice acting, and Nintendo is going all out in this department. Series producer informed Gamekult that all cut-scenes will be voiced. Originally, it sounds like only the major cut-scenes were going to have voiceover.

Aonuma also spoke about how previous Zelda games didn’t feature voice acting. Other characters were left silent since Link never talks, and it seemed strange that everyone would speak except for him.

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Interviews with Eiji Aonuma continue to surface. Jeuxvideo, another French outlet, posted an interview with the Zelda series about producer today.

Aonuma touched on topics such as initial plans for the Wii U GamePad as well as working with Switch. A summary of the interview can be found below.

– Again keeping quiet on timeline placement
– For clues, remember the voice of the women who says the world has suffered many battles against Ganon
– The team wanted to create something it never had before
– Because of this, Nintendo decided to make a bigger Zelda game
– Then tried to find ways to make the world interesting
– They decided to start working with the assets from Wind Waker as ground to reach the anime style they were aiming at.
– While he played, studied and took inspirations from games like Skyrim / GTA / The Witcher 3
– However, Aonauma stresses that the Zelda touch being part of all Zelda games is more important
– His teams are more “serious” that him and when he brings such ideas they would tell him that they need to do something more original or even better or more Zeldaish
– From a technical standpoint, it didn’t take a long time to create the game
– Development choices, such as making an open world, is what took so long along with ambitious plans
– Since it was originally planned for Wii U, the team thought it’d be funny if Link had a tablet similar to the GamePad
– Modified some elements of gameplay when Switch arrived
– Ex: could no longer use dual screens with the GamePad
– Tablet aspect of the game was reduced due to Switch
– Aonuma not talking DLC; says that if it were to happen, it would be after the game releases, so nothing to share right now
– Working with Switch went well, and porting Zelda over went faster than expected
– He and his dev teams are far from mastering the Switch’s hardware
– The Sheikah Slate was supposed to symbolize the GamePad, but was abandoned when the Switch version came into the picture
– The idea was that the tablet would talk to you
– When playing on the TV, the GamePad would display information and the tablet would speak
– Ultimately felt that the GamePad was out of place

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