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Following today’s Super Man Run announcement, TIME spoke with Shigeru Miyamoto about the new mobile title. Miyamoto commented on a number of things including the staff behind it (“mostly comprised of the original Super Mario development team”), the gameplay, connectivity with other Nintendo offerings, and more.

Read Miyamoto’s responses after the break. Be sure to give TIME’s article a look here as well.

Noriyoshi Fujimoto was present at PAX this past weekend for a special developer panel. Additionally, he was on hand to answer a few questions from the press. GameXplain spoke with Fujimoto, and the two sides talked about how the remake came to be, the game’s length, changes from the original, and more. Watch the interview below.

The third “Kirby: Planet Robobot Ask-a-thon” was hosted on Miiverse earlier today. Once again, director Shinya Kumazaki fielded questions from fans. Kumazaki talked about topics such as copy abilities, characters, difficulty, and more.

For those that missed it, you can find the previous two Miiverse sessions here and here. The latest one can be found in full after the break.

Bethesda vice president Pete Hines was recently asked about NX and whether the publisher would support Nintendo’s next platform. During the interview, Hines mentioned that Bethesda is talking with Nintendo “all the time”, and having games on the new system is something that would be considered.

Metro now has even more in-depth remarks from Hines. The publication asked him to speak about how Bethesda stays in touch with Nintendo, and further asked about potential NX support.

Head past the break for the relevant excerpt.

Axiom Verge takes some inspiration from Nintendo’s classic franchise Metroid. The two are very different in the end, but they do have some similarities in the gameplay department.

Interestingly, a Samus costume was proposed for Axiom Verge that would have been included in the Wii U version. Dan Adelman, who is handling the business-side of things for creator Tom Happ, said in a Reddit AMA that Nintendo “ultimately had to decide not to give us permission to do that” following “a lot of internal discussion”.

Adelman’s full words:

“We would have loved to have a secret code to have Trace where a Samus costume. Some people inside Nintendo really liked the idea, but after a lot of internal discussion, they ultimately had to decide not to give us permission to do that. I think the idea that someone could play the entire game of Axiom Verge looking like Samus Aran was too big of a concern for them.

There is a similar kind of callback, though. If you type JUSTIN BAILEY into the passcode tool, it has Trace in a leotard, just like in Super Metroid.”

By the way, Happ commented on whether an Axiom Verge amiibo was ever considered. He noted that they didn’t pursue it “since it’s an out of pocket cost that probably wouldn’t cover itself.”

Source

In a recent interview with Real Otaku Gamer, Antipole developer Edward Di Geronimo spoke about why they decided to publish their game on the Wii U, and how much has changed between the original Antipole, a DSiWare title, and the new Antipole DX.

When asked about what kind of additional content can be expected in Antipole DX, Geronimo said this:

There’s not a lot left that’s the same! The code is largely the same, but we’ve replaced all the assets. The graphics are all new, with a pixel art style that feels like a 16-bit era game. Last time around the audio side of the game suffered due to the tight space restrictions of DSiWare. The music and sound effects are all new this time around, and are much higher quality now that we don’t have to worry about space restrictions. Players familiar with the original game will still find plenty of surprises in the DX version. The levels have all been recreated from scratch. I usually tried to stay faithful to the original designs, but there are plenty of cases where I removed or changed sections that I wasn’t happy with. I made sure to add new sections to every level, and also included several all new levels. The DX version is on track to have about 50% more rooms than the original game did.

On publishing Antipole DX on the Wii U, Geronimo had this to say:

Nintendo has been developing high quality platformer games for decades. I think their audience is highly receptive to them. They also have a core audience that’s been gaming on their systems for decades. This crowd grew up playing pixel art platformers. I think the audience is going to be very receptive toward games like Antipole DX.

You can read the full interview here.

 

USGamer recently spoke with Risa Tabata, co-producer of Paper Mario: Color Splash. During the conversation, Tabata talked about topics such as working with Wii U and having more power, limited resources in battle in the form of cards, and giving Toads personality.

Continue on below for some notable excerpts from the interview. For the full talk, visit USgamer.

Game Informer recently spoke with Mark Pacini from Armature Studio. Although some of the discussion touched on Batman: Arkham Origins – Blackgate and his new game ReCore, he also spoke quite a bit about his days at Retro and directing Metroid Prime.

One interesting anedcote was about when Retro was meeting with Shigeru Miyamoto and other folks from Nintendo’s main headquarters in Japan. After the meeting, Pacini’s boss said that they were upset with him. Why? Pacini didn’t have a pencil and paper at the meeting, so Nintendo felt he wasn’t listening. Pacini called it a “very noobie mistake” on his part, and wanted to make sure that wouldn’t happen again.

Making Metroid Prime was the toughest project for Pacini from a development standpoint and getting it completed. “I think it was just the amount of stuff we were trying to do in the time we were doing it,” he said.

USGamer has published an interview about the Dragon Quest VII remake with the producers of the title, Yuu Miyake and Noriyoshi Fujimoto. The interview goes into the history of the Dragon Quest series and its remakes, how the Dragon Quest VII remake is unique among those and how the team has tweaked the game for its 3DS release.

On the subject of the visual redesign and improved graphics for the Dragon Quest VII remake, the producers had this to say:

DQVII has the most magic, attributes, and jobs in the series, so we really wanted to reconsider how the users could have fun with it. One of the biggest additions, one of the things we wanted to show the fans was, how fun it was to change the occupations. To enhance that, we added different animations for these characters, for critical hit motions and whenever they change occupations, so there’s unique animations for each of them. We wanted the users to enjoy and experience these types of new additions through graphics by changing jobs and adding this new element.

Siliconera had the opportunity to send some questions to Phoenix Wright: Ace Attorney – Spirit of Justice producer Motohide Eshiro and scenario director Takeshi Yamazaki. The two commented on Maya’s return, the change inpenalty system, Nahyuta Sahdmadhi, and fan feedback.

These excerpts can be found after the break. Head on over to Siliconera for the full interview.


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