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Financial Post published a new interview with Nintendo of America’s executive vice-president of sales, Scott Moffitt. Topics include lessons learned from this generation, third-parties, when we’ll be hearing more about NX, and more.

We’ve posted some excerpts from the interview past the break. The full discussion can be read here.

A few weeks before E3, Nintendo revealed that Zelda: Breath of the Wild would be made for NX in addition to Wii U. Two of the top developers involved in the project have now commented on the decision to have it on both platforms.

First, here’s what Shigeru Miyamoto told IGN:

“It’s complicated because as we’re developing this — obviously development of NX started a while ago — and unfortunately, I’m sorry, but the development of this game took a lot longer than expected. We really felt like we would be able to get it done last year, but there was a lot of struggle with using the physics engine, so that’s why it took a long time.”

“Also, when we thought about developing a Zelda game for the NX, it would have to be way further down the life cycle of the system. And this game, rather than really focusing on the unique features of the Wii U, it’s really a game you sit down and get into. There was a change in direction, so we decided to develop for both consoles a while ago.”

Zelda producer Eiji Aonuma chimed in on things as well. IGN mentioned that the situation is similar to Twilight Princess, which appeared on both Wii and GameCube.

Aonuma said in response:

In an interview with IGN, Shigeru Miyamoto teased what Nintendo is planning next for Mario. Miyamoto said that the company is trying to make “a new kind of Mario”, which has a possibility of showing up at E3 next year.

He said:

“We’re always challenging ourselves to create something new, so hopefully you’ll see a new kind of Mario in about a year or two. Maybe next E3 we’ll be able to share something.”

Later in the discussion, Miyamoto noted that there are different challenges with Mario compared to Zelda – which is seeing a refresh of sorts through Breath of the Wild – due to the wide audience Mario games reach.

“It’s kind of difficult with Mario because some of the more important conventions of Mario are based on the approachability and accessibility of those games. (Having new people join Nintendo has allowed Nintendo to look) at the conventions with fresh eyes.”

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Capcom still has more collaboration DLC to announce for Monster Hunter Generations. And as stated by producer Ryozo Tsujimoto, we’ll be hearing about what’s in store “in the coming months”.

Capcom previously revealed Fire Emblem crossover equipment for Monster Hunter Generations in the west. There’s also DLC based on Okami and Ghosts ‘n Goblins.

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The Great Ace Attorney debuted in Japan last year. Sadly, there hasn’t been any news about it heading west. That’s not due to a lack of interest from Capcom though.

Speaking with GameSpot, Ace Attorney series producer Motohide Eshiro mentioned that Capcom wants to localize The Great Ace Attorney. However, “a number of circumstances” are preventing that from happening at the moment.

Eshiro said:

“Unfortunately there’s a number of circumstances… We absolutely do want to bring it to the West, but unfortunately due to these circumstances right now… I’m really really sorry! Nowadays on the Internet lots of fans are directly asking us, ‘Where’s Daigyakuten Saiban?’ On livestreams, even in the Japanese ones, people from the West will write in and ask where it is. Every time we say, we’re sorry! Certain circumstances are kind of getting in the way.”

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According to Zelda producer Eiji Aonuma, Breath of the Wild features changes that are based on the negative feedback Nintendo received from some fans who played Skyward Sword.

Aonuma told Polygon:

“A lot of the fans that played Skyward Sword said that they were really bummed out that they couldn’t find the hidden element of the game. A lot of the users, when they looked at the map, they said, ‘OK, there’s these places I can go, but how come I can’t go over here?’

“Fans that enjoyed the motion controls in Skyward Sword may actually be a little bit disappointed playing this game.”

Aonuma added that the decision to create a much bigger world this time around was largely shaped by those fan responses. In this game, Nintendo wants there to be a lot of treasures and surprises for players to find.

Story of Seasons doesn’t have same-sex relationships… yet. It’s definitely something Marvelous is keeping in mind, however.

Producer Yoshifumi Hashimoto told Polygon:

“It’s not like we’re not thinking about [same-sex relationships]. We know that it has to be there sometime in the future. If we have to allow same-sex [relationships], we have to put more characters who are the same gender. As a game, it’s going to be so much more volume, two or three times more. It’s going to be a little difficult.”

When Polygon brought up Stardew Valley, which has a variety of relationships, he said that Story of Seasons will catch up “sooner or later.”

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Yesterday, Bloomberg had the chance to interview Reggie Fils-Aime. Nintendo of America’s president briefly touched on NX – and specifically about how the console will stack up to the competition.

Here’s the full exchange:

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It’s no secret that The Legend of Zelda: Breath of the Wild is a massive project. But its scope is so huge that Nintendo has its largest team ever working on the game.

That’s something producer Eiji Aonuma shared in an interview with GameSpot. He largely talked about that during the discussion, but also gave an interesting answer about seeing and doing everything in the game.

Head past the break for Aonuma’s comments. Definitely check out GameSpot’s piece here as well.

IGN recently published an article about Zelda: Breath of the Wild which contains comments from producer Eiji Aonuma. Aonuma spoke about the world and how getting lost can be fun, rupees’ role, the subtitle, the special arrow shown in 2014, and Link’s green tunic.

We’ve rounded up Aonuma’s comments below. You can read IGN’s full piece here.

On how Nintendo approached the idea of filling such a large space…

“We talked a little bit about the idea of density, how dense to make this big world.” – Aonuma

– The team realized that filling the vast landscape with things to do and explore would be a lot of work
– As the team experienced moving around on horseback or climbing up to a high place to paraglide down, they realized that their desire to see what’s ahead of the next horizon grew
– At the same time, the team realized some moments should be subtle as you explore

“We realized that it’s OK if there’s pocket of emptiness.” – Aonuma


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