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Shigeru Miyamoto and Bill Trinen, senior product marketing manager of Nintendo of America, both weighed in on the Wii U games that should be given a second look while speaking with Game Informer.

Miyamoto was up first. His choice? Star Fox Zero.

About Star Fox Zero, Miyamoto had this to say:

“I think personally Star Fox is a really fun game if you sit down a play it. I think, for example, an elementary school kid who plays it without any preconceived notions, I think it would be really fun for them. I think it’s also really, really fun for siblings to play it together.”

Bill Trinen had a different pick. He went with Pikmin 3, which he feels is “the most amazing game on Wii U” and has one of the best new multiplayer mode.

Ubisoft EMEA boss Alain Corre recently shared some words about the NX, stating that the console could “recapture a lot of the lapsed Wii players.” Yves Guillemot, CEO of the company, has since weighed in on the new platform as well.

When asked by Game Informer if Ubisoft will be present during NX’s launch window, Guillemot responded:

“You can expect we’ll support Nintendo. Nintendo is one of the best partners in the world.”

Koji Igarashi left Konami after spending over 20 years with the company. By doing so, he was able to launch a very successful Kickstarter for Bloodstained: Ritual of the Night, a Castlevania spiritual successor.

Speaking about the decision to go independent with GamesRadar, Igarashi said:

“Three or four years ago I was working at Konami and didn’t have the opportunity to [make a game like Symphony of the Night]. When I saw the success of Mighty No. 9’s crowdfunding, it showed that fans can empower the creator and open up new doors. That was the spark I was looking for to leave Konami, go out on my own, be independent.”

Igarashi talked a bit about Bloodstained as well. Rather than focusing on innovation, the team is to provide “classic Igavania-style game” fans have long been requesting.

“My goal with this game is to give [players] that classic Igavania-style game that they want. First and foremost, we’re not shooting for innovation – we’re shooting for reviving that sort of gameplay that people have been wanting for the last five years, and that publishers and developers have really not been offering. So any innovation beyond that is the sort of spice and coolness.”

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Update 2 (7/1): The second part is now live here. Looks like these are going up quicker than expected!


Original (6/30): Nintendo UK has put up a new transcript of a conversation held between Miitomo producer Yoshio Sakamoto and EarthBound creator Shigesato Itoi. The two go over the origins of the app that debuted a few months ago.

You can read the full discussion here. Five more parts will be added to the page over the next few weeks.

Yo-kai Watch originally came to Japan in 2013. However, it wasn’t until last year that the franchise appeared in North America.

In an interview with USgamer, Hino talked about the wait for Yo-kai Watch in the west, telling the site:

“In Japan, Level-5 is a known company and we have a good relationship with various companies. But here in the west, it takes time to actually build a relationship with some of the big companies. Since Level-5 isn’t just known for just its name, we have had to build up a level of trust, which we see as one of our biggest challenges.

We realized that our company was finally mature enough to set up a company here. So we think that was one of the factors.”

At E3 earlier this month, Nintendo World report spoke with Ace Attorney developers Motohide Eshiro and Takeshi Yamazaki about Spirit of Justice. Janet Hsu also participated in the discussion as localization director. The full video interview can be found below.

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A brand new trailer has come online for Nefarious. We’ve included it below.

4colorrebellion also spoke with Josh Hano, creator of the project. Hano shared an update on the Wii U version, telling the site:

That’s a tricky question to answer at the moment. Namely due to Nintendo’s lotcheck process, something I’ve seen other game devs go through. Even with a complete game, it can take some time to get Mario’s nod of approval. But I can say we do have our Wii U dev kit fired up and ready to go. We’ll likely dedicate a few updates entirely to that process. Fortunately our team has gone through the process before with Tadpole Treble so we know what to expect.

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Two Monster Hunter games have made their way west in two consecutive years. Monster Hunter 4 Ultimate launched in North America and Europe in 2015, followed by Monster Hunter Generations in 2016.

This doesn’t mean that Capcom is absolutely pursuing annual releases with Monster Hunter, however. That’s according to series Ryozo Tsujimoto, who also spoke with GamesBeat about the franchise’s localization.

He said:

Even in Japan, we’re not dogmatic about whether this is an annual franchise. We don’t have to release one every year. With the number of games that have come out in Japan, it may have wound up being annual, more or less, but it isn’t because we decided to make that a deadline.

Talking about the west, as you say, this is the first time we’ve had two years in a row with a new Monster Hunter game, which is great for our fans. We’ve seen a lot of feedback from players about the amount of time it takes us to bring a new game over from Japan. Localization has to be done. We’ve tried to refine that process and make it more efficient, so that we’ve been able to make that gap shorter and shorter. This is the shortest wait we’ve had so far. It’s still a matter of months, but in the past some titles have taken up to a year. We’re getting closer and closer to the Japanese release time frame.

In the future, I’d love to be able to reduce that wait even further and get Monster Hunter out simultaneously in the U. S. and Japan. We’ll keep doing our best to bring our games to western players as fast as possible. We appreciate everyone’s patience.

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Before Tokyo Mirage Sessions #FE landed in the states, GameSpot caught up with Atlus producer Shinjiro Takata and Nintendo designer Hitoshi Yamagami. The two talked about topics such as localization – including Atlus handling the game and keeping the voices in Japanese – as well as what made Nintendo and Wii U a good fit for the project.

Head past the break for some of Takata and Yamagami’s responses. GameSpot’s full interview can be read here.

J.C. Smith, The Pokemon Company’s senior director of consumer marketing, says that the aim of Pokemon GO isn’t to recreate the experience that we’re used to seeing with the main games.

Speaking with Polygon, Smith said:

“We’re not trying to recreate the video game experience. What we wanted to do with the mobile game from both sides — from Niantic as well as Pokémon — was, we wanted to make a new experience that was native to mobile.”

Niantic CEO John Hanke also spoke about what the team is setting out to achieve with Pokemon GO. Hanke highlighted the importance of accessibility for both newcomers and Pokemon fans.

He said:

“We’re trying to make the game accessible to a person who doesn’t yet know how much they want to commit to the game, who just wants to explore. That includes not just the Pokémon newbie, but those on the opposite side — a diehard who’s played all of the RPGs but isn’t sure if an augmented reality game that requires them to get up off the couch is really their speed. At the same time, we think that there’s an opportunity to build depth. There’s an emergent complexity that doesn’t hit you over the head at first blush, [from] trying to power up your Pokémon and evolve and ultimately start competing for gyms.”


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