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interview

At E3 last month, NintenDaan was able to interview a couple of folks from 13AM Games: Dave Proctor and Alex Rushdy. You can watch the full discussion below as the two talk about Runbow Pocket, tease when we’ll hear about future announcements, and more.

Around the time when Zero Time Dilemma was launching in Japan, Famitsu caught up with series creator Kotaro Uchikoshi about the new game. Uchikoshi spoke about how it came to be, the different aspects of gameplay, and even the ending (don’t worry, there’s only a bit on this and not much in the way of spoilers).

Since the interview was quite lengthy, we’ve opted to summarize the discussion. Continue on below for all of the important points.

The conclusion to the series, restarted to respond to enthusiastic requests from overseas fans

– When Uchikoshi joined Spike Chunsoft, the first title he worked on was 999, but at first it was planned to be a standalone game. Later on it received a “Platinum” from Famitsu reviews, as well as a good reception overseas, which was why there were talks of making its sequel only afterwards.
– They were making both the second and third games for the DS, but at that time (in 2010) the new generation handhelds 3DS and PlayStation Vita were announced.
– They wanted to work with the new systems, but considering they were developing two games at the same time, they didn’t have enough time and budget. In the end they decided to only make the second game (Virtue’s Last Reward) first, and waited to see its reception before deciding to continue the third game.
– Requests for another sequel after Virtue’s Last Reward were high, but most especially from overseas. Thanks to that, the company also gave a “Go” sign for the third game.
– When asked about the similarities and differences between Japanese and overseas fans:
Similarity: The elements they enjoy in the games may be actually the same.
Difference: Overseas fans have much enthusiasm. Uchikoshi thinks it’s because of a difference in history. Japan has had games in the same genre since long ago, such as Banshee’s Last Cry. On the other hand, the west’s first experience with such a genre was 999, so it felt very fresh to them, which was why the hype built up quickly. It also helps that games within the genre are still relatively rare in the west.

During E3 last month, Guacamelee developer DrinkBox announced that they’ll be bringing its new game Severed to Wii U and 3DS next month. Nintendo World Report has now shared some footage from the console version. Watch 11 minutes of gameplay below, along with a developer interview.

The Pokemon GO interviews continue. Niantic CEO John Hanke has once again been interviewed, this time by Game Informer. The site caught up with Hank to talk about various aspects surrounding Pokemon GO – from the project’s early days, through last week’s launch and the future. He commented on how much Junichi Masuda from Game Freak and Shigeru Miyamoto have been involved, the pace of updates, success thus far, and more.

We’ve rounded up the noteworthy comments from Hanke below. Head on over to Game Informer here for the full interview.

A few hours ago, Mashable published a new article about Pokemon GO. The piece contains commentary from John Hanke, CEO of developer Niantic.

While speaking with the site, Hanke touched on topics like how it’s determined which Pokemon appear where, safety, and more. You can find these responses after the break. For more from Hanke, check out the original peice here.

Pokemon GO only just came out a few days ago. Of course, new features will be added to the game over time.

One feature Niantic will be interested in bringing in the future is trading, which company CEO John Hanke acknowledged as a “core element.” It’ll tie into the app’s virtue of players interacting with each other in virtual and real worlds.

Aside from that, Tech Insider reports that other new elements planned include more ways to play with Pokestops and Gyms. Currently, Hanke stated that they’re only in Pokemon as “very most basic versions”, though in the future, it’ll be possible for players to “customize their functions in other ways.” Niantic is also working on a global leaderboard so that players can see who’s the top trainer.

That’s not all though. Improvements are also on the way for the AR technology. Hanke said what’s currently in the app is “great first step,” but there’s more they can do. Regarding Pokemon GO on dedicated AR devices, Hanke teased: “That may be a fun thing to take advantage of.”

Source

In E3 interviews, Paper Mario: Color Splash producer Risa Tabata has stressed the importance of story in this new title. That’s something Intelligent Systems is focusing on quite a bit, including the humor. Tabata also told Eurogamer that once you’ve completed the story, “you’ll probably cry.”

Source

A lot of the interviews with Shigeru Miyamoto coming out of E3 this year were very game specific – in particular focusing on Zelda: Breath of the Wild. That makes sense given how big of a title it is for the company, but Kotaku went in a bit of a different direction with its discussion.

While speaking with Miyamoto, the site wanted to find out how Nintendo makes games – what goes into making them special, what makes them unique, what their core is. Miyamoto also went in-depth with Bill Trinen on controls, and also talked about topics like sound effects and advice for younger developers. Of course, some talk about Zelda: Breath of the Wild was sprinkled in as well.

Head past the break for some interview excerpts. You can find the full talk here.

The game may also have more story than Sticker Star, a game that was seemingly stripped of its narrative by generally beloved Nintendo design guru Shigeru Miyamoto, who other Nintendo developers said had suggested that game be as story-light as possible. Reminded of that comment, Tabata said,

At E3, Kotaku spoke with Nintendo producer Risa Tabata about Paper Mario: Color Splash. When the topic of story came up and how much plot the game will feature compared to Sticker Star, she said:

“This time we have–I don’t know if I want to say a proper story–but we have a story (laughs). It starts from kind of mysterious opening.. You’re not sure what is going on, and as you go through the story, you’ll realize, oh this is what happens. And there’s a lot of interesting stuff that happens with you and Huey.”

Tabata also said that Color Splash lets players carry 99 cards. That’s “a bit more than Sticker Star”, where you were more limited with the number of stickers that could be held. And as a response to criticism from the last game: “to make it a lot easier this time, we’ve put a lot of hints in the game.” Hints are optional, and will be shared by asking partner character Huey (the paint can) for advice.

Source

Eternal Darkness creator Denis Dyack spoke with YouTube user SuperMetaldave64 in a new podcast published today. Dyack gave an update on the Shadow of the Eternals project, his experience working with Shigeru Miyamoto and Satoru Iwata, his excitement for NX, and more.

Here are a few excerpts:

On Shadow of the Eternals…

“There’s likely to be some announcements in the not-too-distant future. When we actually do it, I can’t say at this point, but I do think that there’s going to be a couple of shockers coming. I’m really looking forward to seeing what the responses are. We’re really excited. And remember as well, our company we’re not just doing games, so we’re pairing with television and film as well so it’ll be a myriad of things coming out on some of the things that we’re doing. It’s going to be very different.”


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