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This information comes from a Wired interview with Zelda producer Eiji Aonuma…

On Miyamoto stepping back a bit…

“I’m actually the one who was the most affected by Miyamoto taking a step back, because now I have to take on all the responsibilities of Zelda. I thought, hey, this is my chance to create something I really want to create!

Miyamoto is God, so even when I say, hey, this is what I think should be done, they’ll always question: ‘Well, what would Miyamoto say?’ Up until about two years ago, Miyamoto actually had a lot of comments and advice about Breath of the Wild.”

On having it be a single-screen experience…

“We realized that having something on the GamePad and looking back and forth between the TV screen and the GamePad actually disrupts the gameplay, and the concentration that the game player may be experiencing. You have your car’s GPS system on your dash. If you had it down in your lap, you’re going to get into an accident!”

Source

This information comes from Zelda producer Eiji Aonuma regarding Zelda: Breath of the Wild via a TIME interview

On letting Link jump manually…

Aonuma: We never really questioned it, we just created a game where there wasn’t a jump function. But we always had an auto-jump. In order to create an environment where we implement an auto-jump function, we had to make sure players always know where to go. We basically created an environment where, say there’s a cliff, a wall, then we created a wider area where users could approach and then auto-jump.
In Breath of the Wild, where you have an environment where things are rounder and rockier, it’s really hard to create that auto-jump function. That meant we had to let it go. We really wanted for Link to climb up things, but it wasn’t fun to create an auto-climb function. By contrast, it was really fun to have Link actually grab on things, and then being able to control that climbing motion. That’s why we needed to introduce jumping, so Link could jump up on things and start climbing.

Back when we were working on this, I wasn’t 100% sure players would be happy with the change, because it’s been such a big part of the franchise for such a long time. But after this E3 experience, I’ve gained confidence it was the right decision.

Ubisoft is one of the few third-party publishers to have announced an actual game for NX. During its E3 2016 media briefing earlier this week, the company confirmed plans to bring Just Dance 2017 to the platform.

Here’s what Ubisoft EMEA boss Alain Corre had to say regarding NX:

“We have always appreciated the relationship with Nintendo, the co-creation and the fact that they are really concentrating on quality – they have fantastic brands. And they are addressing the family market in a very different way, their own way, which we appreciate. We have done a lot of products and successes with Nintendo in the past, and we believe that the NX will recapture a lot of the lapsed Wii players. So we will see when they release it, but we are confident.”

Source

Axiom Verge will finally be launching on Wii U this summer. There will be some GamePad integration, which creator Tom Happ touched on while speaking with Nintendo Life.

Happ told the site:

It was kind of a no-brainer with this sort of game – exploration and item acquisition are the main things you want the player to be focused on. I think anyone who’s ever played a “metroidvania” has felt some frustration at trying to reconcile the tiny minimap with what they’re seeing on the big map in the menu, having to always switch back and forth – this ameliorates that a lot, plus in Axiom Verge’s case, the huge amount of weapons you normally have to scroll through in an item wheel. There’d probably be an uprising if I used that secondary screen for anything else.

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Jotun: Valhalla Edition will be debuting on new platforms this summer. On Wii U, the team has come up with some new GamePad integration.

Here’s the lowdown from creative director Will Dubé:

We definitely wanted to do something unique for Nintendo gamers. Having previously worked in mobile games, I knew that having touch pad integration would be a really fun addition. The God Powers lent themselves very naturally to that idea. Also, on the left side of the GamePad screen we were able to add the map. This lets the player glance down and stay in the game flow without having to constantly pause the game to find out where she is. We’re really happy with how the Wii U GamePad features turned out and can’t wait to share with Nintendo fans around the world!

Source

With Nintendo’s indie push on YouTube’s E3 live stream, Severed was revealed for Wii U and 3DS. We learned that the game is coming this summer on the eShop, and cross-buy will be supported.

Graham Smith, DrinkBox co-founder and producer, indicated that setting up cross-buy for Severed will be relatively simple. Not much work is required, and Nintendo has been “very helpful” with the whole process.

According to Smith:

Nintendo was very helpful when it came to supporting cross-buy for Severed, and we didn’t actually have to do much on our end to support the feature. All that is required is that the purchaser be signed in with their Nintendo Network ID (NNID) when buying Severed. As long as they do this, they will be able to download Severed to their other device(s) when signed in with that same NNID.

Source

13AM Games formally announced today that Runbow is coming to 3DS – more specifically, New 3DS. While it may seem like a tough task bringing the frantic action from the television to the small screen, adjustments were made to ensure that nothing would be lost in the transition.

13AM Games’ Alex Rushdy told Nintendo Life:

While the game is still in development and we still want to test a few more options out with the visuals, we already have completely redesigned all of our user interface and menu navigation. This not only makes it clearer to see on the small screen, but it also allows you to navigate menus with the touch screen if you wish!

We’ve also de-cluttered a lot of the HUD from the top screen and moved it to the bottom screen during play, giving players more space to see their character and environments.

Luckily Runbow’s art style is so high contrast and uses strong defined shapes, so a lot of the levels actually read just fine on the small screen!

Another announcement made today is the upcoming inclusion of Shantae in the game. Regarding the collaboration with WayForward, Rushdy said:

To be honest, she almost made it into the previous DLC pack but we just had some timing issues we had to work through. We’ve been working with Matt Bozon for a while to get her in so we’re really happy to see her in the game. She was the most highly requested character, and in a game featuring a huge cast of Nintendo indies, she feels right at home!

As for future characters, I think Shantae will be a nice send off for Runbow and Runbow Pocket. That will bring our (DLC included) character count to 23, which is pretty big! And that’s not including all the costumes and colors for Hue and Val!

Maybe we’ll see more characters show up in a future Runbow title. For now, I think Shantae is the perfect final addition.

Source

Last week, Famitsu published an article on Monster Hunter Stories. It included an interview with Ryozo Tsujimoto, producer of the series.

There was quite a bit discussed during the interview. Tsujimoto talked about things like the world, systems, how long it’ll take to complete Monster Hunter Stories, and the brand new amiibo. That’s in addition to a few other topics like the anime.

We’ve gone ahead and translated Famitsu’s interview with Tsujimoto. Head past the break to read it in full.

It’s taken awhile, but Mighty No. 9 will finally be launching this month. Things unfortunately did not go smooth for the game, as it was pushed back quite a few times.

Creator Keiji Inafune once again apologized for the delays while speaking with 4Gamer. He told the site:

“We deeply apologize to the fans and backers for having taken much longer than expected. I learned again how difficult it can be to make a game. (The reason of delay) was not because we were shorthanded, but due to how we were going to sell it, and then biting more than we can chew after declaring that it will be released for all the hardware. But it was a good [learning] experience.”


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