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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.”

E3 may be over, but we’re still seeing footage and interviews pour out of the show. Eurogamer now has its own interview up with Yooka-Laylee art director Steve Mayles and composer Grant Kirkhope, along with footage. See their video below.

The NX was announced well over a year ago, but we still know relatively little about the system. That will finally change later this year. But as we wait, little drops of information are let out here and there. This time, we have a new quote from Shigeru Miyamoto.

The Associated Press recently asked Miyamoto about the new console cycle revolution. This prompted him to say that Nintendo hasn’t shared anything about NX due to a special “idea”.

Miyamoto stated:

“In terms of NX, there’s an idea that we’re working on. That’s why we can’t share anything at this point, and I don’t want to comment on the other companies. If it was just a matter of following advancements in technology, things would be coming out a lot quicker.”

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Nintendo and SEGA have formed a close relationship over the past several years through Sonic. The character appeared in Smash Bros., teamed up with Mario in multiple games based on the Olympics, and more.

Sonic Team head Takashi Iizuka spoke about Sonic’s link to Nintendo in this week’s issue of MCV. Here’s what he had to say about that:

“When SEGA stopped making hardware and just started doing software, the first platform that we released Sonic on was a Nintendo console. We felt from the very beginning, that the Nintendo platforms were where the passionate Sonic fans were. Historically that is where our relationship started with Nintendo. Unfortunately, the Wii U didn’t manage to get as many gamers on the hardware as we would have liked. That was unfortunate for Sonic because we didn’t get the mass of people to enjoy the content. But Nintendo has always been a great partner, we have Mario & Sonic at the Rio 2016 Olympic Games, Sonic in Super Smash Bros… we really appreciate the work that they do.”

Nintendo believes it has “struck a cord” with The Legend of Zelda: Breath of the Wild. Speaking with The Verge, Nintendo of America president Reggie Fils-Aime stated:

“We think we’ve struck a chord. And we’ve struck a chord with what is a very important franchise for us. A franchise that is going to be key to our long-term success.”

Reggie went on to talk about the changes being introduced in Zelda: Breath of the Wild. New elements were needed “in order to bring new players in.” At the same time though, Nintendo “needed to do it thoughtfully in order to maintain the current player.”

According to Reggie:

Game Informer now has its full interview up with Eiji Aonuma about The Legend of Zelda: Skyward Sword. The project’s producer tackled topics like the art style, trying to expand on Skyward Sword, whether the team was inspired by particular open world games, music, logo, dungeons, and more.

Head past the break for Aonuma’s comments. For the full interview, head on over here.


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