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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.

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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.

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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.”

SciFiNow recently caught up with Rocky Morton, one of the directors on the live-action Super Mario Bros. film from 1993. Morton spoke about the script, casting Mario and Luigi, and how it was tough creating the movie. He noted that it was “a harrowing experience”, and working with Dennis Hopper was “really, really hard.”

We’ve posted some of the interview excerpts below. You can find a bit more from Morton on SciFiNow here.

It’s been known that Playtonic is working with Team17 on Yooka-Laylee. The latter company will publish the game, but it’s now been revealed that they’re also working on the Xbox One and PlayStation 4 versions. That means Playtonic is able to concentrate on Yooka-Laylee for Wii U and PC.

MCV asked Playtonic about why the studio is working on the Wii U version internally over other platforms. In response, writer Andy Robinson said:

We naturally have so many backers who opted for Wii U. Because of the size of the team, we couldn’t take on all the consoles. You can imagine from a developer stand-point, that porting from PC to PS4 and Xbox One is slightly more straightforward than porting to Wii U. I also think it feels right playing it on a Nintendo system to some people. But the other versions will be fantastic as well.

Technical art director Mark Stevenson also noted:

“We wanted to make sure that Wii U gets the right attention. There is a lot of nostalgia around Banjo, Banjo heralds from Rare’s Nintendo’s days, and we are all massive Nintendo fans as well.”

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Takashi Tokita, one of the directors on Chrono Trigger, “would love” to see a new version of the game in one form or another. Speaking with Game Informer, Tokita mentioned:

“Personally, if there is ever an opportunity, I would love to see a high-quality, high-end version of Chrono Trigger. Or a movie production, or something of the sort.”

Tokita also spoke more generally about Chrono Trigger. One notable aspect of the game is how it brought together two RPG developers. At the time, there were separate Square and Enix entities, who made Final Fantasy and Dragon Quest respectively. It’s partially because of the collaboration that makes Chrono Trigger extra special.

Tokita said:

There’s been some talk as of late about the decline of the toys-to-life business. For the most part, amiibo is still doing quite well, and LEGO Dimensions entered the scene last year. But Disney Interactive recently closed entirely – marking the end of Disney Infinity – and Skylanders hasn’t been performing quite as well as it used to.

Despite this, Activision still appears to be very much on board with toys-to-life. The company announced Skylanders Imaginators today, reaffirming its commitment to the market.

Activision CEO Eric Hirshberg also told TIME that the publisher believes in the potential of toys-to-life. In his remarks, he mentioned that “Skylanders is now the 11th most successful game franchise of all time after just five years.”

When asked about the situation of Disney and concerns about the toys-to-life category, Hirshberg said:

I certainly can’t comment on Disney’s business, so that’s a good question to ask them, and they’ve obviously got good reasons for making the decision they did. What I will say is, we’ve said publicly that some of our more recent games haven’t met our expectations, and yet we’re still here making games, so we obviously still believe in the potential. We created the category, and Skylanders is now the 11th most successful game franchise of all time after just five years.

The Zero Escape series has spawned two entries, with a third launching in about a month for now. Series creator Kotaro Uchikoshi reflected on the franchise’s roots as part of an interview with Nintendo Force.

Uchikoshi was asked if he thought Spike Chunsoft would approve his initial pitch for 999 (Nine Hours, Nine Persons, Nine Doors). He did not, but “was able to get the project in fruition thanks to many supporters.”

Source

Last month’s issue of Nintendo Dream contained a noteworthy interview with Kirby: Planet Robobot director Shinya Kumazaki. It was very insightful, with Kumazaki discussing topics like the story, characters, Robobot Armor, and abilities. He also delves a bit into the game’s origins and reveals that Planet Robobot was originally intended to be more along the lines of “Kirby Triple Deluxe 2”. On top of that, we have an interesting image at the end of the post.

We’ve rounded up a bunch of the questions and answers from Nintendo Dream’s interview. Head past the break to read our translation full.


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