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Last week, Videogamer spoke with Rebellion CEO Jason Kingsley to talk Nintendo, including the NX.

Regarding the company in general, Kingsley had only good things to say about the Big N. He told the site:

“Nintendo are brilliant. They’re a fabulous company and I love them. I always feel they’re quite eccentric. They come up with some incredible hardware. Even the Virtual Boy back in the day was really intriguing, and then the clamshell design of their handhelds. To be honest, I just don’t know [whether Rebellion will support NX]. The only way I can answer the question is, when we know what the machine is we’ll see and we’ll have a look. I’ve always loved Nintendo, I love their games and love their hardware.”

As for NX, Kingsley has no idea about what the system actually is at this point. He therefore can’t commit to or rule out support until more information has surfaced, though the door is being left open.

During the latest Nintendo Direct, it was revealed that Project Guard became Star Fox Guard. This was a title that originally debuted at E3 2014 alongside Project Giant Robot. Some may be curious about that game’s status.

In an interview with TIME, Shigeru Miyamoto indicated that Project Giant Robot hasn’t materialized into a full experience. He told the publication:

“‘Project Giant Robot’ was something we started as a second project, and unfortunately we haven’t yet decided to turn that into a full game.”

Will we eventually see Project Giant Robot become its own thing? Or will it remain as only a temporary E3 demo? Only time will tell!

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Pokemon has been around for 20 years, which is a very long time. The series has plenty of longtime fans, but new players come into contact with the series each day as well.

So how does Game Freak – the maker of the Pokemon RPGs – appeal to both types of players? That’s something GamesMaster asked the studio’s Junichi Masuda in an interview this month.

He told the magazine in response:

“Today you will see ’90s kids who played the first Pokémon games, who are now parents playing with their children. But some of the core gameplay elements simply appeal as much now as they did in 1996. The collectable elements of the game still appeal to people’s sense of achievement, and it’s great for strategic thinking.

“You have to make accurate judgements about what to change and what not to change. It is also about not making things too difficult. After two or three generations, games have a tendency to become more difficult. In recent titles, catching Pokémon by throwing PokéBalls is explained in-game, but we also make a point of trying to get into the heads of children who have picked up a Pokémon game for the very first time in order to better understand how the games feel to a first-time audience.”

Another Star Fox Zero interview with Shigeru Miyamoto has popped up online. This time around, there’s a discussion published by TIME. Miyamoto talked about the switch in approach (now like a movie instead of a TV series), appealing to new players, his approach to difficulty, improvements that have been made, and building interest in dogfighting games.

We’ve posted some excerpts from the interview below. More comments from Miyamoto can be found on TIME here.

Last week, Stack published an interview with Zelda series producer Eiji Aonuma and assistant director Tomomi Sano about Twilight Princess HD. Between them both, they commented on when the project began, challenges in remaking the game, why Tantalus was specifically chosen, and more.

As usual, we’ve picked out some excerpts below. The full interview is located here.

This week’s issue of Famitsu contains an interview about The Legend of Zelda: Twilight Princess HD. Series producer Eiji Aonuma, along with assistant director Tomomi Sano, participated in the discussion.

Topics included how the remake came about, consideration of Wii Remote controls, the Twilight Cave, and more. You can find a full translation of the interview after the break.

This week’s issue of Famitsu has an interview centered around The Legend of Zelda: Twilight Princess HD. But of course, the discussion wouldn’t have been complete without a question regarding Zelda Wii U.

When asked about how development is going on the new game by Famitsu, Zelda series producer Eiji Aonuma told the magazine:

“Busy. When we did Skyward Sword for the Wii, at the end stages of development, I was in charge of the characters’ dialogue and the in-game text. And, now as well, it’s like it was then. I had to work on text today, too. But, the game has really taken shape, and things have gotten easier. That means things are progressing well.”

Aonuma added that the keyword/key phrase for the game is “something new.” Ocarina of Time was a huge leap for the Zelda series and since then Aonuma explained:

“I think the base of our secret sauce has always been Ocarina of Time. But this time, the change in flavor will be like going from Japanese food to Western style food. Perhaps, players will be surprised. Please look forward to it, because I think we’ll be able to make ‘something new’ like Ocarina of Time was.”

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As reported earlier today, Zero Time Dilemma has a big feature in this week’s Famitsu. There are details about the game itself as well as an interview with director Kotaro Uchikoshi.

Some excerpts from the interview has now leaked out of Famitsu. Head past the break to see what Uchikoshi said about the name, resolving mysteries, extreme scenes (possibly 3DS’ first CERO-Z-rated game in Japan), and changing character designers.

The Legend of Zelda: Link’s Awakening started out as an idea for a modified version of A Link to the Past for the Game Boy. In the end though, that never came together. Link’s Awakening was ultimately born from, as Game Informer puts it, “an unsanctioned after-hours passion project for members of the Link to the Past team.”

Director Takashi Tezuka told the site:

“The main programmer wanted to challenge himself to create a Zelda experience on a portable system to see what he could do, and I was into the idea. We just had a passion to try and do something interesting. We didn’t really have permission to do it necessarily. We were just playing around.”

“Once we got it to a certain level of creation and completion that we wanted to show, then we took it to the company and got permission to continue developing it. But initially it was just a little pet project of ours. Because we started it that way – just making a game we wanted to make – it may defy Zelda conventions. It might have interesting characters and situations we may not have had otherwise.”

During an Iwata Asks discussion for Phantom Hourglass, Tezuka made a comment about how the experience of creating Link’s Awakening was similar to “making a parody of The Legend of Zelda.” He clarified these comments with Game Informer, in which he said:

“When we say parody, I’m not sure where that word comes from because maybe there are translation issues. With Zelda games we usually plan them out, every detail is considered. With Link’s Awakening, we were working on that after our other work was done. Kind of like a club of people who loved Zelda and got together to make it. It has a different feeling for that reason.”

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Game Freak’s Junichi Masuda spoke about a number of general Pokemon topics in this month’s issue of GamesMaster. He also commented specifically on Pokemon GO a bit as well, in which he stated that the game “will bring about a new kind of experience, different from that of existing Pokemon titles”.

Masuda’s full comments:

“Amongst other things, this year will see the launch of Pokémon Go – a groundbreaking mobile game that will encourage fans to search far and wide in the real world to discover Pokémon. Players will be able to catch, trade, and battle in the real world by utilizing location information.

“I have been involved personally in the project. It is a game where players can search, trade and battle Pokémon in the real world. I think Pokémon Go will bring about a new kind of experience, different from that of existing Pokémon titles, allowing players to explore their own neighborhoods, searching for Pokémon together with their friends. It is in this way that we hope that Pokémon Go, which will be released in 2016, will provide new enjoyment to our fans.”

Niantic was originally planning on hosting a Pokemon GO session at GDC. However, those plans were cancelled so that the team could focus on the game itself. A field test for Pokemon GO will be held in Japan later this month.


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