Reggie confirms Mother 3’s content isn’t to blame for lack of localization
Posted on 2 years ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
Former Nintendo of America president Reggie Fils-Aime has once again chimed in on Mother 3, including how the game has never been localized.
Reggie already said this week that there were “many conversations” about the title and a possible western launch. However, nothing ever materialized. Reggie suggested that an overseas release simply never made sense from a business perspective, but now we have further clarification.
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Reggie weighs in on reports about Nintendo union issues
Posted on 2 years ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
Last month, we heard about a complaint filed with National Labor Relations Board regarding a Nintendo staffer claims their right to unionize was violated. Since then, various articles have been published by outlets such as IGN and Kotaku with contractors speaking out.
Reggie Fils-Aime used to run things at Nintendo of America as the company’s president, but he retired a few years ago. Still, Washington Post recently asked him for his thoughts about the recent reports in an interview. Reggie mentioned that “this isn’t the Nintendo that I left” since while he was there, contractors were given opportunities like attending meetings and events plus bimonthly and quarterly lunches.
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Mother 3 producer shares his opinion on why the game hasn’t seen an English release
Posted on 2 years ago by Brian(@NE_Brian) in GBA, News | 0 comments
Mother 3 originally came out for the Game Boy Advance, but only in Japan. Since then, fans in the west have been clamoring for an English release.
Shinichi Kameoka, the producer of Mother 3, recently shared his own thoughts as to why the game has never been localized. As part of a Q& with the Kit & Krysta Podcast, he said:
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Reggie’s most trusted advisors originally told him not to take the job at Nintendo
Posted on 2 years ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
Reggie Fils-Aime spent about 15 years at Nintendo, including more than a decade as president of Nintendo of America. His time with the company was marked by lots of success, memories, and plenty of memes. Interestingly though, Reggie recently revealed that all of his trusted advisors told him not to take the job.
Reggie shared that nugget of information during a talk at SXSW 2022. When asked why his advisors felt that way, he stated:
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Turning Red’s look was influenced by Pokemon, EarthBound, Zelda
Posted on 2 years ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
Domee Shi, the director of Pixar / Disney’s Turning Red movie, was able to find some inspiration from some notable Nintendo games like Pokemon.
Growing up, she played Pokemon and Zelda on devices such as the Game Boy Color and DS Lite. Shi was limited to handheld systems as her parents didn’t exactly approve of her hobby. But since they were portable, she could continue playing games by hiding them under her pillow longer than her parents allowed.
Live A Live dev on remake’s origins, why it’s HD-2D
Posted on 2 years ago by Jarop(@gamrah) in News, Switch | 0 comments
Following the announcement of Live A Live’s HD-2D remake, Japanese magazine Famitsu sat down with original director Takashi Tokita, to talk about the game’s development.
The new Switch version served as the perfect opportunity to re-release the game, something the team tried to do many times over the years. Tokita dove into a number of other topics as well including why the team settled on the HD-2D art style.
Here’s our translation of the excerpt from Famitsu:
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Triangle Strategy producer on how the name was decided
Posted on 2 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
Square Enix is no stranger to unconventional game names, and that tradition has continued with their HD-2D titles on Switch – those being Octopath Traveler and Triangle Strategy. In a recent interview, producer Tomoya Asano shared some insight into the team’s thinking.
Asano told Inversus that Square Enix considers “if the player can imagine what kind of game it is based on the title.” With Triangle Strategy, you play it from three angles and it’s a strategic experience. Square Enix initially included “Project” so that there would be “a little bit of room to be able to change the name”. Since it was well-received by fans, the “Triangle Strategy” name stuck.
Asano’s full words:
Kirby and the Forgotten Land devs on how Mouthful Mode objects were decided
Posted on 2 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
One of the defining gameplay features of Kirby and the Forgotten Land is the new Mouthful Mode. Kirby has always been able to inhale abilities, but this time around he can take on the form of different objects for new types of transformations. The character can turn into a car, a vending machine, and lots more.
In an interview with Washington Post, some of the developers weighed in on the feature. Nintendo’s Kei Ninomiya as well as HAL’s Tatsuya Kamiyama and Yuki Endo had this to say about choosing the Mouthful Mode objects in Kirby and the Forgotten Land:
Kirby dev says the series’ stories have “no clear timeline”
Posted on 2 years ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
The Washington Post published a new interview today with some of the key developers behind the Kirby series, and some interesting discussion came about when they were asked about a possible timeline or thread that ties the different entries together.
It actually turns out that “there is no clear timeline for the game stories”, according to HAL Laboratory general director Shinya Kumazaki. Kumazaki explained that this is done so that the development team “constrained by past settings”.
His full words regarding a possibly Kirby timeline are as follows:
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Nintendo shares Kirby and the Forgotten Land developer interview
Posted on 2 years ago by Nicolas in News, Switch | 0 comments
Nintendo has just shared a new Ask the Developer article for Kirby and the Forgotten Land. Kei Ninomya, the game’s associate producer, Shinya Kumazaki, the general supervisor and writer, Tatsuya Kamiyama, the director and Yuki Endo, the level design director, have all participated in the discussion to provide some more insight on the development of the game.
There’s a lot of neat insight offered into techniques used to make Kirby’s transition into 3D feel as smooth as possible, as well as discussion over the tone and setting of the game.
Have a look at the full developer interview below: