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With Bravely Second having just launched in North America, Game Informer spoke with co-producer at Square Enix Masashi Takahashi for an interview. The two sides chatted about player feedback, the new approach to character designs with this game, how the job classes are decided, and the series’ future.

You can find comments from Takahashi about all of these comments below. Head on to Game Informer here for the full interview.

This month, Yo-kai Sangokushi launched in Japan. Famitsu caught up with two of the most important people that made the collaboration title possible: Level-5 CEO Akihiro Hino and Koei Tecmo CEO Kou Shibusawa. The interview contains talk of how Yo-kai Sangokushi came to be, trying to make the game appealing to kids, the partnership between the two companies, and more.

We now have a lengthy abridged translation of Famitsu’s interview. Continue on below to read it in full.

A few days ago, Australian publication Stack put up a new interview with Shigeru Miyamoto. As you would expect, it was focused mainly on Star Fox Zero. He discussed the GamePad integration, shared first word on the game’s Arcade More, and more. Miyamoto also addressed two general topics: revisiting Nintendo franchises and trying to appeal to new/old players.

A number of Miyamoto’s responses can be found after the break. For the full interview, head on over here.

Originally, Nintendo hoped to have the N64 out on the market by Christmas in 1995. The console ended up with a delay though, and wouldn’t be ready until several months later in the following year. Although Nintendo cited a need for more software to be completed, a former Silicon Graphics engineer contended that the extra wait stemmed from issues with the console’s chips.

Ex-Rare staffer and GoldenEye 007 director Martin Hollis was invited to Silicon Graphics before the N64 launched. He actually found a weakness within the hardware, which could have potentially caused another delay had it been addressed.

Hollis told Nintendo Life:

I got to travel to SGI in Mountain View to write test code that would run on some of the few ‘golden chips’ – this is the terminology for the first chips which come off the production line. From the initial run there were very few working chips, and SGI kept them in-house, so a few developers would fly out to use them for a week. I think I might have been the only ‘worker’ from Rare, although Chris Stamper travelled.

I wrote a piece of code which displayed spinning icosahedrons; as many as possible until the framerate dropped below 60Hz. The head of the project at SGI was not too pleased to discover what the performance of the machine was in terms of triangles per second. He asked to see my code in the hope it was inefficient. It wasn’t. He later told me that SGI very nearly did another spin of the hardware to fix the issue, which was with the memory interface.

StreetPass UK spoke with Capcom’s Yoshinori Ono last month. During the chat, the Street Fighter producer was asked about other characters from the series he’d like to see in Smash. He also showed some interest in something like Nintendo vs. Capcom when asked about Smash Bros. characters that could be a good fit in Street Fighter.

Here’s the full interview:

Thanks to Jake for the tip.

Nintendo UK has kicked off a new marketing campaign that focuses on adventure games for 3DS. Hyrule Warriors Legends, Bravely Second, and Fire Emblem Fates are just some of the titles that are featured.

Chandra Nair, marketing manager of Nintendo UK, spoke with MCV this week about the initiviate. He says it’ll be a “stellar year for RPG adventure fans” on the 3DS. And as far as the system in general, Nair believes “RPG adventure fans will look back on Nintendo 3DS as having one of the best line-ups of all time.”

Nair’s words in full:

“It might be late in the Nintendo 3DS’ life cycle, but 2016 looks like it’ll be another stellar year for RPG adventure fans with an unparalleled and exclusive line-up spanning from January through to December. I think in years to come RPG adventure fans will look back on Nintendo 3DS as having one of the best line-ups of all time. And we’re celebrating it right now.”

IGN recently had the opportunity to speak with Nintendo’s Bill Trinen about Miitomo, Nintendo’s future on mobile, and My Nintendo.

First, here’s what Trinen had to say about Miitomo and keeping the app updated going forward:

“Our development team is looking at it very much as just the initial release. They do have plans to continue to update. They’ll probably start by looking at how people are playing with Miitomo and how they’re interacting with it. But I think they’re looking at a couple of different ways that Miitomo will grow over time.”

“Certainly some of the updates are the addition of new outfits or new versions of the Miitomo drop mini-game, which you play using game tickets. You can even see, on the simpler side, updates to the questions you’re asked. But I also think they’re going to be looking longer term at the opportunity to do bigger updates that might add in new features and expand the experience.”

Zero Time Dilemma is a violent experience, especially when compared to its predecessor. Producer Kotaro Uchikoshi spoke about this aspect of the game with Siliconera.

Uchikoshi stated that the team was “holding back” with Virtue’s Last Reward. Given the importance of this entry though – the finality of it all – Spike Chunsoft decided to go all out.

He explained:

“I spoke with the producer, Iizuka-san, and since this is the third and final entry in the series we should do all of the things that we’ve always wanted too. We were holding back before, but this is a chance to do everything. Since the game revolves around making absolute decisions life and death hangs in the balance. If we were to pull our punches, it would take away a lot of the narrative impact. By making the violence more extreme it makes the choices hit home.”

Source

For the most part, the team behind LEGO Dimensions managed to include the games they wanted to in the new Midway Arcade pack. There were a couple that were scrapped though. Mortal Kombat and APB both did not make it into the final product.

Mark Warburton, associate producer of LEGO Dimensions, explained to Polygon that Mortal Kombat didn’t make it in given the main demographic the game is targeted at. In the end, it just wasn’t the best fit.

Warburton said:

“There was an age consideration. We had to take into account the typical age of our players and what sort of content we usually have. Some of the more mature games we decided we didn’t think was the right fit for the game.”

Source

Were you not entirely satisfied with Azure Striker Gunvolt’s English translation? If so, you may be pleased to hear that 8-4, who localized the first game and is in charge of the sequel, is handling things a bit differently the second time around.

Inti Creates president Takuya Aizu told Skybane the following regarding Azure Striker Gunvolt 2’s translation:

“We are working with 8-4 again on the translation, but as you may know, we got a lot of feedback from the first game in regards to what people thought of its English translation. The team at 8-4 is very much aware of that feedback, so the translation for Gunvolt 2 may vary a little bit from what you saw with the first game. We have the utmost faith in 8-4’s abilities, and have no doubts in our minds that they will produce a fabulous translation.”

Aizu also confirmed that Japanese voices will be included in Azure Striker Gunvolt 2. Meanwhile, Inti Creates is still planning on bringing the first game’s Steam update to 3DS which adds Japanese voices and a re-translation.

Take a look at the latest Azure Striker Gunvolt 2 concept art above. It gives us another look at Gunvolt’s new design.

Source


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