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Members of the media recently went hands-on with Miitomo, which also included some interview opportunities. TIME is one outlet that has an interview up with Nintendo of America president Reggie Fils-Aime. During the discussion, Reggie commented on why Miitomo doesn’t have real-time messaging, “long-term” plans for the app, mobile goals, and more.

Head past the break for some of Reggie’s remarks. You can read the full interview on TIME here.

Nintendo is continuing its developer series based on Fire Emblem Fates. Check out the third episode below called “A Tale of Two Families: Revelation”.

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.


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