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Image & Form has gone live with its latest episode of “The Engine Room”. Today’s video is entirely dedicated to fan questions. DLC, new platforms, and more are among the topics discussed.

Here’s the full video:

USGamer has published a new interview with Fire Emblem Fates director Kouhei Maeda, producer Masahiro Higuchi, and Nintendo director Genki Yokota. Between the three, they commented on making Birthright and Conquest at the same time, the input of novelist/manga writer Shin Kibyahashi, and the series’ future.

Continue on below for a breakdown of the interview. You can find the full article here.

GameXplain recently caught up with Katsuhiro Harada and Masaaki Hoshino from Bandai Namco to talk about Pokken Tournament. The two commented on the game’s origins, the roster, challenges in making Pokemon look realistic, working with the Pokemon Company, Shadow Mewtwo’s creation, and more. You can check out the full discussion below.

Pokken Tournament is heading to Wii U, but it won’t be on 3DS. Although a portable version is something that most fans weren’t expecting to happen, Bandai Namco has commented on why the game probably won’t be gracing Nintendo’s handheld.

Speaking with GameSpot, developer Masaaki Hoshino mentioned that it “would be a challenge” to replicate Pokken Tournament’s graphics on 3DS.

He said:

“It’s definitely a challenge to get it on the Wii U with what we’re doing right now. And it definitely would be a challenge to have the same graphical experience on the 3DS.”

As for Bandai Namco’s Katsuhiro Harada, he feels it’s more of a money issue.

“Programmer does not need technology. Programmer needs budget.”

Source

Shadow Mewtwo was created in close collaboration with the minds behind Pokemon for Pokken Tournament. However, that doesn’t necessarily mean that the creature is a canonical part of the overall universe.

In an interview with Polygon, Pokken Tournament producer Masaaki Hoshino said:

“When we were originally coming up with the design, we worked very closely with The Pokémon Company and Game Freak to make sure everything was right. What happened was, we at Bandai Namco had the idea of making a really cool dark-colored Mewtwo, so we had one of our designers take a crack at it and then presented that to The Pokémon Company and Game Freak. They all thought it looked really cool, so then we worked together to brush it up.”

“Because everyone really liked Shadow Mewtwo, I have a personal hope that they’ll continue to use it, but it’s not really our decision, unfortunately.”

Tekken producer Katsuhiro Harada, who is also working on Pokken Tournament, weighed in as well:

“For this game, it is kind of a spin-off from the main series. It takes place in this area called the Ferrum Region, which means something like ‘Iron Region,’ playing back into the Tekken connection. So, within the context of this spin-off, [Shadow Mewtwo] is obviously a canonical character. Of course, how The Pokémon Company and Game Freak decide to use the character is up to them, but I think Mr. Hoshino’s passion for the character might inspire them and encourage them to use it!”

Polygon also reached out to The Pokemon Company and asked if Shadow Mewtwo can be considered canon. To that, a representative said “No comment.”

Source

RCMADIAX has made over a dozen games for Wii U starting with BLOK DROP U back in 2014. But going forward, the indie developer will be looking to focus on quality over quantity.

In an interview with Nintendo Life, RCMADIAX’s Michael Aschenbrener mentioned that he’d like to launch only a game or two each year. He hopes to start this with his next release, Super Robo Mouse. If successful, we won’t see RCMADIAX’s next game until around 2018 or 2019.

Aschenbrener’s words in full:

“Ideally I would love to develop just a single project at a time – releasing maybe once per year or two. This is the goal starting with SUPER ROBO MOUSE, and should it prove successful, you would likely not see my next release until 2018/2019.”

Source

GamesMaster spoke with Splatoon producer Hisashi Nogami in its latest issue for a brief interview. At one point, Nogami reflected on how there were some jitters within the team before launch, as they weren’t sure how the multiplayer-focused game would be received.

Nogami told the magazine:

“We’ve dealt with online multiplayer in a number of titles up until now, but this was the first time we’d taken up the challenge of releasing a package game where multiplayer was the main mode. We were not 100 percent sure about how a few sections would be received, and so we’re really happy to see them being well received not only by experienced online gamers, but by a really broad range of players including children and female players too; it’s a real confidence boost. If we have the chance in the future, I’d like to build on online gameplay even more.”

GamesMaster followed those comments by pressing Nogami on the possibility of Splatoon 2 happening one day. When asked, he responded with the following:

“We want to raise this new IP with care, so maybe we’ll get a chance to make it happen if players support us.”

Splatoon updates technically ended last month. But at the Splatoon Koshien 2016 finals a couple of weeks ago, Nogami hinted at possible new content for the shooter.

Monster Hunter 4 Ultimate is the franchise’s most successful entry in the west. How did that happen exactly? In an interview with GamesBeat, series producer Ryozo Tsujimoto touched on some of the factors that led the game to become a hit in North America and Europe.

Localization changes helped lead Monster Hunter 4 Ultimate to overseas success. But even more importantly, Fujioka says online play “was huge”.

Fujioka told GamesBeat:

“… More than anything the addition of online play on the 3DS was huge. Obviously in Europe and North America it’s very difficult to play with others locally due to everyone being so spread out, so having online multiplayer in the game really showed the appeal of Monster Hunter’s multiplayer to a wide range of players.”

“Given that Japan is a small island country, there are more opportunities for people to meet directly, so the barrier for local play is low enough that lots of people can take advantage of it. This time around, especially outside of Japan we had a lot of people asking for online multiplayer, which of course was a big thing for players.”

A new interview with the developers of Project X Zone 2 has been published by Nintendo Life. The site spoke with Bandai Namco producer Kensuke Tsukanaka and Monolith Soft development director Soichiro Morizumi about the new 3DS game. Topics include how some of the new characters were chosen, the influence of fan feedback, and the series’ future.

Head past the break for a few excerpts from the interview. Find the full interview here.

During the 3DS RPG press showcase a few weeks ago, Electric Playground spoke with Erik Peterson from Nintendo Treehouse. You can hear Peterson talk a bunch about Fire Emblem Fates and Bravely Second, and a bit about Mario & Luigi: Paper Jam and Project X Zone 2 as well.


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