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Last month’s issue of Nintendo Dream contains an interview centered around The Legend of Zelda: Tri Force Heroes. The Japanese magazine spoke with director Hiromasa Shikata, designer Keisuke Umeda, and producer Eiji Aonuma. There were some interesting comments shared, not to mention valuable concept art for Zelda fans.

Costumes are naturally a big part of Tri Force Heroes. During the interview, Umeda talked about what elements were taken into consideration when designing these for Link:

“The first thing is to make the effect [of the costume] easy to understand. Then comes making it look interesting and easily recognizable with colors. Designs were made while keeping these three things in mind.”

One piece of concept art included in the interview is of the Cheer Outfit. Here’s a look at that:

13AM Games isn’t finished working on Runbow. Despite bringing the game out back in late August, there are still plans to support it with new content and updates.

Managing director Dave Proctor teased:

“I mean… this game has been our whole life for the last two years, so it’s going to be everyone else’s for at least the next 12 months. We have a lot of plans for Runbow. We’re going to start announcing these things soon, but suffice it to say you haven’t heard the last of this little game and those scrappy Canadians that made it.

One thing we’ve never shied away from is admitting that there will be more content. We’re putting the finishing touches on it now, and let me tell you we really think the fans are going to love it. We’ve also got a few more updates that we are pushing out, including some fixes to some issues that fans have been calling for since launch.

Proctor also spoke very vaguely about what lies beyond Runbow, stating:

But we are also working on a couple other ideas, and seeing if we can bring that 13AM magic to new titles in the near future. We’re not done with Runbow yet, but we are working on getting a couple more planes off the ground. Planes that are already built this time.”

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This week’s issue of Famitsu has more coverage of Splatoon. There isn’t any news about the game itself (which was to be expected), but there is a 4-page interview with the game’s developers. Famitsu caught up with producer Hisashi Nogami plus co-directors Tsubasa Sakaguchi and Yusuke Amano. They shared some interesting background information about stages, spoke about the end of updates and why they’re coming to a close, and more.

There is quite a bit here, so let’s get right to it. Head past the break for a summary of the interview.

– Most of the stages in Splatoon are based on marine products, but only Under Deca Line Girder Bridge (Urchin Underpass) isn’t. It’s based on Jujo Road, an actual road in Kyoto which is nearby Nintendo’s office. The ? kanji means ten, which can also become Deca in Greek. And ? means line, hence Deca-Line. Deca-Line is the name of the highway, and this stage is right underneath it, hence the “Under”.

– How the Deca-Line stage came to be included: art director Seita Inoue has a habit of sketching things nearby him. One day he drew a night view seen from the company building. When the development team was thinking about stage designs, they happened to find this sketch, and since it fitted many of the stage designs, it got picked. They were looking for a place with a realistic sense that has an origin of grey-toned neutral color and could be vandalized with colors.

The Wall Street Journal has some new interview quotes up with DeNA president Isao Moriyasu. Much of the discussion pertained to Miitomo. Moriyasu commented on the user experience, how it’ll separate itself from other social networking/messaging services, and more.

Head past the break for a roundup of Moriyasu’s remarks. You can find a bit more of the interview here.

FAST Racing Neo only just landed on the Wii U eShop a few weeks back. That being said, Shin’en is happy with the game’s sales performance thus far.

Speaking with Nintendo Life, Manfred Linzner from Shin’en said the studio is “very pleased” with how the racer is doing. He said:

“We had a bet running in the company on how many copies would be sold on day one. Martin called the highest number. And he was right. It was almost exactly the number he predicted. We are very pleased with the sales so far, but on the other side our preceding investment was very high as well. Anyway, currently it looks pretty bright for the sales.”

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Earlier this month, a scan appeared from the Fire Emblem 25th anniversary book showing an in-development photo of what was thought to be Radiant Dawn. Fresh information has since surfaced indicating that this was to be an entirely new title/experiment all together.

This mystery game was in development for Wii after Radiant Dawn had shipped. However, due to poor sales stemming from previous console entries, Nintendo and interior staff were trying to create “something new” and appeal to the broader audience brought in by the Wii and DS.

Family Gamer TV has posted a lengthy interview with Image & Form’s Brjann Sigurgeirsson about SteamWorld Heist. Topics include amiibo, multiplayer, and lots more. You can watch it in full below.

As a bonus, here’s the latest episode of Image & Form’s “The Engine Room”, which features a big giveaway:

Capcom put up an official interview with Monster Hunter 4 Ultimate directors Kaname Fujioka and Yuya Tokuda. Watch it in full below.

Questions asked in the video include (with times during the video):

0:42 Could you give us an overview of the monster design process?
1:43 What was the most challenging monster to develop?
3:00 Which returning monster was the most challenging to bring to the MH4U gameplay engine?
4:09 What was the most fun monster to design?
5:33 Which was the most challenging weapon to balance in MH4U?
7:18 How was the process of balancing the Life Honing feature?
9:07 How did you come up with the Charge Blade’s Guard Point mechanic?
11:07 How did you come up with the specific features to Seregios’s weapons (Auto-Sharpening, Auto-Reload)?
12:47 How did you settle on Mounting as the core feature of MH4U?

And questions that aren’t specific to the game:

14:51 Why is Monoblos only available for hunting in Single-Player quests?
16:15 What is the language the Diva uses while singing?
17:48 How is a flagship monster created, and why is that a necessary feature of the game?

This week’s issue of Famitsu features comments from various developers about what’s in store for 2016. For Pokemon developer Game Freak, the studio shared the following:

“2016 is Pokémon’s 20th anniversary. We’d like to make it into a great year of celebrations.”

There are a couple of other Nintendo-related comments from other developers as well. Here’s what Arc System Works and Koei Tecmo said:

Arc System Works: We have various things planned out for the excitement of Kunio-kun series’ 30th anniversary.

Koei Tecmo: Attack on Titan, Yo-kai Watch: Three Kingdoms, Ni-Oh,and more. There are many big titles that we wouldn’t able to fit in here, along with some amazing titles that we’ve yet to announce.

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Earlier today, Bloomberg published a new article featuring brief statements from Nintendo developer Takashi Tezuka.

First, Tezuka noted the following about modernizing Mario:

“We thought he should be a character that’s free to do anything. Mario has to keep up with the times.”

Tezuka also reflected on creating Mario levels way back in the day:

“We were just having a lot of fun. It was all about seeing who can come up with something that surprises your colleagues and makes them laugh.”


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