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Monster Hunter Tri allowed players to mix and match three different parts of the Bowgun weapon. However, this feature was removed in Monster Hunter 4 Ultimate.

Explaining why the team decided to cut the functionality, director Kaname Fujioka told Siliconera:

“In Tri, we experimented with this system where you could mix and match these Bowgun parts. The problem with that was that it got really, really complicated. When it came time to make a new iteration, we looked at that system and thought it would be too difficult to expand upon without making it even more complicated for us to make and users to understand. So, we did make an effort to simplify it a little bit.”

“Now, we don’t want Bowgun users to feel [the system] is too simple or uninteresting, so there is a certain level of customization and methods of making Bowguns to suit your playstyle, with the way you can remove the Limiter.”

Fujioka did at least have an interesting tease to share for fans of the Bowgun:

More bits from this week’s Famitsu interview with Valhalla Game Studios head honcho Tomonobu Itagaki have popped up online. Itagaki spoke more about Devil’s Third including how Nintendo encouraged him to inject more of the company’s “distinctiveness” and not hold back, why it’s more than an average shooter, and more.

Head past the break for Itagaki’s comments.

Nnooo is working with 3 Sprockets to bring Cubemen 2 to Wii U. However, the studio said in a recent Reddit AMA that there are no currently plans to bring over any of its homemade games to Nintendo’s console currently.

While that may be sad for some, Nnooo did at least have positive things to say about Wii U. Blast ‘Em Bunnies could have been a possibility had the company not been preoccupied with other matters, and the studio praised Nintendo for “making amazing content for their platforms.”

While we totally love the Wii U at the moment we have no immediate plans to release any Nnooo developed games on it. We think that Blast ‘Em Bunnies would be a great fit for the Wii U but we have our hands more than full with the current slate of platforms!

I think Nintendo are doing a great job, as always, of making amazing content for their platforms. Personally I think they maybe underestimated how much goes into making an HD game and trying to support two consoles with great graphical fidelity is pretty tough! As they have said aligning their tools and tech so that they can more easily make games for both platforms, should they want to, will really make things easier and quicker for them in the long run.


This week’s issue of Famitsu has an interview with Devil’s Third creator Tomonobu Itagaki.

To start off, Itagaki spoke about Nintendo. He believes that the company loves games more than anyone and they love to play. Itagaki feels that working with Nintendo on Devil’s Third is a huge opportunity.

On the topic of Devil’s Third using special elements on Wii U, Itagaki teased:

“It is our policy to make full use of the hardware’s characteristics. I’m currently thinking along the lines of having something other than having you press down on the Wii U GamePad, and something that will make you say, ‘Oh, I see!’”

Dengeki recently caught up with Monster Hunter 4 Ultimate producer Ryozo Tsujimoto and director Kaname Fujioka. One of the major topics discussed is the addition of the Old Desert area, which is a returning field but new to this version of the game.

Fujioka said of the Old Desert:

In a recent edition of the Japanese feature “Nintendo News”, Zelda producer Eiji Aonuma continued speaking about various aspects of the series, including the new game for Wii U.

One of the questions asked about the type of Zelda he wants the project to become. As he’s done in the past, Aonuma spoke about the large-scale world and rethinking the franchise’s traditions.

His comments in full:

The Nintendo Treehouse has been around for plenty of years, and is one of the main reasons why games are localized from the Big N these days. But there are plenty of different departments inside such as the marketing support team and brand management/Pokemon team.

Bill Trinen, Nintendo of America’s director of product marketing, recently spoke with Siliconera about the different divisions at Nintendo Treehouse as well as the team as a whole. He also discussed his origins with the company and shared a tiny bit about Shigeru Miyamoto.

Check out Trinen’s comments below.

Takashi Tezuka divulged the origins of Yoshi’s Woolly World while speaking with USgamer.

Tezuka ended up playing Kirby’s Epic Yarn while developing one of the Mario titles. He was extremely impressed with the visual style Good Feel managed to include with its Kirby title, and “thought it would be a good idea to ask Good Feel to create a Yoshi game”. Good Feel then suggested working with Tezuka to create a Yoshi action game.

Below are Tezuka’s direct comments:

USGamer posted a new interview today with Mario Maker producer Takashi Tezuka. Tezuka spoke about swapping levels through the Internet, the possibility of a 3DS version, and whether interconnected courses is something Nintendo is looking into.

Check out a few excerpts from the interview after the break. You can find more comments from Tezuka here.

Team17 came close to losing its Worms IP – not once, but twice.

In the late 1990s for example, Team17 signed a publishing deal after receiving extra funding for a game behind schedule. The Worms IP would have been relinquished to the publisher if sales targets for the title were not met within 12 months.

Thankfully, everything ended up working out, as the target was eventually beaten by 1.7 percent.

Team17 owner Debbie Bestwick wrote in a Develop column: