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During Gamescom this week, NintendOn spoke with Vicarious Visions co-founder Guha Bala. There was plenty of talk about the Nintendo collaboration in Skylanders SuperChargers, as well as a few other topics such as the decision to continue using a portal rather than the GamePad’s NFC functionality.

As always, you can find a few excerpts from the interview below. The full discussion is located here.

Engadget recently caught up with Mighty No. 9 producer Nick Yu for an interview. Yu commented on how the game is shaping up, why it was delayed, some of the messaging to fans, and more.

You’ll find excerpts from the interview below. For the full discussion, head on over to Engadget.

Speaking with Examiner, executive VP of sales at Nintendo of America Scott Moffitt spoke about the company’s commitment to indie titles and developers.

Moffitt told the site:

“We’ve really been embracing the independent development community and there is a lot of really great indie content coming to our platform, more so than [before] on Wii or predecessor systems. Our eShop is stocked with great indie games, so we try to rotate them through and promote them from time to time with developer support.”

Examiner also asked Moffitt if Nintendo will work with Playtonic when it comes time to promote Yooka-Laylee. Regarding this, he said:

“We’ve show a much more open stance to indie developers, so never say never.

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It’s tough to believe that it was so long ago, but the 3DS was released during the early part of 2011. The system is now over four years old. Having said that, some are beginning to wonder when Nintendo will retire the 3DS for its successor.

In the case of NIS America president and CEO Takuro Yamashita, he believes that the 3DS still has another two to three years to go in the west. He told MCV:

“Talking about the handheld devices in the West, PlayStation Vita and 3DS will fade out in the next two to three years. There is still a chance for Vita or 3DS games in the West. I bet you that the small publishers can benefit without having strong competition if they continue to publish games for Vita and 3DS.”

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“New” is often a word that Nintendo uses in game titles. Have you ever wondered by this is so? During the latest Part-Time Gamers podcast, Chris Pranger from Nintendo Treehouse explained its heavy usage.

“In Japanese, ‘new’ is exotic and sounds cool,” he said. “That is the exact reason why ‘new’ is on so many titles.”

Pranger went on to say that, on numerous occasions, they’ve told the developers that “new” doesn’t bring about the same sense excitement as it does in Japan. But these game creators feel that it isn’t an issue so long as the the word isn’t offensive or confusing.

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Believe it or not, interviews with Metroid Prime: Federation Force producer Kensuke Tanabe are still popping up. USgamer published its piece today. In this interview, Tanabe addressed topics pertaining to amiibo, the initial backlash, timeline, story, and even Retro Studios.

We’ve rounded up a number of excerpts below. For the full interview, head on over here.

Yesterday, we posted a number of tidbits coming from a Part Time Gamer interview with Nintendo Treehouse localization writer/editor Chris Pranger. If you missed that, you can read it right here.

Gamnesia has since transcribed Pranger’s comments about Super Smash Bros. director Masahiro Sakurai. Here’s what we said about the developer:

“Sakurai’s outlook on the games is very dire. He gets really sad when he finds out how people are reacting and he gets sad whenever there’s a leak, because he really wants to create. And he’s an auteur in the most crazy sense. He’s basically Vincent Van Gogh cutting off his own ear and we’re sitting there going ‘Frick! Stop doing that!’ And he’s like ‘You don’t get it, guys, my vision!'”

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Chris Pranger, who works at Nintendo Treehouse, appeared on the latest episode of the Part-Time Gamer podcast. Pranger shared a few interesting details about his position his position as well as working at the company as a whole.

You’ll find a summary of information from the podcast below. For the full discussion, visit this link.

– Nintendo’s media policy has recently changed regarding employees being more open about talking about their work but not spoilers or anything
– He is the voice of the first level boss in Star Fox Zero; also working on the game
– Talks about NOA using employees as voiceovers for fun and cheap work
– Nintendo has a game library where employees can check out games for all systems in order to be well-versed in gaming; this is how he played Bioshock Infinite
– Sakurai kills himself for his games; he is very sensitive to fan feedback
– Localization costs a ton of money and often the vocal minority of fans who want a game localized isn’t a large enough consumer base to justify the localization costs
– The original Xenoblade is an example he gives of this
– Nintendo of Europe ate the cost on that project

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Examiner recently spoke with Scott Moffitt, executive VP of sales at Nintendo of America. One of the topics the two sides discussed was how Nintendo uses fan feedback and looks at industry trends.

Moffitt told the site:

“We like to be different, unique and tend to march to the beat of our own drum. I would never say we’re blind to the outside world, but we listen to our game fans a lot. We’re always curious to [see] their reaction to new games like Splatoon. We don’t use them as our sole inspiration but we certainly like to hear what they are saying, enjoying and appreciating about a game, in addition to what they would like in future iterations of that game. We take a broad look and always pay attention to what is going on beyond our walls with trends, but it starts with listening really carefully to our gamers.”

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Nintendo and Rare formed a tight relationship in the 1990’s. At one point, Nintendo held a 49 percent stake in the company. But in 2002, Nintendo as well as Rare co-founders Tim and Chris Stamper sold their stakes, and Microsoft took control of the game developer.

Some may wonder why Nintendo never ended up acquiring Rare. This is something that confounds Tim Stamper as well.

“I’ve no idea why they didn’t do that,” he recently said to Develop. “I thought we were a good fit.”

No matter who purchased Rare, Stamper did feel that change was necessary at the time. As he explained:

“The price of software development was going up and up with the platforms, and Rare works really well with a partner. We were looking for someone to help broaden our horizons.”

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