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For the first time since its launch, Wii U will not be receiving any Assassin’s Creed games. This is in part due to sales. In the case of Assassin’s Creed Unity, it’s also a result of the Wii U being a bit underpowered when compared to other consoles.

Ubisoft creative director Alex Amancio explained to RedBull:

“It couldn’t, it really couldn’t. I mean this is why we from the beginning, this was going to be a new-gen-only title, because the crowds aren’t aesthetic, they actually have impact. If we did anything to hinder that or to reduce that it would have a detrimental impact, it wouldn’t be the same experience. I don’t think that would be fair to fans, to sell the same game but with different levels of experience. Even the seamless nature of the series and the scale of the game right, we couldn’t do that. We never load Paris. It wouldn’t be possible, in our minds we’d be cheating fans by providing a lesser version of the same game.”

As for Assassin’s Creed: Rogue, the same logic can’t be applied. Wii U not getting that game ultimately comes back to the point of Ubisoft being concerned about low sales.


Wondering how Forbidden Manga came to be? Prior to Neverland’s closure, the studio was asked if they were interested in making another Rune Factory or moving on to something completely different. As we now know, the latter option was chosen.

Producer Yoshifumi Hashimoto told Siliconera the following about Forbidden Magna’s origins:

“It’s human nature that when you work on the same thing over and over, you want to branch out and do something different. We asked the Rune Factory team if they wanted to create another Rune Factory or if they wanted to branch out and create something else. They said they wanted to challenge themselves with something else and that was the beginning of Forbidden Magna.”


Nintendo Life has published a new interview with Super Smash Bros. director Masahiro Sakurai. Topics include third-party characters, the roster in general, the meticulous process of creating the different characters, and how much fans influence decisions.

Head past the break for some interview excerpts. The full interview can be found here.

Bringing Project CARS to Wii U was a bit of a challenge, based on comments made by Slightly Mad Studios’ Andy Tudor. Speaking with Eurogamer, Tudor said:

“There are significant hurdles that we’ve had to get over, and that’s kind of expected. But the fact we can have weather, time of day, a significant number of cars on screen, it’s actually really promising.”

Project CARS is launching later this year on various platforms. However, the Wii U version won’t ship until 2015.


Famitsu recently posted an article about the new 3DS RPG The Legend of Legacy, which includes comments from director Masataka Matsuura and Kyoji Koizumi.

Matsuura first started out by talking about the game’s origins:

“I’ve always wanted to make an original RPG, and that’s why I’ve joined the industry, but the project basically started sometime around two years ago. At first, I wondered ‘what kind of RPG would do well nowadays?’ But after giving it some thought, I’ve come to the conclusion of ‘if I’m going to make a proper RPG, then wouldn’t it be best to make it with those who have already done so?’”

“That’s when I started a project called ‘Project Legacy,’and contacted those that I personally wished to work with, one by one. From there, people who were interested gathered, and the project formally began. It was something like that.”

Shantae and the Pirate’s Curse will receive an update in the future to take advantage of the New 3DS, WayForward has revealed.

Speaking with Siliconera, director Matt Bozon said:

“We’re really excited about the New 3DS! We have an update for Shantae and the Pirate’s Curse already underway, which will add a ‘quick select’ control scheme, as well as other minor improvements to the game. Look for that to arrive closer to the launch of the New 3DS in the US.”

Bozon did not say what sort of “minor improvements” will be included. However, it’s already been confirmed that Shantae and the Pirate’s Curse will run at 60 frames per second on a regular 3DS with stereoscopic 3D turned on.


CVG is reporting that Ubisoft has created a dedicated “core team” within the company featuring members from the Child of Light development group.

In an interview with the site, Ubisoft Montreal’s VP of creative Lionel Raynaud said:

“We are super happy with Child of Light. The team did a good job and the game had a great reception. We were proud to deliver something new and unique – a lot of people were surprised that Montreal was delivering this kind of game. The team learned a lot about RPG mechanics during development and this has resulted in us creating a core team. The people who made this game now want to work together again, whether it’s on a small game or not. This dynamic has incredible value in the industry and it’s what we want to do: we want to create core teams that want to make great games.”

“So yes, we will encourage other initiatives like Child of Light and there’s a chance that we will have many more games like that in the future. I already have many different projects that are in the pitch stage – I even had one in my office this morning, which was super exciting.”

Plourde himself has “moved on” from the Child of Light team to work on a different project. However, the chance to work on a smaller game provided him with the opportunity “to grow and try something different.”

“It wasn’t the most commercial idea so it became very personal – I even did a lot of the PR myself; GDC talks, global tours etc. I have moved on. I guess I’m a special snowflake in this case, because I hate being stuck in one place. At some point somebody put me in a room and said, ‘Pat, you’re the Rainbow Six guy!’ or ‘You’re the Assassin’s Creed guy!’ but I said no, even after Far Cry.”


Eurogamer has published a new interview with Hyrule Warriors producer Hisashi Koinuma, Team Ninja boss Yosuke Hayashi, and Koei Tecmo exec and Omega Force leader Akihiro Suzuki. The discussion naturally included more talk of the Wii U game, as well as topics like working with Nintendo again (plus Mario interest?!), and even Star Wars.

You’ll find a few excerpts from Eurogamer’s interview below. Head on over here for the full thing.

With FAST Racing Neo, developer Shin’en will be looking to make a few improvements to the game’s predecessor.

First, phase switching has been “streamlined” and it’s now “more fun to use.” Shin’en also adjusted the AI so that it’s more human-like.

Shin’en Manfred Linzner told Nintendon:

First of all we analyzed what people liked and disliked in the original Wii game. For instance, most people enjoyed the unique phase switching gameplay, because it’s something you have in no other racing game.

So we build on that but tried to make it more streamlined and more fun to use. Something most people disliked was the brutal difficulty in higher leagues, because the Ai was simply too perfect. We made sure that the Ai behaves more ‘human’ this time.


Stealth Inc seemed like the furthest thing from a Wii U eShop release when it came out in 2013. The PlayStation versions came and went, and there was no word on a release for Nintendo’s console.

Still, when time for planning a sequel came around, something within Curve Studios clicked. This led to the company announcing Stealth Inc 2 as a Wii U exclusive – at least for the time being – back in May, which surprised quite a number of folks. For Wii U owners though, it’s great news.

We sat down via email (wait a second…) with Rob Clarke from Curve Studios to ask about Stealth Inc 2, working on Wii U, and the company’s other beloved gaming baby Fluidity. I think you’ll enjoy much of what they have to say: