Submit a news tip



interview

Elliot Quest creator Luis Zuno appears to be pleased with the game’s sales performance on Wii U. Although specific numbers weren’t shared, Zuno told 4 color rebellion that sales coming from Nintendo’s console have been “much bigger than on Steam.”

Zuno also mentioned that bringing Elliot Quest to consoles was no easy feat. That’s why he’s thankful for PlayEveryWare’s efforts in porting the title to Wii U.

“…putting the game on the console has been a long journey and a lot of work and I definitely couldn’t have got there on my own, which is why I’m thankful for the help from PlayEveryWare to get there.

Elliot Quest launched for Wii U on March 19. The European release took place about a month later.

Source

The developers of Splatoon had a whole lot to say about the Wii U title while speaking with Japanese magazine Nintendo Dream this month. Last week, we shared translated comments from directors Yusuke Amano and Tsubasa Sakaguchi as well as producer Hisashi Nogami in which they discussed the map rotation, content updates, and more.

We have a few more final translations to tackle this week. The three Splatoon developers commented on the game’s level cap, Inkling customization, and a couple of other things.

In one section of the interview, Nintendo Dream mentions how many players are at the max level of 20, and asks if this will be raised in the future. Sakaguchi and Nogami were not-committal, but seemed surprised that so many people had already reached the maximum:

Sakaguchi: Er… That is also under investigation currently… We originally expected level 20 to require a nice amount of time to play.

Nogami: [The leveling up has been] so fast that it makes me worry about players’ daily life…

In an interview with Wired, PlatinumGames’ Yusuke Hashimoto spoke about what it’s like working with Nintendo in creating Star Fox Zero. On a similar note, Nintendo’s Yugo Hayashi commented on how it can be working with legendary designer Shigeru Miyamoto.

Here’s what the two shared:

“This is the first time I’ve ever done this kind of collaborative design. It’s not just with Mr. Miyamoto, but also with Mr. Hayashi here. I’m struck by how fast this goes. The turnaround between the exchange of the two parties is very quick. It’s a kind of development speed I haven’t really seen before.” – Hashimoto

“The three of us are always working together and it’s very fun, but obviously when Mr. Miyamoto shows you something and is like, what do you think of this, and you have to come up with a good answer, it’s very nerve-wracking.” – Hayashi

The latest episode of IGN’s Podcast Unlocked features an interview with former Microsoft executive Peter Moore and Xbox boss Phil Spencer. At one point of the podcast, they reflected on the launch of the Xbox 360. Moore noted that Microsoft “completely discounted Nintendo” when bringing out the console due to the performance of the GameCube.

Here’s a roundup of everything that was mentioned:

“I also then remember the E3 when, God bless, Kaz Hirai and Jack Tretton announced $599, and we were all back stage like ‘Woohoo!’ We knew then we had an opportunity to get ahead, drive ahead, get our games out quickly and get that lead. And I always said that the first to 10 million wins.” – Moore

“It was one of the greatest times of my career. You had to build a team, because we were growing then. We had prematurely put the Xbox to sleep, we needed to get ready for this and we knew what we needed to do. We had a three-day meeting at the Sheraton in Bellevue where we wargamed the scenario, and I actually played Ken Kutaragi. And we brought in a consultancy, it was a lot of fun. And the one thing we’d forgotten about, I don’t know if you remember this Phil [Spencer], we completely discounted Nintendo. Because they came off the GameCube and it was a disaster.” – Moore

“…and they destroyed both of us!” – Spencer

“Yes, with the Wii. But we wargamed for three days, what are you going to do, what do the launch titles look like, what are the marketing budgets, what is the positioning? And it was a fascinating experience which I’ll never forget. And this is a decade ago. And I actually played Ken, and my job was to destroy the launch of the Xbox 360.” – Moore

Of course, you can’t really bank on anything these days! Although the GameCube was far from Nintendo’s most-successful console, we all know what happened with Wii.

Source

The latest interview with Reggie Fils-Aime has been published by The Washington Post. Nintendo of America’s president commented on the company’s approach to having its IPs shared with others, deciding on giving games local multiplayer as compared to online, new IPs, and more.

You can read up on what Reggie had to say after the break. There are also some additional comments about amiibo on The Washington Post here, though it’s mostly rehash of what he’s stated previously.

Dragon Quest creator Yuji Horii told Final Fantasy Ring in a recent interview that Square Enix is aware of fan demand for the series’ 3DS remakes in the west. Apparently, the company is “thinking about” localizing Dragon Quest VII and VIII for overseas territories.

Horii also commented on Dragon Quest XI, which we’ll just mention here briefly since platforms are unconfirmed. He once again noted that this title will be on home consoles, and it will be an offline experience (unlike the MMO nature of Dragon Quest X).

Source

Suda51 has long talked about making a third No More Heroes game. His interest in doing so hasn’t diminished in recent years, but the game likely won’t be realized anytime soon.

While speaking with GameReactor, Suda51 joked about how No More Heroes 3 probably won’t happen “within 15 to 25 years”.

He said:

“Yeah, No More Heroes 3, I get a lot of requests from fans and I’m very grateful for that, but I’m thinking it may happen within 15 years or so? (laughs). Maybe not through Kickstarter, but GungHo would of course be supportive if that were to happen. I think I have the vision that Travis forgot something, so I really have to have him to go back and get back what he has forgotten. But yeah, I definitely want to make it possible, but I also want to create something new, so maybe within 15 to 25 years (laughs)!”

Source

Even though E3 2015 was a couple of weeks ago, outlets have continued to post interviews that were conducted at the show. IGN has now put up its full interview with The Legend of Zelda: Tri Force Heroes director Hiromasa Shikata. Shikata talked about showing the project to Shigeru Miyamoto, the tons of different outfits in the game, and the online and Coliseum modes.

You can get a look at what Shikata shared in the interview below. Some additional comments are on IGN here.

Nintendo of America doesn’t bring out many games during the summer. Did you know that Wii Sports Club is the only retail title since 2007 to have launched during the month of July?

Charlie Scibetta, Nintendo’s senior director of corporate communications, explained the company’s approach in an interview with Nintendo World Report. Scibetta mentioned that Nintendo’s big business tends to take place during the last few months of the year, and he pointed to school graduations as another key time for game launches.

He said:

“We do the bulk of our business in the holiday season, probably about 60% in October, November, and December. You want to launch games when people are in the mood to buy.”

Source

Most Nintendo games these days incorporate amiibo functionality in one way or another. The Legend of Zelda: Tri Force Heroes, however, will not.

Director Hiromasa Shikata told IGN that Tri Force Heroes “isn’t a natural fit” for amiibo. “There’s no reason to shoehorn it in,” he added.

Shikata’s words in full:

“I think it’s really something as simple as this game isn’t a natural fit for it. I think [that’s] because we’re focused on giving players the ability to choose different outfits to impact their experience within the game. We didn’t think amiibo added anything other than what games with it are already doing. There’s no reason to shoehorn it in.”

Source


Manage Cookie Settings