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The Legend of Zelda: Tri Force Heroes lets players put on the princess’ dress, but you can’t actually play as a woman in the game. Some may wonder why this is so.

Director Hiromasa Shikata offered up an explanation as part of an interview with IGN. When asked about only being able to play as Link, Shikata brought up Tri Force Heroes’ story in his reasoning.

He said:

I’m going to tell you a little bit about the story quickly and we’ll circle around, here. There’s this kingdom, an event happens, and the king needs heroes. So, he puts out a call for heroes to gather and one of those is this guy Link. He sees this audition, basically, ‘Heroes needed; apply here.’ And, that’s the start of his adventure.

The story calls for this sort of legend/prophecy where heroes will come together to help solve a problem. And in that, they are male characters. So, because the game is set with that as the story background, you cannot choose a gender; you are a male character.

I understand what you’re saying (being disappointed), and just as general information, we do have a lot of female staff members who are playing this game and enjoying it. It doesn’t seem to be a big issue to them. They still are getting emotional investment in this game. And to be honest, Link isn’t the most masculine of guys in the world, depending on how you want to project yourself into the character.

The Legend of Zelda: Tri Force Heroes launches this fall on 3DS.

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Wired is the latest outlet to have published an article with commentary from Nintendo producer Kensuke Tanabe. Tanabe discussed Metroid Prime: Federation Force in-depth, including how it’s more than just a shooter, bits about the story (and how it’s important to Prime’s overall plot), how it’s players’ “first chance to actually see Samus in-game”, and more. He also again touched on wanting to continue the Prime series after the ending of the third game.

Read on below to read up on what Tanabe said. You can also find Wired’s full article here.

Animal Crossing developers Aya Kyogoku and Katsuya Eguchi shared a few words about Happy Home Designer and amiibo Festival over on Nintendo of America’s Twitter account. Have a look at what they had to say in the image above.

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Nintendo isn’t against bringing some of its franchises into Animal Crossing.

Longtime developer of the series, Aya Kyogoku, told GameRant in an interview that this is something that could be considered. However, it sounds like IPs and characters won’t be thrown in just for the sake of doing so.

Kyogoku’s full comments are as follows:

“Obviously we don’t know what the next Animal Crossing is going to look like, but if the addition of other IPs in the next Animal Crossing is going to really excite both fans of Animal Crossing and fans of those other IPs even more then that’s something we’d really like to consider and take into account. But at the same time, we really wanted to make sure that the gameplay we put into the next Animal Crossing is fun and new. I wouldn’t want to add a feature where people thought it was about time or expected the next iteration would have. So instead of that, I’d like to have fun and good surprises in the gameplay.”

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Warren Spector, creator of Epic Mickey, shared high praise for Nintendo in a recent interview.

Spector mentioned how Nintendo tends to make unique and different games. While he’s unsure what the company’s future looks like from a hardware perspective, he feels that having games on mobile devices will allow Nintendo to be just fine.

I’m kind of a Nintendo geek. I don’t want to get myself in trouble….you know, I’m looking around the show floor here. And let’s say there are 2500 games being shown. 2400 of them all look exactly alike. You can’t even tell which one you’re looking at, you know? And it drives me crazy.

And then you go to IndieCade, and you go to Nintendo, and all of a sudden it’s like, “Oooh, games can be different. Cool!” So I think from a creative standpoint, from a design standpoint, from an IP standpoint, from a graphics standpoint, I think Nintendo rocks.

The thing is, I mean, from a hardware standpoint it’s hard to say what Nintendo’s future looks like, let’s be honest about that. But the fact that they’re finally gonna put their IP on mobile…they’re fine. There are a billion smartphones on the planet. They’re gonna do just fine when Mario hits that.

A new interview with Reggie Fils-Aime was added to Forbes’ website today. Reggie discussed several topics, including Nintendo’s E3 showing, hardware, Wii U sales, Skylanders, amiibo, and mobile.

Those who are interested in reading up on what Reggie had to say can head past the break for the Q&A breakdown. You’ll find Forbes’ original piece with a few additional comments here as well.

In an interview with Siliconera, Senran Kagura producer Kenichiro Takaki was asked about the series’ future. He noted that he has “a lot of ideas” that he’s thinking about, but it’s too early to discuss anything at this point. He also spoke about how the series will continue on platforms that it has appeared on previously – meaning 3DS should be in the mix.

According to Takaki:

As of now, we’re not really thinking about expanding to any other platforms. I’m happy continuing to develop for the platforms the series has already showed up on.

Senran Kagura 2: Deep Crimson will be coming to North America in a few months. When asked his favorite feature, he pointed to the big boss monsters, which is something he’d like to revisit.

One of the things I’m really proud of in that game is that the players can fight against giant boss monsters. For me it actually added a lot to the gameplay, and it’s something I really want to revisit in future titles.

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Nintendo World Report put up its full interview with the Chibi-Robo!: Zip Lash developers today. The outlet spoke with producers Risa Tabata and Kensuke Tanabe. Tabata and Tanabe shared some interesting comments about the early days of Chibi-Robo and how Bandai was involved with the character’s design, the series’ timeline, and taking inspiration from other Nintendo games with Zip Lash.

Those who are interested in Chibi-Robo can head past the break to read up on Tabata and Tanabe’s words. You can find the full interview here.

In a new article coming from Polygon, Nintendo’s Yugo Hayashi and PlatinumGames’ Yusuke Hashimoto discussed Star Fox Zero in-depth. That includes talk about the project’s origins, amiibo, how it’s not a remake, the importance of the GamePad, and more.

We’ve rounded up a good amount of Hayashi and Hashimoto’s comments below. You can find some additional comments from the developers over on Polygon.

One of the big points of contention surrounding Star Fox Zero is how the game controls. With hands-on impressions coming out of E3, some have questioned if they’ll offer an intuitive experience.

German site Spiegel Online was able to ask Shigeru Miyamoto about Star Fox Zero’s controls during a recent interview. Here’s what was shared:

Spiegel Online: The controls of “Star Fox Zero” are due to the two screens a challenge.

Miyamoto: Compared to other games, it is a bit complex. There are many ways how video games entertain the player. One of it is the process understanding how a game works – another the process to master the controls. With mastering the controls you improve, which results in having fun. Out intention was not that players suggest: “There are two screens, that is making it complicated” Instead: “There are two screens, I can do different things on them.”

Spiegel Online: How long does it take to get into the game?

Miyamoto: It is hard to understand the basics, if you just try Star Fox Zero for a few minutes at like a games expo. Anyhow, if people buy the game and play it at home, after one or two days, they will reach the point where they understand how it works, how to master it – that is the moment the fun begins.

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