Senran Kagura will continue on its usual platforms, producer wants to incorporate big boss monsters again
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, News | 6 Comments
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.
More: interview, Kenichiro Takaki, marvelous, Senran Kagura
Chibi-Robo 3DS devs on early GameCube days with Bandai, timeline, inspiration from other Nintendo titles
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, News | 0 comments
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.
Star Fox Zero devs – origins, co-op, amiibo, not a remake, GamePad importance, and more
Posted on 9 years ago by Brian(@NE_Brian) in News, Wii U | 31 Comments
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.
More: interview, PlatinumGames, Star Fox Zero, top, Yusuke Hashimoto
Miyamoto on learning the controls in Star Fox Zero
Posted on 9 years ago by Brian(@NE_Brian) in News, Wii U | 35 Comments
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.
Splatoon devs on the map rotation, content updates, and more
Posted on 9 years ago by Brian(@NE_Brian) in News, Wii U | 18 Comments
In this month’s issue of Japanese magazine Nintendo Dream, there’s an interview with some of the Splatoon developers. That includes directors Yusuke Amano and Tsubasa Sakaguchi as well as producer Hisashi Nogami.
Nintendo Dream starts off by asking how matchmaking works. Amano mentions that rather than focusing on levels, the game pairs players with similar playstyles in Turf War. Levels are more of “an indicator for how long the person has played the game.”
Since Splatoon matches users together based on how they play, Amano notes that those who tend to splat enemies are likely to play together. Likewise, those who concentrate on painting rather than splatting are more likely to get paired up.
More: Hisashi Nogami, interview, Splatoon, top, Tsubasa Sakaguchi, Yusuke Amano
Nintendo UK – focusing efforts on Super Mario Maker, toys-to-life talk, “bright future” for 3DS
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, General Nintendo, News, Wii U | 0 comments
The latest issue of MCV features a few comments from Nintendo UK head of consumer marketing James Honeywell. Honeywell commented on how the company is focusing its efforts on Super Mario Maker, shared some words about toys-to-life and its home on Wii U, and the 3DS’ “bright future.”
Here’s a roundup of Honeywell’s different remarks:
“We are focusing a lot of our efforts on Super Mario Maker. It seems fitting that for Mario’s 30th anniversary we have a new Mario title that breaks the rules and offers infinite possibilities. Beyond this launch on September 11th, we’ll also be promoting the other new titles but also games like Splatoon and Mario Kart 8, which both continue to perform well.”
“Activision really invented the toys-to-life category so it’s really exciting that Donkey Kong and Bowser can take on their new starring roles. We hope that by working together on this we can offer another unique game experience to Wii U and bring a new audience to Amiibo. We are also fortunate that Wii U is home to Disney’s Infinity 3.0 and LEGO Dimensions, too. It’s set to be a really exciting Christmas for us all.
“Nintendo 3DS continues to be really important to us and hopefully this came across with all the great announements. With the recent launch of New Nintendo 3DS, we’ve seen sales overtake last year, and with great games like Animal Crossing: Happy Home Designer, The Legend of Zelda: Tri-Force Heroes and Chibi-Robo! all coming in time for Christmas, it’s going to continue to be strong. We also have a lot of great new titles coming in 2016, so Nintendo 3DS has a bright future.”
Tezuka on Good-Feel working with yarn again, Yoshi’s New Island reception, Mario/Yoshi connection
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, News, Wii U | 2 Comments
A new round of quotes from Nintendo’s Takashi Tezuka have been published by Game Informer. Tezuka tackled three main topics: how Good-Feel is working with yarn for a second time, the reception of Yoshi’s New Island, and whether or not Yoshi is still considered a part of the Mario universe.
For Tezuka’s comments, head past the break. You can also check out Game Informer’s original article here.
Super Mario Maker devs on the updated name, Zelda Maker would be “a challenge to make”, more
Posted on 9 years ago by Brian(@NE_Brian) in News, Wii U | 13 Comments
New comments about Super Mario Maker have come in from producer Takashi Tezuka and director Yosuke Oshino. Between the two, they talked about the updated name, how the project stemmed from a Mario Paint idea, fly swatting, and the possibility of a Zelda Maker.
Continue on below for some of the interview excerpts. For the full discussion, head on over to Game Informer.
Miyamoto talks more about why Wii U struggled, taking a step back with NX, Nintendo focusing on excitement
Posted on 9 years ago by Brian(@NE_Brian) in News, Switch, Wii U | 104 Comments
Shigeru Miyamoto previously discussed why the Wii U struggles in an interview with NPR. Speaking with Fortune, he once again touched on this topic and pointed to the fact that “people never really understood the concept behind Wii U and what we were trying to do.”
He said:
“I feel like people never really understood the concept behind Wii U and what we were trying to do. I think the assumption is we were trying to create a game machine and a tablet and really what we were trying to do was create a game system that gave you tablet-like functionality for controlling that system and give you two screens that would allow different people in the living room to play in different ways. Unfortunately, because tablets, at the time, were adding more and more functionality and becoming more and more prominent, this system and this approach didn’t mesh well with the period in which we released it.”
Miyamoto also shared some regret about how the console won’t live up to its potential, in which he stated: “I still feel it was a very novel approach—and a very interesting idea.”
More: interview, Shigeru Miyamoto, Shinya Takahashi, top
Mighty No. 9 associate producer on the 3DS version, Deep Silver partnership, more
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, News | 2 Comments
Siliconera has gone live with a new Mighty No. 9 interview featuring associate producer Nick Yu. Yu talked about the 3DS version, the partnership with Deep Silver, and more.
Head past the break for excerpts from the interview. Siliconera has the full Q&A.