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IGN has posted its full interview with Nintendo of America president Reggie Fils-Aime. When the two sides met at E3 2015 last week, Reggie discussed things like Yo-Kai Watch, amiibo, toys-to-life partnerships, and the Digital Event.

We have a number of excerpts from the interview below. You can read the full talk on IGN here.

At E3 2015 last week, Nintendo’s Julie Gagnon commented on the annualization of franchises.

Ultimately, the choice lies within the hands of Nintendo’s developers. The company isn’t for or against bringing out new entries in franchises each year – it’s really a matter of what sort of titles the different teams are interested in making.

Here’s a look at Gagnon’s comments in full:

“It really depends on what the developer has in mind for the franchises. Sometimes you have Zelda sequels and what we have today with Zelda: Triforce Heroes is completely different and not in the timeline of Zelda. So, it really depends on what the developer has in mind and what they propose. So, I think it’s more a coincidence that we have all these great franchises that people like for each year. This isn’t necessarily something we will see for all the years in the future.”

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Back in 2010, Nintendo of America president Reggie Fils-Aime made some comments about mobile gaming in which he told Polygon that, on these devices, people don’t seem to stick to a single title.

Here’s what he said at the time:

“Clearly, it doesn’t look like their platform is a viable profit platform for game development because so many of the games are free versus paid downloads. If our games represent a range between snacks of entertainment and full meals depending on the type of game, (Apple’s) aren’t even a mouthful, in terms of the gaming experience you get.”

Polygon spoke with Reggie at E3 2015 last week and said that Nintendo hasn’t changed its opinion on the nature of gaming on smart devices. He also believes that mobile gaming can offer “a positive experience” while driving people back to the Big N’s core systems.

“We’re going to do it in a partnership with DeNA. DeNA has technical knowledge that we’re leveraging. They have a rapid iteration process to drive improvement in the content that we’re going to leverage, but Nintendo is going to create the content. We’ve announced that Mr. Kono, from Mario Kart fame, is going to be our lead developer on this. And so from that standpoint things haven’t changed. It’s our IP, we’re going to leverage it and we do believe done properly it’s going to drive a positive experience with the IP and drive people back to our core video system business whether it’s handheld or console.”

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GamesBeat caught up with Animal Crossing director Aya Kyogoku at E3 2015 last week. While much of the discussion was focused on Happy Home Designer, Kyogoku also shared some comments about amiibo Festival, the series’ future, and even Smash Bros.

You can read up on some of Kyogoku’s comments below. The full interview is located over on GamesBeat.

Nintendo interviews haven’t stopped pouring in from E3 2015. The latest one comes from Game Informer, who chatted with Xenoblade Chronicles X director Tetsuya Takahashi and Nintendo’s Genki Yokota.

Topics include:

– Why Los Angeles was chosen as the main city for Xenoblade Chronicles X (New York was considered)
– HD development
– Working on first-party Nintendo games and being open to helping out with Zelda Wii U

It’s a pretty massive interview, so we’ve only posted a few excerpts below. You can read the full discussion here.

The latest interview concerning The Legend of Zelda: Tri Force Heroes has come from Kotaku, who spoke with director Hiromasa Shikata. Shikata discussed the game’s story (and why the different characters all look like Link), confirmed that there is no overworld map, touched on the game length, and more.

As usual, you can head past the break to see what Shikata said. You can also give Kotaku’s piece a look here.

The Financial Post has posted a few more comments from Scott Moffitt, Nintendo of America’s vice president of sales and marketing. Moffitt mainly commented on how the Wii U has plenty of quality games, and how NX shows the company’s commitment to dedicated gaming hardware.

Here’s a quick roundup of what was shared:

On how Wii U still has a lot to offer…

“Our job and our goal is through our first-party games, to build the installed base up so that it makes it easy for third-party publisher to bring their third-party content to our systems.”

During E3 last week, GameSpot conducted an interview with some developers from Nintendo and Monolith Soft. Those staffers are as follows:

Hitoshi Yamagami – Producer, Nintendo
Genki Yakota – Director, Nintendo
Tetsuya Takahashi – Executive Director, Monolith Soft
Koh Kojima – Director, Monolith Soft
Shingo Kawabata – Producer, Monolith Soft

In the interview, GameSpot asked all of these developers about the relationship between Nintendo and Monolith, the “JRPG” term, how the Japanese market is at present, and more. Head past the break for their comments. You can also access GameSpot’s original article here.

In Chibi-Robo!: Zip Lash, the game is packed with plenty of snacks like pocky and Utz potato chips. Nintendo producer Risa Tabata explained during E3 2015 last week that this came about so that players would be able to truly understand Chibi-Robo’s size, and so that he’d have more items to collect that felt more substantial.

Tabata told Nintendo World Report:

“We were trying to think of ways to express [how tiny Chibi-Robo is] to give you a point of reference to show you how small he is in real life. Since this time, there are no people around, [the snacks] something we can give you to compare.”

“Because the game itself takes place around the world in various places, we thought coming up with different monuments that you see around the world, such as the Statue of Liberty or the Pyramids, but that would be way too big to use as a reference for a tiny little robot. And that’s when I thought ‘What’s something that’s around us all the time, and makes people happy to see or to find in game?’ I personally also love snacks too, so I thought this is a great idea to implement in the game.”

In order for snacks to be included in Chibi-Robo!: Zip Lash, Nintendo branches in North America and Europe needed to reach out to different companies. Tabata also visited 30 different snack food companies for the Japanese version.

Nintendo producer Kensuke Tanabe said:

“Around this time in Japan, it is super hot and humid. So she was wearing her business attire, walking around the whole country, travelling to present this idea to all these people. I myself was sitting in the office, just chilling, thinking ‘She’s going through such a hard labor.’ *laughs*”

Source

Polygon has posted a new interview with The Legend of Zelda: Tri Force Heroes director Hiromosa Shikata. Shikata addressed the project’s origins, shared further insight into Link being able to wear a dress, and commented on the co-op and communication elements.

Continue on below for a breakdown of Polygon’s piece. You can check out the site’s full article here.

On the game’s origins…

“I remember talking about it during the development of A Link Between Worlds. [We] had wanted to do more multiplayer Zelda … and in [Spirit Tracks] there’s a portion where you control the Phantoms. That element really intrigued me and brought out the idea that I wanted to try multiplayer as well.

“We really got started on it during development of A Link Between Worlds, that feeling of wanting to explore more multiplayer. It was sort of revitalized and came out of hibernation for me while I was working on A Link Between Worlds.”

– Shikata says outfits also reflect a sense of accomplishment
– A player’s available wardrobe will reflect their progress in the game
– Players craft their outfits from materials they find by clearing dungeons, turning Triforce Heroes into something of a loot-based grind


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