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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.

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.

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.”

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.

Like many Nintendo games these days, Star Fox Zero will have amiibo support. But the one thing players won’t have to worry about is content being locked away behind figures.

Shigeru Miyamoto told Kotaku at E3 2015 last week that amiibo usage in Star Fox Zero will be on the lighter side of things. Tying in significant content like abilities or a special mode isn’t planned. Instead, having amiibo will offer players “a little something extra” – perhaps “a different skin for the Arwing or something like that.”

Miyamoto said:

“In terms of being able to unlock content, I don’t really want to go down that path. For this game, I think of it more as, for people who have the Amiibo, they’re going to get a little something extra and that’s how I’m planning on it with this game. So rather than actual abilities or things like that changing in the game, it would be like getting a different skin for the Arwing or something like that.”

“So, I don’t really want to talk about Nintendo in general today, but in terms of what I’m doing with Star Fox, I’m really not thinking about there being locked content or there being a mode that you won’t be able to play if you don’t have one. Since we already have the existing Smash Bros. Amiibos I basically want to put in something so if you already have those Amiibos, I imagine people will try and tap them on Star Fox anyway, and I want to make sure there is something that gives them a nice charge when they do that.”

Source

During a recent interview with Yahoo, Shigeru Miyamoto once again weighed in on virtual reality. He explained that, currently, the technically isn’t “a good fit for Nintendo’s philosophy of trying to create entertainment that people can play together in the living room.”

Miyamoto said:

“The current types of virtual reality aren’t really a good fit for Nintendo’s philosophy of trying to create entertainment that people can play together in the living room. We’re constantly looking at different technology and experimenting with different elements of it, but we’re not feeling virtual reality is currently in a place where it’s ready to be released – as a product that fits with our philosophy of fitting in the living room.”

Elsewhere in the interview, Miyamoto focused on the present rather than the future. He said this is why Nintendo didn’t bring along “any samples of potential virtual reality type experiences.”

“We’re here at E3 this year to really focus on the games that are launching within the next year or so. We’re not showing off or showcasing anything that’s further down the road, and that’s why you don’t see us here with any samples of potential virtual reality type experiences.”

Source

Senran Kagura

The Senran Kagura games have typically focused on action. However, producer Kenichiro Takaki is “constantly thinking about different genres” that the series could be involved with as well.

Speaking with Kotaku, Takaki shared some of the ideas that he’s thought about in the past. He brought up a dodgeball game, a pinball game, and even a “water-shooting game”.

Below are Takai’s full comments:

Yeah, as the series goes along, there are a lot more unique characters within it, so I’m constantly thinking about different genres. I always wanted to do a dodgeball game where you hit them and it just rips everything off. A pinball game, or a water-shooting game where they get drenched. I always think of something different. I always want a challenge.

Source

Polygon has posted a new interview with Damon Baker, the man leading Nintendo’s indie efforts. Baker discussed how Nintendo is more open to approving content these days, the Humble Nindie Bundle, the importance of indies, and more.

Read on below for some excerpts from the interview. You can find the full article on Polygon here.

A new interview from USgamer has extensive comments from Koji Igarashi about Bloodstained and the game’s recent Kickstarter. You can find that here.

In one section of the interview, Igarashi reflected on some of his previous titles. What he said about Castlevania Judgement seemed particularly interesting. Here’s what was shared about making the nontraditional Castlevania title for Wii:

So there are games, and then there’s succeeding and/or not succeeding. Video games are a tough business, and a lot of games don’t succeed. The smart man will try to learn from his mistakes.

When it comes to Castlevania Judgment, the one thing I learned was from the production side – how to make the best game I possibly can with a variety of different limitations: budgetary, time, etc., thrown on you. Obviously, that wasn’t the best game ever, but it was the best game that I think anyone could have made within those limitations. And the game did get out the door.

Source

GamesIndustry published its own interview with Nintendo of America executive VP of sales and marketing Scott Moffitt. Metroid Prime: Federation Force, amiibo, shortages in general, and the Humble Nindie Bundle (not ruling out its own bundle) were among the topics discussed.

You can read up on what Moffitt had to say in this latest interview below. Be sure to check out GamesIndustry’s original article here as well.


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