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Nintendo finally unveiled Star Fox Zero during its Digital Event that aired on Tuesday. In creating the game, Shigeru Miyamoto has said that the team decided to focus on the gameplay and a purposeful visual style. Miyamoto feels that, these days, the realistic look of games causes them to “all look the same”.

As reported by The Wall Street Journal:

In a press event Sunday, Miyamoto said that the point of Star Fox Zero is the gameplay and the visual style of the game, which is somewhat cartoony. It was made that way with a purpose. “A lot of games nowadays look so realistic that they all look the same,” Miyamoto said.

Star Fox Wii U is due out this holiday for Wii U. PlatinumGames is working with Nintendo on the game’s development.

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Nintendo and Koei Tecmo officially revealed Hyrule Warriors Legends during the Digital Event that took place on Tuesday. In an interview with Famitsu this week, producer Yosuke Hayashi shares more information about what we can expect from the game.

In one of his responses, Hayashi notes that planning started for the 3DS version after the Wii U title released. He said:

That was after the release of the Wii U version. The Wii U version got a positive reception from people who played it, but as there are already many Zelda titles on the Nintendo 3DS, many Zelda fans said “I’d like to play this on 3DS”. The development of the Nintendo 3DS version took off from there.

Xenoblade Chronicles X has a feature that allows players to obtain and fly various mechs known as “Skells”. Just don’t count on gaining access to a Skell right away. Speaking with IGN, senior director and chief creative officer Tetsuya Takahashi said that it takes about 30 hours before mechs become accessible.

He said:

“The reason we decided to do that was because the scale of the game changes once you get a Skell. We wanted to make sure that the initial difficulties you might have had maneuvering across terrain or trying to figure out how to reach a certain spot would be something you had a full sense of before you got the Skell.”

“We didn’t want people from the very beginning being able to be to zip towards the exact opposite end of the continent. We wanted people them to have the experience of knowing that distance first hand by running it. Once you do have the opportunity to control a Skell, it really does change the feel of the game. And we feel like these are gradual steps that ease you into that process.”

“When people hear 30 hours of gameplay, they might be reacting to that number a little bit. But I think that something that’s going to be familiar to MMO players is the idea that 30 hours is not necessarily a really long time if you think about the total gameplay time that might pick up. Now, certainly in traditional JRPG terms that may feel like that’s quite a ways out, but I think that we’ve designed the content in such a way that it feels fast as you’re going through it.”

Xenoblade Chronicles X launches in North America and Europe in December.

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At E3 2015 this week, GameXplain sat down with Grant Kirkhope and Andy Robinson to talk about Yooka-Laylee. You can watch the full half-hour discussion below.

In this month’s issue of Japanese magazine Nintendo Dream, Code Name: S.T.E.A.M. art director Takako Sakai opened up on the game’s art style and visuals as a whole.

According to Sakai, he wanted there to be as few differences as possible between the 2D illustrations and in-game 3D models.

Sakai began by creating character illustrations that imitated the feel of American comics from 1960 since he felt that was nicely compatible with polygons. However, this style was also chosen since he personally liked it.

Next, Sakai shares the following about why and how the art style in Code Name: S.T.E.A.M. changed a bit:

Throughout E3, we’ve heard that Zelda: Tri Force Heroes’ co-op only allows for either three players to team up together, or for one person to go through the game alone. Two players is not an option unless you want to experience the optional Colosseum mode.

Wondering what happens if you’re playing with friends and one of them drops out or quits? Well, director Hiromasa Shikata told Kotaku that you’ll be presented with a game over screen. On the bright side, your progress will be saved.

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Project X Zone 2 is going to include “some new elements” that will “add more depth to the battle system”. This was teased by producer Kensuke Tsukanaka during an interview with Siliconera at E3.

Tsukanaka said:

We haven’t officially announced this yet, but, we are going to include some new elements to the existing battle system. We actually took it out of the hands-on demo here at E3, but, we’ll be announcing it soon! We know it’ll add more depth to the battle system.

Siliconera also asked if the team is adding additional comments. Tsukanaka wouldn’t comment on specific details, and would only offer up the following: “whatever it is, it’ll add depth!”

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NPR has put up a massive interview with Shigeru Miyamoto. There’s tons of talk about Mario’s origins, but plenty of other topics as well.

We’ve posted the Q&A breakdown below. You can find the original piece here as well. I’d recommend giving this interview a look, since it’s very interesting!

Guitar Hero games were releasing yearly between 2005 and 2010. From that point on, however, the series went on hiatus. It’s only just now that Guitar Hero is returning in the form of Guitar Hero Live.

So why bring back the franchise after all of this time? Activision’s Eric Hirshberg told GamesBeat:

We had the right idea and the right execution. We set a very high bar for ourselves internally. It’s obviously a strong brand and a strong franchise. It’s something people had a lot of love for. But it was clearly also out of gas. It was in need of meaningful reinvention. We made a deal with ourselves that we wouldn’t bring it back just to bring it back. We wouldn’t bring it back unless we felt like we had reinvented it for the next generation of gamers and hardware, and we have.

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Mario has the capacity to resonate with kids, but that doesn’t mean that’s the franchises only demographic. This is something that creator Shigeru Miyamoto echoed in an interview with NPR.

He told the publication:

I would never call Mario a kids game or a mascot that only kids understand. It taps into fundamental building blocks of play. It’s fun to jump and it’s fun to run and feel free and fly up into the sky and all those things.

You can have a full listen to the interview below.

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