Iwata – mobile talk, Wii U’s launch price, Miyamoto’s New 3DS request, amiibo, inaccurate Netflix Zelda rumors
Posted on 9 years ago by Brian(@NE_Brian) in General Nintendo, News | 21 Comments
TIME has put up another round of quotes from Nintendo president Satoru Iwata. There is plenty of additional mobile talk (such as how he isn’t a fan of the term “free-to-play”), but other topics were discussed as well. Iwata commented on the Wii U’s launch price, how Shigeru Miyamoto’s involvement with the New 3DS led to the inclusion of super-stable 3D, how the characters in Smash Bros. are technically toys, amiibo, and rumors about Netflix’s live-action Zelda series (which are apparently inaccurate).
We’ve rounded up Iwata’s comments below. If you’re interested in checking out TIME’s original report, head on over to this link.
More: interview, Satoru Iwata, top
Iwata suggests that Nintendo wants to surprise gamers with NX
Posted on 9 years ago by Brian(@NE_Brian) in News, Switch | 47 Comments
Nintendo president Satoru Iwata touched on the company’s new gaming system, NX, during an interview with Japanese publication Nikkei. He suggested that the company’s plan is to surprise gamers, as simply expanding upon existing hardware makes things “dull.”
Iwata’s full words:
“However, if you only expand upon existing hardware, it’s dull. In some shape or form, we’re always thinking about how we want to surprise players as well as our desire to change each person’s video gaming life.”
That’s all that was shared about NX. We’ll have to wait until next year for any concrete details!
More: interview, Satoru Iwata
Takamaru was considered as a playable fighter for Smash Bros. Wii U/3DS
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, News, Wii U | 105 Comments
Yesterday, a short video surfaced in which Masahiro Sakurai stated that Mewtwo DLC for Smash Bros. Wii U/3DS was nearly finished and will be released “pretty soon”. But that wasn’t the only significant piece of information shared by Sakurai.
According to Sakurai, Takamaru from The Mysterious Murasame Castle was initially considered as a fighter for the new Smash Bros. entries. Unfortunately, he didn’t make the cut due to the perceived lack of familiarity among Nintendo fans. This took place before development on Smash Bros. Wii U/3DS actually began.
We’ll also mention that Sakurai is aware of the crazy Miiverse requests for fighters, like Goku and SpongeBob. Naturally, there’s no way such characters would make it into Smash Bros.
Source, More: interview, Masahiro Sakurai, Super Smash Bros. for Wii U/3DS, top
Gunman Clive creator not opposed to making a third entry
Posted on 9 years ago by Brian(@NE_Brian) in News, Wii U eShop | 1 Comment
Two Gunman Clive games have been made thus far. Could creator Bertil Hörberg eventually work on a third entry. Possibly, but don’t expect to see an announcement anytime soon.
Speaking with Nintendojo, Hörberg said:
I don’t know; it won’t be any time soon but I’m not against the idea of another sequel in the future. If I do create a Gunman Clive 3 or continue the series even further I think I will shake up the formula a bit more and do something a bit different. GC2 started as a very straightforward sequel with basically just more levels. I think it grew to be a bit more ambitious than that in the end, but it still follows the first game very closely in terms of the core gameplay and structure. Honestly I don’t really know where to go from here thematically; in GC2 I tried to make everything feel grander and more dramatic. He’s already been to space and traveled around the world, fought dinosaurs and giant robots, so I don’t know how I’d top that to make his next adventure feel like a clear step up again.
Hörberg also commented on his interest in porting Gunman Clive 2 to additional platforms. Wii U remains one system that could receive the game.
For now my goal is port the game to more platforms, but I haven’t made much progress with that yet, so it’ll be some time before I get started on a new project. I have a few loose ideas but nothing solid yet and I’ll spend some time prototyping before I decide anything.
Yes, possibly (Wii U as one of those platforms). My plan was to start with the platforms the first game was on (iOS, Android & Steam), as I want everyone who played that to be able to get the sequel, and then move on to Wii U and possibly other consoles. But we’ll see how many versions I’m able to do before I want to move on to a new game, so I’m not promising anything definite yet. The 3DS version made up for the vast majority of the total sales for GC1, but I don’t feel I can disregard the other platforms after one game, and it shouldn’t be too much work to port it. As I mentioned though, I haven’t gotten very far yet and it’s going pretty slowly still.
More: Bertil Hörberg, Gunman Clive 2, indie, interview
Nintendo on Xenoblade Chronicles 3D – dev length, challenges, why New 3DS only, more
Posted on 9 years ago by Brian(@NE_Brian) in New Nintendo 3DS, News | 2 Comments
Nintendo Life recently caught up with Hiro Yamada, general coordinator of Xenoblade Chronicles 3D. Yamada addressed several topics about the project, including when it began, challenges in porting to New 3DS, why it couldn’t be done on the regular 3DS, use of the two screens for information, and amiibo.
We’ve rounded up the various comments from Yamada below. For those who are interested, the original interview is located here.
Rusty Pup targeted for release by the end of this year, but will launch in 2016 if it isn’t ready
Posted on 9 years ago by Brian(@NE_Brian) in 3DS eShop, News, Wii U eShop | 0 comments
The Unlikely Legend of Rusty Pup has been in the works for about two years. However, it sounds like the project still has quite a bit of development remaining before it’s completed.
In an interview with Retro, Gory Detail’s Chris Seavor said that creation of Rusty Pup is going well. There’s currently a plan in place to have the title launch by the end of this year, though it may slip to 2016 “if the game is not ready”.
Seavor’s full comments are as follows:
It’s going really well at the moment. We’ve got all the major mechanics in place now and everything seems to work fine. As usual (due to my slightly erratic approach to design), lots of new and interesting ones also fell out during the process. It’s also looking lovely if I do say so myself, way beyond our initial expectations for the game, which I’ll be showing off some sneak peeks soon in our first, somewhat informal “dev diary” on the Gory Detail blog. Everyone should check that out.
I’ve learned a long time ago to try not to stick to deadlines. If you don’t have any deadlines, then you can’t miss them.
I’m being facetious, a little. We are heading for a release window by the end of this year, but if the game is not ready, then obviously we won’t release. Needless to say, every day we get something new done. A bug gets fixed and progress is being made.
I’m very excited about Rusty Pup. I think it’s got some interesting ideas, both in terms of narrative and how we’ve approached the traditional puzzle platformer genre. It won’t be for everyone, which is just fine, because if it was (if that’s even possible), then I’d have failed miserably as a designer.
Sonic Boom: Rise of Lyric producer reflects on the game
Posted on 9 years ago by Brian(@NE_Brian) in News, Wii U | 31 Comments
A new podcast from SegaNerds contains an interview with Sonic Boom: Rise of Lyric producer Stephen Frost. You can listen to it in full here, though Sonic Stadium has rounded up some of the more interesting bits.
Frost touched on Sonic Boom’s development, and a few other topics as well. Here’s the full summary:
- Suggestion that Sonic had to re-invent itself because the fanbase was getting smaller. Cites Call of Duty as an example/comparison.
- Boom was made to appeal to non Sonic fans. — This is stated multiple times.
- Suggestion that people/retailers are bored of Classic – Dreamcast era Sonic. States you can only do so much with these eras/characters. He does go on to suggest this is from a retailer standpoint.
- Claims multiple times that Boom (franchise) is a big success.
- Admits Boom (franchise) could have been better.
- “Could the games have been better… yes, any game can be made better.”
- Suggestion that part of the reason why Boom (game) isn’t that good is because the team didn’t know what Sonic was about/lack of experience.
- “In focus tests, we heard all the time, people were sick of speed, Sonic was too fast, they wanted to slow down.”
- “People really liked the Co-Op” — Hopes Sonic Team will do that in the future.
- “The biggest mistake in Boom (game) was adding too many features to it.
- “It was too much to ask of the/any development team” — In terms of different characters, combat, features etc.
- “I was tasked (by Sega) with creating an experience that appeals to an audience which doesn’t play Sonic.”
- “If I could do it again, I would remove features and speed would be the main focus from the start.”
- “Speed was shelved because we were under the impression people didn’t want it.”
- “Speed is always a Sonic thing, we didn’t focus on that.”
- “The goal of Boom was to reach new people.”
- “As a branch of Sonic, Boom is a success in many ways.”
- Suggests that due to how much content you need to make for a Sonic alone game, it’s too much work. You need additional characters to spread the burden of content.
- “Multiple characters resonate well with people”
- “Solo Sonic games, I don’t know how long that can last there isn’t enough variety to sustain it.”
- “The future of Sonic games needs to be Co-Op, it worked really well in Sonic Boom, community and online play, that sustains it.”
- Say’s he’d love to see a Sonic level design game.
- “In general, you need to do multiplayer and add online multiplayer aspects, that will sustain and keep the franchise alive.”
- Says that the reason for the change in release date was likely a number of reasons, cartoon air date, Nintendo release dates, Sega release dates.
- When the decision was made to change Boom’s release date, Sega did not know when Smash was coming out.
Bravely Second devs talk about the game’s new jobs
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, News | 1 Comment
In a new interview with Dengeki, Bravely Second producer Tomoya Asano and assistant producer Shinji Takahashi discussed the game’s new jobs (thanks Siliconera). The title introduces jobs such as Cat Master, Patissier, Exorcist, and much more.
Asano first spoke about jobs with the following words:
“Whenever we start thinking about new jobs, we start out by keeping the entire game’s balance in mind. We’d like to have this many attackers; there should be this number of offensive mages; let’s stick to this number for healers… these are some of the thoughts that go into the balancing. One important thing of the Cat Master in particular is how we created it to be a ‘playing around’ type [of class].”
Asano added that although Cat Masters were originally created just to have fun with, they ended up being pretty strong. They’re fine at attacking and can provide support.
Head past the break for even more job quotes!
Miyamoto on Splatoon’s Mario origins, not letting his reputation impact development, creating new hardware, more
Posted on 9 years ago by Brian(@NE_Brian) in General Nintendo, News, Wii U | 5 Comments
TIME’s third Nintendo-centric piece today is entirely based on an interview with Shigeru Miyamoto. Miyamoto further discussed Splatoon’s Mario origins, his reputation, other forms of entertainment, the platforms he found particularly fun working on, and plenty more.
As always, we’ve rounded up the quotes below. Head past the break for Miyamoto’s comments.
More: interview, Shigeru Miyamoto, Splatoon, top
Iwata/Reggie/Miyamoto: amiibo origins, more mobile talk, Wii U situation, future
Posted on 9 years ago by Brian(@NE_Brian) in General Nintendo, New Nintendo 3DS, News, Videos | 3 Comments
A second article from TIME covers several Nintendo-related topics in addition to mobile gaming. President Satoru Iwata, Nintendo of America CEO Reggie Fils-Aime, and Shigeru Miyamoto participated in the discussion. We’ve rounded up all of the tidbits and quotes below.
On amiibo…
– Iwata started sketching out the amiibo idea while on a bullet train in late 2013
– Iwata got more and more excited as he mulled the concept
– He dashed off a four-page pitch to his engineers
“It was something I believed would be completely new for us.”
Reggie and Iwata on how pursuing smart devices helps Nintendo…
“We view it as that marriage of the software with the hardware that together creates a compelling experience.” – Reggie
“If we don’t take an approach that looks holistically at the form a video-game platform should take in the future, then we’re not able to sustain Nintendo 10 years down the road. We would like to create several hit titles by effectively leveraging the appeal of Nintendo IP.” – Iwata