Submit a news tip



interview

TIME has gone up with a big interview featuring Nintendo president Satoru Iwata.

Some highlights include:

– Decided to try out mobile after finding solutions to Nintendo’s problems; not porting games from their systems, but instead making new software
– “for each title, we will discuss with DeNA and decide the most appropriate payment method”
– Not against Miyamoto getting involved with development, but he’s currently focusing on Wii U games for this year
– “Development of smart device games will be mainly done by Nintendo”
– Wanted to talk about NX so there wouldn’t be a misunderstanding that Nintendo isn’t as interested in dedicated games
– Iwata promises not to do anything that may hurt Nintendo IP

We’ve rounded up the full Q&A after the break. Be sure to check out TIME’s full piece here as well.

Siliconera published a new interview with Hiro Maekawa, the president of Natsume. Maekawa ended up addressing a variety of topics, including Harvest Moon: The Lost Valley, why the company decided to localize A-Train, and more. Maekawa also said that Harvest Moon 64 won’t be coming to the Virtual Console due to technical issues, and noted that there isn’t any news on Natsume returning to older games such as Wild Guns.

We’ve rounded up a few of Maekawa’s comments below. You can find the full interview on Siliconera here.

GamesBeat spoke with DeNA West CEO Shintaro Asako following Nintendo and DeNA’s business and capital alliance announcement today. Topics included how talks between the two sides evolved, the need to kick off its partnership with the right game, the strength of Nintendo’s IPs, how it’s not too late for the company to enter the mobile market, and plenty more.

We’ve rounded up Asako’s various comments below. Be sure to check out GamesBeat’s full post here.

Jackbox Games has dabbled with various platforms over the years, but the company has never supported Wii U. In an interview with Destructoid, CEO Mike Bilder explained why.

Bilder noted that Jackbox’s lack of Wii U support comes down to production resources and market size. However, he did also say that the team “may support” Nintendo’s console in the future.

Below are Bilder’s full comments:

We’re a small team and we’ve done the development for all of our platforms in-house and we’ve self-published all of our recent games. We like the Wii U and may support it in the future but our recent lack of support is really a function of production resources, as well as market size. Amazon, Ouya, and others have been easy platforms to get to because of our technology.

We really feel the type of games we make – party games – are uniquely suited for this recent generation of set-top-boxes that feature games. Consumers of those boxes aren’t looking for AAA console quality games. If they are, they likely already have a console. But, some awesome, affordable party games (our games) that you can easily fire up on your TV seem like a perfect fit for that audience.

Source

We have one final translation from Nintendo Dream‘s interview with Zelda producer Eiji Aonuma… and it’s a big one. The latest excerpt is entirely about Majora’s Mask, and its creation. Aonuma reflects on the work he did for the game, speaks about the creation of Romani Ranch, Anju and Kafei, Pamela, and much more.

Head past the break for our full translation. I’d say it’s very much worth a read if you’re curious about Majora’s Mask’s various elements!

CNET has a few new quotes from Reggie Fils-Aime, president of Nintendo of America.

The site begins its article by mentioning that Nintendo’s franchises and games remain relevant today. Zelda: Majora’s Mask 3D, a remake of the N64 game, topped the U.S. charts in February.

Fils-Aime said that “Nintendo has always put out content that is lasting and is content that the consumer plays for extended periods of time.” He additionally mentioned: “In this games business, the axiom is that software drives hardware, and we’ve seen that over our 30+ year experience in this category.”

Nobuo Uematsu worked on Super Smash Bros. Brawl, and ended up creating the game’s orchestral theme. As for how his participation with Brawl’s development came about, Uematsu told Game Informer:

“I have a feeling that I got the job offer from Mr. Sakurai while we were drinking. He would let me selfishly do whatever I wanted, whether it be using an orchestra or using opera singers.”

It appears that Uematsu would have been interested in returning for the new Smash Bros. games on Wii U/3DS, but wasn’t asked to be brought back.

Uematsu said:

“Why didn’t I participate in the new Smash Brothers!? Ask Mr. Sakurai! I wanted to work on it! All joking aside, it’s just that, since there are many video game musicians representing Japan who are already participating, there’s no need for me.”

Source

Another “Miiting” just wrapped up on Miiverse a short while ago. In the latest discussion, Nintendo’s MariChan chatted with the Happy Mask Salesman from Zelda: Majora’s Mask 3D. The Happy Mask Salesman doesn’t actually exist of course (except in the game… and in our hearts!), but the interview nonetheless holds some interesting nuggets.

We’re posting the “Miiting” in full below. It’s rather lengthy!

Natsume used to help bring over the Medabots games, but we haven’t seen any titles localized since the Game Boy Advance games. In an interview with Siliconera, Natsume president Hiro Maekawa said that the company doesn’t have “a concrete plan for future Medabots titles”, though he did say that there will be some sort of news about the series this year.

He said:

“At this point, we do not have a concrete plan for future Medabots titles, but we are carefully listening to fans voices and we know the team over there and would love the opportunity to bring a new Medabots game to the U.S. one day. Once again we have spent time, money, and love on that franchise, and we want to see it move forward just as much as our fans do. I know this isn’t the answer Medabots fans wanted, but stay tuned, because there will be some Medabots news in 2015. Keep an eye out!”

Maekawa also commented on Natsume’s relationship with Kemco. The two sides worked together on Alphadia Genesis, which landed on Wii U last year.

“We maintain a very close relationship with Kemco. We work very well with them and they make RPGs that fit so well into our “niche and unique” model. I have always been fond of RPGs and we continue to look for ones that fit with Natsume. Are we working together on a co-developed RPG? We have definitely talked about it! You will be one of the first to know if we have some news to announce.”

Source

Runbow is going to end up supporting a whole bunch of controllers. You’ll be able to use the GamePad, Wii U Pro Controller, Wii Classic Controller, Wiimote, and nunchuck.

13AM Games producer Dave Proctor told Shacknews that the team also looked into GameCube controller support as well. Sadly, it’s unlikely to be supported because it’s being branded as a Smash Bros. peripheral.

Proctor said:

We have looked into it. It is currently only branded as a “Smash Bros. periperal,” so unfortunately, we can’t get access to that. We do have support for Wii U Pro Controllers, we are working on a patch to plug in seven Wii Remotes, we have support for the Wii Classic Controller, as you’ve seen, and we’ve also added support for the Nunchuk. Worst case scenario, someone’s got a Nunchuk, they can use half the controller. It’s got all the buttons you need. We just want everybody to get the biggest experience they can.

Source


Manage Cookie Settings