Nintendo explains how the Switch OLED came to be
Posted on 3 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
We’ve seen the original Switch, the Switch Lite, and now the Switch OLED. Everyone will be able to pick up the system as of tomorrow, October 8.
In an official interview published by Nintendo today, key developers behind the console spoke about the console’s origins. Ko Shiota, the head of the Technology Development Division, as well as Toru Yamashita of the Technology Development Department both weighed in.
Here’s what the two shared:
More: interview, Ko Shiota, top, Toru Yamashita
Retro Studios was initially worried about Wii after seeing its specs
Posted on 3 years ago by Brian(@NE_Brian) in News, Wii | 0 comments
We all know today that the Wii was one of Nintendo’s most successful consoles, but early on, the system garnered its fair share of doubters and people that were concerned about how it would perform – including Retro Studios.
Bryan Walker, who was with Retro starting with Metroid Prime 2 before going on to be a senior producer on Metroid Prime 3 and then the director on Donkey Kong Country Returns, revealed to Kiki Talkz that the company was “a little concerned” after seeing the console’s specs. It was only after Nintendo unveiled the Wii Remote and saw massive interest during its showing at E3 2006 that the staff at Retro Studios started to understand Nintendo’s approach.
According to Walker:
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Metroid Prime 3 could have been more open world, took a year to implement Hypermode
Posted on 3 years ago by Brian(@NE_Brian) in News, Wii | 0 comments
As part of a recent discussion with Kiki Talkz, Metroid Prime 3: Corruption senior producer Bryan Walker commented on how there was initially some consideration to make the game open world as well as the difficulties implementing Hypermode.
As for the open world, director Mark Pacini first came up with the idea to leverage Samus’ ship and make the game less linear. Walker is proud of what the team accomplished with Metroid Prime 3, but “would be very interested in seeing what the response was, especially the fan community to the expanded use of the ship and the more open world non-linear that we were touching upon with that pitch.”
Pacini’s full words:
Donkey Kong Country Returns dev on how Retro came to work on the project
Posted on 3 years ago by Brian(@NE_Brian) in News, Wii | 0 comments
In an interview with Kiki Talkz, former Retro Studios developer Bryan Walker discussed how the team ended up working on Donkey Kong Country Returns.
Walker worked on Metroid Prime 2 and 3 before directing the Wii title. Retro actually had some interest in moving on from the Prime series after the second entry, but after Donkey Kong was presented to late Nintendo president Satoru Iwata, he instead wanted the team to come out with a third game. Then after Metroid Prime 3 launched and there was a lot of some key staff, the opportunity to work on the Donkey Kong Country IP came about.
Walker also talked about meeting with Shigeru Miyamoto early on and had much praise for him. After one conversation in Kyoto, Miyamoto asked Retro to take care of IP, stating: “Please take care of DK. He is my friend.”
Below is Walker’s full words:
Diablo II: Resurrected devs on Switch version, says “it’s running like butter”
Posted on 3 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
Diablo II: Resurrected principal designer Rob Gallerani and lead graphics engineer Kevin Todisco have commented on the Switch version, including what to expect from performance.
GamesBeat recently had a chance to interview the two developers, and asked about how the game is running on Switch currently. In response, the two shared:
More: Blizzard, Diablo II: Resurrected, interview
Why monsters are called “monsties” in the Monster Hunter Stories series
Posted on 3 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
If you’ve played the Monster Hunter Stories series, you’re probably familiar with the term called “monsties”. That’s because these games have a unique term for its creatures. Rather than going with something simple like “monsters”, a new “monsties” term was created.
So how did that term come to be in the first place? Speaking with Waypoint, English localization editor Joseph Detwiler explained:
Fatal Frame: Maiden of Black Water dev on remaster’s origins, photo mode, graphics, costumes, more
Posted on 3 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
Fatal Frame: Maiden of Black Water producer Keisuke Kikuchi has opened up about the game’s upcoming remaster, including how it came to be, the new photo mode, improved graphics, and fresh costumes. The news comes as part of a recent interview with Japanese magazine Famitsu.
Here’s our translation of the notable parts of the discussion:
PlatinumGames interested in a Star Fox Zero Switch port
Posted on 3 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
If PlatinumGames had its way, Star Fox Zero would be on Switch. PlatinumGames boss Atsushi Inaba told VGC in a new interview this week when asked about a possible port that “if the chance came up it’s definitely something we’d like to think about.”
Inaba stated:
More: interview, PlatinumGames, Star Fox Zero, top
PlatinumGames wants to show Bayonetta 3, but not up to them “what to say and when to say it”
Posted on 3 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
Despite a lack of news surrounding Bayonetta 3, the game has most definitely not been cancelled, and PlatinumGames is again looking to assure fans that things are going well.
You may recall that the studio’s Hideki Kamiya indicated that we could see the game this year. VGC asked him about that in a recent interview, in which he stated:
More: Atsushi Inaba, Bayonetta 3, Hideki Kamiya, interview, PlatinumGames, top
Metroid Prime Trilogy largely done by four Retro staffers, half of the work was for scan log changes
Posted on 3 years ago by Brian(@NE_Brian) in News, Wii | 0 comments
During the Kiwi Talkz podcast, Metroid Prime senior game designer Mike Wikan touched on Metroid Prime Trilogy, including the insane amount of work that went into the scan logs.
Wikan started out by revealing that it was just a team of four “doing the entire trilogy recompile.” While the controls were adjusted, there were other changes as well – including modifications for the “notoriously difficult” Spider Ball and Boost Ball Guardian bosses. Co-producer Kensuke Tanabe actually led to these battles being tougher than Retro wanted them to be “in the last three days before we went gold.” For Metroid Prime Trilogy, Wikan was able to go back and adjust the difficulty.