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Cubed3 recently caught up with Stephen “Strife” DiDuro, one of the leading developers on Freedom Planet. The indie title was just confirmed for Wii U this past weekend.

We’ve picked out a few excerpts from the interview – notably which controllers Freedom Planet will support, 3DS interest, and a desire to keep the series going. You can find all of DiDuro’s comments on those subjects below. For the full interview, head on over here.

Sales of the Dynasty Warriors games have been in a bit of a decline. The series isn’t performing quite as well as it used to.

However, according to Koei Tecmo producer Akihiro Suzuki, spin-offs like Hyrule Warriors renewed interest in the franchise. Koei Tecmo must now satisfy players while keeping the series fresh, he said.

Suzuki told MCV:

Over the years we’ve seen a sales decline. The Dynasty Warriors series is targeted towards the core fans. But we’ve had a few collaborations recently that have given the franchise a second wind because they’ve brought in new fans that hadn’t given Dynasty Warriors a chance. So Hyrule Warriors gave the series some freshness. Now our task is to keep the new players happy now that they’ve had a chance to play. But overall with the franchise, we need to keep it fresh, both the Dynasty Warriors and the Samurai Warriors brands.

Source

A bunch of excerpts from Game Informer‘s interview with Eiji Aonuma have emerged over the past few days. Yet another one has now been posted online.

Game Informer asked the Zelda producer about how he approached making changes in The Legend of Zelda: Majora’s Mask 3D. You can read up on his full response below.

Final Fantasy creator Hironobu Sakaguchi worked on a bunch of Final Fantasy games throughout his career. But which one is he the most proud of? That honor goes to the original Final Fantasy.

In an interview with IGN, Sakaguchi explained why this is his choice:

“There was no guarantee that this game would make it. There were a lot of worries, a lot of unstable factors going into this project. The original team only consisted of four people. Even in the end when we wrapped up the project, there was probably about ten of us.”

Sakaguchi added: “The culmination of [all] the feelings and memories I have towards the first Final Fantasy is probably the largest.”

We have another three excerpts from Game Informer‘s interview with Zelda producer Eiji Aonuma. These latest summaries cover Aonuma’s path into game design, how he came to be in charge of Zelda, and the three-day cycle in Majora’s Mask.

You know what to do. Head past the break for the full breakdown.

Harmonix finally announced Rock Band 4, a game that has long been rumored to be in development. Sadly though, today’s news came with a confirmation that the game won’t be either Wii U (and Wii, which had to have been expected at this point).

Harmonix explained in a forum post that this is because of “shifting production priorities and capabilities of the studio”. The company further added that the team “had to prioritize opportunities on other platforms with historically larger RB audiences.”

The full explanation is as follows:

Speaking with IGN, Final Fantasy and The Last Story creator Hironobu Sakaguchi expressed his disinterest in making sequels.

“I don’t like sequels,” he said. “I hate them.”

Sakaguchi added, “That’s why every single Final Fantasy had a new cast of characters, a brand new story, [and] a different system.”

Sakaguchi still maintains his belief that a game should be a complete experience at his Mistwalker studio.

“Our promise to ourselves is that for every single game that we make, we are going to give it our all, and then we finish it, we’ll end it in such a way that there is no to be continued checklist.”

Source

Another couple of excerpts from Game Informer‘s interview with Eiji Aonuma have been transcribed. The latest Q&A covers the pain behind Link’s transformations in Majora’s Mask, and the soul inside the Fierce Deity Mask.

Check out the full responses below:

GI: “Why does it hurt so much for Link to wear the transformation masks?

Aonuma: We’re talking about masks that were created to contain the memories of people who have died. Often there are things they really wanted to do before they left this world, so becoming them is actually really painful because it’s like hosting a really powerful spirit that’s coming into you.”

GI: “Whose soul is inside the Fierce Deity Mask?

Aonuma: The best I can give you is just a suggestion. The best way to think about it is that the memories of all the people of Termina are inside of the Fierce Deity Mask.”

Source

Several indie developers were on hand for a special Nintendo showcase at GDC 2015 this week. GamesIndustry caught up with some of the folks behind Never Alone, Don’t Starve, Runbow, and Swords & Soldiers II. Each one had extremely positive things to say about Nintendo – you can find their full words below.

Dima Veryovka, art director on Never Alone

“It was really fast, everything happened in like two weeks. We didn’t have the build and now we already have the build running, and that’s not something we would be able to do without the support of Nintendo. I think it’s really good that they have opened up to independent developers. To be honest, that’s the future. We really want to see the smaller groups [succeed] and the way Nintendo has supported us is tremendous.”

At Nintendo’s indie showcase at GDC 2015, Engadget spoke with Damon Baker, senior manager of licensing at Nintendo. Baker was asked about a bunch of questions with regard to the company’s approach to indies. Read on below for comments about Nintendo’s relationships with indies, the company’s desire for exclusive features when a game comes out later on Wii U/3DS, and more.


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