Aonuma on his approach to making changes in Zelda: Majora’s Mask 3D
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, News | 7 Comments
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.
Sakaguchi explains why the original Final Fantasy makes him the most proud
Posted on 10 years ago by Brian(@NE_Brian) in General Nintendo, News | 1 Comment
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.”
Aonuma on his path into game design, how he came to be in charge of Zelda, Majora’s Mask three-day cycle
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, General Nintendo, News | 1 Comment
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 explains why Rock Band 4 isn’t on Wii U
Posted on 10 years ago by Brian(@NE_Brian) in News, Wii, Wii U | 26 Comments
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:
More: Daniel Sussman, Harmonix, interview, Rock Band 4
Hironobu Sakaguchi isn’t a fan of sequels
Posted on 10 years ago by Brian(@NE_Brian) in General Nintendo, News | 14 Comments
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.”
More: Hironobu Sakaguchi, interview
Aonuma on the pain behind Link’s transformations in Majora’s Mask, Fierce Deity Mask soul
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, General Nintendo, News | 19 Comments
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.”
Lots of Nintendo praise from indie developers
Posted on 10 years ago by Brian(@NE_Brian) in General Nintendo, News, Wii U eShop | 6 Comments
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.”
Nintendo on the company’s indie push, indie relationships, desire for exclusive features, low-quality titles
Posted on 10 years ago by Brian(@NE_Brian) in 3DS eShop, General Nintendo, News, Wii U eShop | 0 comments
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.
More: Damon Baker, indie, interview, top
Aonuma on the 5 stages of grief fan theory in Zelda: Majora’s Mask
Posted on 10 years ago by Brian(@NE_Brian) in General Nintendo, News | 26 Comments
This month’s issue of Game Informer has an interview with Zelda producer Eiji Aonuma. Aonuma tackled several topics pertaining to Majora’s Mask, including the 5 stages of grief fan theory.
Here’s the full exchange between the two:
Game Informer: Some fans speculate that Majora’s Mask is a metaphor for the stages of grief. The towns-folk are in denial of the moon falling; the Deku King is punishing the monkey out of anger; the ghost in the snow temple is bargaining for a return to the world of the living; Lulu in the Zora Temple is battling with depression; and the final temple could be considered acceptance as it wraps up Link’s journey. Was this considered during development, or is this just a fan interpretation?
Eiji Aonuma: It’s certainly true that each one of these different episodes you talked about has a different emotional cast to it. One feels like it’s tinged with sadness, and another with anger – that certainly was intentional. But, I also want to point out that it’s not that each one of these episodes only has the one emotion that they are conveying. There are certainly other notes that we’re trying to hit as well, and the reason we did this is always to allow the player to experience that emotion – to give them a chance to hook into the emotional tone of this scene and react to it and feel like they want to accomplish something in the game as a result.”
No More Heroes devs reflect on the game’s creation
Posted on 10 years ago by Brian(@NE_Brian) in News, Wii | 3 Comments
In an issue published towards the end of last year, EDGE included an article that provided insight into the development of No More Heroes (see what was said about the series’ future here). That piece has now been published online in full. Creator Suda51, battle programmer Toru Hironaka, and senior character artist Takashi Kasahara shared the No More Heroes commentary.
We’ve rounded up some of the interesting comments from EDGE’s article below. You’ll also find a few pieces of art. For the full piece, head on over to GamesRadar.