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Bayonetta 2 director Yusuke Hashimoto has once again expressed interest in returning to the series for another game. That news comes from the latest issue of GamesMaster, which features a brief interview with Hashimoto.

In one question, GamesMaster asks about game sequels he’d like to work on. Hashimoto pointed to Bayonetta and how he’d like to create Bayonetta 3 – or even a spin-off.

Hashimoto said:

A sequel to a Platinum title… I’d have to say Bayonetta 3. I have all kinds of ideas in my head for how to expand the world of Bayonetta in even more sequels, or maybe a spin-off!

This isn’t the first time Hashimoto has talked about making another Bayonetta-related title. Last June, before Bayonetta 2 even hit store shelves, he spoke about a desire to continue “nurturing” the IP. We’ve also heard from Hideki Kamiya (the director of Bayonetta 1) about wanting to make a spin-off for 3DS featuring Jeanne.

GameSpot has gone live with a new Zelda: Majora’s Mask 3D-centric interview featuring series producer Eiji Aonuma. Aonuma shared some insight into the game, and touched on several other topics as well including returning to time manipulation in the future, amiibo, remakes, and retirement.

Look below for some excerpts from the interview. The full thing can be found here.

MCV has a short interview up with James Honeywell, Nintendo UK’s head of consumer marketing. We’ve picked out a few excerpts below. Honeywell commented on topics such as who Nintendo is targeting with the New 3DS, which model will be more popular, and more.

The following is a series of questions asked of Satoru Iwata in an interview with Nikkei:

Q: Nintendo in January downgraded its forecast group operating profit for fiscal 2014 to 20 billion yen ($165 million), half its original prediction. What is your latest outlook?

A: The improved 3DS (a hand-held game device with 3-D graphics) did not debut in the U.S. and Europe until after the start of the year, which meant demand did not increase as quickly as we expected. That does not mean that 3DS business itself has significantly declined.

The revised estimate already takes advertising factors including expenses for the new 3DS models into consideration. We do not expect our results to slide much further.

Q: Why have sales of the Wii U remained flat?

A: I believe the Wii U business still has considerable room for growth, as a number of software titles that are compatible with the console are slated for release in 2015.

The way Japanese gamers enjoy video games is different from their counterparts in the West. More and more Japanese gamers play on smartphones and 3DS hand-held devices. On the other hand, a majority of gamers in Europe and the U.S. still connect their consoles to TVs and play them on a bigger screen. In the global video game market, game titles for consoles are still dominant, and that market is much larger.

Q: What are you doing to shore up your console business?

A: Newer consoles are equipped with a function to process micropayments using Suica electronic money cards [in Japan]. Our service that allows people to purchase games online using those cards is popular.

It is also possible to turn smartphone games from other software makers into 3DS-compatible games and offer them for relatively low prices. We intend to pursue a variety of options. Only those products and services that receive strong support from customers will survive.

Q: The market for smartphone games continues to expand. What are your plans for this category?

A: In the past, I have opposed making smartphone and tablet versions of Nintendo titles. Prices for content aimed at smartphones and tablets are falling quickly. I am still wary of the category. We intend to develop products that will allow customers to identify with Nintendo products and make people pay attention to Nintendo games.

For example, some Nintendo game consoles incorporate Mii, which creates a digital avatar to represent players. It would be fun for players to use their Mii characters as icons on social media. We are currently developing an application that will allow users to do that. The app will be announced around the time our full-year results are released.

Q: What is Nintendo’s outlook for the next fiscal year and later?

A: We foresee improved performance for the next fiscal year, so long as we are not adversely affected by foreign exchange fluctuations. I have been saying we hope to achieve a profit suitable for Nintendo as early as fiscal 2016. My understanding is that an operating profit of 100 billion yen is the level the market and shareholders expect of us.

Source

Atlus recently published an interview on the game’s Japanese blog with director Shinjiro Takada and art director Akiko Kotoh. Siliconera has now provided a translation.

Takada and Kotoh touched on Record Breaker’s subtitle, Durarara!! guest characters, and more. You can find the full roundup below.

On the Record Breaker subtitle…

“I can’t give you the deeper meaning behind it today. As for subtitles, during the development of part 1, we named it Overclocked when we released it for the 3DS, which I believe gave it a strong sense and a feeling of ‘surpassing its predecessor’.” – Kotoh

“The [Record Breaker] subtitle has some deep roots in the story, so it’s kind of difficult to comment on that…There are actually several meanings behind it, so please check it out for yourselves once you get to play it.” – Takada

This Friday will be an extremely important day for Nintendo. Not only is the New 3DS launching, but The Legend of Zelda: Majora’s Mask 3D and Monster Hunter 4 Ultimate are releasing as well. These three products could all be a part of Nintendo’s “lucky” Friday the 13th.

Speaking with MCV, Nintendo UK head of consumer marketing James Honeywell said the company is initially targeting its existing fanbase with the New 3DS’ arrival. As for the new 3DS games, Majora’s Mask 3D and Monster Hunter 4 Ultimate should appeal to longtime gamers, and may bring interest for newcomers.

Honeywell’s words in full:

Majora’s Mask is a title that fans have been asking for a long time so it has an instant base. Beyond this we really want to make sure we introduce it to a whole new audience. For Monster Hunter we really feel now is the time when we can really open the title up to a Western audience. The developers have listened to existing players and given them more of what they want, but also ensuring that this new installment is the most open to newcomers.

Did you know that the monsters in Capcom’s Monster Hunter games feature animations that are done by hand? The only exceptions are certain cut-scenes where a small amount of motion capture is involved.. But for the most part, Monster Hunter 4 Ultimate director Kaname Fujioka informed Siliconera that “animators create monsters’ motions by hand as it requires more careful craftsmanship as they talk with the game designers.”

He said:

“For cutscenes, there are cases where we utilize motion capture techniques for monsters which might have similar skeletal structure to human beings such as the Palicoes. However, in most cases, our animators create monsters’ motions by hand as it requires more careful craftsmanship as they talk with the game designers. It’s very important that the motion and the game mechanics are properly intertwined for the gameplay. When we try to showcase a monster’s personality and expressions, we reference frameworks from real life beings and habitats to make them believable. We visit zoos and aquariums and also watch documentary films for reference material.”

It’s necessary for Capcom to nail the animation of monsters since the series is about pattern recognition. The way monsters react give players clues about how they should proceed.

“It’s important for us that players understand what kind of tactics they need to use. We give clues to players on how a monster may act based on its various expressions, and emotional and behavioural states (such as alarmed, enraged, exhausted, etc.) We plan for the monster’s behaviour first, so we keep in mind things such as distance between the player and the monster, logic behind the monster’s behaviours, and so on.”

Source

Very recently, Japanese website Dengeki Online interviewed a couple of folks from GungHo Online Entertainment. The website sat down with Daisuke Yamamoto and Kazuki Morishita for a chat about Puzzle & Dragons: Super Mario Bros. Edition.

The origins of Puzzle & Dragons: Super Mario Bros. Edition go way back to the release of Puzzle & Dragons Z, GungHo’s first attempt at bringing the popular series to the 3DS. Morishita was asked by Dengeki about his thoughts about the game at the time of its release.

Famitsu has a major feature on Xenoblade Chronicles X in this week’s issue. In addition to a new preview, the magazine shared an interview with director Tetsuya Takahashi.

One of the things Famitsu brings up is how Takahashi called the original Xenoblade “an orthodox RPG”, even though the field was huge and there were a number of different challenges. Takahashi says in response that the story of the original Xenoblade Chronicles “was one big thread so I think it was a linear game.” But in Xenoblade Chronicles X, “the story progresses in various directions as you finish quests which you get from different places.”

Famitsu next brings up the topic of loading. Takahashi confirms that players will be able to cross the huge world from one end to another without having to load data… for the most part anyway.


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