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Rodea: The Sky Soldier was one of the games covered by Famitsu in a November issue. Looking through it again, something about the article caught our eye.

Famitsu’s article contains a chat with Yoshimi Yasuda, the president of Kadokawa Games. The magazine points out how the different versions of Rodea will finally be released after a long development period. To this, Yasuda says:

It took some time to deliver [Rodea] to everyone, but the Nintendo 3DS, Wii U and Wii versions were rebooted. I think that we can share some sort of notification of a overseas release in the near future, so overseas users please look forward to it.

Yasuda’s words certainly suggest that a localization announcement for Rodea is on the way. That’s extremely encouraging news!

We’ve been keeping close track of IronFall Invasion since its reveal last year. The game finally resurfaced during this month’s Nintendo Direct, and VD-Dev confirmed that its debut 3DS eShop project will be launching soon.

Since IronFall Invasion is just on the horizon, we thought we’d catch up with the studio’s Fernando Velez one final time. Velez shed more light on the game’s campaign, multiplayer, and much more.

Check out our full interview below!

Game Freak’s Junichi Masuda was one of the designers on the original Pokemon Ruby and Sapphire games. That means he created environments and maps that make up the region of Hoenn.

In an interview with Kotaku, Masuda revealed that he was inspired by his childhood summers on the island of Kyushu in making Hoenn.

Masuda said:

“So [Hoenn] was inspired by when I would go and visit my grandparents when I was younger. I grew up in Tokyo, which was obviously a big city, and my grandparents lived in Kyushu, a Japanese island. It was really completely different there. Where I came from we didn’t have clean rivers or a lot of insects or wildlife, but when I visited my grandparents I got to experience that abundance of nature – I’d got out and catch bugs, play in the river, catch fish in the ocean, explore forests.”

“I really wanted to express those childhood memories with the Hoenn region when I first thought about Ruby and Sapphire,” he says. “It’s expressed in how abundant the nature is compared to some of the other settings, and also in the idea of secret bases, which was like making tree-houses or a special fort when I was a kid.”

In kanji, “Hoenn” can be roughly translated to “abundance” and bonds” or “connections” when considering “ho” and “en”. This is something that Masuda spoke about as well.

“One of the original themes was this idea of abundance – not just of nature, but of how warm people are in the country, and people were always so nice to me there. Neighbours would say hello to me on the street. That’s the hidden meaning: the abundant bonds between people and nature.”

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Majora’s Mask might be one of the most interesting games in the Zelda series. Not only is the title darker and different from other entries, but development itself was also atypical.

Eiji Aonuma reflected on the original release of Majora’s Mask in a recent issue of GamesMaster. In his chat with the magazine, he discussed the game’s short development cycle, and how “innovation truly comes when you have to work under some kind of big pressure.”

Below are his words in full:

In the latest issue of Gamesource, Deck13’s creative director Jan Klose was asked about the possibility of bringing Lords of the Fallen to Wii U.

The chances of that happening aren’t very high, as Klose stated that the team probably won’t be doing a Wii U port. Such a move would ultimately be a publisher decision.

Klose’s said:

Right now I don’t think that we are going to do a Wii U port of the project, even though we love Nintendo devices. But in the end this is a decision of the publisher, whether they think supporting the Wii U is reasonable for their sales or not.

Thanks to mahdi for the tip.

Super Smash Bros. for Wii U and 3DS feature stages from previous games in the franchise. There are some stages from Brawl, Melee, and even the original release.

In his latest “Smash Bros. Diaries” entry included in this month’s issue of Game Informer, director Masahiro Sakurai addressed a question about how the team decided on which stages to bring back.

There are several factors that came in to play. Sakurai mentioned “the popularity of the stage, whether or not it’s a match for the 3DS screen, and whether or not two stages from the same setting are getting ported” were all considered.

Below are Sakurai’s full comments:

Pokemon as a gaming franchise has been around for nearly two decades. Given its popularity, Pokemon won’t be slowing down any time soon and we’ll continue to see new entries in the franchise.

Where might Pokemon go from here though? Game Freak’s Junichi Masuda won’t give any specifics away, but he did tease to Polygon that he has “some big-picture ideas” for the series.

Masuda said:

There’s probably going to be a lot more games; we might not be able to use the “Gotta catch ’em all” catchphrase anymore [laughs]. Of course, we want to keep creating things that will surprise and delight fans. I don’t think that’s going to change. … I have some big-picture ideas, but I can’t really talk about them.

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Last year, Koei Tecmo executive vice president Hisashi Koinuma mentioned that he’d love to use Mario in a Musou-type game. That was not a joke – Koinuma was being completely serious.

Koinuma elaborated on his original comment while speaking with Polygon, with the site reporting:

He sees Mario as a character that would need to branch out from hand-to-hand combat but could focus on his distinctive moves. Speaking hypothetically, Koinuma suggests Mario could “blast enemies off the screen or knock them unconscious” with his moveset. “I suppose the game would be balanced so the kids could enjoy it as their first action game experience, whereas the adults could enjoy the game with friends and families as a group,” he says.

Pokemon producer Junichi Masuda also weighed in on Musou. He’d be open to seeing the Pokemon franchise cross over with Koei Tecmo’s IP if it wasn’t too violent. During his discussion with Polygon, Masuda suggested that perhaps players could throw out a lot of Pokeballs. It would also need a new form of gameplay so as to not feel too familiar.

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Bandai Namco’s Katsuhiro Harada briefly touched on Pokken Tournament’s origins while speaking with Polygon. When Bandai Namco met with Pokemon Company president Tsunekazu Ishihara about licensing music for Taiko Drum Master, Ishihara surprised them with an idea for a game similar to Tekken. Harada says he is spending a lot of time on Pokken Tournament since it’s the first title in a potential new franchise and because the team has less experience than the group behind Tekken.

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