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Earlier today, Telegraph published an interview with Nintendo’s legendary video game creator Shigeru Miyamoto. Much of what Miyamoto had to say focused on the Pikmin Short Movies, but there was time for a few other topics as well.

First, when it comes to what other companies are doing, Miyamoto remarked:

“What the other companies are doing makes business sense. But it’s boring. The same games appear on every system. At Nintendo we want an environment where game creators can collaborate and think of ideas for games that could have never happened before.”

And when asked about virtual reality, Miyamoto stated:

“I have nothing to tell you about Nintendo’s involvement in virtual reality. We have nothing to announce yet.”

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Everything we’ve seen thus far of amiibo has been limited to first-party content. However, Nintendo is now looking into ways its third-party partners can integrate figures into their games.

Nintendo of America licensing manager Damon Baker told IGN:

“We’re having those conversations and we’re still early on because amiibo isn’t even going to launch until later this month. We’re excited to see how that pans out but there’s a ton of interest from our third-party partners and we’re looking at what makes sense in terms of business models and levels of integration. There are really creative ideas that are coming through and we are working towards some opportunities for next year.”

Marketing director David Wharton also said:

“Think about our implementation for our products, it’s really developer-centric. It’s really about opening up new capabilities and new ways of extending the value of games and bringing the functionality into games. As a company we’re interested in as many different creative explorations of that functionality. Exactly what that’s going to be in the future, not only for third-party but first-party, that story has yet to be written. We’ve got a couple of examples of how it’s going to look today — but imagine the future, the sky is the limit.”

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Re/code recently caught up with Reggie Fils-Aime for a new interview. The Nintendo of America president discussed DLC, third-parties, mobile, new hardware, digital sales, and more.

Head past the break for some excerpts from the interview. Check out this link for the full thing.

This week’s issue of Famitsu contains an interview with Pokemon president Tsunekazu Ishihara. Ishihara discussed Pokemon Omega Ruby/Alpha Sapphire and a few other topics, but the most interesting comments came about when he talked about the future of Game Freak’s titles.

Famitsu first inquires about Pokemon as a whole. When asked about the current situation and views of the future from his perspective, Ishihara teased:

Runbow could have ended up on any platform, but 13AM eventually settled on Wii U. Wondering how the studio settled on that decision? It all came down to the Wii U’s ability to handle a wide array of control schemes.

13AM co-founder Tom McCall told Gamasutra:

“We looked at Xbox, PlayStation, PC, all those things, and we just kind of did a tally of how many controllers we could link up. And when we got to Wii, we found out… We found out that if you tether a Wii Remote to a Wii controller four times, and then add in the Wii U tablet controller on top of it, you can get up to nine players. We’d never seen anything like that before.”

McCall also mentioned that he and other members of the team had a good relationship with Nintendo, as one of them started communicating with the company as part of his thesis project.

“There was never a giant pitch; we just kept them in the loop from day one and they’ve been very supportive the whole way. I guess we’ve been very lucky!”

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Gunman Clive 2 has been in the works for about a year, according to Bertil Hörberg.

Hörberg told Nintendo Enthusiast:

I started development in November last year, which may not seem very long ago, but I’ve already spent more time on it than I did on the first game. I don’t have the patience or the stamina to work on massive projects that takes several years, so the fatigue is really starting to set in and I’m hoping to be able to finish the game somewhat soon.

As for what we can expect from Gunman Clive 2: a slightly longer experience, a change in visuals, and improved controls. That’s on top of new enemies and obstacles, varied environments, and more special levels.

Overall, it’s a fairly straight forward sequel. The first game was rather short and people were asking for more levels, so that’s basically what I’m giving them, but at the same time, I’m trying to bring it up a notch and deliver a more exiting product with its own identity. The most obvious change is probably the color palette and there’s a bit more graphical detail as well. The controls is a bit faster and the jump a bit less floaty.

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GameSource recently had the opportunity to interview David D’Angelo from Yacht Club Games. The discussion isn’t in English, but we were presented with a couple of noteworthy translations.

Here’s what D’Angelo shared regarding Nintendo’s support for Shovel Knight:

Nintendo was very helpful. They provided a great deal of marketing from featuring the game on the eShop and their website, to bringing the game with them to conventions around the country. They were also helpful behind the scenes, dealing with technical questions and listening to our wildest dreams. Creating Shovel Knight for the Wii U and 3DS was a smooth process, but of course, still a ton of work. Building a game for any platform comes with its own challenges and making a game feel unique and at home on the console is an important but hard problem to tackle!

On the topic of Shovel Knight’s sales, D’Angelo stated:

The game is selling really well on Nintendo platforms, and hopefully we’ll continue to keep making games for their systems. We love Nintendo, and they have been really great to work with for Shovel Knight.

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Persona Q: Shadow of the Labyrinth employs a very unique art style compared to other games in the Persona franchise.

Atlus went for a “super-deformed art style” due to its connections to Etrian Odyssey. There’s also the fact that the 3DS’ screen is a bit on the small size.

Artist Shigenori Soejima explained to USGamer:

“There are two big reasons for the super-deformed art style. One being that, because this is a crossover with Etrian, which has always had that style, we wanted to keep that iconic look so that when people saw it they’d know, ‘Oh, this is similar to Etrian Odyssey.’ If it were in the regular-looking Persona style, especially on 3DS, people might be confused and wonder, ‘Is this a new Persona game, a new Etrian title?'”

“Secondly, on the 3DS, the screen is much smaller. My usual type of character designs… trying to squeeze them onto a tiny screen just wouldn’t look good. In order for my characters to shine, basically we had to scale them down.”

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