Monster Hunter games don’t have a “Desire Sensor” as some have speculated
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, General Nintendo, News, Wii, Wii U | 6 Comments
Have you ever heard of something called the “Desire Sensor”? Those who have played the Monster Hunter titles have speculated about the sensor, which is programming within the games that can detect which loot players are searching for. The loot in question is then automatically made more difficult to find in order to keep gamers playing.
But no: there is no Desire Sensor in Monster Hunter. Series producer Ryozo Tsujimoto confirmed to Siliconera that this “feature” does not exist.
Tsujimoto said:
“You should probably wear gloves when you play. Try not to sweat, because it’s sensing your nervousness from the sweat on your hands. To be honest, that’s something that’s a popular urban legend. We actually hear that a lot, but it’s just a form of confirmation bias. When you’re looking for something specific, it feels like you never come across it. I myself experience that while playing—we’re all on an even playing field.”
“That (Desire Sensor) is absolutely not a thing. What people are seeing is just confirmation bias.”
More: interview, Monster Hunter, Ryozo Tsujimoto
Monster Hunter 4 Ultimate producer explains Sonic and Nintendo collaborations
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, News | 4 Comments
Monster Hunter 4 Ultimate is jam-packed with collaborations with other franchises. Recently, SEGA announced that the game would see a crossover with Sonic the Hedgehog. Players will be able to dress felynes in Sonic armor, and there’s also a guild card based on the Green Hill Zone.
Monster Hunter 4 Ultimate producer Ryozo Tsujimoto explained to Siliconera how the collaboration with SEGA came to be. He said:
“There are actually a few people at Sega that we’re pretty close to. We were chatting and thinking if there was something we could do together—some kind of collaboration. Then we settled on Sonic, ultimately, because he’s not only popular here in Japan, he’s also extremely popular overseas.”
“Since we’re doing an overseas version of this game, it made sense to do some sort of collaborative crossover that would make sense globally. So I had an associate of mine at Sega introduce me to the person in charge [of licensing]. We shook hands, made the deal, and there you go.”
Ubisoft says it was impossible for Assassin’s Creed Unity to run on Wii U
Posted on 10 years ago by Brian(@NE_Brian) in News, Wii U | 90 Comments
For the first time since its launch, Wii U will not be receiving any Assassin’s Creed games. This is in part due to sales. In the case of Assassin’s Creed Unity, it’s also a result of the Wii U being a bit underpowered when compared to other consoles.
Ubisoft creative director Alex Amancio explained to RedBull:
“It couldn’t, it really couldn’t. I mean this is why we from the beginning, this was going to be a new-gen-only title, because the crowds aren’t aesthetic, they actually have impact. If we did anything to hinder that or to reduce that it would have a detrimental impact, it wouldn’t be the same experience. I don’t think that would be fair to fans, to sell the same game but with different levels of experience. Even the seamless nature of the series and the scale of the game right, we couldn’t do that. We never load Paris. It wouldn’t be possible, in our minds we’d be cheating fans by providing a lesser version of the same game.”
As for Assassin’s Creed: Rogue, the same logic can’t be applied. Wii U not getting that game ultimately comes back to the point of Ubisoft being concerned about low sales.
More: Alex Amancio, Assassin's Creed Unity, interview, top, Ubisoft
Forbidden Magna producer on the game’s origins
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, News | 2 Comments
Wondering how Forbidden Manga came to be? Prior to Neverland’s closure, the studio was asked if they were interested in making another Rune Factory or moving on to something completely different. As we now know, the latter option was chosen.
Producer Yoshifumi Hashimoto told Siliconera the following about Forbidden Magna’s origins:
“It’s human nature that when you work on the same thing over and over, you want to branch out and do something different. We asked the Rune Factory team if they wanted to create another Rune Factory or if they wanted to branch out and create something else. They said they wanted to challenge themselves with something else and that was the beginning of Forbidden Magna.”
Sakurai on how third-party characters are chosen in Smash Bros., roster, more
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, News, Wii U | 4 Comments
Nintendo Life has published a new interview with Super Smash Bros. director Masahiro Sakurai. Topics include third-party characters, the roster in general, the meticulous process of creating the different characters, and how much fans influence decisions.
Head past the break for some interview excerpts. The full interview can be found here.
Slightly Mad experienced “significant hurdles” in bringing Project CARS to Wii U
Posted on 10 years ago by Brian(@NE_Brian) in News, Screenshots | 24 Comments
Bringing Project CARS to Wii U was a bit of a challenge, based on comments made by Slightly Mad Studios’ Andy Tudor. Speaking with Eurogamer, Tudor said:
“There are significant hurdles that we’ve had to get over, and that’s kind of expected. But the fact we can have weather, time of day, a significant number of cars on screen, it’s actually really promising.”
Project CARS is launching later this year on various platforms. However, the Wii U version won’t ship until 2015.
The Legend of Legacy devs on the game’s origins, focal points, no human fights
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, News | 1 Comment
Famitsu recently posted an article about the new 3DS RPG The Legend of Legacy, which includes comments from director Masataka Matsuura and Kyoji Koizumi.
Matsuura first started out by talking about the game’s origins:
“I’ve always wanted to make an original RPG, and that’s why I’ve joined the industry, but the project basically started sometime around two years ago. At first, I wondered ‘what kind of RPG would do well nowadays?’ But after giving it some thought, I’ve come to the conclusion of ‘if I’m going to make a proper RPG, then wouldn’t it be best to make it with those who have already done so?’”
“That’s when I started a project called ‘Project Legacy,’and contacted those that I personally wished to work with, one by one. From there, people who were interested gathered, and the project formally began. It was something like that.”
More: Famitsu, interview, Japan, Kyoji Koizumi, The Legend of Legacy
Shantae and the Pirate’s Curse will get an update to take advantage of New 3DS
Posted on 10 years ago by Brian(@NE_Brian) in 3DS eShop, News | 7 Comments
Shantae and the Pirate’s Curse will receive an update in the future to take advantage of the New 3DS, WayForward has revealed.
Speaking with Siliconera, director Matt Bozon said:
“We’re really excited about the New 3DS! We have an update for Shantae and the Pirate’s Curse already underway, which will add a ‘quick select’ control scheme, as well as other minor improvements to the game. Look for that to arrive closer to the launch of the New 3DS in the US.”
Bozon did not say what sort of “minor improvements” will be included. However, it’s already been confirmed that Shantae and the Pirate’s Curse will run at 60 frames per second on a regular 3DS with stereoscopic 3D turned on.
Child of Light developer now a “core team” within Ubisoft
Posted on 10 years ago by Brian(@NE_Brian) in General Nintendo, News, Wii U eShop | 4 Comments
CVG is reporting that Ubisoft has created a dedicated “core team” within the company featuring members from the Child of Light development group.
In an interview with the site, Ubisoft Montreal’s VP of creative Lionel Raynaud said:
“We are super happy with Child of Light. The team did a good job and the game had a great reception. We were proud to deliver something new and unique – a lot of people were surprised that Montreal was delivering this kind of game. The team learned a lot about RPG mechanics during development and this has resulted in us creating a core team. The people who made this game now want to work together again, whether it’s on a small game or not. This dynamic has incredible value in the industry and it’s what we want to do: we want to create core teams that want to make great games.”
“So yes, we will encourage other initiatives like Child of Light and there’s a chance that we will have many more games like that in the future. I already have many different projects that are in the pitch stage – I even had one in my office this morning, which was super exciting.”
Plourde himself has “moved on” from the Child of Light team to work on a different project. However, the chance to work on a smaller game provided him with the opportunity “to grow and try something different.”
“It wasn’t the most commercial idea so it became very personal – I even did a lot of the PR myself; GDC talks, global tours etc. I have moved on. I guess I’m a special snowflake in this case, because I hate being stuck in one place. At some point somebody put me in a room and said, ‘Pat, you’re the Rainbow Six guy!’ or ‘You’re the Assassin’s Creed guy!’ but I said no, even after Far Cry.”
More: Child of Light, interview, Lionel Raynaud, Ubisoft
Koei Tecmo talks more about Hyrule Warriors, Star Wars interest, working with Nintendo again
Posted on 10 years ago by Brian(@NE_Brian) in General Nintendo, News, Wii U | 18 Comments
Eurogamer has published a new interview with Hyrule Warriors producer Hisashi Koinuma, Team Ninja boss Yosuke Hayashi, and Koei Tecmo exec and Omega Force leader Akihiro Suzuki. The discussion naturally included more talk of the Wii U game, as well as topics like working with Nintendo again (plus Mario interest?!), and even Star Wars.
You’ll find a few excerpts from Eurogamer’s interview below. Head on over here for the full thing.