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“I really think there needs to be a Nintendo genre,” legendary video game designer Shigeru Miyamoto has said.

Speaking with the LA Times, Miyamoto stated:

“Nintendo isn’t one simple element of an overall gaming industry. I really think there needs to be a Nintendo genre, that’s almost its own entity.

Miyamoto later spoke of designing games as making performance art. As opposed to making “games seem really cool”, the folks at Nintendo enjoy laughing at themselves and he believes the company is almost like a group of “performers.”

It’s not that I don’t like serious stories or that I couldn’t make one, but currently in the video game industry you see a lot of game designers who are working really hard to make their games seem really cool. For a lot of us at Nintendo, it’s difficult to decide what cool is. In fact, it’s a lot easier for us to laugh at ourselves. It’s almost as if we’re performers. Our way of performing is by creating these fun, odd and goofy things.”

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The Pokemon series has continued to grow, including the amount of creatures. There have been over 700 Pokemon created thus far.

Game Freak naturally has a daunting task in keeping all of the Pokemon’s strength balanced in each one of their games. How do they go about that?

Battle director Shigeki Morimoto explained:

We start off with an idea in mind, like “How would this little fellow have to be used to be able to beat that guy when it’s about this strong?” Keeping that in mind, we assign stats to each Pokémon. After that, we do all kinds of playtesting among ourselves and adjust areas where the balance seems off as we go along. Even so, after the games are released, we find that they are still sometimes used in ways that we never imagined. There is still room for customization by deciding moves and Abilities, and so it’s really interesting to see what trends develop on the battle scene after the games’ release.

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In an interview with Famitsu, Persona Q: Shadow of the Labyrinth chief producer Katsura Hashino explained how the 3DS game came to be.

It all started with an interest in working on a new collaboration title following Persona 4 Arena. Hashino said they were aware of fans who had hoped to see the Persona series on 3DS and “felt the need to respond to that”.

Hashino’s comments in full:

“We were able to make the series’ first fighting game with Persona 4 Arena in collaboration with the folks at Arc System Works, and we also felt the desire to work on another fun collaboration. …while we were making Etrian Odyssey games and many other Atlus games for the 3DS, [we were reminded about] all the voices from fans who’ve been wanting to see a new game from the Persona series for the 3DS, and we felt the need to respond to that, and that’s how the plans of a collaboration within Atlus came to be.”

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It turns out that voice chat hasn’t been officially confirmed for Splatoon after all. Producer/manager Hisashi Nogami and project lead Tsubasa Sakaguchi, speaking with GameRant said that the functionality hasn’t been decided just yet.

“The core concept of Splatoon is that by looking at the way the ink is being spread around and progressing, you know, you can kind of see what your enemies are doing, what your teammates are doing, and then you’re able to decide what you want to do. And that’s kind of the main thing we’re always thinking about, and we kind of get similar questions about the number of people that can be in a multiplayer match, but for this game it’s really that four-on-four is the best number. With four-on-four, the amount of influence that a single player has is perfectly balanced, but also the speed at which the battle changes, the way the battle is developing changes is also completely perfect.”

“The idea being that the core concept is basically that players look at the way the ink is being spread around, the way it’s being painted around, and decide what to do. If in any way that doesn’t disrupt that balance we’ve created, we’ll definitely consider different ways of communication and introduce that to the game as we go forward with development.”

Nogami concluded his comments by stating: “Basically, I haven’t decided.”

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A new Bayonetta 2 interview has come online over at CVG. The site spoke with director Yusuke Hashimoto, who talked about the decision to make a sequel, how Nintendo provided input, interest in continuing the series, and quite a bit more.

You can find CVG’s interview in full here. For notable excerpts, head past the break.

These days, it may not seem like Marvelous is investing in as many new IPs as it did just a few years ago. Whereas titles such as No More Heroes, Little King’s Story, and even Senran Kagura came out of the company in recent years, Marvelous now doesn’t appear to be taking as many risks.

Senran Kagura producer Kenichiro Takaki told Siliconera that producers at the company “get a lot of freedom” to make the games they desire. Back in the day, Marvelous was creating new IPs to find a hit title, which just so happened with Senran Kagura. Now that attention has been given to the series, Takaki is “thinking of new ideas and I would like to try some of those out.”

“It’s not that orders are coming down from above that we have to make franchise titles. I feel that the producers get a lot of freedom to do what they want to inside Marvelous. When we were experimenting with a lot of little titles, the goal was always to find that IP that hit and can be developed into a series. That happened with Senran Kagura, which is why I’ve been focused on that now. I am thinking of new ideas and I would like to try some of those out.”

“The Kagura series really comes from me trying to make a worldwide hit in the past. I wasn’t able to find success that way, so I decided to focus on what I know by a Japanese person for Japanese people. That was the starting concept for Senran Kagura. I don’t want to lose sight of that, but I do want to listen to feedback from Western users. It’s kind of a difficult situation, things like gameplay systems or how the game plays would be easier to adjust.”

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