Oddworld: Abe’s Exoddus could get the remake treatment as well
Posted on 10 years ago by Brian(@NE_Brian) in General Nintendo, News, Wii U eShop | 0 comments
Oddworld creator Lorne Lanning is open to remaking another one of the series’ entries, Oddworld: Abe’s Exoddus.
Lanning told Wired that it may very well be the next project the team takes on depending on success. If New ‘n’ Tasty sells well, we should eventually be seeing Abe’s Exoddus in HD.
Lanning said:
With success, yes. The number one thing is selling games — when they profit, we can make more games. With success, Exoddus will be the next game we make and with a LOT of success we’ll start making new IPs.
Also while speaking with Wired, Lanning discussed why it wasn’t possible for Oddworld Inhabitants to make a new IP. The studio ended up rebuilding Abe’s Oddysee since that’s what fans requested the most.
Yacht Club on what’s next for Shovel Knight, possibility of sequels, interest in original titles
Posted on 10 years ago by Brian(@NE_Brian) in 3DS eShop, General Nintendo, News, Wii U eShop | 3 Comments
Shovel Knight designer/director Sean Velasco and pixel artist Nick Wozniak recently spoke with Hardcore Gamer and gave some lengthy insight into what the studio has planned next for the game. Additionally, Yacht Club discussed the possibility of sequels – again touching on ideas like a 16 bit version or N64-styled game with 3D visuals – as well as interest in pursuing original titles as well.
You can find Velasco and Wozniak’s comments below and the full interview here.
More: indie, interview, Nick Wozniak, Sean Velasco, top, Yacht Club Games
Aonuma believes that finding treasure is one of Zelda’s most enjoyable elements
Posted on 10 years ago by Brian(@NE_Brian) in General Nintendo, News | 12 Comments
Earlier this month, Nintendo launched something called “Nintendo News” on its Japanese website. Think of it as a weekly online magazine in a way.
The latest issue, posted a few days ago, features some comments from Zelda producer Eiji Aonuma who reflected on the series. Aonuma spoke in one part about how discovering treasure is one of Zelda’s most enjoyable aspects.
On the topic of finding things when you go on an adventure, Aonuma said:
My son is in elementary school, and he asked, “What is so fun about Zelda anyway?” I tell him, “Finding treasure is the most fun!” Even if it is only one rupee inside the treasure chest, I think (laughs). Whenever you find a treasure chest, there is always a “Yes! I found it!”-sense of accomplishment, and when you open it, it is just so fun to hear. To discover a new item, I think I find pleasure in both the surprise and the opening.
More: Eiji Aonuma, interview, The Legend of Zelda
Devil’s Third – no restrictions/great support from Nintendo, GamePad usage, customization
Posted on 10 years ago by Brian(@NE_Brian) in News, Wii U | 6 Comments
A new round of Devil’s Third quotes from producer Yoshifuru Okamoto have come in from a Game Informer preview. Okamoto commented on Nintendo’s involvement with the game, how the GamePad is used, and customization (Mario options probably aren’t likely!).
Head past the break for some interview excerpts. You can find the full discussion on Game Informer.
More: Devil's Third, interview, top, Yoshifuru Okamoto
Video: Scott Moffitt talks talks game lineup, Amiibo, eSports
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, General Nintendo, Videos, Wii U | 0 comments
More: interview, Scott Moffitt, top
Miyamoto: “I really think there needs to be a Nintendo genre”
Posted on 10 years ago by Brian(@NE_Brian) in General Nintendo, News | 14 Comments
“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.”
More: interview, Shigeru Miyamoto, top
One Piece: Unlimited World Red E3 2014 interview
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, Wii U | 0 comments
Video: Reggie talks Nintendo’s E3 strategy, sales, Amiibo, mobile
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, General Nintendo, Videos, Wii U | 0 comments
More: Amiibo, interview, Reggie Fils-Aime, top
Nintendo’s Scibetta on Wii U sales, third-party games, GamePad, digital events, Smash Bros Wii U/3DS release dates
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, Videos, Wii U | 0 comments
More: Charlie Scibetta, interview
Game Freak on balancing Pokemon strength
Posted on 10 years ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
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.