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Along with its leaked article regarding Star Fox Wii U, Project Giant Robot, and Project Guard, TIME also put up an interview with all three projects (before pulling it soon after). If interested, you can find the full talk below.

Just to follow up on our last post, we have a tiny bit of additional information about the title Ubisoft is holding back on for Wii U. CEO Yves Guillemot, speaking with Geoff Keighly for Spike’s E3 All Access Show, said it’s mainly targeted more towards “families and friends.”

He stated:

“What we have this year is two games. We have as you said Watch Dogs but we also have Just Dance. And we have another one we didn’t speak about yet. It will come. Just for Wii U… but it’s more for families, families and friends.”

Image & Form should have news about the next SteamWorld game in the near future. CEO Brjánn Sigurgeirsson recently told CONSULGAMER that the project’s name will be revealed “quite soon”.

Sigurgeirsson also commented on why we’re not seeing SteamWorld Dig 2 next as opposed to a completely separate entry in the series. You can find all of his comments below.

I’m fortunate; I know what’s next for my team. Since December last year we’ve been working very hard on the next SteamWorld title. It’s not the next SteamWorld Dig game, it’s the next game that we’re putting out is in the SteamWorld universe. It’s the same type of characters that are the protagonists, they’re steam-driven robots, but the setting and the gameplay will be very different from SteamWorld Dig. The reason why we’re doing that instead of making SteamWorld Dig 2 is that we think that this game that we’re working on is just so much more excellent a game than I think we could make of SteamWorld Dig 2. Dig 2 will be fantastic as well, it will be bigger in every direction compared to Dig, and it has to be, since the only gripe that people have with SteamWorld Dig is that it’s kind of on the short side, but in between, before SteamWorld Dig 2 we are making this fantastic game, which is called SteamWorld “something,” we are going to announce the name quite soon, and we will keep you in the loop on that of course.

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Siliconera recently caught up with Bob Rafei, creative director and CEO of Big Red Button. Rafei discussed the various character characters in Sonic Boom, how Sonic Team reacted to the game, and more.

You can find a few excerpts from the interview below. The full thing can be read over at Siliconera.

Here’s a little bit of depressing news for you. Mega Man Legends 3, cancelled by Capcom back in 2011, nearly had its voice work finished.

Cup of Tea Productions was working with Capcom on the game’s voice recording portions. Interestingly enough, owner Danni Hunt told Siliconera in a recent interview that they were “almost completed.”

He said:

That was us though. It was almost completed. It was voiced. I can confirm it was almost completed.

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4Gamer recently caught up with Sonic & All-Stars Racing Transformed producer Steve Lycett with the game having been released in Japan last month. We already heard that Lycett had hoped to include Ristar as a playable character, but as it turns out, this wasn’t the only franchise he hoped the game would represent.

Lycett stated:

From three big SEGA classics, I think, “Space Harrier”, “OutRun”, and “After Burner”. Because these three are so popular around the world, I was thinking I wanted to find a way for them to work somehow. For “After Burner”, since there is no emerging main character, both it an “OutRun” both got full courses. But unfortunately, “Space Harrier” only got a song in the soundtrack on one of the stages. Even though it wasn’t convenient to include the hero of “Space Harrier”, we just couldn’t abandon the recording.

Lycett continued by elaborating on his interest in featuring Space Harrier one day:

Well, the truth is, I wanted to include the running character riding the dragon. But I won’t give up! If I ever get the opportunity, I absolutely want to see this happen.

Mario Kart 8’s items “are the most balanced in the history of the series”, according to developers Hideki Konno and Kosuke Yabuki.

While speaking with GamesMaster about the Blue Shells, the two developers said:

Blue Shells provide a certain level of tension that helps maintain the excitement right up until the very end of a race. Of course we pay particular attention to balance. Through literally thousands of races, we’ve made numerous adjustments to get it just right. In our opinion, the items in Mario Kart 8 are the most balanced in the history of the series.

I’d have to agree with Konno and Yabuki here. With the amount of time I’ve put into Mario Kart 8 thus far, I definitely get the impression that the items are very balanced this time around, especially compared to some of the series’ previous entries.

Thanks to joclo for the tip.

EDGE has put up its full interview with Mario Kart 8 director Kosuke Yabuki. We’ve already covered the most important bits, but additional comments regarding the game’s anti-gravity feature, updates for classic courses, and d-pad controls are now in as well. Head past the break for Yabuki’s words.

It was nearly a couple of months ago that Nintendo’s Hideki Konno commented on why Mario Kart 8 lacks a track editor. Now the game’s director has weighed in as well.

While speaking with STACK, Kosuke Yabuki said:

You are referring to the tool that users can design the course freely, right? If so, we have decided to give it a pass this time. There are so many elements and features in Mario Kart 8 – in addition to ground, water and sky sections, there is now anti-gravity and it is required to design the tracks to utilise three dimensions. If we added a simple course editor, it wouldn’t be a very user friendly tool. When we develop a tool like this, we want to make sure it is easy to use for everyone, but in order to do so for a project like this, we would need many more innovations. It may come one day in the future.

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