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Travis Strikes Again: No More Heroes ended up seeing somewhat of a mixed reception – especially from a critical standpoint. However, this is something that director Suda51 actually expected.

In an interview with GamesIndustry, he stated:

Shmuplations has translated a pair of classic interviews with the developers behind Castlevania: Aria of Sorrow. One of these was a discussion with Koji Igarashi, the game’s producer – and is currently leading the way on Bloodstained: Ritual of the Night.

One interesting part of the interview came about when Igarashi was asked about why Aria of Sorrow was developed for the Game Boy Advance. He cited strong sales of Circle of the Moon and the fact that 2D games were more acceptable on the device in comparison to something like the PlayStation 2.

Square Enix had some significant news to share about Octopath Traveler last week. The game is getting a mobile prequel, and a new console title is also in development.

Following the announcement of Octopath Traveler: Champions of the Continent for iOS and Android, Famitsu managed to score one of the first interviews with Tomoya Asano and Yuki Yokoyama. Asano is responsible for planning / producing Octopath Traveler while Yokoyama is the mobile project’s producer and talks with partner developer Acquire as a mediator.

The Guardian published a new piece on Nintendo today with commentary from Nintendo’s Shinya Takahashi and Hisashi Nogami. Takahashi has been overseeing Switch while Nogami has been with the company for many years, and is well-known as the producer of the Splatoon series. In the article, the two developers commented on a wide variety of topics, including what it’s like introducing new hardware, needing to create a “wow” moment for players, and shared some thoughts about legendary designer Shigeru Miyamoto.

You can find these excerpts from Takahashi and Nogami below. For the full article, head on over to The Guardian.

Last week, Super Smash Bros. Ultimate director Masahiro Sakurai published one of his regular columns in Famitsu. This time around though, it wasn’t really Smash Bros.-related. Sakurai took on a few fan questions, but there was really only one part of the column that was noteworthy.

When initially going into Smash Bros. Ultimate’s Classic Mode and selecting the intensity, players are treated to a gorgeous mural showing off the game’s large roster. One fan asked Sakurai about how that art was created.

Famitsu recently published interviews with Ace Attorney creator Shu Takumi in back-to-back issues. We have a translation of the first part ready now.

During the discussion, Takumi had quite a bit to say about the original game’s origins. He touched on the Japanese name, how it was initially targeted for the Game Boy Color, and more.

Here’s our full translation:

Kirby’s ability to inhale enemies is a staple of the series. In Kirby’s Epic Yarn, however, this isn’t possible. Now that the game has returned on 3DS, producer Etsunobu Ebisu has revisited the subject.

Ebisu told Kotaku the following in a new interview when asked why Kirby’s signature move is missing:

The key to getting Devil May Cry 5 on Switch may lie with the performance of another Capcom title. The latest news comes from director Hideaki Itsuno, who left the door open to a port while speaking with German magazine M! Games.

When asked why Devil May Cry 5 isn’t on Switch, Itsuno explained that development started before the team had dev kits. Capcom therefore concentrated on releasing the game for PlayStation 4, Xbox One, and PC. However, Itsuno added that if Dragon’s Dogma: Dark Arisen sells well, they might consider porting Devil May Cry 5 to Nintendo’s console.

Dragon’s Dogma: Dark Arisen launches for Switch on April 23. It’s the first time this title will be appearing on a Nintendo system.

Thanks to Jake for the tip.


Destructoid was recently about to speak with the co-directors of Fire Emblem Heroes. One of the more interesting comments came about when Shingo Matsushita was asked about what’s next for the mobile game.

In response, Matsushita said that the team is “discussing different ideas that will give even long-term players a fresh playing experience.” He raddled off some different ideas, such as the possibility of “a new mode that will introduce a social aspect to the game.”

Nintendo Dream published a large interview with Super Smash Bros. Ultimate director Masahiro Sakurai about a month ago. The Japanese magazine was back at it again for its latest issue, catching up with the developer once more about various aspects concerning the Switch game. The two sides chatted in-depth about Sakurai’s health, how bosses and Spirits were chosen in Smash Bros. Ultimate, the new stages, and much more. 

We’ve prepared a complete translation of the new interview, which you can find below. And if you missed it, you can catch up on the first part from last month’s issue here.