Submit a news tip



interview

Detroit: Become Human

Quantic Dream has long been known as a PlayStation developer. Now, however, the company has started to venture out on its own. After making well-known narrative games like Heavy Rain, Quantic Dream has started to self-publish, and is even working with other developers as well.

As far as why Quantic Dream is now starting to explore self-publishing, head of publishing Guillaume de Fondaumière recently told Nintendo Everything:

New Pokemon Snap

New Pokemon Snap isn’t Bandai Namco’s first crack at the Pokemon series. The company was also responsible for Pokken Tournament for Wii U and arcades – as well as the Switch port that released later on.

Perhaps unsurprisingly, it was Pokken Tournament that ultimately led Bandai Namco being able to work on New Pokemon Snap. Director Haruki Suzaki mentioned that to IGN and also confirmed that the team was able to speak with some of the original Pokemon Snap developers while tackling the Switch project.

Suzaki said:

New Pokemon Snap

The original Pokemon Snap had just 63 creatures to catch. For the series’ first new entry in more than twenty years, that number has increased substantially. New Pokemon Snap on Switch will feature over 200 Pokemon.

It’s worth noting that when the N64 title originally debuted, there weren’t nearly as many Pokemon back then. There have been several generations over the years and we’re not very far away from 1,000 designs in total. So how did the New Pokemon Snap team go about choosing Pokemon for the new title?

Nintendo logo

Speaking with Nikkei, Nintendo president Shuntaro Furukawa was asked about what’s next for Animal Crossing fans.

Furukawa spoke broadly about the company’s viewpoints, and noted that “games must be interesting” given other competition and consumers having only so much free time. Nintendo doesn’t simply want to rest on its laurels, so it wants to continue supporting its well-known franchises while also pursuing “new games and new series.”

Furukawa also brought up hardware and how Nintendo is “constantly thinking about ideas for new consoles”. Although many ideas are difficult to realize, the company invests in resources “in case any of these ideas become feasible in future.”

Our full translation of Furukawa’s comments can be found below.

Zelda: Breath of the Wild and Immortals Fenyx Rising have their fair share of similarities, which fans have been quick to point out. They’re both open-world action-adventure games, have mechanics like climbing and gliding, and offer mini dungeons with puzzles. Immorals Fenyx Rising does look to set itself apart by focusing on Greek mythology, a fully customizable character and more, but Ubisoft doesn’t view the Zelda comparisons as a negative thing.

Immortals Fenyx Rising associate director Julien Galloudec told Nintendo Everything that Breath of the Wild is one of the games Ubisoft looked at, especially when it came to puzzles. He also pointed out Jak & Daxter and Banjo-Kazooie as other titles the team explored.

Galloudec shared with us:

Hades

The rogue-like dungeon crawler Hades has earned a great deal of praise and attention since its proper launch back in September. One of the aspects players have focused on are the characters, which have spawned plenty of fan art.

Greg Kasavin, who’s behind Hades’ writing and design, spoke about the response to the game’s characters in a previous issue of EDGE. He had this to say on that topic:

There’s been a lot of discussion surrounding the art style employed by Wonder Boy: Asha in Monster World since the initial reveal. Rather than going for a pure 2D look, the game is instead using something that many have referred to “2.5D”. It’s quite a bit different compared to other recent entries in the series like Wonder Boy: The Dragon’s Trap and Monster Boy and the Cursed Kingdom.

Speaking with Nintendo Everything, Wonder Boy: Asha in Monster World director Ryuichi Nishizawa provided an in-depth explanation as to why the team settled for this approach. He pointed to a few different reasons, such as how it can be easier to work with 3D assets and not having access to top-notch artists.

Nishizawa’s full words:

Monster Hunter Rise

Capcom recently published an interview with the illustrator behind Monster Hunter Rise, Inouchi-san. He discussed some of the themes that were considered for the game’s art, keeping legibility in mind in handheld mode, and more.

Here’s the full discussion: 

Level-5 has had a storied history with many iconic series on Nintendo systems, from the Professor Layton series to Inazuma Eleven among many others. One of the company’s earliest claims to fame however was Dragon Quest VIII.

In a recent interview with Yahoo Japan, Level-5 CEO Akihiko Hino detailed the events that led the company to developing a mainline entry in the iconic franchise. After expressing his disappointment with how certain aspects of Dragon Quest VII were handled, he was challenged by a producer to take on the project himself, leading to the development of one of the series’ most iconic entries.

We’ve translated Hino’s full comments after the jump.

Shuntaro Furukawa

Nintendo president Shuntaro Furukawa recently sat down with Nikkei to discuss his approach to leading the company through the current Switch era, as well as what influences past presidents like Satoru Iwata and Hiroshi Yamauchi had on him. He acknowledges that Iwata’s style is not something anybody can replicate but noted that even though he’s no longer with the company, Iwata’s influence remains at the company.

For Furukawa’s full comments, you can find Nintendo Everything’s full translation after the jump.


Manage Cookie Settings