PlatinumGames studio head reflects on MadWorld and The Wonderful 101
Posted on 4 years ago by Brian(@NE_Brian) in News, Wii U | 0 comments
In an interview with Electric Playground, PlatinumGames co-founder and studio head Atsushi Inaba was asked about the projects that were the most enjoyable for him to work on. Inaba pointed to a pair of titles: MadWorld and The Wonderful 101. They were released on Wii and Wii U exclusively.
Regarding MadWorld, Inaba felt that PlatinumGames was able to create an enjoyable and deep experience despite its violence. As for The Wonderful 101, he has fond memories of developing the project with director Hideki Kamiya.
Inaba’s full response:
Zelda: Breath of the Wild winning Game of the Year at The Game Awards 2017 meant a lot to Aonuma
Posted on 4 years ago by Brian(@NE_Brian) in General Nintendo, News, Switch, Wii U | 0 comments
The Game Awards has certainly made a name for itself over the past few years. Millions upon millions of viewers tune in to the show for first looks at new titles and to see all of the trophies handed out. At this point, you could definitely say that it’s one of the industry’s most important events.
Out of everything that has happened at The Game Awards, one of the more monumental moments for creator and host Geoff Keighley was seeing Zelda producer Eiji Aonuma and Breath of the Wild director Hidemaro Fujibayashi come on stage to accept their Game of the Year prize. Keighley told Hollywood Reporter:
More: Eiji Aonuma, interview, The Game Awards 2017
Reggie thinks game streaming will take off over the next decade
Posted on 4 years ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
What will be a big aspect of gaming in the future? If you were to ask former Nintendo of America president Reggie Fils-Aime, it would be streaming.
Reggie told Hollywood Reporter that streaming could take off over the next decade. Players will be able to experience any game on any device thanks to advances with the cloud and increase in download speeds.
More: interview, Reggie Fils-Aime, top
Steven Spielberg wanted Minority Report GBA game to have guns removed
Posted on 4 years ago by Brian(@NE_Brian) in GBA, News | 0 comments
Have you ever heard of Minority Report: Everybody Runs? If you said no, we wouldn’t blame you.
Activision originally published the movie-based Minority Report: Everybody Runs for the Game Boy Advance way back in 2002. It was made by Torus Games. Alex Hutchinson, who directed the likes of Assassin’s Creed III and Far Cry 4, started his career working on that old GBA title.
Minority Report: Everybody Runs might be noteworthy if only for only one reason. During a recent episode of the Game Informer Show, Hutchinson revealed that movie director Steven Spielberg’s assistant reached out to the team during development. Spielberg apparently wanted the guns removed as they wouldn’t fit in with the GBA’s audience – which he felt was more kid-friendly. In its place, Torus Games was given a suggestion to replace the guns with the Sick Stick – a weapon already in the game – that makes you vomit.
Miyamoto was horrified by realistic shotgun during Donkey Kong 64’s development, suggested the coconut gun in its place
Posted on 4 years ago by Brian(@NE_Brian) in General Nintendo, News | 0 comments
Donkey Kong is able to use the Coconut Cannon – otherwise known as the coconut gun – in Donkey Kong 64. However, Rare initially had a completely different weapon mind. Originally, Donkey Kong was intended to use a realistic shotgun.
During an interview with GamesRadar, creative director George Andreas spoke about showing off the gun to Shigeru Miyamoto, late Nintendo president Satoru Iwata, and former Nintendo of America chairman Howard Lincoln. It turns out that Miyamoto was horrified but what he saw. In its place, he felt that the coconut gun would be a much better fit for the game. Rare ended up adopting that idea for the final release.
More: Donkey Kong 64, George Andreas, interview, Rare
Illustrator and composer talk Romancing SaGa 3 and SaGa Scarlet Grace: Ambitions in new interviews
Posted on 4 years ago by Brian(@NE_Brian) in News, Switch eShop | 0 comments
There’s a lot going on with the SaGa series as of late between the recent launches of Romancing SaGa 3 and SaGa Scarlet Grace: Ambitions. Key aspects of these games are the iconic illustrations and music score, led by illustrator Tomomi Kobayashi and composer Kenji Ito.
Square Enix has passed along new interviews with both Kobayashi and Ito. Below the two discuss working on the SaGa series, discovering new insights into how they bring these worlds to life.
[Interview] Darksiders Genesis devs on origins, story, gameplay, Switch version, and more
Posted on 4 years ago by Oni Dino(@Oni_Dino) in Interviews, Switch | 0 comments
THQ Nordic surprised fans right before the start of E3 by revealing Darksiders Genesis. This new game, developed by Battle Chasers: Nightwar developer Airship Syndicate, is completely different from what we’ve seen from the series before. The team has made a top-down action adventure that introduces the horseman Strife for the first time.
Earlier this year, we spoke with Airship Syndicate president Ryan Stefanelli as well as CEO / Darksiders co-creator Joe Madureira about Darksiders Genesis. We were able to learn more about how the game came to be, what fans can expect from the story and gameplay, and how the Switch version is shaping up. You can find our full discussion below.
Saber Interactive on how it got The Witcher 3 running on Switch
Posted on 4 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
Original developer CD Projekt Red was involved in bringing The Witcher 3: Wild Hunt to Switch. However, Saber Interactive handled a great deal of the technical work. In an interview with GamesBeat, chief executive officer Matthew Karch discussed the porting project in detail.
Karch mentioned that The Witcher 3 was initially “running at 10 frames per second, was taking 50% more memory than the Switch has, and the build size was 20GB larger than the biggest Switch cartridge.” Saber therefore turned off dynamic shadowed lights, removed screen-space ambient occlusion, and lowered the number of NPCs in the world by 30 percent.
That last change didn’t go over well, as Karch explained:
Super Monkey Ball: Banana Blitz HD dev says fan support could lead to more remasters or new entry in the series
Posted on 4 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
Super Monkey Ball finally returned on Switch and other platforms with a redone version of Banana Blitz HD. If all goes well with that game – and specifically if there’s support from the fans – the series could continue on. Director and producer Masao Shirosaki told Crunchyroll that remasters of the series’ first two entries as well as an entirely new title are potential options.
Shirosaki said:
Reggie on his decision to retire, close relationship with Iwata, shaking up the industry with Wii and DS
Posted on 4 years ago by Brian(@NE_Brian) in DS, General Nintendo, News, Wii | 0 comments
GameDaily recently caught up with former Nintendo of America president Reggie Fils-Aime. Reggie retired from the company earlier this year after more than fifteen years with the company.
Reggie had some interesting things to say during the interview, and spoke about his decision to retire, his relationship with the late Nintendo president and CEO Satoru Iwata, and how the company wanted to shake up the industry with Wii and DS rather than going with “more horsepower and more accurate visual representation.”
We’ve rounded up these comments from GameDaily’s interview below. You can find the full discussion here.