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Nintendo has published a new interview with Dave Pottinger, the director of The Dark Crystal: Age of Resistance Tactics. Netflix had announced the Switch game back in June.

During the interview, Pottinger spoke about how the project came to be in the first place and what it’s been like translating the look of the movie / TV show. He also weighed in on some other topics like working with the creators.

Here’s the full interview:

No Man’s Sky, a game about “exploration and survival in an infinite procedurally generated universe,” got off to a rocky start when it debuted in 2016. However, Hello Games has continued to update the game since then. With the many improvements and features, the negative reception has kind of turned around.

Given Hello Games’ commitment to No Man’s Sky and its future, some might be wondering if we’ll ever see it on Switch. Director Sean Murray definitely seems open to the idea, having told Game Informer that he’d “be interested to see what’s possible.” He was quick to caution though that the team is “focused on what we’re doing right now.”

PlatinumGames has shared a new Astral Chain developer interview with director Takahisa Taura and character designer Masakazu Katsura. During the lengthy discussion, they spoke about initial plans for Legions including wanting players to be able to catch anything they fought, how the protagonists weren’t always designed as twins, and more.

We’ve attached the full interview with Taura and Katsura to this post. You can read the discussion in its entirety below.

Marvel Ultimate Alliance 3: The Black Order

If you’ve played some of Team Ninja’s previous games such as Ninja Gaiden, you know how difficult they can be. Apparently that toughness rubbed off on the team when Marvel Ultimate Alliance 3: The Black Order was in development. According to producer Yosuke Hayashi, Marvel Games told Team Ninja that the Switch game was too difficult, which led to adjustments being implemented.

Hayashi told IGN:

According to Nihon Falcom president Toshihiro Kondo, Ys VIII met sales expectations on Switch in the west. In Japan, though, “the game struggled”.

Kondo passed along that bit of news in an interview with Noisy Pixel. When asked if Nihon Falcom would ever consider any exclusive games for Switch, Kondo stated:

During E3, Yacht Club Games kindly took time out of their busy schedule to meet with us for a one-on-one interview. Among the topics we discussed, pixel artist and animator Sandy Gordon revealed a design philosophy to Nintendo Everything which they made ample use of throughout development of the upcoming Shovel Knight: King of Cards expansion.

Our full interview will be going live soon, but until then you can learn a little more by checking below.

In a recent issue of Famitsu, a big interview was published with Splatoon 2 producer Hisashi Nogami. Nogami reflected on the game’s second year of updates and activity, the final Splatfest (including why there wasn’t a Pearl vs. Marina showdown), what lies ahead for the future, and more.

We’ve now prepared a full translation of the interview. Continue on below for the full discussion between Famitsu and Nogami.

After Sonic’s look was shown off for the upcoming movie, fans expressed a very negative opinion. The backlash was so strong that the film was the delayed and the character’s design will be changed.

Jim Carrey, who plays Dr. Ivo Robotnik in the movie, has now commented on the situation. Speaking at the Television Critics Association presentation for Carrey’s Showtime series Kidding, he said:

One of the most well-known aspects about the Fire Emblem series is the usage of the weapon triangle. The main idea behind the gameplay feature is that a group of weapons may have advantages against one type, but is weak against another. Although the weapon triangle was present in quite a number of Fire Emblem games, it doesn’t appear in Three Houses.

Director Toshiyuki Kusakihara commented on its removal in an interview with GameSpot. Speaking with the site, Kusakihara explained why the team decided against using it in this particular game, stating:

Japanese outlet 4Gamer recently had a chance to speak with a few members of the Oninaki development team. Atsushi Hashimoto, Takashi Tokita, and Ryutaro Sasaki participated in the discussion. The three developers talked about why the game is an action-RPG rather than turn-based, how long the story will be, the decision to mix up the art style following I Am Setsuna and Lost Sphear, and more.

We’ve now prepared a full translation of the interview. If you’re interested in learning more about Square Enix’s Switch RPG, continue on below.


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