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Toshihiro Nagoshi

Toshihiro Nagoshi has worked on many high-profile IPs throughout his time at SEGA. These days he’s known for the Yakuza series, but he also created Super Monkey Ball and was a producer on F-Zero GX.

In an interview with Famitsu, Nagoshi highlighted the differences between how Nintendo and SEGA make games. He also touched on what he feels was so amazing about Nintendo. Here’s the excerpt, courtesy of Siliconera:

Nintendo and Silicon Knights’ GameCube title Eternal Darkness went through an interesting development cycle. It was originally planned for the N64, but ended up shifting to the GameCube. Silicon Knights was actually targeting release for the system’s launch, but that didn’t happen.

According to director Denis Dyack, Eternal Darkness would have been ready for the release of the GameCube. But after the 9/11 tragedy took place, some aspects had to be rewritten. Dyack visited Nintendo in Japan, spoke with Satoru Iwata and Shigeru Miyamoto, and had to ensure that any potential controversial aspects were changed or removed.

Dyack said the following in the latest episode of the IGN Unfiltered show:

For many years, dedicated fans have hoped that Eternal Darkness would return. Nintendo published the GameCube game back in 2002 after it was created by Silicon Knights, but the IP has been dormant since then. Despite Nintendo playing around with the trademark a few times, there have been no new developments.

Interestingly, Silicon Knights did have interest in the IP before the studio closed. According to director Denis Dyack, the company was “in the process of getting the rights back, but it never completed.”

Wolfenstein: Youngblood isn’t only being developed by MachineGames. Arkane Studios, the team behind Dishonored, is also involved. And it looks like that company’s previous experience is influencing the project.

In the latest issue of the Official PlayStation Magazine, executive producer Jerk Gustafsson indicated that “players will see a lot of similarities to level design in the Dishonored games.” He said:

Sonic earned widespread acclaim with Sonic Mania, which returns to the series’ roots. Along with being well-received by fans and critics, it also sold well. Around that game’s release, Sonic Team boss Takashi Iizuka believes that the franchise turned a corner.

Speaking with LADbible, Iizuka said:

Nintendo surprised everyone at The Game Awards last year by announcing Marvel Ultimate Alliance 3: The Black Order. The Big N is publishing the game as a Switch exclusive, with Team Ninja handing development duties.

A couple of things happened to make the collaboration possible. First, Marvel itself was interested in bringing the series back. Then things really started to come together after Nintendo gave the company a showing of the Switch hardware prior to its public reveal.

Marvel Games VP and executive producer Mike Jones told Game Informer in the magazine’s latest issue:

SEGA has only made two Nights games. The first entry came out for the SEGA Saturn in 1996, followed by a sequel on Wii about a decade later. Sonic Team head Takashi Iizuka was heavily involved with both titles, and it sounds like he’d be interesting in seeing it return one day.

In an interview with LADbible, Iizuka noted that he’d “love to return to Nights.” He went on to say, “maybe in the future I can bring Nights back to people.”

What is Mr. Mime? He’s obviously a Pokemon, but beyond that, you may not be able to get much of an answer. That’s because even The Pokemon Company seems to be unsure of what Mr. Mime actually is.

Detective Pikachu director Rob Letterman was speaking with The Pokemon Company during the early stages of the film. When Letterman asked what the character is, he was told, “We don’t know.” The Pokemon Company also wasn’t keen on having Mr. Mime in Detective Pikachu since “they weren’t sure what he was or whether he’d work well on the screen,” according to art director Ravi Bansal.

Bansal and visual effects supervisor Erik Nordby shared the following about Mr. Mime in an interview with Time:

According to SEGA Ages senior producer Kagasei Shimomura, the overseas reception to the series has been much higher than anticipated. Sonic, Out Run, and Alex Kidd in Miracle World have received an especially big response, particularly in Europe.

Unfortunately, things aren’t going quite as well in Japan. Shimomura and supervisor Yosuke Okunari indicated that sales have been a bit slow and they need to appeal to its Japanese fan base. Shimomura added that SEGA Ages on Switch has been selling less than half as well as the 3DS classics that were developed a few years ago.

Denis Dyack, the director of the Nintendo-published psychological horror game Eternal Darkness, appeared on the latest episode of IGN Unfiltered. Dyack reflected on the GameCube title during a lengthy segment of the show.

Dyack discussed Nintendo’s interest in Silicon Knights after seeing the studio’s camera tech, moving the project from the N64 to the GameCube, working with Nintendo, and more. One interesting story came about when he was asked if any Sanity Effects were cut from the final game. Everything made it in, but not without some effort. Dyack actually spoke directly with Nintendo’s Shigeru Miyamoto about the one memorable Sanity Effect in which Eternal Darkness would make it seem as though your save file was being deleted.


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