Submit a news tip



interview

Team Sonic Racing

Sumo Digital worked on two kart racers for SEGA. The two sides teamed up again for Team Sonic Racing, but there are no SEGA characters to be found here – it’s naturally all about Sonic.

Some may be surprised to see such a specific roster focus given Sumo’s past efforts. In a recent interview with GameSpot, studio design director Derek Littlewood explained that the move was a difficult one, but it allowed the team “to create a very new kind of unique experience”.

Tetris 99

Japanese website 4Gamer recently conducted a big interview with a pair of developers behind Tetris 99. Director Ryuichi Nakada and producer Akira Kinashi discussed the Switch Battle Royale game in-depth.

During the discussion, Nakada and Kinashi talked about Tetris 99’s origins, a few targeting mechanics that were scrapped, and what lies ahead for the game in the future. Of course, there was plenty of other discussion as well like recommended tactics for players and more.

Here’s our full translation:

For many, may years, Game Freak has been strongly attached to the Pokemon franchise. However, we’ve seen the studio branch out as of late with the likes of HarmoKnight, Pocket Card, Jockey, and Giga Wrecker Alt.

Giga Wrecker Alt. stems from a second production team at Game Freak that works on original titles. And according to programmer and director Masayuki Onoue, the Gear Project team is being prioritized – even “more than Pokemon in general.”

A new developer has taken the reigns on Marvel Ultimate Alliance. Nintendo is publishing Marvel Ultimate Alliance 3, but Ninja Gaiden studio Team Ninja is actually in charge of production. How this came to be was explained in the latest issue of Game Informer.

As it turns out, Marvel was already aware of Team Ninja’s pedigree. Marvel Games VP and executive producer Mike Jones said that folks inside the company are “huge fans of Team Ninja and Koei Tecmo and their esteemed history.” He went on to say:

This past week, Koei Tecmo were kind enough to invite us to a pre-release event for Attack on Titan 2: Final Battle.  In addition to going hands-on with the Switch build, we had a personal demonstration from Omega Force manager and Attack on Titan 2: Final Battle producer, Mr. Hideo Suzuki.

Mr. Suzuki answered our questions and shared a lot of new information about Final Battle with us. We decided to ask him a few personal questions, as well, including his dream anime IP to work on. Check below the break for his responses.

Diablo III: Eternal Collection

Blizzard finally returned to Nintendo platforms last year with Diablo III: Eternal Collection. Not only that, but the game even has a unique collaboration with Zelda-inspired content.

Speaking with GamesBeat, Blizzard head J. Allen Brack was asked about what it was like working with Nintendo, and how Diablo III turned out on Switch. Brack shared the following:

This past week, Koei Tecmo were kind enough to invite us to a pre-release event for Attack on Titan 2: Final Battle. We went hands-on with the Switch build and met with Mr. Hideo Suzuki, Omega Force manager and producer of Final Battle. Mr. Suzuki gave us a personal demonstration of all the new features and answered several of our questions, as well!

We were really impressed with just how much additional content has been added to this expansion, so check below the break for a full rundown of what’s new, detailed mechanics and our impressions.

The Sarasota Herald-Tribune caught up with former Nintendo of America president Reggie Fils-Aime after he delivered a commencement address at Ringling College. The interview delved into Reggie’s start at Nintendo, as well as what the fan reaction was like to the news regarding his retirement and more.

Here’s the full interview:

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:


Manage Cookie Settings