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Super Mario Bros. Wonder freedom

One of the big concepts we’ve been hearing about with Super Mario Bros. Wonder is player freedom. However, it turns out that this applied to the actual development as well.

Speaking with Rolling Stone, producer Takashi Tezuka said that this time around, they “really wanted to give the designers more freedom than we would have in the past.”

Mario Rayman Rayman

Mario + Rabbids creative director Davide Soliani, who worked on the original Kingdom Battle and last year’s Sparks of Hope, has significant interest in working on a new Rayman game.

In an interview with Nintendo Everything, Soliani said he would be “crazy to not take that chance” if given the opportunity. He also told us that from a developer standpoint, it’s the “pinnacle of all the possibilities”.

Super Mario Bros. Wonder producer Takashi Tezuka has commented on the game’s launch falling very close to the release of Sonic Superstars. Both are new 2D side-scrollers, and as many fans know, the franchises used to go head-to-head.

Nintendo’s new title will launch on October 20. But only three days before that, SEGA will be shipping out Sonic Superstars. Tezuka said that it’s “an interesting coincidence”.

Pikmin 4 development release

The team behind Pikmin 4 has commented on the game’s development and discussed why it took so long for it to release.

For years, fans were holding onto the now-infamous words from Shigeru Miyamoto who said in 2015 that the project was “very close to completion.” Yet it wasn’t until this past summer that the game finally released on Switch. So what happened?

Super Mario Bros. Wonder multiplayer player collision

Nintendo has shared a little nugget of information about Super Mario Bros. Wonder‘s development, revealing that the game initially included player collision in local multiplayer, though it was ultimately taken out.

This is a small but notable change from the New Super Mario Bros. series. Previously, collision meant being able to do certain things like jumping off another player’s head while playing with friends. However, it could also make things quite chaotic – something that Nintendo seemed to take notice of. Now you won’t touch or bump into other players.

Zelda Tears of the Kingdom Depths design

A recent interview with Famitsu reveals that the Depths for The Legend of Zelda: Tears of the Kingdom “were made in a surprisingly short period of time.”

That comes from director Hidemaro Fujibayashi. The initial area’s development came together quickly, though he did acknowledge that “it took a long time and many adjustments for it to take its present shape”. 

Detective Pikachu Returns Pokemon

Have you been curious as to how the team behind Detective Pikachu Returns decided which Pokemon to include? Director Yasunori Yanagisaw recently shared insight during an interview with ComicBook.

Many Pokemon will appear in Detective Pikachu Returns, but some will factor into the gameplay itself. For example, Growlithe lets players follow scents, Darmanitan can smash rocks, and Luxray is able to peer through walls. But many additional Pokemon will appear in the environments players can explore.

Zelda Tears of the Kingdom timeline

Coming off of The Legend of Zelda: Tears of the Kingdom, you might be curious as to where the game fits into the series’ overall timeline. Hidemaro Fujibayashi, the game’s director, was asked about that very topic in an interview with Famitsu.

The outlet pointed out how Skyward Sword was previously the start of things with Breath of the Wild happening at the end of the timeline. However, as players know, Tears of the Kingdom also touches on Hyrule’s founding. Given that, he was asked if it could also be the beginning.

Detective Pikachu Returns development

To say that we’ve been waiting a long time for Detective Pikachu Returns would be an understatement. After it was first teased in 2019, it was finally revealed this year.

Director Yasunori Yanagisawa spoke about the wait in an interview with IGN. Yanagisawa explained that the project took roughly five years overall, and moving from Switch to 3DS allowed for many more possibilities. 

Yanagisawa explained:

Sonic pixel art

In the eyes of Sonic Team head and Sonic Superstars producer Takashi Iizuki, pixel art won’t be a “viable” style in the future.

Iizuki was speaking with GamesRadar about SEGA’s upcoming game in a recent interview. Sonic Superstars will be using 2.5D visuals whereas past entries – going back to the franchise’s original days – used pixel art.

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