Nintendo discusses the large amount of work and changes to microgames made in WarioWare Gold
Posted on 6 years ago by Brian(@NE_Brian) in 3DS, News | 0 comments
WarioWare Gold contains a ton of microgames from the series’ past entries. While it may seem like a simple compilation, there was a ton of work involved and a lot of little touches players may not immediately notice.
Speaking about what the team did, director Goro Abe told Kotaku:
More: Goro Abe, interview, top, WarioWare Gold
Monolith Soft talks Xenoblade 2, says re-creating Xenoblade X on Switch “would be really difficult”
Posted on 6 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
Who’s the most popular character in Xenoblade Chronicles 2? In an interview with USgamer, Monolith Soft’s Tetsuya Takahashi shared some insight. In Japan, that would be Pyra. However, Takahashi isn’t sure about the west.
In the same interview, Takahashi spoke about the Core Crystals and Blade system in the game. The team believed having different outcomes each time would encourage people to share what they obtained on social media.
Panic Button on supporting Switch, difficulty of ports, why Doom added motion controls later
Posted on 6 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
Panic Button has been one of the most prolific studios when it comes to Switch ports. The company worked with Bethesda to bring over Doom and Wolfenstein II, with Doom Eternal to follow later. Panic Button also worked on Rocket League for Switch as well as the upcoming version of Warframe.
GamesIndustry published a new piece today with Panic Button GM Adam Creighton. One of the topics discussed was supporting Switch, of which Creighton had this to say:
More: Adam Creighton, interview, Panic Button, top
Masuda says he wants Let’s Go “to serve as sort of a base or starting point for the next 20 years of Pokemon”
Posted on 6 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
In terms of popularity, Pokemon couldn’t be in a better place than it is right now. Pokemon GO created another surge for the franchise a few years ago while games on consoles continue to sell and the IP itself is known around the world.
Speaking with The Verge, Pokemon developer Junichi Masuda touched on the huge success of Pokemon GO, stating:
More: Game Freak, interview, top
Game Freak on Pokemon: Let’s Go Master Trainers, Meltan’s reveal, open-world game “still on the cards”, more
Posted on 6 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
Eurogamer has come forward with its own interview for Pokemon: Let’s Go, Pikachu / Eevee. Once again, director Junichi Masuda and designer Kensaku Nabana have shared some comments about the new entry and other topics. They discussed the post-game Master Trainers, the handling of Meltan’s reveal, the possibility of an open-world game like Zelda: Breath of the Wild, and more.
We’ve rounded up some of the more notable excerpts from the interview below. Read the full discussion on Eurogamer here.
Game Freak experimented with “a more photorealistic approach” for Pokemon: Let’s Go
Posted on 6 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
IGN published a new article today about Pokemon: Let’s Go, Pikachu / Eevee. It includes comments from director Junichi Masuda and lead game environment designer Kensaku Nabana. One of the big things we learn is that the team experimented with “a more photorealistic approach” when it came to visuals, but ultimately felt that the graphics didn’t fit in with the vision of a “more kind and soothing and inviting experience”.
We’ve rounded up comments from IGN’s article below. You can read the full piece here.
Junichi Masuda again says next Pokemon game will let you bring over older creatures
Posted on 6 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
Pokemon: Let’s Go, Pikachu and Pokemon: Let’s Go, Eevee are the first Pokemon games for Switch. But as we know, another new project – described as a core title – is set to arrive on the console during the second half of 2019. We’ve heard director Junichi Masuda talk about transferring Pokemon in the past, though it’s something he touched on again in an interview with GameSpot.
Masuda said that the team is still sorting through all of the details and figuring out how things will work. However, he reiterated, “we do have plans to find ways to let players use their Pokemon in the next game.”
Masuda says Pokemon: Let’s Go co-op makes the game easier, but tough trainers await in the post-game
Posted on 6 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
Pokemon: Let’s Go, Pikachu and Pokemon: Let’s Go Eevee are making things more accessible than usual. One way players will find an easier experience is by playing co-op.
Director Junichi Masuda, speaking with Polygon, noted that the co-op feature is included “to get around players encountering barriers.” He said:
Capcom on Mega Man 11 – how the series returned, only 40 devs, why pixel art wasn’t used, more
Posted on 6 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
Capcom posted a lengthy interview today with Kazuhiro Tsuchiya, the producer of Mega Man 11. Tsuchiya had much to say about how the series returned after such a long hiatus, the development team, the visual style, and more.
Read up on the full interview with Tsuchiya below.
More: interview, Kazuhiro Tsuchiya, Mega Man 11, top
Mario Tennis Aces devs on why Luigi gets the spotlight in the story mode and surprising players
Posted on 6 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
Luigi has a fairly significant role in Mario Tennis Aces’ story mode. Its his actions early on that lead to things spiraling out of control, and he appears later on as well.
Camelot president Hiroyuki Takahashi and vice president Shugo Takahashi along with Nintendo producer Toshiharu Izuno spoke about Mario Tennis Aces’ story mode in-depth in a recent issue of Japanese magazine Nintendo Dream. Hiroyuki mentioned that giving Luigi a larger focus would help accomplish the goal of surprising players and that “Mario would be burdened with a sense of sadness for his brother that’d come from a pretty deep place.” He also mentioned that there was difficulty in balancing the story with gameplay.