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Game Informer has a new interview up with Mario & Luigi: Paper Jam producer Akira Otani (Nintendo) and director Shunsuke Kobyashi (AlphaDream). In addition to the 3DS game, Otani and Kobyashi talked about the series in general as well as a few other topics. The two developers were asked about things like the possibility of the studio making a Paper Mario game (not happening), false endings in the Mario & Luigi series, and more.

Head past the break for some excerpts from the interview. You can read the full piece here.

System: Wii U (eShop)
Release date: February 4, 2016
Developer: Rainy Night Creations
Publisher Rainy Night Creations


The 3D platforming and collectathon style of game is one that hasn’t been very prevalent since the days of the Nintendo 64. However, fans of old-school 3D platformers have wanted to see a revival of these experiences and its seems as though their cries are now being heard by the many studios out there. One indie developer named Rainy Night Creations strove to create a game that followed in the footsteps of the giants that were Super Mario 64 and Banjo-Kazooie in an attempt to bring its new title, FreezeME, into the genre. However, unlike the platformer’s clear inspirations, FreezeME has some seriously glaring issues at its core.

January has come and gone. That means it’s time to announce the winner for our January 2016 Patreon giveaway. Congratulations to Jackson S on nabbing the Shovel Knight amiibo!

For February, we’re changing things up slightly. If the winner is from North America, they’ll be able to choose between Fire Emblem Fates: Birthright or Conquest. If the winner is from Europe, they’ll receive a copy of Bravely Second.

Those who are pledging $5 or more on our Patreon will be automatically eligible for the giveaway regardless of your region, and no further action is needed. We’ll likely be making the announcement of this month’s winner around March 5-6.

You can check out our Patreon page right here.

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With PlatinumGames celebrating its tenth anniversary, Japanese magazine Famitsu has a big feature about the studio in its latest issue, including an interview with several staff members. It focuses more on the developer as a whole rather than specific games. There are some interesting Nintendo-related bits from the discussion though.

Hideki Kamiya has only made two games in the last ten years at Platinum. Of course, those are Bayonetta and The Wonderful 101. Kamiya created the original Bayonetta with the following prerequisites: make an original game with hardware you’re touching for the first time with no library, no resources, and no game engine. He wanted to have it published in three years.

In Famitsu last week, Niantic went more in-depth with the origins of Pokemon GO. The magazine caught up with Setsuto Murai, representative president of Niantic Japan and Kento Suga, marketing manager of Niantic Japan.

As has been mentioned before, you could say that the concept was born after Google teamed up with The Pokemon Company for an April Fools event back in 2014. Murai and Suga touch on this, and then explain how things carried on from there.

Head past the break for our full translation.

Nintendo president Tatsumi Kimishima took on a number of investor questions during Nintendo’s financial results briefing a few days ago. One of the more interesting responses came about towards the end of the event. Most of what the question asked is over my head and there will be an official translation in a few days, but it was essentially about the next financial period, and how Wii U and 3DS factors into that.

Kimishima starts off by reiterating a key point from his presentation: the spread amount of 3DS systems is 20 million units domestically, and 54 million units worldwide. This means Nintendo’s handheld had a big chance to obtain profits from software as well. As for what lies ahead in the next period, Kimishima said development on software continues, including large-scale titles that can’t be announced just yet. He believes that the 3DS will remain a big pillar in the next period.

Let’s Talk #39: What are you playing? – February 2016

A new month is here! We entered February just a few days ago. So that means we want to know what you’ve been playing. Have you started up something entirely new for the month? Or maybe you’re continuing something you started a little while back? Whatever the case, let us know in the comments below!

Highlights from last week’s topic: What do you want to see out of NX?

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The Shadow Mewtwo amiibo card is being offered as a first-print bonus with Pokken Tournament. That’s not the only amiibo that works with the game, however.

On Nintendo’s official website, it’s confirmed that all amiibo accessories can be used in Pokken Tournament. These can be used to unlock in-game items. The listing doesn’t elaborate any further, so we’ll need to wait a bit longer for extra details.

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Mario Tennis: Ultra Smash finally launched in Japan last week. To celebrate, Famitsu spoke with a few developers who worked on the game. The lineup includes director Shugo Takahashi and producer Hiroyuki Takahashi from Camelot as well as Nintendo producer Toshiharu Izuno.

Our complete translation of the interview can be found after the break. The staff touched on topics like approaching HD development for the first time, how new characters were selected, amiibo integration, and online play. There’s also an interesting bit about how Nintendo was initially opposed to including Boo in Mario Tennis 64.

Speaking with GamesMaster this month, Zelda producer Eiji Aonuma commented on how feedback from the fans is greatly valued.

He said:

“We’re constantly thinking about how to make it unique compared to other games, both in general as well as to others in the Zelda series. Of course, the response of fans is most important and something we care very much about, which is why recently we have been showing early previews at events like E3. We’re looking to see that there are no problems with the directions we’re taking, and are reflecting the reactions we do get into subsequent development.”

At another point of the interview, Aonuma talked about how the Zelda games are free of meaning. He finds the idea of putting ideologies in games “kind of scary.”

Aonuma stated:

“I haven’t and won’t be trying to put any message or meaning into the games. (If someone else were to make a Zelda game though, of course it might be different.) Occasionally I receive messages from fans telling me how playing Zelda games has changed their lives. While of course this makes me incredibly happy to hear, I feel a great sense of responsibility as well, so part of me feels that developers putting their own ideologies in games is kind of scary.”

That wasn’t all from Aonuma. During the same interview, he also weighed in on Link having a voice. You can find his comments about that topic here if you missed them last week.


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