The Binding of Isaac Rebirth

Itoi on Earthbound's popularity, no Mother 4, Iwata's passing

Coming from a Game.Watch interview with Mr. Itoi...

GW: What’s the reason for MOTHER continuing to be so popular?

Itoi: It’s the connection with modern day life and modern day places, I suppose. When you’re suddenly told “It’s dinner time!” right in the middle of playing “Dragon Quest,” you’re taken out of the setting, but it’s different with MOTHER. I think it’s good that it’s tied to modern day life.

GW: You strongly denied it when MOTHER 3 first went on sale, but what do you think about a MOTHER 4?

Itoi: I’d love to run a marathon while holding my breath, but as with MOTHER 4, that’s just not feasible. People in America are always saying that “4 is on its way to being made,” but that’s simply a rumor. (laugh) I can’t even imagine how difficult it would be now. Of course, only showing the very fringe elements and giving the impression that it was being worked on was something I did thoroughly with MOTHER 2… and 3.

GW: It’s hard to ask about, but what are you feelings on Mr. Iwata, who passed away in July of this year?

Itoi: Just the other day, I was talking to my staff and saying that “if Iwata were here, he’d say something like such and such in this case.” It was a conversation about how I’d love to have Iwata here in various situations, and he’s particularly needed in the baseball industry – stuff like that. (laugh) Sometimes I do an imitation of Iwata’s voice.

Iwata’s birthday is coming up, so I’ve been thinking that once more this year I’ll need to talk about some story I can share about Iwata. If I don’t, I feel like that grief everyone is feeling will simply grow.

I’d love to have a day where Iwata would come back to us and talk with everyone. I mean, he only passed away this year, you know? Even now I’m still filled with sadness. There’s been nothing like this, even among my own family.

Excitebike 64 devs look back on the project's development, Miyamoto's input

Coming from a GamesTM interview with producer Henry Sterchi...

“Excitebike 64 started out as a more traditional motocross game to prove out the core engine, handling and basic play. The handling was physics-driven and realistic, but I wouldn’t have called it a technical simulation. We did try some real-time track deformation such as tyre ruts, but it was abandoned because it wasn’t that fun and quite a technical drain. We’d already discussed and prototyped the thing we wanted around the turbo mechanic and track designs in order for it to be an authentic Excitebike experience, so it was always the hope that they’d go for it and if it didn’t work out, it was ready to stand on its own as a more traditional motocross racer.

He [Miyamoto] gave some great feedback in that we went too wide with the extra modes and should have stayed focused on depth instead. At the end of the day, some of the modes were nice distractions, but he was, of course, right. They didn’t improve the main game experience, which was the reason why people bought it.”

Xenoblade Chronicles X - full site open

Wow, cutting it a little close! At least the full site has gone live prior to the game launching. If you're still hungry for more Xenoblade Chronicles X footage, art, screens and details, you can now get a bunch more at the official site!

Site here

Xenoblade Chronicles X creator talks about the importance of intuition in game development

Coming from a Eurogamer interview with Xenoblade Chronicles X creator, Tetsuya Takahashi...

"Basically, I'm the kind of person who always believes they are right, so I never doubt my decisions during a project. Of course, after a project ends there are times when I look back and see things I could have done differently. There are also some decisions that are not easy to make. Like when one person would be happy with a decision, but someone else would not. Facing such decisions where there is a trade-off is all part of creating something. Ultimately you have to rely on your intuition. I try to make decisions not only considering the immediate consequences, but also considering where Monolith Soft is heading in the future."