Thanks to Jarmfam for the heads up!
Nintendo’s NX reveal got the gaming community really excited yesterday. And us even more so! Why? Because we’re one of the first to get the chance to develop for the new platform!
Switch, Joy-Con, Zoink. Just 24 hours ago those words together wouldn’t have done much sense – but since Nintendo’s big reveal of what was formerly known as the NX, we hope you think they sound wonderful together. We sure do!
The Nintendo Switch
We can’t tell you much yet, but we all have really high hopes for the Nintendo Switch, with its versatility and innovative features. And we promise to work our ***** off to produce a high-quality title for the platform – we’re already on it! The dev kit is in our hands and the ideas in our heads.
We can’t say more about what’s coming right now, but it will be really exciting to let you know more about this project further on.
Coming from a Kotaku interview with Junichi Masuda...
“I think it’s safe to say that it’s very comfortable inside inside of a Pokeball, it’s a very comfortable environment. Maybe the equivalent of a high-end suite room in a fancy hotel.”
Perhaps one day we'll get a Pokemon life simulator where we get to see what it's really like inside a Pokeball. With Pokemon spending so much time trapped in there, I certainly hope they have hotel-like accommodations!
All this info comes from Laura Kate Dale, who has proven herself extremely trustworthy with information. She has gone through multiple sources to get this information. Still, it's all rumor until Nintendo confirms. If you hit up the source link, you can see just how Laura got all this info.
- Switch will be region-free
- Joy-Cons will support motion control & rumble
- Switch dev kits support Wiimotes
- motion support will be confirmed closer to launch
- the Splatoon and Mario Kart games will support motion
- Breath of the Wild will support motion control for things like gyro aiming, steering, use of the magnet ability
- the past six months have been legal and pre-development discussions between Ubisoft/Nintendo for Beyond Good & Evil 2
- discussions included budget and direction, project scope, and how much of previous development efforts could be salvaged
- October art teases were the result of the project reaching a point where all parties were confident they could re-announce it
- Switch screen is a multitouch screen, used for menus, for drawing, for certain games
- all Switch games need to be playable with the handheld in the console dock, all Switch games will be playable without touch
- dock will have additional processing power
- maximum battery life of three hours
- price, release dates for regions, launch software and spec press releases are essentially ready for release
The following comes from Martyn Gibbs - CEO of UK specialist retailer GAME Digital...
As today's teaser video demonstrates, the SWITCH is another example of Nintendo differentiating its gaming experiences to appeal to a broad array of gamers. Nintendo has consistently developed home consoles and handheld gaming to see its beloved and engaging games and characters deliver ultimate fun and enjoyment. SWITCH is clearly taking some of the best features of handheld and home consoles and merging them into a fantastic new way to play. We will be bringing more details to our customers as soon as possible.
Well there's our rumor proven true for you guys! You can hit up the link above and grab the system right now!
The following is a fan-translated interview that Nintendo conducted with dev Tadashi Sugiyama...
Q1: [Zelda II: The Adventure of Link], within the Zelda series, has a lot of uniqueness to it. How did the development start?
- Development started with Mr. Miyamoto saying he wanted to make a side-scrolling action game that made use of up and down movements for attacks and defense. It’s rooted in actions like jump strikes, downward strikes, and high and low shield defense moves. Types of moves that weren’t possible in the ﬁrst game. Rather than being a continuation of the series, it started as a new sword and shield type of action game. We were experimenting while producing the game so we didn’t really have the ﬁrst game’s systems in mind while developing it. As for it being unique within the series, we were searching for new ways to play so you could say it’s like a spin-off. At the end of development we decided on a story and that Link would be 16 years old then attached [The Legend of Zelda 2] and released it as the second game in the series.
Q2: How did it feel to be developing games at that time?
- That was 30 years so I don’t remember much (sarcastic laugh). At that time a game was developed by 10 or so people. It’s almost not comparable to the size of the teams developing games these days. I think the development time for [Zelda II: The Adventure of Link] was on the long side for games of the time. Materials and documents were all on paper and passed around between team members. I miss those days.
Q3: How did the title of the game come about?
- When thinking of a way to best describe the contents of the game, [Zelda II: The Adventure of Link] seemed to pass without objection… (I forgot). For the ﬁrst title we used [The Legend of Zelda] and at the time titles that made games sound like stories were rare so we decided to do that.
Q4: I found the battles in the game to be extremely hard. Was this kind of difﬁculty level normal to the players of that time?
- It’s difﬁcult? (laughs) The foundation of action games at the time was to feel difﬁcult for everyone. Games didn’t have a ton of content at that time so in order to have them played for as long as possible we felt like we couldn’t make them easily clearable. We also did debugging so we would play a game too much and the game would have a high difﬁculty that was interesting to us. One thing I remember is a call that we received from a customer at the time. He said he just couldn’t beat the ﬁnal boss. We talked with him and found out he was fully equipped so we had to tell him he could only rely on his skill at that point. A pretty tough answer, right? The person seemed to playing on behalf of a child… Sorry about that.
Q5: Features like Link leveling up and encountering symbols in the ﬁeld to start battles were features that are unique to [Zelda II: The Adventure of Link]. How did this come about?
- There were various restrictions at that time so we put in the level up system as a way to have players battling enemies time and time again. As for the symbol encounters, the ﬁeld map was narrow so the system added a luck factor to it.
Q6: What are some ways that [Zelda II: The Adventure of Link] has inﬂuenced the rest of the series?
- I haven’t been directly involved with the series since this game but there are some examples that come to mind such as the names of the towns. After [Zelda II: The Adventure of Link] they were used as character names (Town of Saria, Town of Ruto, Town of Rauru). I also think the game inﬂuenced some of the sword techniques such as the jump strike and downward strike.
Q7: To close, there are fans out there who's favorite game in the series is [Zelda II: The Adventure of Link]. Do you have a message for these unique fans?
- Those kind of people exist!? (laughs) That’s a joke of course but I’m very grateful when someone says that. As a game creator, that is best compliment to receive so thank you all very much. 30 years have passed since its release but please give [Zelda II: The Adventure of Link] a try! — — —
Thank you very much for answering my questions and taking a look back at those 30 year old memories Mr. Sugiyama. Have everyone’s questions been answered now? See you next time.