GoNintendo Talking Points - The Indies Vs. AAA Games Argument Is Pointless

How many times have you heard indie games called garbage? How often have you read comments saying AAA games are a waste of money? The entire back-and-forth argument has been growing quite feverishly, and I think it's a complete waste of time.

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Arby's celebrates 25 years of Kirby

That artist over at Arby's putting all these creations together is absolutely knocking it out of the park. Whatever that person is making, they need a raise!

Collectible Badge Center - badge update for April 27th, 2017

- five panels celebrating the recent major update to Yokai Watch 3
- two panels of new Animal Crossing badges.
- 4 weeks of free plays
- next week celebrates 9,999 badges since Badge Center began

Puyo Puyo Tetris available on Switch eShop in Australia, despite physical delay

Puyo Puyo Tetris was delayed to May 12th in Europe, but it seems like SEGA might have forgotten about that. While you can't get the retail version until the 12th, our Aussie friends can hop on the eShop and get the digital version right now. This is probably going to be fixed, so grab it while you can!

This player is coming up with amazing Shrine skips in Zelda: Breath of the Wild

This is just the most recent Shrine skip that player Adrylek has put together for Breath of the Wild. He's making it his job to find unique, fun, fast and interesting ways to skip Shrine puzzles. Make sure to check out his playlist here for all kinds of impressive feats.

Tekken producer hasn't had enough time to study Switch for potential Tekken 7 port

Coming from a GameSpot interview with Tekken producer Katsuhiro Harada...

"Officially, we can't really comment on that because our company has strict policy about which titles we talk about for Switch, but personally, we've been so busy with trying to master up Tekken for the current platforms that we haven't really had enough time to study the hardware. We couldn't even buy it--it was sold out every time we went to look for it."

ARMS devs talk game origins, more fighters coming, appealing to different players, franchise dreams

The following comes from an EDGE interview with Producer Kosuke Yabuki, art director Masaaki Ishikawa, and design director Shintaro Jikumaru...

On the game’s origins…

“We were thinking up ideas relating to things that extend. Things that would normally be rolled or bunched up, but could be extended with a punch – springs, ribbons, bandages, chains, and the like. We then expanded our ideas from there so, for example, we could use chains for a ninja-style character. The characters appear quite prominently, so we’ve made their designs fairly detailed.” – Ishikawa

On the core concept…

“I wondered if there was any way to make ARMS a little more accessible as a fighting game. Specifically, whether it would be possible to replace the elements that make up a fighting game with something more visually intuitive. For example, instead of having openings in your defense during or after an attack, we have the arm extension and retraction mechanic. And instead of strong and weak attacks, we have light-but-fast and slow-but-heavy weapons.” – Jikumaru

On additional fighters…

“The fighters we’ve announced are just a fraction of what’s to come. We’ll be introducing fighters all the time, with all sorts of abilities.” – Jikumaru

On balance…

“In addition to the vast number of possibilities that you can get from the different combinations of left arm, fighter and right arm, if you include the advantages and disadvantages incurred in stages as well, then it’s not practical to balance everything with just a handful of designers. To cope with this, we designed some systems to tabulate the battle results of all the developers, as well as a system for the AI to battle itself all night.” – Jikumaru

On motion controls recommended, but not required…

“The true feel of ARMS comes when you’re holding both Joy-Con controllers in the Thumbs-Up grip. You can throw punches from each hand with real precision as you dash or jump around, allowing for a lot more depth for your fighting style. It’s possible to throw a straight punch as a feint for your first blow, then curve your second punch to where your opponent runs to. But ARMS doesn’t quire you to use motion controls. I hope people will pick the playstyle that suits them.” – Yabuki

On having to appeal to different types of players…

“I don’t actually consider fighting games to be a niche genre. There are a lot of big games, and a lot of titles that are prominent on the esports scene. It’s a fiercely competitive genre. We designed the appearance and systems of ARMS so that people can feel like it’s the kind of game they’d like to play, too, by making it so you could see the trajectory of your arms, and by reducing the amount of things you have to memorize. And because we were using motion controls, we worked hard to make sure that while you could play simply by waving your hands, you couldn’t win against a good player by doing just that. Making games accessible while still maintaining plenty of depth is a never-ending problem in videogame development, and we have taken on that challenge with ARMS as well.

On wanting ARMS to be a franchise and having the game spread…

“It would be like a dream for this to become a franchise spanning decades. But right now, only a small number of people in the world know about ARMS: those who closely follow new games and technology. First, I’d like those people to play ARMS, then have fun with it. This game offers a brand-new playstyle, brand-new characters and brand-new strategic gameplay.” – Yabuki

Capcom - Monster Hunter Generations a solid seller, XX off to a promising start, Stories underperformed

Coming from Capcom's latest financial report...

- Monster Hunter XX is "off to a promising start"
- Monster Hunter Generations was a solid seller overseas
- Monster Hunter Stories "underperformed"

I really think Monster Hunter Stories has a chance at being a strong performer stateside. It just has to be marketed right. I know I'm really eager to get in on it!

EDGE #306 - review scores

Yooka-Laylee – 6
Snake Pass – 7
LEGO Worlds – 6

Fire Emblem devs share info on the cancelled Wii entry, which would have been real-time strategy

The following comes from a Dengeki Nintendo interview with producer Hitoshi Yamagami, director Kenta Nakanishi, director Toshiyuki Kusakihara and producer Masahiro Higuchi.

Kusakihara: Oh? Is it okay to talk about it? Well, the truth is, there was a game we had planned for the Wii after Radiant Dawn, and started development on.

Yamagami: It had me as the producer, and Mr. Kusakihara as the director. It was going to be a real time strategy Fire Emblem game with all sorts of interesting departures from the norm. But, as we approached a finished product, the incredibly picky Mr. Kusahara was not content with it as it didn’t fit the image he had in mind when he played it. While it was incredibly amusing watching him try the product, I don’t think I could’ve reached such a decision so quickly based on that alone. It did show just how passionate he was about the real time system though, but, in my experience, Fire Emblem was always about minimizing casualties as much as possible and thinking about things carefully by the turn. To put together a real time experience in a short time without these considerations and make a judgement based on that was a little premature in my opinion. So, in the end, development froze.