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Aonuma discusses his biggest challenge in creating The Legend of Zelda: Breath of the Wild


Question: What was the biggest challenge encountered when developing this game?

EA: The most difficult thing was to create such a massive game. It was the first time we were making such a big game, and when we started, we actually thought it would be impossible. To create this huge world, we needed a big development team. To build this world, we had to start from a base, and then add new elements little by little. What took the most time was setting up a work environment adapted to such a big development team, but also build the game engine.

Go! Go! Kokopolo 3D dev talks sequel's long development, EU/AUS plans

A portion of a Nintendo Life interview with Tanukii Studios' Keith Webb...

NL: This sequel has been in development for quite some time: can you talk a little about that process and provide insight into the nature of its extended development cycle?

KW: Yep, we did begin the development process a good few years back, but, as always, life gets in the way, and both myself, and the programming team, had to take other jobs to keep us ticking over whilst we worked on this in the background – evenings, holidays and weekends, that sort of thing. To cut down the dev time, we pondered just creating a simple, no frills port of the original, but I really wanted to include brand new content and create something special for the fans!

NL: Was there any point at which you were concerned the game wouldn't be completed?

KW: In the back of my mind I always knew it would eventually be completed, as the chance to bring it to the 3DS was too great an opportunity to miss. My main concern was that the 3DS would have been completely phased out by the time it was finished, but thankfully that hasn't been the case! It looks like the 3DS still has a bit of life left in it these days, with several exciting titles coming down the line, so it's still a relevant and exciting piece of hardware. The Switch doesn't appear to be a direct competitor to it either, just yet, so there's plenty of opportunity for both to co-exist in the immediate future, which is great news for everyone!

NL: We have a North American release date, but do you have an update for those in Europe and Australia?

KW: We've just submitted those versions to Nintendo, with the appropriate age rating approvals, so hopefully we'll have something to announce in the next week or so. I reckon it'll be an early March release for those territories, but I don't want to confirm just in case Nintendo have other ideas… We've got a little bit of text localisation to complete for the Japanese version, but it should also be ready to release over there pretty soon, once we've got the translations in.

Ultimate Chicken Horse devs unsure of what Switch features the game will take advantage of

A portion of a JustPause interview with Endeavour Games...

JP: Will Ultimate Chicken Horse take advantage of the ability to split up a Joy-Con set for local multiplayer gaming?

EG: We’re hoping to, but we haven’t gotten far enough in playing with the development kits to know the limitations of it. Those kinds of features will depend on how our game engine, Unity, cooperates with the Switch architecture and what we have the time / ability to do.

JP: Does the team plan on adding in other Switch-specific features such as support for HD Rumble?

EG: This is the same as the previous answer, I think we’d like to use all of the new features but don’t want to promise anything yet in case we discover some technical hurdles that we can’t overcome.

GameStop seeing "tremendous demand" for Switch, says "response has been amazing"

The following comes from Eric Bright, senior director of merchandising at GameStop...

“We’ve seen tremendous demand for Switch and of the initial allocation of pre-orders we took, the majority of them were done by PowerUp Reward customers. They’re definitely looking for this device. We have a ways to go before we satisfy all the demand that’s out there The response has been amazing.

They’ve taken a lot of franchises like Zelda and Mario that were popular in the Wii days, gave them HD graphics, and created a system that can be played on your TV and is portable as well. Those are two big technology changes for games that didn’t exist before.

The Q1 launch is one of the smartest moves Nintendo could have done. Instead of pushing units out during the heaviest time of the year (in Q4), this allows them to build a base. So by holiday, we can focus on games. There will be millions of people who will be hungry for content, creating a richer development cycle for game publishers who will have an install base to support titles. This also will take some of the brunt off of Christmas and enable Switch to be better stocked at stores.

Nintendo has learned from the mistakes it made with Wii U because there’s a wide assortment of third-party games from developers like EA, Ubisoft, Bethesda and Take-Two, as well as first-party Nintendo titles like The Legend of Zelda: Breath of the Wild, Super Mario Odyssey and Splatoon 2.

The variety of indie games for Switch is one of the brilliant things Nintendo was able to do,” Bright said. “Any new console launch is all about software and content and providing people a huge variety of games. Indie developers will only expand how many consumers adopt Switch and expand the age range. We see this appealing from the hardcore gamer down to the overall family gamer.

The biggest win for the customer is they can make their own choice with games. They can pick which of the games they want to pair with the hardware they’re buying—whether they’re Zelda fans or 1-2-Switch. From our sales perspective, we’re seeing incredible demand. We’re pleased with the Switch attach rate. People are not just buying one game. They’re buying multiple games.

We’re looking at which stores, but you can expect to see all sorts of events throughout the year as we educate the customer on this launch. We’ll also have incredible launch day activities on March 3. Customers are going to easily be thrilled with the fact that it’s something you can play with anyone in the house because it has that Wii playability.

We’re no longer purchasing Wii U units, although customers can come in and pick them up pre-owned. That’s mainly because it’s no longer being made available to mass retailers. Nintendo and ourselves are fully engaged in the new hardware line-up."

Bright also talked about the interest in the NES Classic Edition...

“We’re still seeing incredible demand for the unit. There’s no slowdown, and we don’t see that stopping. We see that continuing for some time.”

FDG Entertainment discusses development of Oceanhorn, Monster Boy and the Cursed Kingdom on Switch

If you hit up the link below, you can hear an audio interview with Philipp Döschl of FDG Entertainment. They're bringing Oceanhorn and Monster Boy and the Cursed Kingdom to Switch. If you want an update on the projects, this is the internet to check out! Make sure to hit up the time stamps for the specific segments you want.

Oceanhorn Switch 0:37:24 - 0:54:13 and Monster Boy Switch 1:19:50- 1:24:00


Aonuma on Zelda: Breath of the Wild - Character relationships, importance of Zelda and various details

Coming from a Game Informer interview with Eiji Aonuma...

“I think it is really important for the players to feel like they are Link. Whether the player will feel like they are the main character is a very important element in this game, and if the player is looking at the storyline from an outsider’s perspective, then they may not feel that real connection with those characters. So that deep involvement is necessary to feel a deeper relationship with the characters. Especially when Link is growing, or the characters are growing, and can feel that growth with them, then you will feel an even closer relationship with them.

[Laughs] I don’t want to get too deep into it, but I do want you to know that Zelda does have a lot of emotions and expressions, different kinds of expressions in this game, and for the trailer we chose one that was very extreme. Once you start playing Breath of the Wild, I want you to explore and see these different sides of Zelda, different emotions that she evokes.”

This is a little bit of a secret, but Zelda will actually get mad at you at Breath of the Wild. She will scold you. Since this game is open, players will be able to play at their own will, and it’s a very freestyle type of playing, I can’t guarantee every player will see it. Especially if they are heading toward the goal a little too quickly, then they may miss these things – like Zelda getting mad at you – but if you walk around in the world and if you encounter different environments and elements, then these are things you will probably experience.”

The following are details that have been spotted concerning Zelda. They come from trailers, screens and gameplay footage.

- we’ve seen her dressed in blue, just like Link, riding horseback
- we've also seen her, in the those same clothes, in what appears to be a moment of muted distress
- we’ve seen her upset, apparently shaken by something
- we’ve also seen her in what might be considered a more traditional dress, performing some kind of ritual while Link sits
- we've also seen Link and Zelda running through the mud
- hers is the voice that wakes Link, saying “Open your eyes. Wake up Link,” in the beginning of the game
- we’ve also heard an older man’s voice saying “You must save her – my daughter,” while Zelda appears on-screen

Ultimate Chicken Horse dev says Nintendo "pushed pretty hard" for the game on Switch

Coming from a JustPause interview with Richard Atlas, CEO of Clever Endeavour Games...

The Switch has been an obvious choice for UCH (Ultimate Chicken Horse) since we started hearing rumors of it as the NX. Nintendo is traditionally quite closed about information and working with indies, but they’re doing a better job now and have pushed pretty hard for us to come out on Switch. Now that the information about the console is public, it’s easy to tell why the game is perfect for a party system like theirs.

Tequila Works discusses length of RiME

A portion of a WCCFTech interview with Tequila Works...

WCC: How long do you think it will take to complete the game? Does it lend itself to replayability?

TW: The duration of the game will largely depend on each player’s play style and how he or she would like to immerse into the exploration of the island and unlocking all the secrets it keeps. If if you really want to take your time and collect all the secrets, you might well end up in the 8-10 hours range , but it could take a couple hours fewer or a couple hours more. As for replayability, the story of RiME has a very well defined ending, which everybody will experience when they finish the game, but there is a good chance players might miss several secrets and collectibles in their first playthrough, and those items are not there as mere cosmetic additions or to artificially increase the time you spend in the game, but they offer deeper understanding about the story. We expect a good deal of players will revisit the island in order to get the whole picture!

Frozenbyte on supporting Switch with Has-Been Heroes, talks sales and audience

A portion of a Miketendo64 interview with Frozenbyte's Kai Tuovinen...

Miketendo64: Has-Been Heroes is an indie title that is confirmed for a Nintendo Switch release, among other platforms. How does it feel to be one of the first indie companies to have a game on Switch during launch month?

Kai Tuovinen: We are thrilled Has-Been Heroes will be a title available around launch on Nintendo Switch and to introduce Nintendo fans to the game. It feels good to be a part of a new Nintendo system launch again!

Miketendo64: Nintendo Switch may not have the power-house line up gamers wanted, but it still has Zelda and Super Bomberman R. How do you think Has-Been Heroes will do in terms of sales, when it’s up against competition such as that?

Kai Tuovinen: We believe fans of rogue-like strategy/action games will love this game, as well as gamers looking for something new to try. The randomness of spells and items allows for thousands of new experiences and will force players to continuously change their playstyle – it’s a challenging, strategic game with a ton of content that is very different from everything else.