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Battle Princess Madelyn dev talks Switch-specific features, future games, why Insanity's Blade didn't hit Wii U

Coming from a Nintendo Life interview with Casual Bit Games' Chris Obristch...

NL: Will Battle Princess Madelyn make use of any of the console's key features, such as HD Rumble and same-screen multiplayer with two Joy-Cons, or is it going to be the same version across all formats?

CO: There is no multiplayer planned for this game, we had learned from our past title Insanity's Blade that it dramatically alters the game from the original vision. We will be doing HD Rumble, but essentially it'll be the same version across all formats.

NL: Could you see yourself making a game exclusively for the Switch which made use of its unique features?

CO: We don't have any ideas that would be exclusive to the Switch at the moment, but who knows what the future holds! As an owner of a Switch, I'm definitely interested in pursuing the possibilities after we get a few more game ideas off our back-burner. That doesn't mean we aren't open to Switch-specific features in our future games too, of course!

NL: Last time we spoke to you it was about Insanity's Blade, which was due to be released on the Wii U. What happened with that?

CO: Although we never met the Wii U stretch goal, we still tried to do a Wii U port after the Kickstarter. Initially we had the game completed in the Construct 2 game engine - which, based on the advertising when we bought it, was supposed to export to the Wii U with HTML5 and WebGL. However, when we got the dev kit it ran at about 10fps and bugged out terribly. There was nothing we could do about it, as we had no control over the engine. We had a dev under contract to do a Unity port but that didn't pan out well so we had to cancel the contract. It's important to note though that it was not the Wii U that was the issue here though, and thanks to the flexibility of the Unity engine we are looking forward to Battle Princess Madelyn's release on Wii U as well as Switch!

Check out the full Nintendo Life interview here

CI Games says no Sniper: Ghost Warrior 3 on Switch, but considering future projects

A portion of a Finder interview with CI Games...

F: How closely did you look at the Nintendo Switch as a console for Sniper: Ghost Warrior 3 and do you think it could run a game this complex?

CI: So we will not be releasing Sniper: Ghost Warrior 3 on Nintendo Switch, but we are definitely looking at it for future products. We met with them [Nintendo] and talked about the possibilities. Sniper is not our only IP, so we’re looking to put different games on there. But nothing is official as of now.

F: Do third-party developers like CI Games have an install base figure in mind before they feel like the Nintendo Switch is a viable place to release games?

CI: Definitely! So most of the games that are out on Switch or are coming are usually – well I cannot speak for all the developers, but they are not developed parallel to their Xbox One and PS4 counterparts. So you have to put in a lot of extra effort and it’s a lot harder than porting from PS4 to Xbox One. So definitely I think developers will be looking to develop specific games just for the Switch. But the install base is already pretty good I think, as a tonne of people bought it, including me, on day one.

F: So you don’t think internally, “when it gets to an install base of 10 million we’ll start developing for it,” or anything like that?

CI: Before you commit to a game, be it an exclusive or a port, you definitely have to have a decent user base. But I don’t think Nintendo Switch is going to have a problem with a user base. The added bonus is, that because this is a young console, you don’t have a lot of competition. So if you develop a game for it now, most of the people who own the console are going to buy it. So there’s pros and cons, but I am hoping that a lot more third-party games will come out for the Switch than we saw with the Wii U. Especially as an owner of the Nintendo Switch.

Playtonic on why Yooka lacks a voice in Yooka-Laylee

Coming from an Engadget interview with Gavin Price, creative lead at Playtonic...

"I'm a big fan of content that doesn't hand-hold the player and leaves creative gaps for you to inject some of your own thinking into what's going on and engage with the game on a deeper level. You want to decide for yourself exactly what Yooka is like. We provide some bits and bobs of information through the way he talks, and what he says, to inform you that this is the kind of character he is. But if we were to give him a voice, we would also be closing that door for the player."

Has-Been Heroes getting day-one patch, Frozenbyte open to Trine/Trine 2 ports to Switch

A portion of a GameSpace interview with Frozenbyte...

GS: Are there any plans for content updates post launch?

F: We have a day 1 patch coming but that is more of a visual and balancing update… We’ll have to see about content updates, the stuff we have on launch is pretty tough to beat as it is!

GS: Do you see yourselves bringing past games like Trine to the Switch?

F: We’ve done so many ports over the years for Trine and Trine 2 that we’d rather concentrate on bringing some totally new games to the Switch now. It might be an option further down the line though.

IGN - Rocket League developer evaluating Switch port

Coming from Psyonix Studios' Vice President Jeremy Dunham...

"Just like all the other platforms, we are evaluating it. We’re looking to see what the technical requirements are. We’re looking to see what kind of true community demand there is. We’re looking to see how it would benefit the community as a whole. So we’re still in that evaluation phase. It’s definitely too early to say that it wouldn’t happen, but it’s also definitely too early to say that it would.

I think we’ve shown over time we’re a community based company, and so what we’re doing first is seeing what kind of impact that would have and who needs it and who wants the game and we’ll go from there. Luckily the platform’s only been out for a month, so we have plenty of time to look to see how it’s doing and what our audience wants."

Yacht Club talks chances of Shovel Knight 2, moving away from the franchise

Coming from a NextN interview with Yacht Club's Sean Velasco...

Q: After doing the King Knight DLC campaign, are there any possibilities of seeing Shovel Knight 2?

A: Yes, but it would also be really amazing to work on something fresh and new. For now, start thinking about what the next 8 knights could be like!

Q: Some time ago, Yatch Club Games confirmed that, in 2017, you would work on a completely new project. Can you give us a little preview of what we could expect from it? Will it be completely different from Shovel Knight?

A: It will probably be something that is very different than Shovel Knight, but still retains our distinctive Yacht Club Flavor. Nintendo made Mario, Zelda, and Metroid, but they are all distinctly Nintendo. I'd love to make another franchise that people love even more than Shovel Knight!

Playtonic looking to get Yooka-Laylee out on Switch "as soon as possible"

A portion of a GameReactor interview with Playtonic's Andy Robinson...

GR: How are you approaching the Nintendo Switch? What would you expect in terms of success for this specific version?

AR: It's a bit too early to go into specifics with this version, but rest assured we're working directly with Nintendo to get it out as soon as possible for our many fans and Kickstarter backers on that platform. We're big Nintendo fans here, so it's very exciting to be working on Nintendo Switch.

Zelda devs share their hopes for what you'll do/see when you play Breath of the Wild

Coming from a GamesRadar feature...

Director Hidemaro Fujibayashi wants you to find surprises

"This time the focus for the planning staff was to work hard to ensure that there is always some surprise when you reach your destination. The world in this game is extremely vast, but we made sure that there is always something to discover whenever you see something suspicious, so I hope that players will enjoy uncovering the elements and secrets that we hid in the world as they play."

Producer Eiji Aonuma wants you to play with friends

"We've shown the world of The Legend of Zelda: Breath of the Wild to you in various ways, such as at demo events. However, though there will certainly be players who play the game by themselves, interestingly enough, if you get together with your friends to play I think that you will find that it is hard to sit and watch quietly. I suppose that playing The Legend of Zelda games alone could actually be considered another one of the conventions of the series, so people enjoying this game together with friends is a new experience for the series.

"I think that we've made a game where it's really fun to give each other advice and speculate about going to different places and trying different things. I myself am planning to play the game with my children. With the Nintendo Switch version, you can take the game out of the house and play it by yourself, but I hope players then return home and get together to explore this vast world on the big screen with their whole family."

Check out more dev commentary here

IGN - Zelda: BotW devs talk early designs, breaking conventions, dev team's approach and much more

Coming from an IGN interview with director Hidemaro Fujibayashi, technical director Takuhiro Dohta, and art director Satoru Takizawa...

- Breath of the Wild development started with less than 10 people
- a small team can work on early ideas to make a game for roughly a year or possibly longer
- first phase is spent figuring out the game idea the team wants to make
- once the initial prototype is completed, the findings are presented to Nintendo’s senior staff
- if that team proves the ideas will work, the team begins staffing up
- after the first phase was completed, technical director Takuhiro Dohta joined the team along with art director Satoru Takizawa
- the developers knew they wanted to create a large field full of player-driven actions that could result in lots of possibilities
- the 2D prototype that was made was a great way to explain core goals/ideas to the biggest dev team
- the 2D prototype was presented to Miyamoto, which was somewhat of a surprise for him
- after viewing, he said it will be the collection of all these objects that makes the game world work
- the team came up with some very "out there" ideas to break with series conventions
- the art team used an online bulletin board where staff could freely upload their ideas
- the team could give an idea they liked a rupee on this board, with great ideas getting multiple rupees
- this is how the team decided on what elements should be included in the game
- the game's unique sense of discovery manifested toward the end of the game’s experimentation phase
- ideas were removed that made the game hard to play the game or that it didn't break the convention in certain ways
- the Great Plateau ended up being a culmination of what the dev team was trying to do
- different cultures within the game and the NPCs were added in later
- Guardians were based off of Octoroks in the original game

Reggie says Nintendo is going to have a 'big E3' this year

- Nintendo is focused on creating the next big idea
- reaction to Switch has been remarkable
- as of March 14th, when the interview was recorded, Switch was setting sales records every day for Nintendo in the U.S.
- Nintendo is going to have a big E3 this year
- E3 will be a majority opportunity for Nintendo