The Binding of Isaac Rebirth

Suda51 shares thoughts on the future of No More Heroes, has some ideas

A portion of an AnimeNewsNetwork interview with Suda51...

ANN: You stopped that tradition after No More Heroes, though, because you haven't killed off Travis yet.

S: Well, I definitely want to see Travis again. Not just in the sequel, either. His life is really interesting, so I want to talk about his story again. I want him to grow up as I grow older. I'm not sure when it will be, but I want to talk about his life. So Travis is very important to me. I think he's the most loved of my characters.

ANN: So what might happen to Travis in No More Heroes 3? Will he continue to grow or fall back into his old ways?

S: My image is that he'd be living in a place where not many people would reach him, and it would be a peaceful life. And the story starts from there…

Full interview here

Splatoon devs talk character design, Squid Sisters, sound effects and the final boss

Coming from a Famitsu interview with Splatoon Producer Hisashi Nogami, art director Seita Inoue, designer Keisuke Nishimori, sound director Toru Minegishi, and sound composer Yuki Tsuji.

On early character design:

“The main emphasis was on the girl, to the extent that we thought at first whether it would be alright to not have a boy (laughs).” – Inoue

“When having a chance to design a new character, there is the fact that it’s rare to have a girl lead in a Nintendo title and also having a strong and active female may make it easier to become accepted overseas. The design was centered on the girl at first, and then the design of a boy was thought of in comparison.” – Nishimori

On the Squid Sisters:

“The staff was very particular on the dialogue, like ‘Marie doesn’t say a thing like that’, so some adjustments were made. Originally, before they were idols, they were called ‘shrine maidens’ and their role was to transmit divine messages from god to people.” - Nogami

On sound effects:

“Yes. I thought there was no other choice to have sounds of a liquid with such high viscosity than creating them myself. So I went shopping alone during work hours (laughs). I focused on buying things with high viscosity, like borax (an ingredient in making toy slime), starch, solidified jelly and wood glue. Later the person responsible for accounting was calculating these costs and inquired like ‘What’s this?’ I had the difficulty of explaining, ‘I use them in creating sounds of ink!’ (strained laugh)” - Tsuji

“By the way, a punk rock band Squid Squad is currently popular in the world of squids, but perhaps the trend will shift a bit in the future, and a different band may appear. Please look forward to it.” - Minegishi

Concerning DJ Octavio:

“It happened in this order: first the name Takowasa [Octavio in the Japanese version, tako means octopus] was decided, then he changed from a wasabi maker to a DJ, and then scratching music was put in (laughs). This background music starts with a rhythm ‘don don don don’ and it was decided to match the rhythm perfectly with the making of wasabi.” - Minegishi

Itagaki shares full translation of Famitsu interview on Devil's Third

[ News ] Here is full translation of the Famitsu interview. Check it out 8-|FAMITSU: Devil's Third is finally...

Posted by Tomonobu Itagaki on Friday, July 24, 2015

Woah Dave! a financial success, Space Dave! will have a 'different formula'

The following info comes from a Destructoid interview with dev Jason Cirillo...

"...despite the fact that we felt very strongly that we had created a truly fun game, I think even we were a bit surprised at how well it did. I think the surprise came in that we knew we'd made a very simple game that would appeal mostly to more mature gamers who grew up with score-chasing arcade games in the 80s, but what we didn't expect was the general enthusiasm we got from all crowds on all platforms. It was a very big success for MiniVisions both critically and financially.

...Space Dave! would most likely still have happened even if Woah Dave! hadn't done well. The reason being is that MiniVisions games are largely driven, in all honesty, by us making games that we want to play ourselves. They're all kinds of experimental. We're never sure if everyone else will be as in to these ideas as we are, but the passion on our end to make it is there, so we kinda roll with that. Also, probably worth nothing that Space Dave! is a surprisingly different formula, but still 100% a 'Dave' game."

Indie devs interested in collaborating on another eShop sale

“It would be fun to take part in a similar promotion in the future for sure, but I’m not sure we’d be the ones to “run the show” so to say. Black Forest Games handled that really well, so a big thanks to them and everyone else taking part in the sale!” - Kai Tuovinen, Marketing Manager at Frozenbyte

“We’re always open for partnerships with other studios, whether it is for releasing the next game or having a special event like a sale together. So it shouldn’t come as a surprise if we announce a new collaboration in the future." - Anchel Labena, PR manager at KnapNok

While specific sales date isn't allowed to be released, both devs above did say that they found the Epic Indie Sale to be a success.

The creepy sounds from Splatoon's final boss are a mystery even to the director

Remember when we posted the video above and everyone was trying to figure out what the noises were? Turns out that even the director of Splatoon has no idea. The following comes form director, Tsubasa Sakaguchi ...

“It’s the first time I’ve heard this! I was the one who was in charge of the mechanics and the effects for the final boss. Towards the end, though, I was running out of time so I was asking the staff around me to do things for me—like the staff credits and many other things. Maybe it’s a curse from those other staff. The final boss was one of the last things that we were working on. We were all high on adrenaline. Maybe there’s some element of that in there, of that energy in there. Once I go back to Japan, I’ll play it and have a look.”

Nintendo - Zelda Wii U to release when ready, no talk of Metroid on Wii U

Coming from a iDigitalTimes interview with Nintendo's Scott Moffitt...

“We confirmed that a Zelda game, a new Zelda experience is in development for the Wii U and we have our team hard at work on that. We want that to be the best Zelda experience. Fans have been waiting for and deserve a game when it’s ready, when it’s fully featured and when it can live up to what we would like to deliver.

Metroid is really up to our game developers to decide how best to create new and different experiences. This Metroid experience [Federation Force] offers a local multiplayer feature that could be a lot of fun for game fans and we hope fans try it out and come to their own conclusions. I have nothing more to announce about a Metroid game for Wii U but let’s be happy for what we have. We’ve got something and let’s experience it and hope fans will enjoy.”

Castles dev talks DLC plans, excited to release on Wii U

Coming from a NintendoEnthusiast interview with dev Whootgames...

NE: Do you have plans for DLC or content updates?

W: We have many ideas in mind. In the final version of the game we had to take out some content to meet the deadlines, so once the game is released, and watching the response, we probably will keep working on that content and update the game.

NE: How do you feel about releasing your game in a Nintendo’s console?

W: We are pretty excited to publish on Nintendo. Since the first builds we started to take on festivals and expos, many people told us that the game had a style very near to Nintendo, and many players told us that would love to enjoy the game on their Nintendo Wii U, so we started talks with Nintendo, a few months later everything was set , it’s so exciting to finally reach that audience.

Full interview here

SEGA currently has no plans for more 3D Classics

Coming from an NWR interview with SEGA's Yosuke Okunari...

NWR: Has M2 considered using the improved processor of the New 3DS for future 3D Classics?

YO: If the uptake for New 3DS is very strong, I would really like to give it a shot, yes. We currently have no plans for additional SEGA 3D Classics, though. But we are keeping a close eye on how they are doing in the marketplace.

Full interview here