The Binding of Isaac Rebirth

Former HAL America leader looks back on 30 years of interacting with Iwata

Coming from former HAL America leader, Yash Terakura...

“In 1979 or 1980, Iwata was stopping by my office almost every day after school," he writes. "He helped me make test programs, sorted my books and floppy disks, and did other minor things. He was helping so that he could obtain news about our new products, as well as technical information not available to the public.""He was a so-called 'otaku.' Of course, we did not have that term 'otaku' at that time," says Terakura. "He and other students were Commodore groupies.

...He was a very quiet person, and he was nice to others, but when it came to a design or concept of a project, he could be very hard headed. He did not agree with other people unless he was very sure that their idea was better than his.

...I started my own company, but we kept in touch. I go to Japan often, so I was planning to call him and have a dinner in August or so. I guess that will never happen."

Telltale & Mojang discuss the process of building Minecraft: Story Mode

"For the last year we've had a specific private Telltale Minecraft server. We've tinkered around in Telltale town and built all kinds of contraptions and buildings, and we've been documenting everything that's been going on in there." - Job Stauffer, creative communications director at Telltale

"We're not going to go out looking for something desperately in order to expand the narrative. It's not like we sat down and went, 'Hey, we need more ways to make narrative in Minecraft.' But if something cool comes along and it kind of fits, and we feel like we could do a really good job and do justice to the game, I don't see why not." - Owen Hill, creative communications director at Mojang

Full interview here

Level-5, Hasbro discuss the multimedia approach of Yo-Kai Watch

Coming from Level-5's Yukari Hayakawa...

On the multimedia approach:

"once [a property] becomes a hit in one area of entertainment, then other entertainment follows. We don't do that, we launch everything simultaneously."

Coming from Mike Ballog, senior director of global brand marketing at Hasbro...

On the multimedia approach:

"TV is a great traditional doorway in, but what's great about this property is that we have three different experiences moving toward each other. Digital interaction is critical" for the American market. In Japan they have Gatchaman machines [based on the series], and it's a very different format from what you see in the rest of the world."

Level-5 weighing options for Yo-Kai Watch 2 NA/EU release, amiibo support possible

Coming from Level-5 chief operating officer Yukari Hayakawa...

"One is called Ganzo, Honke, and Shinuchi so there's actually three titles and we are still kind of, we haven't made the decision on which one to release in the U.S., whether it's all three or just one, whether it's all physical or digital."

Mr. Hayakawa was also asked about amiibo support for the title. He didn't say anything official, but he did mention that it would be possible.

Minecraft: Story Mode still without a release date on Wii U

Coming from a Venturebeat interview with Job Stauffer, the director of creative communications at developer Telltale Games...

“More episodes will roll out quickly. Typically, they will come every six-to-eight weeks. Episode 2 is following before thanks giving currently. We could have multiple episodes out by Christmas this year. We should also have a date for download on Wii U, the first Telltale title on the platform.”

All the release dates we've heard so far do not include the Wii U version. As of today's interview, it's still unclear when the title is coming to Wii U, but at least Telltale seems to be working towards releasing that info.

Image & Form talks SteamWorld Heist's X-COM origins, supporting Nintendo fans

The following comes from a Venturebeat interview with Image & Form's Brjann Sigurgeirsson...

On how SteamWorld Heist was inspired by X-COM:

“Some people were playing X-COM in the office and really liked it. We were sitting and talking about what if we made a turn-based game in 2D.”

On supporting Nintendo fans:

“We have a very good following in the Nintendo community, It feels like the 3DS community made us; to bypass them with the very next game was just unthinkable.”

Guitar Hero Live devs discuss soundtrack selection process

A portion of an MMGN interview with Jim Norris of FreeStyleGames...

MMGN: The tracklist is quite varied, and GHTV allows you to keep adding more post-launch, but it’s hard to please everyone. So what’s your initial focus? Do you look straight at what’s most popular or at genres previously popular with Guitar Hero?

JN: t’s a number of different things. Obviously we’re going to put the big tracks in that GH fans would expect to have in a Guitar Hero game. Then is goes through a list; can we license a song? That’s first, then we markup – when we transpose the notes into gameplay – and we do that to a lot of different songs including some songs that will never make it into the game. We rate those based on how fun they are to play.

Then we make sure we have a little bit of everything so there’s going to be something there that you like. Plus you’ll be playing one song and then another might come on that you don’t know, but because we made sure it’s fun to play you may end up finding a new band that you didn’t know that you loved.

Full interview here

Typoman devs interested in working with New 3DS

Coming from a Nintendo Insider interview with Brainseed Factory...

NI: Unity has now introduced support for New Nintendo 3DS and New Nintendo 3DS XL. Would you consider developing for them with any future projects?

BF: Of course, I’d love to. It’s very comfortable to use one engine to produce builds for different platforms, and building for the 3DS would be very nice! [laughs]

Full interview here