The Binding of Isaac Rebirth

Pokemon Co. on more Pokken Tournament content, Virtual Console, anniversary plans

A portion of a NWR interview with J.C. Smith, Director of Consumer Marketing for The Pokemon Company International...

JS: So Pokken Tournament…plans will be revealed later. But obviously it’s coming to the Wii U so there will be all kinds of opportunities for people around the world to play, compete, do whatever. We’re not announcing anything of note at this point though.

NWR: So no word on any content stuff, like will the game be bigger?

JS: Not yet!

NWR: I did see something during the demo yesterday that was about how more Pokémon will be revealed soon…

JS: Mhm. You got to see the reveal of Pikachu Libre yesterday, so that was a new one for the Japanese audience.

NWR: So it sounds like more are going to follow suit…

JS: Maybe!

NWR: All right. Just so I can throw these questions at you, I think a lot about Pokémon on Virtual Console, something that has not happened yet…

JS: Pokémon Pinball, Pokémon Trading Card Game…

NWR: The RPGs!

JS: [Laughs]

NWR: I obviously know if there are plans you cannot tell me about them, but can you tell me what’s held them back so far?

JS: I cannot because I do not know if it has been held back. They may have just made a decision not to. But yeah, I haven’t discussed that at all.

NWR: Will Pokkén Tournament be…is that your main plan for the early part of the 2016 anniversary?

JS: No.

NWR: Okay, so it is not your main plan for the early part.

JS: I’m splitting hairs. No, there’s lots of stuff planned for the 2016 year but nothing I can talk about now.

NWR: Okay, okay! Then, what can you say about the future of Pokémon?

JS: I can say that the creators are continuing to come up with awesome ideas and will continue to come up with awesome ideas to put in video games, the trading card game – you see an arcade machine downstairs. So, there’s a lot of cool stuff in store.

Gunslugs 1 could hit 3DS, Gunslugs 2 could hit Wii U & more talk of Gunslugs 2 3DS port

A portion of a Nintendo Life interview with Orangepixel's Pascal Bestebroer and Engine Software's Ivo Wubbels...

NL: We should probably start with an obvious question to clear it up - what about Gunslugs 1 on 3DS?

Pascal: I'm in!

Ivo: We think Gunslugs 2 is the best of the series, so we thought this is the version most players really want to play on the Nintendo 3DS first. But if the players love it, why not release the first game as well? Maybe for a good value price?

This has previously been on a whole host of platforms, at what point did the process start to bring it to 3DS?
Ivo: Well we were not involved in doing the other platforms, but once I suggested Pascal we could take care of the Nintendo 3DS port, he kept asking when it would be ready. And yes, it does help we're both from the Netherlands.

NL: Are there any other 3DS-specific features?

Ivo: Well as you may have read correctly we may consider future updates!

NL: As this title has been on platforms such as PC, are there any plans to bring it to Wii U? What made you choose the 3DS first?

Pascal: Again, I'm in!

Ivo: 3DS has been our main expertise for years, so a logical first step. And ok, we are doing Terraria for Wii U, so we know that system pretty good too, but we'll see on Gunslugs, you never know.

Ripstone says Extreme Exorcism launching 'soon'

A portion of a NWR interview with Ripstone...

NWR: No, it's all right. (laughs) When can players on the Wii U expect to play the game on their systems and is there anything else you want to say?

R: It's coming soon on Wii U, it's definitely a very fun game, if you played Towerfall Ascension or Super Cratebox, you're a fan of those, definitely get Extreme Exorcism as it's along the same lines. Finally, it's from Golden Ruby Games, they're a two man dev team in New York City and it's a really really good games. Get a few friends around and have a go with the hunters and ghosts.

Full interview here

Dreii allows for cross-platform play between Wii U and Vita versions

A portion of a NWR interview with dev Joon-Yeung Kim...

NWR: In the press release you sent out, it indicates you can interact with players on other platforms. Can you elaborate on that?

JK: It's a cross platformer so someone can play it on the Vita and you can play it on the Wii U, and you can play together.

Full interview here

Yacht Club in charge of Shovel Knight amiibo manufacturing/distribution/packaging

Coming from Yacht Club's Sean Velasco...

"We're basically licensing the amiibo technology from Nintendo, and they've been overseeing it every step of the way. From the design, to how the amiibo functions in the game, to making sure that it was all just perfect in every way. But we're the ones that are dealing with the manufacturing and distribution, we're the ones that are talking with the toy and sculpture people. Even things like the packaging."

The Shovel Knight amiibo is being made in the same factory that handles creation of Disney Infinity figurines.

Year Walk dev considers Wii U version the 'best' version

A portion of a NWR interview with Simogo's Simon Flesser...

NWR: You wanted to make it the best version of the game. Do you think the Wii U is the best version?

S: All versions of the game have specific things I like about them, but I think the Wii U version is the best version for me. If you didn't know about the PC or iOS versions, you'd think "this is such a Wii U game". Me and Magnus from Simogo and Rhod from Dakko Dakko, we like to design for specific platforms or specific interfaces.

Full interview here

Nintendo on working with indies, wooing consumers, exclusive deals and more

Coming from a Game Informer interview with Nintendo's Damon Baker...

“It is true that we’ve got a really loyal and passionate fan base for Nintendo-developed content, but it also drives them to go to the eShop to check out what’s new – to see if there’s new DLC for some of those first-party games or new releases, and while they’re there, they’re seeing this independent content being highlighted right next to Mario and right next to Zelda and right next to all our major franchises. So we do a pretty good job of keeping it in the same light.

You look at our hardware, it’s unique, it’s different, and it allows for different experiences. It allows for developers to utilize the features and functionality in a unique way where they can use the touchscreen, they can use a second screen, they can use 3D and they can use that to realize their vision differently than they can on any other platform. We have the same mentality from a first-party perspective as well.

Sometimes we’ll be proactive in reaching out to different developers and publishers to say, ‘Hey, this is a great idea. What do you think about utilizing it on our platforms? It would be perfect to use a second screen, or it would be awesome with a touchscreen to be able to manipulate these characters or movements.’

We’re not known for exclusive [indie games] in particular, and that’s because we’re not throwing around a lot of cash. We also don’t see a huge benefit to developers in driving exclusive deals with platforms and consoles. They need to do what’s right for them from a business perspective, and we want to help complement that and make sure that they’re making the most from the experience on our platforms.

We very much encourage all of our development partners to release simultaneously across all platforms. We’ve seen the data that proves that the developers are the ones that are going to benefit from that versus going with an exclusive arrangement. We’re certainly not going to frown upon those people that are bringing exclusive content over to us, because we will make the most of it and make sure they are doing a great job with it. I think that we have a strong focus on multiplatform content, and that’s because we do have a point of differentiation with our control schemes and what these developers can create in a unique environment.

The fans are familiar with Nintendo content; they’re familiar with some of those retro games, so when they see a game that is inspired by that or takes things to the next level, I think they’re willing to jump in because it feels trusted or something that’s familiar to them. I think that can work to the advantage of developers and to Nintendo in general, but in the end, it always comes down to that gameplay experience.

I think it always comes down to what the fans are looking for and what drives them to purchase. You can’t just rip off something and call it good. People, especially in this day and age, they demand more and they’re a lot more savvy. And that‘s why titles like Shovel Knight, Guacamelee, and the Shantae series have done incredibly well on our platforms, Mutant Mudds, things like that. They’re inspired, but they take things to the next level, and I think the fans appreciate that different take, and it’s why they’re hungry to see what else is coming."