Coming from producer Masachika Kawata...
"I think it's a very unique piece of hardware. I'm looking forward to the possibilities of the system itself, but we have no plans at the moment regarding Resident Evil on Switch."
The following comes from an IGN interview with Capcom's Yoshinori Ono...
On the dual art styles:
“The Switch caters to a wide audience, and the people who played the original Street Fighter 2 on Super Nintendo are used to the retro-style graphics. Those players are now 30, 40, 50 years old, and they have become parents who are getting their kids into gaming, too. By adding the retro graphics, you give the older crowd a sense of nostalgia and remind them of the original. At the same time, with the current HD graphics, we can appeal to their kids as well. Parents and the kids can play together and say, ‘This is how we used to play this game back in the day.’ And kids can enjoy it without feeling that the game is too retro.”
On release date:
“We haven’t announced the specific date but, as you have seen, the presentation from Japan mentioned that the Switch would come out March 3rd. We would like to try to release it in close proximity of that date.
As mentioned earlier, we’re looking at the interactions of everyone playing right now. On other titles, we’ve done beta tests and focus groups to try and figure out how to balance the game. We’re trying to figure out where in the Street Fighter 2 realm does the balance on this game fall and that process might change when this product releases.”
On staying exclusive to Switch:
"If this title sells extremely well we’ll consider it. We put a lot of thought into how this can be fully enjoyed on the Nintendo Switch, so for the time being it’s only going to be on Switch."
A portion of a Gamasutra interview with dev Mattias Dittrich...
GS: How did you come up with the concept?
MD: Honestly there was no "concept". I experiment with visual effects a lot, and came across the visual style of GoNNER almost by accident. I was tweeting about the process and got contacted by Martin Kvale (sound designer). Martin thought it looked interesting and saw the potential in giving it an unexpectedly cute and squishy soundscape. Since then on, the design process has mostly been us discussing what we like and dislike in video games, and trying to steal all the cool ideas while leaving out the things we dislike. A month or 2 into the development Joar Renolen got involved in the project to compose music.
Something that's been central to the whole project is the three of us always trying to challenge each other. Joar said he's comfortable making one song per month, so Martin asked him to create five in a single day.
It turned out very chaotic.
GS: GoNNER features a cute art style that almost hides its vicious difficulty. How did you come up with this style? What drew you to this silly, charming look?
MD: I don't really enjoy the process of animating, so if an animation takes more than 10 minutes to draw, I come up with a way to make it simpler. For instance, Sally, your space whale friend, was originally supposed to be a little creature living in a house, I struggled with drawing a nice looking house, and ended up drawing a huge face instead. In fact, a lot of the design process for the game is based on that "if something is boring/tedious to create, how can I make it more interesting for myself?"
The following comes from an IGN interview with Tequila Works creative director Raul Rubio...
“Maybe we did announce the game too early. Yes, there were a lot of moments where we thought that the game wasn’t going to be released. In fact I was completely sure of that once. Fortunately that didn’t happened. That [possibility] was always for technical reasons, not for financial or something business related.
When we announced that we were acquiring back Rime’s IP there were cancellation rumors. The truth is that in that precise moment we were moving to a bigger office. That's pretty far from being closing a Company, isn’t it?
A lot has changed since the beginning. There was always an island, and there was always a tower. If you compare the first Rime project in early 2013, we had a tiny island and things like the use of sound and there was a kid stranded on an island, but the rest has changed a lot. For example we are now using Unreal Engine 4, and that engine has evolved, so we can include many more features and visual effects that weren't possible then. Now we have a bigger structure and many islands, not just one and now we have all the content complete, which is great.”
When we started Rime it was a small indie game – and that's still the case, a small indie game – but the reception of the first trailer at Gamescom was overwhelming. So when we returned to the studio we said ‘You know what? They love it… but now it needs to be perfect because otherwise they are going to kill us’. That’s what we have been doing since 2013. The game was playable then, and had been playable for six months, but being playable doesn’t mean that it’s the game.
It may sound like a lot of time, but considering how difficult it is making games today with so many platforms and so many great competitors out there, it means that people don't see the difference between an indie game and a AAA game. It’s just a good or a bad game, and we wanted to make a good game. A very good game. We have spent four years developing Rime. And in terms of how the production has been, we did a design by subtraction. That means in 2014 we had way too many things. Removing those superfluous things and achieving a minimalist result that feels elegant and compelling is something that you reach, not something you start from.”
This comes from a translated Famitsu interview with Kenichiro Takaki, courtesy of Japanese Nintendo...
Famitsu: What point leaves the most impression to you?
Kenichiro Takaki: It ’s the HD Rumble after all. Because I want to express “softness” with it. I already created a project, and now I’m in the middle of focusing on how to realise it. I think games have a “sensation of touching” in many meanings, so I want to realise a new experience that ’s exclusive to Nintendo Switch.
Coming from a Kotaku Q&A with Nintendo...
Q: Will online stores be region-free or just cartridges?
A: The Nintendo Switch system is not region locked, but we recommend that players buy games within their region to ensure full service and support. The user will access the Nintendo eShop that corresponds to the country identified in their Nintendo Account. (Up to eight user accounts can be created on a single Nintendo Switch system.)
Coming from a Polygon interview with Reggie Fils-Aime...
“From a first-party standpoint, there's no new development coming after the launch of the legend of Zelda: Breath of the Wild. We really are at the end of life for Wii U. From our standpoint, sunsetting is quite some time into the future. The ongoing activity from an online standpoint on [Mario] Kart and Splatoon is significant. We're going to continue to support that.”
It seems that Nintendo is eager to move on from the Wii U, which still confuses some consumers to this day.
“Even today when I ask people, ‘so what was Wii U all about?,’ I get a wide variety of responses. In managing the business, that's just not good.”
A portion of an Eurogamer interview with Eiji Aonuma...
EU: Let's start with the latest Breath of the Wild trailer. I think fans loved what they saw. There were several familiar characters and faces - fans spotted the Deku Tree, for example, and the Koroks. There's continued speculation on where the game might fit within the timeline that we know. Can you expand upon that? Are people on the right track with theories that it follows Wind Waker?
Aonuma: So... in the trailer there was a sort of Wind Waker-esque element, and to a degree you could say that the animation and the art style have some influences from Wind Waker, so I can see why people would draw those connections.
But with Breath of the Wild, one thing I'm really keen to emphasise is that a big part of the appeal of the game is surprise, unexpected encounters, so I want fans to experience surprise and to experience an element of the unexpected - I feel if I spoke too much about that kind of thing, it might spoil things for people, so I'd rather not touch on that too deeply.
EU: Already people have been surprised by what this version of the Zelda series has already brought. Skyward Sword really set down the idea that each version of Link and Zelda were new incarnations of original characters, but with Breath of the Wild, the beginning seems like an attempt to sort of disrupt this and surprise the player by having a Link who's already a hero and has awoken 100 years later. Was it a conscious decision to disrupt the formula and what fans might be expecting?
Aonuma: The fact that Link has been asleep for 100 years is a particularly important part of this story. It's true that this is kind of a technique in a way - a storytelling technique - that we'd like to use this time so everyone can relate to that in his or her own way, and players can discover the importance of that point as they play through the game. How exactly that plays into the story as a whole... well, it's very important, so as you can probably understand I can't really say much more about it at this stage.
This is an idea I've had bubbling away under the surface ever since I started making games.
EA: Zelda fans continue to show interest in having Zelda as a playable character, and I wonder if that was something that was considered for Breath of the Wild?
Aonuma: I seem to remember three years ago when we showed the first trailer at E3, I said something along the lines of "I never said that Link would necessarily be male" or something along those lines, and that got taken out of context and turned into a rumour that took on a life of its own. Link has always been portrayed as a male character as the protagonist of the games.
After that happened actually, we did discuss in the team about whether or not we should have a female protagonist. I spoke to Mr Miyamoto about it and the whole team talked about it, but in the end, it just didn't happen.
On Wii U of course there's already Hyrule Warriors where Princess Zelda is a playable character, and there's actually quite an assortment of characters including several female ones. And that title is already available of course. So looking to the future, talking about the possibility of having a playable female protagonist, I'd say yes, it's a possibility.
A portion of a Vice interview with Eiji Aonuma...
V: You only have to look back at all the speculation surrounding Breath of the Wild, from us adults in the press, to see how the series still fascinates older players, people who've got practically all of modern gaming to make their choices from. When stories were circulating—about what this game might be, and what form its characters might take—does that become a distraction for the team, at all? Is it difficult to not get too wrapped up, as the game's makers, in the audience's own expectations for it?
EA: We do actually pay a lot of attention to what fans are saying, after every Zelda is released. We want to know how people have found each game, how they've reacted to it. What their experiences were. And we also take on board what people are saying in the run-up to a new Zelda's release. Sometimes I'll see a reaction, to a trailer perhaps, and it's one I can empathize with—"Yes, I see what you mean. I feel the same way myself." And the opinions that resonate most with me, I definitely take them into account when the time comes to create the next Zelda.
But there are always going to be so many different opinions out there, before and after a game's released. And so many different ideas about what should, or could, be put into a Zelda game. If you listen to them all, you'll end up with… Well, I've no idea what kind of game you'd end up with, but it probably wouldn't be a very good one. So we have to follow our own vision, really, and not pay too much mind to speculation.
V: One of the biggest talking points when Breath of the Wild was first revealed was the possibility of Link being a woman this time—or, at least, for players to have the option to select their own gender for the Hero of Time. It was quickly confirmed that no, Link is very much a male in this game. But does seeing conversations like that inspire you for future Zelda games, or spin-off titles set within the same universe?
EA: I think it was three years ago, at E3 in 2014, when the game was still at an early stage of development that I said something that I maybe shouldn't have. There wasn't much serious meaning behind it, but I said something along the lines of, 'Well, I've not said that Link is necessarily a male,' and that got picked up on, and became a bit of a talking point.
Really, the main thing I realized then is that I have to be really careful with what I say, because there's always the possibility of, even when you don't quite mean what you've said, it can be taken differently, and become this big discussion.
And regarding the future possibility of us taking a Zelda title in a new direction, perhaps with Link as someone different, or with a new protagonist altogether who's radically different from what we've seen before, on the Wii U there's already Hyrule Warriors. In that you've got Princess Zelda herself as a playable character, and a real assortment of playable characters including numerous female ones. So, that title exists already. But in the future, regarding doing that sort of thing again, and changing what you expect from Zelda characters, I'd say yes, it's a possibility.
V: There's voice acting in Breath of the Wild, for the first time in the Zelda series. Is that something you'd considered introducing before now? And personally, in other games you play, do you find that you develop a better connection with games characters when they are voiced?
EA: I definitely feel that, when you're playing a game, if a character actually speaks to you, with a voice, then you do have a deeper connection with them. You get a clearer sense of who that character is, and what they're all about.
In terms of whether or not we'd considered using voice acting in the past, we definitely have thought about it. We weren't able to do it, though. This time, we could. Now, why we could this time, but not before, is to do with a certain system we've used in the game. But I can't really tell you any more about what that system is, because it'd kind of be giving too much away about the game. You'll just have to play it, and see how the voice acting fits in for yourself.
V: And where does this Zelda fit on the series' timeline, in its chronology, split as that is into three separate yet connected branches?
EA: I wouldn't say that it obviously fits into any one part of the timeline, but if you play the game, you'll be able to work out where it fits. As you probably saw in the trailer, the most recent trailer, there's a woman's voice, and she says: "The history of the royal family of Hyrule is also the history of the Calamity Ganon." And as you know, the Zelda series, up until now, is a history of repeated attacks by Ganon. So, there's food for thought there. I don't want to say anything more as I'd like players to work it out for themselves, to play the game and see what they think.
Coming from Resident Evil 7 director, Koshi Nakanishi...
"As an industry member, I had the opportunity to try Nintendo Switch before the presentation. I think it's a unique hardware and I'll explore its possibilities. I've always been a fan of Nintendo,"
Nothing concrete just yet, but certainly a step in the right direction. Let's hope Capcom has something to surprise us with at E3 2017.