Take-Two are believers in Nintendo, enthusiastic about NX

A portion of a GamesIndustry interview with Strauss Zelnick, CEO of Take-Two...

"We're believers. We never want to count Nintendo out. They do it over and over and over again. So we feel pretty enthusiastic actually. (Nintendo's position in the console race is) not a slump, it's intentional. They come to market, they do really well, and then they sort of exit the market for a period of time. They've been doing it for like 150 years, and that company has been doing the same thing... They're really thoughtful, they come to market with something they really think is going to work, more often than not it really works, it blows up and then eventually they let it decline and they move on to the next thing. They don't mind having time in between."

Two Tribes delays RIVE for Wii U, might come to NX instead

This comes from a NintendoLife interview with Two Tribes' Collin van Ginkel...

First of all, can you talk us through the reasons and thoughts behind RIVE being delayed for Wii U, or perhaps being moved to NX instead?
It's very important to us that Nintendo users will get a great version of RIVE, but unfortunately we don't know at this point when or how we'll be able to deliver this. There are two main reasons for this, one technical and one business related.

The Nindies demo in 2015 was specifically optimized to perform well in hand-picked levels and didn't manage 60FPS consistently. We've added a lot of stuff since then and we haven't been able to reach the performance level required yet. We won't release RIVE unless it's a solid 60FPS, and if that means delaying it to a future platform, we will make that call and make sure Nintendo fans get the perfect experience.

The market has also changed. The game was supposed to ship over a year and a half ago, and things are a lot different now. Nintendo is exiting the Wii U market early in favor of the NX which means a long tail in sales is not looking likely. So that is the business part; do you release a game on a platform in its last days or on a new one that's better suited and can reach gamers for years to come?

How long do you think it'll be before RIVE arrives on Nintendo hardware?

At the moment I can't easily answer that. We're going to try one last time to perfect the Wii U version, but if that fails we'll need to focus on the future.

Legend of Zelda: Breath of the Wild's E3 2014 trailer was crucial in shaping the final game

Coming from an EDGE interview with Eiji Aonuma...

- E3 2014 video was running in real time and in-engine
- the scene shown was made especially for the trailer
- the scene with Link shooting arrows at the Guardian on his horse, jumping off, and firing off one last arrow in mid-air at the enemy in slow motion, was a gameplay element that hadn't yet been implemented
- Aonuma “really wanted to put that in the game” and made this happen as development went on
- the team expanded on the game's story as well, which was brought about from the E3 2014 trailer

“After creating the trailer, I really wanted to put that in the game. So I ended up making it come true. There’s a lot I learned from that trailer. Once we’d put that element in the game, it made us think: what else can we do with this enemy? How else could we fight it? It expanded to new story ideas as well. The trailer became the basis for the whole game.”

Pokemon Sun/Moon devs talk gameplay, Pokemon brand, Pokemon GO & more

Coming from a Famitsu interview with director Shigeru Omori and producer Junichi Masuda...

Pokemon Sun and Pokemon Moon, a brand-new game where everything has evolved

– As mentioned at E3 2016, the director for Sun and Moon is not Masuda, but instead Omori. It was the same case with Omega Ruby and Alpha Sapphire, though this is the first time Omori became a director of a brand new game (new generation).
– Masuda reminisced on how Satoshi Tajiri was the director of Red and Green, then handed that position to him afterwards. The important points on making a brand new game are how to insert the world setting and gameplay, and challenging technical things that should be done. Masuda would like to pass on that spirit of challenge to the next era, which was why after Omega Ruby and Alpha Sapphire ended, Masuda asked Omori to ‘do the next brand-new game.’
– When Omori became a director for the first time with Omega Ruby and Alpha Sapphire, he felt it was both hectic and interesting at the same time, because he could make a game as he wished. When there were talks of him becoming a director for Sun and Moon, he wondered if he could really do it, because when it comes to a brand new game, there are many things that must be considered, including the world setting and the new Pokemon. He has worked hard and believes that Sun and Moon will be very interesting.

– The aspect Masuda wanted to point out in the E3 demo gameplay was how the player is now able to move freely without anymore grid/directional restrictions. Due to that fact, they had to revamp opponent trainers’ line of sight on routes. When the player is getting closer to the trainer’s line of sight, the screen will have dark borders, and it will then have an exclamation mark when the trainer has player on their sight.
– Omori noticed that the new field movement, battle scenes, user interface, and more have mostly been received positively, so he feels relieved.
– Keen veteran players may notice that quality of the gameplay is being naturally revolutionized with just a subtle hint with the free field movement.

– Masuda also points out another aspect, which is that the sea and sky that can be viewed from the field. They added more sense of reality by things like displaying time progression from day to night, or hearing the sound of waves when nearby the sea.
– They also made many measures to improve the gameplay tempo.
– It may be hard to notice from the gameplay footage, but they used a new visual engine for this game, totally different from what was used in X and Y, which allowed them to represent things more leisurely as well as showing trainers all the time during battles.
– Despite still staying on 3DS, by massively evolving the game’s internals, Omori thinks they could evolve the game bigger than what was seen. When they were making X and Y and Omega Ruby/Alpha Sapphire, they went until the technological limit they could manage, and the same also applies with Sun and Moon.

Full feature here

Legal officer examines the potential legal issues that Pokemon GO could encounter

Coming from a Venturebeat interview with Avvo chief legal officer Josh King...

"If you saw something walking around on their phone, you thought, geez, what an asshole and now everyone is doing it everywhere and it’s become socially acceptable. But I think this is something that you’ll see, where these entities can’t really file a lawsuit — if you’re the Holocaust museum or Disneyland — against Nintendo or Niantic to say you can’t have your service be available on our property.

You’ll probably see a wide range of businesses, including probably restaurants and bars, that will ban playing Pokémon Go,” he said. “And they’ll enforce that by — if someone is doing this and they feel like they’re being disruptive, they’ll kick them out of their establishment.”

Full feature here

Capcom talks about the story elements of Monster Hunter Generations

A portion of a Siliconera interview with Monster Hunter Generations producer Shintaro Kojima ...

S: Monster Hunter 4 Ultimate was one of the first Monster Hunter titles to have a strong main story. Can players expect the Elite 4 (Gammoth, Astalos, Glavenus, and Mizutsune) to tie into a greater story, or does story not play a big role in Monster Hunter Generations? Why?

SK: The story in Generations is different from the one players experienced in Monster Hunter 4 Ultimate. In Monster Hunter Generations, throughout the journey players will meet many unique people from the game’s four different villages that will ask for your help. Completing quests to aid the greater world of Monster Hunter Generations will earn you rewards that can help your hunting life.

Warner Bros. seems open to the idea of Disney properties in LEGO Dimensions

Disney Infinity is dead, but LEGO Dimensions is rolling on with a bunch of new content. Now that Disney brands aren't popping up in Infinity anymore, could we see some of that head to LEGO Dimensions? Warner Bros. talks about the idea below.

Coming from a Polygon interview with Doug Heder, producer at Warner Bros. Interactive Entertainment...

"We are excited about the opportunity. Their leaving the toys-to-life space seems like a good thing in terms of creating more space for us. We are partners with Disney through our many stand-alone games, like Lego Marvel. With any opportunity for Lego Dimensions, the first and foremost thing we explore is, can the brand play and mash up with all of these other brands?

What we hang our hat on, the pillar that still stands out as unique within this category, is that we have a very story-rich game. We don't just pay homage to these brands; we tell new stories and old stories. The original [Lego Dimensions] campaign was a really big chunk of content that in and of itself mashed up all of its brands together. It's more than putting an item on the pad and having it come to life in game, and then having it around physically. You take apart, rebuild, upgrade our toys, and that changes the experience."

Nintendo explains, defends Metroid Prime: Federation Force art style

Coming from a Kotaku interview with Kensuke Tanabe...

After completing the development of Luigi’s Mansion 2, we started working on this project with development company Next Level Games. At that time we had many discussions about how to make a multiplayer gameplay experience great on a handheld system: things like map loading time, the number of enemies we could display at a time, etcetera. There were many technical hurdles to face. But, most of all, the biggest issue was that objects you need to shoot will be so tiny on the small screen of the handheld system. That is why we decided to change things up and use this more rounded art style for the characters.

If you make the characters more rounded, enemies also become more compact, and you can display larger groups of them. Also, we compressed the surrounding terrain vertically, based on the characters’ proportions. So the amount of information we could display on screen really increased. This resulted in a different aesthetic, but we wanted to prioritize providing the very best gameplay experience. After that, we tested out a version of this art style and we confirmed that it definitely offers the best handheld experience in the Metroid Prime world. That’s when we gave the go ahead to proceed in this direction.

Buddy & Me: Dream Edition dev on Wii U port, challenges

A portion of a Nintendo Life interview with dev Jason Behr...

NL: What, if any, difficulties did you face in reimagining Buddy & Me as a Wii U game?

JB: The biggest difficulty was a technical one, realizing that the best way to fully take advantage of the Wii U would be to take the extra time to port the game into Unity. That took a very long time, and wouldn't have been possible without help from our amazing partners at Studio Pepwuper and Sky Tyrannosaur.

NL: Are there any Wii U exclusive features that we can look forward to in Dream Edition that we didn't see in the mobile versions?

JB: Aside from improved graphics, we're now allowing players to unlock all kinds of things by collecting Star Seeds during gameplay. We've got some new features that haven't been seen on mobile, like Seasons that change the look of the environment (including unique landmarks per season), and Boosts to help chase high scores. But we've also added some exclusive Outfits to customize characters, and a Concept Art Gallery that gives a behind-the-scenes look at our character and world creation.