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Tomorrow Corp on why they're porting 3 games to Switch, working to add co-op to other games, tease new projects

A portion of a NE interview with Tomorrow Corporation’s Kyle Gabler...

NE: What was behind the decision to re-release these titles on the upcoming console? Is Tomorrow Corporation hoping to reach a new audience?

Dandy Wheeler: I’ll take it from here, boys. After literally decades since these award winning games were last released, we decided to crack open the Tomorrow Corporation vault and bring these classic games to a new generation, re-united on a fantastic new console from Nintendo.

Literally millions of fans have demanded their release on such a stunning new console, and there are no facts to indicate otherwise.

NE: World of Goo, Little Inferno, and Human Resource Machine will feature a new Soundtrack Mode. Are there any other additions or changes compared to the original releases?

Kyle: ...we’re able to provide local multiplayer in World of Goo. And working on getting that same co-op feature in the other games if we can.

NE: We’re dying to hear about what Tomorrow Corporation has in store for its next project. Is there any sort of tease you can share with us?

Kyle: We’re currently working on 2 new games! One of them is the biggest game we’ve ever made.

Nintendo explains why they moved away from the realistic Legend of Zelda design in their Spaceworld 2000 footage

The following comes from the Zelda: Art & Artifacts book, featuring interviews with Yoshiki Haruhana and Satoru Takizawa...

AA: Before we get into how Toon Link came to be, let’s talk about the promotional footage from the 2000 event. It featured a realistic Ganondorf and Link fighting with each other. The footage was created by Haruhana-san and Takizawa-san, correct?

Haruhana/Takizawa: Yes.

AA: And everyone who saw that footage believed that the new Zelda title coming out for the GameCube would be realistic looking. So tell us: what happened?

Haruhana: Well, as we created that footage, we came to the realization that the realistic route wasn’t the way to go.

Takizawa: [nods deeply]

AA: So it was creating that footage that made you realize the realistic route wasn’t the right course?

Haruhana: That’s right. We were asking ourselves, “If this the right direction to go? and “Does realistic equal a good game?” At the time, as the console’s hardware specs went up, many games were heading in a more photorealistic direction.

AA: They were.

Haruhana: And, at that time, when I was flipping through a game mag, all I saw were really similar-looking games, and I began to worry we would be making one of them. So we thought about what we needed to do with our art to make it stand out. How could we make the readers of that magazine stop and look at our project? We decided that making a realistic Ganondorf and Link wasn’t it…

AA: So you felt that a realistic-looking Zelda would be lost in the sea of many other games?

Haruana: Right. So we cleared our heads of everything and thought about all the other games in the Zelda series. Toon Link came out of process.

What ended up happening with that tech demo may have been for the best. Wind Waker is very much appreciated to this day, and Nintendo did follow up with Twilight Princess a few years later.

Suda51 talks ease of development for Switch, using Travis Touchdown, wanting him in Smash Bros. & more

The following comes from Suda51's appearance on IGN Up at Noon...

- says Switch is extremely easy to develop for
- feels that the environments are in place to make things easy for developers
- hoping to bring back many familiar characters for his new project on Switch, including Travis Touchdown
- Suda51 is thinking about how to use the Joy-Con controllers for something like charging Travis’ Beam Katana
- Suda51 showed interest in HD Rumble
- he also likes the portability and the touch screen aspects

The following comes from a Suda51 interview with Easy Allies’ Ben Moore...

- if Suda51 had unlimited funds/resources, he would make a crazy game with Smash Bros. director Masahiro Sakurai
- it would be something along the lines of “Super Smash Everything All-Stars”
- Mario would be in the lineup
- he’ll talk to Sakurai about this directly (probably joking)

“In all seriousness, next time he does decide to go and make a Smash Bros. game, I’m seriously going to tell him, ‘Put in Travis Touchdown. Come on, put him in the game.’ So every time we talk about this, partially in the middle he listens, he starts to laugh, and that laugh trails off into, ‘ha ha…’. This time Sakurai-san, I’m not going to let you go. You’re not getting away.”

- Suda51 started mulling over having Monokuma in the new Switch game, perhaps as a boss or summon
- Danganronpa creator Kazutaka Kodaka is totally fine with the character’s inclusion so long as Spike Chunsoft’s president signs off on it

Snake Pass - Sumo Digital talks gameplay length, decision to bring the game to Switch

A portion of a NE interview with Sumo Digital...

NE: How long do you estimate it taking players to complete the game?

SD: To collect everything it’s going to take quite a long time, about 8-10 hours. There are also some cool unlocks to discover!

NE: At what point did Sumo Digital begin to consider Snake Pass for Switch?

SD: Everyone on the team is really excited to be working on the Nintendo Switch version of this game. Very early on it became apparent to us that Snake Pass would be a great fit for a Nintendo platform so the timing of the Switch is perfect for us. Being able to take Snake Pass on the go with you is just too good an opportunity to pass up!

Aonuma - 3DS has "plenty of titles in development"

Coming from an EDGE interview with Eiji Aonuma...

E: How about speeding up development processes? Does the Switch architecture mean you can unify your handheld and console software teams, enabling you to get games out more quickly?

EA: “There’s an element of that, but it doesn’t automatically mean things will happen more quickly or more easily. Plus, Nintendo 3DS still has plenty of titles in development. The concept of the Switch is that you have a home console that you can take with you on the go, and in that respect it is both home console and handheld, but it does not mean for us that the concept of a dedicated handheld will just disappear.”

Capcom talks about Switch dev kit costs, tech details, working on RE Engine support, interest in making AAA titles

The following comes from Nintendo’s Masaru Mitsuyoshi, who held a joint session with Capcom’s Masaru Ijuin about Switch.

- Switch dev kits cost roughly $450 to $500
- originally, the Joy-Cons were still in the research phase and weren’t included in the explanation document
- Ijuin from Capcom said that there was only a touch panel form factor and nothing like the Joy-Con
- Ijuin wasn’t sure in what way the device would be portable, but saw how things worked once the Jon-Cons were revealed
- hardware specs for Switch focus on high performance and low power
- you can achieve nVidia GeForce’s high performance capability in TV mode
- you also can use the same device running with a battery in tabletop mode and portable mode
- Nintendo is adopting an original operating system
- you can use plenty of hardware resources for gaming apps and it can secure enough memory space for these apps as well
- Nintendo is putting a high priority on wireless
- even if you go from TV mode to portable mode with Switch, it transmits without a disconnection
- Capcom had been working on Ultra Street Fighter II & are using their original engine MT Framework
- lots of staff at Capcom are used to the engine
- Capcom began to develop an environment to quickly examine the hardware right away
- they initially excluded support of hardware-specific features and also excluded sound and network support
- after this, Capcom began to develop a PC emulation environment in parallel
- Nintendo provided a GPU emulator which is capable of recreating the same shaders of the actual console on PC
- the Switch version of the GPU emulator is enhanced, so it was easier for Capcom to create a PC emulator
- it’s very easy to do iterations on PC, so the advantage of preparing a PC emulator is quite big
- one month was used to understand tools, development environment, and the SDK
- at first, Capcom could secure just two programmers to do the work
- with only one month and two people, they could port basic engine features
- the staff were accustomed to porting and previously developed a Wii U version MT Framework
- the hardware structure was easy to understand
- the port process was overwhelmingly faster than 3DS or Wii U
- on 3DS, it took four months with four people
- on Wii U, it took three months with five people
- the hardware structure was very easy to understand and it also had similarities to Wii U
- Capcom had told Nintendo that the initially planned memory space wasn’t enough
- Capcom’s request was accepted and the memory capacity became as per to their expectation
- there was some talk about whether they should go capacitive or pressure sensitive with the touchscreen
- the situation was considered based on the associated costs
- to examine the situation with the CPU clock and power consumption, it is necessary to have a high-load application
- during the early development stage, there are not many environments which fit that need
- since Capcom was able to get a grasp on Switch in just a month, Nintendo offered Capcom to work on the task
- Nintendo and Capcom collaborated using each other’s specialties
- Nintendo and Capcom built up a trusting relationship while going through a trial and error process
- Switch’s SOC power consumption takes a bigger toll on the GPU than the CPU
- Capcom asked Nintendo about implementing a feature to adjust the GPU clock corresponding on scenes
- Nintendo said that even if you lower the clock, the overall processing time will be longer
- it also won’t necessarily give an advantage in the end
- Capcom is looking into having the RE Engine compatible with Switch
- Capcom wants to develop AAA titles for the platform

Thanks to MandoBardanJusik for the heads up!

HipHopTheRobot keeps quiet on where he purchased his early Switch, might have to sell due to financial issue

Coming from a USGamer interview with HipHopTheRobot...

On where he purchased it from

"I am not going to talk about the retailer that I got it from because I wouldn't want to see said retailer or any employees get into trouble. I apologize and would really love to say, as I have people claiming that I stole it or did something shady to get it when in fact I just bought it."

On selling the Switch

"I have talked about selling the system and will probably do so. I have had a string of bad luck the last month or so including having my car totaled in a hit-and-run accident. On top of that, I am selling my house in 2 weeks and have quite a few repairs that the buyer has requested I fix. So while I would love to be able to get the Switch out and stare at it every once and awhile, I think it would be financially irresponsible to keep something I can't even play games on at the moment. As soon as I sell my house, the first thing I am going to do is go out and celebrate by buying a Switch and Zelda and, let's be honest, probably most of the other launch games as well. Although I will probably get a neon version next time, for variety's sake," he says.

Miyamoto, Aonuma discuss the importance of Zelda fan feedback

Check out the video here

- Miyamoto feels white paper testing/monitor testing is important to get feedback
- that said, Miyamoto says you just can't have someone play and ask them, "How was it?"
- it's important to have a concept of what you want to convey in a game
- the monitor testing shows whether this concept has been conveyed
- Miyamoto likes to watch people play without talking, or watch recorded footage of people playing later
- Aonuma felt for a long time that games should be a certain way and stuck to that
- before Breath of the Wild, Aonuma realized there was a gap between fan feedback and what his own strategy was
- one fan said he really, REALLY liked Zelda, but with Skyward Sword, he missed experiencing a huge world where he could just ride Epona
- somewhere inside Aonuma, he felt the same way
- this is something he really thought about when making Breath of the Wild
- Miyamoto says for Zelda II, the devs really wanted to focus on action
- it's very different from the traditional Zelda series, which is why they named it The Adventure of Link
- Miyamoto really loves Epona and all the animals in the Zelda world
- Breath of the Wild had a dedicated programmer to work on the wildlife
- There are many, many types of animals in the game
- when it comes to wildlife, you have to decide whether to just view/enjoy them, or hunt them
- Miyamoto thinks it's fun to look into the sky and see birds, then think about where they're going
- Aonuma really loves the sail cloth/hanglider in the game
- he is afraid of heights in real life and would never be able to do something like that

Suda51 apologies for translation issues during his Switch presentation appearance

“There was a prompter, but I stuck to about 80% of the script. On the other hand, Nintendo praised me and said it was a great presentation. Foreign people over here probably didn’t understand much of what was going on.”

Suda51 formally apologized to the translator and offered to fly to Seattle and have dinner with him. He also hopes people won't give the translator a hard time over the issue.