Coming from a Nintendo Dream interview with Kirby: Planet Robobot director Shinya Kumazaki...
Q: There are more cut-scenes than in the previous game. Why did you decide to strengthen the story elements?
A: In the beginning of the development when the game was still “Kirby Triple Deluxe 2”, we came up with a story of new enemies emerging from the sky in order to enhance Hypernova ability, but I wanted to break away from the deja vu feeling of the previous titles while still being a succession in the series, so the world view was completely changed. Introducing various Robobot Armor improved the action feel from Hypernova, so the story was entirely a means for new action. We got excited and came up with a sci-fi story while making the world more in line with the Robobot Armor.
Q: How were abilities like Jet, Mirror, UFO and Smash Bros., which haven’t appeared in a while, selected?
A: Jet and Mirror are abilities that haven’t made an appearance in a long time, so we wanted to revive them in order to respond to hopes of fans. A reason for bringing UFO back is that it fits thematically well with the world of this title. The sense of speed has been increased overall for Jet, and UFO has also seen some fine balance tuning. The Smash Bros. ability is more special. We thought to have some ability that the biggest fans can agree on if Kirby inhales an amiibo from Super Smash Bros. series. This was also revamped from the old ability to the finest points.
The devs also made a 3D-printed model of the Robobot armor to use for reference when developing the game. Sadly, there were/are no plans to sell a model like this to consumers.
The following comes from a NTower interview with Capcom's Ryôzô Tsujimoto and Shintarô Kojima...
- development for Monster Hunter Generations started at the same time as Monster Hunter 4 Ultimat
- team wanted to focus on the existing weapons and develop their systems even more
- this is why the four hunter styles have been created
- Tsujimoto likes the combination of hammer and arial-stlye the most
- Kojima likes the striker-style
- prowlers have a simplified gameplay system, as they do not have a stamina gage and can run around as long as they want
- prowlers don't need items to gather resources, but they don't do as much damage as the hunters
- they also can't use hunter items, but do have support skills for healing
- Generations' four main monsters are Glavenus, Astalos, Mizutsune and Gammoth
- Glavenus is on the 3DS packshot because he is the main of the four monsters
- new item for sword and shield players that you can put on the tip of your sword in order to acquire different effects
- no amiibo functions
- some of the DLC costumes will not come to the west, but there will be exclusive costumes for the west
- Fire Emblem and Ōkami costumes are actually exclusive to the west
- currently no plans to bring the series back to a Nintendo home console
- series is growing in popularity in the west
Coming from Left Handed Games' James Guy...
“[Working full time jobs] has impacted development far more than I anticipated at the outset of the project. The size and scope of our game has been changed a few times to accommodate the shortage of available time, but the simple truth is that making games takes a lot of dedicated time and effort- which is something our team has been struggling with as we maintain our day-to-day lives/jobs/families.
We are at a stage right now [where] we are restructuring the team; bringing on new people, and shuffling the responsibilities of others. New servers, a developing different project management workflow, getting new guys up to speed, writing design documentation.”
Hello there! My name is Akinori Sao and I’m a writer who‘s filled with joy every time I hear the Star Fox theme. But anyway, let’s turn now to the final part – the last level, if you will –of our Star Fox Zero interview. Mr Miyamoto spoke in our last interview about working as a director for the first time in 20 years with boyish glee.
Now, for this final discussion, we’re going to look at the development process and find out what a veteran director like Mr Miyamoto and a young rookie like Mr Hayashi set out to achieve with Star Fox Zero. Naturally we’re also going to talk about Star Fox Guard which was released together with the Star Fox Zero, as well as a short animation that you can watch online. Okay, here goes!
Part Three: Our Focus During Development
Your skills improve the more you play
Sao: There’s so much to enjoy in Star Fox Zero, but I wanted to ask you what aspects of the gameplay you focused most on during the game’s development?
Miyamoto: For me, the most important thing was feeling as if you were really the pilot.
The following portion comes from an interview with Ahmed Bin Fahad on Nintendo Life:
It all began 20 years ago when I automatically started asking my parents to buy me the latest consoles and the latest games. Although I used to get them occasionally as presents, I made sure the old ones I had were stored in their boxes and were kept in a safe place; then I realized that I was obsessed with Nintendo.
Therefore a thought came to my head of collecting some clean copies of the old games of my childhood, as their memories are close to my heart.
Coming from a Verge interview with Nintendo's Damon Baker...
“They actually came to us with what their vision was, and the extent of it, and blew us away. It still went through an official approval process through our art department at our head office in Japan, but it was really driven by them as the creative studios behind it.”
The following info comes from a GamesTM interview with Black Forest Games co-founder Adrian Goersch, DrinkBox co-founder and CEO Graham Smith, CTO Rebellion co-founder Chris Kingsley, and Zen Studios VP of publishing Mel Kirk.
What developers want from NX:
GS: The Wii U was actually a great platform to develop on. With Guacamelee, having the second screen on the GamePad was a perfect place to put the game’s mini-map, and made the game a great fit for the platform. Having the ability to play games right on the controller itself was an amazing feature for times when someone else in the household was making use of the television. While this was never a problem for Drinkbox, I believe that the limited power of the system made it difficult for some third parties to bring their games from PS4/Xbox One to the Wii U, causing the system to have less than ideal third-party support
CK: In general, I’d like to see a console that has comparable or more power than PlayStation 4 and Xbox One, and with familiar input systems. For an independent like Rebellion, you want to support as many platforms as you can, because you want as many people to play your games as possible. As a developer, of course it’s exciting to work with completely new paradigms but we all have to consider the economic realities too. I’d like to see Nintendo putting in more effort to work with other third parties so that the NX isn’t just a great earner for Nintendo, but can be a great earner for everyone else.
AG: Beside more power, which everyone assumes it will have, the main improvement we would like to see are on the side of the Nintendo submission processes, support and tools. Everyone who ever had to create a Wii U emanual knows what we are talking about.
MK: We are hopeful that whatever platform Nintendo makes takes steps towards the future in big ways. More horsepower, the integration of VR in some way, platform support for diff erent business models, and an easier publishing process would all be very welcomed. The Wii U certainly posed challenges for developers on a lot of fronts, but Nintendo is a company that the development community will support as long as the opportunity exists. It is hard to be critical, so I hope the new platform paves the way for success for everyone over the course of its lifetime.
All four developers were in agreement that having a strong Nintendo console is good for the industry – be it for the company’s history, risk-taking, competition, and uniqueness.
On competing with Microsoft and Sony:
MK: I don’t know enough to give a yes or no answer here. I do know that Nintendo is capable of creating some amazing, groundbreaking hardware that will get people excited and interested enough to at least consider a purchase. You know that Nintendo will bring their amazing games and franchises in a big way, and if they can get decent third-party support rolling then the games will be there as well. Things can change quickly; not so long ago everyone was saying consoles are dead and this generation would be a bust. Well, that couldn’t be further from the truth!
Other features the devs would like to see on/from NX:
MK: I would like to see Nintendo once again genuinely engage with third-party developers. Sure Nintendo has the characters we love and always will, but in today’s climate you must support the development community in order to have a healthy ecosystem. I look forward to seeing how Nintendo does this on NX.
CK: I’d love to see NX become a platform that publishers and developers can rely on, so they can invest and make great games on NX right now and so they can keep on making great games for in the future.
GS: Simply that it has powerful enough specs to compete with the current generation of consoles. This might prove challenging if they have a handheld standalone component to the console, but I really hope they can pull it off!
AG: I would like to see fewer gadgets, and a button smashing-only Mario Party.
Coming from an IGN interview with senior manager of Nintendo’s third party relations, Damon Baker...
- Minecraft: Wii U Edition wasn't green-lit until Fall 2014
- fans should be vocal about what they want to see next with collaborations
Baker made it sound like another collaboration between 4J Studios and Nintendo on Minecraft could happen. What kind of mash-ups would you like to see in the future?