Igarashi gives dev update on Bloodstained: Ritual of the Night, discusses why the game ditched Wii U for Switch

The following info comes from a Famitsu interview with Koji Igarashi..

- game is roughly 20-30% complete
- Igarashi notes that he needs to increase the pace of development
- the reason Switch is being favored over Wii U is that the game is being developed with Unreal Engine and ported from PC
- the planned release in 2018 also lead to the decision of moving away from Wii U
- there are plans to exhibit Bloodstained at other events and could end up at E3 2017

"No plans" for Middle-earth: Shadow of War on Switch

Coming from a GameSpot interview with Monolith creative VP Michael de Plater, concerning Middle-earth: Shadow of War.

Middle-earth: Shadow of War "no plans for the Switch at this time."

Again, not too surprising, but still upsetting to hear. Let's hope other third parties start to take the Switch more seriously soon.

Chance of Azure Striker Gunvolt: SP physical Switch release, Inafune didn't work on Mighty Gunvolt Burst

The following comes from a USGamer interview with Inti Creates CEO Takuya Aizu...

On trying to make a physical version of Azure Striker Gunvolt: Striker Pack happen for Switch

"We have a physical version confirmed for Japan. It's going digital for America. We're looking to work with different publishers to get a physical release for America and Europe, but at the moment nothing is set."

On Mighty Gunvolt Burst's character customization

"One of the other things that's been completely reformed from the original Mighty No. 9 is a deep character customization system. As you complete the game, you'll collect chip modules that you can use to unlock new customization options. You might be able to modify the arc of your shot or get an additional bullet on screen, or be able to change your outfit's color. So all these elements really set it apart from the other game.

There are two major ways to get these. First of all, many of them are hidden throughout the stages. In fact, there's an ability you can use in the Switch version called dowsing — when you get close to a hidden item you'll feel the HD rumble kick in. Maybe there's a hidden wall or something that you have to destroy that contains hidden modules. And then, when you defeat bosses, you can select one of many rare drop items."

On bringing in Gun*Gal's Ekoro as a playable character later

"For playable characters, this time around you're starting off with two, Beck and Gunvolt. As you mentioned, there were three characters in the original. So, as for Ekoro [from Gal*Gun], we're actually working on her right now, and the plan is that... when the game comes out, you can absolutely play as Beck and Gunvolt. After that, we'll be adding Ekoro to the game as soon as we possibly can. And we have many more characters to come."

On Inafune not being involved with Mighty Gunvolt Burst

"We made this game completely on our own, with no input from Keiji Inafune or Comcept. Basically, we said, 'We want to use these characters,' and they said, 'Go ahead!' We were happy that they gave us the OK to use these characters, for free. But in terms of the game itself, there's no involvement from Concept. This is a labor of love by Inti Creates with characters we really adore."

Vertex Pop discusses why they thought Graceful Explosion Machine was perfect for Switch

Coming from a GamesIndustry interview with Mobeen Fikree at Vertex Pop...

"When [Switch] was originally announced, we thought GEM was perfect for it. The way we've always thought about GEM is that it works equally well as a handheld game as it does a console game. It has a pick-up-and-play mentality that comes from arcade games. You can play it for a couple minutes and it feels pretty satisfying, but at the same time if you want to strap yourself in, get high scores and really drill down on perfecting each level, that's something you can do on a console at home."

Zero Escape series director would love to create something for Switch

Coming from Zero Escape series Director, Kotaro Uchikoshi...

“I think it’s a very interesting piece of hardware. If the opportunity presents itself, I’d love to put out something on the Switch.”

Nothing official in the works just yet, but I'd imagine the opportunity will present itself if the Switch continues to sell like it is now.

How Rain Games built on Teslagrad's fiction to make World to the West - video feature

Watch live video from Gamasutra on www.twitch.tv

I am currently playing World to the West and loving it. There's a few minor hiccups, but nothing to ruin the experience by any means. As soon as this one has its Wii U release date, we'll be sure to share!

Fire Emblem devs want to improve growth rates in future Fire Emblem titles, talk Mila's Turnwheel mechanic

The following comes from a USGamer interview with Nintendo's Kenta Nakanishi...

"One of the things we want to improve on in the future is the growth rate of the characters. We changed the growth rate by two times or three times from the original; but we've heard feedback that it wasn't enough, so that's something we will keep in mind for the future.

In Fire Emblem Echoes the characters can become many different characters from villager to mercenary to archer, and we thought this was what we could do at the most. But perhaps there's more room to consider more options in the future."

The following comes from director Toshiyuki Kusakihara...

We introduced Mila's Turnwheel because we wanted to make the simulation part interesting. In a lot of the past titles there have been moments where you would get stuck or make mistakes and have to reset, but Mila's Turnwheel definitely alleviates that frustration, and I think it works well. But as for Mila's Turnwheel specifically, I think it would determine the theme of the game we would work on."

Fire Emblem Echoes dev on deciding to do the remake, considering new elements & more

The following comes from a Polygon interview with Kenta Nakanishi, a director on Shadows of Valentia...

“After making Fire Emblem Fates, talking with the developers at Intelligent Systems, we were hoping to integrate things that we couldn’t do with Fire Emblem Fates on the 3DS platform.

When I played it as a youth, the story and the characters weren’t as memorable. Back then [in 1992], the reason why there wasn’t too much depth to the story was because a lot of the story element was explained in the manual.

We did consider adding things like My Unit and the Avatar [personalization options from the previous 3DS Fire Emblem games], but we really wanted to focus on Alm and Celica.

This is only just what we have seen in Japan, but we definitely heard people that have played the original fire emblem garden were nostalgic [when playing] this remake, and also that new players were coming in and saying it’s a very new and fresh take on Fire Emblem. We believe that it was successful in what were we trying to achieve.”

Rainway app dev shares prototype footage, talks Switch plans, requirements and more

- everything is on track for Switch release
- internet connection is a constant requirement
- easy to make per-game button configs
- plan to expand Rainway past just game streaming
- will require your PC to be logged in
- local input lag is between 2-3ms frames
- remote rumble is currently supported

Destiny 2 "pretty unrealistic" for Switch due to online-only aspect

Coming from an IGN interview with project lead Mark Noseworthy...

"No announcements to make about the Switch at this time. I think it's pretty unrealistic, given we're an online-only game, right? The Switch, because it's a portable - and I love my Switch, I've got Breath of the Wild here, I've got it with me. It's incredible, I love the console, but in terms of where it's at, I don't want leave anyone with the possibility of, like, 'it's a thing we'll consider, maybe next year.' There's no plans right now for Switch."