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Analysts discuss what they expect from Nintendo's upcoming fiscal 2016 earnings report

- Analysts expect a net profit of 94.4 billion Yen ($865.6 million) for the 12 months ended March 31
- this is more than five times the year-earlier 16.5 billion Yen
- analysts forecast revenue of 477.6 billion Yen, down from 504.5 billion Yen
- analysts expect Switch sales to be 2.3 million to 2.5 million, above Nintendo's initial target
- Nintendo will also give a sales target for the current fiscal year
- Nintendo's sales target may be conservative to reduce risk of a later guidance downgrade
- Nintendo will also announce how many copies of Switch software it expects to sell this fiscal year.
- analysts say 20 million copies, including titles by outside developers
- anything beyond 25 million a would be a positive surprise
- analysts will be looking to hear how much revenue Fire Emblem Heroes has brought in
- analysts may also expect to hear something on a NES Classic Edition follow-up, but that's pure speculation

Bayonetta fans desperately hope these clips are a tease for a third entry in the franchise

Platinum has uploaded a number of clips to their Japanese YouTube channel featuring Bayonetta speaking English. The clips show scenes from the first game, and the scenes are repeated 3 times each. This lead people to believe that Platinum was subtly hinting at a third entry in the Bayonetta franchise.

While that hope can still be there, these clips were actually uploaded due to a special blog post over at Platinum's Japanese blog. The blog post aims to guide Japanese-speaking people through some English lessons, using clips from Bayonetta to do so. Yes, it's all a bit odd, but isn't Platinum odd in and of itself?!

Even with the blog post surfacing, some fans are still thinking this is all a tease for Bayonetta 3. What do you think?

Zelda's voice actor discusses the pressure of voicing the iconic role

A portion of a SweetyHigh interview with Zelda voice actor, Patricia Summersett

SH: This is the first time Zelda has had full voice acting within a game. Did you feel a lot of pressure around that in creating the correct voice for her?

PS: It's been an interesting year having kept that as a secret, being part of this process privately and watching the hype around the game. I certainly did feel some pressure, but it was also a pressure that was filled with a deep excitement for what was to come.

There's also the understanding that everything I was doing was being approved by several people as it went through the process, so I'm at the place where I have to trust in my professional career that they're going to make the final decisions and we'll all be represented well. I do trust that, because it's Nintendo.

Bayonetta dev diary #2 - secrets and favorites

Which of Bayonetta’s powers would director Kamiya like to have? Where did that crazy dance number come from? What’s up with Bayonetta’s mole? Exclusive secrets are revealed in world-premiere interviews with the original creators in Part 2 of SEGA’s developer diaries for Bayonetta.

Fan recreates Nintendo's internal 2D demo for Zelda: Breath of the Wild

Wondering what it was like to play Breath of the Wild in 2D? Nintendo knows how it works, since they build a prototype before moving over to the main game. Now a fan has been inspired by that prototype, so he set out to make a playable version for all to enjoy. It's likely Nintendo will squash this soon, so hop in and give it a shot while you can!

Play here

Super Mario Maker Wii U/3DS maintenance incoming later tonight, lasts three hours

Services impacted
Wii U: Super Mario Maker (all online services)
Nintendo 3DS: Super Mario Maker for Nintendo 3DS (all online services)

Times
Europe: April 25th (2AM to 5AM)
UK: April 25th (1AM to 4AM)
North America (EST): April 24th (8PM to 11PM)
North America (PST): April 24th (5PM to 8PM)
Japan: April 25th (9AM to 12PM)

Aonuma, Fujibayashi share special messages for Zelda: Breath of the Wild players

The following blurbs come from series producer Eiji Aonuma and director Hidemaro Fujibayashi are found in the official Zelda: Breath of the Wild guide...

Aonuma

In re-examining the convention that Zelda games are played on a set path, we decided to implement a groundbreaking new play style that would allow players to go wherever and do whatever they want. This has been achieved for the first time in the history of the series in its newest edition, Breath of the Wild. In order to attain this goal, we spent most of the production time creating the game as we played it.

The process of “creating while playing” went like this: first, we placed a countless number of “points” throughout the vast world of Breath of the Wild. Then, as we went through and actually played the game, we would make those “points” larger, smaller, or move them around, incorporating the things that we felt, while playing deeper into the game itself. In truth, this production style is very similar to the method Miyamoto used in the very first The legend of Zelda. Nonetheless, as games became 3D and people wanted more realism from game worlds, it became necessary to have a concrete “blueprint” of our game world from the very start of development. In essence, what became known as the quintessential Zelda experience, following a path set by the developers from start to finish, ended up being a product of the demands placed on the developers by that blueprint.

However, since this approach of creating a game while actually playing it means that the game continues to grow and evolve over time, it makes it very difficult to decide where to place the ending. Even now, after development has finished, I still get the feeling that there are so many things left that we didn’t get a chance to achieve.
Although this feeling isn’t new to this particular work, for past games, it was more a feeling of disappointment.
For this game, in contrast, it’s more of a desire to keep evolving and growing. I feel like that’s a big difference between this Zelda game and previous versions.

I’m not sure what lies before us, but I’m positive that this feeling of wanting to keep on growing and changing will be a driving force for future Zelda games. I hope that you’ll keep your eye out for whatever comes next in Zelda.

Fujibayashi

The Legend of Zelda: Breath of the Wild is a project that we started in an effort to completely re-imagine the conventions of The Legend of Zelda to commemorate the 25th anniversary of the series. I tried to imagine what that would look like: a new Legend of Zelda, utilizing new technology, new hardware, and new ways of playing that we had never done before. I contemplated this for a long time, and my staff and I spent day after day trying to come up with an answer, but for what seemed like an age, we couldn’t find one.

When we went back to the essence of what it was that originally made The Legend of Zelda so much fun, we realized the answer was in the very first Zelda game: venturing through wide open fields, using your imagination and trying out different approaches in order to overcome problems… Was this the answer? Was this the essence of The Legend of Zelda? What if we tried making a game where there was a response to every single one of the player’s actions? What would we need in order to make that happen? After we started asking ourselves these questions, we came up with a vast variety of playstyles that served as the basis for everything that was implemented in the finished version of The Legend of Zelda: Breath of the Wild.

Most of the natural phenomena that occur in the world of Breath of the Wild are based on physics, and they affect all forms of life that appear in the game. In addition, depending on the choices and actions of the player or the effects from the items that they use, there are various kinds of reactions that can occur. Due to the mass of possible combinations, we have on occasion observed things happen in the field that not even we, who created the game, could have imagined. For this reason, there is no one way to beat this game. In The Legend of Zelda: Breath of the Wild, the number of ways that you can tackle and solve any problem is limited only by your imagination.

Unique characters, powerful enemies, and challenging puzzles that can only be found in the world of The Legend of Zelda are waiting for you. This time, our hero Link uses an item called the Sheikah Slate to aid him in his adventures, but with this strategy guide by your side, I hope that you too will be able to venture forth with confidence into the vast world of Hyrule and experience your own adventure to the fullest.