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Steve Aoki and Kyary Pamyu Pamyu explain how they got tied up with Ninjala

It's a banger!

Ninjala landed itself a pretty high-profile collab with DJ Steve Aoki and Kyary Pamyu Pamyu teaming up for a remix of "Ninja Re Bang Bang" to promote the game. How in the world did this collab come to be? Aoki and KPP talked to Comicbook.com to explain.

Steve Aoki: They approached me to remix the song before the game launched. I'm a huge fan of Yasutaka Nakata and Kyary Pamyu Pamyu, so my answer was immediately yes. And then when I saw a video of the gameplay, the pop world-view and characters made an impression on me. From there, the "Ninja Re Bang Bang" remix came naturally. I thought the sound of the remix would complement the Ninjala game perfectly. I'm honored to have gotten the chance to work with one of my favorite artists Kyary Pamyu Pamyu, and I hope you guys enjoy the remix while you're playing the game.

Kyary Pamyu Pamyu: I was curious about the name “Ninjala” and tweeted about it. Then Ninjala reached out to me asking if we wanted to work together, so we decided to collaborate with “Ninja Re Bang Bang.” I thought that the colorful world and ninja theme was a perfect fit with the song.

Hyrule Warriors: Age of Calamity devs on the challenges they faced during development, and the toughest characters to make

A unique game with unique challenges

Hyrule Warriors: Age of Calamity was no doubt a massive undertaking, especially considering the game that inspired it. Development on any game has its struggles, but what challenges came up during Age of Calamity's design process? 4Gamer talked to Koei Tecmo lead Ryota Matsuhita to find out.

The world of Breath of the Wild is such a complete, high-quality design throughout, so try to bring that world to life in its form from 100 years before, and doing so through the context of a Warriors game system no less, was a challenge from start to finish. In the end, I hope we were able to find a way that is “the same, while also different” by locking on to the key point of an action game fighting the war of 100 years ago.

Along with that, each character on the roster presented unique challenges. Matsuhita talked about which characters were tough to implement.

There are the characters who are perpetually airborne, or those who are many times larger than Link….. but certainly the most difficult was Zelda. Her personality is pretty far from “mowing down enemies,” so there was a lot of out-of-the-box trial-and-error in finding an appropriate way for her to fit in the heavy action game.

Nintendo's Eiji Aonuma says he is "blown away" by Hyrule Warriors: Age of Calamity

A team you can trust

The gang at Famitsu had the chance to talk to numerous developers who were involved with Hyrule Warriors: Age of Calamity. That includes Nintendo's Eiji Aonuma, who was asked if he gave the Koei Tecmo team any strict/specific rules to follow during development. Turns out he didn't feel the need to, as he trusted them after seeing what they did with the original Hyrule Warriors. You can see his comment on the matter below, as translated by NintendoEverything.

The degree to which the Hyrule Warriors team understands The Legend of Zelda left me feeling confident they could make a game as strong as the first Hyrule Warriors. Because of that, I didn’t have to ask them to do anything in a specific way. And once again, I was blown away by the result.

Nintendo doesn't foresee Hyrule Warriors becoming a series going forward, talks about the idea of more Zelda spin-offs

What's next for Zelda?

Hyrule Warriors: Age of Calamity is the second Zelda spin-off in this style. Does that mean we can expect a Hyrule Warriors series as the years roll on? According to an IGN interview with Eiji Aonuma, that's not very likely.

"I do think circumstances could align like this again, but I don't think we're expecting this to become a series. We'd make that decision based on its creative merits, just like we did this time."

Producer Yosuke Hayashi was a bit more open to the idea, but it all depends on the fans.

"I think it depends on whether we get an idea that'll make all the fans happy!"

If this is the end of Hyrule Warriors, can Zelda fans expect more Zelda spin-offs down the road? Aonuma left the door open a tiny bit, but was far from confirming anything.

"Echoing my answer to the question above, we're always looking for valuable creative projects, but those only come about when several different conditions align. So, I think it's hard for us to have conscious control over the frequency."

Eiji Aonuma explains how Hyrule Warriors: Age of Calamity came to be

Showing the previous unseen

Hyrule Warriors: Age of Calamity was the spin-off that no one saw coming. The original Hyrule Warriors was a surprise, but we still didn't see a pseudo-sequel in the pipeline. How did Nintendo decide to team with Koei Tecmo for this follow-up? Eiji Aonuma shared some insight in an interview with Game Informer.

We weren't able to depict the Great Calamity in BotW, but [Breath of the Wild director Hidemaro] Fujibayashi-san wanted to find a way to bring those events to life. Development on this project started when he got together with Hayashi-san from Koei Tecmo Games, who was interested in bringing the experience gained from working on Hyrule Warriors into a subsequent project, and we recognized the value of creating this new game.

Banjo-Tooie devs say the game's darker tone was deliberate

A sequel with a darker tone

While Banjo-Kazooie was a bright and colorful 3D platformer, the follow-up was a bit more grim. Banjo-Tooie certainly had its bright spots and funny gags, but the overall tone was somewhat darker. That was all by design, according to ex-RARE dev Gregg Mayles. He shared some insight into the darker path in an interview with Nintendo Life.

"It was deliberate. We didn’t want to do the same thing again as the first game and we wanted to surprise players. I don’t think anyone would have expected us to kill off one of the main supporting characters and I can remember us laughing when we plotted Bottles’ downfall. There were some pretty dark and mature elements to the tone that we tried to balance out with our sense of humour, I think my favourite was when Bottles’ family was asking about him and Banjo had to pretend he didn’t know the mole was no more."

Meet the Director and Assistant Director behind Pokémon: Twilight Wings

The brains behind it all

All week long, Pokemon Co. has been sharing interviews with the team that put together the Pokemon: Twilight Wings animated series. We've heard from the composer, screenwriter, and illustrator on the series, and today we get some insight from the series' director and assistant director. Check out the full interview here.

Puyo Puyo Tetris sells over 1.4 million units worldwide, dev discusses the pandemic's impact on the sequel

Will the sequel be a hit as well?

Puyo Puyo Tetris 2 is on the way, and it's no wonder SEGA is cooking up a sequel. In an interview with Siliconera, franchise director and producer Mizuki Hosoyamada reveals that the original outing managed to sell over 1.4 million units worldwide. We'll see soon enough if the sequel gets the same warm welcome, as it's set to launch on Dec. 8th, 2020.

A little later in the interview, Mr. Hosoyamada discusses how work on the sequel was impacted by the pandemic. You can see his response on that matter below.

Naturally, we were affected and our development teams in Japan worked from their respective homes following the declaration of a state of emergency in April 2020. The ban on going into the office in Tokyo was lifted after about two months, but it still hasn’t fully been resolved since then. The majority of team members have been able to return to the office while taking safety precautions, such as wearing masks social distancing at all times. We are working diligently to develop this project so that we can launch in December 2020. The staff at the Sega of America office in California are also working remotely, so all of us are working hard together to create great games and deliver them to you.

Meet Conisch, the Composer behind Pokémon: Twilight Wings

The magic of making music

The third installment of Pokemon Co.'s interview series involving Pokemon: Twilight Wings has been released. We've heard from an illustrator and screenwriter on the series so far, and today we get some insight from Conisch, composer on the project. Check out the full interview here.

Sakuna: Of Rice and Ruin's devs explain how the game came to Switch

The path to Switch

Sakuna: Of Rice and Ruin wasn't originally planned for Switch, but the devs had a change of heart partway through the game's development. What made them shift gears? In an interview with Ntower, Edelweiss director Nal shared the story.

We're part of an indie (doujin) group that regularly participates at a Japanese indie event known as Comiket. When we exhibited our game there, the person in charge of Nintendo's indie games division came by and asked if we had any interest in releasing the game on the Nintendo Switch. So that's how it happened.

XSEED later told us that Nintendo of America quite liked a dev build they'd seen of our game, which led to us appearing on the Nintendo Treehouse event. But that's a whole different story.

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