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Fire Emblem Warriors dev team discusses creating the game's story

The following info comes from a Nintendo Dream interview with Fire Emblem Warriors Producer Yosuke Hayashi and director Hiroya Usuda, as translated by NintendoEverything...

ND: From here on we’d like to hear about things we’ve been playing. First of all regarding the plot: how were the details decided on you making a story about placing Gleamstones on the Shield of Flames?

Usuda: First of all we do want to develop a story that is familiar and does not stray away from Fire Emblem. Characters from various games are going to appear here, so having heroes gather under the Shield of Flames seems to fit well for us. Then just like the Gleamstones gathering on the Shield of Flames, the story links to heroes gathering in.

Hayashi: We had the same way of making [the story] as Hyrule Warriors. For example in that game we had the Master Sword being pulled at about two-thirds of the endgame; a story that is to be expected by fans. In case of Fire Emblem, some games may not have had the Shield of Flames, but just like in Awakening you’re gathering something, and at first you were running away from something; there’s this common storyline. We talked about that with the staff, and we created it to deliberately include parts that are anticipated by users without doing something outrageous.

ND: So as we’re hiding some parts of the story [from being talked about], in the Awakening chapter why did you have Lucina appear as Masked Marth?

Usuda: If I had to say, it’s because we’re talking about the presentation side. Like, we want to reproduce this scene from the original game! (laughs) Speaking of Lucina’s appearance, it has to be that scene where she rescues [the heroes who were] attacked by monsters while being masked. So we’re prioritizing her appearance on the image and homage to the original games. We decided on the more detailed story parts, for example the scene where [Shion/Rowan] opens his eyes to see Chrom and Lissa.

ND: So you had such an intention when you had Shion/Rowan fall off a cliff.

Usuda: That’s right. We really wanted to have a scene of Shion/Rowan opening his eyes while facing upwards, so we had him fall off a cliff.

Hayashi: I thought that was borderline [dangerous] though (laughs).

Usuda: We were thinking to create a situation where when he opens his eyes, Chrom and the others are there. Shion/Rowan is not alone in the first place, so we couldn’t have him taking a nap. So he ended up rolling down from a cliff (laughs).

Panic Buttons says bringing Doom to Switch has been 'wicked hard', bummed that gamers focus on resolution/framerate

Coming from a GamesRadar interview with Adam Creighton, Studio GM & Director of Development at Panic Button...

"It’s been hard (bringing Doom to Switch). Wicked hard. But I would expect it to be. This is a title that is so frenetic and action-packed and gameplay-pure that getting it to work correctly on the hardware is really important to us, and we spend a lot of time trying to make sure it measures up from the lens of ‘does it feel like Doom?’”

Later in the interview, Creighton lamented the current situation in the game industry where players tend to focus a ton of framerate/resolution.

"This might sound defensive, but I’m bummed some gamers focus on framerate or resolution, and don’t focus on, 'Is it fun?' or 'Does gameplay feel good?' I know we’re working hard to bring quality games to the hardware for which we develop. To make them enjoyable on the TV. To make them enjoyable on the go. I’m proud of my team. We’re working hard, we’re not cutting corners, and we’re not leaving anything on the table."

Disgaea 5 dev shares info on the Switch porting process

A portion of a GamesRadar interview with Disgaea 5 director, Takehisa Matsuda...

"This was actually my first time working with Nintendo hardware. I feel like we were overthinking things considering how smoothly everything went.

In Disgaea’s case, there are only a handful of areas where the hardware’s specs might cause a bottleneck. We expected everything to work okay like it did on the PS4, and when we actually ran the tests, as expected, it ran without any problems.

We knew that there would be some issues (such as animations that relied heavily on the PS4’s specs) but we knew this would be an issue from past porting projects, so we just accepted it as fact and planned to optimize these areas little by little."

Overcooked devs explain the game's framerate issues at launch

Coming from a GamesRadar interview with Phil Duncan, co-founder of Ghost Town Games...

"We messed up there. It’s difficult to admit but I don’t think we really looked as closely at performance as we should have for launch. In terms of the technical side the actual causes were quite unexpected. To get a bit technical by far our biggest performance problems [were] due to UI rendering actually. You can actually see in the first build of the game how things slow down when more recipes are added. There were also some small things to do with post screen effects and a few bugs to do with fires that I had to tone down a little too."

At least they can admit the mistake. It's sad to see there were issues at launch, but the team has owned up to it and got a patch out there to fix things. That's all we can hope for when a situation like this crops up.

Yacht Club shares how easy they find working on Switch

The following comes from a GamesRadar interview with David D'Angelo, a programmer at Yacht Club Games...

"I think the big story here is how much better it is than their previous consoles. It was one of the easiest consoles in a long, long time I think that we've had to bring our stuff over to. They're doing everything [right under] the hood: the SDK and stuff is really clean and nice and simple and up-to-date. It’s modern like you'd expect. I think a lot of old Nintendo systems maybe didn't follow that line of thinking."

Yacht Club had a lot more to say about working on Switch and how much they've enjoyed it. Check out the interview here.

RUMOR - Did a Capcom Europe rep just confirm Monster Hunter XX Switch for localization?

I don't know what to make of this interview, which was posted on Oct. 17th, 2017. The blurb below is, word-for-word, the version that source outlet shared. It has some broken English in it, but is still readable. Taken at face value, it seems to indicate that Monster Hunter XX Switch has a shot at localization.

Read the snippet between Hi-News and Capcom Europe's Klaas Walter below to see for yourself.

Hi-News.ru: does the release of Monster Hunter: World on PS4, Xbox One and PC, Capcom has decided to refuse to release exclusive games for Nintendo and go to the multi-platform strategy? Or Nintendo, will receive exclusive game series?

Klaas Walter: I wouldn’t say that other platforms won’t get games from us. For example, the Nintendo console Switch will soon get Monster Hunter XX (enhanced remake of Monster Hunter Generations). So that the release of Monster Hunter World does not mean that the series suddenly became exclusive of any of the consoles.

________________

The feature starts off with a blurb about the interview itself. According to that intro, the interview was conducted at IgroMir 2017, which ran from Sept. 28th to Oct. 1st. Monster Hunter XX Switch released in Japan back in late August. That would mean, if the verbiage above is correct, Monster Hunter XX Switch will be seeing release outside of Japan. The Switch can't "soon get" Monster Hunter XX Switch if it already released, unless it was coming to new territories.

Confusing, I know...but interesting. I'm leaning more towards a translation error here, but I'd love to be wrong. Thanks to Lmangelesr for the heads up!

WWE Superstar Alexa Bliss shares her love of Switch, SNES Classic Edition, and Nintendo in general

A portion of an NBC Sports interview with WWE Superstar, Alexa Bliss...

NBC: So what game did Larry-Steve pick for you to download on the [Nintendo] Switch?

AB: “Mario! The Rabbit Kingdom. I was trying to find a game and all of a sudden Larry-Steve jumped on my lap and just started moving the Switch, so I was like I have to get this on video. He was doing it for a lot longer, but I only caught a couple seconds on video.”

NBC: Are you a big gamer, or did you see someone else with the Switch and said to yourself “I need one of those”?

AB: “No, I love video games. So my fiancé and I went through this phase recently where we got all of the older gaming systems. We have this box that plays old Sega and Nintendo games. We have the original Playstation, recently just got a Game Boy. We have an Xbox a PS4 Pro and the Super Nintendo that just came out.”

NBC: I got the Switch back in March and it’s a life-saver on my commute

AB: “Oh it’s the best. It seriously saves my life when it comes to traveling because I get so bored so easily, especially when a plane doesn’t have WiFi … ughhhh I die.”

Thanks to Bamf226 for the heads up!

NIS America discusses the challenge of promoting Culdcept Revolt, reaction thus far

The following comes from an MCV interview with NIS America's senior associate producer Alan Costa...

"We've actually had a lot of support from Nintendo of Europe. They featured us in several different media outreaches, so that's always a really, really big boost when you have Nintendo itself saying 'Hey guys, check this game out.'

In terms of initial reaction, it's been good. The way we describe it is Magic: The Gathering meets Monopoly. Those are two things that people are very aware of, but it's just a matter of conveying how that actually works in a game. Monopoly isn’t particularly complex, but Magic is, so it's like, 'Okay, so how does that translate into gameplay?'

So we've done our best to create trailers that show that. It's one of those games that until you're actually playing it for yourself, it's very difficult to wrap your head around it. It's distilling what makes the game itself and then messaging that as strongly as we can."

Full interview here

Star Wars Battlefront II not in the works for Switch now, but EA might explore the option later

Coming from a GameSpot interview with Motive Studios producer David Robillard...

"This is something we'll explore if we see opportunities there, but it is not something that's on the books right now."

I think what this really means is that it's not coming, and stop asking about it. We all know EA's song and dance by now. Still disappointing, but it is what it is.

Rain Games - World to the West Switch port in the 'final stretch', future game teased

The following is a snippet from a SourceGaming interview with Rain Games...

SG: Speaking of the port process though, has there been any improvements in the Switch version?

Thomas: In the Switch version of World to the West? That’s actually hard to say. I’m actually doing the final stretch of the porting for the Switch version. I’d for Switch – that has Rumble. We had so much fun with that actually with the right and left Joy-Con. I’m not sure we’re going to do anything more special. On the Wii U, you always had to use the screen but here it needs to work with and without touchscreen so more convenient stuff probably. We put in all the improvements from the previous version.

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Rain Games also said that they have another game in the works, and while they didn't give details on what the game is, they did say it's planned for Switch release.