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Valkyria Chronicles 4 artist discusses what he's most proud of in the game


SEGA continues their line of Valkyria Chronicles 4 vignettes with a quick discussion featuring chief artist Hitoshi Fukazawa. Check out the clip to see what Fukazawa is most proud of when it comes to his work on this game.

NBA 2K Playgrounds 2 glitch causes big issue with special shots/dunks

We've heard a few reports about some bothersome glitches in NBA 2K Playgrounds 2, but it seems the one below is causing quite a bit of trouble. GoNintendo reader Shake explains...

The game has a shot meter with a small spot where you’re supposed to release the button press to increase your shot percentage. Unfortunately, the shot meter for Legends’ special shot/dunk animations doesn't seem to work, and will always result in a missed shot. James Harden, Steph Curry, Kobe Bryant, and Michael Jordan’s special animations can’t be performed successfully because of the glitch. The glitch even affects the CPU, making them miss special shots too.

Other players have noticed this same issue with the game, and as you can tell, this kind of glitch results in a ton of frustration. Hopefully 2K or Saber comment on the matter and patch things up soon.

Junichi Masuda explains with rivals in Pokemon games aren't such huge jerks anymore

Remember when your rivals in Pokemon games used to be really big jerks? Those days have come and gone, with rivals in Pokemon games nowadays coming across a lot friendlier. Ever wonder why that change was made? Pokemon's Junichi Masuda shared the following with GameSpot.

"I think the biggest reason that rivals were more of a jerk in the early days is that we were just limited in what we could express with the pixel graphics. There's not much that you can do with that kind of little sprite on the screen, so we worked harder to characterize them through dialogue and give them certain personalities.

Also, because it's just dialogue and there's not a whole lot going on on the screen, it doesn't give as harsh of an impression even if they're jerks, I think. Now we have HD graphics and the visuals are much more impressive. If you also made him a jerk, the impression would be a lot stronger on players. Another thing, just my own personal take, is that it feels that people with those kinds of personalities these days are just not as accepted by players as they were back then."

Capcom almost made a different Mega Man game before they went with Mega Man 11

It certainly took a long time for Mega Man 11 to come out, and many fans are happy to see it release. Oddly enough, there was a slight chance that Mega Man 11 wouldn't have been made due to another project! In an interview with Mega Man 11 producer Kazuhiro Tsuchiya, we learn that another Mega Man project was considered, but the team went on to Mega Man 11.

There’s a lot about the story of us wanting to make a Rockman game, but I might say, it must have been fate. I worked with director Oda on Resident Evil 0 HD before. After development reached its goal, he called me and asked: “What should we do for our next project? I want to make a Rockman game…”. Since I was thinking of what to do for Rockman’s 30 years anniversary at the same time, I answered: “If we make a game, shouldn’t we start right now?”.

It was a coincidence that I was in charge of “Rockman Classic Collection” too, so I thought I must go with the flow and make a game right away. Oda’s word back then, “It’s Capcom’s duty to correspond to fans’ hope”, left a deep impression in my memory. I could feel how serious he was when he said the word “duty”. Since then, we put out so many plans, and a lot of people in the company was cheering for us… Our initial plan wasn’t Rockman 11 actually. But I want this to be released in another form eventually, so details about it will be kept a secret for now. (laughs)

Until I can actually do it, I must keep it a secret! (laughs) Well, as the development for Rockman 11 started, it took quite some time to recruit enough members, so I did some market researches and theoretical analysis on approaches to revive the brand. After incorporating what I wanted to do and going through different simulations, it’s decided that “Rockman must make a triumphant comeback!”. I believed once I did this for the 30 years anniversary, the series could live on for another 10, 20 years.

Phantasy Star Online 2 Cloud devs on bringing the game to Switch, working with Nintendo on Zelda: Breath of the Wild collab content

Nintendo Dream magazine talked to Phantasy Star series producer Satoshi Sakai and director Keisuke Nakamura about bringing Phantasy Star Online 2 Cloud to Switch. In the snippets below, read up on why the decision to bring the game to Switch was made, and how the Zelda: Breath of the Wild collab came to be.

Bringing the game to Switch

Sakai: Phantasy Star Online 2 is a boundary breaking RPG so we wanted to expand it to as many platforms as possible. When you expand to a new platform you give many more people the chance to play your game, so we were searching for a solution to include Nintendo’s hardware. However, when you make a complete port, it adds certain hurdles to keeping the server running as well.

During that process we had an opportunity to introduce a cloud service, which is really exciting… on our end, there’s not a lot of extra burden put on the service and people are able to play using the latest updates right away.

Nakamura: Phantasy Star Online 2 has been running for close to six years so the game data itself is close to 60GB. So if a new player decides to join, they have to spend a lot of time on downloading. Compared to that, the cloud version is a mere 40MB. Even with the regular maintenance on Wednesdays, as soon as the maintenance is done, when you open the cloud version you’ll be up to date, so it’s really easy.

Sakai: We were quite interested in ‘cloud gaming’ itself so launching Phantasy Star Online 2 on the Nintendo Switch as a service has significant meaning to us.

Working with Nintendo to bring Zelda: Breath of the Wild content to the game

Sakai: Collaborations in Phantasy Star Online 2 have always been popular and since we were working with Nintendo hardware we wanted to do something special. The latest episode features the middle ages as the main environment and Breath of the Wild is a representative title for the Nintendo Switch so we thought that if we featured Breath of the Wild then all Nintendo Switch users would have motivation to give Phantasy Star Online 2 a go as well, so that’s what we suggested to Nintendo.

Warriors Orochi 4 producer considered including a Nintendo character in the game, sees potential in Xenoblade Warriors

Warriors Orochi 4 recently released, and it brings another insane amount of characters and enemies with it. Turns out at one point, the dev team for the game was actually considering including a Nintendo-related character on the roster side of things. This detail comes from a Miketendo64 interview with Warriors Orochi 4 producer Masaki Furusawa...

Miketendo64: Although Nintendo are not involved with Warriors Orochi 4, given the impressive line-up of Samurai Warriors and Dynasty Warriors characters, did you ever consider asking Nintendo if a character or two from Hyrule and Fire Emblem Warriors could be included?

Masaki Furusawa: Yes, we thought about it. However, as we focused on delving deeply into the DW and SW cast, including an “incomplete” cast of these other games would be disrespectful towards the fans, so we decided not to do so.

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Mr. Furusawa was also asked about the potential for other Nintendo-related franchises getting the 'Warriors' treatment like Zelda and Fire Emblem did. When the Xenoblade series was brought up, Furusawa believed it to be a good fit.

Again, as a personal opinion, I think that there would be potential for the “Ys” and “Xeno” series to be adapted, because, just as you mentioned, they feature characters having a strong impact, and would therefore, meld well with the Warriors series.

Ubisoft started working on a potential StarFox cameo for Starlink: Battle for Atlas before it was approved by Nintendo

Turns out the Starlink dev team really, really wanted to get StarFox representation in their game. We know that Nintendo and Ubisoft partnered up on the idea, but the real interesting tidbit is that Ubisoft started working on the collab before it got official approval! Starlink Producer Matthew Rose shared the details via an Okay Cool interview.

“So we always thought “maybe, maybe they’ll be interested. Maybe this is something we can do” and so we started right away, because we were like “we’re so excited by even them having this conversation with us, even though they hadn’t confirmed anything.” And so we started working. We started drawing concepts, we made a 3D-printed Arwing that had their proper connectors and toys in it so that you could take it apart and everything.”

Drinkbox wanted to show a different side of Mexico with Guacamelee! and its sequel

The original Guacamelee came to the Wii U, and recently released on Switch. The sequel is coming to Switch before the year closes out. In an interview with Engadget, Augusto Quijano, the game's lead concept artist and animator, discussed how the team wanted to present a game world that showcased Mexico in a different light than most media.

"A lot of the genesis of Guacamelee! was seeing how Mexico had been represented before, as very drab and violent, and one-note. You always need somebody else to come to this lawless place to save them. That was a completely different experience for me, as a Mexican. I wanted to show the other side of it. Mexico, Mexicans -- they love being represented in media because we are underrepresented."

Starlink: Battle for Atlas producer talks future collabs with Nintendo, working with StarFox a 'dream come true'

Ubisoft and Nintendo are better friends right now than they've ever been, thanks to a pair of some rather high-profile collaborations. What's next for the two? Starlink: Battle for Atlas' producer Matthew Rose talked about the next step for the relationship between the two companies.

I think it will develop organically. That having been said, those organic collaborations and those incredible merging of teams and minds and brand can only be possible thanks to this longstanding trust and longstanding relationship where Ubisoft has always been a big supporter of Nintendo consoles, from the Super Nintendo days and across all platforms, and so I think one of the really neat things about Ubisoft is, in many ways, it’s still this family company and Yves Guillemot [Ubisoft CEO] is really… builds these longterm relationships where he can build this trust and he can have this really lasting relationship that makes things like this possible.

So, for us on the development side, you know, it’s a dream come true. We dreamed of the chance to do something like this, and when the opportunity presented itself we poured everything we had into trying to make that a reality.”

Two Tribes explains why Swap This! disappeared from mobile platforms, and the jump to Switch

Swap This! was released on mobile devices a number of years ago, but it disappeared almost as soon as it went live. The game has been missing in action ever since, but that's about to change with the upcoming Switch port. In an interview with Nintendo Life, Two Tribes explains what happens to the mobile version, and why they decided to give the game a second chance on Switch.

Unfortunately we ran into a problem with the game's publisher, which resulted in the game only being available for a few weeks before we pulled it. Over the last several years we've been toying with the idea of releasing the game again in an updated fashion, and the Switch was the perfect opportunity to do so.

Swap This! asks players to bring their best gaming skills to the table, which fits the Switch audience perfectly. It just feels great to play the game in your hands on the Switch's responsive touchscreen.