Aonuma Comments on Breath of the Wild Sequel

The Legend of Zelda series Producer/Director Eiji Aonuma recently spoke with IGN regarding the The Legend of Zelda: Breath of the Wild sequel: “The new Breath of the Wild or the sequel to it, it’s not necessarily going to be related to Majora’s Mask or inspired by it… What we showed you currently is a little darker”.

In another interview, Aonuma said that a lot of the younger team members are playing Red Dead Redemption 2 whilst he is personally playing Cadence of Hyrule:Crypt of the NecroDancer feat. The Legend of Zelda, “I’ve been kind of overloaded with a lot of Zelda recently”.

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Sega Talk Possibility of Yakuza on Switch/Smash

IGN Japan recently spoke with Toshihiro Nagoshi of Sega Games regarding the possibility of the Yakuza series on Nintendo Switch and the possibility of any characters in Super Smash Bros. Ultimate. Here is extracts of the interview:-

IGN: “Is there a possibility that the Ryu ga Gotoku series will appear on the Nintendo Switch platform?”

Nagoshi: “I haven’t considered it at this time.”

Sega and Atlas characters such as Sonic and Joker have appeared in Dairantou Smash Bros. SPECIAL, is it possible that Kiryu and Majima will also someday?”

Nagoshi: “Mr. Sakurai would not want them (laughs). It is all right if he said. But he does not want, maybe.”

Many thanks to Naruki for the translation.

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Splatoon 2 Developer Interview

Nintendo AUNZ recently sat down with Splatoon 2 producer, Hisashi Nogami. Here are the highlights (with the full unedited video embedded below the bump).

On Splatoon 2 being fun

“I guess what really makes Splatoon fun is in the fact that you play in teams of four. Every player has a specific role to play. When one player gets taken out, the other three players must think about how to handle the match until they respawn. Since you are fighting with ink, it’s clear who is winning and who is not, even to the people who are simply watching the match.”

On the importance of community

“First of all, Splatoon is a game that you play as teams. Having a lot of friends who would play the game with you is important. Of course, you can be matched online with people you don’t personally know, and that’s important too. Private battles with friends as you discuss the strategies with each other is fun. This extends beyond just game play. You could have conversations about the game outsode of the game. At events, many people get together and share their thoughts about the game. For these reasons I think communities are very important for Splatoon.”

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Reggie Says More Is To Come 

Nintendo of America President Reggie Fils-Aimé spoke with Bloomberg and when asked about the negative reaction from analysts regarding the Nintendo Switch showing at E3, that “there’s a lot more up our sleeve and a lot more we have to show in the weeks and months ahead.” Reggie also says that talks are continuing over bringing YouTube and Netflix to the console, that third-party support is “exceptionally strong” and 3DS business being up in the Americas.

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Nintendo President says they need to increase the profitability of its mobile games

While smart device and IP related income increased to 29.1 billion yen (up 172% on a year-on-year basis) for the current financial year, they pale to the almost 595 billion yen from Nintendo Switch and even the 170 billion yen from 3DS.

Nintendo’s three main goals for the mobile business is to reach the maximum number of consumers with its IP, become a pillar of revenue for Nintendo, and to ‘generate synergy’ with their dedicated video game systems.

In order to become a ‘pillar of revenue’, Nintendo President Tatsumi Kimishima aims to continue to provide ongoing support for the existing smart-device applications to help achieve this from this little snippet from a Nikkei interview…

Nikkei: How are you looking at the profitability in the business for smartphones?

Kimishima: We’ve published Animal Crossing: Pocket Camp and more, but we still haven’t raised them profit-wise. From here on we want to work on various things like upgrading the insides of them.

Many thanks to Kite Stenbuck for the translation. Please quote namecheck Japanese Nintendo if using the above, and yes, that includes you Nintendo Everything.

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Nintendo President thinks Switch sales will be able to compare with Wii 

Nikkei recently spoke with Nintendo President Tatsumi Kimishima who told them that the Nintendo Switch exceeded expectations during the holiday period  in Japan, Europe and the US. He also expects sales to exceed 20 million in the next fiscal year due of an increase in software from third parties and broadening the appeal from the likes of Nintendo Labo. Kimishima thinks this broadening of the customer base is the way to beat the 100 million sales of the Wii when asked about whether Switch is expected to do so…

Nikkei: The Wii which was released in 2006 surpassed 100 million total sales. Can Switch be expected to sell more than Wii?

Kimishima: We can compare the numbers in around two years after release. In the first year we’ll have game fans and Nintendo fans buy it. For the second year and beyond, it’s important to create a structure to make released games playable even further. If we can broaden the ways to play and the customer base, I think we’ll be able to compare it with Wii.

Many thanks to Kite Stenbuck for the translation. Please quote namecheck Japanese Nintendo if using the above, and yes, that includes you Nintendo Everything.

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The problems with Switch development, the number of prototypes and early Joy-Con ideas 

The third and final part of our translation of a Toyo Keizai Online interview with Shinya Takahashi and Yoshiaki Koizumi of Nintendo Co., Ltd.. Please go here for the first part and here for the second part. And please credit Japanese Nintendo if re-using elsewhere (and that includes you, Nintendo Everything). 

In which parts of the development did you have hardships at? 

Koizumi: In any rate it was the battle against “balance.” Coming from a game software developer, there is a strong demand to make it a hardware with simply high specs by employing good memory and GPU. Personally, as I am also a software developer, I do have the desire to do that. 

On the other hand, we also had to make it light and small so that it can be carried outside, and also with a cool design. We need to consider the price and life time of batteries as well. Furthermore, there is a deadline in the development period, and development resources in our company are also limited. The most difficult part was on how to take an overall balance while we were getting entangled with all of those in complexity.

How far did you make the prototype? 

Koizumi: I don’t remember that. It’d be hectic if we were to give numbers to prototypes so we didn’t count them (laughs). 

Takahashi: From what I’ve actually seen, there were around 5 of them. 

Koizumi: We tested a number of variations for just the method of attaching the Joy-Con to the console. Ultimately we settled with the method of sliding them into the rails on the console, but at the prototyping phases we tried a lot of methods like sticking them with magnets and putting them on dish-shaped parts.

Text kindly translated by Kite Stenbuck. Please support his hard work here.

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The three people behind the Switch, and how Iwata’s passing affected development 

The second part of our translation of a Toyo Keizai Online interview with Shinya Takahashi and Yoshiaki Koizumi of Nintendo Co., Ltd. Please go here for the first part. 

Here Takahashi and Koizumi reveal the third player behind the Switch, and how Iwata’s passing affected development. Please credit Japanese Nintendo if re-using elsewhere.

In past developments of Nintendo hardware, there were 3 people who managed them: The late president Mr. Satoru Iwata, The father of Mario Mr. Shigeru Miyamoto, and Mr. Genyo Takeda who had been managing hardware for many years. For the development this time [for Switch], did you also have a focus on 3 people?

Takahashi: There are 3 people in the final decision making of the development: Me, Koizumi, and the leader of the Technology Development team Kou Shiota. Even in the past it didn’t mean that the trio of Iwata, Miyamoto, and Takeda developed without hearing opinions from anybody else, as we also got involved properly in the development. In that sense, this development structure does not change from before.

However, this time we have the stance of “We’ll think together with you if needed, but in the end you’ll need to think by yourselves,” so we’re overlooking them as counsellors. I think we’re overlooking them with chagrined faces is a fact though (laughs).

Koizumi: Actually, at the end of every counsel we’d say “Well, it’s okay if you all decide on it” (laughs)

Mr. Iwata passed away in 2015, and people were worrying that it would also affect the Switch’s development.

Takahashi: That was already an abrupt topic. Anyway we only had the mind to properly do our jobs. But as we have talked about just before, we were the ones who had to make the final decision making, so the development itself didn’t have any major shifts.

Text kindly translated by Kite Stenbuck. Please support his hard work here.

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Nintendo talk about the origins of the Switch concept 

Takumi Watanabe of Toyo Keizai Online recently spoke with Shinya Takahashi and Yoshiaki Koizumi of Nintendo Co., Ltd. regarding the behind the scenes of the Nintendo Switch product development. 

The two reveal that the Switch was first conceptualised in 2012 with this concept finalised by late 2013, being aimed at audiences of both smartphones and home consoles. Please credit Japanese Nintendo if re-using elsewhere.

How did you decide on the concept of Switch? 

Takahashi: Nintendo is always thinking about the next hardware. After the Wii U was released in 2012, we had already been debating about the concept for the next generation. We were set on 2 concepts that would become Switch’s prototype just before we entered 2014. Those two are:
① Leisurely use 2 detachable controllers called Joy-Con. ② While it’s [mainly considered as] a home console, it can also be carried outside. 

Koizumi: What we’re conscious about is that the gaming population is getting polarized into two. In the recent years, we are in a situation where ‘People who want to play leisurely choose smartphone games, and people who play games deeply would play with PlayStation 4 and PC.’ The idea of combining the good points of smartphones and home consoles became the result of thinking a game that can be enjoyed by both audiences.

Text kindly translated by Kite Stenbuck. Please support his hard work here.

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SmileBoom CEO comments on SMILE GAME BUILDER for Switch 

The RPG making PC software SMILE GAME BUILDER will receive an expansion pack this Winter sold as DLC. This expansion pack called ‘SMILE GAME BUILDER Exporter for Unity 5.x’ allows created games to be exported to multi-platforms such as iOS, Android and (as pictured here) Nintendo Switch.

Below are the full comments by SmileBoom CEO Takaki Kobayashi regarding the potential of created games being released on Nintendo Switch. Interview kindly translated by Kite Stenbuck. Please credit Japanese Nintendo if copying and pasting.

Famitsu: In what way are you going to provide this SMILE GAME BUILDER Exporter for Unity 5.x to users?

Kobayashi: We plan to provide it as a feature extension DLC. If you buy it, the feature will be automatically installed to the tool.

Famitsu: Would it be possible for individuals to release games created with SMILE GAME BUILDER on Nintendo Switch?

Kobayashi: Unfortunately at this phase, you cannot make a developer contract with Nintendo individually. If there are more and more interesting games, please kindly let our company turn them to products (laughs).

Famitsu: Please tell us on whether you have plans for other feature updates.

Kobayashi: We think we’d like to implement “Shared Events”, “Grouping” multiple 3D objects into one, and video playback within this year. Furthermore, as we’re in the same environment to link with Unity, we plan to add event panels where you can put in C# codes into there.

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Super Mario Sunshine was originally intended to be ‘a disaster recovery mission-style game’

Retro Gamer issue #173 features an interview with Super Mario Sunshine director Yoshiaki Koizumi regarding the GameCube title who reveals that platforming action wasn’t the initial intention of the gameplay focus but of a game being set on an island polluted by enemies: “In an early prototype, the player wasn’t searching for Shine Sprites.”

“The idea was that you’d wash the pollution away with FLUDD and also use it to defeat the boss enemy, the source of the pollution.” When the decision was made to make the game into more of a typical 3D platformer, some of these abilities were removed with just four remaining in-game such as cleaning off graffiti to defeat enemies and save people.

Check out the full interview including Super Mario Odyssey talk in the magazine which is now available in stores, on the App Store and Google Play, or you can subscribe here.

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Final Fantasy XV is not coming to Switch 

Hajime Tabata was interview in Famitsu and cleared up the confusion over a possible Final Fantasy XV releasing on Nintendo Switch clearly stating “There are no plans to release Final Fantasy XV on the Nintendo Switch”. Tabata does state that Switch is his favourite console however. Image copyright of Famitsu. Full interview (in Japanese) at the source.

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