For a console that has “no games,” new indie titles are constantly flooding the eShop inbetween first and third party releases and pretty soon, Semisheres will be able to count itself among those games. So in light of that, we caught up with the game’s developer and here’s everything he had to say as part of our Semispheres Miketendo64 interview:
Back in April of this year, Playtonic Games’ fabulous Yooka-Laylee made its PC and console debut, except it also debuted on another platform as well, the arcade machine variety.
While more and more indie games are finding their way to the Nintendo Switch, there are plenty of other games making a beeline to the 3DS and with the mobile title Squareboy vs Bullies, having been recently revealed for 3DS and PlayStation Vita, we felt like catching up with its developer to see what we can learn about it and here is how we got on:
When Piczle Lines DX was first revealed for the Nintendo Switch, it came as bit of a surprise, but one that was well received and now as its release is vastly approaching, we at Miketendo64 wanted to know about it. So via the assistance of publisher Rainy Frog Games, we got the chance to interview one of the developers behind the game and with Piczle Lines DX set to release worldwide on the 24th of August, now is the perfect time to share what was said in response:
Continue reading [Interview] From Mobile to Nintendo Switch (The Re-imagining of Piczle Lines DX)
The Castlevania Netflix show is incredible, no word of a lie. If there was ever a time to get a Netflix subscription, it would be now. Adi Shankar’s animated series Castlevania sucks you in so much, the four short episodes leave you wanting so much more.
As you are probably aware, the series has got so much attention, that it has been granted a second season and will be eight episodes long, double that of the first series and will further develop on the story which is based on Castlevania III and will build on the relationships of Trevor Belmont, Sypha the Speaker & Alucard, son of Dracula.
The lucky folks over at Nintendo Life were fortunate to get a short interview with Adi Shankar, the producer of the Netflix show to ask him about Season 2 and what other games would he like to tackle next.
Nintendo Life: Thanks for taking the time to speak with us. To kick things off, do you have a message for the readers of Nintendo Life and Castlevania fans in general regarding the series?
Adi Shankar: First off, thank you! This show was made by fans for fans. I wasn’t going to mess up my own childhood and thank you for creating an ecosystem of fandom that has allowed this show could exist. I hope you guys keep supporting the show and spreading the word about it so that our audience grows and other fan made shows like this can exist.
How did Castlevania find its way into your hands, and how did you convince Netflix to take it?
I met Kevin Kolde in a chance encounter. He’s a great guy and was instrumental to every single aspect of this project. The plan initially was to go the Kickstarter route. I wasn’t sure how big the audience for Castlevania would be, but I knew I really wanted to see it made well and I hoped others felt the same way. Also, Bloodstained had done killer numbers on Kickstarter. I had assumed after releasing Power/Rangers and nearly going to war with Haim Saban – and then refusing to work on the official Power Rangers movie – I’d been ostracized from Hollywood, but I guess Netflix really liked what I was creating on YouTube and let us do our thing.
What’s it been like to work with Warren Ellis, who is something of a legend in comic book and literary circles?
If you look up the people I’ve cited as influences early in my career Warren Ellis was and always has been on that list. Eminem is also on that list as is Banksy, who inspired my fan film satire series “The Bootleg Universe.” I’ve had the opportunity to collaborate with several of my idols throughout my short career and it’s always been surreal. I guess the best thing I can say is that artists talk to each other in a very supportive way that transcends age and experience.
Was it hard to stay true to Ellis’ original vision for the show, which is very gritty and mature?
Mature and very gritty describes every movie that I’ve ever produced and every unauthorised “Bootleg Universe” short that I’ve ever made. I would say it fit me like a glove, but that’s cliche so I’m going to say that it fit me like a Power Glove.
Would you consider yourself to be a fan of the Castlevania series?
Yes. That is why this was such an important project to me. Storytellers like myself are here to preserve our fandom culture and contribute to it so that future generations can enjoy and expand upon it. The harsh truth is the reason I quit the film industry and retreated to YouTube back in 2015 was because the major studios (except Marvel) blatantly didn’t respect fandom. They viewed us as “the pre-existing audience who would show up opening day regardless” and I didn’t want to participate in the massacre of my childhood.
It’s been confirmed that Netflix has taken a second series of eight episodes; is the script already in place and will this next season take us to the conclusion of Castlevania III’s narrative?
Yeah the scripts are done and they blow Season 1 out of the water. I’m not answering the rest of this… I don’t want to spoil it!
The show does a fantastic job of pulling in elements of other Castlevania titles – most notably Symphony of the Night, perhaps the most celebrated game in the franchise. Could we see a future series tackle the story of Richter Belmont and Alucard? Or do you think there are other parts of the Castlevania timeline that are ripe for adaptation?
Here’s what I love about Castlevania: to me it’s always been a story about multiple generations of a family. It’s a timeline that spans many many centuries. Making this show was a dream come true and I would love to keep making as many seasons of this as they’ll allow me to. As long as the fans keep watching the show and engaging in social media about it then the team and I will be able to tell a lot of Castlevania stories.
You’ve conformed you’re also working on an Assassin’s Creed series. What can you tell us about that in terms of setting, production team and cast? Has any of that been decided yet?
I am working on Assassin’s Creed. Lots has been decided but I’m not going to reveal any of it. It’s going to be dope.
What other video game series would you like to adapt?
Dark Metroid in the same anime style.
Source: Nintendo Life
With Eiji Aonuma and Nintendo in attendance at Japan Expo 2017, plenty of Zelda news has been making the rounds and now that a new GameReactor review has gone live, there’s even more Zelda news to cover.
For anyone who would like to just see the interview in its entirety, click here, otherwise carry on scrolling down as we’re sharing a few of our favourite responses right here:
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Aonuma on Fan-Service and his Assessment of The Legend of Zelda: Breath of the Wild 4 Months Later:
Excellent obviously. But I realise that during these four months I have not stopped working on the DLC, so we kept our nose to the grindstone and we never felt like our work was done and that it was time for us to review it. One thing is for sure: for the last four months, we have focused on the player’s feelings, analysing their feedback and possibly changing via the DLC what they did not like. That said, we are still very cautious with fan-service, because too much fan-service can make the game tasteless. What I enjoyed during these four months was seeing the players and the sometimes unique and unexpected ways in which they play our game. Because the truth is we designed a game by saying that they were going to play as we wanted, or at least we knew how they were going to play. But when you see on YouTube how some people use the content we’ve created, we’re extremely surprised. We really did not expect that type of use.
Aonuma on HD Rumble and the Next Zelda game to Feature it:
To give a concrete example, there are what are called ‘HD vibrations’ which are specific to the Switch and which allow you to almost experiment what the character feels when it touches something, for example when you take an object in hand you can feel it thanks to the vibrations. It is a rather interesting approach, it adds more realism too, simply it would have been necessary to develop scenes around that. The real problem that made it impossible to use this technology is not so much a matter of time problem but rather that we were going to have too many differences with the Wii U version and they both had to be identical games. But now that we can free ourselves from this connection, this constraint, since the Switch is developing well, we will be able to use this in the next Zelda.
Aonuma on Nothing to Declare as Far as the Next Zelda is Concerned:
We have no plans for a future Zelda, we are still far from all this unfortunately for you. Today, I’m at a stage where I’m trying to gather a number of ideas for a sequel, but I cannot do it alone. It’s a lot of work that will have to be done over a long period of time, and we’re still far from having planned anything. Leave us a little time…
Aonuma on the Final Battle Against Ganon:
You know, it’s very difficult to harmonise the fight against a last boss because we have this desire that whatever the level of the players, they could reach the end of the adventure. And if you put a level of difficulty that is too high on this last boss, there are some who will never be able to finish it and it will lead to frustration too. So the balance is really very hard to find. We indeed prefer to lower the level of difficulty so that everyone can enjoy the end. And going back to Expert mode, it will be much more difficult, it will be a lot more challenging for those who want it. And then, keep in mind that Zelda is not just an adventure that will end with the fight against Ganon. For us, this final fight is just a way of finishing the game. The real end of the game is when you really get to the end of the adventure, having completed all the quests and discovered the secrets of the game. But we noted the complaints on that point too.
Aonuma on Link’s Ambidextrous Nature:
It is a matter of chance that Link is left-handed in the first episodes, for a reason that we could not really explain today. When we developed the game on Wii, we actually had to change and adapt to the majority of players – and that’s my case too, I’m right-handed – so we had to make sure that Link was right-handed on that version. But it was to adapt to the gameplay, so in the end I think we can say that Link is ambidextrous [laughs]. When the developers at Koei Tecmo, who are in charge of Hyrule Warriors, asked me a few months ago whether he was left-handed or right-handed, I replied that it was absolutely not important to me. Nor for Shigeru Miyamoto for that matter.
Aonuma on VR Zelda:
Let me tell you something. When we did Twilight Princess, we did first-person trials. And I absolutely did not like it, it did not look like Zelda as I conceived it, nor as you must conceive it yourself as a fan of the saga. And from that point on, we thought we had to be able to see Link, whether it was during the fighting or the exploration. For us, this is the very essence of Zelda. For the moment I have a hard time imagining a Zelda in VR so as you can probably imagine, this is not a priority nor a short-term project. But I’m not closing the door on that for the future.
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And that as they say is that, for today anyway. For more Zelda news, the site to go, is miketendo64.com!
During E3 2017, GameSpot got the opportunity to talk with Metroid Producer Yoshio Sakamoto & MercurySteam’s Jose Luis Márquez about how Metroid: Samus Returns came into development, who approached who, and the features that have been integrated into the game. You can check out the highlights of the interview below.
GameSpot: How long has Metroid: Samus Returns been in development?
Yoshio Sakamoto: About two years.
Did Nintendo seek MercurySteam out for this project or was it the other way around?
There was a very fateful meeting, so we’ll tell you that to start off with.
I just wanted to start out by saying I’ve been wanting to make a 2D Metroid game with today’s technology for quite a long time. It wasn’t only my personal desire, but also because I know there are a lot of people out there in the world who have been clamoring for a 2D Metroid game.
Then I heard of MercurySteam and they were looking to take on the challenge of remaking a Metroid game. It wasn’t Metroid II, but again I’d heard about this desire from the MercurySteam team.
I knew MercurySteam from their development work on Castelvania. I thought, “We’ve got to meet with these guys,” and so we flew out to Spain [where MercurySteam is located]. Over the course of that meeting, obviously we had a great time. It seemed like, wow, there’s a lot of potential here, and basically that’s really how it got started.
Jose Luis Márquez: Like Sakamoto-san said, we approached Nintendo to make a remake of a classic game. We are also a fan of the series, so we were happy to know that they wanted to collaborate with us.
How challenging has it been to revisit that game? It’s fairly old by today’s standards, and there are a lot of features that have been added into later Metroids that weren’t available in that title. Has a lot of it been redesigned around the more modern features?
As you said, of course, there’s a lot of new elements that we felt that we needed to add, things that were core to Metroid gameplay, so that would be some of these new abilities that we’re looking at.
Thanks to that collaboration with MercurySteam we were able to incorporate new stuff that is in line with what the series would expect, but on top of that, brand new stuff that is above and beyond that, and we were able to create what I think is a really wonderful installment in this series, and a large part of that is in thanks to this collaboration that we have.
What was the reason you went with polygonal visuals for this game as opposed to the traditional pixel style of older 2D Metroids?
For myself, my answer would be, of course, we wanted to incorporate a lot of varied animation. We wanted to make it look as good as we could and we thought really the polygonal art style was much more suited toward what we wanted to be the look of the game.
I think another merit of using polygons was that, because the games in 3D, we wanted to be able to look at things from a variety of different angles and we wanted to create what we think are these very dramatic and cool cut scenes.
If you would like to read the whole interview, you can find it here.
The folks over at Glixel were able to get an insightful interview with Nintendo America President Reggie Fils-Aime, discussing the direction Nintendo is heading with the competitive scene, Revamping Franchises, their Mobile Game Market strategy and so much more. We have provided a few extracts below but you can check out the full interview here.
Nintendo seems to be quietly becoming more and more about competition in the design of its games. Mario Kart, Splatoon, nowArms and of course, Smash Bros. Is that a recent shift? Is there a broader, esports ambition there?
You know, it’s not a recent shift. When you look at the NES system – the first system with two dedicated controllers. If you look at what we’ve done with N64, which was a true four-player machine – and you look at GoldenEye and some of those experiences and obviously Smash Bros. has been part of the competitive gaming circuit for a long long time and even the original Nintendo Championships from 1995, we’ve been in the space for a long time. What I would say is different in how we think about competitive gaming is that we think about the community, we think about trying to encourage and empower the community – you see that with Splatoon, you see that with Smash Bros. – and for us it’s about having more and more players engaged and having fun and battling each other versus how others are thinking about in terms of leagues and big startup money and things of that nature, that for us is not as interesting, at least not today.
It seems with the DS, and now especially with the Switch, that there’s a closeness – an intimacy – that you’re going for with your hardware.
Honestly, I think that’s driven by the game. What I mean by that is – let’s take The Legend of Zelda: Breath of the Wild. That is about me and my Nintendo Switch, and whether I’m playing it this way or that way, to me that is not an experience I’m looking to share with others versus Mario Kart 8 Deluxe. I mean, to me that game’s all about four of us or six of us or eight of us playing together. And so, I think it’s game-based whether I think it is a personal experience or whether it’s a social experience. We’re fortunate in that our devices enable you to have both.
Is that why Kirby and Yoshi are very simple brand names – which feels like a reboot? Are you seeing a generational shift?
Certainly we constantly have to reintroduce people to our IP. Zelda:Breath Of The Wild – I’m a huge Zelda fan – but I recognize there were 15 year olds who didn’t know what Zelda was, didn’t know the magic of the Zelda franchise and creating something that they could own and say “this is my Zelda, this is fun, this is a game I want to play,” was critically important. And yes, we’re doing that with Metroid and we’re doing that with Yoshi and we’re doing that with Kirby. We have to. Continuously. Folks like us will continue to play these franchises that we love but we constantly have to refill that pipeline with new fans to engage with these intellectual properties.
In recent weeks we have been reporting on Swap Fire: Season 2 for Nintendo Switch as often as we can and now that its Kickstarter campaign is a roaring success, it’s time to continue our Swap Fire: Season 2 coverage.
So what do we have for you this time? Well because the game has made its Kickstarter goal, we got in touch with Midnight Status’ Jeremy Alessi to ask him a couple of questions as to what comes next and now we’ll be sharing his responses here for you to enjoy? Continue reading [Interview] Making Swap Fire: Season 2’s Release on Switch a Reality
At Miketendo64, we are no strangers to conducting interviews and while many have been with smaller devs, there have been a few with larger devs and last month, we got to do an interview with Konami, via a conference call.
During said call we got to talk with Richard Jones, a European Brand Manager will Konami and we discussed a range of topics from Super Bomberman R, to even Castlevania the Netflix series. While not everything we discussed can be shared, there are quite a few things we can, so without further ado, here are a few select statements from Konami’s Mr. Jones that we can make public: Continue reading [Interview] A Conference Call with Konami’s Richard Jones
Time and time again we have heard devs speak about the difficulty of brining games to the Wii U. So difficult in fact that they often gave up with the port, but Xavier Orion Games did no such thing. Development of the Wii U port of Booty Diver was constantly met with one issue straight after the other and yet it was still brought to the Wii U eventually and yes the released version did have plenty of issues, but those issues have been rectified. But because Booty Diver is a game that was met with so much trouble and strife, we fancied learning the full story. So we reached out to Xavier Orion Games and now we’ll be sharing that story with you! Continue reading [Interview] The No Longer Untold Booty Diver for Wii U Story!
Famitsu released a special feature on Fire Emblem Warriors in their latest issue that has brought a lot of details about the game to light. During an interview with Producer Yosuke Hayashi from Koei Tecmo, Fire Emblem Director Genki Yokota (since Awakening) from Nintendo and Masahiro Higuchi from Intelligent Systems, Famitsu managed to find out more about Fire Emblem Warriors like how it came to be and its origins, the characters that will be appearing in the game and how they came up with Shion & Lian, the game’s main protaganists.
Below is a translated excerpt of the interview courtesy of Kite Stenbuck. If you would like to see the whole discussion, you can visit his Patreon page here.
On how the game came to be
Famitsu: This game had been discussed as a shocking collaboration, but could we ask from the episode of the project establishment time?
Hayashi: In the past Weekly Famitsu (3 December 2015 issue), there was a poll article on “which collab Warriors you want to play”, wasn’t it? Actually at that time, the project had already begun.
Famitsu: Was that so?!
Hayashi: That’s why at that time, we were in a condition where we couldn’t talk about it despite wanting to talk (laughs). Originally, the thought that realizing a Fire Emblem Warriors would be interesting came from us (Koei Tecmo), and when we brought the project to Nintendo, the talks became ‘let’s make this on the new console!’ and we proceeded with rapid strides. The new console of course now refers to the Nintendo Switch.
Yokota: When we received the proposal, I remembered giving an immediate reply of ‘It’s good!’
Higuchi: After that, Nintendo sent the talks to us. Our company (IS) also got hyped, like ‘That sounds interesting!’
Famitsu: That interesting title is being steadily made into shape like this, but could you tell us on the direction all of you are aiming for, on top of developing this game?
Hayashi: First of all, what we have decided from the beginning was “to make a Warriors game that can be enjoyed by Fire Emblem fans.”
Yokota: There are also many titles in Warriors series, and there are also infinite variations in directions, but we had always been discussing with Koei Tecmo Games on ‘what is the Warriors desired by fans of the original works’. We’ve been making choices to adopt or reject features one by one, such as wanting a system from the original works (FE), or a system that exists in Warriors series but is not suitable for Fire Emblem Warriors. But at that time we always proceeded the talks by putting ‘being enjoyable by fans of the original works’ on mind.
Hayashi: The series has had a history this long, so each staff in the development team has very fond memories of Fire Emblem. That’s why we had totally rough passages in discussing which features should be included.
On characters interacting with each other
Famitsu: These have been published in this article, but we’re wondering on the relations between characters, such as what kind of conversations Chrom and Marth will have, and what they will call each other.
Yokota: Supervision for things like such character settings is being dealt with Intelligent Systems, starting from Higuchi-san.
Higuchi: This time [the game] is fully voiced, and there is also an enormous amount of quotes. I remembered being surprised at the thickness of script book for voice recording when I looked at it.
Hayashi: Many people in our company (KT) were also surprised as regular fans, like ‘This character speaks like this!?’.
On the characters that are appearing
Famitsu: So it’s about time we’d like to move the talks to the main topic, about the appearing characters…
Hayashi: You’re wondering about it, right? (laughs). The development team had been always debating on things like ‘This character is definitely required’ or ‘Isn’t this guy more important than that guy?’
Yokota: Thankfully, everyone’s fond memories are so strong.
Famitsu: Would there be any hints, like who appears from which title…
Hayashi: It’d be bad for us to make everyone impatient, so I’d like to say about this beforehand. Basically [characters] will be coming from Shadow Dragon and Awakening, and also Fates. So not in a form of… a gathering of protagonists from all series.
Famitsu: I see. So that means you’re narrowing down the titles.
Hayashi: There’s a reason to this. If we only put protagonists from each titles, the majority would be dominated by characters who use Swords. And in that case, the Weapon Triangle system would end up not functioning.
Yokota: About the appearing characters, we ended up making Koei Tecmo Games really troubled (wry laugh). First, Koei Tecmo Games asked ‘how about this character lineup?’ and sent a list to us, but from within our company (Nintendo), there were so many requests like ‘Please add these…’
Higuchi: After that, the list also came to our company (IS), but there were also opinions on ‘please add these…’
Famitsu: And the list kept getting added.
Hayashi: By combining such various opinions, we finalized the participating characters. As a result, we are preparing more playable characters than the 1st titles of other collab Warriors series! We are also adding Archer and Mage-type characters in there, taking a balance of classes.
On the original characters
Famitsu: In this game, Shion and Lian are appearing as protagonist characters, but please tell us on the details of them becoming born.
Hayashi: It’s the decision that putting original characters on the core would be better. We wanted the likes of Marth and Chrom to have side-by-side relationships. With that, it’d be better if we construct it s othat the protagonists stand on their own, and legacy characters appear to help them.
Higuchi: They are characters that grow by borrowing assistances from people, so we made the setting for them to be a bit younger than legacy protagonists.
Yokota: When the settings for Shion and Lian were being created, it proceeded right at the same timing as creating original character settings for Fire Emblem Heroes. When we looked at Shion and Lian’s designs, there were talks that the designs and settings alike are ‘similar!’ to Heroes’ protagonists Alfonse and Sharena.
Higuchi: That’s why we planned to differentiate them so that they’re not too similar.
Hayashi: But the voice actress for both Lian and Sharena became the same Uchida Maaya-san though (laughs).
Famitsu: (Laughs). In this game, is the setting like ‘Heroes living in other worlds being summoned into the world Shion and Lian live in’?
Hayashi: We still can’t state it clearly yet, but please think of it for now as them being called by the “Fire Shield” in this world, and coming here by crossing over dimensions.
Here is the original source article from Famitsu Magazine.
This is Miktendo64 Asks… The mini-interview series that sees us getting in touch with various devs to hear what they have to say regarding all manner of hot topics. Naturally the hot topic this time around is E3, so we sent out two questions to various devs and today we’re going to be sharing what they had to say:
While the majority of our interviews sees us talking to various devs and publishers, every now and then we like to throw a curveball, like we did when we interviewed James Farr and this time around our curveball is Misty Lee! For those of you who do not recognise the name, shame on you for Misty Lee is the voice of Fire Emblem’s Camilla and Ursula and she’s also a talented magician as well, so because that’s enough to get us interested in knowing more, naturally we interviewed her and you can see the results right here! Continue reading [Interview] The Voice of Camilla (Misty Lee)
While the Wii U may not have been the most popular console, what with the lack of third party games, one developer saw to it that the console would have some top quality games in the form of their Mass Effect 3 and The Legend of Zelda: Twilight Princess ports and now for the year of 2017, Tantalus Media are bringing 2 great games to the Nintendo Switch! So eager to learn more about Twilight Princess HD and a few of their other projects, we contacted Tantalus Media CEO, Tom Crago, asking for an interview and he said yes! So brace yourselves because that interview happened and today we’re sharing the answers, which cover everything from Mass Effect 3 to the upcoming RiME and Sonic Mania! I hope you’re comfortable, because there is a lot to read! Continue reading [Interview] Bringing Greatness to the Wii U and the Nintendo Switch (Tantalus Media)