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Analyst says regional rollout of NX could happen this year

The following comes from Piers Harding-Rolls from the IHS consultanc...

"I think we'll definitely hear more about the NX at the E3 games expo. It's also possible that we could see a regional launch of the new product into the market this year, even if a global rollout has to wait."

Former SEGA marketing director laments Sonic's fall from grace, but has 'great hope' for the future

Coming from a Polygon interview with former SEGA Marketing Director, Al Nilsen...

"When [former employees of Sega of America] would go to E3 and see what was happening ... a lot of times we would just go and we would shake our heads and we were very, very sad. Because, you know, what we had established and what we had built was something that was very, very special.

It’s fine to go and change the look of the character, but the gameplay has to go and play off against that. Then the story started getting convoluted. If I was Sonic, I was probably having an identity crisis. You don’t need this cast of 8,000 characters,"

"I have great hope for the future of Sonic. Sonic is not dead; he’s just out of the spotlight. The future for Sonic can be as bright as [Sonic’s home planet] Mobius is."

Platinum's Kamiya talks goals with Bayonetta, harsh directing style & more

Coming from a Famitsu interview with Hideki Kamiya...

- Kamiya's goal with Bayonetta was to make an original game with hardware you’re touching for the first time with no library, no resources, and no game engine
- he wanted to have it published in three years
- Kamiya is noted to have a really harsh directing style
- at the time Bayonetta’s development finished, the company’s atmosphere was so tense and many employees including main programmer Kenji Saito said they didn’t want to work with him again

“As a director, I always told the staff [to implement things] ‘because they’re interesting!’, even if they could be severe demands.” - Kamiya

“After a while later, I understand how Kamiya feels. When Bayonetta 2 was finished, there were many people who don’t want to work with me either.” - Yusuke Hashimoto

“I remembered it when looking at Hashimoto’s face as he’s making Star Fox Zero right now… when we set up this company, we never thought we’d get lent IPs from other companies and create games of them. I think it’s a rare case for a studio to make games of so many IPs from other companies.” - Atsushi Inaba

- IP holders leave the action gameplay parts to Platinum
- this is because other devs/pubs acknowledge the studio’s developing power
- while the original plan was to focus on original IP, Platinum has recently received many offers to collaborate on games
- some of these collaborations still haven’t been announced at this time.

Aonuma - fan response to Zelda games is 'most important', doesn't try to shoehorn messages into each game

Coming from a GamesMaster interview with Eiji Aonuma...

“We’re constantly thinking about how to make it unique compared to other games, both in general as well as to others in the Zelda series. Of course, the response of fans is most important and something we care very much about, which is why recently we have been showing early previews at events like E3. We’re looking to see that there are no problems with the directions we’re taking, and are reflecting the reactions we do get into subsequent development.

I haven’t and won’t be trying to put any message or meaning into the games. (If someone else were to make a Zelda game though, of course it might be different.) Occasionally I receive messages from fans telling me how playing Zelda games has changed their lives. While of course this makes me incredibly happy to hear, I feel a great sense of responsibility as well, so part of me feels that developers putting their own ideologies in games is kind of scary.”

Mario Tennis: Ultra Smash interview - Camelot was 'afraid' to work on their first HD game

The following comes from a Famitsu interview with director Shugo Takahashi and producer Hiroyuki Takahashi from Camelot as well as Nintendo producer Toshiharu Izuno....

Famitsu: Just now, you said that this game is Camelot’s first HD title, so how did you actually work on it?

Hiroyuki: We were afraid before development (laughs). Because we heard from people from all directions that developing HD titles has a high difficulty. We were also concerned whether we had enough manpower with our staff number at that time, but we reached a conclusion that in the current era, it’s inevitable to create HD titles. So we readied ourselves and tried to challenge it.

Shugo: We started development while receiving support from Nintendo, but after about 3-4 months passed we could make a demo that had good feedback, so we were confident that the users could enjoy this.

Random Time! - Capcom's Yoshinori Ono talks about his favorite Pokemon

A portion of a GameSpot interview with Street Fighter producer, Yoshinori Ono...

GS: Did you pick Bulbasaur, Squirtle or Charmander as your starting Pokemon?

YO: It wasn’t part of the original three but I chose Chikorita, which is grass type.

GS: What is your favourite Pokemon?

YO: Hmmm. Mew. I like Mew. That Pokemon is legit now, but back in the day it was something you got by doing tricks like pulling the cartridge out or cable out.

Game industry bigwigs discuss the legacy of Street Fighter II

Yoshinori Ono, current series producer of Street Fighter

Street Fighter II was actually the game that prompted me to join Capcom. Seeing those eight characters on screen and all that was just super exciting for me. At the time, I was actually a college student, and it cost 100 yen per play. That equates to basically a dollar in U.S. currency.

It was already really difficult for me to pay for college tuition, but despite that, I kept just throwing 100-yen coins into the machine over and over again, forgetting all about tuition.

Street Fighter II ended up eating up a lot of my time, and as such, it ended up taking a lot of my college units as well. That was always an influence of Street Fighter II in my life.

Full feature here

Platinum says making only original games is 'considerably difficult'

Coming from a Famitsu interview with Platinum Games CEO Tatsuya Minami...

“We used to have the idea that we wanted to be a studio that only made 100 percent original games. However, it turns out that only doing that is considerably difficult, and so now we take on various work."

This is why we've seen Platinum taking on other outside projects lately, including StarFox Zero.

Nintendo investor Q&A - Kimishima won't talk NX yet, explains mobile plans, Nintendo's strategy

Q1. More than a game, Miitomo could be called a communication-themed app. Please tell me about the remaining 4 titles due by March 2017.

Kimishima: Again, there are no limits on usage of IP for smart device titles. We must consider how to make and time console and smart device titles in order to achieve synergy. We are also thinking about developing things not linked to existing consoles. I think it’s extremely important because we’re Nintendo to connect smart device apps and console games in some form. The next title we’re making uses Nintendo’s character IP, so please look forward to it. We’ll announce it at the right time in the future.

Q2. Will games and apps from the 2nd title onward share release timing and business synergy on smart devices and NX, or when might that be?

Kimishima: First, we have no plans to talk about the NX today. I believe your question fundamentally has to do with NX. Our consoles include 3DS and Wii U in addition to NX, so future titles have to do with these platforms. However, we are planning new ways of on smart devices. We cannot announce any new information on the NX at this point, so you get this kind of answer. Please understand.

Q6. When Kimishima became President, you said you'd follow the existing strategy, but what would yours be? What'll you delegate? Any goals?

Kimishima: Yes, when I became President, I said that it was my role to continue the strategy established under the prior management. From this point, we need young people to come in as a new generation and give lots of new ideas. It’s important to create an organization in which they can thrive. To do so, we’ve established a system in which many people with potential can play active roles. It may be hard to see from outside the company, but our organization has changed greatly. We also want more game developers to become known, so we’ll be sending more out to be public-facing. As for strategy, our hardware/software game business is central, but we’re integrating smart device activities into our actual business, and will derive synergies between them. My Nintendo is an important part of that. We want to create connections with customers by having them become My Nintendo members. Also, although QOL wasn’t asked about we’re not at the stage for the sleep and fatigue [sensor] to become a product, so it won’t be released (as a product) by March. We do, however, think that we can do something in the area of QOL, so we will continue to consider expanding into this field.

Dodge Club Party heading to Wii U

A portion of a 4cr interview with dev James Montagna...

4cr: Let’s get this show on the road! We’ve been talking back and forth over the last semester about your new Wii U project, and it’s now time to share that information with the rest of the world. Sooooo, time for you to tell everyone about Dodge Club Party!

JM: There’s quite a bit of history to cover! As you might know, Dodge Club is one of the games in Dot Arcade. However, the concept of the game actually started as a project for Kokoromi, which is the collective famous for SUPERHYPERCUBE, a really stunning VR puzzler, as well as a bunch of experimental game showcase parties over the years… one of which was in 2007, where Dodge Club premiered. The theme was experimenting with resolution, which I took as a challenge to make a game as tiny as possible. I ended up with this super small and intense 8x8 pixel game experience.

A few years later, there was an unusual opportunity to take over a local bar for a night… so I decided to make a social installation and throw an event around it, expanding on the prior concept. Any excuse for a party, right? So, this was the start of Dodge Club Party, a four player version of the game that would have players bumping into each other, scrambling to avoid a fast fireball, and competing for the best score of the night… all in a 16x16 pixel arena! It honestly got pretty rowdy. [Laughing] But yeah, during development, I had to make the difficult decision to double the resolution since 8x8 was proving too cramped for multiplayer… but in the end we had a great time with the result, and the event just ended up being a ton of fun for everyone. From there, the game toured at a number of venues like night clubs, art galleries, and festivals. But Dodge Club Party has never been available to experience outside of those select exhibits!

Full interview here