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Attention!

PSA: This might be a good time to remind everyone that you can filter stories here on the site, especially if you are hoping to avoid spoilers of a Hyrulian nature. This is available only to registered members.

Edit Profile > Custom Filters > Games Type "breath" or other keyword to find a game, and make sure it says "Exclude".

Bam. Media blackout on that until you tell us otherwise.

FAST RMX - HD rumble discussed, price revealed

A portion of a Nintendo Life interview with Shin'en...

NL: HD Rumble is an impressive new feature on Switch, can you tell us how that's implemented in FAST RMX?

S: HD Rumble is really cool. I think FAST RMX is one of the first games at all that makes use of it. HD Rumble gives you the impression you are really 'on the track'. You feel when you bump into something, and you really feel 'where' it happened in regard to your vehicle. You could even try to close you eyes and play blind just by that feedback. You also recognize just by HD Rumble feedback if you drive over a jump-pad or if you get propelled by a boost-pad. We think its really something novel and thats a lot to get more immersed.

NL: Do you have release details to share?

S: We are happy to announce the price for the game here at Nintendo Life. FAST RMX will cost only 19.99 USD/EUROs! Grab it at launch!

Nintendo UK on Switch availability and approaching promotion

These snippets come from a MCV interview with Nintendo UK General Manager Nicolas Wegnez...

On pre-orders and availability on day one
''It’s true pre-orders are very strong but we still expect Nintendo Switch to be available at some retailers on Day One. We do expect shipments to steadily come.''

How they plan to promote the Nintendo Switch
''We have seen that having hands on with Nintendo Switch really does help people to understand its appeal. This is even more true when you can experience how to switch between gameplay modes, use the Joy-Con in different ways or, yes, feel that surprising ‘HD Rumble’ feature.

For all the above, we are working on sampling plans to try and get Nintendo Switch into as many people’s hands as possible. However, living in this digital era we recognise the significance of online tools, therefore we have a comprehensive range of online assets for all our e-commerce partners to embrace.''


Door is "certainly not closed" for Mass Effect Andromeda on Switch, will be considered if the platform succeeds

The following comes from Mass Effect Andromeda producer Fabrice Condominas...

First, we were too deep in development to focus on a new console. Secondly, the door is open, we have nothing against the Switch even if we have nothing for the Switch. If the Switch is a significant success we will revisit that. So the door is certainly not closed, it just wasn’t the right timing for us.

I am a big fan of the series and would love to see the latest entry come to Switch. I'm going to guess that it won't happen, but at least the producer is playing nice for now.

Nintendo on Switch core concepts, new installments in old IP, reaching Wii consumers again

Coming from a Verge interview with Nintendo's Shinya Takahashi and Yoshiaki Koizumi...

Koizumi: “When we were working on the early development of the Nintendo Switch, one concept that was very important to us was how do we get people together to have a good time. Whether you’re playing poker or blackjack, you’re going to be making eye contact with other players. We like to think of this as being integral — core to Nintendo’s DNA. The same DNA is even flowing through the Switch.”

Takahashi: “Certainly Nintendo has our long-time fans who are looking forward to new installments in our IP like Zelda, Mario,. and of course we’ll continue to make new games for those fans. Nintendo is an entertainment company first and foremost.

The ability to pick it up and hand it to someone else was a very important part of the hardware. We began to look at how can we leverage these technologies to create new experiences that will appeal to that wider range of ages and a wider range of interests than even the Wii audience had.

One of the things we’ve continued to consider for a long time is how we can give an audience that played Wii another opportunity to come into contact with Nintendo software. Adding this level of freedom to a game console means more people will see it in use. They’ll have more opportunities to have contact with games in general.”

Atooi has an unannounced game coming to Switch

Thanks to Jacksaw for the heads up!

Aonuma reveals his top 3 favorite Zelda games, and one he thinks is underrated

Coming from Eiji Aonuma...

3. The Legend of Zelda: Twilight Princess

"Twilight Princess, because I wanted to create something better than Ocarina."

2. The Legend of Zelda: Ocarina of Time

"Ocarina of Time is a game that gave me the opportunity to create a 3D world."

1. The Legend of Zelda: Phantom Hourglass

"This is something my wife also likes, Phantom Hourglass. That’s number one. I was developing Twilight Princess, and the goal for that was to make something better than Ocarina. But then that game was something I proposed as a new style of gameplay, and I was a producer on that game for the first time, so I have a lot of sentiment for it."

The Most underrated Zelda?

"The Legend of Zelda: Tri Force Heroes. I wanted the users to play a little bit more of that game and have that experience. I love that game."

Aonuma discusses his biggest challenge in creating The Legend of Zelda: Breath of the Wild


Question: What was the biggest challenge encountered when developing this game?

EA: The most difficult thing was to create such a massive game. It was the first time we were making such a big game, and when we started, we actually thought it would be impossible. To create this huge world, we needed a big development team. To build this world, we had to start from a base, and then add new elements little by little. What took the most time was setting up a work environment adapted to such a big development team, but also build the game engine.

Go! Go! Kokopolo 3D dev talks sequel's long development, EU/AUS plans

A portion of a Nintendo Life interview with Tanukii Studios' Keith Webb...

NL: This sequel has been in development for quite some time: can you talk a little about that process and provide insight into the nature of its extended development cycle?

KW: Yep, we did begin the development process a good few years back, but, as always, life gets in the way, and both myself, and the programming team, had to take other jobs to keep us ticking over whilst we worked on this in the background – evenings, holidays and weekends, that sort of thing. To cut down the dev time, we pondered just creating a simple, no frills port of the original, but I really wanted to include brand new content and create something special for the fans!

NL: Was there any point at which you were concerned the game wouldn't be completed?

KW: In the back of my mind I always knew it would eventually be completed, as the chance to bring it to the 3DS was too great an opportunity to miss. My main concern was that the 3DS would have been completely phased out by the time it was finished, but thankfully that hasn't been the case! It looks like the 3DS still has a bit of life left in it these days, with several exciting titles coming down the line, so it's still a relevant and exciting piece of hardware. The Switch doesn't appear to be a direct competitor to it either, just yet, so there's plenty of opportunity for both to co-exist in the immediate future, which is great news for everyone!

NL: We have a North American release date, but do you have an update for those in Europe and Australia?

KW: We've just submitted those versions to Nintendo, with the appropriate age rating approvals, so hopefully we'll have something to announce in the next week or so. I reckon it'll be an early March release for those territories, but I don't want to confirm just in case Nintendo have other ideas… We've got a little bit of text localisation to complete for the Japanese version, but it should also be ready to release over there pretty soon, once we've got the translations in.

Ultimate Chicken Horse devs unsure of what Switch features the game will take advantage of

A portion of a JustPause interview with Endeavour Games...

JP: Will Ultimate Chicken Horse take advantage of the ability to split up a Joy-Con set for local multiplayer gaming?

EG: We’re hoping to, but we haven’t gotten far enough in playing with the development kits to know the limitations of it. Those kinds of features will depend on how our game engine, Unity, cooperates with the Switch architecture and what we have the time / ability to do.

JP: Does the team plan on adding in other Switch-specific features such as support for HD Rumble?

EG: This is the same as the previous answer, I think we’d like to use all of the new features but don’t want to promise anything yet in case we discover some technical hurdles that we can’t overcome.

GameStop seeing "tremendous demand" for Switch, says "response has been amazing"

The following comes from Eric Bright, senior director of merchandising at GameStop...

“We’ve seen tremendous demand for Switch and of the initial allocation of pre-orders we took, the majority of them were done by PowerUp Reward customers. They’re definitely looking for this device. We have a ways to go before we satisfy all the demand that’s out there The response has been amazing.

They’ve taken a lot of franchises like Zelda and Mario that were popular in the Wii days, gave them HD graphics, and created a system that can be played on your TV and is portable as well. Those are two big technology changes for games that didn’t exist before.

The Q1 launch is one of the smartest moves Nintendo could have done. Instead of pushing units out during the heaviest time of the year (in Q4), this allows them to build a base. So by holiday, we can focus on games. There will be millions of people who will be hungry for content, creating a richer development cycle for game publishers who will have an install base to support titles. This also will take some of the brunt off of Christmas and enable Switch to be better stocked at stores.

Nintendo has learned from the mistakes it made with Wii U because there’s a wide assortment of third-party games from developers like EA, Ubisoft, Bethesda and Take-Two, as well as first-party Nintendo titles like The Legend of Zelda: Breath of the Wild, Super Mario Odyssey and Splatoon 2.

The variety of indie games for Switch is one of the brilliant things Nintendo was able to do,” Bright said. “Any new console launch is all about software and content and providing people a huge variety of games. Indie developers will only expand how many consumers adopt Switch and expand the age range. We see this appealing from the hardcore gamer down to the overall family gamer.

The biggest win for the customer is they can make their own choice with games. They can pick which of the games they want to pair with the hardware they’re buying—whether they’re Zelda fans or 1-2-Switch. From our sales perspective, we’re seeing incredible demand. We’re pleased with the Switch attach rate. People are not just buying one game. They’re buying multiple games.

We’re looking at which stores, but you can expect to see all sorts of events throughout the year as we educate the customer on this launch. We’ll also have incredible launch day activities on March 3. Customers are going to easily be thrilled with the fact that it’s something you can play with anyone in the house because it has that Wii playability.

We’re no longer purchasing Wii U units, although customers can come in and pick them up pre-owned. That’s mainly because it’s no longer being made available to mass retailers. Nintendo and ourselves are fully engaged in the new hardware line-up."

Bright also talked about the interest in the NES Classic Edition...

“We’re still seeing incredible demand for the unit. There’s no slowdown, and we don’t see that stopping. We see that continuing for some time.”