Login

DotEmu found the Switch very easy to work on

Coming from a SourceGaming interview with Cyrille Imbert, CEO of DotEmu...

SG: What was it like to work on the Switch?

CI: It was very cool, very easy. Right away with Nintendo of Europe, when we talked to them about Wonder Boy they were interested, and then they came back to us and said “hey, would you like to work on the Switch?”, and we were like “yeah!”.

Get Even devs intrigued by Switch, say port would be up to the publisher

Coming from a WCCFTech interview with Game Director Arthur Fojcik...

W: Finally, what do you think about the Nintendo Switch? Would you consider a port there for Get Even, or perhaps one of your next games?

AF: We were too busy with Get Even to research this market. Still, we are very intrigued by how this platform is doing. The decision about porting Get Even on specific platforms is in the publisher’s hands, but new games? We will keep our minds open.

____________

For those wondering, the publisher behind Get Even is Bandai Namco. They certainly seem keen on supporting Switch, so perhaps this port has a shot at happening.

RiME dev says it's too early to talk sequel, but they have ideas

Coming from Tequila Works...

We have ideas on where to go with the sequel but it’s too soon for that. We just released RiME! They say an end is a new beginning... Because of the poem “Rime of the Ancyent Marinere”. Although subtle, there are ties between it and RiME but you need to play the game until the end to connect the dots… However if we wanted to sound cool we would have called it “RiMEY McRimeFace”.

Capcom COO offers praise for Switch, deciding on how to support the system

The following info comes from NeoGAF user zeromcd73 and Garou, who translated a recent interview with Capcom president and COO Haruhiro Tsujimoto...


- Uses his own primary school daughter as an example of a child who never wanted a home console before but wants a Switch
- The important thing regarding Switch for software makers is what they users want
- Cites the DS/Wii as examples of hardware with explosive hardware sales that at the start of their cycles did well thanks to Nintendo showing others how to make games fitting of the hardware, while third parties originally struggled on these platforms and didn't sell very well
- Capcom aims to develop many different things for different hardware and is currently researching
- ''As for the Switch, in May we will release USF2 and we will plan our support while looking at the situation [of the platform].''

Project Rap Rabbit devs discuss the rap-battle gameplay element

A portion of a Siliconera interview with Masaya Matsuura of NanaOnSha, and Keiichi Yano of iNiS J...

S: That rap-battle element of Project Rap Rabbit is quite ambitious. What was the seed behind this more involving back-and-forth system?

Yano: We wanted to create something that was new and fresh but at the same time familiar. We didn’t just want to focus on rhythm mechanics, but we did wanted to look at other types of mechanics that would be valid for a new type of music rhythm action game. As we were thinking about what the storyline would be, there’s a lot of messages we wanted to put in that, so we thought rap would be the perfect vehicle for that. Not to mention, obviously, a lot of people can look back to PaRappa as part of that lineage.

I think between those two elements is why we ended up settling on rap, and it allowed us to really think about “what rap really is” and what goes on in the minds of rappers when they’re actually doing it. That whole exercise of thinking about that is how we landed into this unique gameplay that we developed. It’s very interesting, and it’s different because it’s not just so focused on the rhythm. That’s where we’re seeing a lot of excitement on the idea.

If you’ve ever seen a freestyle rap battle, you’re kinda queuing off of each other. You’re listening as well as emoting, and as Matsuura-san mentioned earlier, that call-and-response mechanism was originally in PaRappa as well. He’s always had the idea that musicians don’t just play music, they’re listening to the music at the same time as they’re playing it. And that was an important concept for us to incorporate into this as well.

Battle Sports Mekuru launching overseas this Summer, devs won't say what game inspired their work

USgamer: What was the inspiration for Mekuru? How long has it been in development?

Senri Tsunokawa: There was one game that directly inspired us, but I'm not sure it's OK to mention its name... it was a game [title redacted by request] released overseas a while ago, and it was the big inspiration for us. As for the length of time it's been in development, we started in October 2017, so it's been about seven months.

USG: Do you have a target release date for the game?

ST: Right now the only thing we can say for an overseas release is "this summer."

_____________

Later on in the interview, we hear both Bomberman and Splatoon discussed openly, so those games aren't the inspiration. I would love to know what the game is! Anyone have any guesses?

SEGA looks back on how anything would sell on Wii regardless of quality, talk success of Mario & Sonic series

Coming from a GamesIndustry interview with former SEGA Europe COO, Jurgen Post...

"The Wii platform, ten years ago, was so successful and anything you launched on it was selling. Even with some lesser qualitative stuff, you were able to be successful. But that was all changing and you could only sell quality products. We had Mario & Sonic back in those days, and that game was selling so much that a number of other titles could afford to underperform. But when the sales of Mario & Sonic, and the Wii in general, began to slow down, it became very visible that we had to change."

Well there you go right there. "Lesser qualitative stuff" means shovelware, and the now former COO of SEGA Europe isn't afraid to come out and say that. He may say it in a more polite way, but we all know what he's saying.

Project Rap Rabbit devs explain why the Switch stretch goal was initially so high

A portion of a Gematsu interview with Masaya Matsuura and Keiichi Yano...

G: The goal for the Nintendo Switch version dropped from $4.95 million to $1.5 million, so could you speak to the thinking or reasoning behind that decision?

Yano: “What were you thinking!?”

G: No no, not that at all. (Everyone laughs.)

Yano: “It was pretty simple. First of all game development is, contrary to popular belief, a very expensive endeavor. When we first set our stretch goals, we designed it to have certain types of features; we wanted a full-featured game. The first thing to understand is that at our base level, where we’re shooting for right now–$1.1 million– is we want a good, full-featured game that everyone can be happy with and where we are not cutting corners or doing anything like that.”

G: Not like episodic or something?

Yano: “No no no, we want it to be a full game. On top of that, we had a whole bunch of features we wanted to put in but we just couldn’t do at that level—kind of bonus features. Then add we added them up, and then put the Nintendo Switch version on top of that, that’s how that came to be in terms of where the level is. The community really shouting for a Nintendo Switch version has been very clear to us. (Laughs.) We really appreciate our fans, so we want to make sure that we’re giving them, to some extent, what they want as well. So what we did internally is we revisited how we would approach this, and I think a lot of the misunderstanding here was that, if you look at the stretch goals we used to have, we have all these features and all these stages, and then on top of that for an extra four or five hundred thousand, you got the Switch version. So we weren’t actually charging $3.5 million or anything like that just for the Switch version, it was all the things that came before that that made up the cost. Then we decided to prioritize Switch and thus did a lot of planning in terms of how we could do that. The biggest realization was, ‘if we don’t have to port over all of the features that are in the stretch goals to Switch, then the porting to Switch could be done for a little cheaper than we had planned for.’ That’s how we were able to get the cost down and subsequently get it down to a stretch goal that everybody could be happy with.”\

RiME devs share their Switch impressions, discuss the challenges of the port

The following comments come from the RiME dev team, and pertain to the work being done on the Switch version.

We think the Switch is fantastic. It comes very close to being a dedicated console that you can take with you on the go, which is what many of us immediately started daydreaming about when we first heard about the Wii U.

There are certainly some concessions to be made for the hardware, but the mobility that you get in exchange is nothing to scoff at. Keep in mind that RiME is a very personal experience. Being able to move from room to room to allow yourself to get lost in its beauty comes in handy.

There also seem to be more companies supporting the Switch than its predecessors. That made it much easier for us to get started on development. If this support continues, we're optimistic for what the future of the Switch might hold.

We're currently reworking a lot of the content in the game to make it more appropriate for the Switch SKU. So far, we've managed to keep the visual impact to a minimum. RiME's unique art style has made it easier to make this possible, but it's still a big challenge for any development team.

Our goal is quality, and we have to walk the tight rope between performance and visuals. We think we have a path forward from here, and we're optimistic that players will love being able to take RiME with them when they're on the go.

The most challenging aspect of working with the Switch was simply learning what the correct approach would be. It was brand new hardware to all of us (as with most developers). We had to try a few things, learn what did and didn't work, then chart a path forward based on our findings.

Now that we've answered those questions, development is moving along splendidly. Once we make a little bit more progress, we should be comfortable projecting a release date and sharing that with you (and everyone else)! Thanks for your patience, and we hope to have more soon.

Cat Quest devs share why they're bringing the game to Switch

A portion of a GamingTrend interview with Desmond Wong, CEO and Artist for The Gentlebros...

GT: In addition to PlayStation 4, PC, and mobile devices, you recently announced that the game would have a Switch release. What made you decide to port the game to the console?

DW: We always wanted to put our games on a Nintendo system, so it wasn’t so much of a ‘did we want to?’ and more of a ‘will Nintendo let us?’. Fortunately, we managed to snag a meeting with Nintendo with the help of Digipen, and after seeing the game, Nintendo loved it and asked if we wanted to bring it to the Switch too. Of course we said yes!