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New Super Lucky's Tale devs on cut content, sequel ideas, and Nintendo's enthusiasm for the project

Lucky indeed!
by rawmeatcowboy
10 November 2019
GN Version 5.0

New Super Lucky's Tale has come to Switch, and it's pretty much the definitive version of the original Super Lucky's Tale. That said, there are still plenty of ideas the team had to leave on the cutting-room floor, as well as thoughts on a sequel. In an interview with Nintendo Life, creative director Dan Hurd talks about all of that content.

We even had some early prototypes where Lucky had like a companion character, there's something I would still like to do there at some point, I think we got too complicated with it, but there's a really cool opportunity for that if we go into like a sequel or something from this title and those are the types of things I immediately look to.

How do we further refine the core of what we love about this, but really shake-up other pieces of that make it feel fresh and invigorating. I would probably like it a little less if it just didn't add that much to the core experience, cause then why am I spending time with it - I want our players to really experience something fundamentally new by the inclusion of that, so that's kind of the high bar we've set...for new moves or new characters, they kind of must add that breath of fresh air of the way you experience and approach the game.

Of course, this project wouldn't have happened in the first place without the go-ahead from Microsoft. As we've mentioned before, Nintendo was more than happy to see the game come over as well, which only goes to show how strong the relationship between Microsoft and Nintendo has been lately. Later in the same interview, Playful founder Paul Bettner and company president Mark Stanley talk about just how much the enthusiasm from Nintendo helped fuel their dev team.

We saw that energy and that passion the [development] team had to keep going with the Lucky franchise and we said okay let's just keep going, let's take that and put it into the product and keep evolving it and improving it

We met with Nintendo after that...we combined those superpowers with the energy Nintendo brought to it when they first laid their hands on the game, on the early builds of the game - they were so thrilled by it and that just energized us even more

And we felt that the Nintendo audience was such a perfect fit for a game like this, but we didn't know at the time how Nintendo was going to feel about that, and it has just been the most warm embrace by their team, they played it - they didn't know either, I think, but they sat down they played the game and you know they kind of just looked up and smiled, that's it basically. That was like the best feeling because they know their audience and they know the quality they expect of games, especially that they're gonna kind of partner with the developer directly to bring something to market and so having that embrace, it means a lot to us

[Link, Link]