Detective Pikachu's Sebastian would love to return for a sequel

Will Sebastian be back?

Omar Chaparro portrayed Sebastian in Detective Pikachu, and it seems like he had a blast doing so. In an interview with ComicBook.com, Mr. Chaparro discusses his desire to reprise the role in a sequel.

"I really would love to do it, because Sebastian I think has a lot of things to offer. [Sebastian was] supposed to sing a song...he was a big pop star in Ryme City...and for the timing or whatever, we decided not to. I think it will be a very nice opportunity to sing a song for the sequel and to spend more time with my Charizard, which I love."

YIIK devs accused of plagiarism, say the dialog in question was intentionally included

A tribute, or a step too far?

YIIK: A Post-Modern RPG players have caught on to a dialog section included in the game is actually ripped straight from After Dark, a book from novelist Haruki Murakami. The dialog is word-for-word as it appears in the book, which lead some players to believe that the content was plagiarized. When Ackk Studios was approached about the matter, they offered up the following explanation.

“YIIK does intentionally contain allusions to After Dark by Haruki Murakami! That book was an influence on the game and we wanted to pay tribute to it.”

The team went a bit deeper than that, explaining the whole thought process behind the included lines.

“The ‘Proto Woman’ character speaking the words from the novel is part of a distorted reality being presented to Alex; they’re not a character from the regular, grounded reality Alex believes he knows. A regular person would have been written to speak with the intention and knowledge that they were quoting a book. Instead, the role ‘Proto Woman’ plays is more like a pseudo ‘narrator’ of After Dark.

The idea is, Alex has read After Dark, and his fondness for the novel is seeping into his reality with vocal and physical manifestations calling his attention back to the passages of the book now living in his subconscious. In that context, we thought it would not be in-character for ‘Proto Woman’ to cite that their words hail from Murakami’s novel, since they don’t have the awareness that their words are actually an excerpt from a book.

Also, it was our intention for Alex to be utterly bewildered by the things that he’s seeing and hearing all around him. Certainly the YIIK player might realize these are words from After Dark, but we thought it would be difficult for Alex to consciously realize in that moment that he was listening to a direct excerpt of the novel.”

While we often see other pop culture tidbits referenced in games, it's not usually in the form of directly-ripped quotes. Going one step further, neither the book or its author are attributed anywhere in the game.

No DLC planned for Team Sonic Racing, team explains their decision to not include microtransactions

Bucking the trend

Team Sonic Racing is content-complete right from launch. There are no plans for DLC, and there are no microtransactions in the experience. Wondering why SEGA took this route? SEGA’s Aaron Webber explains in the blurb below.

“So there are two things I want to talk about for Team Sonic Racing real quick, because I think they’re important to talk about. The first is DLC. And there were a couple of options, and option one was to essentially take content and sell it as DLC later and that was not something that I think the team wanted to do. The team is in a case – and I kind of prefer this – which is just all the content that’s gonna be in the game is there right at launch. So we’re not going to charge you like 3 bucks later for characters that were cut out of the game or anything. It’s all there. And you’ll unlock everything as you’re going through.

The other thing that is a key importance are called the mod pods. And the mod pods are the way you unlock parts and customization and color pallets and all that in the game. This is a system that does not use real money, it does not use microtranscactions of any sort. And we thought that was really important. So it’s completely random and you earn the currency as you play the game. The more that you race, whether you win or lose, you’re earning this currency and you can cash that in through these mod pods which give you like boosts at the beginning of a race like Wisps or give you the car parts that you can then change and dye and all that.

We did not want to do the microtransaction route at all, and that’s why we’ve got this different angle, which personally I think is a lot better, but we’ll leave it up to you guys to obviously voice your opinions and hopefully everyone’s cool with that route.”

Team Sonic Racing producer explains why the game saw a lengthy delay

That pesky online code

Team Sonic Racing was originally going to launch in Winter 2018, but SEGA ended up pushing the game back all the way to May 2019. Why on earth was there such a sizable delay? Producer Takashi Iizuka answered that question in an interview with Siliconera.

“The biggest reason for the wait was because it took time to overcome problems with online races. Because people will not be playing it within the same network environments, with at most 12 players in one race this time, adjusting it was quite a large task. We kept testing the minimum network connection tests, which led to more debugging, and it took longer than we thought.”

To All Mankind devs talk game story, character pairing, sequel desires, and more

Yori gonna like it

The dev team behind To All Mankind recently shared a whole new wave of details on the game. Check out a summary of details discussed below.

- this game is more yuri (genre involving lesbian relationships or homoeroticism) than Kin-iro Mosaic, but less than Citrus
- the girls get touchy with each other, but don’t expect them to suddenly start making out
- despite having a post-apocalyptic setting, the game's story isn't depressing
- there's also no story twist where it turns out to be a horror game
- the game is coming to Switch due to the devs considering the budget, their goals, and the market
- releasing on more than Switch/PS4 would be too high risk, seeing as how it’s a new IP with niche themes
- the producer's recommended coupling are Erina Kashi (game otaku girl) X Yuyuko Oura (literature girl)
- the producer also recommends coupling for Kyouka Shintou (protagonist) X Isana Shouni (cooking specialist girl)
- all of the girls can be paired with each other, for 15 different couplings in total if you buy the DLC-only girl Shuuka
- the only character players get to control directly is Kyouka Shintou
- there is a hunger system, but none of the characters can die
- the game aims to present a more sentimental approach to gameplay
- preload is opening soon in Japan
- the game is set in Akihabara because it’s an iconic town for game and anime otaku
- Acquire is based in Akihabara, making it easy for them to recreate
- it’s an easy to navigate town, making it perfect for game design
- early on, the team hesitated a lot between Akiba and Ikebukuro, but ended up deciding on Akiba
- if the game sells well, a sequel might be developed, and it would only have girl characters again

The Great Ace Attorney fan-translation team discusses their work on the project

Any objections?

As much as fans wanted it, Capcom never localized The Great Ace Attorney. When fans realized that was the case, a select group got together to work on a translation of their own. In an interview with IGN, Rahky, the team leader over at Scarlet Study translation team, discussed some of the more challenging aspects of the translation.

"Of course, there is the occasional roundabout Japanese term or phrase that is a little difficult to make sound natural in English, but that's just an issue with translation in general. One example might be Souseki [character in fourth case] himself, once he gets into character his language gets much more complicated in Japanese once he realizes he's amongst native speakers. In particular... he spouts out some excited nonsense that were mostly ‘yojijukugo’ in Japanese, four-character phrases or proverbs that tend to carry a cultural meaning more readily understood by Japanese speakers but that doesn't really exist in English. That kind of stuff is weird to figure out sometimes, but sometimes discussing that stuff is half the fun."

Check out the full interview here

Blizzard 'super happy' with how Diablo III: Eternal Collection turned out, says it's "not ridiculous' to assume more Nintendo collabs are coming


Many fans were surprised to see Nintendo and Blizzard team up for Diablo III: Eternal Collection, as Blizzard hadn't done anything for Nintendo platforms in years. In an interview with GamesBeat, Blizzard boss J. Allen Brack talks about how the collaboration went.

GamesBeat: Speaking to platforms, you released Diablo III on Switch not too long ago. I really enjoyed that version. What was it like to work with Nintendo on that? Are you happy with how that came out?

Brack: We’re super-happy. Nintendo’s been a great partner. We’re a fan of that platform, a fan of Nintendo, a fan of the Nintendo IP, a fan of the Switch. It’s a really good platform and it’s really fun to play on. Different games have come about that are good experiences. Part of it is Nintendo love, plus thinking that the Diablo experience would be great on that platform. I’m glad you enjoyed it. I loved it.

That's all well and good, but what about some other collaborations with Nintendo and Blizzard? Could they have more content on the way? Here's what Brack had to say on that front.

Brack: It’s not ridiculous. We’d like to have — we think of it as another platform. It has some unique properties that the Xbox and Sony platforms don’t have. Thinking about what games make sense for that type of console is something we’ll never stop doing.

Former BradyGames and Prima guide writer discusses how long it took to write guides for Banjo-Tooie and Super Mario Odyssey

One of the most grueling game industry jobs there is

Doug Walsh spent 18 years writing video game guides for both BradyGames and Prima, and he oversaw a ton of titles in that time. In an interview with Kotaku, Mr. Walsh discusses how guide-writing changed over the years.

Back in the PS2 era, guides would rarely take more than three or four weeks to write. The books were shorter—typically less than 160 pages—and so were the games. My very first time on-site at Nintendo was for Banjo-Tooie. The book was 144 pages and we wrote it in two weeks. Compare that to our Super Mario Odyssey guide which was 352 pages and took nearly two months. Those shorter games (and guides) meant we could get started later in the development process, typically after the games had “gone gold.” And BradyGames, who I started writing for in 2000, only needed the text from me a month before the game’s release.

Tetris 99 devs discuss the idea's inception, development time, and why they didn't go with 100 players

Perfectly balanced...

4Gamer has published an interview with the team behind Tetris 99, and a number of interesting details have been shared. Check out a summary of the info below.

- development for Tetris 99 started in April 2018
- this was when developers figured out what kind of Tetris game they wanted to make
- after the concept was decided, development went into full swing, and a prototype came together by October 2018
- development took about 10 months
- the inspiration for Tetris 99 came from the Battle Royale genre
- the developers were really excited about the idea, with some stating they wanted to “make this” and “play this”
- Tetris 99 was originally going to have 100 players, but they changed it to 99 in order to have an even number of players on both sides of the screen

Sakurai goes over Smash Bros. Ultimate's 3.0.0 update, talks about goals for the game, and having fun with user-created stages

Sakurai is getting a kick out of what players are creating

Sakurai's most recent Famitsu feature dives into details on Smash Bros. Ultimate's Version 3.0.0 update. Check out notes from article below, translated by PushDustin.

- the sharing aspect took the staff extra time to prepare because of the testing and debugging
- Sakurai didn't want a game where only the winners of battles can have fun, so he didn't want Smash to just have fighting
- Sakurai's three goals for Smash Bros. Ultimate were "Fighting," "Sharing," and "Fighting Together"
- "Fighting Together" is something that was difficult to implement
- fighting with 4 players online, using the CPU, and 4 player Spirit Battles were decided, but there were limits
- Sakurai has checked out some user-created stages and is having a good time, and some of the ideas have him laughing
- Sakurai is looking forward to seeing the movies that the community creates
- Sakurai asks everyone to follow the rules and community standard