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Igarashi goes over Bloodstained: Ritual of the Night franchise plans, says he "didn't expect [the Switch port] to be as bad when it was released."

Neither did most of us, Iga

Bloodstained: Ritual of the Night is finally out, but it wasn't exactly a smooth road to release. A number of different issues cropped up, which lead to push-backs and more. Even now, work continues on the game in order to get it up to snuff. In an interview with Game Informer, Koji Igarashi goes over what he found to be the hardest part of the whold project.

"When you're working with an outsourced studio, it can be difficult to match the quality line when things changed. With Bloodstained, we would first share our goal with the outsourced studio and make sure we both agree and determine the necessities, but even with proper planning it's difficult to reach."

Igarashi continues to be quite blunt during the interview, stating that he "didn't expect [the Switch port] to be as bad when it was released." Once again, we hear that WayForward is back in the picture to smooth things over and get the game up to snuff. They're even working on an enemy that was cut from the game, which is "a very long and serpent-like creature."

Igarashi ends the interview by reiterating plans to turn Bloodstained into a franchise, using this console outing as "a starting ground for the next step," going on to say he's interested in crafting "more games of the genre with different world settings."

Konami discusses what was important to keep in moving Contra from 2D to 3D with Contra Rogue Corps

Keeping Contra Contra

Contra: Rogue Corps is the latest installment in the Contra franchise, and while it's not the first to take things into 3D, it's certainly a deeper dive into the third dimension than previous installments. In an interview with DualShockers, executive producer Nobuya Nakazato explains what elements had to be kept from the series' classic 2D installments to make sure Rogue Corps felt like Contra.

What I wanted to keep from the other Contra games was that Contra has been easy to pick up, easy to control, and lets you have fun from the very beginning. You feel great when you are playing the game and shooting around at the enemies. That is something that we tried to keep when switching the game to 3D.

Konami says Contra could return to 2D, but it would have to innovate

2D Contra could happen again

Contra: Rogue Corps is heading to Switch in just a matter of days, and it's another entry in the franchise to bring the game into 3D. Does that mean going forward, all installments are going to take the 3D route? That's not necessarily the case, says executive producer Nobuya Nakazato. Here's what he had to say about the potential for new 2D installments in an interview with DualShockers.

“Yeah, I love the old 2D games as well and I’d love to make new ones, but just modernizing the graphics, upgrading the graphics, and creating something new in them would not be the right way to do it, in my opinion. I’d have to come up with a new innovation and maybe change a bit of the genre and then I can start working on one of those.”

Konami explains why it took so long for the Contra franchise to return

The stars aligned

Its been quite some time since we've seen the Contra franchise, but that's all set to change with Contra: Rogue Corps. That title is set to launch this week, but why on earth did it take so long for the series to return? NintendoEverything asked director Nobuya Nakazato for an explanation, which you can find below.

“It was very hard to kick off the project just because we needed to find the right kind of momentum and timing. Obviously I really wanted to make another Contra game. I’ve been really pushing – I just couldn’t find the right push, and couldn’t get approval for such a project to do it out of the blue.

Also, one of the difficult things is finding the right team to work on such a game, and even just the staff and resources we have at the time, but what really pushed forward with the project was… one of the things that was very memorable to me was working on Contra games, and I know the series well, and so I figured who else would be worthy to create the next Contra game? And that’s why I wanted to contribute all of my talent and history on the series and make it come to life.”

Miyamoto asked Aonuma to make a Zelda game with Super Mario Maker-like gameplay, which lead to the Chamber Dungeons of Link's Awakening

It's all thanks to Miyamoto

We've heard Eiji Aonuma say countless times that the Chamber Dungeons in The Legend of Zelda: Link's Awakening on Switch are the whole reason the game was remade. Now we finally have some more details on how things lined up. In an interview with IGN, Aonuma reveals that it was a request from Miyamoto that set the wheels in motion.

"I talk to Mr. Miyamoto regularly about ‘the next Zelda game,’ and one time, he asked me if I could come up with a game that features Super Mario Maker-like gameplay, but for Zelda. We talked about how a game like this for Zelda would have dungeons, but it’s generally quite difficult to devise the logic needed to solve them. So we gave some thought into a more approachable style of play where you have to think about how to arrange parts that already have a solution to create a single dungeon, instead of allowing players to create complex arrangements like in Super Mario Maker 2, and that’s how we created the Chamber Dungeons for this game.

Given that the Chamber Dungeons feature is based on using rooms that already have a solution, we went looking for examples from existing titles, and found that the dungeons in The Legend of Zelda: Link’s Awakening would be the most suitable, because each room is usually the size of a single screen, and seen from a top-down view this makes their layout easy to understand. A critical part of the Chamber Dungeon gameplay is understanding the original dungeons before arranging your own.”

Celeste dev shoots down sequel plans, discusses why they went with free DLC, and talk about nearing 1 million units sold

Celeste is close to hitting a million!

Celeste is topping the Switch eShop charts once again, thanks to a limited-time price, and the addition of free DLC. Many were surprised to see the addition of the 9th chapter was free, as it's quite a sizable bit of content. In an interview with IGN, developer Matt Thorson explains why they went with free DLC, while also shooting down plans for a sequel.

First of all, we really should be charging for it. We don't like setting expectations that expansions of this size should be free. We want to be clear to our audience that we're only able to release this for free because we're in a very fortunate position right now, and that this really isn't a reasonable thing to expect from any developer, including us, in the future.

Early on we decided that charging for Chapter 9 would force us to approach it as a new "product," which would constrain us in some ways that didn't feel right. There's some design decisions that would've had to change. So it was just the best decision for the project, and we're very grateful to be in the position where we could do it this way.

And as for Celeste 2, we really don't want to make a sequel to this game. Maybe in the future we'll change our minds, but right now we don't know how we'd do a sequel justice. And besides, we're way more interested in making something new for our next full release.

Wondering how well Celeste has done for the dev team? Turns out the game is coming up on a very important goal.

I don't have an exact up-to-date number, but I know we're coming up on a million copies soon. Which is unbelievable to us.

Street Fighter 2 developer looks back on how adding the mechanic of blocking was a controversial one

"So you basically never die?"

Akira Nishitani is one of the developers who worked on the original Street Fighter 2, which is still used as a blueprint for the series today. It birthed many of the mainstay mechanics, including that of blocking. Believe it or not, Nishitani says the idea of blocking caused quite the controversy back in the day, even if nowadays it seems like an essential inclusion.

"So what I was told by others was, 'So... if you block, you never die.' You know the shooting game R-Type. It has something called 'Force,' which basically makes it invincible to attacks. So people told me, 'Oh, it's like that? So, you basically never die?' And I did think it was dangerous too.

Those who win are those who are good at blocking. Ever since the mechanic was incorporated in 1992... It's profound. Because if you only block, you're just weak. But here and there, with block, you can deal with things without losing health. My impression of fighting games is that if you're good at blocking, you're strong."

Spiritfarer dev sees the game as a way to unwind

We'll all float on

According to the official description, Spiritfarer is a cozy management game about dying. Not exactly a warm and fuzzy topic, is it? Just what in the world do the developers expect you to get from the experience? According to a USGamer interview with art director Jo-Annie Gauthier, Spiritfarer is meant as a way to provide relaxation for the player.

"The way I personally see it is, it's meant to be a game where you've had a long day at work, you have half an hour to kill or you just want to unwind. You can just boot it up and start from wherever you left off. You're not going to be penalized for not logging on for a week."

AI: The Somnium Files' director discusses how the game came together

A one-of-a-kind adventure

Kotaro Uchikoshi, the man behind the 999 series, has just released AI: The Somnium Files. While it's not a sequel to his previous titles, it certainly has the same feeling and vibe. In the video interview above, you can see what Uchikoshi had to say about the game's development, as well as what he was striving for with the experience. Make sure to click the closed captions button to get the English version.

Gearbox says "never say never" to Borderlands on Switch

Would you like to see one of the Borderlands games come to Switch? Randy Pitchford himself had previously said that he'd love to see it happen, but we never heard of any concrete details. Is there still a chance it could happen? According to Gearbox's Paul Sage, it's not out of the question. W hen he was asked about the potential for the series on Switch, he answered with a simple, "never say never."

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