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Minecraft creative director says he "can't imagine there will ever be a Minecraft 2"

Spin-offs, but no sequel

Minecraft is one of the most successful games of all-time. The game is continually updated with new content that keeps players coming back for more. One thing we haven't seen is a true sequel, which is usually a given for successful games. According to a Game Informer interview with Minecraft’s creative director Saxs Persson, it seems unlikely that that sequel will ever come.

“I cannot imagine there will ever be a Minecraft 2. We've done a lot of soul searching. Unequivocally, we're the Minecraft studio, and we've chosen to embrace that. But we have, over time, realized how flexible the envelope of Minecraft really is ... We've always been passionate about making more than a single game, but we never wanted to do a sequel. We're much more interested in taking that spark of creativity and applying it to other genres within the universe of Minecraft.”

Minecraft Dungeons developer explains why the game was delayed

Making sure it was up to snuff

The original plan for Minecraft Dungeons was to have the game out in April, but that plan was scrapped at the end of March. Wondering why the game got pushed back to May 26th, 2020? Executive producer David Nisshagen explained in an interview with Eurogamer.

"We could probably have made [the old date] but that probably felt uncomfortable - partially for the team and also for the players, who we couldn't guarantee would get a good, fun game. So by taking this little extra end time, we'll have a better end product and happier team which can take pride in it."

Minecraft Dungeons executive producer explains the game's lack of building and destructible environments

It's all about adventure, exploration, and combat

Minecraft has been one of the biggest phenomenons in gaming over the last 10 years. It's reached hundreds of millions of players, all of which have spent countless hours building amazing creations and digging down deep into the earth to see what's hiding. That's why some might find it strange that the upcoming spin-off Minecraft Dungeons doesn't feature building or destructible environments.

Wondering why the team decided to move away from those features? Kotaku talked to executive producer David Nisshagen to find out.

“This was a conscious design choice, as we wanted to offer an experience that differs from the Minecraft survival mode, and plays a little more like adventure maps play in Minecraft. We wanted to focus on the adventure and exploration themes in Minecraft, and that also means we focused on the combat. There is an element of creativity in how you build your character, though, and the many various combinations of equipment and enchantments you use at any given time.”

Check out Lena Raine's new tracks for Minecraft as she details the most challenging part of the project

More magical Minecraft tunes

As was announced yesterday, Celeste composer Lena Raine has composed three new songs for Minecraft. Today we get to hear those tracks, and also learn about the most challenging part of the project for Lena. First up, sample Lena's tracks below.



Lena shared her thoughts on the most difficult part of this project in an interview on the official Minecraft site. Check out her comments below, and then click over for the full interview.

I think one of the most intimidating things about coming into any existing game is that there have been years and years of experiences players have had with it, and so suddenly introducing something new can possibly feel like an intrusion into that space. And then take into account that it's Minecraft, one of the biggest games in the world, and suddenly I'm huddled in the corner of my studio going “Oh God, what do I do!?” But the most rewarding thing for me in contrast to that has been taking into account the legacy of the game and its music, and coming up with something new that I hope compliments it well, while also adding my own little flavor to the world.

Check out the full interview here

Todd McFarlane says he's talked to Epic about putting Spawn in Fortnite, but nothing is official yet

Where we Spawnin', boys?

Spawn is officially part of the Mortal Kombat 11 roster, but if creator Todd McFarlane has his way, the comic character will make his way to another popular franchise. In an interview with Comicbook.com, McFarlane says he's had discussions about the character making it over to Fortnite, but it doesn't sound like anything is official just yet. Check out his full comments on the matter below.

"We make the toys. So, I talked to the creators up there. And we've had the conversation. I showed them that it's not just Spawn, there's dozens of Spawns. Right? Between what's been in the comic book and what's been in the toy lines, right? Literally dozens and dozens of looks of which you could then do different skins for each one of them. Right? So, think about what they're doing with Mortal Kombat for one figure, right?

You got all these sort of iterations of it. So, yeah, I had the conversations with them. Might've been a little bit of bad timing because although they weren't able to say at that point, soon thereafter the Marvel characters came out and then the DC characters, so I go, 'OK.' You got to know where your place is in any kind of room. So, the big boys had gotten in the room ahead of me. So, maybe once all that enthusiasm goes down, they're looking for some other stuff, I think Spawn may be something that makes sense, depending on what's happening with Spawn out in the marketplace and other places will help drive it one way or the other maybe."

SMG Studio expands on why it was so important to make Moving Out accessible to all types of players

Fun for everyone!

SMG Studio have gone all-in on inclusivity with their upcoming "physics-based moving simulator" Moving Out. The game includes a number of features and options to allow players of all skill types and abilities to have fun with the title. In an interview with GamesIndustry, SMG Studio CEO Ashley Ringrose goes into detail on why theyt ook this approach.

"The goal for us is to allow anyone, of any ability, to play and enjoy Moving Out. Importantly, this means nothing is locked out to players who enable Assist Mode -- even trophies and achievements. This doesn't mean we tuned the main game to be super challenging and hard. We tuned it for fun, but for some it might go from 'fun' to 'argh,' so we give them the Assist Mode to stay having a fun experience.

We have a lot of parents in the studio, and when you try and play a game with a five to seven year-old it's a completely different experience compared with an eight to ten year-old, or a young teen. The same goes for those who don't normally play games or have less ability, so by adding the Assist Mode we're opening up the game for everyone."

James Marsden says Sonic the Hedgehog's movie success "feels great," is "very proud" the team listened to fan feedback

It turned out alright, didn't it

James Marsden plays the lead (human) role in Sonic the Hedgehog, and he does a fine job with it. Seems like Marsden had plenty of fun with the project, and he's more than happy it found success. He talks about the film's reception in an interview with Comicbook.com.

It feels great. It feels good, because this is what you'd always hoped for when you step foot into the project, and I thought we had a good script and a great cast and an excellent director and a good team. It was a rocky road getting through it. I think we liked the movie we were making, but it got to the point where we needed to pay attention to what the fans wanted. I'm very proud and happy that we did it, and it paid off. I think we came out right at the right time before the world changed, and we were a nice dose of like, "Oh, I remember how movies can be fun and family movies can be just as entertaining as anything." We got lucky, and also, on top of that, I feel like we just made a good product and I'm super proud of it.

UK retailer claims Switch shortage is pushing customers to purchase Xbox One/PS4

Customers grow impatient as Nintendo works to replenish stock

The Switch is either selling out or sold out in numerous parts of the world. Nintendo is working to try and get more stock out there, but it's slow-going. While they try to remedy the situation, customers are growing ever impatient.

In an interview with GamesIndustry, an unnamed UK retailer said that the Switch's stock situation is turning into a good situation for both Microsoft and Sony. The retailer mentions that some people who can't find a Switch are buying an Xbox One or PS4 instead, but not surprisingly, those platforms are in short supply as well.

NIS America associate producer talks about balancing the action and narrative moments in Disaster Report 4: Summer Memories

Everyone remain calm!

Disaster Report 4: Summer Memories certainly has its action-packed moments, but it's not an all-out action title the entire time. In an interview with NISA Associate Producer Alan Costa, we learn a bit more about how the dev team worked on pacing for the game.

There are never really moments in the game where you are just sitting and reading. But equally it’s not a traditional action game as most people think of it. If anything, I think it’s more akin to Quantic Dream-style games; you are moving around in a 3D space where the modeling is very realistic, but you’re not blowing up zombies or things like that. It’s very grounded in reality, in the choices you make and the situations they lead to. You’re always going to be moving, and there’s always going to be action around you, but it’s not an action game.

Biped's music director discusses the game's fusion of musical styles

Going for a Nintendo-like sound

The co-op adventure game Biped is making its way to Switch later this year, and it seems perfect for the platform. Not only does it have a vibe that fits in well with Nintendo's audience, it also is taking that approach with its soundtrack. Music director Koozer Zhang explains in an interview with NintendoSoup.

I would describe the music as quite special and unique. It’s a mixture of jazz, world music, electronic music and Nintendo style. It’s very challenging to fuse those different musical styles together, especially putting the world music elements together in those fun grooves with other elements.

I really like the music for the game. Thomas did a great job on the score. Experimenting with all the different possibilities and finding the right musical style we were going for was definitely a process. I think Thomas really enjoyed that process though. It was challenging, yet satisfying for him to compose this new style of music.

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