Zelda: Symphony of the Goddesses producer looking to do a Mario symphony, says a Smash Bros. symphony is "too complicated"

Coming from a GamesIndustry interview with Zelda: Symphony of the Goddesses producer, Jason Michael Paul...

"I recently put together a really nice proposal for a Super Mario symphony. And we'll see. Hopefully it will stick. I also had another concept called Super Smash Symphony, but that's not going to happen. It's too complicated."

Could you imagine all the legal red tape you'd have to cut through to make a Smash Bros. symphony happen? The Nintendo portions are easy enough, but any other characters included in the games would probably result in a nightmare of legal clearances. While it's a bit sad to know a Smash Bros. concert may never happen, we can at least cross our fingers for the Mario proposal!

10tons discusses their major push for Switch support

A portion of a Miketendo64 interview with developer 10tons...

Miketendo64: Well, given the fact you guys are heavily supporting Nintendo’s latest home console due to all the constant releases, you guys must think a lot of the Nintendo Switch, in your own words, what are your feelings?

10tons: Switch is a great platform overall and an especially good fit for our titles. As we’ve always been a multiplatform developer, even supporting mobile for a number of years, there’s a certain way we develop our titles. We aim for relatively low technical performance needs, so we won’t have huge issues in that regard when bringing our titles to mobile.

We obviously can’t support the low end of mobile, as we need a certain level of graphical finesse to have our titles look great on a TV. Switch stands right in the middlepoint of these worlds, and even combines them by supporting both console type gamepads and mobile type touch screen! So if there’s a category of devices that our games were made specifically for, it’d be Switch and PS Vita. Sadly Vita’s hardware is aged by now, and we won’t be able to support it for long.

We’ve also been very pleased with the developer tools and publishing services Nintendo has provided for Switch developers, all of that is just very good. PS4 and Xbox One appear very similar to us in pretty much every regard. The hardware is practically identical, the publishing experience is very similar on top level, financial performance is very similar, marketing opportunities and challenges are similar and audiences are similar.

What sort of worries us, is the discoverability challenge. PS4 is flooded with releases, and the store team has taken steps to increase the feature slots. Xbox One isn’t quite as flooded and thus far the discoverability is somewhat better. Switch is rapidly catching and probably actually overtaken Xbox One in amount of weekly releases, and it’s possible it’ll be close to PS4 soon. Some changes to eShop to address the volume of releases seem likely within the next year. Steam is the most progressive about discoverability, as they obviously need to be, seeing how Steam is getting a month’s worth of console releases in a day.

Square-Enix still showing interest in bringing Final Fantasy XIV to Switch, having "positive discussions"

We've heard a few times now that Square-Enix has some interest in bringing Final Fantasy XIV to the Switch. The opportunity came up once again to ask Square-Enix how that was going, and Final Fantasy XIV dev Naoki Yoshida had the following to say.

"I'd like to open it up to as many platforms as possible - we want to include as many players as possible. Not just Switch - even Xbox, if it's interested in this, we'd like to open it up. We'd like to have it on as much hardware as possible. Even though the hardware might be different, they will be playing in the same world - it has to have cross server function. That's something that's at the core of FF14, so we'd want to keep that as a policy.

We have no intention to divide the servers per platform - we're working with one big community. I'm interested in other platforms, of course - I hope those first parties change their policies or mindsets. I'm an MMORPG gamer - I'd love to play with many people globally, and we've been talking to those platforms about getting it on their hardware. Positive discussion is ongoing. It's not as if we're not doing anything - we are actually talking to them, and the platform holders are showing their attitude in a more positive way."

Aces of the Luftwaffe Squadron devs discuss their inspiration

A portion of a NindieSpotlight interview with HandyGames...

NS: While my personal favorite vertically-scrolling shooter was 1943, what classic shooters would your team say they derived inspiration for in making the game?

CK: I think we all grew up with good shooters like Galaga, Gradius, Star Goose, R-Type, and 1943 but the key for us was not to have another one we wanted to bring back the experience to play together. The best experience for a lot of gamers were the times when you played a game together with friends, families and worked together to beat a hard game. The current games we see are so easy with no challenges anymore. In Aces of the Luftwaffe Squadron you will fail, you will fail a lot and you will still have the "just one more time" or "just one more level" feeling. We really invested and we will still invest a lot of money in the game itself.

Full interview here

Former SEGA devs look back in the creation of Sonic the Hedgehog 2

Many people believe Sonic the Hedgehog 2 is the best installment in the franchise. I happen to think the third game is the best, but I still love the second! Turns out the dev team has fond members of the game as well. Game Informer sat down with some of the people who helped bring the game to life in order to revisit the development days.

Yuji Naka

"The development team moved to San Francisco when developing Sonic the Hedgehog 2, and we were able to recognize the great [power] of our title in the U.S. and hear opinions from children. I think it was good influence for the development team."

Al Nilsen, former director of marketing at Sega of America

"The thing about sequels - whether it's a book, a movie, or video game - is that sequels don't always deliver and in a lot of cases they suck. What stayed the same was Sonic's pursuit to speed. In Sonic The Hedgehog 2, we lifted up the limit of speed from the previous title. I think this proved our passion for speed. This game also had a 2P mode that we tried to install in Sonic The Hedgehog at the later phase of development. I'm very glad that we continued this and achieved it in the sequel."

Former Sega of America CEO Tom Kalinske

"The game probably could have been three times the size if we left in everything that was there. Naka and team really did a phenomenal job of editing what was going to be in the game, and weren't afraid to say, 'I've been working on this for four months, it's not working. Let's take it out.' [In] a lot of games, that isn't going to happen. It was just a great management of the project."

Sleep Tight dev on the importance of publishers, 8-bit fatigue, and the power of nostalgia

Coming from a GamesIndustry interview with We Are Fuzzy's Maxx Burman

"They know how valuable they are, and they really are the most valuable piece of the puzzle right now. The challenge is getting people to play your game and marketing it and all of that. Because of that, they really do hold the power. And we thought, would we rather give away the majority of our ownership to a publisher, or do we think we could build a publishing team and a marketing team and find the right people to do these things for us?

It becomes a question of do you want to do it yourself, or do you want to bring in someone who specializes in that and can do it very well and has a proven track record? Do you need them? No. Are they an amazing tool? Completely. Can you build that tool for yourself? That's what we believe and why we went down this road."

Burman also went on to discuss why Sleep Tight is taking a polygonal approach to its gameplay, and mixing it with a bit of nostalgia.

"Making this game, one of the constant things that's been going on in the media has been 8-bit fatigue. Most indie games are going after this retro style, and from the beginning we wanted to go the opposite route and focus on a beautiful, polished looking game with visuals that suck you in and a gameplay loop that's addicting and keeps you playing...

There's the nostalgia of the types of games you played when you were a kid, but we wanted to go back to the nostalgia of what it feels like to be a kid, to play make-believe with Super Soakers or dart guns. And that carries across to every part of the game, the little details in the levels and the music itself. It's not '80s retro music. It's not synthesizers. It's percussion and bells and the sounds that make you have that emotion of being a kid, just having that playtime and imaginary battles you'd go through, without relying on trying to make games look like what they looked like in the late '80s and early '90s."

Various game devs from across the industry share their Super Mario Odyssey praise

Wondering what game developers outside of Nintendo have to say about Super Mario Odyssey? Gamasutra has put together a feature where a ton of game devs have shared some thoughts on the title, and all the fun they've been having. You can see a couple comments below, but make sure to hit up the full feature for many more.

Cliff Bleszinski (Lawbreakers)

It’s as if Nintendo found a way to distill Pure Joy into game format. I “finished” it last night, however, the game re-opens itself back up splendidly with dozens of hours more gameplay to be had. It’s a master class in a game and genre that Nintendo has been making for decades. Mood, difficulty, controls, all are an absolute pleasure to experience start to (sort of) finish. Also, that doge – I about died.

Lauren Davidson (Thimbleweed Park)

It's a love letter to platforming. Every element is so well crafted, and with Assist Mode, it's a perfect intro for younger kids & newbies with no gatekeeping to the bliss, while still offering a challenge to the git gud crowd. Mario Odyssey is concentrated joy. It's cold pressed rainbows, blended with starshine and the headbutts of a cat who is pleased to see you.

Check out many more comments here

PlatinumGames' Hideki Kamiya wants to work on a Viewtiful Joe remake, a new Okami, or a Devil May Cry/Bayonetta collab

PlatinumGames' Hideki Kamiya has some ideas for new projects. The only problem is, he'd have to get Capcom's approval to make them happen. Speaking to Dengeki PlayStation, Mr. Kamiya shared some of his game ideas.

“I want to work on a Devil May Cry and Viewtiful Joe remake, or a true sequel for Okami. A cooperation with Dante (from Devil May Cry) and Bayonetta might also be fun. Dear Capcom, if it’s okay with someone like me, I will help anytime. Best regards. Everyone, bow down your heads together with me!”

Will any of them come to fruition? Hopefully Capcom is listening, and they think these ideas are worth exploring a bit further!

80s Overdrive devs open to DLC, believe the game could launch in Dec. 2017

A portion of a DpadJoy interview with Insane Code...

DJ: Will there be any DLC in the future?

IC: If that’s what the audience desires, we don’t see any problems with that. Adding a new car or a visual theme won’t be that problematic. Also the Nintendo 3DS eShop supports updates so… who knows.

DJ: When can players expect 80s Overdrive to be released?

IC: The game was sent to Nintendo Lotcheck. I think that December 2017 is very probable.

Save me Mr. Tako dev discusses the game's Game Boy aesthetic, bringing it to Switch

A portion of a NintendoChitChat interview with Save me Mr. Tako dev, Christophe Galati...

NCC: We’ve seen a lot of retro-style games in recent years, but not many choose a Game Boy aesthetic. Why did you decide to make this game an homage to the Game Boy?

CG: I started to work on the game back in 2014, the year of the Game Boy’s 25th anniversary. It resonated as a call for me, it was the time to create a Game Boy tribute game. I love this console and think that it’s important to make this aesthetic live today.

NCC: Is the Game Boy tribute part of the reason you picked the Switch as a console, because of its portability?

CG: I’m a huge Nintendo fan, it always was my goal to release the game on a Nintendo platform. When I started to work on Tako, the “NX” was not announced yet. As it’s my first game, I only had access to the Wii U developer program, even if the game would have suited the 3DS better. Right after the Switch announcement I instantly knew that it was the system I wanted my game to be on. I’m glad that this dream has come true thanks to Nicalis.