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TalkBack / It Takes Two Interview with Hazelight and Turn Me Up
« on: November 02, 2022, 11:12:00 AM »

We spoke with Josef Fares of Hazelight alongside Louis Polak and Scott Cromie of Turn Me Up.

http://www.nintendoworldreport.com/interview/62009/it-takes-two-interview-with-hazelight-and-turn-me-up

It Takes Two will debut worldwide for Nintendo Switch on November 4. To discuss this, we recently interviewed Producer Louis Polak and Executive Producer Scott Cromie of Turn Me Up Games, the developer in charge of the Switch port. In addition, from Hazelight Studios, we spoke with Josef Fares, the Writer and Director of It Takes Two.

Nintendo World Report (NWR): Turn Me Up Games is no stranger to the Switch. You've ported the Borderlands Collection and Brothers: A Tale of Two Sons. Could you talk a little bit about porting It Takes Two to Switch? Were there any unique challenges?  

Scott Cromie: First of all, as you mentioned, the Switch we have a ton of experience on. It's definitely been a bread and butter platform for us over the last few years. It's a surprisingly powerful platform if you understand it, which we do just based on the other projects that we've done. At the same time, It Takes Two is a beautiful game and I think the biggest challenges were player expectations. At project onset it was like, "Do we feel like we can do this right?" And at the time it hadn't received a game of the year award. At the point that it did, kind of the stakes went up, but thankfully we again knew what we were doing and really feel like we were able to apply everything that we've learned over the last five years and all the games that we've released on Switch to It Takes Two and I think the final product is evident of that.

NWR: As far as graphical features, did you need to pare anything down for the Switch version? And speaking of framerate and resolution, were there any challenges in that area?

Scott Cromie: So our targets were the same as any game that we've done previously, which was 720p handheld, 1080p docked, 30fps, and we achieved that. As far as visual optimizations, there's always some, but our goal is to deliver an experience that is everything you'd expect, but with even more than you might not.

NWR: One other Switch technical question. Could you tell us about the implementation of local wireless play for the Switch version?

Louis Polak: I can touch on that. In this instance, we did build a custom solution. The game wasn't natively built to support the local wireless system so that was one of our major challenges that we needed to overcome because we knew that was a number one priority to support that feature on Switch. And especially with this being a co-op, split-screen game. So we ended up building that from scratch and we're stoked to have it in.

NWR: Josef, this question may be more directed at you. In the past, you've spoken about a slight inspiration from Nintendo in relation to how your games are easy to get into and accessible for all players. I wonder if you could please speak a little bit about that. And I know this isn't the first game from Hazelight to appear on a Nintendo system, but nonetheless is there any extra exciting element because It Takes Two is coming to Switch?

Josef Fares: Look, I've always been a huge Nintendo fan. Still today, I have memorable moments of playing the 8-bit stuff, you know renting it, and actually buying the Super NES, and all those great memories so obviously I'm a huge Nintendo fan. So for It Takes Two to come to Switch is just great. From a perspective of porting to Switch from the beginning, it is not something we could focus on because the focus is on making the best game possible. And for me even if I love what Nintendo does, for me hardware is hardware. If it takes any focus from the actual vision then there's not going to be focus on it. So I'm really happy with Turn Me Up Games. I think the port is really great, looking really nice and really fluid so I'm real happy for that. But with Nintendo, I often say that this is a love letter to Nintendo in a sense especially It Takes Two because I really love their approach with design. And there's a lot of Easter eggs and stuff because of my love for Nintendo. I'm a huge fan. I mean Mario Galaxy 2, Twilight Princess, A Link to the Past. A lot of games that I played and loved. It's crazy to be part of this industry and have the opportunity to win game of the year so I'm so proud to be in a place, to have started a studio that people are recognizing and praising. I'm really happy for that. However, I do have to say what I like about Nintendo's design is the simplicity. And it's not necessarily that I want more players to play it. That's not the important part. It's not important that everyone plays the game. It's the way they approach design that I like. There's a simplicity to it. It might be easier for other players to play, but it's not important that everyone should play. I tend to want to play a new game now and there's so many tutorials in the beginning and so much going on and it's like, "Oh ****."  You almost have to read a whole book when you start a game. And I'm really not a fan of that. And there's a reason why in Brothers, A Way Out, and It Takes Two that you don't see any menus, any collectibles, any upgrades. None of that will ever be in any game that we do. We like to be very clean. It's almost like iPhone design in a sense. Very clean and slick, but it's very nice.

NWR: I do greatly appreciate that design approach. I feel like even Nintendo themselves have gone back to that more in recent times. For example, Breath of the Wild versus Skyward Sword. It's great to hear that kind of design philosophy for your studio.

Warning: It Takes Two spoilers in the next question.  

NWR: I know you've already talked a lot about the Cutie the elephant scene. In my playthrough, that was such a memorable moment. And you've probably heard this from multiple people, but it was very heart wrenching and maybe mortifying.

Josef Fares: It wasn't planned to be that, but I've always thought it was an important scene for the character's growth and development and it was a scene planned extremely early. And I can say we had to drawback a little bit. It was way more violent in development. We took it back a little bit. And for me it's fun. It's dark humor. I know a lot of people react strong to it, but they don't actually die. They just throw it down the shelf and it's fine. It's just a doll. But I think the reason people reacted to it is because it comes from nothing. Nobody expected it in the game. We had another game with a torture scene where you could torture a guy with 20 different tools and nobody really cared, but for a toy everybody is screaming about it. But I'm really happy for that scene. It wasn't done to make an effect or a scene or nothing. It's just something I really love and still to today it's a very funny scene actually.

NWR: The humor is great.

Josef Fares: It's dark humor.

NWR: Yes! Yes. Because the game is so accessible, I do wonder if you happen to have a segment of the audience who really weren't expecting certain elements of the narrative such as significant others who aren't super accustomed to gaming. Many folks may not be expecting the kind of narrative and dark humor from a video game.

Josef Fares: For sure. The subject was chosen because it's not a common one in video games. It also helped a lot with the design, when you are designing a game about couples. There always a word that we have for the game's we design. In It Takes Two it was "collaboration." In A Way Out it was "trust." And Brothers was about "loss" obviously. So collaboration lends itself both to the story, and divorce, and the couples and also how we designed the game. Part of the design was that you'd scream at each other and that you'd communicate. We often say that's it's a good way of testing a relationship with someone when you play It Takes Two and see where you guys are at, you know relationship wise.  

NWR: Totally. It sounds like Hazelight is already deep into development of their next game. Has the overall reaction to It Takes Two or maybe even the Cutie scene in particular had any effect on the development of your next game? Maybe more moment like the one with Cutie?

Josef Fares: No. No. No. No. I mean of course there's always going to be an influence. But to be honest with you, I try to tell my team as much as possible not to dig too deep into reviews. I don't do it. I can see the rating given by a review, but I don't read too much. Especially when you're in the position that we're in where people are recognizing us and winning game of the year awards and blah blah blah, you slowly start to adapt yourself to what you think people are liking and why we are successful. And I think it's a danger that you could lose your own voice. It's even more important to remember why you took those decisions you took and why they are so important. But obviously we can see things that we we can always improve on. But it's important not to say, "Let's try more of this or try more of that. And people may like this." And I say a lot. We make sure that people loves our games. Not make games that people will love. There's a difference between that. So we try as much as we can to really just follow our passion and vision from the beginning. So I've already let It Takes Two go in my mind. It's not even in my head anymore. Just sitting here doing an interview about It Takes Two is weird. I'm sitting hear answering slack messages and getting feedback about our new game. So my head is somewhere else.  

NWR: One last thing. Could you talk a little about recording your voice actors?  Do you have the story set in stone before recording or do the actors have some opportunity to improvise? Did your two leads record together?

Josef Fares: It's a combination that's different for every game, in It Takes Two especially. Normally, we have the whole story. And what I mean, how it's starts and ends. Every scene. We have storyboards of every scene of the game and what's going to happen. This is pretty much before we start with the gameplay. And then from that we start the gameplay and in It Takes Two we tried to connect the gameplay and the story. The story is done and the script is being written and then the story will sometimes change and adapt to the gameplay and vice versa. It's kind of like a collaborative, but we do know where we're going and where we're heading and stuff like that. And the actors we mocapped here at Hazelight. Both Cody and May, great actors. They came along really well. We had a great time. They came from England to here. We did all the shoots here. We did everything. Hardly outsourced anything. We started at around 35 and ended up around 60 people which is quite few for such a content heavy game as It Takes Two. And it was almost 2 hour and 20 minutes of cutscenes, that's like a feature length movie. Like an animated movie. It's kind of crazy that we pulled that off. Sometimes when I think about it I'm like, "****." And we were inspired by Pixar. And some people are even saying it's almost like playing a Pixar movie. So I'm really happy that we could pull that off. But yes. The actors could improvise. We always try to get the characters as close to the actors as much as possible so we can get the best out of it.

NWR: Thanks so much for your time and looking forward to your next project.

Josef Fares: Yeah man. Dude it's going to rock.


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TalkBack / Metroid Dread (Switch) Preview
« on: September 27, 2021, 05:00:00 AM »

In the very near future, a beautiful and atmospheric new entry in the Metroid series will slide its way into our hearts.

http://www.nintendoworldreport.com/hands-on-preview/58507/metroid-dread-switch-preview

It’s been 19 years since the world has been graced with a brand new 2D Metroid. Thankfully in less than two weeks that will no longer be the case with the release of Metroid Dread. At a recent Nintendo preview event, I got to spend a little over an hour with both Metroid Dread and the Nintendo Switch OLED model.

First of all, Metroid Dread looks absolutely incredible on the OLED model. Colors are vibrant and pop right off the screen. One of the great benefits of any OLED screen are the superb black levels and the new Switch iteration does not disappoint on that front. In addition, I found the slimmer bezels on the OLED Switch helped increase immersion into the game world. My interest level in the OLED model was very low before seeing it in-person, but I’m seriously considering picking one up now.

Let’s discuss the very beginning of Metroid Dread. Series protagonist Samus Aran has been dispatched to the remote planet ZDR to investigate a strange video transmission that indicates the X parasite has survived. An opening cutscene shows Samus facing off with a Chozo warrior on the strange planet, but this battle does not last long and she blacks out. Upon awakening, Samus discovers that she is now trapped deep underground and must find a way back to her ship. In addition, the encounter also stripped Samus of most of her abilities.

MercurySteam, the co-developers of 2017’s Metroid Samus Returns, are once again working with Nintendo EPD on Metroid Dread. It’s immediately evident that the controls of Dread build upon those of Samus Returns. Free aim is back along with the Melee Counter that let’s Samus parry enemy attacks. One improvement to the parry system is the ability to activate these counter attacks while running. This new variation is called the Dash Melee and I found it very effective and fun to use during my short play session. Probably the biggest new addition at the game’s onset is the slide move. In prior Metroid games, encountering a Morph Ball sized passageway meant you probably needed a Morph Ball to proceed. In Metroid Dread, narrow passages have to be re-evaluated because you can just slide under many of them. The moveset for Samus feels fun and diverse right from the get-go.

Exploration and finding new upgrades and abilities is of course still at the heart of the Metroid Dread. While I only got brief glimpses at some of the new abilities like the Spider Magnet, it’s evident that the developers are trying to surprise players and avoid following the same old upgrade path. It was honestly refreshing to not acquire the Morph Ball in the first hour of gameplay. In addition, I’m happy to report the game does not appear to handhold your path through the world. While the game will certainly give you hints, it won’t explicitly tell you what room you need to go to next.

The original Metroid game and world were heavily influenced by the Ridley Scott film Alien. While later films in the Alien series would focus more on action, the original film no doubt falls in the horror genre. Because of this, I find it fitting that the new E.M.M.I. robots greatly help intensify the horror and tension of Metroid Dread. The E.M.M.I lurk around the game world in designated areas and they will hunt Samus down if they detect her nearby. They are invulnerable to most weapons and can kill Samus instantly. It’s also worth noting that each of the E.M.M.I behave differently. I enjoyed my brief heart pounding encounters with the robots. Also, even if you succumb to them, the game quickly loads back up and will revive you relatively close to your last location even if you hadn’t saved recently.

Metroid Dread appears to walk the fine line of respecting the series tradition, while also innovating in unique ways. I’m very excited to continue exploring the game world when the game releases in early October. 2D Metroid is back, baby.


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Something to provide a nice break from Octopath.

http://www.nintendoworldreport.com/news/47236/nintendo-publishing-bandai-namcos-go-vacation-on-switch-july-27

Nintendo is reaching back to the Wii for a summer release.

A trailer was released this morning for Go Vacation, a port of the 2011 Wii title of the same name, with a July 27 launch date announced for the Switch version. Although originally developed by Bandai Namco, Nintendo will be publishing the Switch version.

Set on Kawawii Island, Go Vacation features over 50 minigames with optional motion controls for some games. Jared Rosenberg gave the initial game a 8 in his 2011 review.


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TalkBack / Max: The Curse of Brotherhood (Switch) Review
« on: December 26, 2017, 08:28:00 AM »

A magic marker can be a very deadly tool.

http://www.nintendoworldreport.com/review/46108/max-the-curse-of-brotherhood-switch-review

In 2010, Max and the Magic Marker was released on WiiWare by Denmark based developer Press Play. The inventive puzzle platformer let players wield a magic marker and draw anywhere on the screen. The game’s sequel, Max: The Curse of Brotherhood, was a Microsoft exclusive for many years until Press Play was shut down in 2016. Press Play’s successor Flashbulb Games and Stage Clear Studios have teamed up to bring the game to the Nintendo Switch. Player’s will at times be confounded by some of the tougher puzzles, but overall Max: The Curse of Brotherhood is a very smart and unique platformer that feels right at home on the Switch.

The story is very simple. Max has a younger brother named Felix who is always getting on his nerves. Using a search engine on his computer, Max finds a magic spell that promises to get rid of Felix. Max reads the spell, which opens a portal to another universe from which a claw emerges and grabs Felix. Max quickly realizes he’s made a mistake and jumps into the portal to save his brother.

The game features 20 levels spread across 7 chapters. At first, Max must traverse the strange new land using just your standard platformer controls. Max can climb ladders and vines, push stones, and crawl into tight passageways. Things become a lot more interesting when Max finds the first of many upgrades to his magic marker. The first upgrade allows Max to raise platforms out of specially marked areas that glow orange. As you progress through the game and gain additional upgrades, you’ll notice many additional glowing areas, which each have a specific color corresponding to the specific marker power you can use. Additional powers you gain include the ability to draw vines, branches, water streams, and fireballs.

When wielding the magic marker, players have the choice between conventional controls or utilizing the Switch touchscreen. At the start of the game, I would usually use touch controls to draw vines and branches, but found that my inputs didn’t always register exactly as I wanted. The conventional controls, which have you hold the ZR button to enter the magic marker mode worked flawlessly. It’s nice have the touchscreen as an option in undocked play, but drawing with the analog stick felt more precise.

Even in the early chapters, the game can be quite difficult. There will be certain puzzles that may stump you for a while, but it’s always fun finally figuring out an inventive solution. The game world is also filled with a number of collectibles. There are 75 evil eyeballs strewn about along with pieces of an amulet. The puzzles to find the game’s many collectibles are probably the most ingenious and may cause a few headaches. It’s also important to note that the game runs on the Unity engine and does at times have some substantial drops in the frame rate. While the frame rate problems are annoying, they don't interfere with the gameplay.

Max: The Curse of Brotherhood is a very enjoyable puzzle platformer. The game often surprises you with the solutions to different puzzles and overall is a very rewarding experience. Those seeking out an interesting twist on the platforming genre will find a lot to love in Max’s latest adventure.


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