PGC: Let’s see … we know how many blocks it’s going to take on the memory card.
DD: Fifteen.
PGC: Is that per save, or is that total?
DD: Total.
PGC: And that gives you what, four save slots?
DD: Yes, four.
PGC: Billy was really happy to hear about that, he didn’t want to have to buy another memory card, although he probably will when the 251 comes out. And we know it’s compatible with the Wave Bird …
DD: Yes.
Nintendo PR: That was amazing!
DD: Wasn’t that cool? Through the wall?
Nintendo PR: I could not believe it.
DD: Yes, through the wall …
PGC: Well, along the same lines as future projects, we know you’ve talked about being very interested in the Game Boy Advance, and some of it’s abilities … being able to link up with the GameCube. Have you made any progress, thinking about what you want to do with the Game Boy Advance going forward?
DD: No announcements yet.
PGC: So, how about that Blood Omen 2?
DD: *Laughs* Am I supposed to answer that?
PGC: Yes. *Smiles*
DD: I think it’s very clear that Crystal Dynamics and Eidos have taken the game in a different direction than we would have taken it. And clearly it’s just a different kind of game. It’s really not even close to Blood Omen: Legacy of Kain when we developed it. We’ll see what the fans say, and I think the fans will speak with their buying dollars, whether they like it or not. It’s just something that we wouldn’t have done.
PGC: We know you’re a huge Resident Evil fan. What do you think of the new release of Resident Evil.
DD: I haven’t had a chance to play it yet! I saw it briefly for literally one minute. It looks really cool, I’m looking forward to playing it. I’m actually looking forward to seeing all the Resident Evil games on the GameCube. I think it’ll be a great win for all the gamers out there, and certainly another great step towards showing the world that the GameCube is for everyone, not just a limited section. Where the other first-parties may try to pigeon-hole and feel comfortable saying that Nintendo’s for a younger audience, clearly that’s not the case and hopefully from what you’ve seen this weekend, that’s not the case.
PGC: What games are you currently playing, if you’ve got time, I guess …
DD: Eternal Darkness … that’s all I’m playing.
PGC: If you could team up with one developer, excluding any developers partially or fully-owned by Nintendo (including Nintendo themselves) to co-develop a game, what team has caught your eye as being very talented and somebody you’d like to work with?
DD: Oh, geez … and it can’t be a first or second-party?
PGC: Nope.
DD: That’s a very unusual question. I think Capcom … I’d be very interested in working with them; I think they do some great stuff. I guess, if I had to pick one … yeah.
PGC: What would you say are some of the advantages and disadvantages to being a developer based in (Canada), as opposed to a U.S.-based developer, or a Japan-based developer?
DD: I think really with the medium and the ways that it’s progressed, it isn’t an advantage or a disadvantage to be anywhere. I think that we’re able to collaborate with anyone we need to collaborate with, and communicate with anyone we need to communicate with, so it’s not really our locations. It’s almost indifferent. I think that there’s certainly a great amount of talent with the area that we’re in, and hopefully it comes out with what you see in Eternal Darkness. Overall, I don’t think it makes much of a difference.
PGC: All right, that’s about all I’ve got for you … Thank you very much for your time, Denis. Thanks to Nintendo for letting me have some of his time. See you at E3!