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Messages - Professor Clayton

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26
TalkBack / Sega Producer: No Plans for Wii U Virtual Console
« on: July 12, 2014, 03:15:40 PM »

Despite the company's solid 3DS classic releases, Wii U remains left out.

http://www.nintendoworldreport.com/news/38061/sega-producer-no-plans-for-wii-u-virtual-console

Yosuke Okunari, a Sega producer who has recently worked with developers M2 on a line of 3D Classics for 3DS, says there are no plans for Sega titles to come to Wii U Virtual Console.

This assertion came in response to a question posed to Okunari via Twitter. Despite the bad news, he did give a bit of hope by encouraging the inquiry’s author to make Sega’s western offices aware of the desire for the company’s classic titles to come to Wii U.

As for Sega’s other Virtual Console efforts, the first wave of their line of lovingly-crafted 3D Classics for 3DS came to western territories late last year, and a second wave has begun distribution in Japan. Okunari has said that the second round’s western availability will depend on the sales performance of the original set of titles, but no announcement has been made at this point.


27
TalkBack / Japanese Nintendo Direct Coming July 11
« on: July 10, 2014, 12:54:21 PM »

The presentation will focus on third-party 3DS titles.

http://www.nintendoworldreport.com/news/38050/japanese-nintendo-direct-coming-july-11

A Japanese Nintendo Direct focusing on third-party 3DS titles will be presented Friday, July 11, as revealed on the company's Japanese site. No announcement has been made regarding concurrent Directs for western markets.

Friday's event follows closely behind a Direct from last week focused on Yokai Watch 2, which just so happens to be a prominent third-party 3DS title. It will be the second Direct for Japan in as many weeks and the second since E3, while no Directs have aired or been scheduled for other territories in that time.

The Direct can be viewed here at 8 p.m. Japanese time, which translates to American audiences as 7 a.m. Eastern and 4 a.m. Pacific.


28

Players can create, customize, and share their own personal lairs.

http://www.nintendoworldreport.com/news/38043/pokemon-omega-ruby-and-alpha-sapphire-super-secret-bases-detailed

The upcoming Pokémon remakes Omega Ruby and Alpha Sapphire are bringing back Secret Bases, a concept first introduced in the original Ruby and Sapphire, according to a new post on the series' official site.

Now known as Super-Secret Bases, these hideouts can be decorated and personalized with tricks. Players can also set rules to determine the types of battles allowed in the Base. These options come together to make a player's Base tantamount to his or her own Gym.

Super-Secret Bases can be shared via QR Code. While visiting others' Bases, players can scout, battle, and befriend their owners, with the option to bring them back to their own Bases and become Secret Pals with them. Base owners' Secret Pals will populate their hideouts, and visitors can talk to or battle them. Players can continue to battle with Secret Pals, but they can also get them to help out through the use of "special skills" during the game.

There's a capture-the-flag component to all this, as well. When visiting a Super-Secret Base, one can take the owner's flag. Each day, up to one flag can be obtained per base visited. Over time, collecting more flags leads to a higher rank, rewards, and improved skills for Secret Pals.

Players will get to experience all this Super-Secret fun and more when Omega Ruby and Alpha Sapphire hit stores worldwide on November 21.


29
TalkBack / Skyward Sword’s Fi Joins Hyrule Warriors
« on: July 09, 2014, 07:09:00 AM »

Additional enemies, items, and costumes revealed.

http://www.nintendoworldreport.com/news/38038/skyward-swords-fi-joins-hyrule-warriors

Fi, the sword spirit and Link’s guide in Skyward Sword, will appear as a playable character in Hyrule Warriors, according to Famitsu.

No details are known regarding Fi's weapons or fighting style. However, major Skyward Sword enemies Ghirahim and the Imprisoned have been revealed as foes in the upcoming Dynasty Warriors-styled Zelda romp.

Moreover, it appears Link and Zelda will be able to don costumes based on their Skyward Sword appearances. These character skins will join previously announced Twilight Princess outfits.

Famitsu’s article shows off a new weapon, as well, which seems to be a version of Twilight Princess’s Ball and Chain.


30
TalkBack / Mario Kart 8-Themed Games Available Through McPlay App
« on: July 07, 2014, 07:46:57 PM »

Who says Happy Meals are just for kids?

http://www.nintendoworldreport.com/news/38029/mario-kart-8-themed-games-available-through-mcplay-app

A selection of games themed on Mario Kart 8 are playable through the McDonald’s McPlay app for iOS and Android mobile devices. The games are unlocked by either scanning Happy Meal toys with the app or earning coins by completing levels in other McPlay games.

As reported recently, this month McDonald’s is giving out an assortment of Mario Kart toys in its Happy Meals. Each figure can be scanned with McPlay to unlock a corresponding Slide ‘n Ride game based on that character. Players can also unlock games by completing levels in HappyBall, another game in the McPlay app based around plotting a trajectory to get the titular ball to land in the appropriate spot and collect three food items along the way. Each level yields a coin, and five coins unlocks a game.

The seven Slide ‘n Dash games seem to all be character-based reskins of the same core set of puzzles. The gameplay is reminiscent of something like Pipe Dream: an icon representing the racer slowly moves along the track while the player attempts to slide pieces around a grid to create a path leading to a predetermined endpoint.

This isn’t the first Nintendo related McPlay game promotion. Recent Pokémon Happy Meal toys unlocked a sliding puzzle-style game in the app as well.


31
TalkBack / Club Nintendo Digital Rewards Unveiled for July
« on: July 07, 2014, 02:23:25 PM »

Kid Icarus, Donkey Kong Jr., and more are available until August 3.

http://www.nintendoworldreport.com/news/38026/club-nintendo-digital-rewards-unveiled-for-july

July’s Club Nintendo downloadable game rewards include 3D Classics: Kid Icarus, Metal Torrent, Donkey Kong Jr., and Paper Mario.

3D Classics: Kid Icarus is an enhanced version of the NES original featuring stereoscopic 3D, newly-added background art, new control options, and other niceties. It’s available on 3DS for 200 coins.

Metal Torrent, originally released in 2010 as a DSiWare title, is a vertically-scrolling shooter with eight stages, two ships, and the ability to choose between random or patterned waves of enemies. Get it on 3DS for 200 coins.

Donkey Kong Jr. is the sequel to the arcade classic Donkey Kong and holds a special place in Nintendo history as the only time Mario has played the role of villain. Control DK’s kid across four stages to rescue the big ape from the clutches of the iconic plumber on Wii U for 200 coins.

Paper Mario for Nintendo 64 was only Mario’s second RPG-style outing, and the game’s papercraft presentation was quite novel at the time. Players can check out the timing-based attack system, humor, and other hallmark qualities of the Paper Mario series on Wii or Wii U (via the system’s Wii mode) for 250 coins.

These four titles will be available through Club Nintendo's website until August 3.


32
TalkBack / Our Top 5 Games of 2014 (So Far)
« on: July 07, 2014, 10:29:00 AM »

We've all thought about it, and this is what we think are the best games of 2014 so far.

http://www.nintendoworldreport.com/feature/38019/our-top-5-games-of-2014-so-far

Six months into 2014 and while the games haven't been as plentiful as would be preferred, we've still generally enjoyed playing a whole mess of games on Wii U and 3DS. So we decided to figure out what our favorite games were among the ones released from January 1, 2014 to June 30, 2014. Without further ado, here are Nintendo World Report’s Top 5 Games of 2014 (So Far).

#5 - Mario Golf: World Tour (3DS)

Our Reviews - 8.5/10, 8/10

Outside of some weird menu navigation, Mario Golf: World Tour is almost exactly what we wanted out of a Mario Golf game. The courses are impeccably crafted, the online tournaments and multiplayer are tons of fun, and there is a great balance between zany Mario quirks and excellent golfing mechanics. With tons of challenges, unlockable gear, quality DLC, and online tournaments, World Tour is an excellent entry in the Mario sports series.

Neal Ronaghan sez: "Mario Golf: World Tour succeeds in crafting a stellar golfing experience, one that will likely become a mainstay in multiplayer circles for a long time."

#4 - Kirby: Triple Deluxe (3DS)

Our Reviews - 8.5/10, 8/10

The announcement of Kirby: Triple Deluxe seemingly came out of nowhere, but it was a lovely romp when it came out in May. Picking up where Kirby's Return to Dream Land left off, Triple Deluxe improved on the classic Kirby formula while also taking advantage of what the 3DS has to offer, with excellent usage of 3D and fun gyroscope controls. Throw in the requisite Kirby bonus modes, including an addictive rhythm game and a fun Smash Bros.-inspired battle mode, and you have an excellent package fit for even the most inflated of Kirbys.

Bryan Rose sez: "[Kirby: Triple Deluxe] instantly feels familiar, but adds to the Kirby formula by adding a number of unique and interesting scenarios, through both abilities as well as the 3DS hardware. The learning curve is easy enough for any novice to pick up, and the charm and colorful graphics are easy on the eyes. It’s a wonderful platformer that is easy to recommend for anyone looking for a fun time on the 3DS."

#3 - Donkey Kong Country: Tropical Freeze (Wii U)

Our Reviews - 9.5/10, 8.5/10

Donkey Kong Country: Tropical Freeze is an excellent sequel to an excellent game. Alongside a killer soundtrack by David Wise, HD visuals, and some cool camera tricks involving barrels and mine cart levels, Tropical Freeze also provided a bevy of gameplay additions. Cranky and Dixie Kong were added as meaningful new playable characters alongside Donkey and Diddy, underwater levels came back in full force, and the bosses were improved to fully test your mettle at the end of each world. Of course, the game also deserves credit for being tough and refusing to apologize for it. Not only did Retro remove the Super Guide that plagued the original, but the studio also added some levels that fully surpassed the difficulty of Returns.

Andy Goergen sez: "If you’re a Wii U owner looking for something to play, you really can’t go wrong here. It’s exactly the kind of game Nintendo does well, and it’s among their best."

#2 - Mario Kart 8 (Wii U)

Our Reviews - 7.5/10, 7.5/10

It's too early to determine whether Mario Kart 8 will ignite a long-term turnaround for the fortunes of the Wii U, but the series' gorgeous first foray into high-definition visuals has garnered Nintendo some much-needed positive buzz. It offers up the most polished Kart experience yet, nailing the feel of the franchise's refined racing action and putting forward a set of well-crafted tracks spiced with game-changing anti-gravity sections. Toss in improved online functionality and replay-sharing capabilities (Luigi death stare, anyone?), and it's no wonder Mario Kart 8 is getting so much love.

Zach Miller sez: "Mario Kart 8 is best when played locally, of course, but the online performance is nothing to sniff at, besting even Mario Kart Wii and Mario Kart 7, which both featured more difficulty finding games and experienced more dropped connections. I begrudgingly accept that this Mario Kart game is pretty legit, despite being the same old thing."

#1 - Shovel Knight (Wii U/3DS)

Our Review - 10/10

This is what you get when you crib only the best parts from such memorable NES titles as DuckTales, Mega Man, and Zelda II. Yacht Club Games has taken choice bits from a number of old action platformers, salted lightly, stirred, and served up the best possible retro game this side of Kickstarter. While its core gameplay may evoke memories of celebrated titles, Shovel Knight dutifully manages to forge its own identity, with a charming world and bombastic characters that ooze personality from every pixel. The heroic Shovel Knight, on a quest to save his beloved Shield Knight, treks through the realm challenging the evil Enchantress' Order of No Quarter. Though his quest be noble, our hero faces perils great and small. And whils't the game may appear brief in length, it hides its challenge well--completing Shovel Knight's quest brings one face to face with New Game Plus (not for the faint of spade) and a number of dastardly Feats And with additional content en route through the year, you'll be returning to this gem time and again.

Zach Miller sez: " Shovel Knight oozes personality and charm more than any game I’ve played in recent memory. The bosses pack more character development into a few lines of dialogue and carefully-animated motions than most video game characters do during an entire game. In particular, Shovel Knight’s story arc is beautiful, surprising and touching (stay after the credits). I was floored throughout the game—I agreed with just about every design decision Yacht Club made."

Best of the Rest


We had a lot of games that people listed as one of their favorites of the year so far, so instead of just blowing through the five amazing, spectacular games we listed above, here’s a list of honorable mentions. Some of our staff thinks these games beat the pants off of the games above, so, you know, they’re pretty great, too.

  • Bravely Default (3DS)
  • Tomodachi Life (3DS)
  • NES Remix 2 (Wii U)
  • 1001 Spikes (Wii U/3DS)
  • Professor Layton and the Azran Legacy (3DS)
  • Disney Magical World (3DS)
  • Scram Kitty and His Buddy on Rails (Wii U)

33
TalkBack / Twitch Wants to Build Viewing Apps for Handhelds
« on: July 05, 2014, 09:32:00 AM »

3DS owners may be able to watch Twitch streams on their systems sooner rather than later.

http://www.nintendoworldreport.com/news/38010/twitch-wants-to-build-viewing-apps-for-handhelds

Twitch is looking into the possibility of bringing its increasingly­ popular streaming platform to handhelds such as Nintendo’s 3DS in the form of a viewing application, according to a GamesIndustry International interview with Twitch COO Kevin Lin.

Speaking about the service’s recent foray into mobile gaming, Lin speculated on the company’s next step. “Handhelds. That's something we'd love to do,” he noted. “On handhelds it's more of a server/CPU concern, but we definitely want to do it. We want to build viewing apps, that's much less CPU intensive than broadcasting."

Twitch’s game­-centric streaming channels are viewed by 45 million unique viewers each month and feature over a million broadcasters. The company’s services are becoming more and more prominent, with Twitch streaming capabilities baked into current­-generation systems such as PlayStation 4 and Xbox One.

Nintendo has begun streaming key content on Twitch as well, such as its extensive E3 programming and the Pokémon National Championships. Despite a lack of native streaming support on Nintendo hardware, the company’s game content has proven popular on the service, with a crowd­sourced playthrough of an emulated version of Pokémon Red becoming an internet sensation earlier this year.


34
TalkBack / Yōkai Watch 2 Nintendo Direct Hitting Japan Friday
« on: July 03, 2014, 08:16:00 AM »

Nintendo is highlighting the upcoming sequel to the Japanese hit.

http://www.nintendoworldreport.com/news/37991/yokai-watch-2-nintendo-direct-hitting-japan-friday

A Japanese Nintendo Direct focusing on the upcoming Level-5 RPG Yōkai Watch 2 will air this Friday, July 4, at 6 p.m. local time.

Yōkai Watch 2 is set for a July 10 release in Japan and will come in two versions: the Ganso (Founder) and the Honke (Head) editions, which will each allow players to earn a rare medal exclusive to that version.

The first title in the series, which is focused on ghost collecting and battling, was released about a year ago in Japan. The game has been a tremendous success, with one million units shipped as of the most recent report. The series is also prominent across various other media in the country, with a cartoon, manga, and forthcoming movie also based on the property.

There has been no word regarding a release for Yōkai Watch or its sequel in territories outside Japan. Another Level-5 cross-media RPG, Inazuma Eleven, took roughly two and a half years to make it to Europe and another three to come to the United States.


35

The costumes will come bundled with various editions of the game.

http://www.nintendoworldreport.com/news/37971/hyrule-warriors-to-get-twilight-princess-skins-as-dlc-in-japan

Some Hyrule Warriors characters will be getting alternate skins as DLC in Japan, according to the game’s Japanese site. Twilight Princess costumes for Link and Zelda have been revealed so far, with more yet to be announced. These add-ons can be acquired via download codes packaged with the various editions of the game.

There are three versions of Hyrule Warriors announced for the region:

  • Standard edition - includes a code redeemable for the Courage costume set (three outfits, one of which is Twilight Princess-era Link)
  • Premium Box - includes an official booklet, Triforce clock, Courage costume set, and Wisdom costume set (three outfits, one of which is Twilight Princess-era Zelda)
  • Treasure Box - includes all of the contents of the other editions, plus a Link scarf, a Treasure Box (with sound), and a Power costume set (two outfits)

It’s clear from this listing that there are at least six more skins yet to be revealed, and the designations of the costume sets as Courage, Wisdom, and Power--which correspond to Link, Zelda, and Ganon in Zelda lore--may suggest some merit to rumors of a playable Ganon. It’s also worth noting that, with this news, there’s a lot of Twilight Princess DNA running through Hyrule Warriors. Recent reveals suggest prominent roles in the game for such characters as Agitha, Zant, and Argorok, while Midna was one of the earliest revealed playable characters.

In any event, there is no info at this time regarding a release outside of Japan for the premium editions or the costume DLC, nor in fact is there any mention of the skins being available separate from the premium editions. Given Dynasty Warriors' history with DLC, one can certainly envision the packs being made available as in-game purchases for western territories, though Nintendo's involvement with this project could lead to a different approach to the content's potential distribution.

More will likely be revealed as Hyrule Warriors nears its release. It’s scheduled to arrive on August 14 in Japan, September 19 in Europe, and September 26 in North America.


36
TalkBack / Guacamelee: Super Turbo Championship Edition Review
« on: July 01, 2014, 02:18:01 AM »

Dip your chip into this tasty treat.

http://www.nintendoworldreport.com/review/37973/guacamelee-super-turbo-championship-edition-review

With Guacamelee: Super Turbo Championship Edition, Toronto-based indie developer DrinkBox Studios mashes up 2D Metroid-inspired exploration and platforming with brawler-style combat, then seasons it all with heavy doses of Mexican culture, video game nostalgia, and lively humor. The 2013 original skipped Nintendo hardware, but luckily Wii U owners get to experience this expanded, definitive take on the game with new areas, abilities, and enemies.

Guacamelee: STCE stars Juan, a lowly agave farmer bestowed with a super-powered luchador mask after a brave--but failed--attempt to rescue El Presidente’s daughter. Juan’s ensuing journey is presented in a cartoony manner that rarely wavers from a peppy, humorous bent, though I found the narrative’s handful of serious notes surprisingly compelling, as well. That being said, the story is never really intrusive. It doesn’t overpower the gameplay, but flavors it well, combining with a Mexican setting and vibe rarely explored in video games to form a vivid, refreshing personality that’s a tremendous asset to the experience.

Juan’s adventure takes him across a series of gorgeously rendered locales, and the Metroid-inspired progression in regards to new abilities yielding newly accessible areas is pervasive throughout. The game does a good enough job with this structure, and its world is fun to explore. There’s always another hidden health or stamina upgrade to be found or perhaps an amusing easter egg referencing video games or pop culture lurking somewhere around. The ability progression makes it so that things really open up over time in terms of combat and navigating the game world.

However, Guacamelee is admittedly a bit lacking when it comes to the pacing and environmental intricacy that are so key to the best titles in the “Metroidvania” genre. For instance, the map is segmented in such a way that environments feel set apart from each other, and there are loading screens separating the individual areas. The maps can be quite well interwoven within these discrete zones, but they don’t overlap with each other in significant ways. Also, the color-coded barriers that gate off areas until the acquisition of the proper abilities seem a bit paint-by-numbers and inorganic. All these elements dissolve a much-desired sense of seamlessness.

Fortunately, other aspects make up for these small deficiencies. Combat in particular improves significantly once more moves are unlocked. In the beginning, battles feel stilted, samey, and very chore-like. In the late game, when enemy types are more varied and the player has a wider array of super-powered moves available, combos become far more creative and stylish. The design structure still tends to rely too much on kill rooms, but the surprisingly deep and fun combat system that emerges over the course of the game mostly mitigates this flaw.

The way new attack moves also increase mobility (e.g., a Dragon Punch-style uppercut allows one to make it to previously out-of-reach platforms) is a nice touch that makes gaining new abilities feel more meaningful and adds extra texture to the game’s solidly-designed gauntlet of platforming challenges.

The only issues with Guacamelee are simply minor quibbles that keep it from true masterpiece status. It’s hard to worry too much about these slight imperfections when the game hits so many right notes, ranging from the lavish presentation to the deep combat and platforming. On the whole, it’s a brisk and refreshing joy to play, with a lively personality that's eminently endearing. Guacamelee is a fantastic Metroid-inspired platformer that shouldn’t be missed.


37

They have some ideas on how Mojang’s indie smash hit could work on Wii U and 3DS.

http://www.nintendoworldreport.com/news/37925/miyamoto-takahashi-discuss-possibilities-for-minecraft-on-nintendo-hardware

Nintendo has had some internal discussions regarding how Minecraft could work on their platforms and how its developer, Mojang, could benefit from a partnership with the company, according to a Kotaku interview with Nintendo EAD head Shigeru Miyamoto and SPD head Shinya Takahashi.

"We've always thought internally that using the [Wii U] GamePad would probably make for a Minecraft that's very easy to play," Takahashi revealed. "And, of course, if we were to do something with Minecraft on the 3DS, similarly we would probably do it where it would be easier to play and could probably reach a lot of kids.”

For his part, Miyamoto admitted that he hadn’t actually played the game, but has “heard quite a bit about it” and likes "that style of game.” He also feels that the inclusion of both touch screen and stick controls on Nintendo’s hardware would make it a good fit for their systems.

Takahashi noted that Minecraft does not boast the same level of popularity in Japan as in territories such as the United States and Europe, so a partnership between Nintendo and Mojang to bring the title to Wii U and/or 3DS could help grow Japanese awareness of the game.

When told that Nintendo should contact Mojang to forge such an partnership, the pair laughed. Miyamoto then teased, “Maybe we're meeting with them! Who knows?"

Previously, a Nintendo representative asserted that the company has a “continuing relationship” with the Minecraft developer, though Mojang had said that a Wii U port of the game was “very unlikely.” The game is slated to arrive on a handful of new platforms later this year, at which point it will be available on virtually all current major non-Nintendo systems.


38

There are other new details regarding classic Zelda items and characters set to appear, and some new trailers, too.

http://www.nintendoworldreport.com/news/37916/new-hyrule-warriors-combatants-include-agitha-lana-the-white-witch

Agitha from Twilight Princess and an original character named Lana the White Witch have been revealed as playable characters in Hyrule Warriors, according to information originating from Famitsu.

Agitha battles armed with a parasol and can also summon and attack with insects, as is befitting the self-proclaimed Princess of Bugs. Lana fights by using a magical book, forming barriers to push enemies away. Should the barriers be destroyed, the resulting shock can cause damage to her.

Famitsu also referenced the inclusion of the long-time Zelda item known as the Hookshot, which allows characters to gain access to previously inaccessible areas. Twilight Princess bosses Argorok and Zant are slated to make appearances in Hyrule Warriors in some capacity, as well. The former was the boss of that game's City in the Sky dungeon, while the latter was one of the main antagonists.

Tecmo Koei has also put forth a couple new Japanese trailers in recent days, one featuring Impa's swordplay and the other showing off the power of the Fire Rod. Check them out below.


39
TalkBack / Nintendo to Launch Web Portal Dedicated to Kids, Parents
« on: June 24, 2014, 01:02:43 PM »

The endeavor is coming later this year as part of a strategy to increase kids’ awareness of Nintendo’s franchises.

http://www.nintendoworldreport.com/news/37914/nintendo-to-launch-web-portal-dedicated-to-kids-parents

Nintendo will be launching a web portal later this year aimed at introducing kids to the company’s properties, Nintendo of America President Reggie Fils­-Aime revealed in a recent interview with VentureBeat.

Fils­-Aime said the portal “speaks directly to kids,” but it will also be a resource for parents. “It gives moms and dads some fun activities–how to plan a Mario-­themed birthday party,” he noted. “Things that we know parents are interested in, but there’s not a ready resource. That kind of information doesn't exist on Nintendo.com today.”

Fils­-Aime stressed how critical this sort of thing is for the company, saying, “It’s a day to day job for us to create messaging and content for kids and parents to keep filling the funnel of new consumers to play our games.”


40

Nintendo's president is still on the mend.

http://www.nintendoworldreport.com/news/37915/iwata-recovering-from-surgery-will-miss-annual-shareholders-meeting

Nintendo President Satoru Iwata will miss this week’s annual shareholders meeting due to his ongoing recovery from surgery to remove a growth from his bile duct, according to a letter to shareholders put forth by Iwata.

The surgery was necessitated when the growth was discovered during a routine examination. Iwata notes that this particular malady can be quite difficult to treat, but he was lucky in that the growth was detected early, before he had experienced any symptoms.

The operation went well and Iwata is already back to work in certain capacities, such as conducting business via email. However, additional time is needed for him to return to his regular duties. He recently missed E3 due to an unspecified medical issue, an absence which we can now likely attribute to this situation.

The 74th Annual General Meeting of Shareholders is set to be held in Japan on June 27.


41
TalkBack / Story of Seasons Interview with Yoshifumi Hashimoto
« on: June 23, 2014, 02:22:32 PM »

We sat down in a joint interview to learn more about what to expect.

http://www.nintendoworldreport.com/interview/37909/story-of-seasons-interview-with-yoshifumi-hashimoto

At E3 this year, NWR and Gamespot got to sit down together with Yoshifumi Hashimoto, head of development over at Marvelous AQL, to discuss their new game and details about the split from the Harvest Moon name. Mr. Hashimoto has worked for years on both the Bokujō Monogatari (localized as Harvest Moon in the west) and Rune Factory series with Marvelous.

Yoshifumi Hashimoto: As for the title change, we couldn’t use Harvest Moon anymore because that’s another IP for their title. So we tried to come up with a different name, and that’s Story of Seasons. The original Japanese title is Bokujō Monogatari, which is just Farm Life. But the subtitle was Connect to a New World, or Connecting to a New World, and we really concentrated on the “connect” part, because for the first time in the series we have other NPCs who are farmers. Up until now in the series, you were always the only farmer in the whole village, so even though you were working hard and doing a good job, you never had that praise; you didn’t know how good you were at what you were doing. But because you have other farmers this time, they’re sort of like a rival, while at the same time they understand what kind of life farming life is. So you have a rival but a companion too. You have friends that you’re connecting to in that sense. There will be also be Wifi capabilities, so you can actually connect with other users and help out their farmers as well.

Throughout the series, there was always a shipping box that, when you produced something, you would put it in a shipping box and magically get money out of it. But for this game we omitted that system. Instead there’s a trading port that you go to, and there’s actual people demanding stuff--say, “we’re lacking strawberries in our country,” or “we’re lacking something.” And when you actually fulfill them and do a good job, you get a thank you letter from them, like, “Oh, your thing, your whatever that you made has been a big hit over here. Thank you so much.” You get to do the milking and the crops not just for money, but also get to actually see the extension of what happens afterwards and receive praise from it. There is more of a connect to all the other stuff, and playing not just for your own benefit is one of the big features of this game.

The main part of the farming is you tending your crops and you taking care of your animals. But in the old or previous titles, there were always wild animals that you could see, touch and throw if you wanted to, but that was extent of your interaction. In this one there’s a safari area that you can create. You can actually invite those wild animals to that place and give them a paradise of their own, feed them and take care of them. So having this area that you get to see all the wild animals in one place is one of the new features that we added.

For the first time in the series, we have a collaboration with Nintendo. You can actually grow the Super Mushroom and the Super Star and the Fire Flower. For example, the Super Mushroom, in the Nintendo version, the character just got bigger. But that has no benefit in Story of Seasons, so when you actually successfully grow the Super Mushroom in Story of Seasons, all the crops around it will become giant. For the Mushroom, you’ll actually see it just grow bigger in size right in front of your eyes instead of having to take care of it every day. It’ll just grow up to the size you need to ship it out right away. These are little new features I think the users will really enjoy.

That is the gist of all the new features.

Gamespot: Part of taking this and having a new name and a new developer working alongside Harvest Moon, is there anything you weren’t able to do in Harvest Moon that now, because it’s sort of a separate series, you can do?

Hashimoto: That is an excellent question, because I think that’s one of the things that people are really confused about. The thing is, in Japan it’s called Bokujō Monogatari, which is Farm Story. In America, it was Harvest Moon, but Natsume owns that IP. So even though we’re changing the publisher, it’s the same [series in Japan]. For 18 years, it’s been the same development team, so the game itself hasn’t really changed in that sense, but Natsume’s doing their own Harvest Moon now because we sort of have a different way of looking at where Harvest Moon should go. That’s where we departed each other. So in that, Xseed being part of--we’re in the same company. We’re 100 percent subsidiary of Marvelous AQL, so it’s just easier to communicate on a daily basis from moving on. Before, when it was Bokujō, it was Bokujō and that was the end, because the product was done, and it was Natsume who localized it into Harvest Moon. But moving forward, and with this one too even though it’s already sold in Japan, I still working with Xseed to sort of fine tune it for the US audience. Talking about things like is it okay to have the difficulty level the same as the Japanese version, and truly make it a little more difficult? Are they more used to it, or should we make it easier in these kind of parts? Not to change it, not to culturalize it, but to make it so the US audience will experience exactly what the Japanese people are experiencing. That’s one of the things we’re really concentrating on.

Nintendo World Report (NWR): So, obviously, the economics--trading, etc--is a brand new element that wasn’t in previous titles. It’s really pushed very far with trading and how the prices change and ideas like that. I’m wondering how far it goes. We only got a taste of it in the demo. And would it tie in with things like StreetPass with other people who have the title?

Hashimoto: So, for the trading system, we did make it pretty… not difficult, but still complicated in a sense. I think because Japanese people are more maniacal about those little things, they’re fond of trading systems. But that is a thing that we’re in talks with Xseed about; maybe we should simplify it because the audience over here is a little younger than the Japanese audience and they might not be able to understand it. But we’re still in talks, so we’re not sure how it’s going to end up.

One other thing is that it’s not like there will be a lot of different countries that you can trade with from the get-go, so it’s not overwhelming. There’s only one country to start and you can kind of see how it moves. Depending on the season or the weather, prices will change. So you’ll get used to it, and after you get to a certain level or when you do well with your one country, another country will pop up. Then you’ll start doing trading with two countries, three, and four. And as each country develops, they will have their own tastes or feelings, so you’ll get more imports of different clothes, and different animals too. So every time you open up a new country, the feeling of the game will completely change. It’ll be like an overhaul of new stuff you can customize yourself. Customize your farm, your lifestyle.

NWR: So obviously you see this really going in a different direction from the Harvest Moon titles being developed by Natsume. Do you see this becoming a series in and of itself?

Hashimoto: So Story of Seasons is a new title, but we’ll be continuing on with the Bokujō series in Japan. As long as we’re making that and going through Xseed, Story of Seasons will start off a new series. And it goes back to what I mentioned a little bit before, when it was just Japan and I was done with it. Now that we have a US subsidiary, we have more of a relationship to talk about what we can do to internationalize it or to have the same experience in most countries or no matter where you play. I guess the biggest thing would be, there are a lot of farming simulations on social apps and other media, but on consoles there aren’t that many. So to see another one… and as long they’re good, they’ll keep vitalizing the genre, and it won’t disappear. There’s a lot of genres that used to be so popular, but you don’t see anymore just because the demand wasn't there or the publisher didn’t make any money out of it. So to see another title out, I think that will just bring the bar of the quality people can expect higher, which vitalizes the genre. I think it’s good for the industry as a whole that there are more titles I can compete with.

But we have been creating the Bokujō--or Harvest Moon as it used to be--for eighteen years, and I do have pride in what we do. So I do not want to lose to them.

Gamespot: Nintendo was criticized recently for omitting gay relationships from Tomodachi Life. Is there anything of the sort in this Story of Seasons that might take place?

Hashimoto: That’s a tricky question, because no matter how I answer it I get criticized for it. But personally, yeah, as long as you fall in love with someone I think it’s okay. But I think it is a touchy subject and difficult because it is for a mass audience. Just looking at how the world changes, and which one is more accepted, I think things will start changing more and more. But we’ll see how it goes.

NWR: For you, what is your favorite part of the game to work on? What do you think is going to be most looked forward to, or most well-received, here in the American market?

Hashimoto: For the development part, in this title--for the first time in 18 years--you can actually go into the water. And the dev team really hated that because that’s a lot of work for them. But the first time we were able to have the character go in and grab the fish with his bare hand, I really felt like that was a big step in the genre, to actually be able to explore some place that you were never able to go into before. So that was a really happy moment for me.

The second part, what I want the US audience to feel when playing this game; one of the things we’ve been talking about, that I’ve been hearing from a lot of people--or parents--is that you take care of your animals in the game. And if you don’t, they get sick, and in the worst case they pass away. It’s sort of realistic in that sense. It is such a cute child-friendly game, but I think that is one important part: if there’s something that you really love, you really have to take care of it, or else there are consequences--you might not be able to understand--but it’ll be gone. So I don’t want to make this like it’s an educational tool or that I’m teaching something to children or people, but something to say it is like a life within the game. There is a happiness side, and there is a sadness side. So just a little glimpse of what real life could be for those kids.

NWR: Just going off something you said earlier, do you see yourselves doing any more collaborations like you’ve done with Nintendo in this game? And where could that go?

Hashimoto: The series has been going on for 18 years, so the longtime fans are really sensitive to major changes. In the last one [Harvest Moon: A New Beginning], you were able to completely construct the town however you wanted by placing whatever you wanted. We got some praise, and there were some people who didn’t really understand what to do. That was one thing, and the other thing was to have the avatar system. In the very beginning when we announced that, we got a lot of flak or negative comments for it, but once the game was out, it was actually a positive thing that a lot of people actually enjoyed. So it’s a trial and error, I guess. But for this one, it’s the first time we tried this collaboration, and so far the reception has been really good. I think, moving forward, I will try to come up with more stuff that’s feasible. But the collaboration is a success, so we’ll probably see that in the future as well.

Gamespot: Are there any changes to the early game of clearing the land and planting your first crops and that core loop that has been with the series since its inception, and how has that evolved in Story of Seasons?

Hashimoto: Compared to the very first one, it is a lot easier. We tried to take out all the tedious work and make it simpler. We always experiment with other stuff, like there was a time we tried an experiment to put a tractor in there and see what happened. But I think the core essence--one other way I look at it--is there’s a land, and it is your property, but in the end it’s mother nature’s property and you are able to do something. So in doing that, I want them to experience using their hands to move stuff, to feel more like one with the land instead of using machinery and just making it too simple. That’s one of the things I keep in mind creating the game.

NWR: I heard, though I didn’t experience it in the demo, that you can expand to have more properties for the different seasons or activities. Do you buy these and place them where you like or do you have to rent the land, and how expansive is this for you and your property?

Hashimoto: So the main part of having your own land and then expanding that as you pay money is the same, so you can make it bigger and bigger. But there are these village-owned properties this time. Previously when there was a festival, it was just a festival you could attend. But this one, in a festival, you can actually compete against other NPCs for that land, like in a certain time frame seeing how many crops you can make. And if you win that battle, you can actually rent that land. So you can have your own land and extra lands as well. And there’s multiple extra properties. As another festival comes, another NPC might challenge you for that land again, and if you lose, you’ll lose that rented land.

NWR: I’ve noticed in this title you’re going away from more of an overarching story structure, such as, “you have to do this, you have to save these harvest sprites in order to save the harvest goddess,” those kinds of things, instead making it more of a general world where your goal is to be successful and connect with as many people as you possibly can. Which design do you favor more, to have something that’s a little bit more structured or something that’s maybe a little less?

Hashimoto: I’m Apple 2 generation, so I just love any kind of freedom. But sometimes when I create something that’s just free--”You can do whatever you want, here’s all the tools”--and have our young employees play it, they are just lost, and they don’t know what to do. There’s just so many options. So for this one, we do have sort of a story every once in a while, to push people to see, “Oh, there’s this kinda thing you can do.” And then that becomes sort of a tutorial, and at the end you’ll be able to roam around. There are also still stories that come in from season to season, but mainly it’s like a good balance of those two. [A game where] the majority [of the time] you’re free to do whatever you like in your life is what I prefer to make.

Gamespot: Having worked on the series so long, is there anything you’ve noticed about your world view or the things you value that you have changed about the series or you feel are more important to reflect in the next games in the series you make?

Hashimoto: I don’t think I will just dramatically change anything because I see something. Because it has been going on for a long time, there’s a long-time core fan base that, like I said, are really sensitive to any changes. So if it feels natural enough, of course I will start implementing those. But if I want to make it in a different way--Rune Factory is a really good example. There was farming but I wanted to have more of a fantasy effect to it and we didn’t want to put that into Harvest Moon, so that’s why we created Rune Factory. If I wanted to make more of a realistic farm simulation, then it will probably branch out to another title.

NWR: There are probably a lot of differences between what is received well in Japan versus America. Going forward with games, when you’re developing and looking ahead, do you consider how they’re going to be received on a global level or is it more so your personal taste? How do you approach that?

Hashimoto: We always do a little bit of research, of course, and try to see what we can implement in the next one. But one time we did really heavy research on what users were asking for and that was Wind Bazaar [ “Grand Bazaar” for the English release]. That one was something users were asking for so we decided to base it off that, but that one was really hard to create because it wasn’t something that I had thought about. I couldn’t really pour my soul in because I had to guess what the people were asking for and not what I wanted to create. And the sales were okay, but I didn't feel comfortable or happy creating that as much as the other titles. So I decided not to go that route and always rely on what I want to create and what I want to show to users. In that sense, I do think about what people are thinking, but not in like a Japanese or US or global standard, but just as users. What will they think and how happy will they be playing my titles?

I guess I’m not one of those people that someone can suggest something to and I follow it. I just feel more comfortable creating something that I can put my heart into.

NWR: What is your favorite aspect of the whole series you’ve worked on to this point? There are common elements that go from game to game. We’ve talked about what you like best in this game, but what’s your favorite part when developing a new Bokujo game?

Hashimoto: More than development... Well, first, I hate it when--not hate it, but it makes me sad when people say they like the previous title better. But [my favorite thing is] just thinking about what the core user is, or the child and the parents that like playing with them sometimes, and all the fan letters and packages that we get. One time I remember I got a letter from America saying this young man wanted to be a farmer because of playing Harvest Moon. Unfortunately, he didn’t have enough money so he just kept playing the game, but he said, “At least I get to experience what the farmer life would be.” So whenever I get those kinds of letters that say they’re appreciative, it really makes me happy. It’s sort of like motivation to keep creating the games.


42
TalkBack / Play Nintendo Tour 2014 Running Now Through September 1
« on: June 21, 2014, 08:01:36 PM »

The 2DS-centric Nintendo showcase will set up for weekend-long stays in a different city each week.

http://www.nintendoworldreport.com/news/37895/play-nintendo-tour-2014-running-now-through-september-1

Play Nintendo Tour 2014, a traveling family-friendly event highlighting the 2DS and a selection of its most well-regarded titles, has begun. The tour will stop in a different city every weekend up through September 1.

The event seems to focus on the 2DS as an ideal entry point for gamers of all ages, and some of the most popular titles available on that system will be playable, including the following:

  • Kirby: Triple Deluxe
  • Yoshi’s New Island
  • Pokémon X and Pokémon Y
  • The Legend of Zelda: A Link Between Worlds
  • Super Mario 3D Land
  • Donkey Kong Country Returns 3D
  • Mario Kart 7

A selection of costumed characters will be on hand, including Mario, Luigi, Donkey Kong, and Kirby. Attendees can also experience different areas with decorations themed around iconic Nintendo franchises such as Donkey Kong, Pokémon, Yoshi’s Island, and Mario Kart.

In the latter area, there will be a Mario Kart competition. Qualifying rounds will be played on Mario Kart 7, but winners can potentially earn the right to take the main stage and play Mario Kart 8 on a giant TV screen.

The schedule for Play Nintendo Tour 2014 can be found here.


43
TalkBack / Mario Kart 8 Getting Mercedes-Benz DLC
« on: June 20, 2014, 08:54:00 PM »

A GLA-Class kart is expected to be available for download this summer.

http://www.nintendoworldreport.com/news/37888/mario-kart-8-getting-mercedes-benz-dlc

Nintendo is distributing Mario Kart 8 DLC in the form of a downloadable kart modeled after the Mercedes-Benz GLA-Class.

This DLC was announced for Japan the day before the game’s release, but has now been confirmed for other territories via the Twitter accounts for Nintendo of America and Europe. The Japanese reveal made it clear that the kart would be free to download, though the American and European announcements were mum on that issue.

The specific distribution method for the kart is unclear, so it is unknown whether it will occur seamlessly via SpotPass or must be initiated by players. The DLC is expected to be made available sometime this summer.

The real-life GLA-Class is a new compact crossover automobile whose design is modified for its appearance in the game. Specifically, though the real-life car is not a convertible, the in-game model will be roofless in accordance with customary Mario Kart designs, allowing characters’ heads to remain visible during races.

In Japan, this cross-promotion between Nintendo and Mercedes-Benz was accompanied by a television commercial that Nintendo fans might find interesting. Check it out below.


44
TalkBack / Armillo Rolling onto Wii U eShop on July 3
« on: June 19, 2014, 10:00:26 AM »

An independent game just in time for Independence Day.

http://www.nintendoworldreport.com/news/37876/armillo-rolling-onto-wii-u-eshop-on-july-3

Armillo now has a firm date of July 3 for its release on the Wii U eShop, developer Fuzzy Wuzzy Games has announced.

The game has been in development for three and a half years and has seen its debut delayed multiple times, but it's now locked in for both America and Europe with a special introductory price of $6.00/€4.50 during its first three weeks on the eShop. After that, it will bump up to its regular price of $8.00/€6.00.

Armillo features a mix of action, puzzle, and adventure elements with creative worlds players navigate by rolling the titular armadillo around. It will be a timed exclusive for the Wii U, with releases on other platforms planned for the future. Read our most recent hands-on impressions here, and check back soon to see our interview with the game's creators.


45

The company is having internal discussions about what to do with the series and wants to serve fans of both traditional and Prime styles of play.

http://www.nintendoworldreport.com/news/37837/nintendo-hopes-to-have-metroid-news-to-share-in-the-near-future

Nintendo is talking about what to do next with the Metroid series and hopes to have news to share on that front soon, according to a Kotaku E3 interview with Nintendo Software Planning & Development  head Shinya Takashi.

When asked about the current status of the series, Takashi said, “So it has been a while since we released the last one and we're having discussions internally about what we can do next.” He noted that they “have two different types of Metroid games,” with these being the “traditional style” and “the Prime style.”

“We feel that we do need to take care of both of these styles of play,” he said.  “And the hope is that at some point in the near future we'll be able to share something about them.”

A bit later in the interview, Takashi and the also-present Shigeru Miyamoto were asked to choose which style of Metroid was their favorite. Takashi likes them both, but Miyamoto responded, “I have the New Super Mario Bros. series [for 2D], so I like Prime. I think there’s still a lot of new things that could be done with the Prime series.”


46
TalkBack / Mario Kart 8 Early Sales Figures Trump Mario Kart 7
« on: June 11, 2014, 10:12:00 AM »

The Wii U Kart entry sold more units overall, boasted a higher attach rate, and increased hardware sales more.

http://www.nintendoworldreport.com/news/37765/mario-kart-8-early-sales-figures-trump-mario-kart-7

Mario Kart 8 sales figures have thus far trumped Mario Kart 7 in sheer volume and key statistical categories, such as attach rate and associated hardware sales boosts, according to a report from research analyst David Gibson derived from an "analyst meeting" during E3.

According to the report, Nintendo has indicated that Mario Kart 8 sold 450,000 units in its first 3 days, as compared to 250,000 for Mario Kart 7. The attach rate for the new iteration was 18% versus 7% for its predecessor. Hardware sales of Wii U jumped to 4.1 times its prior week sales after MK8's release, while 3DS sales only increased by a multiple of 2.4.

Nintendo previously reported sales of 1.2 million units worldwide for Mario Kart 8 during the game's first weekend of availability.


47
TalkBack / Sonic the Hedgehog Being Adapted for Feature Film
« on: June 10, 2014, 04:25:55 PM »

Sony Pictures is helping to bring the blue blur to life in a hybrid live-action/CG movie.

http://www.nintendoworldreport.com/news/37753/sonic-the-hedgehog-being-adapted-for-feature-film

Sony Pictures is working with Sega Sammy Group division Marza Animation Planet to bring Sonic the Hedgehog to the big screen, according to a press release from Marza.

Sega's highly successful video game franchise is set to be adapted as a hybrid live-action/computer-animated movie, with a screenplay from Upright Citizens Brigade veterans Evan Susser and Van Robichaux in the works. Producer Neal Moritz, known for movies like the Fast and the Furious series and 21 Jump Street, is attached to the film, as is his company, Original Film.

According to Marza, the movie should "capture Sonic’s irreverent tone and spirit, reuniting him with some of the most revered and infamous characters of the franchise, including the evil Dr. Eggman."

No release date or official has been set for the movie.


48
TalkBack / Pac-Man Revealed for Upcoming Super Smash Bros Titles
« on: June 10, 2014, 03:30:00 PM »

As predicted, Pac-Man smashes in.

http://www.nintendoworldreport.com/news/37749/pac-man-revealed-for-upcoming-super-smash-bros-titles

Pac-Man has been announced as a new challenger for Super Smash Bros. on Wii U and 3DS at tonight's E3 presentation for the game.

Pac-Man can sort of morph into his classic limbless incarnation during certain moves, but he typically appears in his more modern 3D-modeled guise. He does have retro-inspired attacks, though, employing pixelated fruit and ghosts for some of them. There appears to also be a couple of Pac-Man stages, one themed on the original arcade classic and another on Pac-Land.

Mr. Game & Watch made an appearance in the reveal video, as well, but has yet to be officially confirmed as a playable character in the games.

For more info from the presentation, check the liveblog here or watch the Pac-Man announcement trailer below.


49

The long-awaited team-up between two of gaming's most logical heroes is coming soon.

http://www.nintendoworldreport.com/news/37730/professor-layton-vs-phoenix-wright-ace-attorney-dated-for-august-29-release

Professor Layton vs. Phoenix Wright: Ace Attorney is coming to 3DS in North America on August 29. The game was developed in a collaborative effort between Capcom and Level-5, but will be published by Nintendo in North America.

We've already reviewed the European release of the game, so fans waiting patiently can check that out to get a feel for what to expect, or just watch the new trailer below.


50
TalkBack / Fantasy Life Announced for Release on 3DS
« on: June 10, 2014, 07:18:00 AM »

This RPG from Level-5 will come to North America in October.

http://www.nintendoworldreport.com/news/37727/fantasy-life-announced-for-release-on-3ds

Fantasy Life, a 3DS RPG developed by Level-5, is coming to North America in October. The game was originally released in Japan in December 2012 and has been rumored to come out in other territories for quite some time.

Gameplay in Fantasy Life revolves around inhabiting 12 Life classes which players can switch between at almost any time in order to utilize different abilities. Players can inhabit the roles of fighters, crafters, gatherers, lumberjacks, fishermen, and more. As those choices imply, some classes are suited for combat and others for more peaceful activities, so players' preferences will shape their experiences as they explore an open world and customize their lifestyles and living quarters.


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