Yoshi’s Woolly World Developers Talk Different Designs And Pokemon And Lack Of Baby Mario

US gaming publication Game Informer recently had the opportunity to sit down and discuss the super fun Yoshi’s Woolly World on the Wii U. The staff members present for the extensive interview were Yoshi’s Woolly World designer Emi Watanabe and producer Takashi Tezuka. There was a lot of information discussed during the interview including the many different Yoshi designs as well as Baby Mario’s absence. If you are interested you can read the full interview, here.

On the Yoshis with different designs…

Watanabe: We actually started with just the standard, green Yoshi that is the main playable character, and as we developed the game and came up with all these gorgeous backgrounds, we decided that maybe we could play around a bit with Yoshi himself too. With knitted scarfs and sweaters and things like that, you can have a bunch of different colors mixed in there. We played a bit around with him and made a bunch of unique designs and when we asked around for feedback, people were really divided on what they liked and had their ideas of what we should make. So we decided to throw them all in and put in a bunch of different kinds of designs.

Tezuka: And for me, just changing Yoshi’s designs, like the pattern, it was really fun and it made me really happy. At first, we also considered having abilities to go with some of these patterns, but I found that just the aesthetic itself was so fun and pleasurable. So rather than limiting the number of designs based on different abilities we could think of, we decided to focus on kind of the visual aspect and the joy that the colors and things brought.

On how some amiibo characters such as Pokemon give you a Yoshi with a white t-shirt that says “amiibo”…

Tezuka: With the Amiibo designs, we had to think about what characters could be represented authentically to the character in the Yoshi form, and so we couldn’t do every single Amiibo. We did some trial and error and, unfortunately, we didn’t make these ones and have Yoshi wearing an Amiibo t-shirt.

On the appeal of yarn with game design…

Tezuka: It’s funny that you mention that connection with those games with yarn. We hadn’t really thought about it that way because with the Yoshi series, you might have noticed that each one has its own hand-made feel. Yes, we did know about Kirby’s Epic Yarn, and we loved that aesthetic and we decided to work with that developer to create Yoshi’s Woolly World. But it came from a place of wanting to have fun with Yoshi’s form with yarn rather than any sort of trend that may be emerging. We just liked the aesthetic for this game.

Watanabe: Personally, I think the appeal of yarn is that everyone has interacted with it and touched it before. They can imagine what it would be like to unravel something, and so it’s kind of that tactile feeling that we can imagine while we’re playing the game, which I think might be universally appealing to people. It’s something that I enjoy myself, anyway.

On the thought process of choosing which Nintendo character gets a yarn game…

Tezuka: With Yoshi’s Woolly World, I think we really pushed the expression of yarn to its limit, so as far as more yarn games go, we really want to try to play with something else – and that’s for Yoshi games or other Nintendo characters.

On the next aesthetic they would like to try…

Tezuka: You probably saw this coming, but I can’t tell you just yet.

On whether Baby Mario was ever considered…

Tezuka: The concept of Yoshi’s Woolly World was that we wanted to do a yarn take on the series, so we didn’t have plans for Baby Mario from the start.

On how they determine when Yoshi makes the comeback in a support role rather than a main character role…

Tezuka: Regarding Yoshi appearing in other games, we know Yoshi’s a beloved character and we know that fans want to see him as much as possible, but we really want to consider the game and gameplay that makes sense for having Yoshi as a character. It’s really case by case and whether the mechanic adds something to the experience. That’s kind of what we have on the forefront of our minds in making that decision.

Microsoft Doesn’t Know How It Will Compete With The NX

Nintendo has a history of setting gaming trends. The motion controls of the Wii undoubtedly inspired the PlayStation Move and Kinect, and the Xbox’s SmartGlass feature was a blatant reaction to the Wii U GamePad. But what are the other big companies planning on doing about Nintendo’s NX?

Gamesbeat recently sat down to chat with Aaron Greenberg, the head of marketing for Xbox. In addition to discussing the company’s process for creating bundles and their holiday sales plans, Gamesbeat asked Greenberg what the mid-cycle launch of the NX could mean for Microsoft. His response was:

“I’m not sure what Nintendo’s doing. I hear the same rumors and stuff that you do. I guess we’ll react to that when we know more. Nintendo’s always been innovative. They’ve always differentiated in their own way. They’ve always danced to their own tune, if you will. It wouldn’t surprise me if they do their own thing when the time is right. What they’ve done is unique and different. How they’ll compete with us remains to be seen.”

It’s nice to hear the competition praise Nintendo for it’s innovation, but the fact that they don’t have a strategy planned could mean another copy-cat peripheral from Microsoft.


Nintendo: “Never Say Never” When It Comes To Giving Yooka-Laylee Additional Support

One of the biggest indie titles hitting the Wii U eShop in the future is Playtonic’s gorgeous 3D platformer Yooka-Laylee. The game seems like the perfect title for Nintendo to help promote as it fits in with Nintendo’s family friendly image. The Executive VP of Sales at Nintendo of America, Scott Moffitt, was asked whether the company would give the game additional support by The Examiner and Moffitt basically said never say never.

We’ve really been embracing the independent development community and there is a lot of really great indie content coming to our platform, more so than [before] on Wii or predecessor systems. Our eShop is stocked with great indie games, so we try to rotate them through and promote them from time to time with developer support.

We’ve show a much more open stance to indie developers, so never say never.

Source / Via

Nintendo Explains Why They Use “New” So Much

Nintendo has a blatant habit of naming things as “new”. We’ve had New Super Mario Bros, New Nintendo 3DS, Yoshi’s New Island and many more. Speaking in a recent interview, Chris Pranger, a localization writer for Nintendo, explained exactly why they used the word so much. Pranger says that in Japanese the word “new” is both exotic and cool. So there you have it, that’s the reason.

“In Japanese, “new” is exotic and sounds cool. That is the exact reason why “new” is on so many titles.”

Source / Via

Thanks, MasterPikachu6

Retro Studios Designed The Mechs In Metroid Prime Federation Force

Kensuke Tanabe, the producer behind Metroid Prime: Federation Force, has recently sat down with online gaming publication US Gamer to discuss the game. It is a lengthy interview, but it is certainly an interesting one. During the interview Tenabe reveals that the acclaimed Retro Studios were the company responsible for the design of the mechs in the game. He also mentioned how you will go about playing the co-op title in single player.

USG: You mentioned it’s a co-op game, is it possible to play it solo or do you have to play it with other people?

KT: So you can play as a solo player and up to four people. When you play as a single player, you have the choice to get the drones to help you and support you throughout the mission. Of course, you can always play by yourself too, if you don’t want that extra help. If you don’t need any drones, then that’s perfectly fine as well. However, if you do so, you’re basically raising that bar and making the mission quite difficult for yourself. But I do know that Metroid fans like that extra challenge, so I can totally see players making things difficult for themselves.

USG: Is Retro involved in this project at all?

KT: The whole development has been done by Next Level Games. There was just one part — for the design for the mechs, Retro had the supervisory role for this game.


Xenoblade Chronicles X Director Hopes To Focus More On Story In His Next Game

Tetsuya Takahashi, the executive director of Xenoblade Chronicles X, has responded to criticism levied against the newly released Wii U title (in Japan). Critics have targeted the game for not having enough story to keep the game interested for an extended period of time — so much so, Kotaku went out of its way to call it “boredom.” Within a Japanese guidebook for the game, Takahashi addressed fans saying he, for the most parts, agree with them.

Being several years behind others in the development of an HD title and taking into account Monolith Soft’s company size, there are just some thing that we could not achieve, which couldn’t be helped, but in order to move on towards the next step, there was no avoiding this. And that is the truth.

Takahashi pinpoints a few select features he hopes to apply to his next title, specifically a broader story, an improved interface, more intricate online connectivity, and even the option of going to space. Xenoblade Chronicles X is a Wii U exclusive, and will be coming to the west December 4th, 2015.

Nintendo And Platinum Explain Their Relationship On Star Fox Zero For Wii U

One of the announcements that pleased a number of fans at this year’s Nintendo E3 Digital Event was the fact that Platinum Game’s were developing the new Star Fox for Wii U, which is titled Star Fox Zero. Polygon managed to catch up with Nintendo EAD’s Yugo Hayashi and Yusuke Hashimoto from Platinum Games to find out just how the exciting collaboration came to be. Hayashi says that the team at Nintendo didn’t have enough resources to make the game, but they were certain that an acclaimed action studio such as Platinum Games would be a perfect fit for the title.

“Internally, we thought we maybe didn’t have enough resources to make it. So we started looking outside for a good fit.

“We already had some relationship with Platinum Games and in thinking about who would be be a good company to make a Star Fox game, obviously Platinum Games are very good at making action games, they’re very good at making games that are visually exciting. So we thought they would be a perfect fit.”

– EAD’s Yugo Hayashi

“When I was getting into the project it kind of started up for me as how do we use this to make stages that will be fun to play. How do we create extravagant, exciting situations. Basically, as the development has gone forward it has been the two teams passing it back and forth and talking about that kind of thing.”

“When you get to the boss and it switches to the target view and you have that kind of extravagant cinematic view, flying around the boss with a first-person view,” he said. “That was the first time I thought we were kind of getting at what I hoped to achieve with this project.”

“I think the reason for that is because it’s a cinematic scene, a cinematic effect, but you’re able to control it and create these kind of action moments while flying around in the way you attack.”

– Platinum Games, Yusuke Hashimoto

Thanks, MasterPikachu6