• Hey everyone, staff have documented a list of banned content and subject matter that we feel are not consistent with site values, and don't make sense to host discussion of on Famiboards. This list (and the relevant reasoning per item) is viewable here.
  • Do you have audio editing experience and want to help out with the Famiboards Discussion Club Podcast? If so, we're looking for help and would love to have you on the team! Just let us know in the Podcast Thread if you are interested!

StarTopic Nintendo First Party Software Development |ST| Nintendo Party Superstars

Daisuke Matusoka could be the main composer for Metroid Prime 4 or one of it composers, given that he was the main composer in Metroid Samus Return, Kenji Yamamoto will problaby be sound director on MP4.
Daisuke is decent, but i want someone who doesnt feels like he is a discount version of yamamoto.

If its not yamamoto himself, call someone with a completely new sound.

Some people that come to head: Alexander Brandon from Deus Ex, Harry Gregson Williams, Lena Raine, etc.
 
From Andrzej Zamoyski (MONOLITHSOFT) LinkedIn:

image.png


If it was TotK, or XC3 DLC, he would clearly put it, wouldn't he? Maybe it is the rumored new project?
 
Splatoon 3 soundtrack released recently and it looks like Minegishi didn't compose that much, even though he was still sound director. Granted, there were more composers on board this time (Sudo, Doi, Takahashi), but that EPD 7 credit in the Ask the Developer interview still sticks out to me. The most out there conclusion is that with the along with the recent re-organization (Yamagami disappearing, EPD 1 series being transferred to EPD 2), EPD 7 is a now a dedicated sound team. I don't really believe that, but hopefully Wakai shows up in the inevitable interview for TotK so that we can know for sure.
I forgot that Minegishi is really at EPD 7. Would be weird if EPD7 is sound team but I would not rule it out just yet since Minegishi worked on Splatoon and is part of EPD7. These reorganizations there are such a mystery.
 
0
So, not counting the localization teams, voice actors, music and "original game supervisors" (counting method is a bit rough, might be off by some numbers, but it should give you a general idea) :
  • 343 people worked on New Horizons
  • 637 people worked on BOTW
  • 678 people worked on TOTK
  • 821 people worked on SSBU
If I had to rank them based on cost, I think New Horizons was the cheapest one, SSBU the most expensive (they seem to have done a lot of outsourcing for this one, which can lower costs, but those license fees for the characters and music probably weren't cheap), and BOTW very probably cost more to make than TOTK.
Thank you very much!!
You think BotW costed more to make because of R&D and the physics engine? Because TotK took more time.
Yeah, I agree SSBU is probably still the most expensive. Insane amount of people working on it in order to get it done in ~3 years, licensing definitely wasn't cheap, then 3 more years of DLC development with high licencing costs definitely.
is problaby is, given that the development cost of Breath of the Wild was estimated on $120 milions dolars, Tears of the Kingdom budget is problaby the double/triple of that(problaby around $200/300 milions dolars it budget)
Breath of the Wild development was nowhere near that. With marketing, probably.
There's also no way TotK budget got to anywhere near 200m, since only the most expensive games of all time got there, and games like TLOU II, Red Dead Redemption 2 and etc had like 2000+ people working on them.
 
Thank you very much!!
You think BotW costed more to make because of R&D and the physics engine? Because TotK took more time.
Yeah, I agree SSBU is probably still the most expensive. Insane amount of people working on it in order to get it done in ~3 years, licensing definitely wasn't cheap, then 3 more years of DLC development with high licencing costs definitely.

Breath of the Wild development was nowhere near that. With marketing, probably.
There's also no way TotK budget got to anywhere near 200m, since only the most expensive games of all time got there, and games like TLOU II, Red Dead Redemption 2 and etc had like 2000+ people working on them.
Yeah. Cinematics and high production values (such as lip sync for various languages, high quality textures and other stuff) are probably the stuff that weights the most
 
Not directly related to Nintendo, but the credits for Theatrhythm (at 2 hours 55 minutes)



Game was co-developed by sAs as expected. Most of the Melody of Memory team is back. Only 6 or 7 out of the 20 indieszero staff credited on Big Brain Academy are also here. I wouldn't be surprised if they've been working on another project since that. Maybe another Nintendo collab?

Following up on this:

Big Brain Academy: Brain vs. Brain staff - 19
Theatrhythm: Final Bar Line staff - 34
indieszero total staff - 48 (April 2023)

Big Brain Academy only - 13
Theatrhythm only - 28
Both - 6

The only BBA lead that worked on Theatrythm was Masahiro Yanaka (3D Artist).
 
Last edited:
Almost as excited about any kind of BTS we get on TotK than the release itself... Last time they had a youtube series with developer interviews and of course the legendary GDC panel, though I think a "ask the devs" interview is guaranteed at minimum.

They've been so quiet about the game for years, Aonuma is the only personality associated with it so far. I really want the secrecy to be over for good.
 
0
You think BotW costed more to make because of R&D and the physics engine? Because TotK took more time.
Yeah that's what I thought, the Switch port probably cost a tiny bit too, but maybe TOTK was more expensive to make, the difference between the two is probably not much either way!
 
3DS General Producer - Hideki Konno
Wii U General Producer - Katsuya Eguchi
Switch General Producer - Yoshiaki Koizumi, Switch General Director - Kouichi Kawamoto
Switch 2 - (?)
Switch 2 - Future Nintendo Hardware & Technology Speculation & Discussion |ST| (Read the staff posts before commenting!)
 
Nintendo clearly is building on their vision of multi-dev production teams with their subsidiaries playing a permanent role in the structure.

EPD ---> SRD, 1-UP, Monolith, NST, NERD, ND Cube, Mario Club, iQUE. I can see Retro and maybe even NLG following suit at some point while getting to maintain one IP where they lead design on. (like Monolith and NDCUBE)
 
One of the intriguing things about EPD Tokyo, if the rumors about DK are correct, is that they are working on different things, while for example Aonuma is producing nothing but the Zelda series, whose 2D titles are now even partly outsourced. I wonder if this means that 3D Mario is something less resource-intensive than 3D Zelda, or if it simply means that EPD Tokyo has grown enough to have multiple teams, just as the Kyoto divisions have.
I mean Odyssey was in active dev (I recall hearing about how it was basically finished when first revealed but we saw minor texture touchups) for like 3 years vs BOTW 6 so
 
Nintendo clearly is building on their vision of multi-dev production teams with their subsidiaries playing a permanent role in the structure.

EPD ---> SRD, 1-UP, Monolith, NST, NERD, ND Cube, Mario Club, iQUE. I can see Retro and maybe even NLG following suit at some point while getting to maintain one IP where they lead design on. (like Monolith and NDCUBE)
im not sure what retro could offer that the other studios havent already got it covered. Neither NLG tbh but they feel closer to EPD than Retro lol

But id'd be happy if there was an effort at nintendo to have studios help each other where they can, but i imagine it'd be restricted to japan because nintendo lacks presence in the us and europe. Maybe NST, Nerd and NLG will be giving support in mp4 but who knows.
 
Nintendo clearly is building on their vision of multi-dev production teams with their subsidiaries playing a permanent role in the structure.

EPD ---> SRD, 1-UP, Monolith, NST, NERD, ND Cube, Mario Club, iQUE. I can see Retro and maybe even NLG following suit at some point while getting to maintain one IP where they lead design on. (like Monolith and NDCUBE)

I'm not confident that's the end goal for Retro and NLG, or even NST; I feel the latter has slowly climbed back into good graces and will eventually be taking the lead on a new game again (though if it were something like Captain Toad 2 for example, they would remain under Group 8's supervision). Don't know if NDcube are quite at that constant support level yet either (do we have any indication that they've continued to be involved with Pocket Camp post-launch?); though I wouldn't be surprised if EPD Group 4 roped them in for something eventually given their casual / party game expertise.

I'm surprised we still haven't heard a peep from iQue outside of their contributions to 3D All-Stars and N64 NSO; besides their typical localisation work of course. Wonder what types of projects they'll be on support for in the future.
 
I'm not confident that's the end goal for Retro and NLG, or even NST; I feel the latter has slowly climbed back into good graces and will eventually be taking the lead on a new game again (though if it were something like Captain Toad 2 for example, they would remain under Group 8's supervision). Don't know if NDcube are quite at that constant support level yet either; though I wouldn't be surprised if EPD Group 4 roped them in for something eventually given their casual / party game expertise.

I'm surprised we still haven't seen a peep from iQue outside of their contributions to 3D All-Stars and N64 NSO; besides their typical localisation work of course. Wonder what types of projects they'll be on support for in the future.
nst i do feel will be playing a lot of support, although i also think they will be returning to making games by themselves in the close future, but yeah its difficult to imagine what retro and nlg would do. NLG i could see giving some animation support but retro feels kinda self contained at nintendo.
 
0
Also damn, I was thinking TotK wasn't in the making until like 2018 or something but after those credits and people that are being credited on it that weren't since Splatoon 2 or BotW, it really seems like full development actually did take 6 years(with pre-prod ofc but actual development took 5 at least from hirings).
I was under the impression it started dev soon after the final DLC dropped (probably as more DLC at first since they said was DLC originally)
 
I read months ago that there were difficulties at Good-Feel, including while developing Yoshi's Woolly World and Yoshi's Crafted World. Those games were a long time in development hell, it was said.

Can anyone give me more information on this and confirm that the above information is true?
 
Maybe the reason why we haven’t seen a new mainline Mario Kart in such a long time is because it’s co-developed by Retro again 😎
 
im not sure what retro could offer that the other studios havent already got it covered. Neither NLG tbh but they feel closer to EPD than Retro lol

But id'd be happy if there was an effort at nintendo to have studios help each other where they can, but i imagine it'd be restricted to japan because nintendo lacks presence in the us and europe. Maybe NST, Nerd and NLG will be giving support in mp4 but who knows.
I'm not confident that's the end goal for Retro and NLG, or even NST; I feel the latter has slowly climbed back into good graces and will eventually be taking the lead on a new game again (though if it were something like Captain Toad 2 for example, they would remain under Group 8's supervision). Don't know if NDcube are quite at that constant support level yet either (do we have any indication that they've continued to be involved with Pocket Camp post-launch?); though I wouldn't be surprised if EPD Group 4 roped them in for something eventually given their casual / party game expertise.

I'm surprised we still haven't heard a peep from iQue outside of their contributions to 3D All-Stars and N64 NSO; besides their typical localisation work of course. Wonder what types of projects they'll be on support for in the future.
NST doing a good chunk of Bowser's Fury feels like it could be the start of a paradigm shift in terms of international involvement, as important as Retro and NLG have been their involvement has been either new takes on series or dormant series, mainline mario (not to say Luigi's Mansion isn't a huge deal now cause it is) is another level
 
I read months ago that there were difficulties at Good-Feel, including while developing Yoshi's Woolly World and Yoshi's Crafted World. Those games were a long time in development hell, it was said.

Can anyone give me more information on this and confirm that the above information is true?
I mean Woolly World was kinda infamous for being in directs for like 2 and a half years, but that was also somewhat Wii U era doctrine to show off everything they could, and Crafted World was also 2 years but was shown off again once actually close. Arguably Nintendo did the same show off everything with Switch at first with Prime 4 and Crafted World (and Pikmin carry over (and Bayo 3)) but they've cooled it since, only thing to note is unlike those examples as well as Xbox and Sony, in the case of Crafted World (and Woolly but that was more normal Wii U) they initially revealed with footage, others were title tease
 
0
NST doing a good chunk of Bowser's Fury feels like it could be the start of a paradigm shift in terms of international involvement, as important as Retro and NLG have been their involvement has been either new takes on series or dormant series, mainline mario (not to say Luigi's Mansion isn't a huge deal now cause it is) is another level
i dont think nst will be the "monolith soft of the mario franchise". I wouldn't mind it but i hope not, unless they start doing their own games as well, i kinda dont like how many studios at nintendo are dedicated to mario, we need more original stuff.

And yeah if retro wasnt called in to help design some shit in zelda botw or mario after their new ip project went under in the mid 2010s i cant see them start doing it now.
 
The only claim I've seen about Crafted World having development issues is that the level-flipping mechanic was apparently more robust, based on the initial on the initial trailer, before scaling down to be automatic in the final game.

I've never played it, so I can't say if it's true or not.
 
I mean Odyssey was in active dev (I recall hearing about how it was basically finished when first revealed but we saw minor texture touchups) for like 3 years vs BOTW 6 so
BOTW was not in development for 6 years. It started full production in January 2013. So little over 4 years with also release on Switch.
 
0
I wonder if this means that 3D Mario is something less resource-intensive than 3D Zelda,
3D Zelda is much more complex than post-Sunshine Mario. Even sandbox Mario, with it's discrete sections, doesn't require the same level of advance planning that Zelda, with all its interlocking parts requires. Galaxy 2 and 3D World shows how Mario can take a previous game's mechanics, ideas, and assets, and spin a whole new game out of them, while Zelda's attempts to do the same got us Link's Crossbow Training.
 
0
One of the intriguing things about EPD Tokyo, if the rumors about DK are correct, is that they are working on different things, while for example Aonuma is producing nothing but the Zelda series, whose 2D titles are now even partly outsourced. I wonder if this means that 3D Mario is something less resource-intensive than 3D Zelda, or if it simply means that EPD Tokyo has grown enough to have multiple teams, just as the Kyoto divisions have.
nothing about 3d mario strikes me as particularly intensive for nintendo. I could probably say that luigi's mansion 3 is probably as expensive as it was, considering the high amount of quality cinematics and details that the game features. And certainly odyssey wasnt nearly as expensive as the most expensive nintendo titles.

What could possibly make it so expensive? It doesnt features voice acting, high quality models or super cinematics, worlds that are full of systems.

Even the amount of people who have worked on these games isnt high compared to the games we think are the most expensive ones at nintendo. Or in general.

Now, im just talking about production costs, i bet that just like minions mario is much more expensive to market than to make
 
One of the intriguing things about EPD Tokyo, if the rumors about DK are correct, is that they are working on different things, while for example Aonuma is producing nothing but the Zelda series, whose 2D titles are now even partly outsourced. I wonder if this means that 3D Mario is something less resource-intensive than 3D Zelda, or if it simply means that EPD Tokyo has grown enough to have multiple teams, just as the Kyoto divisions have.
Always been like this,even Mario Party games have a much bigger team than mainline Mario
 
Nintendo clearly is building on their vision of multi-dev production teams with their subsidiaries playing a permanent role in the structure.

EPD ---> SRD, 1-UP, Monolith, NST, NERD, ND Cube, Mario Club, iQUE. I can see Retro and maybe even NLG following suit at some point while getting to maintain one IP where they lead design on. (like Monolith and NDCUBE)
I mean, arguably Retro and NLG already get to lead design on their own IPs (Metroid Prime and Luigi’s Mansion/Mario Strikers, respectively). Of course, if you mean wholly original IPs, that’s a distinct possibility; I think it’s more likely that Retro takes that path, since NLG doesn’t seem too interested in doing so ATM.
 
I mean Odyssey was in active dev (I recall hearing about how it was basically finished when first revealed but we saw minor texture touchups) for like 3 years vs BOTW 6 so
Actual development of Breath of the Wild only started in January 2013, we know as much from interviews/development documentary. Odyssey took the same ~4 years to make. I'm dead certain the reports about the game being basically done by the time it was revealed only meant content complete, as we saw major polish from January to E3 to release.
Also unlike other games that were reported to be complete months before launch, like FE Engage which was rated in July 2021, Odyssey was only rated in July 2017. It probably gone gold just a couple months before release just like Tears of the Kingdom and BotW, opposed to Engage, Prime Remastered, etc.
I was under the impression it started dev soon after the final DLC dropped (probably as more DLC at first since they said was DLC originally)
I doubt the game actually started development as DLC. I think it was more of leftover DLC ideas that never actually gone beyond pre-production instead of actual DLC turning into a game mid-dev.
nothing about 3d mario strikes me as particularly intensive for nintendo. I could probably say that luigi's mansion 3 is probably as expensive as it was, considering the high amount of quality cinematics and details that the game features. And certainly odyssey wasnt nearly as expensive as the most expensive nintendo titles.

What could possibly make it so expensive? It doesnt features voice acting, high quality models or super cinematics, worlds that are full of systems.

Even the amount of people who have worked on these games isnt high compared to the games we think are the most expensive ones at nintendo. Or in general.

Now, im just talking about production costs, i bet that just like minions mario is much more expensive to market than to make
Development time of 3D Mario has been comparable to that of 3D Zelda(Galaxy, Odyssey and whatever the next 3D Mario is taking about the same time in the making as Twilight Princess, BotW and TotK respectively) and so are marketing pushes.

But yeah, development teams are much smaller and it doesn't have anywhere near the same amount of outsourced work. How many people worked on Odyssey totally? I know EPD Tokyo was about 130 by the time they made 3D World but actual amount of people is way bigger(like BotW being claimed to be 300 people and actually being more than 600).
 
Actual development of Breath of the Wild only started in January 2013, we know as much from interviews/development documentary. Odyssey took the same ~4 years to make. I'm dead certain the reports about the game being basically done by the time it was revealed only meant content complete, as we saw major polish from January to E3 to release.
Also unlike other games that were reported to be complete months before launch, like FE Engage which was rated in July 2021, Odyssey was only rated in July 2017. It probably gone gold just a couple months before release just like Tears of the Kingdom and BotW, opposed to Engage, Prime Remastered, etc.

I doubt the game actually started development as DLC. I think it was more of leftover DLC ideas that never actually gone beyond pre-production instead of actual DLC turning into a game mid-dev.

Development time of 3D Mario has been comparable to that of 3D Zelda(Galaxy, Odyssey and whatever the next 3D Mario is taking about the same time in the making as Twilight Princess, BotW and TotK respectively) and so are marketing pushes.

But yeah, development teams are much smaller and it doesn't have anywhere near the same amount of outsourced work. How many people worked on Odyssey totally? I know EPD Tokyo was about 130 by the time they made 3D World but actual amount of people is way bigger(like BotW being claimed to be 300 people and actually being more than 600).
no,the epd tokyo team for odyssey was not even 80 devs,with epd kyoto and 1-UP it was around 140
this was the 3d world team :
31CNXwB.jpg
 
The only claim I've seen about Crafted World having development issues is that the level-flipping mechanic was apparently more robust, based on the initial on the initial trailer, before scaling down to be automatic in the final game.

I've never played it, so I can't say if it's true or not.
In the initial trailer, you could activate the level flip on your own. In the final game, this was reworked into a "reverse" level mode where you're searching hidden Poochy Pups instead.
 
In the initial trailer, you could activate the level flip on your own. In the final game, this was reworked into a "reverse" level mode where you're searching hidden Poochy Pups instead.

Nope, that was just trailer editing trickery. Even from EE 2017 the reverse side was always a seperate level playthrough and never something you could do on the fly. The actual major design difference between the Treehouse showing and final game is the lack of extra objectives (Poochy Pups) and that the level starts from the beginning and makes you move to the left, rather than starting at the end goal and moving right.

 
I mean, arguably Retro and NLG already get to lead design on their own IPs (Metroid Prime and Luigi’s Mansion/Mario Strikers, respectively). Of course, if you mean wholly original IPs, that’s a distinct possibility; I think it’s more likely that Retro takes that path, since NLG doesn’t seem too interested in doing so ATM.

I was implying their future direction might be that each can maintain lead design on one IP (LM, MP) and have another group support EPD developed games.



I'm surprised we still haven't heard a peep from iQue outside of their contributions to 3D All-Stars and N64 NSO; besides their typical localisation work of course. Wonder what types of projects they'll be on support for in the future.

There's also a possibility that they are prototyping projects for Nintendo, which was what NST did for many years. If iQue is primarily working with Tokyo groups, we might see their presence on the next batch of games.

And yeah if retro wasnt called in to help design some shit in zelda botw or mario after their new ip project went under in the mid 2010s i cant see them start doing it now.

I mean they did this exact support work on Mario Kart 7 for 2011. They also did random support work (audio engineering) on Picturebook Games: Royal Bluff in 2009.
 
Last edited:
I was implying their future direction might be that each can maintain lead design on one IP (LM, MP) and have another group support EPD developed games.





I mean they did this exact support work on Mario Kart 7 for 2011. They also did random support work (audio engineering) on Picturebook Games: Royal Bluff in 2009.
I can see that NLG might be doing that (i think they are already codeveloping mp4 in some way, like helping with cinematics and the such) but like someone else above said, i see that its more likely that retro will try once again to get another ip out of the door, ESPECIALLY, if they manage to create a second studio.

And yes they did do support work for mp7 but they never did it again, at least if they returned for mario kart 8, but they didn't. So i cant see them trying again now especially when mp4 is such a large project. That might be the kind of game they will only be making from now on, massive projects.

BTW WHERE DID YOU SEE THAT? I never saw that listed anywhere? About picturebook games lol. Why audio engineering i dont get it lmao
 
I was implying their future direction might be that each can maintain lead design on one IP (LM, MP) and have another group support EPD developed games.

Oh, okay, so I had it the other way around.

I don’t think it’s out of the question? On the other hand, EPD is big, and I doubt they need or want major amounts of dev support on every project. One of the main reasons they brought Monolith Soft onto the Breath of the Kingdom duology is because it was much bigger in scale than anything Team Aonuma had done before, and Monolith had experience doing level design and art for games of that scale. Of course, most projects in the Switch era have been a collaboration between multiple teams and studios (that’s just what happens when games get bigger…) but they still have plenty of other support studios like 1-Up or Monolith Kyoto that can fill in the necessary gaps.

I think as long as Nintendo EPD has a niche that Retro or NLG’s devs can fill that their own staff, Nintendo’s other subsidiaries or contractors can’t, they’ll want them to collaborate on their projects. Like you said above, Retro has experience with outsourcing for EPD already with Mario Kart 7, so it’s definitely not a “never ever” IMO. For the time being, we’ll just have to wait and see. For all we know, if that DK game turns out to be real one of the two studios is going to be in the credits for it.
 
I can see that NLG might be doing that (i think they are already codeveloping mp4 in some way, like helping with cinematics and the such) but like someone else above said, i see that its more likely that retro will try once again to get another ip out of the door, ESPECIALLY, if they manage to create a second studio.

And yes they did do support work for mp7 but they never did it again, at least if they returned for mario kart 8, but they didn't. So i cant see them trying again now especially when mp4 is such a large project. That might be the kind of game they will only be making from now on, massive projects.

BTW WHERE DID YOU SEE THAT? I never saw that listed anywhere? About picturebook games lol. Why audio engineering i dont get it lmao
it was a tanabe production with almost 0 budget and they needed some english voice acting,it was quicker to just ask retro staff to record some lines
 
Oh, okay, so I had it the other way around.

I don’t think it’s out of the question? On the other hand, EPD is big, and I doubt they need or want major amounts of dev support on every project. One of the main reasons they brought Monolith Soft onto the Breath of the Kingdom duology is because it was much bigger in scale than anything Team Aonuma had done before, and Monolith had experience doing level design and art for games of that scale. Of course, most projects in the Switch era have been a collaboration between multiple teams and studios (that’s just what happens when games get bigger…) but they still have plenty of other support studios like 1-Up or Monolith Kyoto that can fill in the necessary gaps.

I think as long as Nintendo EPD has a niche that Retro or NLG’s devs can fill that their own staff, Nintendo’s other subsidiaries or contractors can’t, they’ll want them to collaborate on their projects. Like you said above, Retro has experience with outsourcing for EPD already with Mario Kart 7, so it’s definitely not a “never ever” IMO. For the time being, we’ll just have to wait and see. For all we know, if that DK game turns out to be real one of the two studios is going to be in the credits for it.
but like i asked earlier, what could retro offer that the japanese studios couldn't do? I mean we dont even know retro's capabilities right now, we know they re still damn good at visuals and performance but retro wouldn't be able to make totk run at 60fps for example lol.
 
3DS General Producer - Hideki Konno
Wii U General Producer - Katsuya Eguchi
Switch General Producer - Yoshiaki Koizumi, Switch General Director - Kouichi Kawamoto
Switch 2 - (?)
My bet is on Kawmoto being promoted to Switch 2 producer and someone else from one of the current EPD teams taking his role as hardware director.

Konno, Eguchi, and Koizumi had for their respective console the role Miyamoto held from N64 to Wii. It's time for the "third generation" of Nintendo devs to shine.
 
My bet is on Kawmoto being promoted to Switch 2 producer and someone else from one of the current EPD teams taking his role as hardware director.

Konno, Eguchi, and Koizumi had for their respective console the role Miyamoto held from N64 to Wii. It's time for the "third generation" of Nintendo devs to shine.
That's exactly what I think will happen, Koizumi will probably don't have the Producer role again given that he is also Director at Nintendo Pictures.

Kawamoto returning makes the most sense, just for the fact that Switch's hardware features are directly influenced by Kawamoto's games like Ring Fit or Labo which I totally expect to be the same case here. And Kawamoto will probably also become a host od Directs, he will be more known to the people. Director can be someone from EPD Tokyo or EPD9, if we are lucky they will mention the role Director, that wasn't really the case for previous systems.


So your selection process consisted of deciding how the features would translate to something entertaining in an actual game, and made your decisions based on how you saw things playing out.

Takahashi: Exactly. That’s why the hardware team was always on our case, saying “You’re going to use this? Are you sure you’re going to use it?! Give us an answer!” (laughs).
 
Last edited:
0
but like i asked earlier, what could retro offer that the japanese studios couldn't do? I mean we dont even know retro's capabilities right now, we know they re still damn good at visuals and performance but retro wouldn't be able to make totk run at 60fps for example lol.
Honestly, that’s what I wanted to get at as well. I think for now, there isn’t really much NLG or Retro could offer that say, Monolith Soft couldn’t. I’m sure if and when EPD needs their expertise, they’ll ask them to help out, but until them I doubt we’ll see them support any EPD projects.
 
0
It's not really about what Retro and NLG specifically can bring to EPD titles but how they can most efficiently use the people and resources available across all their studios. Both Retro and NLG will have periods where they don't have a game in full production and rather than have people sit around doing nothing it makes more sense to see whether they can actually help on different projects.
 
Imo both BLG and retro neeed to find their footi mg before doing any support work, if Metroid is good retro could potentially work on a sequal and new ip since it looks like they aren’t getting the dk ip back.

Meanwhile nlg has had one game under Nintendo so far and that’s strikers so I don’t know where they even go from there. Proabably Luigi’s mansion 2 and maybe an original ip? Maybe they could do a f zero or star fox revival?
 
Nintendo clearly is building on their vision of multi-dev production teams with their subsidiaries playing a permanent role in the structure.

EPD ---> SRD, 1-UP, Monolith, NST, NERD, ND Cube, Mario Club, iQUE. I can see Retro and maybe even NLG following suit at some point while getting to maintain one IP where they lead design on. (like Monolith and NDCUBE)
didn't they sort of dip their toe into that one with DKCTF where Monster Games did some additional support work alongside them, with the DKCR3D port and extra levels being their test run? or do you mean more the Western subsidiaries are doing the additional development for an EPD project, kinda like how they did Mario Kart 7?

Meanwhile nlg has had one game under Nintendo so far and that’s strikers so I don’t know where they even go from there. Proabably Luigi’s mansion 2 and maybe an original ip? Maybe they could do a f zero or star fox revival?
Strikers was made inbetween acquisition and the previous arrangement (two years after Luigi 3, roughly a year before Strikers came out). Luigi's mansion 2 came out a decade ago, there's lots of wild typos in your post :D
 
0
It's not really about what Retro and NLG specifically can bring to EPD titles but how they can most efficiently use the people and resources available across all their studios. Both Retro and NLG will have periods where they don't have a game in full production and rather than have people sit around doing nothing it makes more sense to see whether they can actually help on different projects.
Nintendo has a reputation for preferring to keep folks on staff, and lean on contractors less, and aggressively doing this sort of work shift is how they do it.
 
0
I wouldn't be against Next Level Games making cinematics and assets for the next 3D Mario tbh.
i wish the next mario game had cinematics on the level of a luigi's mansion game.

Well, i dont doubt NLG is doing codevelopment on MP4, probably cinematics and similar stuff.
 
oops sorry, must've entered the wrong universe where we're caring about cinematics in a mario game :D

how about the next mario game just doesn't have any cinematics beyond a few camera sweeps
 


Back
Top Bottom