I’m interested to learn how the
decision to revisit your back
catalogue arises.What’s the
catalyst? Are the decisions driven
by fan requests or are these projects
green-lit when the tech is considered
suitable?
Mr. Miyamoto:
Mainly it’s technology
or my daily interests. Sometimes we decide to
wait for an appropriate time such as when the
processing power or price is sufficient to be able
to materialise the project, or sometimes having
the dual screens and gyro control can be the
starting point, like this time.
And to follow on with the question
above, why the ten year hiatus for
Star Fox
?
We have developed titles in
the series on Nintendo DS and
Nintendo 3DS, however it has
actually been 19 years since we
developed a brand new title in
Japan that follows on from the
design of the NINTENDO 64 game.
I have fond memories of playing
Star Fox
(aka
Starwing
) on SNES back in ‘93.
When you approached the development of
Zero
, did you have gamers like me in mind or
did you draw up the concepts for a broader
audience?
I believe the gameplay will evoke nostalgic
memories of playing
Star Fox
on Super Nintendo
Entertainment System and NINTENDO 64, and
at the same time mastering the new controls
while progressing in the game will be a fun
experience filled with nostalgic influence and the
creation of new strategies.
In the E3 version, we removed some features
like bombs that were present in previous titles,
however following internal review, we think
fans will find the game jam-packed with good
elements from previous games in the series.
Of course, I would like children who have never
played the series to feel like a fighter pilot, but
also to enjoy the fun of an action game where
they can gradually master the button and gyro
controls as they play.
What is the secret, in your opinion, to
satisfying the expectations of a dedicated
fan pool yet remaining appealing to a new
generation of gamers?
I’m happy if I am doing both, but it’s not
something I can say myself [laughs].
I always switch between my skilled-self
and my beginner-self when reviewing the
prototypes, and when I find new elements in
this process, I proactively try to take them into
the game. Ultimately, I think the most important
thing is whether I’m finding myself having fun at
the time. While we always have test audiences,
I ask them how they feel, but I don’t ask what
they want it to be.
visit
stack.net.auGAMES
FEATURE
54
jbhifi.com.auAPRIL
2016
GAMES
Shigeru Miyamoto needs no introduction.
We were extremely fortunate to be able to talk
with the Nintendo and industry luminary ahead of
the Australian release of
Star Fox Zero
onWii U.
By Paul Jones