Author: dpugh007

  • Ubisoft Shutting Down Online Services For Older Just Dance Games On Wii And Wii U Next Month

    No more dancing.

    This year’s Ubisoft conference at E3 revealed Just Dance 2019 was on its way to the Wii and Wii U. Despite the success of the Switch, the older Nintendo systems have remained relevant enough for the French publisher to continue releasing its latest entries in the series on.

    While it’s been a good run for these systems over the years, Ubisoft might finally be winding down the Just Dance series on each of these platforms. On the 19th November, it will be shutting down the online services on its end for the Wii versions of Just Dance 2018, 2017, 2016, 2015 and 2014. According to the list, the services will also end for Just Dance 2015 and 2014 on the Wii U.

    Read the full article on nintendolife.com

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  • WarGroove Delayed Until Q1 2019, Chucklefish Wants To Provide A “Robust Package”

    Was initially aiming for a late 2018 release.

    Last time when we checked on the Chucklefish Switch eShop title WarGroove, the game had no release date. Apparently, the developer was aiming for a 2018 launch all along and that’s now been pushed back to Q1 2019.

    Here’s exactly what was said in a recent progress report on the developer blog:

    Read the full article on nintendolife.com

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  • Soapbox: Huawei's Not The First Company To Vie For Nintendo's Portable Crown, And It Won't Be The Last

    Riding on Nintendo’s coat-tails might not be the silliest idea…

    Soapbox features enable our individual writers to voice their own opinions on hot topics, opinions that may not necessarily be the voice of the site. In this piece, editor Damien picks apart Huawei’s recent bold claims that its new Mate 20 X smartphone trumps the Nintendo Switch as a gaming platform…


    This week, Chinese tech firm Huawei announced a new smartphone with a massive 7.2-inch edge-to-edge AMOLED display, gigantic 5000mAh battery, in-screen fingerprint scanner and one of the fastest (if not the fastest) chipsets to grace any portable device. The Mate 20 X is the company’s flagship handset for 2018 and, short of a major announcement from one of its many rivals operating in the same space, could end up being the most impressive phone of the year – in purely technical terms, at least.

    Read the full article on nintendolife.com

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  • Video: Cloud Gaming Is Viable In The Future Based On This Assassin's Creed Odyssey Review

    “I’m actually kind of a believer now”.

    There’s been some serious doubt when it comes to companies trying to make cloud gaming on console devices a thing. Ubisoft’s CEO Yves Guillemot has previously mentioned the future of the video game industry is streaming. In saying this, if you don’t have a top tier internet connection or live in a country with good net infrastructure like Japan, it’s simply not viable. What about if you do, though?

    YouTube channel The Famicast (based in Japan), has uploaded a review of the cloud version of Assassin’s Creed Odyssey, claiming it’s probably the only one you’re likely to see in English because the game is “geo-locked” to Japan. So if you have ever had concerns about this newfangled cloud technology catching on, this video may just change your mind.

    Read the full article on nintendolife.com

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  • Talking Point: What Are You Playing This Weekend? (October 20th)

    Here are our picks, but what are yours?

    Sitting at the end of a week which has seen two particularly high profile Switch releases, it perhaps comes as no surprise that many members of the NL team are getting stuck into Ubisoft’s space extravaganza and FromSoftware’s exploration of hellish landscapes. As always, you can check out all of the games that we’ll be playing this weekend down below, and even get involved yourself via our handy poll and comment sections. Enjoy!

    Glen Fox, guides editor

    So I read a few reviews of Starlink: Battle for Atlas and I’m now absolutely sold on it. I preordered it when the previews rolled out a few weeks ago but then cooled off around the time Call of Duty: Black Ops 4 (now returned – too twitchy for me!) came out. It definitely seems to be the Star Fox stand in I hoped it was so I’ve ordered it again and it arrives today. That will be my weekend, though I still have my concerns.

    Read the full article on nintendolife.com

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  • We're Giving Away Virtual Tickets To BlizzCon 2018 For Free

    We’re giving away 25 Virtual Tickets to BlizzCon 2018 (scroll down to enter below)! The Virtual Ticket is a $50 USD value that unlocks hours of exclusive video programming from Blizzard, including livestreams of everything happening at BlizzCon, from the history-making moments at Opening Ceremony to panels, community events, cosplay contests, and epic closing acts.

    The BlizzCon Virtual Ticket also comes with commemorative in-game items for every Blizzard franchise. Blizzard has already released in-game items for ticket holders such as a legendary skin for Sombra in Overwatch. Future items for Diablo III, Hearthstone, Heroes of the Storm®, StarCraft® II, and World of Warcraft® will be released as they become available between now and BlizzCon.

    BlizzCon takes place this November 2-3, but the celebration is already underway with exclusive video content premiering every week at www.blizzcon.com.

    To enter for a chance to win a BlizzCon 2018 Virtual Ticket, scroll down below. No purchase necessary. Twenty-five (25) winners will be chosen when the competition ends October 21, 2018, at 11:59PM PT.

    If you win a code, please go here for instructions on how to redeem it: https://us.battle.net/support/en/article/11263.

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  • Free Codes For Call Of Duty: Black Ops 4 Giveaway

    We’re giving away PS4, Xbox One, and PC codes for Call Of Duty: Black Ops 4 to fifteen (15) lucky fans! Scroll down to enter.

    This is not an instant win. No purchase necessary. Competition ends at 12:00 PM PT on October 26, 2018, in which 15 winners will be chosen at random and emailed a code for the full game (MSRP: $60).

    Enter below:

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  • Where Is Xur? Destiny 2 Xur Location And Exotics Guide (Oct. 19-23)

    Where Is Xur? Destiny 2 Xur Location And Exotics Guide (Oct. 19-23)

    Destiny 2 players eager to get their hands on some new Exotic items are (possibly) in luck. Xur, the mysterious merchant and servant of the Nine, has popped up once again in Bungie’s shooter with a refreshed lineup of Exotic items for sale, and he’s got something that may be of use for Titans, Warlocks, and Hunters. Here’s what he’s selling from now until the next weekly reset on Tuesday, October 23, as well as where to find him.

    Xur is apparently a fan of moons of Jupiter; he was recently found on Io, and that’s again where he’s located for this week. Bungie continues to reuse his standard spot for each map, meaning he can be found in Giant’s Scar. Spawn in at that landing zone and make your way forward through the building in front of you, and then follow the path to the left. Just up on a hill, you’ll find a small cave he’s hanging out in.

    Festival of the Lost and Iron Banner may be underway, but there’s nothing unusual about Xur’s lineup of items. He has a piece of Exotic armor for each class, as well as one weapon: Crimson, the hand cannon. This is an excellent gun, firing a three-round burst and featuring the Cruel Remedy perk, which heals you when you get a kill and refills the magazine when you get a precision kill.

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    On the armor side, Hunters can pick up The Dragon’s Shadow chest armor, which reloads your guns and provides a speed and handling buff after a dodge. Warlocks get the Crown of Tempests helmet, which speeds up arc ability recovery when you get arc ability kills. And Titans can get the Ashen Wake gauntlets, which improve fusion grenades by letting you throw them faster and causing them to explode on impact.

    The full lineup and prices are as follows:

    Xur Exotic Items (October 19-23)

    • Crimson (Exotic hand cannon) — 29 Legendary Shards
    • The Dragon’s Shadow (Exotic Hunter chest armor) — 23 Legendary Shards
    • Crown of Tempests (Exotic Warlock helmet) — 23 Legendary Shards
    • Ashen Wake (Exotic Titan gauntlets) — 23 Legendary Shards

    Also from Xur, you can pick up a Five of Swords challenge card for adding modifiers to Nightfall strikes (which is needed to do the weekly Powerful gear challenge to score over 100,000 in the Nightfall). Additionally, he has the Fated Engram, which is pricey at 97 Legendary Shards but is guaranteed to decrypt into a Year One Exotic you don’t already have.

    As noted above, Xur’s lineup may not be thrilling (though Crimson genuinely is great), but there’s plenty else happening in the game. You can get curated Iron Banner rewards from taking part in the Crucible mode, and we’re still in the first week of the three-week-long Halloween event, Festival of the Lost. This features a new activity called the Haunted Forest that’s fun and offers a path to a 600 Power level auto rifle called Horror Story–just be careful when going for the chest at the end.

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  • Starlink Is The Key To Understanding Beyond Good & Evil 2

    It’s easy to assume that because Starlink: Battle For Atlas is geared toward younger audiences, it isn’t for you. The toys-to-life component and the cast of Saturday morning cartoon characters are both major aspects of the game that might fly right over your head–it’s definitely where I sat for much of the game’s pre-release marketing.

    But after only a few hours with the game, Starlink’s strengths quickly pushed through to me: It’s a satisfyingly accessible spaceship combat game, with seamless exploration that takes the best cues from games like No Man’s Sky and Elite: Dangerous, and comes with all the trimmings of Ubisoft’s brand of open worlds (for better and worse, according to our review.)

    There’s one specific thing that’s really piqued my continued interest in Starlink, though: At E3 in 2018, I saw a behind-closed-doors demo of the then most recent technical demo of Beyond Good & Evil 2. And if you want to know what this mysterious sequel is going to feel like, playing Starlink is your best bet.

    BG&E2 is a game that still has an air of mystery about it, especially if you haven’t been following the development blogs and livestreams very closely. There’s a lot to describe about what I saw (read the preview if you’re interested) but essentially, the game has an ambition to be a massive and multiplayer open-world space exploration game, and Starlink is just that.

    The demo I saw at E3 showed a co-op duo exploring, sneaking, and fighting in an underground tomb, and over the course of 30 minutes, seamlessly transition into city, planet, space, and galaxy exploration and combat. They hoped onto vehicles and got into dogfights above the city, flew high in the sky to marvel at the enormous curvature of the planet, blasted off into the stratosphere to reach their mothership parked in space, and hit hyperspeed to start heading towards new planets.

    At the time, my only points of reference were No Man’s Sky and Elite Dangerous—both games with impressive scope, and both games I thought of as outliers in terms of what to expect from massive, open-world games. But now, a few months later, Starlink has shown me a much closer example of what Beyond Good & Evil 2 looked and felt like to me, both technically and structurally. Starlink’s seamless and gradual transition between ground-based combat and questing, free-range dogfighting, and space travel has distinct parallels to what Beyond Good & Evil 2 is trying to achieve, though the BG&E2’s pace felt slower, making its scope–the world, the galaxy–feel much larger.

    There’s other Ubisoft technology I could see in Beyond Good & Evil 2 pulling from, as well. The enormous, persistent map of The Crew 2 is an example of how they’re possibly going to systematically render their world, allowing multiple people to exist at opposite ends of a land mass. The sheer size of Assassin’s Creed Odyssey’s map makes me believe that populating the enormous planet I saw in the BG&E2 demo is a feasible feat–albeit one that could only be achieved with the enormous development manpower the company wields.

    And if you’ve played Assassin’s Creed Odyssey, released only a couple of weeks before Starlink, you might have noticed that Ubisoft is attempting to ape, or at least try their hand at integrating a lot of the major ideas from other open world games into their own. There were arguably various levels of success there, a lot of these components get me excited about how they might be adapted to the Beyond Good & Evil 2 narrative. Branching quests from The Witcher 3, with their varied consequences, has the obvious benefits of enriching world building. The recruitment system from Metal Gear Solid V would make sense in building your crew of Space Rebels. The nemesis system from Shadow of Mordor could potentially be incredibly exciting if you had bounty hunters tracking you down across the galaxy. In the same way, Starlink is the latest, and most directly analogous experiment into exploring Ubisoft’s capabilities in adapting the No Man’s Sky and Elite Dangerous model of open-world galaxies for their grand space opera.

    Ubisoft is pulling Beyond Good & Evil out of the cult-classic status, and it’s likely to become a major flagship release for them in the future. But in the meantime, their open-world releases suggest that they’re taking steps towards learning how to build the enormous open-world galaxy they need to tell their story. The lofty ambition for the game that I saw in that E3 demo is now a much more palpable idea in my head, with Starlink providing a tangible jumping-off point. So, if you have any interest in Beyond Good & Evil 2, that Ubisoft toys-to-life game might be more exciting to you than you think.

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  • How Let's Go Pikachu / Eevee Update Pokemon Yellow For A New Generation

    How Let's Go Pikachu / Eevee Update Pokemon Yellow For A New Generation

    Barring a small handful of spin-offs, the Pokemon series is making its proper debut on Nintendo Switch next month with the release of Pokemon: Let’s Go Pikachu and Let’s Go Eevee. Based largely on the classic Pokemon Yellow version, the Let’s Go games return the franchise to its roots in many ways. As in the original, the story is once again set in the Kanto region, and you’ll only encounter the first 151 Pokemon (plus the newly revealed Meltan) during your adventure.

    The Let’s Go games also diverge from tradition in some dramatic ways, particularly in their connection with Pokemon Go. Not only are you able to transfer certain monsters you catch in the mobile game over to the Switch titles, they also employ Pokemon Go’s catching mechanics, meaning you’re no longer be able to battle wild Pokemon.

    GameSpot recently had an opportunity to sit down with Pokemon: Let’s Go director Junichi Masuda and lead game environment designer Kensaku Nabana. Through an interpreter, we discussed what it was like reimagining the traditionally 8-bit world of Kanto in 3D, what changes the development team made in bringing the games to Switch, and how the new Mythical Pokemon Meltan came to be.

    Despite being inspired by Pokemon Yellow, Let’s Go Pikachu and Eevee seem to introduce a lot of new elements not found in previous Pokemon games. What new things should we expect?

    Junichi Masuda: The main flow of the story plays out very much like Pokemon Yellow Version. One of the reasons we wanted to do this is that we imagined a lot of fans of the original game were going to be playing through it. There are different parts, but I think they’ll recognize the main beats of the story and feel some nostalgia there.

    At the same time, we did add a decent amount of sub-events that weren’t in the originals. It kind of gives it a different feel because there’s a lot of trainers alongside their Pokemon in the actual world itself, so it would be a different impression than the original game, while also covering the same story.

    Team Rocket seems to play a more prominent role in Let’s Go Pikachu and Eevee. Does this mean we’ll see more of Jessie, James, and Meowth during the story?

    Masuda: Yeah, they definitely appear more in the game than in the original Pokemon Yellow Version. With these two games, we really set out at the very beginning with a main target in mind, which was younger kids who maybe didn’t own their own smartphones and weren’t able to really participate in the Pokemon Go craze that happened. They weren’t able to go out and join in on that fun, so really providing them with a really fun experience that also had some of that Pokemon Go gameplay. But at the same time, we wanted to introduce these new players, for whom this might be their first Pokemon game, through the original story, kind of ease them into the Pokemon experience that way.

    Also, I thought it would be fun if players who maybe enjoyed the original game–they’re now much older, probably in their 30s–they’d be able to interact with maybe their own kids or other kids that they know that are playing the game. They would actually know the general flow of the story, maybe able to give advice like where to go next and things like that. With Team Rocket, because the animated series is popular–it’s in like 85-plus countries–I imagine a lot of those younger kids will have seen the animated series, even if they haven’t played the game. So, we’re trying to add in the elements like that to make it easier for them to get into the world and recognize the setup.

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    In the original games, your rival was a huge jerk, but the one in Let’s Go seems much friendlier. Why the change?

    Masuda: I think the biggest reason that rivals were more of a jerk in the early days is that we were just limited with what we could express with the pixel graphics. There’s not much you can do with that kind of little sprite on the screen, so we worked harder to characterize them through dialogue and give them certain personalities. Also, because it’s just dialogue and there’s not a whole lot going on on the screen, it doesn’t give as harsh of an impression even if they’re jerks, I think. Now we have HD graphics and the visuals are much more impressive. If you also made him a jerk, the impression would be a lot stronger on players. Another thing, just my own personal take, is that it feels that people with those kinds of personalities these days are not as accepted by players, I think, as they were back then.

    In the original games, there was text or some sort of setting where “Pidgey eat Caterpie,” for example. That was fine back then, I think everybody liked it. But, I think, as Pokemon has gone on, the fans kind of have their idea of what Pokemon should be. If we did that now, I think a lot of people wouldn’t really like it, it would give them a bad reaction.

    What about the old man standing outside Celadon Gym who says he loves looking at the pretty girls? Did you have to tone that down as well?

    Masuda: Yeah, we definitely re-evaluated all those kinds of things. But at the same time, the fact that you remember that means that it was something memorable. We had to be very careful about which things to change and which things to keep as they were. Definitely check it out for yourself and see if he’s still around.

    What was it like having to reimagine the Kanto region in 3D? How hard was it to recreate the world for an HD console?

    Kensaku Nabana: I was in elementary school when Pokemon Yellow Version came out, and I remember playing those games as well as a fan myself. So, when we were first starting out in the development of this game, we all went back and played Pokemon Yellow Version again, and I just tried to remember the world of Pokemon that was in my imagination when I was playing those games, because you had to fill in the gaps a lot back then. Really try and take what was in my imagination then and redesign the areas to look like that image I had in my head.

    Also, keeping in mind that we put the focus on having a lot of Pokemon in the environment, walking around in the overall world this time around, so [we focused on] making the visuals look like something where that wouldn’t seem strange. We initially explored a more photorealistic direction, but we settled on this more anime style approach, these cuter visuals.

    It definitely leaves a strong impression, seeing how different some very famous scenes from the old game are in Let’s Go, such as the first time you come to the S.S. Anne and see how much more majestic it looks. For some areas like Lavender Town, which was very creepy in the original games, how did you go about expressing that in Let’s Go Pikachu and Eevee?

    Nabana: Lavender Town is definitely one that I don’t want to talk too much about and have you discover for yourself, but I definitely have the same impression as you. It’s kind of this creepy, unsettling place. So, I initially approached it with that in mind and designed it to make it look like it would give that impression. But that wasn’t enough for Mr. Masuda. He was like, “You’ve got to make it feel even creepier.” He gave me a lot of specific directions to do that. So, I think it will be fun to see what it looks like.

    It doesn’t seem like held items and abilities are in these games. What is the reason for that?

    Masuda: Yeah, that was actually a conscious decision. We don’t have held items or abilities or eggs, or a lot of features that weren’t in the original generation that got added later on. We had to be very careful in selecting which things we would update from the original games and which ones we would keep the same. I did like the appeal of the simplicity of the original Generation 1 games, as this being an entry title for new players joining the franchise to really experience something very similar to what kids did 20 years ago, but [we also wanted people to] enjoy some of these new gameplay gimmicks, like the Poke Ball Plus and the connectivity with Pokemon Go.

    But, of course, we did have to update some other things. For example, we added more types later on and Pokemon got re-typed, so those exist in the game. And, obviously, you weren’t able to run in the original game. We were only able to create four-way movement, so we decided that we probably couldn’t do that today and it made it much easier to move around, I think.

    Even though held items aren’t in it, we’ve seen that Mega Evolutions are. Can you tell us how that’s going to work? Traditionally, your Pokemon has to hold the right item to Mega Evolve.

    Masuda: No real details, but I can guarantee it’s very simple. We didn’t really think too much about it and just kept it very simple to trigger Mega Evolutions.

    Please tell us more about the new Pokemon, Meltan. Was it always planned to debut first in Pokemon Go? And was it designed in collaboration with Niantic, or internally at Game Freak?

    Masuda: We definitely planned to debut it in Pokemon Go from the very beginning. We had talked about in the early stages of even Go’s development that we want to debut a Pokemon, and we worked with Niantic to kind of figure out that functionality. I’ve been working on the development of Go since the beginning as well, so I’ve always had it in mind. But the design, that was done internally at Game Freak. I gave some specific setting directions to one of our designers who was also a fan of the original games and played them as a kid, so he had a really good idea of what I was looking for, based on this kind of very simple metal nut design. He definitely probably had the original Kanto Pokemon designs in his mind and tried to keep it as simple as possible. You know, they were more kind of basic back then compared to some of the more modern designs. He worked on that, and then once it was finished, we gave all the assets and everything to Niantic, we planned the event and had them execute on that, and it worked out.

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    Following up on Meltan’s design, here in the States he’s been given a joking/affectionate nickname of “Nut Boy.” I’m curious how you feel about that nickname and if, perhaps, he has a similar nickname in Japan?

    Nabana: I haven’t really seen a lot of nicknames in Japan yet, but for the design, we really tried to make it look like it was kind of a more realistic-looking object, like something that maybe you could see it in real life. It would look weird, but it wouldn’t stand out too much. Initially, I thought this would be a very divisive design, like some people might like it but some people won’t. It looks really strange, but if you look at it more closely, it’s kind of cute at the same time. But it seems like the reaction has been generally really positive, and that’s been a lot of fun. There’s been tons of fan art already and it was revealed just recently, so it’s been exciting for us.

    In the DS and 3DS games, there were a lot of events at stores that gave out free Pokemon via download codes. Is anything similar planned for Let’s Go Pikachu and Eevee?

    Masuda: The functionality from the previous games is in there, it’s called Mystery Gift. It’s in the game and I’m sure there’ll probably be something, but I think with the limited selection of Pokemon, they’re all fairly easily catchable in other games. I’m not sure how often or how frequent it’s going to be with these particular games.

    We’ve talked about transferring between Pokemon Go and Let’s Go. When the “core” Pokemon game planned for 2019 arrives, will there also be transfer possibilities between Let’s Go and that title?

    Masuda: We’re definitely always thinking of that kind of forward-moving functionality, especially since we’ve introduced the Pokemon Bank. Now, up to Ultra Sun and Ultra Moon, you’re able to store your Pokemon. We know they’re very important to everyone. I mean, obviously, people would be very sad if they couldn’t use their Pokemon in a future game. So, it does get complicated when you talk about the details and we’re still figuring it out, but we do have plans to find ways to let players use their Pokemon in the next game.

    What are your favorite Pokemon games?

    Masuda: Definitely Red and Green for me is the most memorable. It was a six year development with just nine of us, so we have a lot of memories from that time, both good and bad. One of the other things was that we didn’t have much expectation that the game would be played by millions of people at the time. We were just developing it. At any time the company could have gone under and it may not have been released. But yeah, a lot of memories from that time.

    Nabana: Red and Green, that’s where I started as well. I played those games and I have great memories playing them, but over the 20 years as time went on, I think the memory got glamorized even more. It starts to just become this legend in my mind. Of course, we tried to make Let’s Go Pikachu and Let’s Go Eevee, the re-imagining of that, to kind of live up to those. It gets more and more beautiful in your mind as time goes on, so that’s what we tried to do. So those are probably my favorite games, just in my memory.

    But as a developer, I think being able to work on these games and try and update them for the modern time and work as a team lead on these games, that was probably my favorite experience so far.

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    Going back to Red and Green and how arduous the development process was. Is there anything from back then that you wanted to specifically address or implement when updating the adventure for Let’s Go Pikachu and Eevee?

    Masuda: With Red and Green and even games after that, at Game Freak we always wanted to have Pokemon appear in the overworld, in the field itself. But, specifically with the original games, there was no way of doing that with the Game Boy hardware. It just couldn’t handle it. We really wanted to make them feel like living creatures that are in the world with you, so you’ll see on Let’s Go Pikachu and Let’s Go Eevee they’ll all have their own little unique movement characteristics. Some of them will run up and stop. They’re kind of curious. It’ll be fun to just discover how they all react to you.

    One final question: any chance we see Pikachu’s scrapped evolution, Gorochu, someday?

    Masuda: You’re probably not going to see it. None of the Pokemon that we worked on, got to a point, and then discarded them have actually ever re-appeared yet, so I would say the chances are low. One of the reasons for that is that we always have this base criteria at Game Freak of being able to explain why a certain Pokemon is in the world or why it exists in that world, trying to make it feel believable within the fantasy. And usually the ones that get rejected are Pokemon that we weren’t able to justify, I think. Usually there’s a reason for why they weren’t implemented, and as long as that reason still exists, they probably won’t be put in the game.

    We always say Pokemon isn’t a “character game.” It’s not a game where it’s just the characters, but it’s a game that shows this world where these living creatures are existing in a space. That’s kind of a slight nuance, but that’s what we always try to go for at Game Freak. It’s not good enough that they’re just cute. (Laughs) They have to have something more to it.

    Nabana: I’ve worked on Pokemon designs myself and it really is a very arduous, time consuming process. You’ve got to talk to a lot of people, a lot of back-and-forth and really be able to justify it before we get to a final design.

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