IGN: People looking in from the outside are seeing that you guys are a versatile team, but your last three projects (or four, if you count the compilation) have been first-person shooters. People are going to look in and say, "Can they do a side-scrolling platformer?" What was the difference between the two. Can you go from one to the other?
Retro: I think that we're getting that question a lot. And, really, a good developer makes a fun game. To lock any developer into a genre is, I don't know . . . our goal is to make fun Nintendo games. Very high quality. And whether it's a first-person shooter or an RPG, we welcome any of those challenges. So I get a kick out of reading all these posts that say, "Oh, it's gotta be this FPS DKC." It makes me laugh -- because they've really pigeon-holed Retro as making exclusively FPS-style games. Right? And I think that if you were to apply that principle to EAD or any of Nintendo's other Japanese developers that would be a huge mistake. Because they go from Mario, to Zelda, to Kirby -- so to apply that kind of formula to a Western developer, well, it's just odd for me to think that. Because it's a change of genre to us, but it's challenging in the sense that our goal is the same. Our goal is to make a fun, great Nintendo game. And I think that a good developer should be able to make that transition.