Hello there! My name is Akinori Sao and I am a writer who set up the Japanese game magazine ’64 Dream’ (now known as ‘Nintendo DREAM’ pretty much exactly 20 years ago. I worked for many years as that publication’s chief editor before deciding to take a step back from the front line a few years ago. I’d always wanted to live in Kyoto, where Nintendo HQ is located, and ended up settling there where I became involved in books, magazines and websites while also keeping my hand in as a freelance writer – I suppose you could call me a gun for hire.
My latest order was to work on an interview with the team behind the Wii U title Star Fox Zero, which released on 22nd April in Europe. I went to Nintendo’s headquarters to speak with Shigeru Miyamoto, who worked as producer and supervising director on this game, along with the director, Yugo Hayashi, and asked them what had gone on behind the scenes during the game’s development.
This interview has been split into three parts: the theme of the first part is the need to ensure that the game both looked cool and had a really immersive feel. I asked the two directors how they had set out to realise their vision for the latest Star Fox title. Now let’s see what they had to say. Here goes!
Some excerpts:
Sao: So as a high school student back then, what impression did you have of Star Fox 64?
Hayashi: At first I thought it might be a bit too difficult, but I realised pretty quickly that once you play a little, you get better and better. I remember how you’d be able to find better routes through a level, so you’d rack up a higher score, and before you knew it, you were completely absorbed in the action. I’d play every day and see what score I could get. That way, I’d be able to tell what kind of physical shape I was in at any given point.
Miyamoto: When I was a kid, I would hold plastic models of aeroplanes and fly them right in front of my eyes, just like this... (twisting and turning his hand) I’d make the sound of the engines too.
Sao: So you’d pretend that you were flying the plane, right? (laughs)
Miyamoto: Yes, and as a kid playing like that, there’d be times I’d find something that looked so cool.
Full interview (this is just pt. 1 of 3, will update as more come out):
http://www.nintendo.co.uk/News/2016/May/Star-Fox-Zero-Dev-Team-Interview-Part-One-1106940.html
Part 2:
http://www.nintendo.co.uk/News/2016/May/Star-Fox-Zero-Dev-Team-Interview-Part-Two-1107887.html