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Kotaku Retro Interview

There was an "interview" posted up yesterday at Kotaku with lead members of Retro Studios and Kensuke Tanabe, the Prime series' NOJ Producer.

I was going to reserve my judgment of this article at first, but after reading it I really can't help myself now. The "interview" (which was nothing more than an email with questions that certain people wrote responses to) is severely botched and I don't even recommend reading it. It's also full of loaded, ridiculous questions like: "How did Retro Studios manage to make — with the creation of 2002's Metroid Prime — arguably the first first-person video game with decent platform-jumping?"

To paraphrase (so you don't have to painfully decipher the poorly-written text):

  • When asked about multiplayer, Tanabe responds with, "We'll think about it."
  • When asked about why Prime's jumping is so good, Wikan responds with, "We worked really hard on it until we got it right, and then based the game on it."
  • When asked why the Speed Booster isn't in the games, they said, "Yeah, we tried it, but it just didn't work out in the end. We spent our time on more important things."
  • They also mention that there was some consideration to make Samus's gunship a more important element of Prime 3. But in the end decided it would have taken too much focus away from the game's story.
  • Overall they are very proud of their accomplishments with the Primes and felt that they really succeeded on contributing a much-needed amount of depth to the Metroid series as a whole -- both in story and gameplay.
  • I don't know if it's my brain not being able to piece together the words properly this morning but looking at a sentence that is as grammatically screwed up as: "That can of response will make a Metroid fan do a double-take." makes me really doubt the journalism credibility of a sophomoric site like Kotaku. Read at your own risk.

    --Infinity's End

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