<![CDATA[Kotaku: masahiro sakurai]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: masahiro sakurai]]> http://kotaku.com/tag/masahiro sakurai http://kotaku.com/tag/masahiro sakurai <![CDATA[ Brawl Once "Had A Lot More Characters" ]]> Smash Bros. Brawl has more characters than you can shake a lamb's tail at. Too many, perhaps? Don't dare suggest that, the series' fans will string you up. Instead, suggest that the game doesn't have enough characters. That'll wash over well. With fans and the game's creator Masahiro Sakurai, who says that earlier in the game's development he "had a lot more characters", but had to trim the numbers as they got closer to release. So which ones made the cut? Sakurai's not telling, leaving you free to chime in with your own hair-brained speculation. Me, I was hoping for one of the Rito postmen to make an appearance...

[Official Nintendo Magazine, via Wii Fanboy]

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Thu, 03 Jul 2008 00:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5021696&view=rss&microfeed=true
<![CDATA[ Super Smash Bros. Brawl Producer Pines For New Nintendo Characters ]]> Nintendo fans may not be the only ones growing ever weary of Mario's sports, kart and paper-based adventures. With almost nothing in the way of new franchise characters coming out of Nintendo in the past decade, it's enough to make even the hardened Nintendo devotee hope for something exciting and new. That includes Super Smash Bros. Brawl producer Masahiro Sakurai, who ends today's Smash Bros. Dojo with an aside. He highlights the characters in Brawl's All-Star mode, expressing what seems like frustration at Nintendo's lack of new icons.

When they're all lined up like this, it becomes obvious that there is roughly 6-year blank before and after Pikmin. While there have been big series since then like "Animal Crossing," "Brain Age: Train Your Brain in Minutes a Day," and "Wii Sports" it does seem that coming up with a completely new character-driven series has gotten more difficult recently.

Odd then, that the Mii, probably the most identifiable Nintendo-created humanoid to debut in the Wii generation is not a playable character. It's understandable, given the potential issues of bringing your Mii into online brawls, given their varying hitbox sizes, but they seem like a perfect fit.

It almost seems like a waste, given the creative talent at the developer/publisher, but it's clear that Nintendo has been successful with its reliance on older characters, with nostalgia playing a big part in Super Smash Bros. Brawl interest. Add to that the interesting and more abstract gameplay concepts that have emerged from Nintendo over the past few years—we certainly can't play a Brain Age math problem or anything from Electroplankton—and it makes a great deal of sense to rely on Mario, Link and Samus. That doesn't mean it's not somewhat annoying.

Given that Nintendo's last "character" franchise, Pikmin, had debuted within weeks of the Gamecube launch and we've seen almost nothing in the way of new character IP for the Wii, it would seem we'll just have to live with it.

Just a quick warning that the Smash Bros. Dojo post on the matter may contain spoilers for those who haven't finished or played the game yet.

All-Star [Smash Bros. Dojo]

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Wed, 02 Apr 2008 14:40:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=375272&view=rss&microfeed=true
<![CDATA[ Sakurai Apologizes for No Voice Chat ]]> Masahiro_Sakurai_Kirby.jpg Super Smash Bros. Brawl creator Masahiro Sakurai had the best intentions, really. Like, when he started making SSBB, he thought it would be great if the online battles between friends had voice chat and possibly even keyboard chat. Hey, that sounds pretty great! What the hell happened?

But there are all sorts of rules and regulations regarding communication on the Wii platform and so it was apparent to me that it just wouldn't come together, we weren't going to be able to do it, so we decided to cancel that feature. I'm very sorry about that. But if you're really desperate for it, you could set up Skype by your game station and go at it with a friend if you like.

Eh? No, thanks. We'll stick to talking loudly at the television. Sure, Nintendo has said in the past that it hopes to make online pleasant for those not used to it — meaning, they didn't want people to get their feelings hurt. Fair, enough! But, why no online SSBB ranking? "It can also be kind of trying and painful for some people who want to be at the top and think that they're really good at Smash and they look at their online ranking and they're the one-hundred-thousandth best Smash Bros. player," Sakurai says. Wow, just wow. After you've figured that one out, hit the jump for Sakurai's say on future franchise installments:

Well, the series has already had three iterations so I cannot say with one-hundred percent confidence that there won't be any additional Smash Bros. games ever. But, at the same time I'd really like to note that I feel like with Brawl there are already so many modes and so much to do that it's really hard to exhaust what you can do with this game. I'm really against the idea of merely creating a sequel that would add modes or increase the number of characters in the roster — all the sort of things that just simply fatten up the game. I'd like to avoid just doing that if a sequel ever came out.
Is he joking or being ironic or something? Elsewhere in the interview, Sakurai says he has no plans on making a DS port.

Sakurai on SSBB [IGN via Eurogamer] [Pic]

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Thu, 21 Feb 2008 21:00:24 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=359450&view=rss&microfeed=true
<![CDATA[ Dojo Dump: Enter The Spoiler Era ]]> This week has been a rocky road for those looking for an unspoiled Super Smash Bros. Brawl experience. Just prior to the game's official release in Japan, the full details of Brawl's roster, its bosses, its numerous stages were all revealed by those who got their hands on it early. Even on the official Brawl web site, the Smash Bros. Dojo, producer Masahiro Sakurai has begun to reveal the game's hidden fighters. If you're the least bit concerned about that, it's time to move into the bunker.

But for those looking to relish in every detail, every screen shot, every word from Sakurai, savor the Dojo Dump. We've only got two more months together.

Monday: The Vault is for obsessive collector types, like yours truly, who like to pore over their virtual stuff. Time in the Vault is time you'll want on your death bed!
Tuesday: For an exhaustive list of the initially available tunes in Brawl, check out First Song in My Music
Wednesday: For a straight up primer on the Brawl portion of the game, read up.
Thursday: Sakurai warns about Future Updates, which should last for the next two months and feature plenty of spoiler-filled info. An Intro Movie that helps explain the numerous game modes is added.
Friday: The first official unlockable character is profiled. If you want to know who that is, click the ?????.

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Fri, 01 Feb 2008 16:00:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=351687&view=rss&microfeed=true
<![CDATA[ Super Secret Super Smash Bros. Brawl Developer Revealed ]]> ssbb_game_arts.jpgSure, apologies are appreciated when it comes to Super Smash Bros. Brawl shipping even later in North America than promised (twice!). However, the juicy, meaty portion of Nintendo prez Satoru Iwata's interview with the game's producer Masahiro Sakurai is the ultimate reveal of the team responsible for the Wii brawler. It's not HAL Laboratory, obviously, and Sora Ltd. weren't officially involved. Game Arts, of all folks, is the developer responsible. Didn't see that one coming.

You may (or may not) remember Game Arts from its development on the Lunar and Grandia series, both quite aged, both essentially the opposite of a lightning fast, multiplayer fighting game. Why the secrecy? It couldn't have anything to do with the overreaction found on the internet. Could it? Nah. The full interview, if you missed it before, is worth the read.

Iwata Asks: Super Smash Bros. Brawl [Wii.com]

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Tue, 22 Jan 2008 14:40:12 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=347656&view=rss&microfeed=true
<![CDATA[ Super Smash Bros. Brawl *Hearts* All Controllers ]]>

After much speculation, Super Smash Bros. Brawl is playable on all four Wii compatible control schemes: Wii Remote, Wii Remote and Nunchuk, Classic Controller and the GameCube Controller. Blogs game creator Masahiro Sakurai over at Smash Bros. DOJO!!:


I guess I have no choice but implement them all!

There's no need to be confused about what does what—just choose the play style you prefer!

I suppose I would recommend the Nintendo GameCube controller, though. I like the feel of that powerful rumble.


Sakurai hints that he'll divulge how to do smashes and dashes with just the Wii-mote "if" he gets the chance. Until then, enjoy your regular DOJO updates with explanations of who Kirby and Pikachu are.

Controller Set Up [Smash Bros. DOJO!! Thanks, Mike!]

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Fri, 08 Jun 2007 02:30:46 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=267076&view=rss&microfeed=true
<![CDATA[ Kojima's Super Smash Bros. Brawl Hands On Opinion ]]>

On Ryan Payton's Kojima Productions podcast, he dishes on how Metal Gear creator Hideo Kojima played the upcoming Super Smash Bros. Brawl at creator Masahiro Sakurai's Tokyo studio. According to Payton, Kojima said that:

The game already feels very complete, it's already a lot of fun and that you guys (Sakurai's studio) could put it out now, and it would sell millions of copies.

Kojima was playing as Snake, Sakurai was playing as Mario. Yet, Kojima humorously admitted that he wasn't able to punch of kick the character he's grown up with, Mario — Out of respect. Click over to listen to the rest and hear about MPO Europe extras and about Kojima and Ken Imaizumi (above) playing Guitar Hero.

Payton Report [i-revo]

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Fri, 27 Apr 2007 04:00:40 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=255724&view=rss&microfeed=true