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	<title>Inside Gaming Daily Blog &#187; Masahiro Sakurai</title>
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		<title>Core System for new Super Smash Bros. Complete, New Details on Controls and Roster</title>
		<link>http://www.insidegamingdaily.com/2012/08/08/core-system-for-new-super-smash-bros-complete-new-details-on-controls-and-roster/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=core-system-for-new-super-smash-bros-complete-new-details-on-controls-and-roster</link>
		<comments>http://www.insidegamingdaily.com/2012/08/08/core-system-for-new-super-smash-bros-complete-new-details-on-controls-and-roster/#comments</comments>
		<pubDate>Wed, 08 Aug 2012 17:50:30 +0000</pubDate>
		<dc:creator>Landon Robinson</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Masahiro Sakurai]]></category>
		<category><![CDATA[namco bandai games]]></category>
		<category><![CDATA[nintendo 3ds]]></category>
		<category><![CDATA[Nintendo Wii U]]></category>
		<category><![CDATA[Super Smash Bros]]></category>

		<guid isPermaLink="false">http://www.insidegamingdaily.com/?p=37525</guid>
		<description><![CDATA["The GameCube controller is not the only way to control Smash Bros., so we will look into ways that fits the Wii U."]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a title="super_smash_bros_brawl_Wall_by_grim53 by Machinima_com, on Flickr" href="http://www.flickr.com/photos/44399775@N06/7741176668/"><img src="http://farm9.staticflickr.com/8282/7741176668_689e368075.jpg" alt="super_smash_bros_brawl_Wall_by_grim53" width="500" height="375" /></a></p>
<p>Masahiro Sakurai, the designer behind Nintendo’s long-running and incredibly successful <em>Super Smash Bros</em>. franchise, has offered detailed insight into what gamers can expect from the next game’s controls, core style, and roster.</p>
<p>In news that may be surprising to some, the game’s core system is apparently already done, so their focus now is on refining what the gameplay will be like, according to Sakurai:</p>
<blockquote><p>&#8220;The game system itself is complete, so we don’t want to make it 3D or introduce complicated controls just for the sake of it. However, I am thinking of ways we can introduce a slightly different, fun experience all the while keeping the usual frantic game play.&#8221;</p></blockquote>
<p>Speaking of how the game will play, Sakurai also pointed out one of the control schemes, that being the GameCube controller (which has been a staple of input since the second game in the series, <em>Melee</em>), but also mentioned the likelihood of a special Wii U style of control:</p>
<blockquote><p>&#8220;The GameCube controller is not the only way to control <em>Smash Bros.</em>, so we will look into ways that fits the Wii U.&#8221;</p></blockquote>
<p>Finally, Sakurai spoke about the recent rumors floating about that <em>Tekken</em> characters might be joining the character list, which if implemented, could stir up the community of long-time, dedicated players:</p>
<blockquote><p>&#8220;I think Snake and Sonic joining were fantastic. It made many fans happy, and it broadened the <em>Smash Bros</em> arena. However, introducing more non-Nintendo characters willy-nilly will lose the focus of the game, so I also recognize the need to narrow it down.&#8221;</p></blockquote>
<p>The next (and so far untitled) <em>Super Smash Bros.</em> is in development for both the Nintendo Wii U and 3DS, and is expected to release in either 2013 or the year following.</p>
<p>[via <a href="http://www.ign.com/articles/2012/08/07/masahiro-sakurai-talks-super-smash-bros-4">IGN</a>]</p>
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		<title>Next Super Smash Bros. Won&#8217;t Focus on Large Roster, Concept Art Unveiled</title>
		<link>http://www.insidegamingdaily.com/2012/07/03/next-super-smash-bros-wont-focus-on-large-roster-concept-art-unveiled/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=next-super-smash-bros-wont-focus-on-large-roster-concept-art-unveiled</link>
		<comments>http://www.insidegamingdaily.com/2012/07/03/next-super-smash-bros-wont-focus-on-large-roster-concept-art-unveiled/#comments</comments>
		<pubDate>Tue, 03 Jul 2012 14:50:35 +0000</pubDate>
		<dc:creator>Landon Robinson</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Masahiro Sakurai]]></category>
		<category><![CDATA[namco bandai]]></category>
		<category><![CDATA[nintendo 3ds]]></category>
		<category><![CDATA[Nintendo Wii U]]></category>
		<category><![CDATA[Super Smash Bros]]></category>

		<guid isPermaLink="false">http://www.insidegamingdaily.com/?p=36040</guid>
		<description><![CDATA[Sakurai has stressed that the “key” ingredient in the game will be its connectivity between the 3DS and Wii U versions.]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a title="600x-1 by Machinima_com, on Flickr" href="http://www.flickr.com/photos/44399775@N06/7494653034/"><img src="http://farm8.staticflickr.com/7255/7494653034_631fd1df2f_o.jpg" alt="600x-1" width="600" height="334" /></a></p>
<p>The next iteration in the <em>Super Smash Bros.</em> franchise is years away from release, no doubt. And with the recent news that Namco Bandai will be handling primary development of the game, many fans have been left with burning questions as to the game’s direction and focus.</p>
<p>A recent interview with franchise creator (and project lead on the upcoming game) Masahiro Sakurai on <a href="http://nintendoeverything.com/interstitial.php?url=http://nintendoeverything.com/92809/sakurai-change-of-direction-may-be-needed-for-next-smash-bros/">Nintendo Power</a> revealed that the focus of the game will not be on expanding the character roster this time around.</p>
<p>&#8220;It isn&#8217;t a matter of &#8216;if the next game has 50 characters, that&#8217;ll be enough&#8217;,&#8221; said Sakurai.</p>
<blockquote><p>&#8220;There is a certain charm to games that have huge casts of playable characters, but they tend to have issues with game balance and it becomes very difficult to fine-tune each character and have them all feel distinctive.</p>
<p>In terms of quantity, we&#8217;ve probably already reached the limit of what&#8217;s feasible. I think a change of direction may be what&#8217;s needed.&#8221;</p></blockquote>
<p>Sakurai has stressed in the past that the “key” ingredient in the game will be its connectivity between the 3DS and Wii U versions, and that the game’s direction as a whole is up for some change:</p>
<p>&#8220;There is a certain dead end we come to if we just expand the volume of the game,&#8221; Sakurai said <a href="http://www.eurogamer.net/articles/2012-04-26-new-super-smash-bros-to-focus-on-wii-u-3ds-connectivity">earlier this year.</a></p>
<blockquote><p>&#8220;I intend to change direction a little as we go. The key to that&#8217;s going to be its dual platform support.&#8221;</p></blockquote>
<p>Sakurai also posted the first piece of eraser-board drawn concept art for the upcoming title, featuring all-too familiar Nintendo characters. It should be noted that the photo consists <strong>only</strong> of Nintendo characters, no Sonic or Snake to be seen.</p>
<p>From the pile we can conclude the appearance of Kirby, Link, Mario, Luigi, Wario, Donkey Kong, Samus, Star Fox, Pikachu, Kid Icarus (Pit), Marth, Meta-Knight, a lone Pikmin, Mr. Game and Watch, Mr. Saturn and even the likes of Sandbag and Mr. Hand.</p>
<p>Did we miss anybody?</p>
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		<title>New Super Smash Bros Title Being Developed by Namco Bandai</title>
		<link>http://www.insidegamingdaily.com/2012/06/21/new-super-smash-bros-title-being-developed-by-namco-bandai/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=new-super-smash-bros-title-being-developed-by-namco-bandai</link>
		<comments>http://www.insidegamingdaily.com/2012/06/21/new-super-smash-bros-title-being-developed-by-namco-bandai/#comments</comments>
		<pubDate>Fri, 22 Jun 2012 03:25:22 +0000</pubDate>
		<dc:creator>Landon Robinson</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Masahiro Sakurai]]></category>
		<category><![CDATA[namco bandai]]></category>
		<category><![CDATA[nintendo 3ds]]></category>
		<category><![CDATA[Nintendo Wii U]]></category>
		<category><![CDATA[Super Smash Bros]]></category>

		<guid isPermaLink="false">http://www.insidegamingdaily.com/?p=35576</guid>
		<description><![CDATA[The much-anticipated upcoming iteration of Super Smash Bros is to be developed by Namco Bandai.]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a title="smash by Machinima_com, on Flickr" href="http://www.flickr.com/photos/44399775@N06/7417805340/"><img src="http://farm9.staticflickr.com/8001/7417805340_9e7c82697f.jpg" alt="smash" width="500" height="393" /></a></p>
<p>Announced via the Nintendo Direct livestream this evening was the ever-surprising news that the much-anticipated upcoming iteration of <em>Super Smash Bros</em> is to be developed by Namco Bandai. It will, of course, be created under supervision of the series’ creator Masahiro Sakurai and Sora Ltd.</p>
<p>Importantly though, Sakurai is spearheading the project. Kenya Kobayshi will be producing the game, his previous works at Namco Bandai being the <em>Ridge Racer</em> series and the lesser-known <em>Go Vacation</em>.</p>
<p>The game’s director (also from Namco) is <em>Tales of Vesperia</em> producer Yoshito Higuchi.</p>
<p>It should also be noted that the previous game, Super Smash Bros. Brawl, was also pieced together by more than one studio, including the likes of Monolith Soft, Paon, and Game Arts studios.</p>
<h3>Update: Comments on the game from Sakurai and Kobayashi</h3>
<blockquote><p>&#8220;Currently, the prototype prepared by NAMCO BANDAI Games and NAMCO BANDAI Studios&#8217; special team looks pretty good, and it&#8217;s working great. In order to take advantage of the fact that there will be versions for two different systems, and to maximize and offer fun new gameplay elements, the entire team is going to work hard together. Thank you.&#8221;</p></blockquote>
<p>&#8211; Masahiro Sakurai</p>
<blockquote><p>&#8220;In order to make Mr. Sakurai proud, we will take on this project with NAMCO BANDAI&#8217;s best staff! Yoshito Higuchi, the producer and the director of the &#8220;Tales&#8221; series, Tetsuya Akatsuka, producer and director of &#8220;Mobile Suit Gundam: Extreme Vs.,&#8221; the art director/sound director of the &#8220;SoulCalibur&#8221; series, the main development team staff from the &#8220;TEKKEN&#8221; series…and that&#8217;s just for starters.</p>
<p>All the top creators from NAMCO BANDAI are gathered here to create a never-before-seen dream team for this project.</p>
<p>We will fully utilize our experience and knowledge in action/fighting game development, technical capability, and organizational strength, and we hereby promise you that we will develop the best and most powerful &#8220;Super Smash Bros.&#8221; title ever! Don&#8217;t miss it! &#8220;</p></blockquote>
<p>&#8211; Masaya Kobayashi</p>
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		<title>Kid Icarus: Uprising’s Sakurai Defends Game’s Controls</title>
		<link>http://www.insidegamingdaily.com/2012/05/03/kid-icarus-uprisings-sakurai-defends-games-controls/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=kid-icarus-uprisings-sakurai-defends-games-controls</link>
		<comments>http://www.insidegamingdaily.com/2012/05/03/kid-icarus-uprisings-sakurai-defends-games-controls/#comments</comments>
		<pubDate>Thu, 03 May 2012 20:54:33 +0000</pubDate>
		<dc:creator>Brian P Rubin</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Kid Icarus: Uprising]]></category>
		<category><![CDATA[Masahiro Sakurai]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[Project Sora]]></category>

		<guid isPermaLink="false">http://www.insidegamingdaily.com/?p=32427</guid>
		<description><![CDATA["I flew too close to the sun on wings of pastrami."]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.flickr.com/photos/44399775@N06/6993886484/sizes/o/in/photostream/"><img src="http://farm9.staticflickr.com/8148/6993886484_3027675301_n.jpg" alt="icarus controls" width="320" height="228" /></a></p>
<p>Yesterday, IGN posted an interview with Masahiro Sakurrai, the creator of the 3DS game <em><a href="http://www.insidegamingdaily.com/2012/04/02/kid-icarus-uprising-review/">Kid Icarus: Uprising</a></em>. In the interview, he explains that critics’ issues with the game’s unconventional stylus-and-stand-based controls aren’t warranted—and that they’re just playing the game wrong:</p>
<blockquote><p>“If there are players who say that it makes their hand tired, that&#8217;s because you&#8217;re applying too much force. Try to relax and work on building a rhythm to your control. Place the pen in the middle of the touchscreen; when you&#8217;re flicking it, take the pen off the screen as you&#8217;re sweeping with it, and stop right there. That&#8217;s the basic idea.”</p></blockquote>
<p>As for adding Circle Pad support to offer dual analog controls, Sakurai says that it wasn’t an intentional omission so much as it would’ve been “technically impossible” in the game:</p>
<blockquote><p>“Considering how close to the limit we pushed the 3DS during development, it&#8217;s a miracle that we were even able to provide support for left-handed controls at the point of completion. Providing support for independent analog control was something that was technically impossible.”</p></blockquote>
<p>Interestingly, Sakurai also compares the criticism of the game’s controls to that of <em>Super Smash Brothers</em>, the game he worked on with HAL Laboratories before he left to start Project Sora:</p>
<blockquote><p>“<em>Smash Bros</em>. led to similar misunderstandings when it first came out. Some people, including within the company, commented that they couldn&#8217;t imagine a worse game. The project was really saved by the fact that people ‘got’ how to play it after it was released. If we had just listened to the complaints and instituted health gauges or command-based special moves, I don&#8217;t think we would have invented a new style of play that way. The controls here really aren&#8217;t that difficult, either, so I&#8217;m hoping that people will be able to get used to them.”</p></blockquote>
<p>I don’t know. Whatever, man. All I know is that I’d like to still be playing this game—but the thought of the hand-cramps and back strain playing that thing gave me doesn’t make me too hot to go back. Stylus-based video games are really not my favorite. At all.</p>
<p>And I’m not a big fan of the controls on <em>Super Smash Brothers</em> either. Sorry, Landon.</p>
<p><a href="http://uk.ds.ign.com/articles/122/1224194p1.html">IGN</a> via <a href="http://www.eurogamer.net/articles/2012-05-03-nintendo-defends-kid-icarus-uprising-controls">Eurogamer</a></p>
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		<title>Update on Super Smash Bros for Wii U and 3DS</title>
		<link>http://www.insidegamingdaily.com/2012/04/26/update-on-super-smash-bros-for-wii-u-and-3ds/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=update-on-super-smash-bros-for-wii-u-and-3ds</link>
		<comments>http://www.insidegamingdaily.com/2012/04/26/update-on-super-smash-bros-for-wii-u-and-3ds/#comments</comments>
		<pubDate>Thu, 26 Apr 2012 16:24:18 +0000</pubDate>
		<dc:creator>Landon Robinson</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3ds]]></category>
		<category><![CDATA[Masahiro Sakurai]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[Super Smash Bros]]></category>
		<category><![CDATA[wii u]]></category>

		<guid isPermaLink="false">http://www.insidegamingdaily.com/?p=31965</guid>
		<description><![CDATA[So, what does Masahiro Sakurai and the team at Nintendo have planned for the Wii U and 3DS versions of Super Smash Bros?]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.flickr.com/photos/44399775@N06/6969908076/"><img src="http://farm6.staticflickr.com/5235/6969908076_f7ae609b59_n.jpg" alt="smashfull" width="320" height="263" /></a></p>
<p>Though announced at Nintendo’s E3 2011 press conference, the upcoming <em>Super Smash Bros.</em> titles for the Nintendo 3DS and Wii U have really just now slipped into production. Due to franchise creator Masahiro Sakurai focusing his complete attention on getting <em>Kid Icarus: Uprising</em> out the door, his ability to start work on the <em>Smash Bros</em> titles was somewhat limited – until now.</p>
<p>Since <em>Kid Icarus: Uprising</em> is finally on store shelves, development is now underway for both of the titles, and we’ve received some information from Sakurai himself, helping break the silence on his plans for the game. This comes from a nifty interview with IGN’s Richard George, who conversed with Sakurai through an email exchange recently.</p>
<p>So, what does Masahiro Sakurai and the team at Nintendo have planned for the Wii U and 3DS versions of <em>Super Smash Bros</em>?</p>
<p>&#8220;As you noted, there is a certain dead end we come to if we just expand the volume of the game,&#8221; said Sakurai in an email.</p>
<blockquote><p>&#8220;I intend to change direction a little as we go. The key to that&#8217;s going to be its dual support for 3DS/Wii U.&#8221;</p></blockquote>
<p>Sakurai is not the only one who’s made known his interest in linking the Wii U and 3DS versions of <em>Smash Bros</em>, as global Nintendo president Satoru Iwata has also expressed his anticipation for such a system.</p>
<blockquote><p>&#8220;I&#8217;m really just getting started on this so it&#8217;s going to take time, but I&#8217;ll come up with something that uses that link as the game&#8217;s central axis, so I hope you&#8217;re looking forward to it.&#8221;</p></blockquote>
<p>Development on the two titles has merely just begun, albeit with full concentration by Sakurai and his team. Though it puts these two games pretty far off in terms of release date, we can take comfort in the fact that much thought is going into their design.</p>
<p>Perhaps we’ll receive an update on the direction of the games at E3 2012, but until then, we’ll keep our ears close to the ground.</p>
<p>[via <a href="http://wii.ign.com/articles/122/1223770p1.html">IGN</a>]</p>
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