The Elder Scrolls Online Will Let You Buy Loot Box Items Without Real Money Soon

The Elder Scrolls Online is making a big change that could hint at how Bethesda approaches microtransactions in its games now that it’s a Microsoft subsidiary. Items available in loot boxes will soon also be available without having to spend any real money.

ZeniMax Online Studios made this known in a new update post (via Eurogamer) that previews content coming in a mid-June update, so you will have to wait a little longer before trying it out. A system called Endeavors will allow you to complete daily and weekly quests to earn rewards, including Seals of Endeavor that can be spent on any Crown Crate items currently in the game.

Tasks include stealing items, crafting or selling items, defeating enemies, harvesting resources, and several other quest types.

“For the first time in The Elder Scrolls Online, you can acquire these highly sought-after items via gameplay in addition to finding them within crates,” the developer said.

The amount you get will vary depending on the quests you completed, as well as the day, and any items you get through Seals of Endeavor cannot then be converted into gems–these are normally offered if you get a duplicate Crown Crate item.

You can see all the Crown Crate items available via Seals from the Crown Store menu, and when each day is over, daily Endeavors will be reset and the new ones will be activated.

The announcement comes just about one month after regulators approved Microsoft’s purchase of Bethesda parent company ZeniMax, bringing it into the Xbox Game Studios family.

With Xbox Game Pass such a large part of the company’s plans, offering more value in a now-first-party game seems like a logical decision. As Eurogamer pointed out, it also appears that Microsoft’s first-party studio loot box policy required the change anyway.

The Elder Scrolls Online is available now on PC, Stadia, Xbox One, and PS4. It will also be available natively on Xbox Series X|S and PS5 beginning this June, just in time for the Blackwood expansion.

Now Playing: The Elder Scrolls Online: Flames of Ambition Gameplay Trailer

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Square Enix Says It’s Not For Sale Amid Acquisition Reports

Despite a recent Bloomberg Japan report that claims companies are interested in acquiring Square Enix, the publisher is not pursuing such a deal. That’s according to Square Enix itself, which has responded to the report to say it has not received any acquisition offers.

“Bloomberg has reported today that there is interest from several buyers to acquire Square Enix,” the company said. “However, this report is not based on any announcement by Square Enix Holdings Co. Ltd. We do not consider selling off the company or any of its businesses, nor have we received any offer from any third party to acquire the company or any part of its business.”

The Bloomberg story didn’t mention which companies were interested in purchasing Square Enix. And although Square Enix’s statement states that no offers have been made, it doesn’t rule out the possibility that companies are indeed interested in buying the company.

Buying such a large company would require a significant investment, which certainly limits any potential buyers if Square Enix did show interest. In addition to its well-known role-playing games like Final Fantasy, Square Enix also owns Tomb Raider, Drakengard and Nier, Life is Strange, and classic shooter series from its subsidiary company Taito. Previously, it also owned Hitman, but IO Interactive spun off to become independent several years ago and took the rights with it.

Square Enix’s next game, Nier Replicant ver.1.22474487139.., is due to release on April 23 for PC, Xbox One, and PS4. Nier Automata, which released back in 2017, was a surprise commercial hit for the company and also helped save developer Platinum Games.

Now Playing: NieR Replicant ver.1.22474487139… – Official Barren Temple Gameplay

Dora Milaje Take Center Stage In New Falcon And The Winter Soldier Video

The Dora Milaje, the Wakandan royal guard, are not to be trifled with, and we all knew when they appeared in last week’s episode of Falcon and the Winter Soldier that an explosive battle was on the way. Ahead of Falcon and the Winter Soldier’s penultimate episode, Marvel Studios has released a featurette spotlighting Wakanda’s fiercest warriors.

The video looks to director Kari Skogland, as well as stars Anthony Mackie (Sam Wilson/Falcon), Sebastian Stan (Bucky Barnes/The Winter Soldier), Florence Kasumba (Ayo), and Wyatt Russel (John Walker/new Captain America), for their thoughts on the fighters.

“When we show up, you don’t know how many are around,” Kasuma says, speaking to the guards’ identical uniforms and looks combined with their strategic prowess in intentionally concealing their numbers.

“[Walker] realizes how vulnerable he is,” Skogland says in the video. While this battle alone likely didn’t push Walker to take the Super Soldier serum, there’s no doubt that the thrashing he took at the hands of the Dora Milaje shook him to his core. Walker strolls in with a condescending line about pointy sticks and soon finds himself on his back and then with his shield stuck to the table, himself taken out of action for the moment.

Last week’s episode of Falcon and the Winter Soldier ended on a very dark shot, and we’ll see the fallout of that this Friday when Episode 5 airs on Disney+. Ahead of that, make sure to refresh your memory with our Episode 4 Recap, and check out our Easter egg list to make sure you don’t miss a thing.

Mass Effect: Legendary Edition Will Have A Photo Mode

Looks like we’ll not only have enhanced graphics for Mass Effect: Legendary Edition, but we’ll be able to capture our favorite moments from the remaster too, as the collection is launching with a photo mode feature.

Mass Effect: Legendary Edition project director Mac Walters tweeted that the upcoming remaster will have a photo mode. “If you love taking photos (and you love Mass Effect), you can thank [technical design director Brenon Holmes]–photo mode was his passion project,” Walters said in a follow-up tweet.

Though Walters did not go into detail about everything included in the photo mode, you can see a few of the settings in the tweet embedded above. Looks like you’ll be able to adjust the camera mode, including a “Free” setting where you’ll likely be able to freely move the camera around the current space.

Additionally, you can adjust the degree of the camera’s tilt and focal length. Given that the picture in the tweet is in black and white, it’s likely safe to assume you can adjust the color of the image as well.

Mass Effect: Legendary Edition will launch for Xbox One, PS4, and PC on May 14. The game will also be playable on Xbox Series X|S and PS5 via backwards compatibility. The collection adds more than enhanced graphics and character models to the trilogy of games, it also makes quality-of-life improvements to the original Mass Effect’s gameplay to better hold up by modern day standards.

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Why Hood: Outlaws & Legends Is PvPvE

Hood: Outlaws & Legends is an upcoming Robin Hood-inspired PvPvE game where two teams of four players face off on the same heist. You don’t often see too many player-versus-player-versus-environment games, where players face off against each other and computer-controlled characters. I caught up with Hood game director Andrew Willans to ask why the team is opting for a PvPvE experience as opposed to a more traditional PvP or PvE one.

As it turns out, developer Sumo Digital initially brainstormed PvP and PvE concepts for Hood. In the end, both had their shortcomings and the studio found a good balance combining the gameplay loops of the two. “The initial concept was far more PvE-focused, and while it would have been fun to take that journey, it’s also quite costly,” Willans said. “When you look at doing PvE, even if you do co-op PvE, there’s a certain element of linearity to the narrative and storytelling that’s required.”

Willans said that the team behind Hood is quite small, and thus not able to deliver on the same level of linear PvE storytelling that, as examples he provided, Naughty Dog or Santa Monica Studio managed to achieve with games like The Last of Us and God of War. That gave Sumo Digital the nudge to go for a PvP game that tells its story through a morality system, environmental details, and collectibles.

“We’ve done a lot of multiplayer games and we definitely thought we had more to say in the multiplayer space with fantasy,” Willans said. “We actually started off with traditional PvP. So one of the early designs had a team of four players that represented the Outlaws, the heroes, and then the other four players would take the part of the State, the bad guys, who are now the AI in the game. So it would almost be like an attack and defend; you hold the castle while this enemy team of outlaws tries to get in and steal the loot.”

The studio ultimately scrapped this idea because it was basically capture the flag, a multiplayer game mode that players had seen many times before and thus not a likely candidate for upholding an entire game. Additionally, Sumo Digital had trouble with balancing the two teams in terms of respawns–should the defenders be able to respawn multiple times to combat the outlaws’ unique and powerful abilities, for instance?

“So that kind of set us down a path of asking, ‘What would it look like if there were two teams–if it was just rival gangs facing off, but both have the same objective?'” Willans said. “And that’s kind of where we found the magic in terms of the game mode design. Obviously there was a huge amount of work with that; setting up the AI systems so that they’re robust enough to give you that friction, setting up stealth.”

According to Willans, stealth was actually the team’s “biggest challenge.” There are three teams in Hood: your team, the opposing team of players, and the computer-controlled guards that are led by the Sheriff. All those teams need to react in different ways when stealth is broken. “Throughout the years, we’ve been taught that the red exclamation mark in stealth games means, ‘Holy shit, you’ve caused a mess and you’re going to have to deal with it,” Willans said. “But what does that look like if I set it off and you’re on my team? What do you see? Who’s the AI going to chase?”

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He continued: “So it was definitely a significant investment in terms of design and balancing to get all of those systems right, but I think it was the right thing for us to do. It was the right journey to follow, because it’s something which is quite unique about this. You know, the idea of two teams competing to do the same heist at the same time, and the AI really gives us those glory moments.”

Those glory moments are achieved because the Sheriff and his guards aren’t exactly pushovers, so it feels like an accomplishment when you overcome them. The other team of players is the bigger of the two threats, but the NPCs can wreck your day if your team isn’t smart about how to either efficiently deal with them or stealthily sneak past them. As Willans puts it, “They will kick your ass.”

Hood: Outlaws & Legends is scheduled to launch for Xbox Series X|S, PS5, Xbox One, PS4, and PC on May 10, though you can get three days of early access and start playing on May 7 by preordering the game. On PS5, Hood will have DualSense enhancements.

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Aquaman 2 Gains Game of Thrones’ Pilou Asbaek – Report

After decades of being DC Comics’ running joke, Aquaman is truly big money thanks to Jason Momoa. DC is gearing up for the inevitable Aquaman 2, and one of the first new faces is Pilou Asbaek, according to Deadline.

Asbaek is best known for his portrayal of Euron Greyjoy in HBO’s Game of Thrones series. News of his casting Aquaman 2 comes via anonymous sources, and there’s no word right now what role Asbaek will play in the film.

Aquaman 2 will once again star Jason Momoa in the titular role, and horror director James Wan will return to direct the sequel. David Leslie Johnson-McGoldrick, who wrote both Aquaman and The Conjuring 2 for Wan, will also write Aquaman 2.

Aquaman made $1.14 billion at the worldwide box office, putting Aquaman in the running alongside characters like Iron Man and Guardians of the Galaxy for “character we definitely didn’t expect to be so profitable. Aquaman 2 is currently scheduled to hit theaters on December 16, 2022. Momoa was most recently seen in Zack Snyder’s Justice League, and we’ll see him next in Denis Villeneuve’s Dune this fall.

Now We Know Why Tingle Appears So Much in Wind Waker

Tingle seems to love the ocean. How else to explain his steady presence in The Legend of Zelda: The Wind Waker, where the peculiar sprite continually pops up to aid (or hamper) Link’s quest with items like the Tingle Tuner? Heck, he even has his very own island.

In today’s sprawling interview with IGN, which you should absolutely go read, outgoing developer Takaya Imamura explained Tingle’s outsized presence in Wind Waker.

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“I was helping out on The Legend of Zelda: The Wind Waker when it was still in its planning phase, but at the same time I was working on Star Fox Adventures with Rare, and I ended up having to focus on the latter,” Imamura explained, laughing. “So If you ever wondered why Tingle appears so often in Wind Waker, now you know why.”

Tingle had already appeared in Majora’s Mask and Oracle of Ages, but his stint in Wind Waker seemed to cement him in Zelda lore. He went on to appear in several more games, including Freshly-Picked Tingle’s Rosy Rupeeland for the Nintendo, which never made it to North America.

Imamura was Tingle’s main creator, and it’s become a big part of his legacy. Indeed, when Imamura announced his retirement earlier this year, many sites referred to him as “Tingle’s Creator” first despite having a large hand on games ranging from Star Fox 64 to F-Zero GX.

Tingle himself remains a fairly divisive figure among North American fandom. Here at IGN, we hated him enough that we ran a “Die, Tingle, Die! Die!” campaign back in 2004. In Japan, though, he is said to have garnered a cult following, with Freshly-Picked Tingle’s Rosy Rupeeland producer Kensuke Tanabe expressing interest in one day making another Tingle game.

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“I know that people cannot stand Tingle. But to me, that challenge is: Could I take this character that is so reviled in the West and just [do] a complete turnaround and make him a beloved, fun character? The idea of that really just gets me going. I know we have made a Tingle game in the past, but maybe at some point down the road,” Tanabe told GamesBeat in 2013.

Tingle’s most recent appearance was in Hyrule Warriors, where he appeared in the Majora’s Mask DLC pack. His costume was also available via DLC in Breath of the Wild.

As for Imamura, he’s now departed the company where he spent more than 30 years working alongside giants like Shigeru Miyamoto and Satoru Iwata. He is now a professor at the International Professional University of Technology in Osaka, where he is teaching CG animation and video game development and is currently working on a manga.

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Kat Bailey is a Senior Editor at IGN. She really has nothing against Tingle.

Ex-Nintendo Designer Says F-Zero Isn’t Dead, It’s Just ‘Hard to Bring Back’

Takaya Imamura, the now-retired Nintendo artist and designer who helped create The Legend of Zelda: Majora’s Mask and characters like Captain Falcon and Fox McCloud, has said that while F-Zero isn’t dead, it is a series that is “hard to bring back” without a “grand idea.”

Imamura spoke to IGN about his 30-year career at Nintendo, and he revealed that he considers F-Zero GX to be “the ultimate F-Zero.” However, 2003’s F-Zero GX is 18 years old and is the last console F-Zero game to be released.

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While many Nintendo franchises have lived on with new entries, F-Zero has been quiet for nearly two decades, although it wasn’t for lack of trying.

“Of course, I’ve thought about it many times, but without a grand new idea, it’s hard to bring it back,” Imamura says.

Despite that, Imamura reassures us that the F-Zero series isn’t dead, even with him no longer being at Nintendo.

Imamura also delved deep into the development of F-Zero GX, which took inspiration from Daytona USA and was developed by SEGA’s Amusement Vision alongside Nintendo.

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“I think it started with [Amusement Vision’s] Toshihiro Nagoshi proposing the project to Miyamoto,” says Imamura. “I really liked Daytona USA (which Nagoshi produced), so I was honored to work with him. We had an arcade system board called Triforce which was based on the GameCube’s architecture, so when Nagoshi proposed doing an arcade version of F-Zero, I was really happy, as I had always been a fan of arcade games.

“Back then, Nagoshi was the top of Amusement Vision, a subsidiary studio of Sega. I don’t think many people outside the company were ever allowed inside the actual development offices. Companies don’t usually let people inside their development offices, but they showed me the arcade cabinets they were working on, which has become a special memory for me,” recalls Imamura. “Nagoshi had a professional darts machine in his office, which I thought was very stylish. In those days, Nagoshi still had long hair, but he was already quite imposing.”

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While he discussed F-Zero, our interview with Imamura also touches upon his work on The Legend of Zelda: A Link to the Past, Star Fox 64, how he got into the video game industry, and much more.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

The Man Who Invented Majora’s Mask Reflects on 30 Years at Nintendo

After 32 years, Takaya Imamura has left Nintendo. Imamura was a key development team member on classic games like Star Fox, F-Zero and The Legend of Zelda: Majora’s Mask, and his retirement became a topic of conversation throughout the industry when he announced it on Twitter back in January. IGN was lucky enough to sit down with Imamura for a lengthy talk about his career with the legendary video game company.

As of today, Imamura has become a professor at the International Professional University of Technology in Osaka, a new college that opened this April. While teaching CG Animation and video game development, Imamura is working on his own manga in his free time. He is also open to the idea of working on smaller indie games as a freelance developer.

32 years in a single job is a long time. When asked how he looks back on such a defining period of his life, Imamura needs some time to find an answer.

Takaya Imamura, speaking with IGN

“The only way to sum it up is by saying that it was 32 years of working under Shigeru Miyamoto,” Imamura finally says.

Shigeru Miyamoto, the father of some of the most iconic franchises in the industry, such as Mario and Zelda, was the producer for most of the projects Imamura worked on. Only when Miyamoto became the company’s Creative Fellow in 2015 was he no longer tasked with overseeing Imamura’s projects.

When asked how Miyamoto was as a mentor, Imamura said he certainly had his fair share of getting scolded…although he says it with a laugh. “Someone who has achieved his level of success is very strict. He was strict on himself as well. I was much weaker and softer than him, to the very last day. But of course he wasn’t only strict. Sometimes he could be more playful, and I have memories of being praised by him, too.”

How an Artist with No Computer Experience Became a Game Creator

Imamura joined Nintendo in 1989. In that year, New York’s iconic Rockefeller Center was taken over by Japan’s Mitsubishi Estate. Japan’s economic bubble was at its peak, and it was the great leader of the video game industry as well. After the video game crash of 1983, a relatively small and unknown Japanese company had single-handedly revived the industry with its Family Computer, or Nintendo Entertainment System in the West. When Imamura joined Nintendo, the Super Nintendo had not yet been released, and without Sony and Microsoft, Sega was its only real competitor.

When Imamura was at college, the Family Computer had become a huge phenomenon in Japan. Imamura remembers playing classics like Metroid and Zanac on the system, and by the time he was about to graduate, he was playing Super Mario Bros. 3. But the leap from player to creator never necessarily dawned on Imamura, and he was still holding onto his childhood dream of becoming a manga artist.

Super Mario Bros. 3 box art

“I never considered video games as a type of toy that I could actually make,” he says. “Video games were made by computer programmers, not by an artist like me.”

Imamura applied for a job at Nintendo, not because he aspired to become a video game developer, but because he hoped he might be able help out with designing the game packages and instruction booklets. He loved video games so much that becoming part of the industry in any possible way sounded exciting. Imamura looked up Nintendo’s address in the instruction booklet for Super Mario Bros. and wrote the address on an envelope to apply for a job.

“That was the first time I learned that Nintendo was based in Kyoto,” Imamura recalls with a laugh.

“I had also applied for Konami. I vaguely knew that they were based in Kobe, but I had no idea where Nintendo was. Konami had a very flashy building in Kobe’s Port Island. I remember the marble floor of the lobby and the receptionists clad in formal outfits. It was exactly how I had imagined a video game company. Compared to that, Nintendo was much more reserved.”

Imamura says that throughout his 32 years at the company, Nintendo stayed reserved, sticking to only the necessary in all walks of its life.

“Historically, Nintendo was a relatively small company, so when working there it never felt like we were being watched by the whole world. It felt like working at an energetic local company,” Imamura says.

Imamura still remembers the day he went to Nintendo for his job interview. It was also the day he met Miyamoto for the first time.

“I already knew who Miyamoto was. I remember thinking, ‘So this guy made Mario, huh? Impressive’.” When he entered the interview room, he brought along a manga that he’d drawn. “Miyamoto seemed to be impressed, which made me very happy.”

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“When he asked me my favorite movie, I answered Brazil and Raiders of the Lost Ark. But when I was asked my favorite game, I ended up saying Metroid,” Imamura recalls, laughing at the fact that he’d blurted out a game not made by Miyamoto.

Imamura still got the job. However, he did not know which department he would be assigned to. On his first day, Imamura was surprised to be placed in Research & Development, the department in charge of Nintendo’s biggest games like Mario and Zelda, with Miyamoto as the leader.

During a training session for new employees, Imamura remembers, Miyamoto suddenly entered the room and said, ‘You guys will work on the Super Nintendo’. Imamura had originally thought he’d be drawing art for instruction booklets, and here he was being told he’d be making games for Nintendo’s next-gen system.

This unexpected assignment came with one particular roadblock – Imamura had never even touched a keyboard. But despite having to learn some fundamentals in the early days, Imamura quickly found himself involved, and significantly contributing, to some of Nintendo’s biggest franchises.

Creating Icons

Just a little over a year after Imamura joined Nintendo, the company released the Super Nintendo in Japan on November 21, 1990. One of the system’s launch titles was F-Zero, the first game Imamura worked on.

“The Super Nintendo had a graphics mode called Mode 7, which allowed a background layer to be rotated,” he says. “Before I joined, F-Zero had already started out as a project aiming to use that feature to its full potential. Kazunobu Shimizu, the director, said he wanted to make it more sci-fi. I loved science fiction, so I reworked and edited the vehicles that Shimizu had drawn by himself. I also drew the animation patterns and characters, and I was in charge of the courses as well. In those days, we made games with teams of fewer than 10 people. F-Zero was made by an especially small team, so the person who did the sprites also had to come up with the layout of the courses, among other things.”

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From the start, Imamura created iconic characters that have a special place in people’s hearts to this day, and it was only his first project.

Through his character design for games like F-Zero and Star Fox, Imamura quickly established his own unique style, in part inspired by American comics, within Nintendo. Both Captain Falcon and Star Fox protagonist Fox McCloud became part of the original character roster for Super Smash Bros. on the Nintendo 64. And while F-Zero and Star Fox are sadly not as relevant as they once were, Imamura’s impact on Nintendo’s wide swath of iconic characters didn’t stop there.

Despite having no prior knowledge of programming, Imamura was entrusted not only with helping develop software for Nintendo’s next-gen system, but also the company’s first fully-fledged 3D game – Star Fox. Imamura says that by this time, he was already familiar with games in the third dimension.

“I had played games like Starblade, Pole Position, and Virtua Racing in the arcade, and at Nintendo we had access to 3D games from the West. I was really into the 3D games that were available on the Amiga,” Imamura says.

In the early 1990s, two young British programmers named Dylan Cuthbert and Giles Goddard paid Nintendo a visit. They had done something Nintendo had deemed impossible themselves: developing a 3D game for the Game Boy, titled X. In light of their accomplishment, Nintendo wanted them to make a 3D game for the Super Nintendo. Imamura ended up working on Star Fox together with them.

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“We were developing a 3D game for the Super Nintendo by implementing the Super FX Chip inside the game’s cartridge,” says Imamura. “At the time, it was a strictly secret project. I think even at Nintendo, only a few people were aware of it. I was in charge of the 2D design, but the 3D design looked very hard, since tools for 3D development weren’t common yet.”

And of course, there was a huge language barrier. Cuthbert and Goddard were new in Japan, and they didn’t speak the language yet.

“We didn’t speak English, either, so Katsuya Eguchi, our director, studied real hard and communicated with them in broken English,” says Imamura. “Everyone was so young and cocky. I was only 24 or 25 years old myself, but Dylan and Giles became friends for life.”

After completing development on Star Fox, Cuthbert and Goddard stayed in Japan, and today they each have their own development studio in Kyoto. Imamura collaborated with Goddard’s studio Vitei on the Steel Diver series and Tank Troopers for the 3DS. Star Fox Command and Star Fox 64 3D were developed together with Q-Games, Cuthbert’s studio.

Zelda & Star Fox

Imamura is credited as an object designer for The Legend of Zelda: A Link to the Past, but what exactly does that mean? Imamura explains to me that at Nintendo, sprites – the non-static objects in a 2D environment – are referred to as “objects,” but his impact went far beyond that.

“In the middle of the development of A Link to the Past, I was asked to join the project to design the bosses. If I remember correctly, I designed all the bosses except for the last one and one other. It was not just the art; I also designed the mechanics together with one of the programmers. For some bosses, we came up with the mechanics just with the two of us, while for others we first received instructions from planners on what kind of enemy they wanted. I also designed the game’s title logo and dungeon maps. Designing dungeon maps is a harsh job, as the dungeons consist of multiple floors and their structure kept changing over the course of development. So, I guess you could say I did a little more than just ‘designing objects’,” Imamura says with a laugh.

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Imamura’s work on the Zelda series continued with The Legend of Zelda: Majora’s Mask. where his primary task was to get it looking distinct from Ocarina of Time.

“We had to develop Majora’s Mask in just one year, so it was a very short development window. When I saw a prototype of the game, I thought it looked too similar to Ocarina of Time, so it became my task to change the look of the game over a short period.”

Imamura came up with the name Majora, the design for the game’s main mask, and the creepy moon that is falling down to earth. He also came up with arguably the quirkiest character in Nintendo’s history: Tingle.

While his contributions to the Zelda franchise are among his most prominent, Imamura told IGN that he held one previous project most dear.

Star Fox 64 3D box art, a revival of the original Star Fox 64

“Star Fox 64 is the game of my life,” he says. “It was a bit like a reboot, but by using a lot of ideas we couldn’t implement in the original, we managed to enrich the game’s scale. From planning to writing the plot, coming up with the gameplay mechanics and graphics, I really worked hard on this game. I also instructed composers on what kind of music I wanted for it.”

Although it sounds like he directed it, Imamura did not, as he was “too busy” for the position.

“It started out as an experiment with Kazuaki Morita, the programmer I had worked together with on the bosses for A Link to the Past. Morita was a super talented programmer who went above my expectations whenever I asked him to do something. Like me, he wasn’t originally a programmer, but a game designer who also knew how to do programming. As we continued to work on the prototype, more and more people joined and it started to become serious. From modelling the characters, mechs and enemies to working on effects and backgrounds, I really worked on a lot of things. In those days, it was normal to work beyond your official responsibility. For Star Fox 64 I was credited as art director, but in reality I worked on a wide array of tasks.”

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By this time, Sony’s PlayStation was on the market, and games with cinematic cutscenes that made use of the CD format’s capacity had become popular.

“In Star Fox 64, the communication between characters is done through radio communication, so lowering the quality of sound didn’t harm the game’s atmosphere. Games with gorgeous cutscenes on the PlayStation had become the new norm, but while we also implemented more cinematic aspects, in the end, we wanted to stay focused on interactivity. The story would change depending on the player’s score, and by having the characters communicate the world felt more alive. We aimed for a game that would make you feel like you are watching a movie, while you are actually enjoying its interactivity. “

Collaborating to Capture Nintendo Magic

Imamura’s impact expanded beyond the walls of Nintendo, as he began to collaborate with other companies working to bring new life to Nintendo stalwarts.

“I was helping out on The Legend of Zelda: The Wind Waker when it was still in its planning phase, but at the same time I was working on Star Fox Adventures with Rare, and I ended up having to focus on the latter. So If you ever wondered why Tingle appears so often in Wind Waker, now you know why,” Imamura laughs.

Famous for some of Nintendo’s most classic titles, including Donkey Kong Country, GoldenEye 007 and Banjo-Kazooie, Rare was arguably Nintendo’s best second-party studio at the time. Star Fox Adventures would become the last game they developed as a second-party studio of Nintendo.

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Imamura’s work extended to partnerships with other companies beyond Rare, including with Sega on a new F-Zero project.

“I think it started with Toshihiro Nagoshi proposing the project to Miyamoto,” says Imamura. “I really liked Daytona USA [which Nagoshi produced], so I was honored to work with him. We had an arcade system board called Triforce which was based on the GameCube’s architecture, so when Nagoshi proposed doing an arcade version of F-Zero, I was really happy, as I had always been a fan of arcade games.”

Sega developed F-Zero GX for the GameCube, and F-Zero AX as an arcade cabinet. During development, Imamura visited Sega’s office in Haneda three times a month.

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“Back then, Nagoshi was the top of Amusement Vision, a subsidiary studio of Sega. I don’t think many people outside the company were ever allowed inside the actual development offices. Companies don’t usually let people inside their development offices, but they showed me the arcade cabinets they were working on, which has become a special memory for me,” recalls Imamura. “Nagoshi had a professional darts machine in his office, which I thought was very stylish. In those days, Nagoshi still had long hair, but he was already quite imposing.”

F-Zero GX was highly praised by media outlets and became a favorite title for many Nintendo fans. Imamura himself calls it “the ultimate F-Zero”, but after that, nearly 18 years have passed without a new entry in the series.

“Of course, I’ve thought about it many times, but without a grand new idea, it’s hard to bring it back,” Imamura says. assuring IGN that his departure from Nintendo does not mean that the series is dead.

The Closing Chapters

In his later years at Nintendo, Imamura produced and supervised numerous Star Fox projects and directed the aforementioned Steel Diver series and Tank Troopers. He was active as a developer until his very last day at the company. But like any developer that has been at it for so long, not all of his projects have seen the light of day.

“Sometimes, planning a project could take as long as an entire year,” he says. “I had colleagues who planned and experimented with multiple projects for many years [(without being able to release anything], so I think I belong to the lucky group of developers, as many of my games actually made it to the store shelves.”

Imamura, in part, believes the smaller development teams when he started made seeing through projects easier.

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“Today, bigger projects like Zelda are made by over a hundred people, but in the days of the Super Nintendo and Nintendo 64, I remember that even teams for the bigger projects consisted of only around 30 people. That made it easy to communicate within the team, and there was room for us to express our opinions. Today, for the bigger projects, I think there might even be some staff that aren’t aware of exactly what part of the game they are working on. I understand that dividing labor is essential in order to work efficiently, but I think that it would be great if staff members could work on smaller projects in between such big projects.”

Imamura initially described his legacy at Nintendo as “32 years of working under Shigeru Miyamoto,” but as mentioned previously, Miyamoto could no longer oversee his projects after 2015. That year also saw the death of former Nintendo president Satoru Iwata, and with his new position as the company’s Creative Fellow, Miyamoto had less time to oversee actual game development, according to Imamura.

“The last time [Miyamoto and I] really worked together was during the production of Star Fox Zero,” says Imamura, referring to the 2016 Wii U title. “I was supervising the project, and Miyamoto wanted to create an anime. I worked on the anime very hard together with Production I.G and Wit Studio. I wrote the scenario and storyboard in the early phases of the project, which the professionals then made a really great anime out of. Miyamoto was heavily involved and gave detailed instructions. He was there when we recorded the dialogue, too, so he really cared about the project.”

Star Fox Zero: The Battle Begins became the last project Imamura worked on together with Miyamoto. Roughly five years later, as Imamura was leaving the company, he didn’t have a chance to see Miyamoto and say goodbye in person.

“Under the current circumstances, we couldn’t meet, so we had to say goodbye over email. He has invited me to meet up and go down memory lane together once COVID-19 finally settles down, so I’m looking forward to that.”

When asked if leaving a place you called home for more than half of your life without being able to say goodbye was sad, Imamura gave a lonely smile.

“It made tidying up my desk easier, as nobody was there. When you’re at the same company for over 30 years, you really have a lot of stuff there. I had to apologize to the people nearby each time I passed them when carrying my things, but the fact that almost no one was there made it a lot easier.”

Nintendo legend Takashi Tezuka, famous for his contributions on Mario and Zelda titles among other classics, gave Imamura permission to take home statues of Majora’s Mask and Star Fox’s Arwing. Though those physical reminders of Imamura’s work may have left the office with him, his decades of work have left a much more lasting mark on Nintendo’s legacy.

Imamura with his Arwing and Majora’s Mask statues

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