Opinion: Why Naughty Dog Shouldn't Make A Sequel To The Last Of Us

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Opinion: Why Naughty Dog Shouldn't Make A Sequel To The Last Of Us

I beat The Last of Us a couple weeks ago, but that adventure is still ringing through my head like a brass bell. The game easily sits on my list of the five greatest games from this generation, and yet, I don't think I want to see a sequel.

This opinion originally published on July 15, 2013.

(The following is spoiler free. But if you want The Last of Us spoiled for you, go here.)

Opinion – Why Nintendo Won’t Give Us 2D Metroid And Other Sequels We Want

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Every year when E3 rolls around, analysts and critics start whispering about the possibility that this year could be the year that Nintendo drops a new Metroid game on us. Most years we walk away disappointed, but this year Nintendo actually did reveal a new Metroid title. Sadly, fans still walked away disappointed. In fact, Nintendo’s fanbase was so outraged over this sport-like mini game that over 20,000 people signed a petition asking Nintendo to cancel the game entirely. But this probably won't force Nintendo to give us the Metroid sequel we've been yearning for – not because Nintendo hates its fans – but because the company doesn't know what to do with the series. Nintendo has never been one for iterative sequels, and if it can't come up with a new angle for a franchise it usually doesn't make a game. The reason that we don't see more sequels to many of our favorite Nintendo titles is because the publisher has become over-reliant on the idea of a good gimmick.

The Charm Of Yarn And The Reception Of Yoshi's New Island With Woolly World's Producer

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Takashi Tezuka has been with Nintendo since the mid-eighties with important credits on many of Nintendo's most memorable games. He has director and designer credits for games like Super Mario Bros., The Legend of Zelda: A Link to the Past and Link's Awakening, and Super Mario World 2: Yoshi's Island. He also served as producer on games like Animal Crossing and Mario Kart: Double Dash, and is heavily involved in the upcoming Super Mario Maker. We got a chance to speak with him briefly about the upcoming Yoshi's Woolly World (he's a producer on that, too) about Nintendo's love of yarn, whether or not Yoshi's Island is a Mario game, and how the reception of Yoshi's New Island for 3DS is influencing Woolly World.

Game Informer: Is there a fear of confusion between Kirby's Epic's Epic Yarn and Yoshi's Woolly World?

Takashi Tezuka: No, we're not really worried about this being seen as like a sequel or something, because honestly, we didn't create Woolly World as a way to create an Epic Yarn sequel – it was just an idea we had. The idea of creating a Yoshi platformer came first, and then we thought that it might be interested to see his world represented with yarn.

Mario Maker's Makers On The Added Super Prefix, Mario Paint, And LittleBigPlanet

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Mario Maker's Makers On The Added Super Prefix, Mario Paint, And LittleBigPlanet

During E3, we had the opportunity to speak with Super Mario Maker producer Takashi Tezuka and director Yosuke Oshino about creating the Mario game where you create. We posted a small excerpt from the interview during the show, but you can find the full dialogue below. We talked about why the game received the "Super" prefix, how Mario Paint influenced the game's development, and if this game opens the door for a Zelda Maker in the future.

Game Informer: Why "Super" Mario maker?

We have a couple of reasons. The first is that compared to the playable version that we saw at E3 last year, the version we have now is so much more packed with features – we feel like it's powered up – that it makes sense to call it "Super" so people would know how different it is.

Replay – Marc Eckō's Getting Up: Contents Under Pressure

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Released in 2003, fashion designer Marc Eckō proved he was also a fairly capable game designer with Marc Eckō's Getting Up: Contents Under Pressure.

In the game, players play as Trane, a budding street artist with parkour skills and a collection of spray paints. We scored the game a 7.25 upon release, complaining about its combat (which you will see why in the episode below), but praising its platforming and exploration. Join me, Andrew Reiner, Tim Turi, and Jeff Cork as almost all of us take our first look at the 12-year-old game. Oddly, the game was republished for PC in 2013 by Devolver Digital, and that same year the official Ecko Unltd. twitter account said a sequel was in the works. We haven't heard much since.

Also, make sure to stick around for an extended second segment covering a PlayStation title, and to hear me laugh possibly harder than I ever have during an episode of Replay.

The Origins & World Of Horizon Zero Dawn

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Horizon Zero Dawn was one of the games that got gamers buzzing at E3. Its mix of primitive man and animal-like machines in the distant future caught fire with our imaginations. We saw the game behind-closed-doors, which yielded additional info about the game not seen in its official trailer, but we also talked to Guerrilla Games' Mathijs de Jonge (game director) and Mark Norris (senior producer). The pair divulged even more about Horizon, from its creation to the some of the nuts and bolts of its gameplay.

In 2011, you had a smaller team working on Horizon. Was that mainly art and general concept? Can you talk about what that smaller team worked on and when you brought on the other people, when it ramped up?Mathijs de Jonge: After we shipped Killzone 3, we asked our company to pitch IPs, and there were a lot of people excited about starting something new. We got about 40 different concepts, but there were a couple games that stayed close to what our company can do, and inspired us. One of the concepts that was most appealing in terms of different elements in it, funnily enough, was the most risky project there, Horizon. That's the concept that we started prototyping with a smaller team.

E3 2015 Attendees Choose Their Game Of The Show

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E3 2015 Attendees Choose Their Game Of The Show

Game Informer has already chosen its game of the show for E3 2015, but we wanted to see what the average attendee would choose. Amidst the chaos of E3 2015, Game Informer's Ben Reeves walked the show floor and asked anybody that he could find about the highlight of their show. Surprisingly, a handful of clear favorites rose to the surface. Keep your eyes peeled for cameos and enjoy the video!

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Genetically Engineering Our Perfect Jurassic Park Game

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With the record-breaking box office success of Jurassic World, the Jurassic Park franchise has rampaged its way back to relevance. This got us thinking about Jurassic Park’s many video game iterations. We’ve seen side-scrolling games, brawlers, park-building simulators, light-gun shooters, and adventure games. 

What the Jurassic Park franchise has not received, however, is a blockbuster video game that lives up to the cultural impact of the films. Here is what we’d like to see in a big-budget Jurassic Park game.

A massive open world with a living ecosystem

A Guided Tour Of Halo 5: Guardians' Newest Map, Fathom

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A Guided Tour Of Halo 5: Guardians' Newest Map, Fathom

Developer 343 Industries iterates on multiplayer maps for thousands of man-hours before it lands on a design that feels endlessly repayable. This means that even the slightest details of a map are scrutinized under a magnifying glass. In order to get a better understanding of Fathom’s ins-and-outs we asked multiplayer designer Quinn DelHoyo to give us a detailed tour of this new arena map.

Narrative Background: UNSC Fathom is a research base buried deep below an ocean world called Beta Gabriel. During the Covenant War, a team of Spartan-IIs were tasked with infiltrating a Sangheili carrier and retrieving the plans for a new Sangheili weapon rumored to be so powerful that it would render the Covenant’s glassing cannons obsolete. The details of the mission were classified, but we know that it was not successful, and both the Sangheili carrier and the Spartan’s own vessel sank into the oceans of Beta Gabriel. The Fathom research station was built in an effort to mine the Covenant ship for any surviving details about this super weapon, and the ship’s remains can be seen through Fathom’s various portholes.

Two different space whales can be see swimming around outside the base. The team refers to one as Timmy the Whale, which was named after creative lead Tim Longo.