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- HOW TO MAKE CUTSCENES WITH REGGIE LEVEL EDITOR SOFTWARE
- HOW TO MAKE CUTSCENES WITH REGGIE LEVEL EDITOR SERIES
We believe that really with the beginning of this past holiday, we now are on a very solid path of having key product launches not only in our handheld business, but in our home console business to drive profitability."įils-Aime is a master of quotes like these, which manage to answer tough questions without providing any particular insight into Nintendo's thinking on a given subject.
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HOW TO MAKE CUTSCENES WITH REGGIE LEVEL EDITOR SOFTWARE
What I would tell you is, for us, it really is about driving a pace of software launches that can drive our overall profitability.
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The entertainment business is a high-risk business. During the nadir of the Nintendo Wii U in 2014, Fils-Aime responded to a question from NPR about why the company wasn't seeing profits by saying simply, "What we haven't been able to do is to launch that steady drumbeat of software to drive that profitability. More impressive was that he managed to do so without sounding cynical or disingenous-a rare feat in an environment where cynicism detectors are almost always turned up to maximum.īehind the scenes, Fils-Aime's interviews were usually terse, focused, and extremely on message. While observers grumbled that Nintendo needed to make its games darker and more hardcore, Fils-Aime leaned hard into the idea that video games can be joyful.
HOW TO MAKE CUTSCENES WITH REGGIE LEVEL EDITOR SERIES
He found a natural partner in Satoru Iwata, who launched the popular "Iwata Asks" series with Nintendo's various developers, and gamely participated in numerous social media friendly skits.įils-Aime's act perfectly complemented Nintendo's family-friendly message. Fils-Aime soon became ubiquitous, serving as the friendly face of Nintendo's marketing. Nintendo's fortunes ultimately turned with the success of the Nintendo DS and the massive popularity of the Wii. "I wasn't sure whether this new guy called Reggie Fils-Aime who'd taken the stage at the Nintendo keynote earlier in the week had anything to do with it, but regardless, in the space of a few hours, I'd gone from 'this thing's a bit crap,' to, 'so when can I buy it?'" In recounting his time at E3 2004, former USG editor Jaz Rignall recalled how his opinion on the Nintendo DS turned in part because of Fils-Aime's almost crazed enthusiasm. E3 2004 was where the company revealed the Nintendo DS for the first time, of which chairman Hiroshi Yamauchi famously said, "If it succeeds, we rise to the heavens, if it fails, we sink into hell." Most observers thought Nintendo was on the way to the underworld. GameCube sales were sluggish, and its failure to embrace the rise of online play had been roundly mocked at the previous year's show. Journalists and fans alike were immediately taken by him, and Nintendo's newest pitchman became a celebrity basically overnight.Į3 2004 turned out to be a critical show for Nintendo. In a field where hobbyists tend to vilify executives as out of touch, Fils-Aime is known naturally as "Reggie." In fact, it's currently taking all of my willpower to avoid referring to him simply by his first name-a neat bit of branding calculated to make Nintendo seem like a best friend rather than yet another corporation.įils-Aime first burst onto the scene during E3 2004, where he proudly proclaimed he would be "kicking ass and taking names." His act was unapologetically cheesy, but his sheer enthusiasm made it work. Fils-Aime is a massive guy, both in terms of height and personality, and his larger-than-life presence has defined Nintendo's marketing over the past 15 years.įils-Aime, who announced his retirement today, is one of the more brilliant salespeople the games industry has ever seen. I saw him often enough though, usually towering over guests and journalists in Nintendo's booth at E3. Unlike many of my peers, I never got a chance to interview Reggie Fils-Aime.