Uploaded February 27th 2017. A web video series on Konami's YouTube channel, hosted by Tetsuya Yanagihara and Yoshiyuki Hirai, the voice actors of Magnet Bomber and Golem Bomber respectively. They and their guests Keisuke Koumoto (White Bomber's VA) and Minami Takahashi (Aqua Bomber's VA) talk about their roles, sample both game modes and even show off humanised fanart of the characters they play drawn by the game's staff.
A partial English translation by Bomber D Rufi can be read over at Bomber Base!
Uploaded March 21st 2017. The hosts are joined by Genki Okawa (Blue Bomber's VA) and "Seto Bon" (瀬戸ボン, Konami public relations) to play some more Battle Game.
Broadcast April 4th 2017 on NHK World HD. A general overview of the game, with hosts Chiaki Horan and Nicholas Pettas playing some of the Battle Game (and losing to the CPU), fan opinions from Game Party Japan 2017 (闘会議), as well as comments from producer Noriaki Okamura.
First I heard from Nintendo about their new console. Upon that news the first thing that crossed my mind was Bomberman. I felt there's just no other hardware better suited for Bomberman than this new console.
For this project we took the utmost care in choosing what elements of the game to change and not to change. We tried to instil the essence of Bomberman that made this game so enjoyable for everyone in the past, and incorporated that into this latest game. We aspired to build on top of the nostalgic memories of past enthusiasts and essentially revitalise the appeal of Bomberman. That was our main objective for this game.
I considered the past Bomberman game for the SNES as the pinnacle of the Bomberman series. For me, Bomberman is the SNES version, so I wanted to resurrect that masterpiece. However, just simply doing a remake wouldn't be exciting at all. That's why we felt we needed to essentially offer something new.
Bomberman is traditionally a 2D game. On a 2D screen there's a limit to what you can achieve graphically, so all the stages end up looking similar. It's those stages that we wanted to improve so there'd be more variation. In designing lots of new stages we knew it would be difficult to achieve this in 3D and that many Bomberman enthusiasts from the past wouldn't like the idea of going 3D. In the beginning many people said "don't make it 3D," but if we went along with their wishes, we knew we wouldn't be able to transform Bomberman into a modern game. Therefore, we tried very carefully to preserve the essence of Bomberman while adapting the gameplay for 3D graphics.
As you can see with the item panel, the game itself is made with 3D graphics, but the item panel was intentionally made to look retro. The reason for this is that the game doesn't actually feel like Bomberman without this look. Even though the game is capable of a much higher resolution, we made the item panel pixellated on purpose to recreate that Bomberman feel.
We've successfully managed to get the game out onto the market. However, we've also received lots of critical feedback from veteran fans who say things like, "it should be more like this," or "why isn't it like this?" and "please make it like this next time!" Since the series is over thirty years old and there was close to ten years of inactivity, we're actually very grateful for this feedback and hope to make improvements on it in the future. We certainly hope to take the Bomberman series well into the future, so that it may remain popular for another thirty years.
Published March 30th 2017. Awarded 4 out of 10.
Dated March 16th 2017, reviewed by Bunbun Maru (ブンブン丸), Ashida (芦田), Namuko (ナム子) and Totsuka (戸塚). The game is well received from all the reviewers, particularly the infusion of personality through the cutscenes, character customization and sibling dynamic. The only major grumbles were with the tilted perspective on the camera and the imprecise control using the Joy-Cons. Awarded 30 out of 40. Scan from Japanese Nintendo.
Dated May 2017. Features bios and concept art for the heroes and villains, a quick timeline of game releases, and a Q&A with producer Noriaki Okamura (岡村憲明). Nintendo Everything translated excerpts from this interview.