![]() Two major elements of Sparks of Hope still bear a connection to that initial inspiration. ![]() It needs to make more sense in our game, in our own universe.” “In the end, we had to remove them,” says Manzanares. ![]() When it came to the Mario Galaxy elements, the answer to Nintendo’s many questions was that the team thought it was cool. This questioning forced the developers to go back to the drawing board and think deeply about what they were trying to accomplish by adding so much. “We had to organize our thoughts and explain to Nintendo what we wanted to do.” “What is your vision? Why are you doing this? What are you adding?” Manzanares lists the questions from memory. The Mario + Rabbids team was ready to use as many Mario properties as they could but ran into a problem. When Ubisoft approached Nintendo with ideas, the publisher would always ask the same question: Why? Still, presuming to ask for creative freedom with the most iconic video game character of all time was a daunting prospect to the Rabbids team. This time around, Soliani and the rest of the Ubisoft team were not afraid to ask for what they wanted. “‘Worst-case scenario, we are going to say no, but if you aren’t asking then you won’t have any of it.’” “Nintendo is always saying to me, ‘Ask for what you want,’” he says. ![]() This was something Soliani says they probably could have had in Kingdom Battle, but the team was too afraid to ask. Sparks of Hope adds iconic Mario enemies such as Goombas, Bob-ombs, and Wigglers to Ubisoft’s strategy RPG. In the development of Kingdom Battle, this sometimes led the team to not push as much as they could have. ![]() “The major blocker for us at the very beginning was trying to make a pitch that even if it was absurd, it would still make sense for Ubisoft and Nintendo,” says Creative Director Davide Soliani. The success of Kingdom Battle encouraged Ubisoft to go even further with the sequel. ![]()
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