He started by discussing the origins of Luigi's Mansion 2: "Ultimately, it comes down to the decisions of the directors of the next games that are being made. Interestingly, when we were originally developing the original Luigi's Mansion on GameCube, we worked with Sharp on a 3D monitor and we ported the game into a sort of 3D mode that we experimented with. So when we worked on Nintendo 3DS that was a natural fit to then take that game that we had originally wanted to do that with and bring that into 3-D.
"Similarly with Pikmin, that was a game also when we created on the GameCube, we actually wished that we had had HD visuals at that time. Primarily because you've got so many small little Pikmin running around, we wanted the level of detail to really be able to express the characteristics of those Pikmin in a detailed way. That's why we wanted to do "Pikmin 3″ on Wii U and in HD."
"Sort of similar to that with the decision on Wind Waker in particular, the animation style of the original Wind Waker, we felt that HD could really sort of breathe new life into that animation style and so that was the reason we went into that direction. Ultimately, there isn't a common reason across all the games they're basing the decision on. It really is which games are best suited to which styles or which systems or which features."