IGA E3 2016 Interview with GameSpark
Jun 27, 2016 12:52:24 GMT -6
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Post by dareka on Jun 27, 2016 12:52:24 GMT -6
Found this googling for Bloodstanied content, and since I couldn't find it here I went ahead and translated it.
It has some interesting tidbits on the game-size, the completionist content, and the Wii U version.
Here's the original article.
www.gamespark.jp/article/2016/06/21/66788.html
According to gamespark, the interview was conducted during E3, and published June 21st 2016.
Bear in mind that, at this point, we backers hadn't gotten the demo yet.
Here's the translation.
- This is your first playable showing. Though short, the demo felt very polished.
IGA: The graphics have been brought up to level we’re aiming for. Also, the map is not linear, but rather we designed it with exploration in mind. I’m hoping players will end up wandering, if only a bit. That said, the tutorial wasn’t good enough, and people ended up taking more time to clear it than I’d anticipated. I’m going to make a better tutorial for the finished product.
- I see. The game system – attacks, equipment and such - is also done, it seems.
IGA: The main system this time around is called the shard [system]. You absorb crystals from enemies and use [their] skills. There is one that forcibly drops in the demo which belongs to a type [of skill] called “directional” - you can set the direction of the attack with the R stick.
You can use it while running. And it’s kind of tough to do, but you can also use it downwards while in the air.
There are several different items. [As far as items go] we have weapons, headgear, body armor and accessories, and weapons and headgear are reflected in the in-game visuals. In this showing, if you equip the kung-fu shoes weapon, your attacks become kicks. For the kicks’ sound effects, we made an effort to have them sound like a Jackie Chan movie. Also, like the series I previously worked on, there are hidden rooms in the demo, too.
- By the way, how will the story be represented visually? There wasn’t much of it in the demo.
IGA: Since we have the advantage of using 3D, we’ll be using cut-scenes with shifting camera angles – like the cut-scene for the boss fight you saw. That said, it would be pretty tough to do all of it this way, so some parts will just have 2D illustrations with dialogue. Also, we worked really hard on the shader for this installment, and while the backgrounds are realistic-looking, the characters look like illustrations with their outline. So, I’m hoping to deliver anime-like cut-scenes.
- The boss shown was pretty grotesque.
IGA: The pretty girl on top of the boss is a decoy, while the bottom half is real creature. It leads you to think the pretty girl’s drowning and then gobbles you up when you get close. It’s kind of like an angler fish’s lantern. The main mechanics and systems are done, so now we’re starting mass production of the map, items and such.
- How much content are you planning?
IGA: Well, the thing is I promised my Kickstarter backers, so the map will be made up of 1600 individual screens. 1600 is a bit much, but that’s my commitment and you won’t be disappointed. I’m estimating 10 hours for the initial play-through. That said, there’s loads of replay value with treasure and shards to collect, a map to complete, and such, so it’ll keep you busy for a long time. What’s more, since alchemy’s our theme this time around, the idea's to include things like an alchemy item completion list and such.
- How far along is development?
IGA: We’re still at around 10% right now. We’re done with the main mechanics and basic system, and we’re about to start mass production.
- You’re developing for lots of different platforms, too.
IGA: We’re on Xbox One, PC, PS4, WiiU and Vita. Inti Creates is doing the home console versions, while the WiiU and Vita ports are being done by a company in Texas called Armature. It’s the company behind the game ReCore that’s being shown here in E3. My biggest concern is the recent development that the NX is coming soon, so I’m worried about the WiiU version.
- Might you be releasing an NX version too, then?
IGA: Even if we were to do so, I’d ask my backers for their opinion first. I mean, this project wouldn’t have even gotten off the ground without my backers. What’s more, for a Kickstarter you normally make a demo like the one we showed here today and then ask for money, but we just offered a broad outline of the game and put out a crazy video (*laughs*). They contributed despite all this, so I’m truly grateful. I’d like to take their opinion into account as much as possible.
- I see. In Japan, before Igarashi-san, people like Inafune-san began doing projects through Kickstarter after having gone independent. Do you think this development trend will continue?
IGA: I don’t think there’ll be many AAA titles done this way. That said, we have an environment right now where this style of game development is easier than before. For instance, Microsoft let us show the game at their E3 booth. With the platform holders supporting indy games, the market is beginning to take shape. So, while a big-budget project is still tough, it’s still quite possible to create the kind of games that traditional gamers are looking for and turn a profit at the same time. In Japan, the mainstream has shifted to social games, but I think people will eventually want more from games. When that happens, I would hope this type of game is there for people as a gateway. So it’s kind of wishful thinking on my part, but I hope the current situation continues.
- This playable demo was presented overseas. When will we see the game next?
IGA: Given the opportunity, I’d like to show it at lots of different venues. That said, it would be really difficult to make a demo with more than this one, so it might be the same. Also, we’re delivering the current version to the backers who gave us 60 dollars or more. That said, it needs to be a more polished version than this one, so it’s taking a bit more time.
- Please do show the playable demo in Japan. Thank you very much.
Mods, if there is any problem with posting complete translations of interviews, please let me know and I will just paraphrase the main content.
Thanks!
It has some interesting tidbits on the game-size, the completionist content, and the Wii U version.
Here's the original article.
www.gamespark.jp/article/2016/06/21/66788.html
According to gamespark, the interview was conducted during E3, and published June 21st 2016.
Bear in mind that, at this point, we backers hadn't gotten the demo yet.
Here's the translation.
- This is your first playable showing. Though short, the demo felt very polished.
IGA: The graphics have been brought up to level we’re aiming for. Also, the map is not linear, but rather we designed it with exploration in mind. I’m hoping players will end up wandering, if only a bit. That said, the tutorial wasn’t good enough, and people ended up taking more time to clear it than I’d anticipated. I’m going to make a better tutorial for the finished product.
- I see. The game system – attacks, equipment and such - is also done, it seems.
IGA: The main system this time around is called the shard [system]. You absorb crystals from enemies and use [their] skills. There is one that forcibly drops in the demo which belongs to a type [of skill] called “directional” - you can set the direction of the attack with the R stick.
You can use it while running. And it’s kind of tough to do, but you can also use it downwards while in the air.
There are several different items. [As far as items go] we have weapons, headgear, body armor and accessories, and weapons and headgear are reflected in the in-game visuals. In this showing, if you equip the kung-fu shoes weapon, your attacks become kicks. For the kicks’ sound effects, we made an effort to have them sound like a Jackie Chan movie. Also, like the series I previously worked on, there are hidden rooms in the demo, too.
- By the way, how will the story be represented visually? There wasn’t much of it in the demo.
IGA: Since we have the advantage of using 3D, we’ll be using cut-scenes with shifting camera angles – like the cut-scene for the boss fight you saw. That said, it would be pretty tough to do all of it this way, so some parts will just have 2D illustrations with dialogue. Also, we worked really hard on the shader for this installment, and while the backgrounds are realistic-looking, the characters look like illustrations with their outline. So, I’m hoping to deliver anime-like cut-scenes.
- The boss shown was pretty grotesque.
IGA: The pretty girl on top of the boss is a decoy, while the bottom half is real creature. It leads you to think the pretty girl’s drowning and then gobbles you up when you get close. It’s kind of like an angler fish’s lantern. The main mechanics and systems are done, so now we’re starting mass production of the map, items and such.
- How much content are you planning?
IGA: Well, the thing is I promised my Kickstarter backers, so the map will be made up of 1600 individual screens. 1600 is a bit much, but that’s my commitment and you won’t be disappointed. I’m estimating 10 hours for the initial play-through. That said, there’s loads of replay value with treasure and shards to collect, a map to complete, and such, so it’ll keep you busy for a long time. What’s more, since alchemy’s our theme this time around, the idea's to include things like an alchemy item completion list and such.
- How far along is development?
IGA: We’re still at around 10% right now. We’re done with the main mechanics and basic system, and we’re about to start mass production.
- You’re developing for lots of different platforms, too.
IGA: We’re on Xbox One, PC, PS4, WiiU and Vita. Inti Creates is doing the home console versions, while the WiiU and Vita ports are being done by a company in Texas called Armature. It’s the company behind the game ReCore that’s being shown here in E3. My biggest concern is the recent development that the NX is coming soon, so I’m worried about the WiiU version.
- Might you be releasing an NX version too, then?
IGA: Even if we were to do so, I’d ask my backers for their opinion first. I mean, this project wouldn’t have even gotten off the ground without my backers. What’s more, for a Kickstarter you normally make a demo like the one we showed here today and then ask for money, but we just offered a broad outline of the game and put out a crazy video (*laughs*). They contributed despite all this, so I’m truly grateful. I’d like to take their opinion into account as much as possible.
- I see. In Japan, before Igarashi-san, people like Inafune-san began doing projects through Kickstarter after having gone independent. Do you think this development trend will continue?
IGA: I don’t think there’ll be many AAA titles done this way. That said, we have an environment right now where this style of game development is easier than before. For instance, Microsoft let us show the game at their E3 booth. With the platform holders supporting indy games, the market is beginning to take shape. So, while a big-budget project is still tough, it’s still quite possible to create the kind of games that traditional gamers are looking for and turn a profit at the same time. In Japan, the mainstream has shifted to social games, but I think people will eventually want more from games. When that happens, I would hope this type of game is there for people as a gateway. So it’s kind of wishful thinking on my part, but I hope the current situation continues.
- This playable demo was presented overseas. When will we see the game next?
IGA: Given the opportunity, I’d like to show it at lots of different venues. That said, it would be really difficult to make a demo with more than this one, so it might be the same. Also, we’re delivering the current version to the backers who gave us 60 dollars or more. That said, it needs to be a more polished version than this one, so it’s taking a bit more time.
- Please do show the playable demo in Japan. Thank you very much.
Mods, if there is any problem with posting complete translations of interviews, please let me know and I will just paraphrase the main content.
Thanks!