Post by XombieMike on Sept 3, 2021 6:32:46 GMT -6
505.games/CurryAMA
In the above link to the Reddit AMA, Bloodstained game director and designer Shutaro Iida aka Curry the Kid answered the vast majority of many questions. Before this, Iida has been very private. A lot of credit has been attributed to Koji Igarashi aka IGA for some of the greatest Castlevania games in the franchise. That credit has been well earned. It takes more than one man to build a castle though, and with Shutaro giving even a little information about his involvement with IGA's games it becomes apparent that much of what I love about these games is Shutaro's efforts. IGA and Curry the Kid go as a pair, like Dracula and Death they are a team.
Life is short and the next day is never guaranteed. Dracula and Death are immortal, but our legendary bosses at ArtPlay will one day pass into history. We are so fortunate to have this small window of potential to see them work together again at ArtPlay.
Here are some of the highlights that stood out to me regarding Shutaro's past with Castlevania, and present with new information regarding Bloodstained. All questions and answers can be found entirely in the Reddit link, so to make this easier to read I'm using partial quotes of questions and answers with parenthesis for my own added context.
How amazing is that? Remember all the shader votes we did? We helped push the basic look in the initial direction, then based on more community feedback Mana and Curry developed it to what it is today. It got her promoted! We are so fortunate to have Mana at ArtPlay!
People relate the no damage knife fight to IGA, but there we have it: Shutaro is responsible for this legend.
Listen, Konami!
In the above link to the Reddit AMA, Bloodstained game director and designer Shutaro Iida aka Curry the Kid answered the vast majority of many questions. Before this, Iida has been very private. A lot of credit has been attributed to Koji Igarashi aka IGA for some of the greatest Castlevania games in the franchise. That credit has been well earned. It takes more than one man to build a castle though, and with Shutaro giving even a little information about his involvement with IGA's games it becomes apparent that much of what I love about these games is Shutaro's efforts. IGA and Curry the Kid go as a pair, like Dracula and Death they are a team.
Life is short and the next day is never guaranteed. Dracula and Death are immortal, but our legendary bosses at ArtPlay will one day pass into history. We are so fortunate to have this small window of potential to see them work together again at ArtPlay.
Here are some of the highlights that stood out to me regarding Shutaro's past with Castlevania, and present with new information regarding Bloodstained. All questions and answers can be found entirely in the Reddit link, so to make this easier to read I'm using partial quotes of questions and answers with parenthesis for my own added context.
I've actually put all my powers into each and every game so it's hard to choose just one. (Favorite game he worked on.)
If I have to choose one, it guess it would be Aria. It was the first title that I got to work on having this type of enemy, with this type of item, with this soul, play is like this the way I wanted to so it is one of my favorites.
With an idea that I was sad its been cut, Hammer for Julius mode of Dawn of Sorrow. The additional players were made basically by me in Debug on my own account but Julius mode was something I stated to IGA-san I will be doing But from the Art side I was told "If I keep drawing any further than this, my arm will break in half" type of thing so I gave up on Hammer. LOL
If I have to choose one, it guess it would be Aria. It was the first title that I got to work on having this type of enemy, with this type of item, with this soul, play is like this the way I wanted to so it is one of my favorites.
With an idea that I was sad its been cut, Hammer for Julius mode of Dawn of Sorrow. The additional players were made basically by me in Debug on my own account but Julius mode was something I stated to IGA-san I will be doing But from the Art side I was told "If I keep drawing any further than this, my arm will break in half" type of thing so I gave up on Hammer. LOL
I've always tried to look at everything in the stance of "how can I tie this into our game?" When I'm watching a movie, eating curry, even when I'm watching Jojo's Bizarre Adventures.
The wall we had hit this time was "it was not in house production." We had people who had never experienced game production before so the production had it's hardships. I am not doing programming anymore but I made a lot of documents explaining how I used to make moves.
Back in the day, I ate curry everyday. Though it was only for lunch, there was a timeframe I ate curry everyday for about 10 months. The name is a parody to Billy The Kid. Not just the curry but all the small jokes are mostly my doing.
The wall we had hit this time was "it was not in house production." We had people who had never experienced game production before so the production had it's hardships. I am not doing programming anymore but I made a lot of documents explaining how I used to make moves.
Back in the day, I ate curry everyday. Though it was only for lunch, there was a timeframe I ate curry everyday for about 10 months. The name is a parody to Billy The Kid. Not just the curry but all the small jokes are mostly my doing.
I have been taught how to create the play aspect from Mr. Furukawa who worked on game design with Sotn so I feel as I have been handed over his way of thinking. I feel I Though it may be just slightly new things.
IGA-san has asked me to work on couple more exploratory type so I believe I will make more and if I am to make them, I would like to make enjoyable ones. There are lot of things I want to do and more jokes too. In the end, I would like to make a fun game to play with lots of people that focuses on co-op.
Due to the time constraint there were things that were taken out but, we wanted to I especially wanted the Aqua Boss to be released. It's unfortunate because we even had the clue voice over recording done too.
Question: I found the Aqua Stream shard to be a fairly punishing progress-blocker, especially with its low drop-rate making It possible to completely miss. Do you have any insight into that particular design decision and the goal it was trying to achieve?
Response: I have posted on another answer but, the boss should have been ... It is a result of a rushed job but I regret that it was hard to understand. I would like to improve it next time.
Response: I have posted on another answer but, the boss should have been ... It is a result of a rushed job but I regret that it was hard to understand. I would like to improve it next time.
I'm very thankful you love Soma. When I saw Ayami-san's Soma for the first time, he excited me.
Julius is so cool. When I spoke to Michiru Yamane-san the composer about how I could not decide on the fighting BGM between "Yorumade Matenai (Cant wait till dusk)" and "Hearts of Fire", she told me "Let's make it" both "and the both songs were combined and that's how song was created.
From Aria, I was the one that came up with most of the bosses so I do have a love for each one of them.
But if I am to choose 1 out of them, it would be Abaddon. It only took me couple of days to create this boss but I believe he became a good enemy. If it's within Bloodstained then it would be Bloodless. She was a boss I've been thinking of from a while back so made her into a additional character on a whim.
As for Soma, due to the display being darker, I discussed with Yamamoto-kun the dotter and decided to use a "white" base color which is easier to see is in my memories.
We had Yamamoto-kun create a base of the art and then had Fumi Kojima-Sensei to draw the main based on the setting.
IGA-san's setting was just a normal high school student but as a team, we discussed saying he has eyes that make him stand out from the ordinary is something that's left in my mind.
Julius is so cool. When I spoke to Michiru Yamane-san the composer about how I could not decide on the fighting BGM between "Yorumade Matenai (Cant wait till dusk)" and "Hearts of Fire", she told me "Let's make it" both "and the both songs were combined and that's how song was created.
From Aria, I was the one that came up with most of the bosses so I do have a love for each one of them.
But if I am to choose 1 out of them, it would be Abaddon. It only took me couple of days to create this boss but I believe he became a good enemy. If it's within Bloodstained then it would be Bloodless. She was a boss I've been thinking of from a while back so made her into a additional character on a whim.
As for Soma, due to the display being darker, I discussed with Yamamoto-kun the dotter and decided to use a "white" base color which is easier to see is in my memories.
We had Yamamoto-kun create a base of the art and then had Fumi Kojima-Sensei to draw the main based on the setting.
IGA-san's setting was just a normal high school student but as a team, we discussed saying he has eyes that make him stand out from the ordinary is something that's left in my mind.
(Regarding the text font in Bloodstained) For the next font, we would like to think more into it.
It may be 8 bit. When I was creating the background in dot (pixel) form, it reminded me of the past and it was fun.
I do research time to time. I think of the enemies from their "roles" first so, I look for those who are fit for that.
I do research time to time. I think of the enemies from their "roles" first so, I look for those who are fit for that.
On my days off, I do play a lot of FF11 looking for ideas for games.
Back in the day at work, I used to play Street Fighter III 3rd Strike during my lunch break and those were my happy times. We actually had people come from other departments too and we had a lot of fun. It would be nice to play 3rd Strike again.
Back in the day at work, I used to play Street Fighter III 3rd Strike during my lunch break and those were my happy times. We actually had people come from other departments too and we had a lot of fun. It would be nice to play 3rd Strike again.
(Regarding exploration abilities) I believe it's important for an exploratory expansion. In what timeframe the exploration expands, to where, are some of the things I think about. There actually were some areas that unfortunately had to be taken out. Due to this, Valefar should have been a boss you will just jump with one height. Please don't abuse him with the Aegis protector and invert. LOL
Speaking of things that were dropped, you were suppose to play against him with slots. I did write a very detailed instructions on how the slot works so I'm sad it disappeared.
Speaking of things that were dropped, you were suppose to play against him with slots. I did write a very detailed instructions on how the slot works so I'm sad it disappeared.
In Bloodstained, the aqua boss aka Focalor did disappear. Also there is another boss that disappeared. He was a true ancestor just like OD and Bloodless and we even had his voice over done but we were not able to release.
Though this isn't an area, in the train area, next to the train (forward) there is a road and you would have been able to move through that was the plan. When you walk through there, you can see the train pass by was what should have happened. If we were able to do that, the area would have expanded to be a longer stretch.
Though this isn't an area, in the train area, next to the train (forward) there is a road and you would have been able to move through that was the plan. When you walk through there, you can see the train pass by was what should have happened. If we were able to do that, the area would have expanded to be a longer stretch.
Question: What was it like working at Konami during a time when they were consistently delivering prolific games?
Response: Regarding amount of work hours, it was so hard you cannot compare it but, there were a lot of great personnel and a happy time.
Response: Regarding amount of work hours, it was so hard you cannot compare it but, there were a lot of great personnel and a happy time.
Question: Which boss from Bloodstained was your favorite? On a similar vein, which one in Boss' revenge do you feel was the most fun to convert to a playable character?
Response: It would be Bloodless. She is a character I've been warming up for a while and there are good amounts of settings too. I would like to use her more now on. Even for Boss Revenge, it would be Bloodless. I like her so much that we made an exclusive mode on a whim."
Response: It would be Bloodless. She is a character I've been warming up for a while and there are good amounts of settings too. I would like to use her more now on. Even for Boss Revenge, it would be Bloodless. I like her so much that we made an exclusive mode on a whim."
Out of the games that I have been part of, I believe that this title was the one that we had to shave off the most of. What happened the most was, even though we checked with the programmer prior if there was any problems with the specifications prior but was told later that they cant do it. Also there were delays and we unavoidably had to delete. It was sad. Those bosses who were shaved off will hopefully live on as the next idea. I do not think it will show up in main story though.
I do rely on the game system too but I think of how the enemy will affect the player too. Like how the player will think, how they would move, are some things.
For example, like I want them to crouch, move to the right, jump, attack from far, stand up right, attack right as they are being attacked, are some things. Even if the attack looks different, if the player's reaction or response is the same towards that move, I think it's pretty much the same attack.
As for bosses, I think of it on more of a feeling difference. Like, would it be fun to fall with it, or would they be surprised if it's switched out with a doll. I work hard on gathering ideas like this on a daily basis. Another thing I watch out for is the ratio after the whole game is put together. What percentage of enemies fly, are humanoids, or immobile, are some things. I would like everyone to play without getting bored of it.
For example, like I want them to crouch, move to the right, jump, attack from far, stand up right, attack right as they are being attacked, are some things. Even if the attack looks different, if the player's reaction or response is the same towards that move, I think it's pretty much the same attack.
As for bosses, I think of it on more of a feeling difference. Like, would it be fun to fall with it, or would they be surprised if it's switched out with a doll. I work hard on gathering ideas like this on a daily basis. Another thing I watch out for is the ratio after the whole game is put together. What percentage of enemies fly, are humanoids, or immobile, are some things. I would like everyone to play without getting bored of it.
Unfortunately, Johannes is not of that Joestar bloodline. His voice sounds like he would be able to use a overdrive. LOL
If I speak about my taste, I like more serious things. Order of Ecclesia's plot scenario was filled with my taste and preference. I think what I'm good at is more humor though. The next title may be more of a serious one that's to my liking.
If I speak about my taste, I like more serious things. Order of Ecclesia's plot scenario was filled with my taste and preference. I think what I'm good at is more humor though. The next title may be more of a serious one that's to my liking.
Question: What was your inspiration for the Soul System introduced in Aria of Sorrow? I've theorized the inspiration comes from Final Fantasy's Blue Mage, Kirby, and Pokémon, but would love to know your perspective!
Response: Thank you so much. You hit the nail with Kirby. The other one is Relics. I love the Blue Mage in FF so that's where I got the influence.
Response: Thank you so much. You hit the nail with Kirby. The other one is Relics. I love the Blue Mage in FF so that's where I got the influence.
I love Grant. In Dawn of Sorrow, I was planning on to put the components of Grant into Hammer in the additional mode.
(Regarding hardest challenges) I believe it would be communication. Even if how much ability you have, if the gears are not clicking together, things will not move forward.
Hardest part in Bloodstained was functions that were moving stops working. Out of all the exploratory games, this title has worn me out the most.
Hardest part in Bloodstained was functions that were moving stops working. Out of all the exploratory games, this title has worn me out the most.
Question: Early on in the project, the visuals of Bloodstained ROTN was poorly received to the point that you all completely revamped the visuals entirely. Most developers seem to double-down these days and just say that their customers are wrong, but you all went the extra mile. What really inspired it? Was it a collective decision by the team, or brought on by you or Koji? I'm curious about the discussions that were had that led to the decision to reinvest some of the budget into reworking the visuals. I also think it paid off well.
Response: Do you mean the first model of Miriam? My stance point on that I could not just let it go personally but, the higher ups wanted to see the Backers' reaction so I followed suit. I felt that we should not have even released that. Due to the workload, there were many who were against it but because we got the push with the reactions, we did change the model of Miriam. We are thankful that Natsume-san agreed with the direction we asked for.
In regards to the lighting, this is a greatly Ikeda-san's achievement. She worked hard on relaying the opinions of those oversea to great length. I also felt we have to do it and prepared myself. Ikeda-san and myself went into there with our own hands and fixed the lighting. From there it spread and we moved forward with the fixes. This became the reason to bring her on as the Art Director too.
Response: Do you mean the first model of Miriam? My stance point on that I could not just let it go personally but, the higher ups wanted to see the Backers' reaction so I followed suit. I felt that we should not have even released that. Due to the workload, there were many who were against it but because we got the push with the reactions, we did change the model of Miriam. We are thankful that Natsume-san agreed with the direction we asked for.
In regards to the lighting, this is a greatly Ikeda-san's achievement. She worked hard on relaying the opinions of those oversea to great length. I also felt we have to do it and prepared myself. Ikeda-san and myself went into there with our own hands and fixed the lighting. From there it spread and we moved forward with the fixes. This became the reason to bring her on as the Art Director too.
Question: Is there a boss fight that you're particularly proud of? What makes it stand out for you? Speaking of bosses, Focalor, the second boss from Curse of the Moon, is the only boss from that game that's not present in Ritual of the Night. Was it ever considered? Because I could see it being the demon that drops the shard that allows you to move underwater. And last, but not least: In Portrait of Ruin, Fake Trevor drops Curry, Fake Sypha drops Mint Sundae, and Fake Grant drops Ramen Noodles. What would a Fake Alucard drop?
Response: It would be Bloodless. I like the fact her clothes changed depending on the damage. Focalor was the boss to receive the the aquatic abilities but due to development delay, we had to cut it out. It's very sad.
If we had a Faux Alucard then he would have dropped ""tasty mushroom"". I'm happy to hear you had a lot of fun.
Response: It would be Bloodless. I like the fact her clothes changed depending on the damage. Focalor was the boss to receive the the aquatic abilities but due to development delay, we had to cut it out. It's very sad.
If we had a Faux Alucard then he would have dropped ""tasty mushroom"". I'm happy to hear you had a lot of fun.
It would be nice if Konami can port it and make it playable.
HD / Harmony of Despair had a lot of things I did not get to do so, after explore type game, I've asked IGA-san to let me make some like HD.
HD had a pretty low end budget and the development had a lot of newcomers. I believe there were more of a risk working compared to exploratory titles we have worked on till then. But as I was in the mindset that we won't be able to make anymore Castlevanias so I was thankful for even being given that opportunity. I moved forward with planning like a hidden agility. I made a presentation with Flash that doesn't exist anymore. Also I would have loved to shown the Flash to everyone.
HD / Harmony of Despair had a lot of things I did not get to do so, after explore type game, I've asked IGA-san to let me make some like HD.
HD had a pretty low end budget and the development had a lot of newcomers. I believe there were more of a risk working compared to exploratory titles we have worked on till then. But as I was in the mindset that we won't be able to make anymore Castlevanias so I was thankful for even being given that opportunity. I moved forward with planning like a hidden agility. I made a presentation with Flash that doesn't exist anymore. Also I would have loved to shown the Flash to everyone.
Thank you so much. I grew up with games too so this makes me happy.
I have the habit to look for ideas for games in my daily life as a "seed for my meal." From movies, gallery exhibits, museums, to news, variety shows, anime, manga, I make a conscious effort to look through many things.
Most likely what I'm most inspired by is Jojo's Bizarre Adventures. Even if the enemy or the magic doesn't seem like it has anything to do with it, most of the time I've gained a clue from Jojo somehow. Being able to walk on water is a ripple effect.
"Judge Eyes (Judgement)" and "Saga (Romancing Saga)" are inspiring so it may turn into something I get some inspiration out of.
I have the habit to look for ideas for games in my daily life as a "seed for my meal." From movies, gallery exhibits, museums, to news, variety shows, anime, manga, I make a conscious effort to look through many things.
Most likely what I'm most inspired by is Jojo's Bizarre Adventures. Even if the enemy or the magic doesn't seem like it has anything to do with it, most of the time I've gained a clue from Jojo somehow. Being able to walk on water is a ripple effect.
"Judge Eyes (Judgement)" and "Saga (Romancing Saga)" are inspiring so it may turn into something I get some inspiration out of.
Aria of Sorrow and Harmony of Dissonance were being developed at the same time. That's why the main staff members are different. For Aria, as it was a portable game, I put components in that I wished Symphony of the Night could have had. This is something that's a given now but its the animation for each weapon type. I adjusted the controls to my liking also. The controls have not been changed much since Aria. So due to this, when I play I feel ""damn, it emits Curry smell"" at times.
Order of Ecclesia was something I started working on being told by IGA-san this may be the last title. I've always wanted to make a stage clear type of Castlevania so as if it was going to be the last title, I wanted to embed that idea in so I put it into Order of Ecclesia. I wanted to do the double pneuma so that's why it became the Glyph system. I was pretty involved with the screenplay and the plot also. At the time there were ideas such as letter from Albus which would have followed the mark but things happened and those ideas went away. "
Order of Ecclesia was something I started working on being told by IGA-san this may be the last title. I've always wanted to make a stage clear type of Castlevania so as if it was going to be the last title, I wanted to embed that idea in so I put it into Order of Ecclesia. I wanted to do the double pneuma so that's why it became the Glyph system. I was pretty involved with the screenplay and the plot also. At the time there were ideas such as letter from Albus which would have followed the mark but things happened and those ideas went away. "
Thank you. With Portrait, the theme was ""2 people"", and to create a boss who can switch between ""physics"" and ""magic"" so I created the Death's play aspect. Nagaoka-kun who was working on the program willingly made it for us too and I believe it turned out to be a boss who lives up to their uniqueness.
I mainly design bosses based heavily on the play aspect, but I do want to think of some bosses more focused on staging in the future. A boss that is tied in with a script and all.
A side note on Level 1 Hard, I personally think the production side have the obligation to clear Level 1 Hard even though I thought that theoretically it should be possible. So I took on the challenge of Level 1 Hard along with my fellow gamer Nagaoka-kun. I remember when we got through the Nest of Evil with Axe Armor Lvl 1 Hard, we screamed loudly in joy.
When IGA-san has mentioned in interviews, ""The boss you've created, you must defeat it with just a knife with no damage taken* I'm the one that came up with that rule. "
I mainly design bosses based heavily on the play aspect, but I do want to think of some bosses more focused on staging in the future. A boss that is tied in with a script and all.
A side note on Level 1 Hard, I personally think the production side have the obligation to clear Level 1 Hard even though I thought that theoretically it should be possible. So I took on the challenge of Level 1 Hard along with my fellow gamer Nagaoka-kun. I remember when we got through the Nest of Evil with Axe Armor Lvl 1 Hard, we screamed loudly in joy.
When IGA-san has mentioned in interviews, ""The boss you've created, you must defeat it with just a knife with no damage taken* I'm the one that came up with that rule. "
Romancing Saga 2 is my favorite game of all time. It's very much a quirky game but I was very much moved when I finished this game. I hope that I am able to emotionally move people with my game each day too.
I was someone who only worked on programs but while working on Aria, the director Murakami-san said to me I can do what I would like to after a lot of thing happening and I had a chance to work on game design. Such a person with a big heart. I feel I was very fortunate. From there I was acknowledged for my work, from Dawn of Sorrow IGA-san came up with the story and I think of the game is the style we operate on. The first few months in planning for Dawn of Sorrow, IGA-san and I were the only 2 working on it but we were able to come up with most of the play aspects. I had more endurance and ideas back in the day so now a days it feels as game design is harder.
From where to where is considered game design may be different per person but first you come up with a theme for the game, what is needed from start to end, and share what you wanted to do. I like to say what kind of places exist, what kind of enemies, bosses are there, what kind of items, what type of gimmick is there, what abilities, magic exists, doing what where, and what kind of growth happens while completing the game are the things I like to come up with. Main story is written by IGA-san but quests, clues and other text is written by me.
With Bloodstained, the detailed implementation and program is being taken care of by the productions side but if we come up this much, I believe you can say we worked on the game design.
From where to where is considered game design may be different per person but first you come up with a theme for the game, what is needed from start to end, and share what you wanted to do. I like to say what kind of places exist, what kind of enemies, bosses are there, what kind of items, what type of gimmick is there, what abilities, magic exists, doing what where, and what kind of growth happens while completing the game are the things I like to come up with. Main story is written by IGA-san but quests, clues and other text is written by me.
With Bloodstained, the detailed implementation and program is being taken care of by the productions side but if we come up this much, I believe you can say we worked on the game design.
Question: Did you feel a lot of pressure when making Bloodstained and how difficult living up to the legend of Castlevania would be?
Response: I used to make them with ease. I seriously put in a lot of ideas to how it would please me. I don't think I really thought about if it failed. Especially because I wasn't really in the open.
This time around, I feel a lot more pressure than ever before. I have been thinking "I can't make IGA-san end up on the street" is my feeling. LOL
Response: I used to make them with ease. I seriously put in a lot of ideas to how it would please me. I don't think I really thought about if it failed. Especially because I wasn't really in the open.
This time around, I feel a lot more pressure than ever before. I have been thinking "I can't make IGA-san end up on the street" is my feeling. LOL
Let's see. More than formulas, I believe you should learn how to use it. Nowadays, there are many motion based games but for a game like Bloodstained, the trajectory of the enemy and bullets become the key of the game play. What I realized this time around was that it was hard to find someone who is able to create the trajectory I asked for. They didn't know what numerical formula to write in to make it move. So from there, it started that I had to teach them the formula and how to use them.
I would like them (developers) to keep liking games. I believe you can feel if the creator made it with love or not. Regardless of how good the quality of the game, if there is no love in the game, it will feel empty.
I believe what's changed the most is mobile. It would be nice if it can support more consumer products.
I believe what's changed the most is mobile. It would be nice if it can support more consumer products.
Question How many designers did work on Bloodstained? Are game designers split into teams or does each designer work solo on a given feature?
Response: I believe it was about 3 people because we did have someone on the team to put together the game design document.
As I am working on basic idea, positioning, adjustments so it may be less man power.
I don't know if this answers your questions but, as for bosses, I will cut their basic play. After that, I will discuss with the planner or the programmer and have the function that is needed into the program to be implemented and the planner will embed was the flow.
Response: I believe it was about 3 people because we did have someone on the team to put together the game design document.
As I am working on basic idea, positioning, adjustments so it may be less man power.
I don't know if this answers your questions but, as for bosses, I will cut their basic play. After that, I will discuss with the planner or the programmer and have the function that is needed into the program to be implemented and the planner will embed was the flow.
I still believe that there so much more potential (in the genre). The core is still there and we work to make the outside seems more modern. I believe its the 3D aspects which are able to be done, like the staging, set up, clothing change. Definitely wanted to do more clothing change.
I am very grateful that I can be dealing with consumer products (consoles/PC). Mobile scene is taking off and as they do have money so I guess it's unavoidable but, I would like to continue working on consumer products (consoles/PC) as long as I can.
Luckily, I was taught a lot of things from Furukawa-san who worked on the SotN game design so, that's what has led me to today.
I'm the type to think from system and function. I do think of the play aspect from the setting too but most times, I solidify the play and then work further.
I'm the type to think from system and function. I do think of the play aspect from the setting too but most times, I solidify the play and then work further.
I personally do have some interest (In 2D) but I don't know if IGA-san would let us make it. LOL I am always troubled by the drop rate (of items). I'm sorry if it doesn't drop often. I also have thought about a mechanism that each time you lose, the probability goes up. I will think of something.
I do love dot (pixel) and 2D too but for IGA-san, I believe it's hard to get the personnel for that.
I do believe that the Japanese Game Industry works against itself due to patents. It's a loss to the whole industry. I personally feel that Japan can all come together and make a game. And there are superiors who are not good in every industry.
Question: Hi Curry! You are my favorite healing item! Out of all the games you have worked on with IGA, what/who is your favorite boss?
Response: Thank you! Curry is a very special food. Dawn of Sorrow's Abbadon was mentioned before so another one would be Gergoth. It's an enemy that's set up with the level so when I presented this enemy to the team, I remember not too many people were into it. I pushed saying, ""It's fun to fall with it!"" and made it. Back then, I thought of it as a dragon with torn off wings but the art department was completely against it so we had to change it.
Response: Thank you! Curry is a very special food. Dawn of Sorrow's Abbadon was mentioned before so another one would be Gergoth. It's an enemy that's set up with the level so when I presented this enemy to the team, I remember not too many people were into it. I pushed saying, ""It's fun to fall with it!"" and made it. Back then, I thought of it as a dragon with torn off wings but the art department was completely against it so we had to change it.
With Harmony of Despair, when we had a cheat of the character flying through the wall, we were able to fix it. But, there were some people using it as a technique and were having fun with it so we didn't fix it.
I enjoy watching the users going above my game design.
I enjoy watching the users going above my game design.
I have mentioned to IGA-san the upside down idea but he shows a pretty strong disapproval for it so I've left it at that. Originally it wasn't either of our idea so, I didn't want to push it against his will. So in it's place we put in invert this time.
(Regarding Curse of the Moon 2 characters.) I named Dominique so she's a character I especially do care about. If you wish enough, something may happen.
Question: Was it everything you hoped it would be?
Response: Unfortunately not everything was as anticipated but we gave our best.
Response: Unfortunately not everything was as anticipated but we gave our best.
Because we worked on GBA before DS so that helped. We did not struggle with the DS as a program. We did run a spec test in the beginning. What made me suffer the most in the past was the order from above to use the touch as much as possible.
More than it being a problem of UE4, I think it's more of a problem that those using it don't know what they are doing and then it still working is more of an issue.
(Regarding the Sorrow games.) Because I was the lead programmer and worked on the player programming so it turned out good. While thinking of the Soul characteristics, we were thinking of enemies and on top of that, taking on the program implementation method and workload were other things we thought of too at the same time. So due to this, there were no delays and cutting of enemies. We had mob enemies being cut due to the limitation of the art department though.
I would like HD to be ported too. While I'm writing this sentence, I realized the reason why the PS3 ported Maria is weak. In HD, you can adjust the values like a pseudo-patch utilizing the title storage, but that storage port may not be available on the PS3.
(Regarding his favorite game he has made) Each of the games I have used all my power to so it's hard to choose one but, I guess the first one would be Aria of Sorrow.
(Regarding his favorite game he has made) Each of the games I have used all my power to so it's hard to choose one but, I guess the first one would be Aria of Sorrow.
I'm happy to hear you asking about HD. For HD, I was pondering more of a way to cultivating method for each character but not all of it went in. I am hoping we can making Bloodstained HD someday. For that, I have to work hard on the next title.
Question: Are you making a sequel? Have you ever thought of making a game like Monster Sanctuary? I love monster taming games and it would be perfect for the Castlevania universe.
Response: I am thinking of sequels. For example, who we should use for the voice overs. It would be fun to raise a monster. I tend to put bunch of things into the game so I may not actually make something that's focused on raising / owning but, I think someone in our company may make it one day though.
Response: I am thinking of sequels. For example, who we should use for the voice overs. It would be fun to raise a monster. I tend to put bunch of things into the game so I may not actually make something that's focused on raising / owning but, I think someone in our company may make it one day though.
The moment that your idea comes together is the best moment. With the current title, Bloodless and the tower were ideas that I came up with about 10 years ago so that moment when I was able to see it on the monitor and not just in my head, I had deep emotions rise up inside me.
Collaboration topics are all up to IGA-san or the publisher but, if I am to speak my mind, I would like to have a collaborate with Jojo.
I like more serious development so for the next scenario, I'm thinking of making it a serious one. In Order of Ecclesia I'm involved in the plot scenario so it's on a more serious end.
I wanted to develop in dot (pixel) too but IGA-san who has to gather the personnel said it's not possible to gather dotters so I couldn't do anything about it. Though I still do want to create a dot game-.
With SOTN, I heard from the designer, "I want them to see the normal ending and sell it right after, 'finds out' about the true ending" is the goal. Well, though they didn't want them to sell it right away. I personally feel having a secret feels more fulfilling so I do the same.
I think you're speaking of the back area but, I was thinking of more of a bigger back area originally. I was also thinking of a loop line but unfortunately had to get rid of that.
I think you're speaking of the back area but, I was thinking of more of a bigger back area originally. I was also thinking of a loop line but unfortunately had to get rid of that.
Back in the day, we used to work together in the internal team. I wish for that too but that's all up to IGA-san.
(Regarding "creating through bilateral communication with dedicated fans.".) I believe IGA-san will do all kinds of things. I would like to hear everyone's voice from all different ways.
(Regarding ODs silly glasses) This is actually the design of the glasses a guy who had a similar voice of OD was wearing while being taken over by dark forces. I was told this story back in the day so I had him wear it.
(Regarding "creating through bilateral communication with dedicated fans.".) I believe IGA-san will do all kinds of things. I would like to hear everyone's voice from all different ways.
(Regarding ODs silly glasses) This is actually the design of the glasses a guy who had a similar voice of OD was wearing while being taken over by dark forces. I was told this story back in the day so I had him wear it.
I still remember the time I was involved with the voice over recording for Aria. The moment Midorikawa-san the voice actor spoke the lines I thought of, I was shivered in excitement.
There is an episode about chairs and it's call invisible chair but I was not able to include this (In Bloodstained). As it is a type of invisible chair, eventually Miriam isn't able to handle it anymore and falls over.
There is an episode about chairs and it's call invisible chair but I was not able to include this (In Bloodstained). As it is a type of invisible chair, eventually Miriam isn't able to handle it anymore and falls over.
Question: Can we get Goofball in the next game? (Guess who asked that...)
Response: He lost the election and returned to hell so I'm not sure if he will be revived.
Response: He lost the election and returned to hell so I'm not sure if he will be revived.
Actually, after Dawn of Sorrow, IGA-san had asked me to make a system like Soul once again. But at the time, I didn't have an idea how to expand that system so I declined. Then after a couple of years, I came up with the idea to make enchant into a skill. It's not much of an expansion but, the current title's Shard was born from the Soul. Other than Soul, there are times I think "Oh I could have done this" on the DS.
Maybe something will go into it.
With the development environment that's brought in the engine, it would be hard to create a DS series with the budget from back in the day. I have created additional players in a time frame that would not be imaginable now back then but that was because I had a system in place that specialized in 2D dotting. With the Engine system now, I think it would be hard to do.
With Dawn of Sorrow, IGA-san came up with the story and setting and I came up with the game as he was telling me the story. With Portrait of Ruins, it was a 20 year and we wanted a Whip character to use so I pulled up the Morris family and asked him to come up with a story using this setting. I decided already in the game, "The 2 will go on a adventure in the world of Painting!"
With Harmony of Dissonance, Takeda-san did the game design and I just watched from the side. Takeda-san is who worked on the production of Vampire Killer.
I believe this is about HD but, at the time I was very much into FF11. Actually, I still play it till this day. Most of the Castlevania Portable Team was playing FF11. If the team plays the same game the mutual understanding smoothly happens so it really does help. We made HD so we an bring in the fun feeling of playing online in a more simple form. The 6 character coop play is influenced by FF11. In addition, the reason why "steal" is in Curse of Darkness is because I suggested it. This is also an influence from Thief in FF11. Due to Dawn of Sorrow coming up in the Curse of Darkness's planning stage, I was not part of it but, I did suggest the open world action at the time. Though my idea was not selected as they said it won't be an action game. It would have been nice to see a Castlevania Open World.
Maybe something will go into it.
With the development environment that's brought in the engine, it would be hard to create a DS series with the budget from back in the day. I have created additional players in a time frame that would not be imaginable now back then but that was because I had a system in place that specialized in 2D dotting. With the Engine system now, I think it would be hard to do.
With Dawn of Sorrow, IGA-san came up with the story and setting and I came up with the game as he was telling me the story. With Portrait of Ruins, it was a 20 year and we wanted a Whip character to use so I pulled up the Morris family and asked him to come up with a story using this setting. I decided already in the game, "The 2 will go on a adventure in the world of Painting!"
With Harmony of Dissonance, Takeda-san did the game design and I just watched from the side. Takeda-san is who worked on the production of Vampire Killer.
I believe this is about HD but, at the time I was very much into FF11. Actually, I still play it till this day. Most of the Castlevania Portable Team was playing FF11. If the team plays the same game the mutual understanding smoothly happens so it really does help. We made HD so we an bring in the fun feeling of playing online in a more simple form. The 6 character coop play is influenced by FF11. In addition, the reason why "steal" is in Curse of Darkness is because I suggested it. This is also an influence from Thief in FF11. Due to Dawn of Sorrow coming up in the Curse of Darkness's planning stage, I was not part of it but, I did suggest the open world action at the time. Though my idea was not selected as they said it won't be an action game. It would have been nice to see a Castlevania Open World.
(Regarding COVID.) It does affect the work. At least for me, I like to speak to people close by. I used to eat dinner with my team and think about the game so it has been hard for myself.
I love Julius too. Ayami-Sensei said she loves Julius also.
Because he was one of my favorites, I made him an additional player in Aria's debug.
As he was an additional player, I wanted everyone to feel he's strong from the beginning. The strongest Belmont who ended the battle with Dracula, even though grew old, still hold a tremendous amount of power. I thought to myself, I wonder how much stronger he was when he was younger and created him. IGA-san said, most likely the guy that used the most Vampire Killer.
No, I would like to thank you.
Because he was one of my favorites, I made him an additional player in Aria's debug.
As he was an additional player, I wanted everyone to feel he's strong from the beginning. The strongest Belmont who ended the battle with Dracula, even though grew old, still hold a tremendous amount of power. I thought to myself, I wonder how much stronger he was when he was younger and created him. IGA-san said, most likely the guy that used the most Vampire Killer.
No, I would like to thank you.
I think it is Romancing Saga 2. I know it is one's taste but this is a game I love. I would love it if the composer Kenji Ito-san can compose for us once.
I periodically say to IGA-san we would like to make something like HD (Harmony of Despair). I would like to grow someone other than myself who can take on the exploratory type and create something like HD. There so many ideas that I was not able to include in HD. I would like to show to it everyone one day.
Question: What is the dream game or franchise that you want to work on?
Response: I would like to do another exploratory with Castlevania's castle. With other titles, I would like to make a action game of Roma-Saga.
Response: I would like to do another exploratory with Castlevania's castle. With other titles, I would like to make a action game of Roma-Saga.
I honestly feel speedrunners are seriously amazing. The moment I find a cheat, I think "OH NO" but then if I see people are having fun with it, I feel it's okay and let it go.
I do believe HD was something everyone played it and made it a fun game. I can not thank you enough.
I do believe HD was something everyone played it and made it a fun game. I can not thank you enough.
There are many interesting episodes but there are a lot of stuff I cannot talk about. LOL. I don't want to talk about it because other companies may complain.
Something I can talk about would be, the magic names in Bloodstained are all anagrams and changed from there. For example, Vaskila (the ice magic) is a ice candy bar that's well known in Japan.
And also, for the JP voiceover of Lindsey the Quest lady's line, "Go and kill them all!" was something we had to retake 30 times. It just didn't hit me exactly where I wanted it to be. The voice actor Mura Tsubaki-san, thank you for your hard work.
Something I can talk about would be, the magic names in Bloodstained are all anagrams and changed from there. For example, Vaskila (the ice magic) is a ice candy bar that's well known in Japan.
And also, for the JP voiceover of Lindsey the Quest lady's line, "Go and kill them all!" was something we had to retake 30 times. It just didn't hit me exactly where I wanted it to be. The voice actor Mura Tsubaki-san, thank you for your hard work.
I create a entire map, decide the position of the boss along with the ability you can receive, and decide on the position of the save points and warp points. At that time, I look at the entire map and play in my head so, that's when I think when it's about time to have one, then mark on the map. Bloodstained does have a sense of returning to the roots type of theme so, we purposely set warp and such in an inconvenient area. Other than that, we do change them as we play but for this title, we unfortunately didn't have the time to make those adjustments.