![]() ![]() While there are elements that are surprising to fans, it’s kind of off to the side. KI: The core concept of Bloodstained is having fans of the previous games feel very comfortable playing with this. In comparison to that porting process, we feel confident that the environments will look pretty similar, but we can’t say for sure until we really look into the Nintendo Switch specs and see what it’s like building a game for it.ĪT: What are the key gameplay differences in Bloodstained that fans of your previous work might not have expected coming into it? KI: Currently, we’re not in the middle of porting to Nintendo Switch just yet, but we are starting porting to PS Vita. Fire Emblem Engage revealed for Switch and it has a familiar ringĪT: Can Nintendo Switch owners expect a similar level of background detail as the platform shown off in the trailers?.Theatrhythm Final Bar Line looks like rhythm game heaven.Kirby’s Return to Dream Land Deluxe announced for Nintendo Switch.Call of Duty: Modern Warfare 2 Beta first impressions: The good and the bad.PGA Tour 2K23: An early look at Topgolf gameplay.We wanted to incorporate that in this 3D environment from Bloodstained to actually show those 2D elements from old-school games. If you think about very old-school 2D games or pixel games, you see a lot of the foreground being very bright and the background being very dark. In order to do that, a lot of 3D side-scrolling games have a very dark foreground and then a very light background. But what we really wanted to do was make a 3D game with a 2D gameplay style. We wanted to rotate the screen as much as we could to take advantage of the 3D aspect. KI: What we wanted to do, since it’s 3D, we definitely wanted to add depth. Tells us more about the importance of detailed background environments when making a 2.5D game such as Bloodstained. Not only is there a layer in the foreground, but you see several layers of the background moving in parallax. It was challenging to find these developers that could work on this game, and just trying to run this business myself everything was a challenge.ĪT: In the most recent edition of Bloodstained, we’ve seen a noticeable improvement in the depth of environmental design within a 2.5D scale. I had to find people I had to find developers. ![]() This time, I started out my own company, starting a Kickstarter, and everything has to start from scratch. All the employees, all the talented people, a group of people that are there to run the business was already there for me, so I was able to focus on developing a game. KI: The biggest difference in working with a large company before starting a Kickstarter is that everything was there already. What has been the biggest new challenge that the Bloodstained team has encountered that may not have appeared before approaching the backer system? While wearing an iconic cowboy hat on his head and holding an actual whip in his hand, ArtPlay communications manager Mana provided us with a translation.Īpp Trigger: Thank you for taking the time to speak with us today.ĪT: You’ve been working in the video game industry for more than a quarter century, yet it’s been just a few years with the Kickstarter process. Despite dwindling dollars headed to these projects, the strength of games in development such as Bloodstained: Ritual of the Night prove there is still a place for the unconventional game development platform.Īt E3 2017 last week, I got the opportunity to speak with Koji Igarashi, the game’s famed producer, about the Kickstarter process, the ongoing development of Bloodstained and how he feels about people playing his games through non-conventional means. ![]() 9’s and unreleased (or canceled) games like Godus. ![]() For every Pillars of the Eternity follows even more Mighty No. The state of Kickstarter for video game projects is a bit fickle right now. By Daniel George 5 years ago Follow TweetĪpp Trigger got the chance to speak to famed games producer Koji Igarashi about the Bloodstained: Ritual of the Night during E3 2017 last week. ![]()
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