Wii Muramasa: The Demon Blade (Vannillaware)

Este jogo vai ser editado na Europa?
Nada anunciado oficialmente, mas sim... aposto que sim. Hoje em dia todos os jogos da Marvelous são traduzidos para a Europa pela Rising Star Games, que creio ser uma extenção deles.

Por isso há todas as condições para que aconteça. Sem contar que o Odin Sphere vendeu mais na América que no Japão, o que faz deste produto... apetitoso demais, para ficar apenas no Japão.
 
Trailer TGS 2007: (off-screen)

-> http://www.gametrailers.com/player/25486.html
-> http://gamevideos.com/video/id/14989


Imagens: (screengrabs)

oboro0jt1.jpg


oboro1zx9.jpg


oboro2ay3.jpg


oboro3zt7.jpg
 
Gostei muito do vídeo. O jogo é ainda mais bonito que o Odin Sphere, mas a jogabilidade parece-me muito mais interessante e menos linear. De certeza um excelente título em preparação.
 
Entrevista: :D

Is Vanillaware's new 2D Wii game Oboro Muramasa Youtouden a proper action game this time? It seems more action-oriented than Odin Sphere.

Yoshifumi Hashimoto:
It's an action-oriented RPG.

So it's similar to previous Vanillaware titles?

YH:
It looks like Odin Sphere, but maybe with more action than Odin Sphere.

Do you know what has been going on with Vanillaware for the last ten years? There was such a long time between games -- the last title, Princess Crown, was released in 1997 -- and now they've made three in a short span.

YH:
Even though it may look like there's a big gap between the titles, with each title we're actually working on this stuff for a really, really long time. The game concept was already planned, a long time before.

How long was the development process for this game?

YH:
So far, it's been something like six or seven months that we've been working on this title.

But that still doesn't explain why there were so many years of no Vanillaware games.

YH:
So the thing is, Vanillaware has started to become really famous. But before becoming famous, first you have to release one title. Then people are going to focus on them, and people are going to start to want to work with them, and so development is going to get faster. And that's something you have again, with a gap and... it's not just for Vanillaware, however. For everyone, it's more or less the same. It's a kind of cycle.

What is the graphical process they go through in making these? Is it all hand-animated, or is some of it done with Flash?

YH:
To get this result, everything is actually done by hand. We have to create lot of illustrations and reduce processes.

It must be incredibly important to plan it all ahead of time, because it takes so long to do hand-drawn animation.

YH:
As you say. If there is a change in between, all of the stuff that was drawn before can't be used anymore. From the concept, we have to decide what is the target and what kind of result we want. Then, after that, we start to work on it and draw things.

How many people are developing this game?

YH:
Around 15 to 20 people, if you include the programmers and the people in training. On this title, we only use people that are really talented. Even with a small team, you can make a really, really good product. Because everyone is actually really good in what they're doing in each of their fields.

Since Princess Crown's time, has it gotten easier to make high-res 2D games with newer systems?

YH:
It's harder now to make 2D-graphics games. Before, everything was 2D, so you had enough people who were actually specialized in making 2D characters. But now, everything is 3D. So now, to find a good team that can make 2D games, even if you have better technology and more RAM or whatever, it's really hard now.

I've heard from some people that it's actually more expensive, in terms of time and money, to make 2D games, versus 3D games, in high-res.

YH:
Yes. To explain, when you are making a 3D character and just want to make it punch, you can just build a model, put the skeleton in it, and just make it punch. But for a 2D character, you have to write each step of the punch animation. So it's more expensive now, to make 2D games than 3D games.

Is it also difficult to put it on the newer displays like 720p, or 480p in this case, because of the animation detail required? Pixels have to be smaller -- or you can't even use traditional pixel-art at all.

YH:
In this case, when you are attacking, there is actually a close-in to the character, So for this title we actually had to go into details when we made the characters in this game. In the end, eventually it's not 2D versus 3D for me; it's more about putting what you have in your guts in the game, and to make it really fun and enjoyable to play. Previously I was working on 2D arcade games before, so it's not just 2D versus 3D, it's more what you want to show, and what kind of game you want to make.
Fonte: http://www.gamasutra.com/php-bin/news_index.php?story=16558
 
Uma excelente entrevista. Já não se via nada de novo acerca desta pérola há demasiado tempo. Se conseguirem reduzir ou eliminar os abrandamentos que assombravam o Odin Sphere teremos mesmo um jogo perfeito nas mãos! O jogo ainda está mais lindo que o Odin Sphere.
 
Uma excelente entrevista. Já não se via nada de novo acerca desta pérola há demasiado tempo. Se conseguirem reduzir ou eliminar os abrandamentos que assombravam o Odin Sphere teremos mesmo um jogo perfeito nas mãos! O jogo ainda está mais lindo que o Odin Sphere.
A entrevista não é muito recente... Já foi no Tokyo Game Show, mas só saiu hoje :)

Excelente entrevista de facto (e continua se fores à fonte, só que já não é sobre o OMY)
 
Como de esperar, Lindo!!!!
Espero ansiosamente por este jogo já que acabei por não comprar o Odin´s Sphere.
Deviam era dar um outro nome fora do Japão, senão vai ser um problema recomendar ou até falar deste jogo com amigos :lol:
 
Back
Topo