I_Eat_All
Plasma Beam!
^ "Ai, que horror, um jogo estilo arcade mas longo!"
Maravilha, bang for the buck.
Tidbits da Entrevista Iwata Asks:
Maravilha, bang for the buck.
Tidbits da Entrevista Iwata Asks:
Fonte: http://go2.wordpress.com/?id=725X13...m/jp/articles/tsumitobatsu/crv/vol/index.html; http://ruffianhq.wordpress.com/2009/10/22/nintendo-jp-iwata-asks-treasure-anout-sin-punishment-2/Nintendo JP: Iwata Asks: Treasure On Sin & Punishment 2
“First three pages were mainly talking about the development hell they got stuck in when developing for the Nintendo 64 (and apparently it was the same over Hal Laboratory, said Iwata), how did the project start and how did they decide the title.
Some quick translations related to S&P2 (could be wrong, feel free to correct me)
The game is 60 fps. When S&P2 team heard that Super Mario Galaxy runs at 60 fps, they said to themselves ‘well, we’ll do that too!’. And that’s the reason why there are demo stations – because you can’t experience the smoothness of the game without actually seeing it running.
Suzuki Yasushi, the person who did the art for the original S&P, has left Treasure and stopped doing videogame arts at the time development started. They ask him to come back because they felt if the designer is changed, the whole taste of the game would change and it would become a whole different game.
Treasure started developing the game with the gamecube controller in mind, and they made it really really difficult. Nakagawa expected Nintendo will tell them to fix that and make the game easier, but turned out feedback from Nintendo was that it was way too easy. That’s because the wii-mote pointer made aiming so much easier and Treasure had to balance the difficulty for both the gamecube controller and the wii-mote. So now different controllers will have advantage in different parts of the game.”