Revogamers: Dewy's Adventure takes the tilting control method from ball games like Monkey Ball or Koroninpa and uses it on a platform/adventure game in a unique way. How did you get to this concept?
Shingo Mukaitoge: Initially I had the same ideas like tilting the ground but if that's all it's the same as other games... so the thing is that it has more features like changing the temperature, getting the earthquake happen, getting the wind happen and to solve puzzles with those things, so then creating a new game.
RG: We played Dewy's at last E3, and we were fascinated by the great balance between speed and control, but it wasn't so easy to do the right attack. Are we gonna die many times in your game?
SM: I think it's a bit difficult game. If you try again and again, then you will be really good at controlling it and you will find it very enjoyable. So trying again and again is the point.
RG: Which has been the most difficult point in the developing process of Dewy's Adventure? And which part of Dewy's Adventure are you proudest of?
SM: The difficult point was "how to use the Wii Remote". First I was thinking to hold not horizontally but vertically... thinking of stuff like this (jumping by lifting the Wiimote) but it was really more difficult than we have now. And then it was... yeah! You can hold it this way (horizontal) and this way I really had an idea that I could play better. And I'm really proud that I found that I can hold this way!. At the same time what I think I'm proud of is that -same as Elebits- I can work with WiiConnect24 and have online features, and I also can edit stages and send them to friends and... do you know the Wii Message Board? Well, Dewy's Adventure hints will be sent to the Message Board and you can check them.
RG: Speaking about Elebits, its concept was also an original concept with innovative controls, have you considered using it again?
SM: (Laughs) Shhhhhhht, no comment.
RG: Dewy's Adventure is one of the best looking games for Wii, but it seems it's not selling well at all in Japan...
SM: How do you know? (Laughs)
RG: ...Are you disappointed with Wii consumer?
SM: The release date was the same as Mario Party was, Mario Party 8. And Mario Party is really really selling well.
RG: But this isn't more of the same. Not the 8th part of a series.
SM: Japanese might like the series, they think it's safe.
RG: So then, do you expect a better performing in Europe and America than in Japan, as it was with Elebits?
SM: (Laughs) I want Japan first, absolutely. First Japan, but I really want to sell it in Europe and USA.
RG: We hope so. This, Z&W, Mario Galaxy seem to be what we call a Wii-feeling game, which is something that combines clever use of the Wiimote and ground up design and gameplay. Are we seeing more games like this from your studio?
SM: Yes, definitely. (laughs and jokes)
RG: Not many developers are using advanced graphical techniques on Wii such as normal mapping, but you do. How hard is developing a good visual game for Wii? Is it that difficult?
SM: No, it's really easy. But I think that Wii can do similar level that PS3 or XBOX360 do.
RG: And the last question is a poll for our readers: What's your favorite Wii game or project?
SM: (Laughs) Oh, has it to be Wii? Not Wii, but the game I really looking for is the DS Zelda. I think is perfect
RG: Ok, thank you very much (and Dewy!)
SM: Thank you very much