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Wii zero shinku no chou save
Wii zero shinku no chou save






wii zero shinku no chou save
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Because of that, we had to carefully make scary things. If you just outright show something, you take away the margin for imagination. Osawa: The clarity of the image is not inextricably linked to the scariness. Izuno: I really strongly felt that we couldn't simply use smoke and mirrors. Shibata and I met with everyone at Nintendo over and over again face to face to discuss things like the brightness and darkness that would give us a good balance between fear and realism, and did lots of fine-tuning. If it's too clear, though, the scariness is lessened. Particularly how the water is shown, or the sexiness of a woman when her clothes get wet - everything was made with the utmost attention to even the finer details. Kikuchi: Since the hardware's power of expression has increased, we had to pay quite some attention to how things look. ―How about the fact that it's an HD console? However, with regards to the Wii U itself, its architecture is different to that of the Wii, but I felt like it was a simple and fascinating console to develop for.

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Kikuchi: It was really hard to utilise the hardware's special traits and actually make it look like you're really taking photos with a camera, so every day was repetitive trial and error. ―Were there any things about the new Wii U console that you found troublesome, or contrarily found good? Izuno: The way I produce games focuses on getting the merits out of the hardware, but the Wii U's gamepad really is a perfect fit for Zero's Camera Obscura, so I definitely wanted us to make it. It's sort of like, if it's something that seems like we can commercialise, then we'll begin planning from there and discuss it as it takes form. Kikuchi: Just like with Shinku no Chou, I was the one who made the proposal. ―Who made the initial approach: Koei Tecmo Games or Nintendo? I thought that the horror genre would be a good fit for the customers' image of the hardware, and appeal to them in various ways. Osawa: The so-called early adopters (people who are sensitive to the trends and are assertive at taking on board and purchasing new products), yes. Izuno: The Wii U is Nintendo's HD console, and I thought it would have to be the hardcore fans who would be the first to leap on board with such high-spec hardware, so we did narrow down the target.

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Izuno: The first thing I thought was that, instead of trying to get the game out to a broader, more general range of customer, we should make current fans of the series and people who like horror think, "This game is really scary!" ―So you narrowed it down to being aimed at enthusiasts. Ohtani: We all began thinking from the fundamental point of whether we should really continue on with a "Japanese style" as the theme, and all kinds of ideas were presented, but we all arrived at the mutual consensus that what we should aim for with Zero was the absolute scariest game. I wanted to realise the catchphrase, "delivering horror to your living room," and started discussing it.

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I thought that if we used it in a game, it would allow us to create a scary experience full of realism. Just like when I saw the Wii when we were making Tsukihami no Kamen and I thought, "Well this is a console where we can have intuitive controls," when I saw the Wii U gamepad I felt as though it could be used as the Camera Obscura. Kikuchi: A big part of it was new hardware, in the form of the Wii U, coming out. Please tell us about the events that led up to its development. How did the potential of the two new additions change Zero? A new Zero, capitalising upon the merits of the Wii U ―This is the fourth project to be jointly developed by Koei Tecmo Games and Nintendo.

wii zero shinku no chou save

We spoke with six of Nuregarasu no Miko's creators about events during development and their thoughts towards Zero. Source: Complete Guide, page 163-166 Fatal Frame V: Interview with the Creators








Wii zero shinku no chou save