Started by Kultamuna Classic, February 21, 2006, 15:03
QuoteIga: I've been thinking, trying to simulate various forms of Castlevania on next generation. I do understand that fans love 2D. I've worked on 3D platforms twice already, but i'm not really happy about my work. And as you know, i don't want to lose. I want to be challenged..Iga: I've been facing a dilemma over 3D game platforming... obviously i've done two projects already and i know something is wrong. I have certain ideas in my head, but we're not up to the stage of expressing that in the game. That's something i'm not happy with and really want to meet the challenge..Play: Has your team been experimenting with the Wii controller?Iga: I actually have, and from that experience i've noticed that Castlevania might not fit the controller. Wii is targeting some short gameplay, whereas Castlevania is a longer game. Once you get into the game you've been playing for so many hours it doesn't really fit with Wii.
Quote from: "Hanuri"http://www.inverteddungeon.com/ralphy/v ... g/por2.jpg
QuoteIgarashi was interviewed about PoR by swedish Club Nintendo (translation inside)From: KiddDaBeauty | Posted: 8/31/2006 11:53:24 PM | Message Detail If I had a scanner I'd scan this and show it to you (though there's not an awful lot to see, it's mostly text), but you'll have to accept living with nothing but my translation of the interview. Alright, so here goes my translation of the thing...It was about a year ago we sat down for a chat with the critically acclaimed Castlevania-producer Koji Igarashi to discuss what would happen with the upcoming Castlevania: Dawn of Sorrow. Of course we started out by congratulating the title's success...IGA: Thanks so much. We actually started working on Portrait of Ruin almost immedietly after Dawn of Sorrow's completion. You know, thinking up new ideas and creating new concepts.Q: So what was the concept that started Portrait of Ruin?IGA: The main concept was to change the game system we started on with Aria of Sorrow and later expanded upon for Dawn of Sorrow. We realized the beauty of using two playable characters, in a way that actually made the actual game mechanics much deeper: Jonathan Morris and Charlotte Orlean.Q: We've heard that Jonathan is a weapons specialist, while Charlotte excels in the arts of magic. Could you give us any other examples of how the cooperation between both characters could possibly work out?IGA: Jonathan is great with physical attacks while Charlotte keeps extremely powerful magical attacks. The player must come to realize when it's best to use what kind of attack. To charge (or chant, I wouldn't know what he means) a spell takes time, so you could use this time to control Jonathan, making him protect both himself and Charlotte. In other words, you could both call your partner for back up, or set up combo attacks using them in unison.Q: Portrait of Ruin is set during the second world war. How will this effect the game?IGA: Truth be told, we've used very few elements from WW2, since we want to keep the colours and style Castlevania has always been known for. But this time you could for instance wield a gun, and the theme of ongoing war could further be seen in certain items and areas. But one of the reasons the game is set during WW2 is because the main character isn't a Belmont.Q: Why was that important for you?IGA: I wanted the main character to be able to wield a wide array of weapons, which would be void if I used a Belmont. If a Belmont holds the Vampire Killer he'd be very strong - too strong actually. By 1944, there is no Belmont using Vampire Killer. Instead it's Jonathan Morris and his family who keeps the Vampire Killer, but since they can't use to the level of a true Belmont, Jonathan is forced to look for other weapons for compensation for his lack of skill.Q: In Dawn of Sorrow you came up with some smart ways of using the touchscreen. Will Portrait of Ruin be using the full abilities of the DS even further?IGA: While I don't consider the usage of the touchscreen in Dawn of Sorrow a failure - I think the Magic Seal system did a good job with making the player feel they really sealed the demons off - Castlevania remains a clean, non-stop action game, so I can't bring myself to disturb the actual gameplay too much. During my playthroughs of Dawn of Sorrow I also realized that I usually just ended up using my finger for the seals, putting huge thumb marks on my DS *laughs*.We realized that focusing on using each and every function of the DS wasn't a very good idea for the Castlevania franchise. What's really great about the DS are the dual screens, which gives you constant and instant access to the map, which is a part we kept intact for Portrait of Ruin.Q: Have you ever thought of completely reconstructing Castlevania with the touchscreen in mind, similar to the upcoming Legend of Zelda: Phantom Hourglass?IGA: I've always thought about it, but since my coworkers are really lazy when it comes to new ideas, I can't get them to shake the feeling of how buttons gives them the feeling of being in total control of the action.Q: So we won't be seeing a Castlevania for the Wii?IGA: It seems to me like you wouldn't be able to whip around with the Wiimote for a period longer than 5 minutes without getting majorly exhausted.Q: For a pure action game like Castlevania, it might prove to be a hassle. You might be forced to think up completely new ways to play the game, or perhaps force the player into using the Classic Controller?IGA: I believe there are numerous solutions to use the Wii's unique controller. I mean, it's certainly very fun, but consumers will also expect that you create something truly exceptional for the Wii. So while I can't think up any good ways of putting a Castlevania on the Wii, I certainly won't rule out the possibility of a Wii Castlevania in the future. We'll see how it goes when I get back to Japan and I get to discuss this matter more thoroughly with my coworkers.Q: Returning the topic to Portrait of Ruin, you previously mentioned how it wasn't important to make full use of all the DS' functions; and while we agree, that it's not always in your best interest to use all the features; we can't help but wonder about Nintendo Wi-Fi Connection?IGA: Thanks for asking. Yes, we have included the Nintendo Wi-Fi Connection in Portrait of Ruin. In Dawn of Sorrow we used an extra level in VS mode, but I'm trying to implement coop gameplay with Portrait of Ruin through the Nintendo Wi-Fi Connection. But we're still working on it, which means it's not entirely sure it will make it into the final release - but we sure are trying to!Q: We're really looking forward to it!IGA: I will do my best *laughs*.Source: Swedish Club Nintendo members-only magazine, issue September 2006.
QuoteIGA (full name Koji Igarashi) is here at the Leipzig Games Convention to give us an update on his latest (and early word is, greatest) production yet - Castlevania: Portrait of Ruin for Nintendo DS.Portrait of Ruin takes place in Europe at the time of the Second World War, as an evil artist, Brauner, plots to use the souls of war victims to resurrect Dracula. Two heroes - Jonathan Morris and Charlotte Aulin - must infiltrate Brauner's castle and dive into magical paintings (the portraits of the game's title) which transport them to new worlds rife with demons.If you're wondering where IGA gets such gothic ideas, we soon find out. He begins by telling us, through his translator, how he came to Germany via Romania. Holiday? No, a research trip to Dracula's homeland. This man is serious about his work.We last spoke to IGA about Portrait of Ruin at E3 in May, so we're curious to know how the game has progressed since then."In the E3 version not so many weapons were available but in the Games Convention version many weapons can be carried by the character. More weapons and attacks are available to the enemies, too, and more magic. Furthermore, cooperation attacks are now available."Cooperation is going to play a major part in Portrait of Ruin because, instead of controlling a single vampire hunter, you control two of them."The two characters have different strong points," says IGA. "Jonathan is good at physical attacks and Charlotte is good at magical attacks, so for instance if the enemy is weak against physical attacks, the player should choose Jonathan more. Basically, the player can have two options to attack the enemy."The player can switch between characters but another option is available which is that one character can accompany the other character, behind them. We have prepared various attacks by using this cooperation."IGA explains that if, for instance, Jonathan is poisoned by an enemy, you can switch control to Charlotte, curing Jonathan in the process. Also, if a character is turned to stone by an enemy's magic attack, the other character can jump in and smash the stone to set their partner free.Cooperative gameplay in single-player mode is all well and good, but what about online? Has IGA been able to fulfil the promise of Nintendo Wi-Fi Connection gameplay?"It's almost 100% confirmed," he tells us. "Not only Wi-Fi Connection but also local wireless. We have two new elements: the items that the character has obtained can be exchanged with other users, and cooperation play with another player can be available to clear the difficult areas such as Boss Rushes. [Face the game's bosses one after the other - Ed.]"Due to the restriction of Wi-Fi Connection there are more elements available in local wireless. The biggest difference [between Wi-Fi and local wireless] is in the cooperative play mode. We have one co-op stage available in the Wi-Fi mode and several levels on local wireless mode."While IGA is reluctant to give more details about the cooperative online mode, we manage to probe deeper into the intriguing 'item exchange' function."Item exchange is available in Wi-Fi and local wireless," says IGA. "It's not really an exchange, though: one user copies items to the other. The user who gets the copied item will lose money but the player who sold the item will not gain the money because it's copied, not traded."IGA explains that players who sell copies of their weapons online through the item exchange system will earn 'secret points' which can be used to buy new items. The rarer the weapon you sell, the more points you earn, so it will pay to be a good player and hunt down all the secrets the game has to offer.As well as using the DS's wireless function, Portrait of Ruin will also use the stylus and touch screen, though not as extensively as its predecessor Dawn of Sorrow."We have fewer points to use the stylus in this version," says IGA. "The magic seal system which was in the previous version was popular but some users complained about it because writing magic seals would affect the smooth gameplay. The strongest point of DS hardware is two screens so we will make full use of them."IGA explains that the majority of character control is done with the D-pad but you can use the stylus to point to areas of the screen where you want your CPU-controlled partner to attack. Normally, though, the CPU is intelligent enough to do what is necessary by itself, he adds.It seems that IGA and his team have made a lot of progress since E3. We ask how much more he has to do before the game's planned release in November."Now is the peak time. I shouldn't have come to the Games Convention actually because I still have a lot to do," he says, laughing.Sadly we're out of time, but we manage to squeeze in one more question. At E3 IGA said he couldn't envision a Castlevania game working on Wii ("You cannot keep on whipping with the Wii Remote; you would get tired within five minutes," he said back in May). Has he had any more thoughts on the subject?"We still can't think about anything other than this DS version because we are so busy but of course we would like to think of something interesting and pleasant for Wii. I have some ideas for Castlevania for Wii."With that enigmatic answer hanging in the air, we wonder where IGA's imagination will take us next...Castlevania: Portrait of Ruin comes exclusively to Nintendo DS in November.