![]() You can collect almost all spectrobes from within the game. Will all 500 spectrobes be available in each game or will you have to trade to get access to them? It's this variety that drives the player to evolve, train, and experiment with different creatures. Also, depending on the pairing of two spectrobes taken into battle together, combination attacks will vary. We've got this huge number of creatures, but people never confuse them.įurther, each of the creatures has unique attacks, unique support powers, and unique healing powers. Then we had to name them – a task much more complicated than most would imagine. Giving each their own individual characteristics, look and feel, and movements took a lot of time and a lot of collaboration. We ultimately came up with close to 500 variations. How easy has it been to design the 500 different spectrobes, and how have you designed them so that players won't just get confused and stick with the same ones?Ĭreature design is always difficult, especially with this many, but as I mentioned before, variety and quantity were our objectives. There's a lot of strategy to it and it's a lot of fun. It's the player and the two creatures he's selected to manipulate versus a host of enemies. There's not another one out there in which the player character can participate in the actual action. This provides a risk / reward challenge.Īs for the battles, the real-time aspect makes Spectrobes completely different from other creature collection games. ![]() However, if you are able to deftly and cleanly pull them from the ground, you awaken more interesting creatures. These fossils are quite delicate and are easily damaged or even broken. The players have to use the stylus to locate the fossils and excavate them. We feel those two elements, along with a host of others, will definitely set this game apart from the two you mentioned.įor example, the excavation aspect is unique to Spectrobes. There are other creature collection games, but the excavation element and the real-time battle action are all new. There are plenty of creature RPGs such as Pokémon and Digimon, so how have you made Spectrobes different and better? I thought it would be challenging and yet intriguing to express that style through modern manga and animation techniques. The history of traditional Japanese art dates back some 2,000 years, and is globally popular even today. Space and science stimulate curiosity, and games that are fun generally need to do the same.Īs for the art direction, there were two inspirational elements – traditional Japanese art and modern Japanese manga and animation styles. Then we concentrated on other features, such as fossil excavation, creature evolution and training, space adventure, and intriguing battles. Pocker Gamer: What was the inspiration for Spectrobes? Kentaro Hisai: The initial desire was to create a game with a huge variety of creatures. With around two weeks to go until the global release of one of the big original DS titles of the year, Disney's Spectrobes, we thought it only polite to catch up with its producer Kentaro Hisai and get his take on the game looking to out-evolve Pokémon.
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