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Solatorobo Director Discusses The Game’s 10 Year Development Cycle

By Spencer . September 22, 2011 . 6:00pm

Solatorobo Director Discusses The Games 10 Year Development Cycle

Solatorobo: Red the Hunter has been incubating inside CyberConnect2 for well over ten years. Next week, North America will see the fruits of the development team’s hard work when Xseed releases Solatorobo for Nintendo DS.

 

Director Takayuki Isobe reveals the game has changed quite a bit. One concept gave protagonist Red Savarin electricity powers and Chocolat wasn’t always Red’s little sister. Throwing and grabbing, the primary combat mechanic, wasn’t always in the game either.

 

Solatorobo: Red the Hunter was in development for over 10 years. How has the game evolved from its original design?

 

Takayuki Isobe, Director: Solatorobo took 10 years in planning and 3 years in development. During the 10-year planning stage we really hammered out the details of the world view and a variety of viewpoints. From there we moved on to how the game would be played. After those details were worked out, there was a period of trying out various directions on implementing more humans or having a world where dog-people, cat-people and humans coexist and play as teammates, etc. Because we were able to have this time to try out all the aspects, I believe we were able to achieve the current concept with such a solid background.

 

At the start of the development the team consisted of a small number of staff. The gameplay was a generic action game where the robots hit the enemies to defeat them. However, it was too ordinary and nothing really popped out when playing the game, so we decided to implement a grab and throw element and rebuilt the gameplay accordingly.

 

When changing the gameplay, and before we found the right effects to implement, I’m sure a lot of the staff members were unsure how it would all turn out. By trial and error we were able to get it right, though, and I think it’s a style that makes for an interesting game.

 

Also, the demo and towns’ backgrounds were originally simple overlapping 2D illustrations, but during development we created the current 2.5D effect by using the motion illustration demo and camera mapping to have more depth in the background.

 

Solatorobo Director Discusses The Games 10 Year Development Cycle

 

What about the main characters like Red and Chocolat? Did they change during the game’s extended development period?

 

Red, the protagonist, was originally supposed to be much shyer and his color was blue instead of red. In the early stages he also had an ability to generate electricity from a mechanical device within his body. Since Red is the main character, we had a lot of design ideas for him.

 

Some of Chocolat’s original concepts were more along the lines of a sexy character, or a human, or more of a main heroine. After we decided that her direction would be as Red’s sister, the design process was fast. However, after considering the overall character balance, we changed her race from a cat-person to a dog-person and changed her design accordingly in the middle of development.

 

I think I saw the teaser art for the game back in 2007 where some people thought it might be related to .hack. Why was the game greenlit for production now and what made the Nintendo DS the right platform?

 

This game is based around the character concept of dog-people and cat-people, but we did have some concerns about it being accepted by the current generation of gamers. However, by creating a deep and solid world to support the concept, we decided to try to convey that this was not just a furry character game for a young target audience. This concept was approved, and we were able to develop this game.

 

The reason we decided to go with a Nintendo DS platform is because despite the Nintendo DS’ popularity as a platform, there was a lack of serious drama-type original games, and we thought it was something that the users were longing for.

 

Solatorobo Director Discusses The Games 10 Year Development Cycle Most games with mecha usually have giant weapons or lasers. Why did you make throwing items a key gameplay element?

 

Typically people associate robot-fighting with heavy weaponry, it became too ordinary and when we actually made it, it wasn’t very fun.

 

We wanted a certain uniqueness in this title, so after considering the main characters’ setting and world view, we decided to go with a young rookie hunter making his way through life with his trusted mecha, and expanded on that idea by employing a throwing mechanic as a central gameplay element.


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  • http://thrust-the-sky.deviantart.com/ WildArms

    Im definitely not a fan of the furry characters, but you guys got my attention alright, besides the fact that XSEED is the one bringing it.

    But woah, 10 years in planning? my god o-O, the DS doesnt even has 10 years in the market… i think

    • http://twitter.com/TheRyusui Ryusui

      They were teasing a Tail Concerto sequel long before the DS was even announced. So yeah, ten years? I can buy that.

  • James Beatty

    Damn, 10 years…I was impressed with the 6 year development for Zelda SS. 

  • http://twitter.com/ifarah12 Gren

    Red is pretty badass so i’m glad they changed him

    I don’t see what people have against animal characters, is it because of furries? I don’t care if the character is a dog or a frog or even an alien as long as the game is interesting.

    • puchinri

      Agreed~.

    • Suicunesol

      I don’t know… I tend to be put off by furry characters. But not because they’re furry, but because they tend to be dog people or cat people, and dogs and cats are just not original animals to base characters off of. Look at Starfox–Fox is a furry fox, but save for the monkeys no character in the game is ever the same species as another. Falcon. Hare. Toad. Bloodhound. Chameleon. Pig. Wolf. It’s very diverse and interesting. But when every male is a dog and every female is a cat, that’s just boring.

      There are millions of species on this planet. Do they always have to be dogs and cats? Why not an electric eel as a main character for once?

  • http://twitter.com/SilverCitizen Silver Citizen

    I can’t wait to get this! I have it pre-ordered and completely payed off at Gamestop! 

  • Judo

    Um…I assumed the game had grabbing and throwing because Tail Concerto
    had grabbing and throwing…or am I remembering things wrong? Haven’t played that game in a long, long time.

    • puchinri

      I’m pretty sure Tail Concerto did, and which is why I assumed this game had the same elements/mechanics.

  • PrinceHeir

    10 years wow O____O

    glad we’re getting the game :D

  • http://www.facebook.com/profile.php?id=685220688 Vince Vazquez

    I would be interested to know if this began as a PS2 game or something (a proper sequel to Tail Concerto), and if videos and other concept art exist? If so, it would be interesting to see on unseen64 someday:)

    At any rate, I’m glad it happened. I’m glad it’s coming. And I’m REALLY glad XSeed is bringing it out over here.

    Although I don’t get that comment about the DS’ lack of “dramatic” games. There are TONS of RPGs on the system – a healthy mix of legendary ports (Chrono Trigger) and original IPs (Radiant Historia). And a whole lot of them are excellent. But you guys were busy making Solatorobo, so I’m sure stuff like The World Ends with You and Dragon Quest IX may have slipped under your radar;) It’s okay; just make sure the game is awesome!

  • raikage

    “we changed her race from a cat-person to a dog-person”
    I actually thought she was a cat.

  • Göran Isacson

    Since I have little cash on me, this is going on my Christmas wishlist… but I have to wonder, ten years in development and they spent ALL that time on either planning or development? I have a hard time believing that it wasn’t just in mothballs at SOME point during all that time- can you really develop, as in actually devote time to making one single game, for ten years without the company going belly-up without other products benig worked on in the meantime?

    And before anyone says Duke Nukem Forever- that company did go belly-up so it doesn’t count. DOESN’T COUNT I SAY.

    • SerendipityX

      You forget that CC2 develops those ever-popular Naruto games. They’re drowning in all the monies. XD

      • Göran Isacson

        … Man I sure did. Don’t know what I was thinking there- a company that seems to have the copyright to develop anime-tie in games to one of THE anime franchises probably aren’t hurting for cash or time to dedicate to a pet-project.

  • Ladius

    Well, having completed the PAL release I can safely say that the high level of polish definitely shows in the setting, I was pleasantly surprised by its depth and by the unique flavour of every city and culture. It’s definitely a game that had a lot of love from its developers, and while it isn’t perfect I think it’s a great addition to the DS’s jprg library.

  • http://www.ukanime.com abigsmurf

    Salut!

    Loved this game, you can always tell when someone puts a lot of care and attention into a game, even if it’s not a mega budget blockbuster. Just a shame they didn’t make it that little bit more difficult, there’s pretty much never any challenge to the game.

  • theworldofnoboundries

    CC 2 as u guys have finished creating this game…. how about u guys spend more time for ur .Hack?

  • Michael Vincent

    I’m still shocked that my DS’ L button and microphone don’t function anymore. Is it because it is not getting the love from me anymore? T_T I’m playing some psp games lately and my DS is just on my bag with no purpose :(. I hope Solatorbo will not be using the L button and the mic so I can play it.

  • http://www.facebook.com/profile.php?id=1141654745 Ridho Siregar

    10 years in development and finally come out… 10 years… kinda reminds me of Mega Man Legends 3′s case.

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