Post 597038

Developer Of Castlevania Remake Talks Stairs, Whips, And Remaking A Classic

By Joel . October 26, 2016 . 4:00pm

Siliconera caught up with developer Dejawolfs to talk about the challenges and benefits of doing the horror game remake.

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Miyamori Is Born Of Folk Beliefs, Poetry, And The Beauty Of The Japanese Countryside

By Joel . October 24, 2016 . 4:00pm

Siliconera spoke with Miyamori’s developer to learn more about the Japanese poetry, literature, and places that inspired him to create the game.

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Sticking To The Roots With River City: Tokyo Rumble, While Evolving And Localizing

By Sato . October 4, 2016 . 5:00pm

Siliconera spoke with River City: Tokyo Rumble publisher Natsume’s producer, Taka Maekawa, about the process of bringing the series to the West, and how it sticks to its roots as it evolves and gets localized.

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Phoenix Was Almost A Mafia And Underworld Lawyer In Ace Attorney: Spirit of Justice

By Sato . September 23, 2016 . 1:30pm

Siliconera spoke with Ace Attorney: Spirit of Justice game and scenario director Takeshi Yamazaki, who talked about how they almost had Phoenix work as a lawyer for the mafia and other underworld inhabitants.

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The Silver Case Artist On How Technology Influences Game Art Design

By Asma . September 2, 2016 . 4:00pm

Artist Takashi Miyamoto shares with Siliconera the inspiration behind the art in The Silver Case, and how different the game would look if being made today for the first time.

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The Silver Case Artist On Entering The Video Game Industry

By Asma . August 31, 2016 . 1:45pm

Artist Takashi Miyamoto shares how he entered the video game industry, and gives some advice to aspiring game artists.

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Berserk Producer On Staying True To Its Brutal Source Material

By Asma . August 24, 2016 . 1:30pm

Koei Tecmo Producer Hisashi Koinuma discusses how the upcoming Warriors-style Berserk game will remain faithful to Kentaro Miura’s manga.

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Koei Tecmo Producer Shares Why Attack On Titan Is Not A Warriors-Style Game

By Asma . August 22, 2016 . 1:45pm

Koei Tecmo Producer Hisashi Koinuma shares what he wanted to achieve with Attack on Titan that may not have been possible in a Warriors-style game.

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We’ve All Seen Gal Gun, But A “Guy Gun” Might Be A Thing Someday

By Sato . August 12, 2016 . 12:30pm

Siliconera recently talked to Inti Creates Producer Matt Papa, who had a few interesting things to share about using Gal*Gun’s rails engine for a different of rails game, and his two cents on PlayStation VR.

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How Gurumin Is Making The Jump To 3DS

By Asma . August 8, 2016 . 1:30pm

Mastiff Games President on why Gurumin is coming to 3DS, and what fans can expect from the new version.

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How Gal Gun Left Japan And Came To The West

By Sato . August 5, 2016 . 1:30pm

Siliconera caught up with Gal Gun: Double Peace publisher PQube and developer Inti Creates to talk about how they worked their magic to do the unexpected and bring the game to fans outside Japan.

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Monster Hunter Generations Producer On Adding Prowler Mode And Deviant Monsters

By Robert . July 22, 2016 . 1:30pm

Siliconera spoke with Monster Hunter Generations producer Shintaro Kojima about making Prowler mode, endgame content, and Japan’s Monster Hunter Festa events.

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Star Ocean 5 Creators On Making Its Battle System And Characters For The Sci-Fi Series

By Sato . July 15, 2016 . 8:00pm

Siliconera got to speak with the makers of Star Ocean: Integrity and Faithlessness from tri-Ace and Square Enix. We talked battle system, the making of characters, and also asked about a new Valkyrie Profile.

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Nioh Director On Going From A Warriors To Dark Souls Style, And What Makes It Different

By Sato . July 13, 2016 . 7:00pm

We got our first look at Nioh back in 2006 but there wasn’t much else until its re-reveal last year. Siliconera spoke with director Fumihiko Yasuda about its development and gameplay for the action game RPG.

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How Square Enix Changed the Way Games Get Approved Since Yosuke Matsuda Became CEO

By Sato . July 11, 2016 . 6:00pm

Siliconera recently caught up with Square Enix producer Shuichi Kobayashi, who talked about some of the changes the company saw in the approval process of games after Yosuke Matsuda became CEO.