Post 188586

HyperDevbox Tells Us All About Bringing PSP Games To Android

By Spencer . January 27, 2012 . 6:02pm

While Sony is gearing up for PSP to Android ports, HyperDevbox already made two of them, Generation of Chaos and Spectral Souls. Carlo Perconti explains the processes and is interested in bringing PS3 and Xbox 360 games to Android devices.

Post 185598

JAST USA’s Peter Payne On The Daily Dealings Of His Company

By Ishaan . January 16, 2012 . 1:30pm

JAST USA’s Peter Payne discusses piracy, the perception of moe in the West, and dealing with Japanese companies to license their games.

Post 184152

Idea Factory Answers Your Hyperdimension Neptunia Mk2 Questions

By Spencer . January 9, 2012 . 1:03pm

“The voices of fans who played the first Hyperdimension Neptunia were certainly important factors for the overhaul. Idea Factory’s Business Development Manager, Damien Urvois, also had passionate requests about the game.”

Post 183987

Code Of Princess’ Director/Producer Talks With Siliconera

By Spencer . January 6, 2012 . 4:25pm

“There are lots of fish in the action game world. However, I would like gamers to have fun with the UNIQUE feeling this title has. We are hoping to release the title in western world!”

Post 183680

How To Make Moe Style Games With Kagura Producer Kenichiro Takaki

By Spencer . January 5, 2012 . 5:04pm

“If I had the budget, I’d like to make a game with really muscular characters who tear each other’s clothes off.”

Post 183530

All About Moe With Senran Kagura Producer Kenichiro Takaki

By Spencer . January 4, 2012 . 5:37pm

“It’s hard to say that there is something from America that is moe, but the closest thing, and I don’t think anyone is going to understand is Mortal Kombat.”

Post 182810

Interview: What Has The Writer Of Folklore Been Up To?

By Ishaan . December 30, 2011 . 5:31pm

Folklore writer and Child-Dream founder, Hidehisa Miyashita, is an independent developer in Japan who works on visual novels and RPGs for the iPhone and PC.

Post 182374

NIS America Answers Your Hyperdimension Neptunia mk2 Questions

By Spencer . December 28, 2011 . 5:40pm

“A lot of the jokes in Neptunia were references via the text. In Neptunia mk2 a lot of the little references are tossed directly into the game or enemy design. For example, one enemy is called the ‘Horsebird’ and looks like a horse with two legs and wings.”

Post 181137

Memories Of Making Metroid

By Aria . December 26, 2011 . 2:01pm

The original Metroid first came into being as our desire to create a game that took place in a gloopy, alien-like world. In early development, there were only rows of blocks, and the backgrounds didn’t give you the sense that they were alive.

Post 180793

ELEMENTS Interview: The Challenges Of Developing Alternate Reality Games In Japan

By Justin . December 23, 2011 . 5:35pm

ELEMENTS, a small Japanese developer based in Fukuoka, have put their skills to use in an entirely different realm of game creation: ARGs, or “alternate reality games”.

Post 180209

Tales Series Interview Part 1: Hideo Baba On Graces F And Xillia

By Spencer . December 21, 2011 . 1:30pm

“We had one goal when we decided to make the PS3 version [of Tales of Graces f]. We wanted to add something extra for our fans to enjoy, and give a deeper look into the story and gameplay.”

Post 179823

Class Of Heroes Helped Acquire… Um.. Acquire Wizardry

By Spencer . December 20, 2011 . 4:08pm

“Wizardry was another one of those surprisingly good sales games when we released it on PSN. People really enjoyed playing it,” producer Luke Rideout said to Siliconera.

Post 179013

The Story Of The Konami Code And Early Days Of NES Development

By Aria . December 17, 2011 . 5:30pm

“What’s the story behind the Konami Code, anyway,” Shigeharu Umezaki asks. “There isn’t one, really,” Kazuhisa Hashimoto answered. “Because I was the one who was going to be using it, I made sure it was easy to remember. “

Post 179266

Gravity Rush Was Ten Years In The Making

By Spencer . December 16, 2011 . 2:05pm

In this interview, director Keiichiro Toyama talks about designing stages with a changing ground plane, why he wanted a cute protagonist, and his inspiration for Gravity Rush.

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