Post 617130

Bringing Birthdays The Beginning And Planet Earth To Life

By Spencer . February 15, 2017 . 1:00pm

With help from an alien you can see life evolve from plankton to mammals. Siliconera spoke with Yasuhiro Wada, the luminary designer behind Harvest Moon to talk about his latest creation.

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Hollow Halls Developer Talks About Having A Wheelchair-Bound Horror Game Protagonist

By Joel . February 11, 2017 . 1:00pm

Siliconera spoke with the developer of Hollow Halls to learn more about how its wheelchair-bound hero adds to the game’s fear and tension.

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Next Jump Developer Talks Shifting A Shmup Into A Tactical Game

By Joel . February 7, 2017 . 4:00pm

Siliconera reached out to the developer of Next Jump to talk about how they intended to switch the mechanics of a shmup over into those of a turn-based tactical game.

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From Way Of The Samurai To Melding Secret Of Mana With Diablo, Introducing Obcidian Legacy

By Spencer . January 31, 2017 . 4:00pm

DMM.com, the company behind Kantai Collection and Touken Ranbu, have been developing a new action RPG and this game will be released in the West.

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A Spoiler Filled Interview With Zero Time Dilemma’s Director

By Spencer . November 25, 2016 . 1:35pm

Siliconera spoke with Zero Escape series creator Kotaro Uchikoshi for a Zero Time Dilemma debriefing.

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Let It Die’s Director Talks About How One-Upmanship Fueled The Game’s Over-the-Top Nature

By Joel . November 23, 2016 . 4:00pm

Let It Die is a wild, violent, ridiculous game, and its director, Hideyuki Shin, spoke with Siliconera about how the development team’s constant attempts to outdo each other made it that way.

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Developing Harvest Moon: Skytree Village And Helping A Series Grow

By Jenni . November 14, 2016 . 12:00pm

Siliconera spoke to Natsume’s Taka Maekawa, producer of Harvest Moon: Skytree Village, about this latest installment’s creation, how fan feedback factors into development, and new elements people can expect in the Nintendo 3DS game.

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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.