Post 331928

Creating Farewell Umihara Kawase, The Game With A Rubber Fishing Line

By Spencer . September 16, 2013 . 5:50pm

Umihara Kawase was platformer developed by a small team in Japan with a simple concept of getting to a door. Siliconera spoke to the creator Umihara Kawase to talk about the Nintendo 3DS game.

Post 331737

Hometown Story’s Sentimental Movie Ticket And The Difference Between 3DS And Mobile

By Spencer . September 16, 2013 . 2:26am

Hometown Story from Harvest Moon creator Yasuhiro Wada and Natsume is a game about running a small shop in a rural town. What would Wada stock his shop with? “Games,” he laughed, “but, you can’t sell games in this.”

Post 330330

SNK Playmore Has Had Their Eye On The PC Market For "Quite Some Time"

By Spencer . September 11, 2013 . 10:09pm

“The approach of the netcode in KOF XIII SE is a completely different input delay method than what was originally used. I would describe it as a very typical input delay method, with a few extra bells and whistles to handle PC performance issues.”

Post 329571

Building Final Fantasy XIV: A Realm Reborn And Listening To Fan Feedback

By Matt . September 9, 2013 . 7:04pm

My conversation with Naoki Yoshida, the current steward of Final Fantasy XIV: A Realm Reborn, did not being with a question, but a statement about the game’s launch.

Post 328931

The Difference Between Designing Final Fantasy XIV And Dragon Quest X

By Matt . September 6, 2013 . 6:20pm

“So even though you have this MMORPG, which is all about partying with other people, you’re not partying with other people. It’s an MMORPG that’s not an MMORPG, but doing that is something you have to do for the Dragon Quest series.”

Post 328724

From Super Cosplay War Ultra To Chaos Code, The Story Of FK Digital

By Spencer . September 6, 2013 . 2:23am

Almost a decade before Chaos Code was released, FK Digital was making fighting games for PC like Super Cosplay War Ultra. Speaking with Siliconera, FK Digital talks about developing the fighting game and bringing it to PS3.

Post 327155

Hideki Kamiya Talks: How The Wonderful 101 Became The Game It Is Today

By Robert . September 2, 2013 . 2:00pm

In a brief interview with Siliconera, director Hideki Kamiya touched upon different aspects of The Wonderful 101′s development, including the original design with Nintendo characters, and how it grew into the title it is today.

Post 326889

How A Chef And An Anime Fan Became Fighting Game Characters In Chaos Code

By Spencer . August 30, 2013 . 6:16pm

FK Digital makers of Chaos Code and Super Cosplay War Ultra created a cast of interesting characters like Bravo, a chef that cooks his opponent in a wok, an android that goes to high school, and an otaku.

Post 325717

How Grasshopper Manufacture Created Bosses For Killer Is Dead

By Spencer . August 28, 2013 . 3:18am

“It’s mainly based on what Suda-san had in mind. Originally, for the alien Suda said he wants Mondo [the playable character] to fight a giant. It could have been 10 meters tall, but we decided to go for 73 meters,” said creative director Hideyuki Shin.

Post 325340

G.Rev Talks About Senko No Ronde Sales, Making Kokuga And Under Defeat HD

By Spencer . August 26, 2013 . 6:58pm

“For companies like us that only have a presence in Japan, releasing games abroad on our own was extremely difficult, if not impossible. The advent of being able to sell your game as a downloadable title has removed that roadblock.”

Post 324749

Rain From The Creative PlayStation C.A.M.P. Team Wants Players To Feel Lost

By Spencer . August 23, 2013 . 4:00pm

“What the we wanted to do is create a unique action-adventure with an invisible character because that hasn’t been done before,” said Tomoharu Fujii from the PlayStation C.A.M.P. team.

Post 324260

Shooting Games Are At A Difficult Crossroad, Says Shmup Developer G.Rev’s CEO

By Spencer . August 22, 2013 . 2:51am

“Yes, the current shooting market in Japan is at a very difficult crossroads. I am certain that the genre will not fade away at the dojin level, but in terms of an incorporated studio, to put it bluntly – you are not able to make a living on just making shooters.”

Post 323287

Castlevania: Lords Of Shadow 2 Interview On Vampire Powers And Surprising Players

By Spencer . August 19, 2013 . 5:58pm

“I think the story is going to surprise people the most,” producer Dave Cox said to Siliconera. “I think a lot of things will become clearer of what our intention was with Lords of Shadow 1 and to a certain extent Mirror of Fate.”

Post 321544

If Konami Makes A New Contra It Has To Do "Something New" Says Castlevania Producer

By Spencer . August 12, 2013 . 7:20pm

“I think if you’re going to bring Contra back you’ve got to be able to do something unique and intuitive that hasn’t been done before. You can’t just bring out a generic shooter,” said Konami producer Dave Cox.

Post 320844

This Game Asks Is True Happiness Making Yourself Happy Or Someone Else Happy?

By Spencer . August 9, 2013 . 5:46pm

“I wanted to make players think whether its more important to make themselves happy or make others happy. What will be the best? There aren’t many games like this out there,” said Hometown Story creator Yasuhiro Wada.

Post 319405

Tekken Producer Wants Better Ghost Battles, Designed Revolution To Be RPG-Like

By Spencer . August 5, 2013 . 6:04pm

Siliconera talked to producer Katsuhiro Harada about Tekken Revolution’s stat up system and we asked him what he wants to do to evolve the fighting game genre for next generation consoles.

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