In that sense, you enter a world that is unknown to you, which naturally scares you. Toyama: “No, we first focus on world-building and matching the feelings of the player with the characters. This will result in having elements that surprise the player.”ĭo you feel it’s just how players perceived your games in the end? Sato: “I feel you don’t intentionally try to surprise the player. Sometimes there’s emotion but it’s not scary.” I then wonder of how to immerse the player. Aren’t you conscious of it? Rather than thinking of how to scare the players, I have a fascination for scenes that generate fear. I always ended up thinking that I made yet another game that isn’t scary. Toyama: “First, I believe everyone in this room knows it. How would you rate Slitterhead matching up to your previous creations? Would you say this is your most terrifying game to date? It’s fair to say that you all have made some of the most iconic horror games of all time. But I want to include as many languages as possible.” We already have English, however I can’t say for now the extent of languages that we’re going to add. We’re currently pursuing development in both Japanese and English. Is there a plan for multiple languages support for Slitterhead? We’re thinking of allowing the player to initiate the attacks as well.”Īre there also scenes where you’re pushed to run away? Junya Okura, Game Director: “I believe the question is whether you can fight back. ![]() Will the players be able to fight back or is the gameplay going to encourage us to escape from confrontation? ![]() I keep in mind to make a game that is accessible.” It’s aimed at players who are not necessarily core fans of the horror genre, I want young players to be able to experience that as well. This is type of challenge that I want to take on for Slitterhead. Instead, I will make something I currently find fun and that is new. This is why I won’t go in that direction again. A couple of decades later, there are now plenty of good games within that genre. I believed I had found that in the modern horror genre. ![]() When I made Silent Hill, I had this idea that it would be fun to make something that had never been made before. Keiichiro Toyama, Creative Director: “For me, it doesn’t differ that much.
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