![]() This game looks stunning and we can’t wait to try it out for ourselves. Last but not least, Fantasian will give players a Final fantasy-style, turn-based RPG experience in a beautiful world made using real-life dioramas. World of Demons is a new hack-and-slash game released just for Apple Arcade by PlatinumGames, makers of the Bayonetta series and Astral Chain. Cut the Rope is getting a 3D remaster and The Oregon Trail remake will let you relive a classic from your childhood. If you’d prefer something more modern, Monument Valley - the surreal puzzle game where you wander through impossible architecture - could be one for you. Chess masters can enjoy the challenge of having to win with eight rooks and 7 pawns, while beginners can enjoy playing without the need to learn intense strategies. Platinum Games Launches World Of Demons Exclusively For Apple Arcade The games Okami-like art style is mixed with Yokai-slaying action gameplay. I also know there’s room for improvement and some problems that players have made me aware of, so I want to keep that in mind when working on the next project.For fans of traditional games, Really Bad Chess is a fantastic app that mixes up a classic - by giving you random pieces. Sakabe: It really makes me happy to see people say they’re enjoying the game, and it’s really encouraging too. How happy are you with the game's launch so far? World of Demons is an action game that features a gorgeous art style inspired by traditional Japanese ukiyo-e and sumi-e. Tanaka: We plan to fix bugs and comply with iOS updates, but don’t have any plans for additional content right now. PlatinumGames has released a brand new game exclusively on Apple Arcade. What can you tell us about your plans in terms of updates? In other words, you might say I wasn’t happy until then! Each demon summon can be linked with the same corresponding demon type for bigger effects. ![]() You can only bring two demons but you can get temporary 1time use demons in the map itself. I’d say that was about six months before master submission. The primary loop for collections is getting money for upgrading your summons and weapons while collecting demons when battling them like Pokmon. Sakabe: I gave it my all right up until the end, but I still can’t say I’m perfectly satisfied.īut as far as releasing something I believe in, I can say I was confident once the game design settled into its final form. Right up until the final stages of development, we struggled with finding the proper balance that would be the most enjoyable for players.Īnd of course, it wasn’t just my work, but the work of the whole team and help from the veterans at PlatinumGames that made World of Demons what it is.Īt what stage in development did you feel you had a game that you were happy with? Initially, you were able to just keep summoning yōkai continuously, but that meant you could beat the game only by doing that. We already had a foundation, so it was essentially a matter of strengthening that foundation. We always had a concept for action that would allow the player to summon and use a lot of yōkai, but we had to work very hard at realising that concept in a way that would be fun and balancing it to keep it fun as you played through the game. The problem was deciding how to handle the action and level design. So, while there was some adapting to do, there weren’t any difficulties on that front. Sakabe: When it came to the design, we already had a foundation, so it was essentially a matter of strengthening that foundation. What was the biggest challenge you had to overcome during development? Players fight summon and fight various yōkai throughout the game. However, if you include the initial plan, you could add a few more years to that.Īs for the number of people working on the game, it fluctuated during various phases of development but there were about 50 team members maximum. Koji Tanaka: It’s hard to say exactly, but I think it took around 18 months. ![]() How long did development take, and how many people worked on the game? With that in mind, we started production on World of Demons. Since we were going to release it for a subscription service on a smartphone, Ithought we should avoid social game elements and instead focus on action, which is PlatinumGames’ strength. Sometime after that, I heard an internal discussion about using what we had worked on as the basis of a new game for an exclusive release on Apple Arcade. I thought we should avoid social game elements and instead focus on action, which is PlatinumGames’ strength.
0 Comments
Leave a Reply. |