![]() Junya Okura, game director: The game is going to be third-person. I want action as well as drama with this game. It contradicts the mind, making the players reluctant to enter certain fights. I want a game that could be enjoyed by its action, but hasn’t about killing enemies. From there, I wanted to make more players to access the game, some players who don’t normally play horror games. It’s across multiple genres to hear horror. Toyama: My first thought would be that the game isn’t going into the horror genre entirely. How is the difference between horror and action? What’s your interest in playing? What’s the scale of the sports world? I started to wonder what could happen if we reinterpreted that concept. Another one is from what we’ve created forbidden Siren in the past. Keiichiro Toyama, Creative Director: The energy I felt from Hong Kong became a city. What were your ideas for the creation of Slitterhead? The second part will be available on March 4. ![]() Watch the interview video and transcript below. In the interview, the creators discuss their inspirations for the 2018-announced Slitterhead, gameplay, inspirations, download content, indie life, creatures, combat, and more. Bokeh Game Studio has released the first part of a question-and-answer series with the founders – the founder’s CEO, and creator, Keiichiro Toyama, producer and director Junya Okura, and chef Kazunobu Sato.
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