When you do that, you’re going to have some changes to meaning sometimes, but you sort of balance it out. Being faithful to the original, but at the same time, you want to make sure that the English feels natural. So it’s always kind of trying to find a balance. Some translators want to be really specific to the original Japanese and other translators want to put in a little more flavour. Wahlert: It really depends on the translator. ![]() Tsukuda: I told Nintendo that this is the kind of game I wanted to make, and I think Nintendo was pleased with the idea, so they asked me for it.ĬGMagazine: How will it be localized? Will it be done in tandem with the Japanese version and the all other languages, or will it be developed in Japanese, and then localized?Ĭolin Wahlert: The game is originally made in Japanese, and then we have sort of a two-step transition process where you take the easy Japanese to English first, and then from English to other languages.ĬGMagazine: Is there any concern with losing the core of the story when doing those translations? So I want to combine the story with the game systems so players feel strong and that they feel like they look cool.ĬGMagazine: How did the partnership Nintendo come to be? I don’t think people like being told, ‘You can’t do this or that’ when you’re playing a game. This story is one in which you will feel yourself getting stronger as you progress. One of the reasons that it’s really fun is that you can do things you normally couldn’t do. Tsukuda: I think people are - not just mecha games - but when people play these games, they want to look cool and feel strong. In the game, you can see that in the mech, in the thighs and in the chest you can see muscular elements, and that’s one of the new things we are incorporating.ĬGMagazine: How did the storyline come to be? What should players that love the genre look forward to when jumping into this game above all other mecha games that are in the market right now? The way we see things nowadays is different from how we used to see things in the past. Tsukuda: I do have a lot of experience with those things, but there is a lot of new stuff, and one of the things that I’m a fan of is Western movies. ![]() What, if anything, are you taking from your work and games of the past and putting into Daemon X Machina, be it the story, style etc? We’re still considering how we wanted to implement our multiplayer - whether it’s getting together, playing on a network - but we’re going to continue considering it as we to continue making the game.ĬGMagazine: You’ve been known for some of the most iconic mecha games ever. Tsukuda: These days, I think it is becoming more common for people to play in their living room or the bedroom, and you can take between those rooms so you can play however you want. How did this direct your design for Daemon X Machina? ![]() Daemon X Machina – Gameplay Images Provided by NintendoĬGMagazine: The Nintendo Switch offers it’s own unique advantages and challenges.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |