![]() ![]() Yoda: That brings back a lot of memories.We started the project to give another shot at making something new alongside the company that we partnered with to launch GOD EATER, SHIFT Inc. ■Yoshimura: Three of the people who started Project CODE VEIN are here today: myself, Kobayashi and Yoda. And thanks to our fans, we get invited to talk about the game in interviews like this one! The Story Leading Up to Development ■Yoshimura: I’m also very grateful to see our fan base continue to grow a year after the game’s release. Itakura: The response from international fans exceeded our expectations, and it’s humbling to see how much our game has achieved.I even saw several international YouTubers that I keep an eye on streaming it, which made me appreciate being a part of the project that much more. Mao: I joined CODE VEIN during the latter half of its development, but saw trailers for it before I joined BANDAI NAMCO Studio (henceforth BNS) and thought it looked like a fascinating game, so I was very excited to be a part of the development team.ĬODE VEIN is unique among recent games using higher difficulty as a core component. ![]() Game Balance, Localization, and Global Communication Supervisor But it’s very obvious that this title attained a worldwide audience, not just a Japanese one. At the beginning of development I thought the game only targeted the Japanese market, that it was simply an extension of the GOD EATER series. A lot of people enjoy our character customizer, but I was also surprised by how many fans abroad play the game. Kobayashi: I was also surprised when I heard how many copies the game sold.■Yoshimura: And the game continues to change precisely because we have a gradual influx of new players. It’s fun to see how things change over time. During the period around CODE VEIN’s release, I saw a lot of people using it to recreate their favorite characters from series that were popular at that time, but nowadays I see characters from more recent games, or from series that came out after this game’s release. Kobayashi: I also noticed that people continue to post a lot of pictures from the character customizer, even a year after launch.I think this shows how much progress we made when developing this title. Itakura: At the start of development, we were worried about whether we could meet the technical requirements required to put the game on the market, but a lot of players enjoyed the game, resulting in a smash hit that sold over a million copies.I’m very thankful to see all of the pictures people take in-game. I also noticed the impact made by implementing Photo Mode, which lets players capture scenes from within the game. ![]() Players who feel attached to their characters tend to engage with the game at an even deeper level, and I appreciate how much this title’s art captivates its audience.
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