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Exclusive: Interview with Hudson Soft
Hudson recently launched Star Solider R for Nintendos WiiWare service. Nordic Nintendo community N-Gamez contacted Hudson asking about their general reception of the WiiWare service as well as the process of developing Star Soldier R for WiiWare.

The following is the original text-based interview with Hudson Soft's Hiromi Tomisawa. For more information on Hudson and Star Soldier R, visit www.hudson.co.jp. Be sure to check back soon for our exclusive review of Star Soldier R.

Interview

N-Gamez: First of all congratulations on the release of Star Soldier R.How has reactions been so far, from fans and critics alike?

Hiromi Tomisawa: There were comments stating that they wanted more levels to play, but we have been recieving comments that it's fun in an aspect of trying find various ways of acquiring the highest points possible.

N-Gamez: Originating from the Star Soldier series, how has Star Soldier R for WiiWare evolved, and which thoughts went into enhancing the experience, e.g. designing with the Wii controller in mind?

Hiromi Tomisawa: Besides the obvious graphic enhancement, the WiFi ranking is the point that's been changed drastically this time around. Previously, we could only compare the player's points in events, but now all players around the world can all compete against each other.

N-Gamez: Why was WiiWare chosen as platform for the new Star Soldier game?

Hiromi Tomisawa: Star Soldier R is a game where you play over and over again to try to get the best score possible. We thought that Star Soldier R would be best suited for the launch of WiiWare, with its simplicity in the gameplay along with the use of WiFi Rankings.

N-Gamez: What are your general thoughts on Nintendos WiiWare service, how does it differ from competing services like Xbox Live Arcade or Playstation Network, and where does its strengths lie?

Hiromi Tomisawa: We believe that the strength lies in the unique controllability that the Wiimote provides. Its charm is in the possibility of various ideas that can be made a reality using this platform that cannnot be duplicated anywhere alse.

N-Gamez: Being your first WiiWare game, how was the process of developing Star Soldier R for the WiiWare service compared to your other productions?

Hiromi Tomisawa: Unlike the package version, we had to consider filling as much fun factors as possible in a limited amount of memory. It was challenging.

N-Gamez: Can you share some details on directions set by Nintendo, e.g. size limits when developing for WiiWare?

Hiromi Tomisawa: The size cannot exceed 40MB.

N-Gamez: How is it working with Nintendo compared to other developers?

Hiromi Tomisawa: Very exciting!

N-Gamez: Since the launch of the Nintendo Wii, talk of casual versus hardcore gamers has been long. Returning to Star Soldier R, did you have any specific target audience in mind developing the game for WiiWare?

Hiromi Tomisawa: If you would look at it as a renewal of the old game, I guess it can be considered as a game for hardcore fans, but it is also a simple game for casual users where you shoot and earn points, so it should be fun for both types of users.

N-Gamez: How do you see the Nintendo Wii in terms of audience and where do you think it's heading?

Hiromi Tomisawa: I would guess it's more in line with the casual users, who plays with families and friends. We anticipate more growth from this conole.

N-Gamez: Finally, can we expect more Star Soldier in the future, and what can you tell us about upcoming projects?

Hiromi Tomisawa: Besides the already announced titles like Blue Oasis (My Aquarium) Alien Crush, Bomberman, and Tetris, we are currently considering many other titles that utilizes both old IPs and brand new ones.

N-Gamez thanks Hudson Soft's Hiromi Tomisawa for the interview.
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