title, Kokuga, seems to stray even further from traditional
shmups, with multiplayer-oriented arena gameplay and a
card-based power-up system... Could you tell us more about
the concept and what made you decide to undertake this
As you mentioned, one of the key concepts of this game was to
focus on multiplayer, as we wanted to invite people to play that
was also a technical experiment for the studio. As we had
experience with networked versus mode in Senko no Ronde and
co-op with Strania, it was not really a new challenge for the
team. However, Kokuga was really the first title we developed
that we decided from the start would focus on multiplayer, so in
terms of planning, that was quite new to us. From that
perspective, it seemed like an interesting project, so we
decided to move forward with it.
designed specifically with shmups fans in mind, or does it
cater to a larger crowd?
We were actually trying to appeal to regular gamers that play
that does not mean that we ignored our core shooting fans – we
made sure that they would enjoy the game as well. The core fan
base was the very reason we asked Manabu Namiki to compose the
music for Kokuga.
Why the 3DS? Was
using the Touch Screen and 3D Screen features central to
your project from day one?
When we began the project, we actually had not yet determined
the platform. We started building a prototype on the PC, and
were considering the DS or, though the possibility was very low,
the PSP. We decided on the 3DS shortly after the project started
moving. It was surprising how well the option of 3D worked with
the game, and, as the number of units among the public had
slowly began to increase, we tabbed the 3DS as the platform.
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