That caused quite a bit of stress for us! Originally, it wasn’t supposed to include so many weapons, so during the development, we had to change everything and put the new abilities and weapons in place. That was a challenge, because you have to rethink a lot of the aspects of the game. We wanted to change the game to have a more open style like Mega Man Zero so you can choose the order of the stages that you want to play. What kind of challenges did you face during the development of the game?ĭanilo: We changed the game quite a bit during the development, it was originally supposed to be more linear, like Dracula X. Those were a big deal in Brazil when I was a kid, so there’s a lot of that in Moonrider as well. In terms of style, there’s a lot of influence from Japanese Tokusatsu, like Kamen Rider and Kamen Rider Black. It’s definitely a ninja-focused game, so there’s a lot of Hagane from the Super Nintendo as well. Nintendo Life: What were your influences for Vengeful Guardian: Moonrider?ĭanilo Dias: The direct influences for this game are titles like Mega Man Zero, Strider, and Shinobi. To learn more about what inspired the game and how its development went, along with the overall role and influence of retro games in modern culture, we caught up with lead developer Danilo Dias and producer Thaís Weiller from Joymasher for a brief chat on the studio’s latest effort.
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