Nintendo JP: Iwata Asks: Treasure On Sin & Punishment 2

http://wii.com/jp/articles/tsumitobatsu/crv/vol/index.html

Can you read a word of Japanese?  If not, here’s a translation courtesy of Semiregular:

“First three pages were mainly talking about the development hell they got stuck in when developing for the Nintendo 64 (and apparently it was the same over Hal Laboratory, said Iwata), how did the project start and how did they decide the title.

Some quick translations related to S&P2 (could be wrong, feel free to correct me)

The game is 60 fps. When S&P2 team heard that Super Mario Galaxy runs at 60 fps, they said to themselves ‘well, we’ll do that too!’. And that’s the reason why there are demo stations – because you can’t experience the smoothness of the game without actually seeing it running.

Suzuki Yasushi, the person who did the art for the original S&P, has left Treasure and stopped doing videogame arts at the time development started. They ask him to come back because they felt if the designer is changed, the whole taste of the game would change and it would become a whole different game.

Treasure started developing the game with the gamecube controller in mind, and they made it really really difficult. Nakagawa expected Nintendo will tell them to fix that and make the game easier, but turned out feedback from Nintendo was that it was way too easy. That’s because the wii-mote pointer made aiming so much easier and Treasure had to balance the difficulty for both the gamecube controller and the wii-mote. So now different controllers will have advantage in different parts of the game.”

What I find most interesting out of the entire interview, is the fact that Suzuki Yasushi came back just to work on the art for this game.  I had no idea he had left in the first place…

8 Responses to Nintendo JP: Iwata Asks: Treasure On Sin & Punishment 2

  1. Regulus Tera says:

    By semiregular From NeoGAF: http://www.neogaf.com/forum/showpost.php?p=18156146&postcount=311

    “First three pages were mainly talking about the development hell they got stuck in when developing for the Nintendo 64 (and apparently it was the same over Hal Laboratory, said Iwata), how did the project start and how did they decide the title.

    Some quick translations related to S&P2 (could be wrong, feel free to correct me)

    The game is 60 fps. When S&P2 team heard that Super Mario Galaxy runs at 60 fps, they said to themselves ‘well, we’ll do that too!’. And that’s the reason why there are demo stations – because you can’t experience the smoothness of the game without actually seeing it running.

    Suzuki Yasushi, the person who did the art for the original S&P, has left Treasure and stopped doing videogame arts at the time development started. They ask him to come back because they felt if the designer is changed, the whole taste of the game would change and it would become a whole different game.

    Treasure started developing the game with the gamecube controller in mind, and they made it really really difficult. Nakagawa expected Nintendo will tell them to fix that and make the game easier, but turned out feedback from Nintendo was that it was way too easy. That’s because the wii-mote pointer made aiming so much easier and Treasure had to balance the difficulty for both the gamecube controller and the wii-mote. So now different controllers will have advantage in different parts of the game.”

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  4. 60Hertz says:

    I would love to hear details about the development of the 1st game as well…

  5. wii consoles says:

    sounds interesting. will have to look out for it.

  6. Sperrymem says:

    Authentic words, some truthful words dude. You made my day.

  7. Daryl Zurin says:

    Hey cool web log, I found your site when I was doing research on some methods to improve my web log. I was just now wondering which spam software system you employ for comments because I get lots on my blog.

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