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    Questions for Code of Princess producer?

    Has anyone got any questions they would like to ask the producer of Code of Princess?

    We are meeting the Agatsuma team crew at TGS and they would like to see questions in advance.
    Any ideas much appreciated - we will do our best to get you the answers!

    #2
    Will we see the game in Euroland?

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      #3
      Favourite colour car? </partridge>

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        #4
        "What prompted you to make a game in the style of Guardian Heroes?"
        "What made you pick the 3DS? Have you considered releasing Code of Princess on other platforms, e.g. XBLA/PSN?"

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          #5
          Does sex sell videogames as well as it does films?

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            #6
            Did you find any particular limitations working with the 3DS hardware?

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              #7
              Were you aware of the existence of the LL/XL when production started on the game. If so, did this affect your approach to development?

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                #8
                Can you make a Vita version please #softwaredrought

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                  #9
                  How was it working with Kinu Nishimura? It'd be great to understand who approached who, who made the first steps in character design, and so on.

                  Compared to other games in a similar ilk, the game plays at a slightly slower speed, especially at the start - was this intentional, and if so what was that intention?

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                    #10
                    Many thanks peeps. Keep em coming.

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                      #11
                      1) Code of Princess, much like Guardian Heroes, stands out from the beat-em-up crowd by providing a much longer campaign and involved storyline than is typical of the genre. How much of a challenge was it to make this work on a handheld console where player time may be restricted to shorter bursts?

                      2) Do handhelds offer the more attractive option for development of older style games, particularly sprite based titles where the higher resolution of the home consoles can be more of a hinderance to development costs?

                      3) What is the one single element of Code of Princess that you are most proud of?

                      4) Beat-em ups are something of a dying art, yet titles like Code of Princess demonstrate perfectly how to provide a deep and involved experience. Where do you think the genre needs to move in order to keep itself relevant in an industry increasingly dominated by hi-definition 3D titles?

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                        #12
                        No matter how good a game is, there are always things developers left out for one reason or another. What cut out in Code of Princess?

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                          #13
                          Q) If money and time were not an issue what would be your personal dream project to work on?

                          Q) With the upcoming American release of Code of Princess do the development team feel there is any difference in player preferences between the two regions? If so are global tastes take into account at the design stage, what kind of effects does this have?

                          Q) What was the genesis for Code of Princess, how did it evolve in the early stages to resemble what eventually came out?

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                            #14
                            Bumping: were BordersDown able to talk with Code of Princess producer?

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                              #15
                              Yeah. I'm still waiting on the write up though. David has been super busy with life stuff.

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