Anaxïmandrøs
True Gamer
IGN: Regarding GhostWire, by this point in your career you know how to effectively scare people, so what is your design process like now? Do you start with an original idea, or is it a strictly collaborative process?
SM: We started with the idea that the director [Ikumi Nakamura] had and the idea that she wanted to make.
IGN: So you’re acting as the producer on GhostWire?
SM: The initial team started with about five people and we worked on it for six months. We then expanded to 10 people and we worked on it for a few years before we went into full production.
Click to shrink...IGN: What are your feelings on remakes? Capcom has spent the past few years remaking the original Resident Evil games, having remade RE1 and RE2. But the rumor is that now they’re moving on to remaking Resident Evil 4. How do you feel about that?
SM: I saw a video of the Resident Evil 2 Remake and I thought it was very good. I think they’re going to continue to remake these games since they’re selling well.
Click to shrink...IGN: Resident Evil 4 has been ported to multiple consoles multiple times, but some developers are very adamant that certain games are perfect just the way they are. Is it safe to assume you don’t have any issues with seeing your, some would say, ultimate work remade by a new team?
SM: As long as it turns out good I have no issues with it.
Click to shrink...IGN :Famous last words?
SM: GhostWire is a completely new type of game so I really hope people look forward to it.
- ناكامورا كانت هي صاحبة الرؤية و الفكرة في GWT
- فريق العمل المطور بدأ بخمسة أشخاص وإستمر العمل لستة أشهر بعد ذلك توسعوا ل10 أشخاص واستمروا بالعمل (ربما يقصد التخطيط) لبضع سنوات قبل أن يدخلوا لمرحلة التطوير الكامل
- رزدنت ايفل 2 لعبة جيدة جدا (من الفيديوهات اللي شافها)
- يعتقد أن كابكوم ستستمر بإنتاج الريميكات طالما تبيع بشكل جيد
- حول ريميك رزدنت ايفل 4 يقول : إذا إنتهى بهم الأمر بصنع لعبة جيدة فلا مشكلة عنده بتطويرهم لها
- Ghostwire هي نوع جديد من الألعاب ويتمنى أن يترقبها الجمهور