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Zero shinku no chou save
Zero shinku no chou save







―So you narrowed it down to being aimed at enthusiasts. Izuno: The first thing I thought was that, instead of trying to get the game out to a broader, more general range of customer, we should make current fans of the series and people who like horror think, "This game is really scary!" Ohtani: We all began thinking from the fundamental point of whether we should really continue on with a "Japanese style" as the theme, and all kinds of ideas were presented, but we all arrived at the mutual consensus that what we should aim for with Zero was the absolute scariest game. I wanted to realise the catchphrase, "delivering horror to your living room," and started discussing it. I thought that if we used it in a game, it would allow us to create a scary experience full of realism. Just like when I saw the Wii when we were making Tsukihami no Kamen and I thought, "Well this is a console where we can have intuitive controls," when I saw the Wii U gamepad I felt as though it could be used as the Camera Obscura. Kikuchi: A big part of it was new hardware, in the form of the Wii U, coming out. Please tell us about the events that led up to its development.

zero shinku no chou save zero shinku no chou save

―This is the fourth project to be jointly developed by Koei Tecmo Games and Nintendo. A new Zero, capitalising upon the merits of the Wii U









Zero shinku no chou save