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Igarashi & Yamane on Lament of Innocence
The producer and composer of the newest Castlevania game talk shop.
By Christian "ferricide" Nutt | Oct. 21, 2003
GameSpy: The Japanese title is simply "Castlevania." Is that because this is a new beginning for the series?
IGA: That's exactly it.GameSpy: What do you feel you can do with the series now that you're starting it fresh?
IGA: I just got to the starting point where I've actually completed my 3D Castlevania game. I just wanted to climb up to this starting point where Castlevania begins as a 3D action game. From now on and in the future, this will be the starting point, and I would like to proceed with 3D Castlevania.GameSpy: You say it's a new starting point for the Castlevania series in 3D. Do you consider this game to be everything you wanted it to be?
IGA: I wanted to create a proper 3D Castlevania game with Lament of Innocence. For future games, I would like to do something more. I would like to provide a lot more fun elements in future Castlevania titles.
IGA: Principally I wanted to pursue the style that I established with Symphony of the Night. Michiru and Ayami were working together with me. In that sense, I think it's great to be bringing these two back.GameSpy: Lament of Innocence has a high focus on combat and the combat engine is very robust. Is that the most important element of Castlevania in 3D?
IGA: When it comes to action games, combat is most important part and fun element of the game, don't you think? KCET's other horror-themed series, Silent Hill, has very creepy creatures, but Castlevania has a different image -- like boom! the monsters are right there. So creepy and combating are the two elements. We're actually targeting to provide a combating action game for the world. That's the main focus of the game.GameSpy: What was the hardest to balance in developing the game system in 3D? The level design, the combat, and the other elements -- what was the hardest to make work together?
IGA: Let's talk about this in terms of 2D vs. 3D. 2D is easier to understand -- where the monster is, where to attack, where to run, etc. 2D would be very easy to create. The graphics don't have to be very high quality, because every element of the game is obvious to the player.
IGA: I originally came up with the original game concept having fully connected rooms ... but it was really hard to understand. It's really hard to access as well, and solve the puzzles with that sort of map. I decided to break it apart into separate area maps, and keep the puzzles contained within each area. Basically the puzzles are to be solved within the same area, but there are items that work between areas -- with the next stage, or whatever.Next: Making the Music »
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