darkganon
Super-Moderator
- Seit
- 16 Mai 2005
- Beiträge
- 81.641
den schwierigkeitspunkt will ich doch etwas genauer quoten, bevor der erste kommt und CAAASUAL schreit 
und wenn ich schon dabei bin...den teil find ich kewl:
sie erwähnen übrigens dauernd wiiiie hoch nin-quality ist und wie viel niedriger so viele andere firmen die anforderungen setzen und das sie es waren die bei dem angebot ein donkey kong zu machen zugeschlagen haben

Retro: Really, the people involved in this project are Mr. Miyamoto, Mr. Tanabe and those of us at Retro. The first week that we knew we were working on this project, we played every single DK game. We wanted to just immerse ourselves in Donkey Kong. We made everybody play through all three of them. And people were saying, "Dude! This is too hard!" (laughs) But that's where we drew inspiration, was from the old DKC stuff. And we played all the Game Boy stuff. How do you improve on something unless you're very, very familiar with it? I think that's where we've gotten most of our inspiration -- going back and playing those games religiously. Stepping back 12 years and trying to get into the head of what made this game fun.
und wenn ich schon dabei bin...den teil find ich kewl:
Retro: I think that we're getting that question a lot. And, really, a good developer makes a fun game. To lock any developer into a genre is, I don't know . . . our goal is to make fun Nintendo games. Very high quality. And whether it's a first-person shooter or an RPG, we welcome any of those challenges. So I get a kick out of reading all these posts that say, "Oh, it's gotta be this FPS DKC." It makes me laugh -- because they've really pigeon-holed Retro as making exclusively FPS-style games. Right? And I think that if you were to apply that principle to EAD or any of Nintendo's other Japanese developers that would be a huge mistake. Because they go from Mario, to Zelda, to Kirby -- so to apply that kind of formula to a Western developer, well, it's just odd for me to think that. Because it's a change of genre to us, but it's challenging in the sense that our goal is the same. Our goal is to make a fun, great Nintendo game. And I think that a good developer should be able to make that transition.
sie erwähnen übrigens dauernd wiiiie hoch nin-quality ist und wie viel niedriger so viele andere firmen die anforderungen setzen und das sie es waren die bei dem angebot ein donkey kong zu machen zugeschlagen haben

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