Spencer: So what do you hope players will take away from playing Gal Metal? What’s the goal? I’m assuming that’s entirely intentional with the “spirit of metal”. Spencer: I did notice that a large theme in the game is freedom, as there are no specific button prompts or anything. Yeah! So what I’m thinking about with the game is how the player will play. So what you can do is take the game to a barbeque, plug it in, make it louder, and you don’t need to see the small screen, so you can go like this. In that case, you don’t need to see the game screen. The game doesn’t tell you “here’s a note, hit now, pause now,” it’s up to you to decide. We decided to make a drum rhythm game, so when the Switch was announced with SIXAXIS Joy Con controllers, we thought, “why not? It’s a drum.” Additionally, as you play there’s no information on the game screen. So what was it about the Nintendo Switch that appealed to you enough to make Gal Metal exclusively for it? There’s no reasons or anything that are not coming from me. I’ve been in this industry for over 20 years, so with that experience I always wanted to make a music game myself. My career is all about composing and design, so for me, music has always been in my soul. I got a college degree in music theory, so I accidentally got into the game industry. #CALL TO ARMS MOD DB MOVIE#Spencer: Where did you draw inspiration from for Gal Metal? Were there any type of music, show, or movie that inspired you in some way, or was it entirely you?įor me personally, I’ve studied the piano since I was four years old. Fujii talked to us about rhythm, metal, and what it’s like to be a meme. Now promoting his Switch exclusive rhythm game Gal Metal, Mr. Known for his twenty years at Konami as a producer, manager, and sound designer (and for his iconic presentation at Konami’s E3 2010 press conference) Mr.
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