![]() “And I saw that and said, ’Wow, this is really cool. “After the anime had finished airing, one of the designers had actually designed a final form, if you will, of Satsuki that never really made it into the anime,” Wakabayashi said. He works on the creative staff at Trigger and was one of two Trigger members present at the Kill la Kill game approval meeting I attended. none really struck a chord and we didn't really feel extremely good about any one of them,” Studio Trigger’s Hiromi Wakabayashi said. A Different Hero for Honnoji Academy Warning: Kill la Kill anime story spoilers follow. Through all these major changes, the one thing that’s stayed constant is Kill la Kill: IF is its story. The new team briefly considered a 2D fighting game, but Mizota said that would have gone way too far over the development budget. Mizota mentioned that the final iteration could have gone a different way. “It kind of skewed heavier in like the action fighting game genre, and we took a lot of obviously visual inspiration from the Guilty Gear franchise, Dragon Ball FighterZ, the graphics, visual expression and form, as well as even just like the motion and animation,” Yamanaka said. Arc System Works’ Guilty Gear team were brought on briefly to provide development support and helped create what Kill la Kill: The Game - IF looks like now. “I can tell you the first iteration that we had put together, we showed to Studio Trigger and they said, ‘What is this?’ and they wouldn't even let us in the studio.” After getting Trigger’s feedback, Arc System Works shifted the lead roles to Mizota and Yamanaka with Yamanaka developing the new framework in fall 2017. “ really more about getting the characters to perform certain animations,” Mizota said.īattle Heat for the PC-FX via Retro Gamer“I want to say we pivoted two or three times during development of the actual game itself,” Mizota said. Mizota likened it to a Yu Yu Hakusho game for the Super Famicom and Battle Heat on the PC-FX. So at one point, they were like, ‘Well, maybe we should shelve this game idea for a while.’” The first vertical slice of gameplay the original Kill la Kill game team showed Trigger was still an action fighting game, but sort of had a twist on how its core mechanics worked. “It was a journey to get to where we are right now, and there was one point where we showed different iterations and how we wanted to package the game and Trigger wasn't super into it. “So, actually, I am technically the second-generation director and Yamanaka's second generation producer of this particular project,” APlus’ Hideaki Mizota said. Play The Kill la Kill game we see now was not what was first presented to Trigger, though. Arc System Works’ Guilty Gear team drafted a pipeline for development and APlus took the project from there. The game studio had already worked with Trigger’s anime design style with its Little Witch Academia: Chamber of Time game, and as an affiliated studio with Arc System Works it only made sense for APlus to take on the project. “It was very hard to take on another line to produce a fighting game, so we unfortunately passed.” It wasn’t until roughly a year later that conversations about the game started up again, but Arc still didn’t have the bandwidth. “At the time at Arc System Works, we had all of our fighting game development pipelines just fully occupied,” Yamanaka said. They set up a meeting to discuss the potential of making Kill la Kill into a fighting game. According to Arc System Works’ Guilty Gear director and Kill la Kill: IF producer Takeshi Yamanaka, one of the studio’s producers caught the attention of someone with the rights to Kill la Kill after he tweeted about enjoying the anime in 2015. First It Lost Its WayThe idea of a Kill la Kill game started, of course, with the anime. The meeting encapsulated the feeling I got from every interview I’ve done with each of the teams Kill la Kill: The Game - IF is the fruit of an intense collaboration between these three companies, and each of them has something unique to offer to it – and even more unique takeaways from the project. “In roughly 40 minutes the group discussed what its Nintendo Switch cartridge would look like, merchandise samples, incredibly specific color details for a character’s sailor collar and ribbon, alternate colors for all the fighters that honor Arc System Works characters, the number of life fiber lines as background details on a promotional card, a new TV trailer, upcoming convention plans, how much of the protagonist’s butt could be exposed on a certain system’s cover art… the list goes on.
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