The trailer presents a series of gameplay scenes where we can see the protagonist play with various demons. The game is obviously optimized for the touch screen command. The samurai fight against the monsters and various dark creatures to save the world from an invasion of Oni. World of Demons is one hack n ‘slash ambientato nel Giappone feudale, o per meglio dire in una sua versione mitologica.
The graphic style, which can be seen from the movie at the beginning of the note, is deeply rooted in that of its owner Okami. The game is currently exclusive to Apple Arcade. I also know there’s room for improvement and some problems that players have made me aware of, so I want to keep that in mind when working on the next project.Platinum Games (NieR Automata, Bayonetta, Astral Chain) has a trailer and a new trailer The world of demons, mobile gaming game announced this year and will finally be available. Sakabe: It really makes me happy to see people say they’re enjoying the game, and it’s really encouraging too. How happy are you with the game's launch so far? Tanaka: We plan to fix bugs and comply with iOS updates, but don’t have any plans for additional content right now. What can you tell us about your plans in terms of updates?
In other words, you might say I wasn’t happy until then! I’d say that was about six months before master submission. Sakabe: I gave it my all right up until the end, but I still can’t say I’m perfectly satisfied.īut as far as releasing something I believe in, I can say I was confident once the game design settled into its final form. Right up until the final stages of development, we struggled with finding the proper balance that would be the most enjoyable for players.Īnd of course, it wasn’t just my work, but the work of the whole team and help from the veterans at PlatinumGames that made World of Demons what it is.Īt what stage in development did you feel you had a game that you were happy with? Initially, you were able to just keep summoning yōkai continuously, but that meant you could beat the game only by doing that. We already had a foundation, so it was essentially a matter of strengthening that foundation. We always had a concept for action that would allow the player to summon and use a lot of yōkai, but we had to work very hard at realising that concept in a way that would be fun and balancing it to keep it fun as you played through the game.
The problem was deciding how to handle the action and level design. So, while there was some adapting to do, there weren’t any difficulties on that front. Sakabe: When it came to the design, we already had a foundation, so it was essentially a matter of strengthening that foundation. What was the biggest challenge you had to overcome during development? Players fight summon and fight various yōkai throughout the game. However, if you include the initial plan, you could add a few more years to that.Īs for the number of people working on the game, it fluctuated during various phases of development but there were about 50 team members maximum.
Koji Tanaka: It’s hard to say exactly, but I think it took around 18 months. How long did development take, and how many people worked on the game? With that in mind, we started production on World of Demons. Since we were going to release it for a subscription service on a smartphone, Ithought we should avoid social game elements and instead focus on action, which is PlatinumGames’ strength. Sometime after that, I heard an internal discussion about using what we had worked on as the basis of a new game for an exclusive release on Apple Arcade. I thought we should avoid social game elements and instead focus on action, which is PlatinumGames’ strength.