However, we wanted to be a bit different and decided to use print-style such as inferno (art in Japanese middle ages) with the theme of hell in order to capture exactly what GetsuFumaDen is about. As for Western players, there were already several popular games with Japanese themes and sumie-style, so we felt ours would also appeal to them. We have been inspired by many indie titles that have been designed freely, without the concern of following trends in the game industry, and wanted to follow suit. How did you come to make this decision and did you think about whether it might appeal to Western players?Īs we are a Japanese game company, we wanted to create authentic art that would attract global attention to Japanese style. For example, you could have used pixel art, which is very popular at the moment, but you went for the beautiful ukiyo-e art. I recognise it in Undying Moon, but you could have used any other graphic style for the new version. I watched a video of GetsuFumaDen for Famicom. But also about the „Early Access“ model and the Konami Code. We talked about the unusual graphic style and about this new approach, developing new games with indies. We had the chance to ask lead producer Shin Murato a few questions. GetsuFumaDen is currently in Early Access on Steam and already announced for Nintendo Switch. With GetsuFumaDen: Undying Moon, Konami is developing a Roguevania 2D action game together with the indie studio GuruGuru, which is only loosely based on the original. Unsere deutschen Leser finden das Interview hier!.You may remember Konami’s Getsu Fūma Den, released in 1987 exclusively for Famicom and only in Japan. Some retro experts pricked up their ears, because GetsuFumaDen has existed before. A few weeks ago Konami surprised us by announcing a new game called GetsuFumaDen: Undying Moon.
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