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Rygar: The Battle of Argus interview

by rawmeatcowboy
14 December 2007
GN 1.0 / 2.0

A portion of a Gamasutra interview with Tecmo’s Team Tachyon executive producer Keisuke Kikuchi…

GS: Since it’s based on the PS2 version, what was the thought behind remaking this game? Was it thought that the Wii has a different, broader audience comprised of users who may not have played the original version?

KK: The world we created for Rygar PS2 was very well accepted. Maybe the action part of the game, some people weren’t too excited about it. And the fact that we had way too many worms to kill throughout the game, that wasn’t a very popular feature. So, this time of course we are adding new, bigger enemies, and so forth, to mend that problem.

The people who weren’t quite satisfied with the action part of the game on the previous version, we want them to enjoy this game [with] the new control. And then, of course, we will have the Wii customer base who have not tried this game — we would like to go after them as well. But the important thing is that we want to turn this into a series again, so that this game is just a stepping-stone to the next Rygar.

GS: When it comes to the reception of the original game, you said that you took into account the fact that people didn’t like the some of the enemies. Is there anything else that you learned and then were able to change in order to improve the game?

KK
: As you can see, of course, the new enemies are more like humans. The worms now look like knights. They’re taller and bigger than the main character. But the enemies who are carrying Diskarmor-like weapons are the same size as the main character, but they move faster, and they use the weapon to attack back. And, of course, I think that attacking and killing human-based enemies is a lot more satisfying than killing a bunch of little worms. So that’s the direction of the enemies.

Full interview here