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XSEED reveals the process that brought Corpse Party to 3DS

by rawmeatcowboy
15 October 2016
GN Version 5.0

Coming from XSEED's tumblr...

Corpse Party, for one, was not a game anyone pitched to us, nor was it a game we pursued with prospects of becoming rich beyond our wildest dreams. Rather, it’s just a game I saw one day while browsing the Japanese PlayStation Store. I saw the screenshots, with their 16-bit RPGMaker aesthetic, and I read the blurb, and looked at the art… and I was intrigued.

o I downloaded the demo, which consisted of chapter 1 in its entirety. I played through the whole thing that night (attaining its most noteworthy wrong end, as I’d missed that key in the stairwell my first time through)… and I loved it. I loved the no-holds-barred brutality. I loved the emotional attachment I’d formed to Naomi and Seiko after just one hour of play. I loved the voice-acting, in all its creepy 3D binaural glory. And I *adored* that first chapter BGM – man, that track is just legendary. (And, incidentally, the 3DS edition features a unique arrangement of it with opera-style vocals, making a good thing even better!)

I went into work the next day and told my coworkers about this awesome horror game I’d played the night before. I lent them my PSP so they could try it too… and my boss shared my enthusiasm for it. He took it to our president, who also really enjoyed it. And then, before I knew it, we’d reached out to the Japanese publisher, and were officially evaluating the game for possible publication in English!

Full feature here