default header

News

[3DS] Rhythm Hunter: HarmoKnight

Moderator: JC Denton

[3DS] Rhythm Hunter: HarmoKnight

Unread postby Dolt » 16 Mar 2013 15:58

http://www.nintendo.co.jp/3ds/eshop/aq7j/index.html

Harmoknightlogo.jpg
Harmoknightlogo.jpg (65.46 KiB) Viewed 7000 times

Harmo-Knight-2.jpg
Harmo-Knight-2.jpg (28.37 KiB) Viewed 7000 times

Harmo-Knight-4.jpg
Harmo-Knight-4.jpg (32.92 KiB) Viewed 7000 times

Harmo-Knight-5.jpg
Harmo-Knight-5.jpg (30.75 KiB) Viewed 7000 times

Harmo-Knight-6.jpg
Harmo-Knight-6.jpg (26.45 KiB) Viewed 7000 times

Harmo-Knight-8.jpg
Harmo-Knight-8.jpg (39.07 KiB) Viewed 7000 times

Harmo-Knight-9.jpg
Harmo-Knight-9.jpg (29.47 KiB) Viewed 7000 times

Harmo-Knight-12.jpg
Harmo-Knight-12.jpg (30.86 KiB) Viewed 7000 times

Harmo-Knight-14.jpg
Harmo-Knight-14.jpg (26.39 KiB) Viewed 7000 times

Harmo-Knight-7.jpg
Harmo-Knight-7.jpg (26.66 KiB) Viewed 7000 times

Trailer: http://www.youtube.com/watch?v=6_iCPBCP8vI

Iwata Asks interview with designers:
http://www.nintendo.co.uk/Iwata-Asks/Iw ... 22734.html

Masuda: My name is Junichi Masuda and I worked as producer on this project. This title came out of a rather special environment. It was a way of doing things that marked a first for us at GAME FREAK.

Iwata: Could you tell me more about that? Masuda: GAME FREAK had come up with original titles such as Drill Dozer2, but we had experienced quite a few problems in the past with getting new projects up and running.

2. Drill Dozer: An action platform game developed by GAME FREAK and released by Nintendo for Game Boy Advance. It was released in September 2005 in Japan and February 2006 in the US, but was never released in Europe.

Iwata: Well, you have the weight of expectations of all the Pokémon fans out there who want you to focus on making great titles for that series.

Masuda: Yes, and we are absolutely committed to meeting our fans’ expectations. We can’t exactly leave Pokémon to one side while we work on other games! (laughs)

Iwata: (laughs)

Masuda: This is why we decided to change the internal structure of the company so that we could initiate new projects while still being able to give our all on Pokémon titles. We have structured things so that if you come up with an idea for a game, you can write a proposal for it;if you can then get two other people to support it, you will be given three months to make it.

Iwata: I see. So you have made specific rules, along the lines of Google’s ‘20 percent time’3 concept. Is any member of your staff free to work on coming up with a game?

3. ’20 percent time’: Google allow their development staff to devote 20 percent of their working hours to their own pet projects.

Masuda: Yes, that’s right. Anyone can work on developing a game, as long as you can find two other people prepared to come on board with the project. Then, after three months, we will check on the game’s progress.

Iwata: So you check to see whether or not the project is worth continuing.

Masuda: That’s right. And if we think it’s worth pursuing, we will give the team another three months to work on it. Then, six months after work begins on a game, the management will make a decision as to whether or not to turn it into a full-blown project. HarmoKnight is the first fruit of our company’s new system, which encourages people who have an idea to just give it a go.
Dolt
 
Joined: 26 Apr 2011 23:46

Return to News