Interviewer: Were there any new concepts you put in when remaking it? Nakano: This has always been a very well known piece overseas, so the fact that the overseas staff were on board was another big reason. Interviewer: Besides the player’s kind comments, was there anything else that pushed you to remake it? I also really liked how deep this entry was so I was always looking for a good chance to remake it. Those comments definitely helped push us. Although this was before we started using social media, a lot of players had kindly told us that this is a very memorable title to them. We decide games when everything falls into place, like timing, the team, staff issues and so on. Nakano: There’s no one particular reason why this game was remade. Interviewer: Why did you decide to remake Harvest Moon: A Wonderful Life (2003, Gamecube), which is so different from the rest? You can clearly see the progression of time which is what makes it appealing. As chapters progress, of course the village changes but so does the main character’s appearance, way of thinking, relationships and so on. Out of the Story of Seasons series, this title stands out for illustrating a few decades within six chapters. Hoshina: The appeal is that you get to simulate and experience another life. Interviewer: To start, first please tell us about what makes this game appealing. Thanks to the collaboration of and we can share the information with English speaking fans! Translated Story of Seasons: A Wonderful Life Interview from Nintendo Dream!įor the March 2023 issue of Nintendo Dream, Hikaru Nakano (The producer of the Story of Seasons series) and Rika Hoshina (the director for Story of Seasons: A Wonderful Life) were interviewed regarding various aspects of the game.
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