24/04/2007
Interview: Spectrobes
Now that Spectrobes for Nintendo DS has hit the shops, you will have
been able to find out for yourself exactly how to awaken a fossil, and
perhaps you're already building up quite a collection of your own.
But where did the ideas for this new franchise come from? We looked up
producer Kentaro Hisai at Disney Interactive Studios and asked him to
spill the beans....
As a producer, Mr. Hisai is involved in development aspects ranging from
game design and graphics to programming and sound. It's the producer's
responsibility to make sure that all the specialists in the development
team work well together, and that the best possible game comes out as a
result.Nintendo of Europe: Mr. Hisai, could you tell our readers where the
concept of Spectrobes came from?
Kentaro Hisai: Spectrobes is a game that was developed as an original
idea by Disney Interactive Studios. We are delighted to have been able
to bring a new concept to the rest of the Walt Disney Company from the
game division for the first time. Originally the idea started with various creatures that utilise light
as their energy power. Light consists of an iridescent spectrum. The
idea was that each creature is affected by each colour of the spectrum
and would turn into an evolved form that belongs to the specific colour
attribution. For example, if a creature is exposed to a red streak of
light, the creature turns into a creature of molten lava. And if it's
exposed to a green streak of light, it turns into a creature that
consists of plants. Thus, the game title came from the word Spectrum
and its image.
The idea of the spectrum was eventually applied to the scene of
awakening fossils. The sound waves of a voice are transformed into a
spectrum that illuminates the fossils. This is seen on the upper screen
of the DS, which shows the RGB colours (the three primary colours)
illuminating the fossil.NoE: Several media have compared Spectrobes to Pokémon. What do you
think are the biggest similarities and differences between the two
series?
KH: First of all, I am quite proud that the game has been compared to
Pokémon. However, I believe that only the game genre is similar just
like other game genres like racing and puzzle games share certain
similarities - and that there are actually a lot of differences in terms
of actual gameplay. So the genre for Spectrobes is an RPG centered around the collection of
creatures, but the fact that you have to excavate these creatures is an
original element. The fact that Spectrobes has real-time battles is also
different, and we feel that it will be successful because it's so rich
in content. We have designed Spectrobes from the point of view that it must be
different from Pokémon, so I feel that it is correct to say that
Spectrobes is significantly different.NoE: What was your inspiration for the design of the Spectrobes?
KH: The design of the creatures was based on two influences: Japanese
traditional art styles and the more modern manga and animation design
styles. "The design of the creatures in the traditional Japanese art styles
already has a history of over 2000 years. These creatures have remained
popular during this long period and continue to have strong appeal. The modern Japanese manga and anime styles are popular both in Japan
and overseas, and I believed that by combining both styles completely
new creatures could be created. This is how the appealing line-up of
monsters was born!NoE: It's very impressive that the game world is shown in 3D on both
screens. What made you choose this approach?
KH: Thanks! We planned to have a 3D environment on both screens from
the very start of the game design. So far nobody had done that and we
thought it would add depth to the game. The design of the planets was based on the need to deliver a variety of
environments. We wanted to create planets which are quite different in
look and feel, that would augment the sense of adventure and variety.NoE: What are the differences between wireless play in a Local Area
Network and playing the game via Nintendo Wi-Fi Connection?
KH: Nintendo Wi-Fi Connection offers a lot of exciting features for
uploading and downloading. If you access the community site regularly
you will be able to download several items. You will be able to download
specific creatures and items at set times. You will be able to upload save data from your Spectrobes game and
create your own page. You will get a virtual badge if you upload data
which will be displayed on your page. Playing local wireless, you can play a one-on-one battle from DS to DS,
or participate in a match making battle for up to 16 players. One player
is the Match Maker who sets up battles between the other players, and
receives the results afterwards. Battles are repeated until the number
of battles that have been set in advance is completed. Finally, the Match Maker judges the results and decides the order of
winners. This rank order is not decided just by the number of wins. The
Match Maker can reflect on the conditions of the battles, how strong the
opposing teams were, and influence the final outcome.NoE: What future do you see for the franchise do you think there
will be more Webisodes, a DS sequel, or maybe even a Wii game?
KH: We can't really talk about this yet but we still have lots of ideas
we weren't able to integrate in the current game. If everyone seems keen
for more then that would be great to hear and we will definitely
consider it for the future. We didn't manage to implement all of our ideas in the first game since
the game would be too big! I think it will only get bigger and better!NoE: Mr. Hisai, thank you very much for your time! Spectrobes is in shops now, only on Nintendo DS.
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