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# Ghosts ‘n Goblins Resurrection ‘Developer Diary #2: Art ‘n Abilities’

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Ghosts ‘n Goblins Resurrection ‘Developer Diary #2: Art ‘n Abilities’

Peter Fabiano discusses the game’s unique art style.

Ghosts 'n Goblins Resurrection

Capcom has released the second developer diaries for Ghosts ‘n Goblins Resurrection, in which producer Peter Fabiano discusses the game’s art style and abilities.

Ghosts ‘n Goblins Resurrection is due out for Switch via the Nintendo eShop on February 25. Read more about the game here.

Watch the developer diary below. (Full transcript follows.)

Peter Fabiano, Producer: “Hi everyone, I’m back. I’m Pete Fabiano, one of the producers on Ghosts ‘n Goblins Resurrection. If you missed our first developer diary, please go back and give it a watch. It’ll give you a little more insight into what we are trying to achieve.

“Today I want to talk a little bit—or at least start a little bit—by talking about the art. As we mentioned, Tokuro Fujiwara-san is the director on this title. Some of his inspiration came a lot from… I would say that even with the original he went back and thought, ‘What do I want to make? What is this game about?’ It’s really focusing on almost a horror theme park. What does that mean? Like a fun house of sorts. Different variations and different ways you see things put together. That was then and for this title, he wanted to keep that theme, the same idea.

“What felt right in terms of looking at the art, taking that game and bringing it to today’s technology and differentiating the art style. Well, 3D just didn’t seem right. It wasn’t the direction we wanted to go in. So we focused on 2D, specifically with the 2D art, it was about looking at scrolls or art books… picture books, I should say. We wanted to bring that world to life. If you went back to the originals, you can see a little bit of that inspiration. Something that we definitely wanted to bring out here, really focus on that, and change things up. And with that, we looked in to certain options. One of them was, well, let’s go ahead and take our custom engine, the RE Engine, and bring that world, that picturesque world we were planning on, to life. And that’s where we we came up with the art style and focused on, that technology blending together. It is what you see and we hope you like it! It was really inspired a lot by the director’s vision himself.

“And just going into something that differentiates this game from some of the others, and something we want you to think about as you are playing this is, we’ve added some weapons, spells, and skills. The main thing there is that it’s not that there’s a variety, it’s that there is a variety for you to find the best way for you to play. We want you to find your own play style. What skill are you going to bring? What are you going to use? What weapon? What’s your favorite? How is that strategy best for you? That’s something we’d like the players to think about as they go through the game.

“With that, I wanted to remind everyone that pre-orders are now available, and our game will be going on sale on February 25, 2021. So stay tuned and we hope you look forward to the game, and see you next time! Take care.”

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