![]() But the gameplay is fairly chaotic, with so many spastic visuals and explosions appearing on screen at once. The main menu features lo-fi music that's very similar to relaxing coffee shop instrumentals, and it uses plenty of calm blues. KC: I think it's pretty funny that the title screen kind of serves as the polar opposite of the gameplay. The art director drew up the illustrations, which were designed to bring out the "lo-fi taste" and "new retro" elements of the game. TM: We're aware of the revival boom in retro culture, and the director himself is a big fan of ChilledCow, so I wanted to create an art style that would make people want to keep the game running even when they are not playing it. How did that all come about? The aesthetics remind me a lot of fan art around Bomberman I've seen online. ![]() ![]() KC: Let's talk about the distinct style of Amazing Bomberman. In order to provide diversity, each song was produced by a director and two members of the sound team, each of whom was responsible for a particular song. ![]() The overall composition of the songs was based on the premise that the songs should be easy to keep up with the rhythm of the game, and they ranged from "rock" to "idol songs" without being restricted by genre. TM: All songs are original transcriptions.įirst, the team came up with ideas for the overall structure and theme of each song and then searched for the best artists to create songs in accordance with each theme. How did the music selection for the game come about? Were artists and musicians given a theme to follow when writing music? KC: I noticed a bulk of the songs on Amazing Bomberman are original tracks made for the game. ![]() The stages are linked to the music and change, and the user is encouraged to play through each stage as if he or she were memorizing the score of a rhythm game. In considering the time-limited rules, we thought it would be interesting to link game time with the playing time of the music and incorporate elements of a rhythm game, which led to the creation of Amazing Bomberman's gameplay. We wanted to approach Bomberman with a different concept in mind but decided we wanted to follow the same basic battle structure as before because we wanted players to enjoy the traditional intuitive battles. KC: Was Amazing Bomberman ever intended to be a rhythm game in which you tap or drop bombs to the beat? ![]()
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