Nintendo has added two surprises to the Switch Online N64 service this week in the form of Extreme G and Iggy’s Reckin’ Balls.
Extreme G: Fans of all things fast, start your engines! Push your cyber cycle to the limit and zoom through 12 futuristic looping, twisting racetracks. But watch out, because these battle bikes pack a wallop – each is loaded with weapons, and your rivals are not afraid to use ’em! Beat your opponents to the punch and pick up a bevy of powerups in an attempt to top the rankings and avoid total wreckage. Plus, up to four players can settle the racing score locally** or online.* Whether playing solo or with friends, Extreme-G sets the course for some serious g-force!
Get To Know Our Team
Chad
Senior Software Engineer
Hi, everyone! Wynn here again. Welcome back to another Xbox Insider Team interview. Today’s chat is with Chad—the very first of our incredible Xbox Insider engineers. How’s it going, Chad?
Doing pretty well, Wynn.
Glad to hear it! Well, let’s jump right in.
Tell the community a little bit about how you joined the Xbox Insider team.
Yeah, so, I joined the team ten years ago. Probably like a month or two after everything initially launched.
Oh, wow. So, you’re pretty OG on the team?
I’m the longest-serving engineer, and I think only Leland has me beat on overall tenure for the team.
That’s really impressive man. You must’ve seen a lot in your time here.
Haha. It’s been a journey. I’ve seen the program evolve from a little applet, where we just had a few visible rings, to where it is now, with a fully blown hub app and multiple different types of flighting. It’s been really rewarding to be part of that transformation.
Let’s talk more about that transformation. How have you seen things change over the years?
In the beginning, the program was a kind of scratch group of different people all trying to just get things working and stood up. We had the flight dashboard setup, but we realized really quickly that we needed an actual app for people to access. So, we worked to build that out. Then when Todd took over, he was really focused on the outward expansion of the program. Game flights, app flights, better infrastructure for all that, Todd pushed a bunch of those initiatives forward. Now, with Brad’s leadership we’ve been working on a lot of the crystallization of process and harmonization aspects.
I love hearing about this kind of history. I didn’t think about it initially, but I guess you’ve worked under everyone who has led the program.
Yup! I’ve seen every manager, every leader, every re-org, etc. that’s happened throughout the years.
Well—since you’ve been here for so long—what’s your favorite moment from your work or like something you’ve worked on that you’re the most proud of?
Hmm. That’s a great question. I think I have two different answers. To answer the “what I’ve worked on part”, it’s really the feedback system as a whole. There’s probably not a single thing in that codebase I haven’t touched over the years, and I’ve been building that from the ground up all the way to now.
But the favorite moment portion is definitely something that’s not related to the work I do at all. Before the lockdowns started, we had these holiday parties every year. Just a small thing with the flight team, a white elephant type deal. The cast may have changed somewhat, but there was also a static core throughout the years. So, there’s this series of cherished memories that I have with all of my teammates from each of those parties that I hold dear.
I’m torn between being mind blown about the feedback reveal and being moved by the holiday party anecdote. I wonder if there’s any way we could start that back up.
It would be cool to see them come back in some form.
Well, we’ve seen what you’ve worked on in the past. Do you have any updates about what you’re currently working on that you can share with the Xbox Insider community?
Lemme think if there’s anything I can talk about publicly. The nature of engineering work isn’t always the most flashy or interesting to everyone, but we are doing a lot of upcoming modernization work on the backend for all things XIP.
Okay. I can get behind that. Sprucing up the infrastructure?
Yeah, exactly. Tech progresses pretty quickly, so you always want to make sure you’re doing things as efficiently as possible. With some of these changes, it’ll end up freeing up our engineering team to work on more “fun” projects later in the year.
That sounds awesome! Looking forward to seeing how that turns out.
Okay, let’s move on to the more rapid-fire style questions. What’s your favorite video game or one that’s impacted your life the most?
This is slightly tangential from the question, but as far as a game that impacted my life, the first thing that comes to mind is a teacher I had in high school. I grew up in a more rural area where we didn’t have many AP classes at the time. I had a particularly cool computer science teacher who saw potential in myself and a handful of other students. He hand-crafted multiple years’ worth of computer-related courses specifically for us. He showed us everything: computer history, visual logic and visual basic, some computer animation and modeling. A lot of the classes were designed around us creating little apps and games. That memory: those games I built with that teacher and my classmates, are what I remember the most.
That might be the best answer that isn’t quite an answer to this question I’ve gotten yet. I’m incredibly glad you shared that. I think a lot of people had that one teacher in high school that really connected with them in a meaningful way.
Definitely. I don’t think I’d be where I am today without those experiences in those formative years.
Agreed. Let’s try a little lighter fare. Favorite album?
Renaissance by Beyoncé has been a go-to for a while now. I’m a bit of a house-head and I’ve always loved the Queen Bee, so that album has really been firing on all cylinders for me.
I know purely from my wife’s excitement that the next album in that trilogy is dropping soon.
Yeah, it comes out at the end of the month, but it’s actually a country album instead of a more dance/electronic one. [Note: This interview was conducted prior to the album’s release.]
Haha. It seems I’m far out of the loop when it comes to Beyoncé. I’m like, “The same person who did Single Ladies is doing house and country?”
The Queen Bee has range.
Truly. Let’s move onto the screen. Any favorite shows or movies you like to rewatch?
Avatar: The Last Airbender I can literally watch any time, start to finish. For movies, I’m a Miyazaki guy, and Spirited Away is my favorite.
Oh, you and Austin should do a simultaneous rewatch of ATLA. You can start a podcast!
That’s not a bad idea. Lemme write that down.
I’ll be the first subscriber.
Okay, do you have any hobbies outside of the realm of entertainment media?
I love travelling with my partner and my friends. I’ve actually been to Antarctica before. But traveling is too cliché, right?
Let me just check my notes here. Nope. We don’t have a single other person who says they’ve been to Antarctica.
Haha. I guess it was one of those once-in-a-lifetime things even though I do hope I get to go back someday.
I wish we had a little more time to dive into that because I’m so curious about what that was like. Anything else besides being an actual literal globetrotter?
I’ve gone to Burning Man for the past nine years and I spend a decent amount of time working on projects for that.
The environmental dichotomy of Antarctica and Burning Man being your answers is truly perfect.
Thank you.
Well, any last thoughts for our Xbox Insiders before we wrap?
I just want to say thank you to everyone who has ever submitted feedback through the program. Whether it was system related, a game flight, or just a one-off, we really do look at all of that and it’s extremely important for what we do as a team. We really can’t thank everyone enough.
I can cheers to that! Chad, thank you so much for stopping back to chat with everyone.
The pleasure’s mine, Wynn!
Xbox Insiders, be sure to be on the lookout for more content all throughout February including more interviews from the team, a trip down memory lane, and so much more. All of our 10th Anniversary content can be found on our Hub Page.
Zenless Zone Zero is the next action-RPG from Genshin Impact developers HoYoverse. Where Genshin is all Zelda-style pastoral greens, Zenless is an urban fantasy. It’s expected to release sometime in the first half of 2024, and you can now pre-register on all platforms.
Songs Of Conquest is a strategy-RPG with some of the most handsome pixel art around. Steam tells me I’ve played its Early Access release for 0.7 hours, which was long enough to know that I wanted to play more and would wait for version 1.0. I won’t have to wait much longer. It’s now got a May 20th release date.
Captivating adventure inspired by Studio Ghibli, featuring vibrant landscapes and intricate puzzles.
Diverse environments, and engaging puzzles in a mystical realm.
Breathtaking visuals and immersive gameplay for all ages.
Hey there, gamers! Let’s delve into something truly exciting: the unveiling of Lost Twins II, a highly anticipated puzzle platformer from Playdew, an innovative indie game developer based in Pakistan. This momentous occasion represents the culmination of seven years of hard work and dedication, promising players an extraordinary gaming experience that transcends the ordinary. Step into the whimsical realm of Lost Twins II, where you’ll guide the titular lost twins, Abi and Ben, through a mesmerizing adventure filled with intricate puzzles and unexpected twists. With its focus on exploration and discovery, rather than conflict, Lost Twins II invites players to unravel the mysteries of its dualistic-inspired narrative, where seemingly opposing forces merge to create a harmonious and enchanting journey.
Embark on a Mystical Adventure
Embark on a mesmerizing journey into the heart of Lost Twins II, where wonder and adventure await at every turn. In the mystical realm of Phoenix, a radiant community of sibling phoenixes once flourished, their existence a testament to the eternal dance of life and rebirth. But fate had other plans. A mighty storm, born of unseen forces, tore through their world, leaving devastation in its wake. The once-vibrant phoenixes were frozen in time, transformed into statues of stone, their essence scattered to the winds.
Our story begins amidst this chaos. Twin siblings, Abi & Ben, stumble upon the remains of one such phoenix, hidden within the halls of their parents’ museum. Drawn by a mysterious light, they follow its ethereal trail, leading to the stone phoenix and a portal beyond imagining.
With a burst of radiant energy, you are whisked away to the shattered remnants of the phoenixes’ homeland, where a grand adventure awaits. Joined by the phoenix, now in a transformed state, you’ll embark on a quest to reunite him with his scattered essence and breathe life back into the world of Phoenix.
Discover Vibrant Worlds and Engaging Puzzles
The game unfolds across three primary zones, each offering a distinct environment inspired by the vivid imagination of the twins. From lush forests to majestic castles, players will explore beautifully crafted landscapes while solving puzzles in each zone.
As you progress, you’ll collect feathers to unlock new areas, unveiling the secrets of this enchanting world one puzzle at a time.
Dive into Captivating Features
As you guide the twin siblings through dynamic environments, you’ll encounter a myriad of challenges and delights along the way. With the ability to control both siblings, you’ll navigate through enchanted forests, traverse frozen castles, and explore the whimsical realm of Toyland, all inspired by the captivating worlds of Studio Ghibli. Immerse yourself in the beauty of each landscape with an atmospheric soundtrack that sets the tone for your adventure, while unlocking achievements hidden throughout the game. Solve a variety of puzzles, from logic challenges to spatial conundrums, each offering multiple solutions to spark your creativity. With privacy and offline play guaranteed, Lost Twins II invites you to delve into a world of magic, mystery, and endless exploration.
Featuring stunning visuals reminiscent of Hayao Miyazaki’s iconic style and meticulously designed puzzles, Lost Twins II guarantees an unforgettable experience brimming with wonder and delight for players of all ages. With Lost Twins II, you are invited into a world where curiosity and creativity reign supreme. So, are you ready to embark on this enchanting journey and reunite the lost twins? Wishlist now, and get ready for the release later this year on Xbox.
Wishlist now to be the first to embark on this thrilling journey!
Lost Twins 2 is an incredibly cute puzzle adventure that will challenge, entertain and maybe even inspire you. Guide Abi and Ben on their journey to find a way back home across a whimsical polygonal playground crafted with an enormous amount of care. Is the mystical Fenghuang leading them home or steering them down a rabbit hole?
Inspired by Miyazaki, the art style merges soft, painterly backgrounds with simplified, memorable characters and fluid animations. Each frame is crafted meticulously with pride – specific lighting techniques, thoughtful composition, and immense attention to detail mean that every single moment you’ll spend playing Lost Twins 2 will be a feast for the eyes. The original musical score is atmospheric, soothing, and thematic to complement the art style.
The puzzles in Lost Twins 2 are painstakingly designed, with elegant solutions that make you feel, momentarily, like a genius. They are hard enough to present a challenge but logical enough that you’ll be able to solve them within a few attempts. There is a joy to be discovered in every level in Lost Twins 2.
A signature sliding puzzle mechanic forms the core complemented by mechanics such as pressure switches, water gates, breakable domes, lifts, elevators, and more to ensure that the pace of the game never falters. There’s no repetition in the puzzles, each new puzzle will feel interesting and unique.
The goal is to delight both children and adults with a gameplay experience that is based on discovery, tinkering, and exploration–not on conflict and threat. There are no timers, no enemies, no deaths, not even any dialogues to read – just a poetic, visually breathtaking world full of puzzles challenging your wits. A cerebral and pleasant experience for everyone, never frustrating without proper reward, never dull or monotonous.
Amazon is offering the Jackery Explorer 100 31,000mAh Power Bank for $99.99 after you clip the $30 off coupon on the product page. This is the largest capacity power bank we’ve seen that’s TSA carry-on eligible. It also uses superior LiFePO4 battery cells, can charge up to 3 devices simultaneously, and boasts up to 100W charging output via USB Type-C.
Jackery Explorer 100 31,000mAh Power Bank for $399.99
At first glance the Jackery Explorer 100 looks like one of those large power stations you might use as a backup battery for your home. But actually, this thing is pretty small, small enough to fit on the palm of your hand. It measures only 5″x3.4″x3.4″ and weighs about 2 pounds. This is a 99Whr power bank, which means it just barely squeezes its way under TSA’s sub-100Whr requirement. With a 31,000mAh total capacity, this is definitely the largest TSA carry-on eligible power bank we’ve posted on IGN.
Unlike most smaller power banks which use lithium-ion cells, the Jackery Explorer 100 uses LiFePO4 cells. They’re usually more expensive and also a bit heavier, but in exchange you get inherently safer battery chemistry and a much longer lifespan, both in terms of number of cycles and calendar aging.
The Jackery Explorer 100 has three outputs: two USB Type-C with PPS and Power Delivery up to 100W total, and a USB Type-A with 28W of charging for a total of 128W. The Steam Deck supports up to 45W max charging, the ASUS ROG Ally up to 65W, and the Nintendo Switch up to 18W. That means ou can charge a Steam Deck, ASUS ROG Ally, or Nintendo Switch at its maximum charging speed. In fact, you could almost charge all three at their maximum charging rate simultaneously.
Jackery is a well known brand that’s based out of Fremont, California. They’re very reliable and are often a great alternative to the juggernaut Chinese companies like Ecoflow and Bluetti. This power bank is UL 94V-0 certified and includes a 2 year warranty.
Seal: What the Fun is a brand-new multiplayer party royale game that will let up to 20 players compete in a wide array of hilarious and entertaining mini-games to be the last one standing. There is so much fun to be had in Seal: What the Fun and we’re here to break down why this is one party you don’t want to miss.
Seal: What the Fun, which is set to have a beta test on April 27 and 28 in the Americas, is chaotic, unpredictable, and highly entertaining in all the best ways. Each match will last just 10 minutes and there will be three rounds of awesome fun in every one. Seal: What the Fun supports both solo and team play modes so you have the freedom to play exactly how you want.
While we’ll get to the fun of the rounds in Seal: What the Fun shortly, we have to talk about all the all the charm and customization that’s featured in the game. For the beta test, there will be six characters to try out – Rascal Rabbit, Giant the Bear, Blanco the Dancing Cactus, Joe the Little Boxer, Popo the Magic-Trained Sheep, and Snowball the Tall and Quirky Carrot-Nosed Snowman – and each will boast a personality all their own.
You’ll never get bored, because you can customize each of these characters to your heart’s content with different costumes and items to make your character yours. When you are in the middle of the match, you can let your opponents know how awesome you are with a variety of emo-effects, animation gestures, and more.
Now, as for the rounds themselves, there will be everything from shooting sports to racing, climbing, surviving, and puzzle matching. You’ll not only have to find the fastest and most efficient route through a level, but you’ll also have to keep your eye out for your competition who will be doing the exact same thing. Will you focus on being the fastest player and being ahead of the pack? Or will you be a mischievous player who revels in watching others fail or knocking them out of the game yourself? The choice is yours!
One of the minigames is a life-size Air Hockey Match that will see teams trying to score as much as possible by slamming into the puck, another is a race that feature wild obstacle courses,one where you must continuously jump on trampolines to survive, and a game where you shoot your opponents off a circular platform over bouncy balls that can save you at the last moment. Seal: What the Fun, granting you an extra opportunity to survive. And yes, it’s as exciting as it sounds!
With party games like this, repetition can be a concern. With Seal: What the Fun, however, there are gameplay mechanics that were designed specifically to keep every match fun and unpredictable. For example, there will be random boxes and items that appear in each round that can turn the tide of the match and mean the difference between a sweet victory and a tragic defeat.
The stages will be just as fun as the games, and so far we’ve been treated to a glimpse of two – Playroom and Waterbomb. Playroom is the idealistic version of a childhood bedroom, complete with toys, colorful cubes, cars, planes, and so much more. Waterbomb, on the other hand, is a level based on the iconic Waterbomb Festival that features a lot of water attractions, water guns, and even a concert to add to the fun.
If this Seal: What the Fun party is one you want to join, we encourage you to check out the game’s Steam page and wishlist the game right away and choose to request access to the beta Test below that. For those of you curious, we’ve included the dates and times below;
The beta will include 38 rounds, the six characters mentioned above, beta test achievements, and much more. While all save data will be deleted after the beta test, players will unlock, and get to keep, an exclusive “Hat the Piya” Costume item for participating.
The beta test will be a big step towards Seal: What the Fun’s Early Access launch on Steam later in 2024. To keep up to date on everything happening with Seal: What the Fun, be sure to wishlist the game on Steam or join its official Discord server.
Royale-battler Fortnite will soon allow players to hide a handful of emotes the developers concede are “sometimes used in confrontational ways”. This includes the emote reported as the most-used in Fortnite’s seven-year history. That’s either a worrying indictment of the game’s players, or a (more?) worrying indictment of universal human psychology. What is the offending animation? Well, turns out people don’t like being laughed at.
You know what? Life’s too simple. Too free of complications and anxiety. Too relaxing! Everything’s just so smooth and calming and tranquil across the globe in the 21st century, you’re probably looking for some grit in your oyster, right? Right?
Okay, perhaps not. But for whatever reason, you might be interested to know the best stressful games on Nintendo Switch — titles likely to get the vein in your temple bulging and make you snap at friends and family. Perhaps you want a list of Switch games to avoid if you’ve had a hard day at the office! Or maybe you’re just fed up with R&R and are looking to spice things up.
Preparing for Adventure – Talking to the Creative Minds Behind Eiyuden Chronicle: Hundred Heroes
Sebastian Yamaguchi, Xbox Wire Japan Editor
Summary
Xbox Wire Japan recently had a chance to speak with Studio Head and Illustrator Junko Kawano, Producer and Art Director Junichi Murakami, and Director Osamu Komuta at Rabbit & Bear Studios.
Eiyuden Chronicle: Hundred Heroes was funded via Kickstarter with a total of 46,307 backers that were eager for a new game from the creator of the Suikoden series, the late Yoshitaka Murayama.
Eiyuden Chronicle: Hundred Heroes is available now for Xbox Series X|S, Xbox One, Windows, and with Game Pass.
Starting today, players can immerse themselves in the world of Eiyuden Chronicle: Hundred Heroes, which continues a rich legacy of memorable JRPGs guided by the stewardship of the late Yoshitaka Murayama and his team at Rabbit & Bear Studios.
Funded via Kickstarter back in 2020, with a total of 46,307 backers that were hungry for more Murayama-esque game experiences like Suikoden, Eiyuden Chroncole: Hundred Heroes is now available for players on Xbox Series X|S, Xbox One, Windows, as well as with Game Pass.
Producer and Art Director Junichi Murakami
Studio Head and Illustrator Junko Kawano
Director Osamu Komuta
To commemorate its launch, Xbox Wire Japan recently had a chance to speak with Studio Head and Illustrator Junko Kawano, Producer and Art Director Junichi Murakami, and Director Osamu Komuta at Rabbit & Bear Studios, where the team’s sincere responses conveyed how much Hundred Heroes embodies the vision of Murayama, with a team that was built around the desire to make “the most interesting game of [their] lives”.
The Kickstarter launched back in July 2020, and now Hundred Heroes is nearly here. How are you feeling?
Producer and Art Director Junichi Murakami: Actually, I haven’t settled down emotionally at all yet. There is a sense of relief that we can finally deliver the product to everyone, but there are still some things that we won’t know until it goes on sale. Although I am anxious in some ways, there is a sense of accomplishment in knowing that we have finally come this far after working hard together for a long period of time.
Director Osamu Komuta : We have been working on this game for about three and a half years now, so we are all exhausted (laughs). We have been working hard as a team to patch the game, but now we are closing into the release of the game. On one hand, I am a bit relieved, but on the other hand, as Murakami mentioned, I am also excitedly waiting to hear the reactions of the players as the game goes on sale in two weeks’ time.
Studio Head and Illustrator Junko Kawano: I feel pretty much the same way as those two do, so they’ve done most of the talking. It’s been too long since I’ve worked on a consumer title, and I feel like, “Well, nowadays pretty much everyone is already working on patches”, so I really have to keep going until the very last minute… I wonder if I’ll feel done once it’s released and everyone has played it.
What are the highlights of Hundred Heroes, from your perspective, especially the parts you would like people to pay attention to?
Komuta: As the title suggests, there are a lot of characters. We want players to go on adventures with their favorite party and prepare for battles with them. We also want them to try using characters they meet along the way, and hopefully enjoy switching characters around. In most RPGs, you would train the skills of, or you explore the power of individual characters, but in HH, the fun is rooted in the variety of characters. The depth of the game becomes based on the number of characters that you have trained and brought up.
Murakami: In terms of design, we have put a lot of thought into each of the characters and made sure that each had a distinct personality. Even for a single mini game, the characters have different looks prepared just for that game. Basically, I don’t think we have cut any corners, so if you play through the game thoroughly, I think you will see many good things that you expected when starting to play the game.
What are some of the aspects of Hundred Heroes that you focused on from a JRPG standpoint?
Murakami: I’m sure each of us has our own thoughts on various things and what we were particular about, but I believe JRPGs are unique in the way they portray the nature of the story and the characters. There is always an added element where “anything goes in a JRPG.” RPGs from overseas pursue reality, but in the case of JRPGs, after an intense battle, the players are suddenly spending time in a hot spring (laughs). I think the beauty of JRPGs is that they contain a flexible mindset where fun is hybrid, allowing players to start playing with cards regardless of location. I feel that Hundred Heroes has been able to bring that essence out very well.
Komuta: Murayama always talked about the makunouchi bento when explaining RPGs. He would say that “RPGs had a variety of side dishes, and every one of them is delicious”. Surely, there is a storyline that runs through the richness of variation and variety like a makunouchi bento. But if you take a side trip for a break, you can soak in a hot spring, play a card game, get into the theater…… and have fun. There are many variations in the story.
We were particularly careful about making sure that when the player goes off on a tangent, the game will have a proper reaction to whatever he or she does. Even a single line of dialogue may change depending on the party you have formed, so I believe that players will enjoy the abundance of options and the development the game provides in response to their choices.
The pixel art of the characters in Hundred Heroes is extremely detailed, which seems to be a rare direction to take these days. How did you decide on this?
Murakami: When we first started planning the game, we had already decided to make it an evolution of pixel art, or dots. When we began to consider what kind of resolution we wanted to use, we started with a size that was familiar from old games, but we realized that if we continued in this manner, it would be difficult to distinguish the individuality of the more than 100 characters Kawano had created, and it would also be difficult to express the individuality of the characters themselves.
In addition, the expressions themselves seemed a bit old-fashioned, so we decided to increase the resolution. However, increasing the resolution would inevitably increase the number of dots, so the amount of work increased. Furthermore, if the resolution is increased too far, the pixel art may end up becoming more like an illustration.
After trying various methods, we decided that the current size would require more technique, but would allow us to properly express the detailed design and accessories that adorn the characters Kawano has created. The size and feel of the design matched the sense of expression that we were looking for.
There are several battles available: normal battles (with a party of 6), boss battles, duels (1 vs. 1), and wars. What are the highlights and key points of each? Also, was the decision to use random encounters based on the feel of old JRPGs?
Komuta: The adoption of random encounters was based on the premise that this game was a JRPG. In addition to this, Murayama’s idea of RPGs was to make it possible for anyone to complete the game, even if may the first time in their lives that they have played such game. So long as you know the basic rules, anyone can advance and complete the story in HH.
At first, we considered using symbolic encounters, but we decided to use random encounters for this game, as we thought it would be easier for players to understand (the game). We also wanted to respect the initial concept of clearly separating between the scenes, namely when the games switch between normality and battle.
In the very early stages of planning, we had two ideas, and one of them was to have the battle transition occur on the spot, which is very common these days. The idea also came up during the planning stage, but since we wanted to express the transition properly, we decided to use random encounters with clear transitions, that would set the tone and mood and prepare the player for battle. The battles themselves are rather simple command battles; even if you are new to the JPRG genre, once you get used to it and start leveling up, you will be able to move on within the story.
Of course, there is an element of challenge in the game. The higher you set the difficulty within the game, the more you will have to play around the attributes and the order of actions. There are plenty of challenging battles waiting for you, and we hope players will have a great time strategizing and overcoming.
The system of strongholds, one-on-one battles, wars, etc. were also seen in Gensou Suikoden. Did you intend to include these systems from the beginning of the project? Is there a reason why you decided to use it again in Hyaku Eiyouden? Also, what did you change from the past games to better suit today’s game experience?
Murakami: All of these elements were included in the Kickstarter stretch goal, including war, single combat, and the Fortress Town.
Kawano: Including the cook-offs, too.
Murakami: The backers are fans of Murayama’s games, so it seems that those elements were required. All of them were realistic targets if we got the budget and time frame right, so we included them as items, but we’ve already accomplished all of them. We started from the point where we had to aim to include all the elements we promised in the Kickstarter program.
Komuta: From the very beginning of the project, we wanted to develop the Fortress Town aspect of the game. We were not talking about a castle where everyone could gather, but rather a town where people could build their own town, as if we were putting in a whole other game where people could build their own town.
Murakami: It was borderline crazy to think of such thing (laughs).
Komuta: It is true that when we started imagining the Fortress Town, it was not an easy task. It may have been better if it was just an automatic progression of elements, such as the city growing as it levels up, but this time, we wanted to includes elements such as building structures of your own choosing, and calling in the people needed to build and maintain them. Some people told me that I was making another game within the game (laughs).
Murakami: Once you get into that phase, HH gets more and more interesting. In the beginning, you don’t even have the Fortress Town.
What kind of response did you receive from overseas players (after Kickstarter)? Were there any regions where the response was particularly strong?
Murakami: Originally, HH started with the fact that Murayama had many fans overseas, since Kickstarter and crowdfunding in general has not been too familiar within Japan. That’s why we didn’t include Japan in our crowdfunding activities at first. When the crowdfunding started, we came to think, “No, there are definitely Murayama fans in Japan as well,” so we decided to approach them too, and thus the order was first overseas and then domestic. The game itself is developed by Japanese people with Japanese sensibilities, so it will have a JRPG-like finish. We have been trying to create something that is uniquely Japanese, rather than focusing on foreign countries.
Kawano: In terms of the response from people overseas, we received support for “making a game that Murayama likes,” and we expected that there would be many fans around the world. In fact, when we launched the crowdfunding, the largest number of support came from the U.S., and the second largest was from Japan. Besides that, we also have received support from France and the Asian region, but also from Brazil, and really from all over the world. We didn’t really prepare anything special for any one place, but unlike Japanese fans, we received requests from American fans that are a bit more hardcore, such as wanting a mode with a higher level of difficulty.
Eiyden Chronicle: Hundred Heroes will be available on day one with Game Pass. What is your impression of the subscription service?
Murakami: When the idea of distributing Hundred Heroes through Game Pass first came up, It got me thinking since I was yet to consider it as an option. I thought it over very well and decided that our priority should be to spread awareness of Hundred Heroes rather than to aim for the stars with the first game.
When we settled on this direction, we realized that our core fans had already turned their attention to us. The backers of Hundred Heroes are the most important, and we will produce the work they wish, but I felt that their support alone would not be enough to continue the series — if that was the only way to continue the series, it would not last.
What I had to do as a producer was to increase the number of people who could play Hundred Heroes and broaden the base of the fan community. I thought that Xbox Game Pass would be the best way to increase opportunities for people who have never played this genre to pick up the game and see it. After considering these ideas, we decided that we should go for it.
Can you tell us about some of the memorable events in the development of Hundred Heroes?
Murakami: Memories abound (laughs). One of the things that was unprecedented was the (COVID) lockdown during development. I have very fond memories of that special environment, where we had to team up with people we didn’t know and had never met face-to-face from the beginning of development to create the game.
Komuta: About half of the people on my team have never met me face-to-face.
Kawano: Everything was done online, mostly from home.
Murakami: There are many such episodes. But the most memorable one was when Murayama and I launched the Kickstarter project.
Komuta: After we launched the Kickstarter, we reached our goal in an instant. We all went a little crazy at that moment.
Murakami: If it were a lottery ticket or something, I would simply be happy, but in the case of crowdfunding, the more it goes up, the more I got worried.
Kawano: Yes, you feel the sense of responsibility building up (laughs).
Komuta: I couldn’t believe our dream would gather so much support.
Murakami: I got the feeling that the expectations were being taken on board in a new way.
Komuta: I felt like I was taking on something great.
Kawano: While I felt grateful, it also came with a feeling of heavy commitments being placed on my shoulders.
Murakami: I had the feeling that there was no way I could escape from this (laughs).
Komuta: I had a lot of mixed feelings running through me, but above all, I was happy. Even now, I can’t forget what Murayama said at that moment. He said something along the lines of, “I can’t stop my hands from shaking”.
Kawano: It was like that from the beginning, and it was a special kind of game production right up to the end.
Lastly, what is your message to Xbox players who are new to the JRPG genre?
Kawano: We have created a place where people can play in a variety of ways. We hope you will enjoy the game, because we have created a game that can be played in any way you like and can be fun no matter where you pick up the pieces.
Komuta: If you play the game normally, you may get the feeling that “It’s just a regular JRPG”, but if you enjoy the deep variations, such as taking side trips, going off to the side, gathering your friends and changing to a different party, I think you will find HH very interesting. If you enjoy these side contents, I can guarantee you will feel the fun of HH.
Murakami: It is difficult to imagine what kind of person might experience a JRPG for the first time. But one thing I am sure of is that whoever experiences JRPGs through HH for the first time will find everything new and fresh. I think they will be able to enjoy a game they have never played before, a type of worldview they have never traveled in, and a feeling they have never had before. We have used different voice actors for all the characters. All characters have their movements and effects changed in detail, and there are also scenarios for each of them. Overall, I think you can enjoy the game without thinking too hard about it. There is not a single difficult thing to do, so in that sense, I hope that newcomers will feel free to give it a try.
Get the most out of your adventure with the Digital Deluxe Edition, which includes the following content:
• Eiyuden Chronicle: Hundred Heroes full game
• 1x Easy Journey Pack: (6x Healing Herb, 4x Healing Incense, 2x Revive Medicine. 3x Runeshard of Return, 1x Gold Coin)
• 1x Headquarters Custom Object
• Season Pass: [3x Original Wallpapers by Junko Kawano, Story Expansion: The Chapter of Seign, Story Expansion: The Chapter of Marisa, Story Expansion: The Chapter of Markus and HQ Makeover Pack (Golden & Pink Headquarters Exterior Paint)]
• Digital Mini Artbook
• Digital Soundtrack
Our story begins in one corner of Allraan, a tapestry of nations with diverse cultures and values. By dint of sword, and by way of magical objects known as “rune-lenses,” the land’s history has been shaped by the alliances and aggressions of the humans, beastmen, elves, and desert people who live there.
The Galdean Empire has edged out other nations and discovered a technology that amplifies the rune-lenses’ magic.
Now, the Empire is scouring the continent for an artifact that will expand their power even further. It is on one such expedition that Seign Kesling, a young and gifted imperial officer, and Nowa, a boy from a remote village, meet each other and become friends.
However, a twist of fate will soon drag them into the fires of war, and force them both to reexamine everything they believe to be right and true.
Eiyuden Chronicle: Hundred Heroes became the #1 funded Kickstarter video game of 2020 thanks to phenomenal support from the community. 505 Games is truly honored to publish Eiyuden Chronicle and work with Rabbit & Bear to help deliver a memorable gaming experience to fans. The goal of Rabbit & Bear and 505 Games is to make sure Eiyuden Chronicle reaches its true potential and delivers a worthwhile JRPG the community will enjoy.
Our story begins in one corner of Allraan, a tapestry of nations with diverse cultures and values. By dint of sword, and by way of magical objects known as “rune-lenses,” the land’s history has been shaped by the alliances and aggressions of the humans, beastmen, elves, and desert people who live there.
The Galdean Empire has edged out other nations and discovered a technology that amplifies the rune-lenses’ magic.
Now, the Empire is scouring the continent for an artifact that will expand their power even further. It is on one such expedition that Seign Kesling, a young and gifted imperial officer, and Nowa, a boy from a remote village, meet each other and become friends.
However, a twist of fate will soon drag them into the fires of war, and force them both to reexamine everything they believe to be right and true.
Eiyuden Chronicle: Hundred Heroes became the #1 funded Kickstarter video game of 2020 thanks to phenomenal support from the community. 505 Games is truly honored to publish Eiyuden Chronicle and work with Rabbit & Bear to help deliver a memorable gaming experience to fans. The goal of Rabbit & Bear and 505 Games is to make sure Eiyuden Chronicle reaches its true potential and delivers a worthwhile JRPG the community will enjoy.