Dear Reader:

You are viewing a story from GN Version 4.0. Time may not have been kind to formatting, integrity of links, images, information, etc.

G.Rev discusses the process of creating Kokuga

by rawmeatcowboy
27 August 2013
GN Version 4.0
A portion of a Siliconera interview with G.Rev...

S: Kokuga is a game that is designed for players to enjoy casually. How do you design a shooter so they are easier to get into and for a smaller screen?

Hiroyuki Maruyama, CEO: Current shooters require a lot of information – data, calculations, etc. – so attempting to simply miniaturize a regular shooter to fit it into a smaller device is quite difficult. In regards to Kokuga, it was not our intent to create a “current” shooter, so we did not have the problems related to trying to shrink one. We were more conscious of creating a video game in the thread of old-school classics – that actually made it easier to build the game for a portable console.

S: I noticed Kokuga has a card based system for power ups. Was this added because card games are quite popular in Japan?

HM: Actually, I get the impression that a key element of the popularity of card games in Japan is the ability to trade cards. If we wanted to target that market, we would have added that ability in Kokuga. A more important reason we chose the card based system is that we felt that it worked well with the 3DS’ touch panel.

Full interview here