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Daemon X Machina is aiming for a broader audience, says the game's producer

by rawmeatcowboy
24 August 2018
GN Version 5.0

A portion of a Nintendo Life interview with Daemon x Machina producer, Kenichiro Tsukuda...

NL: And what kind of player do you see this game as being for? Is it a game for a hardcore action game player, or a more casually interested player? Perhaps you don't even think about designing for a certain player, and just develop the game to your own creative vision?

KT: To answer the first part of the question, about who Daemon X Machina is aimed at, we're definitely thinking about a broader audience, rather than just core mech game fans. The mech genre, obviously, has its fan base, and we think that's great. We hope Daemon X Machina will appeal to those hardcore fans as well, but we want to make it broader. Part of how we've tried to do that is by thinking about the importance of the player's humanoid avatar in the game. You can create your own avatar in the game: male or female. And that kind of represents the player in the game world. But more than that, in some missions you play as that character. You're not actually always inside the mech. There are action parts of the game where you're controlling the character. You can also upgrade the character himself or herself, and give the avatar extra skills and abilities, so there's a bit of depth to that aspect. What's more, the upgrades and abilities you give to your character actually transfer across to the mechs when you get in.

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