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    New Headgear Options Coming for Hrothgar & Viera in Final Fantasy 14 Update

    New Headgear Options Coming for Hrothgar & Viera in Final Fantasy 14 Update

    Honkai: Star Rail Version 3.4 to Introduce Highly Anticipated Fate/stay night Collaboration Characters

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Ask the Developer Vol. 15: Mario & Luigi: Brothership – Chapter 4 | Update

by Erika Odom
December 5, 2024
in Nintendo
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Otani: Throughout the series, we typically leaned on piano tunes for the background music, but this time, we wanted to shake things up. We asked the composer to integrate wind instruments and infuse more emotion, leaving much of the creative process in his hands.

Ohashi: Crafting the music was no easy task. We’d meet with Sakamoto-san weekly, often scratching our heads, wondering what defines a “Mario & Luigi-like” sound. (Laughs) We eventually homed in on instruments that felt right for the vibe, trimming down our selections to capture the series’ essence. Instruments like tropical steelpans, lively brass bands, and accordions played a part.

Otani: Once we chose the right instruments, everything started aligning with the series’ unique feel. Despite the elusive nature of what makes something “Mario & Luigi-like,” ensuring it complemented the characters’ movements was vital. In the end, the soundtrack was brimming with fantastic tunes.

What stood out for me was the attention to detail in crafting music tailored to specific scenes. It’s common to recycle tracks for battles or events, but here, every cutscene got its own distinct piece of music.

Ohashi: For this project, music came into play only after we finalized the scenes. Sakamoto-san composed tracks based on the flow and transition of the scenes, especially for the pivotal moments, often collaborating closely to nail the mood.

Otani: As the narrative progressed, a synergy naturally unfolded. With over 100 tracks, all hits in their own right, I find myself needing the soundtrack. (Laughs)

Ohashi: Generic tracks wouldn’t have done justice to the scenes. Personally, the scenes were so impactful that crafting incidental music for each one added dramatic flair. We ended up creating 40 additional tracks on top of the initial 60! (Laughs)

Okay, but what about the schedule?

Everyone: (Laughs)

Fukushima: We indeed worked under a tight schedule, but the more we poured effort into it, the deeper we got into the experience. We even wrapped up with a live performance, elevating the music’s appeal.

Otani: Acquire’s dedication and thorough research into the series really brought out that “Mario & Luigi-like” vibe. To further amplify this, we brought on board the original series talents from AlphaDream—director, world designer, and battle director—to collaborate with us. We also had Maekawa-san oversee the project, significantly enhancing the feel of the game.

Ohashi: It was a learning journey. We certainly didn’t want fans of the earlier installments to find this one off-track.

While the story is crucial in an RPG, finding the right gameplay balance poses its own challenges, don’t you think?

Ohashi: As we reached the final development stages, Fukushima-san was working closely with the team responsible for the battle system.

Fukushima: Previous games had a “badge” system, where once the gauge filled, you could use its power in battle. Many players saved this for crucial moments, like boss fights.

So, we thought of introducing something more casual in approach, which led to the Battle Plug system. This gameplay mechanic reflects the game’s vibe, allowing players to equip Battle Plugs instead of badges. They noticeably enhance regular actions, adding flair with extra effects.

Otani: However, balancing the different Battle Plugs was quite the challenge.

Fukushima: Absolutely! (Laughs) With over 40 Battle Plugs, the combination possibilities are endless. We designed it to be user-friendly, allowing players to explore combinations without complex strategies, making it accessible for newcomers.

Ohashi: It’s exciting to discover not just the effects of each plug, but also the combinations that yield interesting results.

Fukushima: Everyone can have their unique approach, whether it’s prioritizing damage with offensive plugs or focusing on recovery with defensive ones. Since each plug has a limited use, it prompts players to switch them up and find their favorites.

Furuta: I really enjoy using the Iron Ball plugs in combat. Equipping the Surprise Iron Ball plug drops a single ball, but pairing it with a Kaboom Attack blankets multiple enemies. Use two Surprise Iron Ball plugs, and they grow larger, making the combination with Kaboom Attack even more powerful. It’s quite intuitive.

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