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Daemon X Machina devs on the game’s origins, mech designs, making the graphics stand out, more

Posted on August 25, 2018 by (@NE_Brian) in News, Switch

Daemon X Machina

No Rules Defining What a “Mech Action” Game Is

4Gamer: Next, I’d like to ask about the graphics. When I think of mecha, more realistic visuals come to mind – but I’d say this game is closer to anime. Mr. Kawamori, how did you feel when you first saw the game?

Kawamori: I think a work’s “look” or visual style is of incredible importance, so I thought it was very interesting that the team deliberately went for a more “graphic” style as opposed to realism.

Tsukuda: Thank you – we almost “painted” the shadows in such a way that it made it look like it was animated; that was something that Kawamori-san mentioned he thought looked good. It was quite a while ago that he said that, but his advice stayed with me this whole time.

4Gamer: And what exactly was his advice?

Tsukuda: We were making another 3D game, and he asked me: “Why are you showing every nook and cranny of the buildings’ passages?” It wasn’t necessarily that something was there, but because those things were within the player’s field of view. He told me, “If there’s nothing to show, don’t show it.”

4Gamer: It’s like a minimalist aesthetic, no? Instead of drawing out the finer details, there’s more of a focus on expressing a realistic feeling, right?

Tsukuda: When I was thinking about how I’d make this game’s graphics stand out, I remembered what he had told me back then. There are lots of games floating around nowadays with various styles of art direction, so why not paint the shadows pitch black? So, we tried it out and it looked pretty good! With the shadows the way they were, they basically illuminated the back of the test model we were using for the player. Kawamori-san saw that and simply said it was good.

Kawamori: And good it was! Mechanical design generally consists of a lot of minute details, and having a darker outline helps the viewer understand how all of the individual parts are separated. It may be a bit rough-looking, but those gaps the outline creates are helpful.

4Gamer: It also helps the player understand what direction their craft is facing.

Tsukuda: I also have something to say about the mapping of the game’s stages as well. When I was trying to make some snow stand out more, I asked myself, “why not try making the buildings’ walls black?” I’m not sure if it really fit, though. (laughs) I also tried experimenting with Vernier acuity, as well as simulating natural radiance in objects. I can’t explain it well, but I’m also playing around with a “stacked sheets of metal” effect.

Kawamori: The lack of rules really allowed you to change how you were implementing things – it was pretty interesting to see!

Tsukuda: There were no rules saying things had to be a certain way just because it’s a mech action game; so, I tried experimenting with all types of things. Mechs sound a certain way though, right? I haven’t been able to tell Kawamori-san this yet, but I actually used a variety of instruments to create the sound effects for the weapons – guns and blades, for instance.

4Gamer: Instruments?

Tsukuda: Yep, for example: when you use the laser sword, you can hear the hum of an electric guitar. Or, when you fire a gun – that’s a drum that you’re hearing! The BGM is heavy metal, but whenever you use a weapon, its sound effects blend seamlessly into the music.

Kawamori: I see, I see – that sounds amazing! Very interesting… Melodies are born out of bullet shots! And is there anything that happens if the player takes a lot of damage?

Tsukuda: Now that you’ve said it I’d like to try doing something like that; be that as it may, we’re still in the experimentation phase. “What should we do about this blade’s sound effects?” “How about a shakuhachi?*” “No, that won’t work!” That kind of thing. (laughs) I’m pretty fixated on this little experiment at the moment, so definitely be sure to check it out in the trailer that was shown off at this year’s E3!

*A shakuhachi is a traditional Japanese bamboo flute.

Spreading the Message that “Japan’s Mechs are Cool!!”

4Gamer: There’s one more thing I’d like to ask Mr. Kawamori… When one thinks of Shōji Kawamori, transforming mechs come to mind – the Arsenals don’t have a transforming mechanic, do they?

Kawamori: That would be a “no.” (laughs) It was actually easier to implement the Arsenals’ musculature and things like the hatch opening gimmick because the Arsenals don’t transform into anything else. There are some enemies that aren’t humanoid, though.

4Gamer: Were you also responsible for the enemies’ mechanical design?

Tsukuda: We were actually in charge of the enemy design. The image we had in mind was as if an older Arsenal had been hacked and transformed into a bug-like shape. You can even see it in the E3 trailer – they’re wandering the wastes just about everywhere and can appear at any time, in number they’re not unlike blades of grass.

4Gamer: Given that the game was revealed at E3, it’s clear that the game will be released overseas. And yet, when it comes to mecha overseas, a lot of what you see is either found in indie titles or is more “American.” How do you think people overseas will feel about the game’s mechanical design?

Tsukuda: The number of people that are interested in our work has definitely increased over the years, I believe. I think there have always been people that have appreciated mechs and robots, but before now technology wasn’t as great at realizing the quality that people expected. With the advent of digital technology, quality has gradually risen to meet expectations. It isn’t really about whether it comes from Japan or not – people are just noticing what they didn’t notice before, and awareness is definitely spreading now more so than before.

4Gamer: Nevertheless, I think Japan’s mechs are really cool-looking; not to say nothing of Mr. Kawamori’s designs!

Tsukuda: Right, of course! I want to spread the message that “Japan’s mechs are cool!!”

4Gamer: Now then, to cap things off… Does the legendary tag team have anything to say to 4Gamer’s readers and all the mech action fans that are eagerly awaiting your return?

Tsukuda: All of us in the game’s staff are working hard to bring you a brand new mech action game! At the current stage, what I can talk about is limited, but we plan to release more and more information closer to the game’s release, so please continue supporting us!

Kawamori: It has been a long time since I’ve worked with Tsukuda-san, but it has been a lot of fun for sure! I think the fun that we’ve had developing the title has made its way into the game, and the game will do a good job of conveying that, so please stay tuned!

4Gamer: Once again, thank you so much for meeting with us today!


Translation by provided by Nico Thaxton on behalf of Nintendo Everything

If you use any of this translation, please be sure to source Nintendo Everything. Do not copy its full contents.

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