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Astral Chain

Astral Chain went through a very interesting development process. The game’s fantasy origins are well known, but that wasn’t the only way in which it changed.

Game designer Sota Kotajima shared a post on the PlatinumGames website this week detailing how Astral Chain was originally built around taking on and solving one case at a time. The company also revealed that the action gameplay once “played more like a rhythm game than anything else”.

Here’s the full post from Kotajima:

PlatinumGames has continued its Astral Chain developer blog series with yet another entry. For the latest addition, visual effects artist Takuo Yamamoto speaks about some of the techniques used in the game, such as how the world changes when using IRIS.

Here’s the full piece from Yamamoto:

Astral Chain

Famitsu recently published an interview with Astral Chain director Takahisa Taura and supervisor Hideki Kamiya. While we posted some tidbits previously, we’ve taken another look at the discussion and have a bunch of additional information to share.

Taura knew that directing was a tough and lonely endeavor, but it was even tougher and lonelier than he expected. Since it was a new IP, it was hard to define what was right and wrong to do, so he tried out a lot of ideas during production. He gained even more respect for Kamiya since he’s been a director so many times before.

Although Astral Chain has already been released, PlatinumGames is continuing its developer blog series. This time around, we’re able to hear from sound designer Naoki Hiraiwa.

In his piece, Hiraiwa discusses the little touches put into the sound effects. This includes choosing the impact of between the male and female twins, differences for the Slime-type chimeras, and effects used to help during gameplay.

Here’s the full piece:

Akiteru Naka, the designer in charge of the main storyline for Astral Chain, recently posted a blog on PlatinumGames’ website about the making of the game’s plot. He discussed the process of working with the likes of director Takahisa Taura and Nintendo, and talked about the overall process.

Here’s an excerpt from the piece:

It seems like PlatinumGames is pleased with the response to Astral Chain – the developer shared the special artwork shown above on Twitter, which was drawn by Hajime Kimura, thanking players for making Astral Chain “such a success”. We don’t have any concrete sales numbers yet, but judging by its first-week performance on various sales charts in different countries as well as the eShop, it’s definitely been doing well.

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Astral Chain made its debut in Japan last week. Between August 29 and September 1, it sold roughly 35,000 copies. That may seem like a small amount, but the game actually did quite well.

Dengeki reports that Astral Chain sold through 85 percent of its initial shipment. That means Nintendo didn’t go crazy with a ton of supply. In fact, some consumers reportedly encountered shortages last weekend.

Dengeki believes it’d be best to consider how Astral Chain does over a long period as opposed to specifically examining first week sales.

Source

Hello, my boy cops and girl cops! In today’s episode of NEP, we’re catching up on a ton of game announcements and games we’ve been playing. Clifton Roy of Gayme Married on YouTube makes a brief cameo, Galen shares how he first found out about cheat codes and much more. Come hang out!

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Digital Foundry published its latest technical analysis today. Astral Chain, which was just released on Switch yesterday, is given the spotlight this time around.

Here are some of the highlights:

In Europe, Nintendo prepared a special collector’s edition for Astral Chain that contains a bunch of goodies. Get a closer look at the full contents in the unboxing video below.


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