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Castlevania: Portrait of Ruin
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14-08-2006, 23:28
Post: #1
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Castlevania: Portrait of Ruin
![]() Este jogo sem duvida promete muito, adorei os anteriores. Dedicado a todos os fans de Castlevania. Aqui esta uma entrevista entre a Nintendo Europa e o produtor da saga Castlevania: ![]() About a year ago we first sat down for a chat with acclaimed Castlevania producer Koji Igarashi, to talk about the then upcoming Castlevania: Dawn of Sorrow. Naturally we started off by congratulating him on that titles success Koji Igarashi: Thank you so much. Actually, pretty soon after development of Dawn of Sorrow had ended, we started working on Portrait of Ruin. You know, brain-storming and thinking of concepts. Nintendo of Europe: So what was the main idea behind Portrait of Ruin? KI: The main concept was to change the game system that we have been building up from Aria of Sorrow to Dawn of Sorrow. We came to think of creating two playable characters in the game, but using that to actually deepen the gameplay: Jonathan Morris and Charlotte Orlean. NoE: Weve been told that Jonathan is a weapons specialist, while Charlotte specializes in magic. Can you give us some examples of this two-player dynamic? KI: Jonathan is great for physical attacks, while Charlotte has got very powerful magic attacks. The player needs to judge from the situation when to switch between characters depending on which attack is called for. Now, casting magic will require some time, but its really powerful, and what you can do is let Jonathan guard while at the same time Charlottes magic is activating. So you can call out a partner for backup, or you can do a combo attack with these two characters. NoE: Portrait of Ruin takes place in a World War II setting. How is that reflected in the gameplay? KI: Well, we actually used WWII elements minimally, as we wanted to keep the colours and the look of the Castlevania games. But, for example, this time you can use a gun as a weapon, and its also reflected in other things, like certain items and areas but one of the reasons for placing the game in World War II was that the main character was not a Belmont. NoE: Why was that important for you? KI: I wanted the main playable character to use a lot of weapons, and thats why I didnt want to have a Belmont. If a Belmont has the Vampire Killer [the legendary whip from the Castlevania series - Ed.] as a main weapon, hes really strong, - too powerful really. So the year 1944 is the time when no Belmont is using the whip. Jonathan Morris family has the Vampire Killer, but they cant use it like a Belmont can, so thats why Jonathan has to go and seek out a lot of different weapons. NoE: In Dawn of Sorrow you came up with some clever uses for the touch screen. Will Portrait of Ruin make even more use of the capabilities of the DS? KI: You know, I dont think the use of the touch screen in Dawn of Sorrow was necessarily a failure I think drawing the Magic Seal did a great job to make you feel that you experienced magic to seal the monsters. But since Castlevania is a pure, non-stop action game I didnt want to interrupt the gameplay too much. And when I played through Dawn of Sorrow I noticed that I was only using my fingers to do the Magic Seal, rather than the stylus, and it just gets the screen dirty. [laughs] "We came to the conclusion that focusing on every single feature of the DS is not a great idea for making a new Castlevania game. Whats good about DS is that it has two screens, which really helps in the Castlevania world when you can display the map on the upper screen so that you can always check it, so we retained that part with Portrait of Ruin. NoE: Would you ever consider revamping the series to tailor it to the touch screen, in a way like the upcoming The Legend of Zelda: Phantom Hourglass? KI: Ive always been thinking about it, but my team members are really hardcore gamers so basically their conclusion is that pressing buttons is more intuitive and gives you the feeling that you control everything. NoE: So were not going to see a Castlevania for Wii then? KI: My impression is that you cannot keep on whipping with the Wii Remote, you would get tired within five minutes. NoE: For an all-out action game like Castlevania it could be quite hard. You would have to think of new gameplay possibilities. Or perhaps use the Classic Controller? KI: I think there should be some solutions to use the Wiis unique controllers, I mean, theyre clearly a lot of fun, but consumers will also expect from developers to create something special with Wii. So at this point I cant yet think of a good way to make Castlevania work on Wii, but maybe I could come up with something, after I go back to Japan and talk to my team members. NoE: Getting back to Portrait of Ruin, we talked about the DS features and how you said you dont want to include all the features; and we agree, its not always necessary to use every feature; but what about the use of Nintendo Wi-Fi Connection? KI: Thank you for asking, yes, Nintendo Wi-Fi Connection is the additional feature that weve added with Portrait of Ruin. In Dawn of Sorrow we had an additional stage with a Vs Mode, but with Portrait of Ruin, what Im trying to include in the final product is a Co-op Mode via Nintendo Wi-Fi Connection. But we are still working on this, and right now Im not really sure if I can deliver that in the final product - but we are working on it. NoE: And well be looking forward to it! KI: Ill do my best. [laughs] NoE: Mr. Igarashi, thanks a lot for your time. Castlevania: Portrait of Ruin is scheduled to be released in November 2006 for Nintendo DS. Mais informações nestes sites: http://www.gamespot.com/ds/action/castle...e=previews http://www.gamespot.com/ds/action/castle...e=previews Imagens: http://www.gamespot.com/ds/action/castle...index.html Fikem Bem
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![[Imagem: CastlevaniaPortraitofRuin.jpg]](http://i14.photobucket.com/albums/a348/RDRR01/CastlevaniaPortraitofRuin.jpg)
![[Imagem: a8-1em2r7mUwKJqef_Sd4zY5rOdfWQL0.jpg]](http://media.nintendo-europe.com/compel/images/a8-1em2r7mUwKJqef_Sd4zY5rOdfWQL0.jpg)

