![]() ![]() You’ve got Sayo, who might do a few quick thrusts, and Dozen, who is a character that appears later, might do a hammer attack. You can tap the buttons to attack, but tapping in certain sequences allows for different attacks between the characters. As for replayability in World of Demons, for players that are a little more advanced we tried to throw in some things to keep the action interesting. This was something that we were working with. Getting the action right is something that we always have to do with our games, but trying to get that right for this game while using the samurai while fighting enemies and trying to figure out the weight between the attacks. Sakabe: We really wanted the action to feel pronounced, especially with the attacks, and we wanted to get the timing right. That’s what we were looking at when wanting to design the game. We wanted to go with something not quite as fast paced as Bayonetta, something that I felt had a little more weight to your action with each move feeling a little more pronounced. Other than that, it was really just finding something that fits with trying to nail the ancient Japanese traditional style of the game. Something that doesn’t clog the screen space up too much. So I think that one of the things we really wanted to focus on with this is “How can we create really satisfying controls with really simple, reflex intuitive actions from the user?” with just a few buttons on the screen. You can lose a lot of that space and get confused very quickly. If you tried to just throw all of these sometimes complex controls that can go with that into more of a mobile UI screen you can get a very busy screen. Ryoya Sakabe, PlatinumGames: So I think that one of the things that we wanted to focus on when creating this game is that we’re a studio that is known for a fast-paced, satisfying, high-tempo kind of action. ![]()
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