It probably was more of a simultaneous thing, like, “we don’t really need Adam, do we?” “Nope!” -That way you could add a more distinct character from Axel and Blaze. (laughs) I don’t remember exactly how it happened, but of course I asked Sega for permission first. (laughs) -Ah, you were the one responsible for Adam’s disappearance? but Adam had no real speciality… (laughs) So he was out. But there was also Adam in the first game…. We were also asking, “what would be fun for the sequel?” You had Axel, your standard fighter, then Blaze, the speedy character. A lot of emphasis was placed on that visual impact. Koshiro: Yeah, that was just how things were done back then! -Right, the graphic design took precedence. It seems strange to me that there was no input from the planners on that… Oh, so you designed Max and Sammy from the ground up? For Max and Sammy, they were new characters, so I consulted with my brother Yuzo Koshiro about them. You know, like “jump attack does 1 damage, straight jab does 2, heavy jab does 3”, etc. For setting the actual damage parameters, we had a head planner for that, but the approximate strength of each attack was something I wrote out. Oh, you did the moves/attacks too? Did the planners give you some general guidance about that? I came up with all the special moves and attacks too-in their rough outline/draft form, that is. Nowadays we’d call it something like “art direction” (deciding the overall look of the game). Koshiro: Role? I’d probably say Chief Graphic Designer. To start off, what was your role in the development of Streets of Rage II? 1 New Characters, New Moves -Thank you for doing this interview today. It’s a fantastic addition to the game, adding in new characters and a new game mode. We’ve recently reviewed the latest DLC for Streets of Rage 4, Mr. We’re very grateful for both studios – and for Wonder Boy – because without them, we wouldn’t have had the excellent Streets of Rage 4. Read Ben Fiquet’s whole thread by clicking here – it’s a fun and insightful read, with plenty of sneak peeks of early concept art from the game. Thankfully, SEGA were on board with the idea, leading to the release of Streets of Rage 4 some years later. Fiquet explains how Dotemu and Lizardcube had previously won SEGA’s trust with the successful release of Wonder Boy, but he still didn’t have much hope. Together, they pondered the possibility of creating a fourth game in the series.įrom that conversation, the concept for Streets of Rage 4 was presented to SEGA Japan. They shared the same passion for Streets of Rage 2. PFZtRDPWlaĪt Wonder Boy’s release party, Fiquet talked to a team member from Dotemu, who also worked on the development of the game. It was a huge leap artistically speaking after WB. Nonetheless, I still drew the characters to get a feeling out of it. He worked on drawing the characters just for fun, to see how they may work out with a modern animation style. It had always been one of his favourite games, you see. But Fiquet wanted to bring back another game: Streets of Rage 2. And it simply started from his desire to bring back one of his favourite games.īefore working on Streets of Rage 4, Fiquet and his team at Lizardcube worked on Wonder Boy: The Dragon’s Trap, a return of a classic franchise. Thanks to a string of tweets from Lizardcube’s creative director/CEO, we’ve got an insight into how Streets of Rage 4 came to be.īen Fiquet, the CEO and creative director of Lizardcube, one of the studios involved in bringing Streets of Rage 4 to life, yesterday shared a Twitter thread revealing how the game came to exist.
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