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    Balatro’s Steam Summer Sale Discount: Your Surefire Deal

    Balatro’s Steam Summer Sale Discount: Your Surefire Deal

    Is Leon in Resident Evil 9? Requiem’s creators remain tight-lipped

    Is Leon in Resident Evil 9? Requiem’s creators remain tight-lipped

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    Title Update 2 Brings Lagiacrus, Underwater Combat, Seregios, and More to Monster Hunter Wilds

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  • PlayStation
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Interview with Developers Vol. 15: Mario & Luigi: Brothership – Chapter 4 | News

by Nicole Mayer
December 5, 2024
in Nintendo
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Otani: Previously, our series leaned heavily on piano for its soundtrack, but this time around, we wanted to shake things up. We decided to incorporate wind instruments to add a new layer of emotion and let the composer take it from there.

Ohashi: Figuring out the right music was a real challenge. We had these weekly brainstorming sessions with Sakamoto-san where we’d just ask, "What makes something sound ‘Mario & Luigi-like’?" (Laughs) In the end, we experimented with various instruments that captured the essence of the series. We focused on elements like tropical steelpans and peppy brass bands to nail that iconic vibe.

Otani: Once we fine-tuned the instrument selection, everything began to align with the series’ energy. Even though "Mario & Luigi-like" isn’t a straightforward concept, I paid attention to whether the music mirrored the characters’ in-game movements. The end result was a collection of really memorable tracks.

What truly blew me away was how individual scenes had their own distinct soundtracks. Typically, you create a handful of songs to cycle through various events—one for battles, bosses, and so on. But here, we crafted brand new compositions for each cutscene.

Ohashi: For this installment, music was specifically tailored to each scene after it was put together. Sakamoto-san would draft the compositions by considering how each segment flowed into the next. We also worked closely for the climactic moments to ensure the music heightened the impact.

Otani: It’s amazing how everything comes together as the story progresses. There’s over 100 tracks, and honestly, each one is spot-on. I definitely need to get my hands on the soundtrack! (Laughs)

Ohashi: General songs just wouldn’t have captured the specificity we needed for the cutscenes. The scenes by themselves were fantastic, and adding unique incidentals for dramatic emphasis elevated them even further. It resulted in adding roughly 40 extra tracks to our initial plan of 60. (Laughs)


Everyone: (Laughs)

Fukushima: Working under tight deadlines was tough, but it only drew us deeper into the creative zone. We even managed to record some live performances, which added an authentic touch to the soundtrack.

Otani: The genuine "Mario & Luigi" feel of the game is a testament to Acquire’s dedication and research into the series. To reinforce that, we enlisted veterans who worked on earlier Mario & Luigi titles from AlphaDream. Bringing on talents like the director and developer familiar with the game world, along with Maekawa-san who supervised the project, really strengthened the spirit of this game.

Ohashi: It was a fantastic learning opportunity. We didn’t want to jar fans of the series with something that felt out of place.


Ohashi: Balancing gameplay with storytelling in an RPG is always a tricky equation.

Fukushima: Definitely, especially during the final development phase, I closely collaborated with the battle system team. In earlier entries, battles featured a badge system that would charge up over time, and then deplete after use. Often, players would save these badges for key encounters like boss fights.

We wanted something that players could use more freely, so we introduced the Battle Plug system in line with the game’s theme. Players now equip Battle Plugs instead of badges, each offering visible effects in gameplay, attainable with just a few tweaks or additions to their usual actions.

Otani: Creating the perfect balance with these combinations was no small feat.

Fukushima: Absolutely! (Laughs) With over 40 Battle Plugs to choose from, the possible setups are endless. We wanted it to be less about complex strategy and more about flexibility, allowing players to experiment until they find a setup they enjoy. It’s something younger players or those new to gaming can engage with easily.

Ohashi: Exploring the effects of individual plugs and their combinations can be quite amusing.

Fukushima: Everyone has their own preferences; some might opt for attack-heavy setups while others might focus on defense and recovery. Plugs do have a cooldown period, so while they’re recharging, it’s fun to swap them out and keep experimenting.

Furuta: My favorite? Iron Ball plugs during battles! When you equip a Surprise Iron Ball plug, a single iron ball drops. Pair it with a Kaboom Attack and suddenly they’re hitting multiple enemies. Double up on the Surprise Iron Ball plugs, and those iron balls get bigger, making them even more effective. It’s a very intuitive system.

Tags: MarioLuigiBrothershipNewsChapterDevelopersInterviewVol
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