This is Hideki Kamiya, Chief Game Designer at PlatinumGames and creative director of Sol Cresta.
Did you all enjoy the new Sol Cresta trailer? Some of you may be thinking, “A sequel to Moon Cresta and Terra Cresta in this day and age? And from PlatinumGames? And it’s not an April Fools joke after all?”
To explain a bit for those who may not know, Moon Cresta and Terra Cresta were released in the 80s by a game company called Nihon Bussan, better known as Nichibutsu. Both games were vertically scrolling shooters that included a play mechanic where you docked with friendly ships.
At a time when shooting games where you fought alone were the norm, aggressive gameplay that made your ship more powerful as you docked with allies had gamer kids burning with excitement back then, and both games took a place in gaming history. Of course, I was one of those gamer kids and experienced the fever in real time.
Sol Cresta itself is a “free-form docking and shooting” game that PlatinumGames will release, and it bridges the gap of 36 years since the release of Terra Cresta in 1985 as the official sequel and next entry in the Cresta Series.
But just how did this miraculous project come to be? Well, I’d like to tell you the secret of the birth of Sol Cresta.
Starting with Bayonetta and continuing with titles like Anarchy Reigns, Metal Gear Rising: Revengeance, The Wonderful 101, Nier: Automata, and Astral Chain, PlatinumGames has been fortunate to have the titles we’ve released receive acclaim for the “action feel,” and we’ve come to be known as “the studio that makes action games.”
However, as a studio we want to make all kinds of fun games, not just action games.
Since I was a kid, I played and had fond memories of a lot of games; shooting games (although these days this tends to mean FPS), adventure games, RPGs, and more. Eventually I thought, “I want to make games too,” and that dream came true when I became a game designer.
Moon Cresta ©2014 HAMSTER Co.
Terra Cresta ©2014 HAMSTER Co.
But as times changed, technology advanced, and the player base grew, the very nature of games and the corresponding trends changed a lot and having become a creator myself, I was involved with large-scale projects centered around 3D visuals and gameplay. Before I knew it, the kind of games I knew as a kid—the simple, almost primitive yet packed with fun “classic games”—had disappeared from the mainstream market.
This is getting into production talk, but it is no simple task to launch a game project in a genre that’s not mainstream. Furthermore, in my position it’s also my duty to develop the company’s flagship titles. But even while buried by my workload day in and day out, I never forgot the way I felt when I first dreamed of making games, and if only o