Modo 7

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Modo 7

Modo 7

@Modo7Pod

Un espacio dedicado a lo mejor del videojuego retro y no tan retro. Síguenos en Youtube y en todas las apps de podcast.

República Dominicana Katılım Kasım 2019
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Modo 7
Modo 7@Modo7Pod·
🔴 Este domingo, en vivo 🔴 Repasamos las noticias más relevantes de enero: industria, lanzamientos, cifras y algunos temas que dan para debatir. Los esperamos para comentarlas juntos. 👉 youtube.com/live/aqWbGG3aj…
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Modo 7
Modo 7@Modo7Pod·
@akio_1963 Have you ever considered writing a book with all your anecdotes? It would be a treasure for those of us who enjoy learning about the behind the scenes of games 🤣
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akio
akio@akio_1963·
【R・TYPEの異物】 初代『R・TYPE』の1ステージに、如何にも何か仕掛けてくるようなドライヤーにも見える異物がありますよね。 実は、あれは時間がなくて未完に終わったギミックだったんです。 プランナーのABIKO君から、「1ステージは、ボスも含めて好きに作って良いよ」と言ってもらえたので、ちょっとした山場を用意しようと思っていました。 動画のように、行く手を阻むドライヤーが画面インしたところでスクロールストップし、一定時間耐え忍ぶという、いわゆる『グラディウス』の火山みたいなことがしたかったんです。 グラディウスフリークとしては、ボス前にはこういった難所があるべきだと思っていたんですね。 でも、忙しすぎて動かすことが出来ず、手つかずのまま放置され、ただの謎の障害物になってしまいました。 English translation below: 【The "Hairdryer" in R-TYPE】 In Stage 1 of the original R-TYPE, there is a strange object that looks like it is about to do something, and it almost looks like a hairdryer. In fact, that was a gimmick that ended up unfinished because we ran out of time. The planner ABIKO told me, "You can make Stage 1 however you like, including the boss," so I wanted to create a small highlight before the boss. As shown in the video, I wanted to have the scrolling stop when the hairdryer blocking your path appeared on screen, and then have the player endure for a certain amount of time. Basically, I wanted to do something like the famous "volcano" sequence in Gradius. As a Gradius freak, I felt that there should be a difficult section like that before the boss. But I was too busy to make it work, so it was left untouched and ended up becoming nothing more than a mysterious obstacle. #RType #GameDev #PixelArt
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Stealth
Stealth@Stealth40k·
Dragon Quest IX & X Director Jin Fujisawa says Yuji Horii drilled into him over 20 years that Dragon Quest isn't about scenario: “Horii-san would say, It’s not about the storyline, the experience is what matters. You start by thinking about what kind of experience you want the player to go through.” automaton-media.com/en/news/dragon…
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Modo 7
Modo 7@Modo7Pod·
¿Conocían este dato sobre Chrono Trigger?
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akio
akio@akio_1963·
【『巨大戦艦』の炎の色】 『R・TYPE』を開発中、『巨大戦艦』のメインエンジンから噴射する炎の色をチェックしている時のことです。 サウンド兼、企画の石崎さんがやって来て、こう言いました。 「宇宙で火の色が赤色っていうのはオカシイぞ!ふつうは青色や!」 私としては、『巨大戦艦』の艦体の色が緑なので、炎は補色の赤にすれば綺麗だとか、この炎には敵性があるので危険色の赤にしたいんだとか説明すると、 「そんなん関係ない!知らんのんか!宇宙では青なんや!」 と、思い込みの強い石崎さんは、もう手のつけようがありません。 どうやら化学反応で見た色の話ではなく、『スター・ウォーズ』か何かを観て「宇宙の炎は青!」だと思い込んでるだけのようなんです。 実際のところ、炎の色は、混ぜる金属成分によって、何色にだって化けますよね。 たとえばストロンチウムが混ざれば真っ赤、バリウムなら黄緑、銅なら青緑という感じ。 新人だった私は、「あぁ、これが社会に揉まれるってやつだな…」と実感し、嫌々、炎の色を青系に変更せざるを得ませんでした。 今後も、こういった知識とビジュアルセンスが無い石崎さんに逆らえないのはマズイぞ、と思った私は、思い切って石崎さんにこう言ったんです。 「敬語は苦手なんで、タメ口OKにして下さい」 すると、意外とあっさりOKをくれた石崎さん。 生意気なことを言っても怒られない友だちのような関係性を築き上げることに成功したんです。 先輩の石崎さんに「アホ!」「なんでやねん!」と、ボロカスに言い合える仲になったんですが、他のみんなは、相変わらず石崎さんのバイアスのかかった強気な意見に苦労してたみたいですね。 見た目が怖いので無理ないんですが、慣れると良い人なんですよ。 そういえば、ある日、石崎さんが、 「イタリアのスーツを買ってん!どやっ!エリック・クラプトンみたいやろ!」 と、えらくご満悦だったんですが、薄緑のスーツを着た小太りな石崎さんは、どう見てもコメディアンにしか見えませんでした…。 クラプトンには見えませんが、『巨大戦艦』ステージのBGMが妙にブルージーなのは、いかにも石崎さんらしいなと気に入ってます。 あの曲をストラトで弾いてもらったら、フレーズの溜めが効きすぎて、完全に泥臭いブルースになってカッコ良かったです。 そんなブルースバカな石崎さんも、ステージに立てば立派なギタリスト。 昔からギターはプロ並みに上手かったので、今ではプロのブルースマンになり、著名なアーティストとセッションしたりして活躍してるようですね。 昔、舞洲のフェスに家族で石崎さんを応援に行った時のライブが、懐かしいです。 #RType #ゲーム開発秘話 #ゲーム音楽
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植松伸夫 (Nobuo Uematsu) -con TIKI-
If you love the music of Final Fantasy then you will be sure to love my newest work, Merregnon: Heart of Ice! Stream now ❄️🎶
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Modo 7
Modo 7@Modo7Pod·
@FinalFantasy I have to say that when I first saw images of this game, I hated it because it moved away from everything I thought a Final Fantasy should be. Later I gave it a chance, and now it’s my favorite in the series along with VI ❤️
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FINAL FANTASY
FINAL FANTASY@FinalFantasy·
Final Fantasy XII turns 20! From Rabanastre’s bustling streets to the Great Crystal. From setting the first Gambit to taking down Yiazmat, the journey with Vaan, Ashe, Basche, Penelo, the leading man Balthier and Fran lives on even today. Artwork by Ryoma Ito.
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Modo 7
Modo 7@Modo7Pod·
@akio_1963 That’s why it’s important to have a good partner by our side!
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akio@akio_1963·
仕事が趣味で引きこもりがちの私は、数ヶ月外に出ないことがざらにあります。 そんな私を日光に当てようと、妻が定期的に外へおびき出すアイテムを買ってくれるんです。 そのアイテムは、カメラや洋服みたいな、外に出たくなる物で、今回はトレッキングシューズでした。 外反母趾で歩くのが苦手な私には、もってこいのシューズで、つま先に余裕があるベアフット系だから患部がどこにも当たりません。 真っすぐ歩いてるつもりなんですが、足元がおぼつかないのは持病の目眩のせいですね。 また、親族が揃って人工股関節という家系で、予備軍である私は、その呪いが原因でこの通りの内股です。 かつては5分と歩けなかったのが嘘のように、この靴ならいくらでも歩ける気がします。 ただ、気がするだけで体力はゼロ。 まずはウォーキングしてる爺さん婆さんより早く歩けるようになって、会社勤務してる頃の体重に戻りたいですね。
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Modo 7
Modo 7@Modo7Pod·
@Castlevania_EN Took you long enough, but I'm glad that Super Castlevania IV's whip is back!
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Castlevania Official
Castlevania Official@Castlevania_EN·
Satisfying Whip Action ⛓️🏰 The iconic whip returns with renewed purpose. More than a weapon, it now serves as a vital tool for traversal, allowing players to swing across diverse areas to uncover hidden rooms, and reach previously inaccessible areas. #Castlevania #CastlevaniaBC
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Resident Evil
Resident Evil@RE_Games·
Though once human, they're now mere shadows of their former selves... Today we're looking back at 30 years of zombies - a staple of the Resident Evil series. Can you name all the games featured in this clip? #ResidentEvilRequiem #ReturnToRaccoonCity
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Modo 7
Modo 7@Modo7Pod·
@Genki_JPN I get where some people hesitation comes from, but the team has been clear from the start about what this revision is meant to be. The title “Reimagined” leaves no room for doubt. If you don’t like it, no one’s forcing you to buy it. Just don’t go after those who do.
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Genki✨
Genki✨@Genki_JPN·
Dragon Quest VII Reimagined Famitsu review score - 9/9/9/9 [36/40]
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Stealth
Stealth@Stealth40k·
Richard Honeywood says it was his idea to introduce British voice acting to Dragon Quest to differentiate it from Final Fantasy, but he received pushback from Square and Yuji Horii: "Final Fantasy in the West was basically cyberpunk. You can get away with using American English even in sometimes classical settings, because it's got that cyber element. While Dragon Quest is more traditional fantasy. In fact, the original translations on the NES were sort of done in a faux-Shakespearean feel, even though it was American translators. The development team wanted to change that, but I knew we needed to be careful because sometimes we're going to have references across games, and we need to keep the names consistent. So again, I needed to solve those types of issues. Because it was a comical, lighthearted fantasy, I really wanted to use British humour, which didn't fly with the American office; they couldn't understand it, and they really hated it. Even Yutaka Sano was adamant against it. He says, 'If you let British English in, it's going to change everything, and it's not going to sell in America.' He was adamant about it. So I said, 'I respect that, I'll make it British English lite." So he was like, 'Okay, punctuation, spelling, phrasing, you can have two of the three for an American audience,' which is like the dumbest rule ever; it's either British or it's not. So if you look at some of the later games like Dragon Quest Heroes: Rocket Slime, for instance, he didn't allow us to use British spelling, but the punctuation and phrasing could be British. So we'd avoid the word colour, because it has a "u" in it, and say 'hue' instead. So they [Level 5] were totally on board when I asked, 'Can we add voices to a game? But Yuji Horii was adamant, 'No, we're not going to add voices to Dragon Quest.' He said, 'Dragon Quest is a traditional old-school game. We don't need voices.' So we had to say, 'Even like Final Fantasy has voices. We've got to keep up with the times.' He basically signed off, just see how it went, with the idea being that if it doesn't work, we won't do it again, but then Dragon Quest 8 went out and sold really well. After that, [Koichi] Sugiyama, Akira Toriyama, and Yuji Horii met, the musicians and Sugiyama-san said, 'Adding voice to the game really makes it feel different. We should do that going forward.' So they totally turned around 180 degrees when they saw the success. And that's why, on Dragon Quest Swords, they added voices to the Japanese version of Dragon Quest for the first time." timeextension.com/news/2026/02/t…
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Stealth
Stealth@Stealth40k·
Richard Honeywood says working on the localization of Xenogears was a nightmare: "You have to remember that the content was quite formidable: it's not only packed with references to Jungian and Freudian psychology, but it's also a game about killing god. At the time, I was a Jehovah's Witness, so that part of the subject matter was already kind of hitting my conscience, but some US staff were also scared about what the response would be. For instance, they wanted us to remove the word Church, with a capital, because it might appear to be the Catholic Church. So I was even having to go to the development team before the Japanese version launched, and I was telling them, 'Please tone down some of this stuff.' Initially, Brian and Nobby were working on the project in the US, along with Michael Baskett. While this was going on, there were some other changes in the US office. As I said, Final Fantasy VII had sold crazy amounts, and I think Michael wanted a bit more respect inside the company, but the Japanese management wasn't having any of it. So there was a falling out that I wasn't fully aware of, and I wrote to Nobby to find out what was happening. He said, 'It sounds like Michael's quitting.' Although they had only finished the first batch of text to translate, both Brian and Nobby made it clear that, for various reasons, they wanted off the project at that point. We moved Brian onto Chocobo Dungeon 2, I believe. I let Nobby help out on some other projects that needed to be done (but I later brought him back on Xenogears to help with QA), and that's where I had to become a lot more hands-on with the translation myself. Because I was in Japan, I didn't have access to English books, let alone German books, so I had to go to the National Library, where some of these foreign books were housed, to research these concepts and try to find out what they were in English. Remember, the internet was only just becoming a thing at Japanese companies back then. At that time, we had just gotten an intranet at the company, so we could email our American office, but we still didn't have fast data sharing. Even our QA bug reports had to be done by fax! We couldn't just go on Wikipedia and research some of this stuff, so, as you can imagine, it was a total nightmare! In the end, I nearly killed myself on that title, and people knew it. People saw me sleeping in the office every night and coming up like a zombie. We got to the point where I hardly ever went home, and I was just trying to get that out. At that point, they realized, 'This guy really is passionate about our titles and cares about them.' So we're not giving it to some foreigner who will just turn around a shoddy translation." timeextension.com/features/inter…
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Modo 7
Modo 7@Modo7Pod·
@YujiHorii Hopefully it eventually gets released in other languages like Spanish or English. This is definitely going to be pure gold!
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堀井雄二
堀井雄二@YujiHorii·
恥ずかしながら、まんがになりました。まんがなので多少もっている箇所もありますが、笑って読んでもらえると幸いです。さあ、これを読んでキミも明日のゲームデザイナーだぜ! あたたっ!
ファミ通.com@famitsu

『ドラクエ』生みの親・堀井雄二氏が“学習まんが”に famitsu.com/article/202602… 淡路島での生まれからはじまり、ゲームクリエイターになった経緯、国民的人気作が誕生するまでの苦難など半生を描く。2月24日発売。

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NXTX
NXTX@NXTXZXW·
@Genki_JPN Most Japanese devs aren't ruining games to serve an ideology and the criticism they get is different
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Genki✨
Genki✨@Genki_JPN·
Yoko Taro says Hideki Kamiya's social media blocking sprees and snarky comebacks are a net positive for the game industry! “When you’re a game creator and a public-facing personality, you draw attention from a lot of people, including some real weirdos. Some of them say things that are seriously absurd or out of line. But since they’re your customers and your audience, you can’t really clap back at full force.” “But Kamiya does clap back. He just tells them, 'Go away, you insect!' (laughs). Just like how there are people who will tell you off in real life when provoked, I think it’s a net positive to instill the fear that are also game creators who have that edge. (…) That’s why I think having Kamiya-san around as a game industry peer is super reassuring.” automaton-media.com/en/news/hes-a-…
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Modo 7
Modo 7@Modo7Pod·
@supaflavin @_Gemuki Played the demo on the highest difficulty and honestly, the QoL improvements feel like a fair trade-off for those of us with less time to play. I don’t mind spending a whole year on one game, but I won’t say no to being thrown a bone every now and then.
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ジョマー 🇩🇴
ジョマー 🇩🇴@supaflavin·
@_Gemuki We don’t live in those times anymore. You have to appeal to a whole new group of people. We’re old heads for a reason.
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Hoy Te Hablo De
Hoy Te Hablo De@hoytehablode·
Uff, remakes con graficos asi es lo que me encantaria ver. Se que es IA, pero creo que la idea y el concepto son logrables, es mas hasta cierto punto Dragon Quest VII Reimagined esta tirando por alli.
𝐙𝐄𝐋𝐃𝐂𝐀𝐒𝐓@ZeldcastPodcast

#Zelda Imaginense tan solo un segundo un remake de Minish Cap o cualquier otro Zelda 2D así. Me gusta más que el estilo pinipon actual. Créditos a Hothead GM

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