free counters
EC Game.org | News | Articles | Rom Lists
SEARCH: Game Article News
Cing Talks Hotel Dusk, Another Code for Wii & DS, Plus More

By Adam Riley (jesusraz), From Cubed3 | 2007-06-20

Previous Next
Is the iPhone getting exclusive Nintendo games? Konami Confirms Contra 4 for DS

Both Another Code: Two Memories and Hotel Dusk: Room 215 have proven to be major hits for Japanese developer Cing, bringing a much needed boost to the traditional adventure genre in general, as well as giving Nintendo a real treat as both were high quality titles. Fans are, therefore, eager to know what we can expect from the company on Wii. Thankfully Cubed³ was lucky enough to catch up with the the CEO of the company, as well as the Director of Hotel Dusk for this latest interview.

Cubed³: First of all, could you please introduce yourself and explain what your role is on the Hotel Dusk project?

Mr. Takuya Miyagawa (TM): Hello everybody. I・m Takuya Miyagawa, CEO of CING Inc. and I acted as the producer and a sort was of the game・s advisor with regards to its content.

Mr. Taisuke Kanasaki (TK): Hello. I・m Taisuke Kanasaki, and have been in charge of the direction and character designs in this game.

C3: How large was the team that worked on Hotel Dusk and how long was it in development for?

TM: The in-house staff members totalled 11. When including the outside staff, about 20 were involved in the development. It took approximately one and a half years to plan and develop this game.

C3: What was the reason behind giving the game such a unique visual style? And why choose to have players hold the DS like a book?

TK: We already had certain ideas about the visuals from the beginning. I think I was inspired by the promotion video of a musician that I loved watching in the 80s. We chose this visual style because we wanted this game to have unprecedented visual expression that is not common in conventional games and firmly believed this visual style would suit this kind of interactive conversational game style.

We chose the style where players hold DS vertically because this matches the style of game itself and its originality - something that has not seen in the other games before.

C3: Are there any elements of Another Code found in Hotel Dusk (such as the mysterious Mila looking extremely similar to Ashley)?

TK: I think there are lots of elements in common between this game and Another Code, such as mystery solving and atmosphere of the game. Mila looks similar to Ashley, maybe because she took over Ashley・s mysteriousness.

C3: The game ends in such a way that a sequel seems extremely possible. Could we see Kyle Hyde take on another adventure in the future?

TM: You may have a chance to see him in the near future. I think he is looking forward to seeing you again, too?

C3: And do you think games like Another Code and Hotel Dusk would work well on the Wii?

TM: I think that the innovative Wii interface and the adventure genre fit well together. I believe we will be able to provide an unprecedented adventure if Another Code and Hotel Dusk are realised on Wii.

C3: Could you please tell our readers some of your favourite uses of the DS in Hotel Dusk? And where does the inspiration come from for the puzzles in the game?

TM: I think the dialogue expressions have been much improved by adopting the vertical holding style for the DS. Regarding the puzzles in the game, we developed the idea by putting emphasis on making good use of DS and its functions, as well as reasonably fitting them into the story.

C3: What other puzzle-adventure games do you get inspiration from?

TM: I am very much interested in PC Adventure games from foreign countries. However, when we create games we are aiming at how we can come up with elements that do not exist in other games.

C3: And what are your thoughts on the recently released Layton Kyouju no Fushigi na Machi (Professor Layton & the Mysterious Village)? Would Cing ever consider making a game similar to Level 5・s?

TM: I know it is very popular. I am pleased that there are increasing numbers of various different adventure games (including other titles), because we started working on DS games and were hoping that the genre would be broadened. We just think that we are aiming in a different direction to Level 5. We are always trying to create something new; something that is different from others when we are developing games.

C3: Hotel Dusk has already sold more than Another Code in Japan and is receiving great word-of-mouth in the US. Are you pleased with its performance so far and how do you think it will be received in Europe?

TM: We are very pleased that many people in the world appreciate our work. It was one of our targets that this game would be purchased by more people than Another Code, so we are satisfied with it. We hope the game will receive a good public response in Europe as well, along with an actual result. [ Editor: Since this interview was conducted, Hotel Dusk has gone on to be a resounding success in the UK and across many other European countries ]

C3: Cing is working with Marvelous Interactive and Townfactory on Project O for the Wii. Will Cing be taking a major role in that game・s development?

TM: Project O is a collaborative project between the three companies, and Cing is in charge of planning.

C3: And is there anything you can provisionally tell us about Project O, please?

TM: We cannot say anything other than the information revealed on Mavelous Interactive・s website yet. The PR activities are going to start in the near future, though, so please look forward to that.

C3: From your experience with the Wii, what are your thoughts about it so far?

TM: I feel that creators・ abilities are tested to a greater extent than ever before, and I think it is hardware that has substantial attractiveness to stimulate our willingness to challenge and create new concepts.

C3: It was also recently revealed that Cing will be working with Tecmo on the DS. What will this game be about and how will it make use of the DS functions?

TM: The title is called :Kaite Shabette Hajimeyou! Monster Farm DS (Let・s Draw, Speak, and Start! Monster Farm DS);, and previously released entries in the series have simply been called :Monster Rancher; in countries other than Japan. The main characteristic feature of this game is that monsters will appear when players draw graphical symbols or drawings, or even vocalise into the microphone. Please refer to the information from Tecmo・s website for more details.

C3: Finally, will we ever see successors to Another Code or Hotel Dusk on Wii in the future?

TM: We feel that some ideas are important for DS, while others are important for Wii. Therefore, we think that there should be game styles specialised for each piece of hardware. I think there will be a possibility of the games appearing if something new can be brought to the table in the worlds of Hotel Dusk or Another Code. And at that time, this is the kind of challenge we will be excited about.


Cing Talks Hotel Dusk, Another Code for Wii & DS, Plus More - NDS,NDSL,Rom List, Articles, Screenshots, News
free counters
SEARCH: Game Article News
Cing Talks Hotel Dusk, Another Code for Wii & DS, Plus More

By Adam Riley (jesusraz), From Cubed3 | 2007-06-20

Previous Next
Is the iPhone getting exclusive Nintendo games? Konami Confirms Contra 4 for DS

Both Another Code: Two Memories and Hotel Dusk: Room 215 have proven to be major hits for Japanese developer Cing, bringing a much needed boost to the traditional adventure genre in general, as well as giving Nintendo a real treat as both were high quality titles. Fans are, therefore, eager to know what we can expect from the company on Wii. Thankfully Cubed³ was lucky enough to catch up with the the CEO of the company, as well as the Director of Hotel Dusk for this latest interview.

Cubed³: First of all, could you please introduce yourself and explain what your role is on the Hotel Dusk project?

Mr. Takuya Miyagawa (TM): Hello everybody. I・m Takuya Miyagawa, CEO of CING Inc. and I acted as the producer and a sort was of the game・s advisor with regards to its content.

Mr. Taisuke Kanasaki (TK): Hello. I・m Taisuke Kanasaki, and have been in charge of the direction and character designs in this game.

C3: How large was the team that worked on Hotel Dusk and how long was it in development for?

TM: The in-house staff members totalled 11. When including the outside staff, about 20 were involved in the development. It took approximately one and a half years to plan and develop this game.

C3: What was the reason behind giving the game such a unique visual style? And why choose to have players hold the DS like a book?

TK: We already had certain ideas about the visuals from the beginning. I think I was inspired by the promotion video of a musician that I loved watching in the 80s. We chose this visual style because we wanted this game to have unprecedented visual expression that is not common in conventional games and firmly believed this visual style would suit this kind of interactive conversational game style.

We chose the style where players hold DS vertically because this matches the style of game itself and its originality - something that has not seen in the other games before.

C3: Are there any elements of Another Code found in Hotel Dusk (such as the mysterious Mila looking extremely similar to Ashley)?

TK: I think there are lots of elements in common between this game and Another Code, such as mystery solving and atmosphere of the game. Mila looks similar to Ashley, maybe because she took over Ashley・s mysteriousness.

C3: The game ends in such a way that a sequel seems extremely possible. Could we see Kyle Hyde take on another adventure in the future?

TM: You may have a chance to see him in the near future. I think he is looking forward to seeing you again, too?

C3: And do you think games like Another Code and Hotel Dusk would work well on the Wii?

TM: I think that the innovative Wii interface and the adventure genre fit well together. I believe we will be able to provide an unprecedented adventure if Another Code and Hotel Dusk are realised on Wii.

C3: Could you please tell our readers some of your favourite uses of the DS in Hotel Dusk? And where does the inspiration come from for the puzzles in the game?

TM: I think the dialogue expressions have been much improved by adopting the vertical holding style for the DS. Regarding the puzzles in the game, we developed the idea by putting emphasis on making good use of DS and its functions, as well as reasonably fitting them into the story.

C3: What other puzzle-adventure games do you get inspiration from?

TM: I am very much interested in PC Adventure games from foreign countries. However, when we create games we are aiming at how we can come up with elements that do not exist in other games.

C3: And what are your thoughts on the recently released Layton Kyouju no Fushigi na Machi (Professor Layton & the Mysterious Village)? Would Cing ever consider making a game similar to Level 5・s?

TM: I know it is very popular. I am pleased that there are increasing numbers of various different adventure games (including other titles), because we started working on DS games and were hoping that the genre would be broadened. We just think that we are aiming in a different direction to Level 5. We are always trying to create something new; something that is different from others when we are developing games.

C3: Hotel Dusk has already sold more than Another Code in Japan and is receiving great word-of-mouth in the US. Are you pleased with its performance so far and how do you think it will be received in Europe?

TM: We are very pleased that many people in the world appreciate our work. It was one of our targets that this game would be purchased by more people than Another Code, so we are satisfied with it. We hope the game will receive a good public response in Europe as well, along with an actual result. [ Editor: Since this interview was conducted, Hotel Dusk has gone on to be a resounding success in the UK and across many other European countries ]

C3: Cing is working with Marvelous Interactive and Townfactory on Project O for the Wii. Will Cing be taking a major role in that game・s development?

TM: Project O is a collaborative project between the three companies, and Cing is in charge of planning.

C3: And is there anything you can provisionally tell us about Project O, please?

TM: We cannot say anything other than the information revealed on Mavelous Interactive・s website yet. The PR activities are going to start in the near future, though, so please look forward to that.

C3: From your experience with the Wii, what are your thoughts about it so far?

TM: I feel that creators・ abilities are tested to a greater extent than ever before, and I think it is hardware that has substantial attractiveness to stimulate our willingness to challenge and create new concepts.

C3: It was also recently revealed that Cing will be working with Tecmo on the DS. What will this game be about and how will it make use of the DS functions?

TM: The title is called :Kaite Shabette Hajimeyou! Monster Farm DS (Let・s Draw, Speak, and Start! Monster Farm DS);, and previously released entries in the series have simply been called :Monster Rancher; in countries other than Japan. The main characteristic feature of this game is that monsters will appear when players draw graphical symbols or drawings, or even vocalise into the microphone. Please refer to the information from Tecmo・s website for more details.

C3: Finally, will we ever see successors to Another Code or Hotel Dusk on Wii in the future?

TM: We feel that some ideas are important for DS, while others are important for Wii. Therefore, we think that there should be game styles specialised for each piece of hardware. I think there will be a possibility of the games appearing if something new can be brought to the table in the worlds of Hotel Dusk or Another Code. And at that time, this is the kind of challenge we will be excited about.