Heim Nachricht Mario & Luigi Brothership hätte „kantiger“ sein können, aber Nintendo sagte Nein

Mario & Luigi Brothership hätte „kantiger“ sein können, aber Nintendo sagte Nein

Jan 21,2025 Autor: Isaac

Brüder Mario und Luigi: Es war fast „cooler“, aber Nintendo hat sein Veto eingelegt

马里奥和路易吉兄弟:差点就“更酷炫”了,但任天堂否决了

Die geliebten Klempnerbrüder Mario und Luigi hätten in ihrem neuesten Spiel einen cooleren, härteren Look haben können, aber Nintendo hat die Idee verworfen. Lesen Sie weiter, um mehr Details über den Entstehungsprozess des Kunststils von Mario & Luigi: Brotherhood zu erfahren! Die frühen Bilder von Mario und Luigi waren rau und hart


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马里奥和路易吉兄弟:差点就“更酷炫”了,但任天堂否决了Bilder bereitgestellt von Nintendo und Acquire

In einem „Developer Interview“-Artikel, der am 4. Dezember auf Nintendos Website veröffentlicht wurde, sagte Acquire, der Entwickler von Mario & Luigi: Brotherhood, dass das Bild der berühmten Brüder irgendwann in der Entwicklung cooler und härter sei, aber Nintendo glaubt daran dass sich dies zu sehr vom vorherigen Bild unterscheidet und die Markenbekanntheit von Mario und Luigi verloren geht.

Zu den befragten Entwicklern gehören Akira Otani und Tomoki Fukushima von Nintendo Entertainment Planning and Development sowie Haruyuki Ohashi und Hitomi Furuta von Acquire. Um „3D-Grafiken“ zu entwickeln, die den „einzigartigen Charme“ der Serie zeigen und sie von anderen Spielen der Mario-Serie abheben können, unternahm Acquire einen großen Versuch, einen einzigartigen Stil zu erforschen – so wurde das coole Mario und Luigi geboren .

„Auf der Suche nach neuen Mario- und Luigi-Stilen haben wir einmal versucht, einen cooleren und härteren Mario zu präsentieren“, sagte Designerin Furuta mit einem Lächeln. Nachdem Nintendo das Feedback erhalten hatte, dass der Kunststil für Fans sofort als Mario und Luigi erkennbar sein sollte, hielten sie ein Treffen ab, um die Richtung neu zu bewerten. Als Leitfaden für Acquire stellte Nintendo ein Dokument zur Verfügung, das beschreibt, was Mario und Luigi in der Serie sind. „Während wir diese härtere Version von Mario mit Begeisterung auf den Markt brachten, begann ich mir Gedanken darüber zu machen, ob sie wirklich die Mario-Spieler repräsentiert, die sie spielen wollten, als ich sie aus der Perspektive eines Spielers betrachtete“, fügte sie hinzu. Mit der klaren Richtung von Nintendo fanden sie endlich die Antwort.

马里奥和路易吉兄弟:差点就“更酷炫”了,但任天堂否决了

„Wir konnten den Fokus auf die Kombination zweier Dinge eingrenzen: zum Beispiel den Reiz von Illustrationen mit festen Umrissen und kräftigen schwarzen Augen und den Reiz von Pixelanimationen, die diese beiden Charaktere auf komische Weise darstellen, die sich in alle Richtungen bewegen.“ Ich denke, da haben wir begonnen, den einzigartigen Kunststil des Spiels zu entwickeln.“

Nintendos Otani fügte hinzu: „Während wir möchten, dass Acquire ihren eigenen, einzigartigen Stil hat, möchten wir auch, dass sie das beibehalten, was Mario ausmacht. Ich denke, während dieser Zeit haben wir versucht herauszufinden, wie wir diese beiden koexistieren lassen können.“

Herausfordernder Entwicklungsprozess

马里奥和路易吉兄弟:差点就“更酷炫”了,但任天堂否决了

Acquire ist ein Studio, das für weniger farbenfrohe, ernstere Spiele bekannt ist, wie das JRPG Octopath Traveler und die Action-Adventure-Serie Way of the Samurai. Furuta gab sogar zu, dass das Team, wenn es sich selbst überlassen würde, unbewusst zu einem düstereren RPG-Stil übergehen würde. Auch für Acquire war die Entwicklung eines Spiels auf Basis einer weltweit beliebten IP eine Herausforderung, da sie selten Spiele für die Charaktere anderer Unternehmen entwickeln.

Am Ende wendet sich alles zum Besseren. „Während wir uns immer noch an die Stimmung der Mario- und Luigi-Serie gewöhnen, haben wir uns entschieden, diese Richtung einzuschlagen, damit wir nicht vergessen, dass dies eine Bühne voller lustiger, chaotischer Abenteuer ist. Das gilt nicht nur für die In der Gaming-Welt lassen wir uns auch von Nintendo inspirieren. Wir haben viel darüber gelernt, wie wir Dinge aus einer einzigartigen Perspektive leichter sehen und verstehen können, und die Welt ist aufgrund der Erkenntnisse, die wir gewinnen, ein hellerer und einfacherer Ort zum Spielen.“

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