toki re­mas­tered

Pierre adane and Philippe des­soly are part of the team at mi­croids which is re­spon­si­ble for the new Nin­tendo Switch re­make

Retro Gamer - - ULTIMATE GUIDE: TOKI -

Do you know what hap­pened to the Xbox 360 ver­sion that was first an­nounced back in 2009?

only part of the first level was com­pleted. it was de­vel­oped on un­real blue­prints and sadly there were some in­ner strug­gles be­tween the guys that led to a standby po­si­tion.

Why re­make Toki? Were you fans of the orig­i­nal ar­cade game?

i was a big fan of Toki from the very be­gin­ning. When the orig­i­nal game re­leased in ar­cades i was work­ing at ocean france where we met. By chance, Toki was one of the games adapted by us for the atari ST and amiga. i was work­ing on Pang, so i didn’t work di­rectly on Toki but i had the plea­sure to fol­low its de­vel­op­ment. When the op­por­tu­nity of de­vel­op­ing a new ver­sion showed up, i was im­me­di­ately thrilled by the idea. fur­ther­more, work­ing again with Philippe was a great plea­sure.

i also dis­cov­ered Toki at ocean france, i was al­ready a big fan of ar­cade games but i had never heard about Toki. i had just fin­ished the game Ivan­hoe when i started to con­vert ar­cade games. Start­ing with Toki was a great op­por­tu­nity and i have spent many hours playing this game! When i was of­fered the chance to work on Toki’s re­make, i im­me­di­ately said yes! i knew that i would be able to im­prove it with my own style, es­pe­cially work­ing again with the Mr Nutz team (Pierre and raphaële guesqua). What tech­ni­cal chal­lenges dur­ing de­vel­op­ment have you en­coun­tered?

re­main the most faith­ful to the orig­i­nal as pos­si­ble.

The most tech­ni­cal chal­lenge is the time spent! mak­ing the de­sign alone is very long, time has changed and the way we make videogames has changed, too. i had to check that noth­ing was miss­ing and com­pletely re­cre­ate all the char­ac­ters and en­vi­ron­ments.

Have you made any no­table changes or re­vi­sions from the orig­i­nal for this re­make?

The visual as­pect is the most im­por­tant evo­lu­tion in this ver­sion.

i wanted the game to look like a cartoon, so i started to re­design all the char­ac­ters in that way, then i cre­ated en­vi­ron­ments and then, of course, i redesigned the an­i­ma­tion as a cartoon.

Why choose to de­but the game on Nin­tendo Switch and are there any plans to re­lease this re­make on other plat­forms?

We nat­u­rally choose the Nin­tendo Switch be­cause it is per­fect for this kind of game. The ease of use of this de­vice fits per­fectly with the game’s spirit.

as Pierre said, the Switch ap­pears is per­fect for this kind of game. i re­ally hope we are able to adapt Toki to other plat­forms too, but it is up to mi­croids to de­cide.

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