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    Quake and GoldenEye Among 2025 Inductees to World Video Game Hall of Fame

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    Quake and GoldenEye Among 2025 Inductees to World Video Game Hall of Fame

    Quake and GoldenEye Among 2025 Inductees to World Video Game Hall of Fame

    A New PlayStation Studio Formed by Bungie Develops Team-Based Action Game Inspired by Life Sims and “Frog-Style” Games—What Does That Mean?

    A New PlayStation Studio Formed by Bungie Develops Team-Based Action Game Inspired by Life Sims and “Frog-Style” Games—What Does That Mean?

    GTA 6’s Second Trailer Features a Faux PS5, Sparking Hopes for Playing Original Vice City in the New Setting

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  • PlayStation
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  • Xbox
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  • Nintendo
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Developer Insights Vol. 15: Mario & Luigi: Brothership – Chapter 4 | Updates

by Sandy Oconnell
December 5, 2024
in Nintendo
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Otani: In previous installments, we’ve leaned heavily on piano melodies for the background music. Seeking a fresh approach this time around, we pushed for wind instruments and wanted to inject more emotion into the compositions, leaving much of the creative direction to our composer.

Ohashi: Crafting this music was quite the challenge. We had weekly meetings with Sakamoto-san, trying to nail down what exactly “Mario & Luigi-like” music meant for us. It was quite the puzzle! (Laughs) Eventually, we zeroed in on instruments that captured that signature vibe, like tropical steelpans, lively brass bands, and quirky accordions.

Otani: When we finally settled on our instrument choices, they aligned perfectly with the spirit of the series. Although it’s tough to pin down exactly what “Mario & Luigi-like” means, a crucial factor was how well the tracks complemented Mario and Luigi’s in-game adventures. The end result was a soundtrack bursting with fantastic music.

One thing that stood out to me was how not only did the usual recurrent tracks make an appearance, but also plenty of compositions crafted specifically for unique scenes. Normally, we design tracks that can be used repeatedly—like one for fights, another for boss battles, and a different one for events. However, he created entirely unique pieces for each cutscene.

Ohashi: With this game, the music came into play only after each scene was finalized. Sakamoto-san tailored the music for every scene by first observing how each transitioned from the one before it. We worked in tandem on the music for pivotal scenes, which added depth to the game.

Otani: As the story progresses, everything becomes intertwined beautifully. We have over 100 pieces of music, and each one is a gem. I absolutely need that soundtrack! (Laughs)

Ohashi: Run-of-the-mill tracks wouldn’t have done justice to our cutscenes. Personally, I thought those scenes were executed exceptionally well. Sprucing each one up with incidental music really heightened their impact. In total, we ended up adding 40 extra tracks to the original 60. (Laughs)

What about the tight deadlines, though?

Everyone: (Laughs)

Fukushima: We definitely had to keep pace with a tight schedule, but the more we invested in the project, the deeper our engagement became. Ultimately, recording a live performance brought the music to life and made it even more enjoyable.

Otani: Acquire truly poured in the effort and did a deep dive into the series, which is why this game genuinely exudes that “Mario & Luigi-like” feeling. We further enhanced this by bringing on board members from the original Mario & Luigi team at AlphaDream—the director, the game world designer, and the battle director—all to ensure this installment stayed true to its roots. Maekawa-san, who was integral to the series, even stepped in to supervise. His involvement definitely enriched the distinctive vibe of this game.

Ohashi: It was an invaluable learning experience. We certainly didn’t want to alienate fans of the series with something that felt too out of place.

How do you balance a compelling story with engaging gameplay in an RPG?

Ohashi: Towards the end of development, Fukushima-san and the team working on the battle system were constantly collaborating.

Fukushima: In past titles, battles revolved around a “badges” system. Once the gauge filled up, you could use it in combat, but once depleted, you had to wait to use it again. Many players held off using them until clutch moments like boss fights.

However, we thought it would be exciting to allow players a more laid-back approach, which led us to develop the Battle Plug system with Acquire, aligning with the game’s theme. With Battle Plugs, players can equip them instead of badges, and their effects become instantly noticeable, adding new layers or tweaks to regular actions.

Otani: The sheer variety of Battle Plug combinations made balancing them quite the task.

Fukushima: You can say that again! (Laughs) With over 40 Battle Plugs available, the number of combination possibilities is vast. We wanted to make sure players could freely experiment without feeling bogged down by complex calculations, making it accessible even for younger gamers venturing into the gaming world.

Ohashi: It’s a delight to uncover not just the individual plug effects, but the synergies when combined.

Fukushima: Players can adopt their own distinct styles—perhaps a set of offensive plugs for high damage bursts, or defensive ones focused on recovery and counterattacks. Just bear in mind, a plug only has so many uses before it needs recharging. In the meantime, try different combinations and discover your favorites.

Furuta: My go-to in battles has been the Iron Ball plugs! With just the Surprise Iron Ball plug equipped, a single iron ball drops. But combine it with a Kaboom Attack, and multiple iron balls rain down on enemies. If you also equip two Surprise Iron Ball plugs, the balls get bigger; pair this with a Kaboom Attack, and you have large iron balls targeting multiple foes. It’s pretty intuitive and a lot of fun!

Tags: MarioLuigiBrothershipDeveloperChapterUpdatesInsightsVol
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