Rusty Rabbit's Mastermind: Gen Urobuchi Reveals the Game's Creation Secrets

Veteran anime scriptwriter Gen Urobuchi is collaborating with visual novel creator Nitroplus and the prominent Chinese publisher NetEase. Rusty Rabbit , an eccentric 2.5D Metroidvania title. Rusty Rabbit relates the adventure of a rabbit called Stamp and their reliable machine, referred to as Junkster. Alongside each other, these companions journey through the dangerous Smokestack Mountain where they encounter various members of an eclectic group of bunnies dubbed the BBs.
With over 15 years of experience in anime writing behind him, having worked on various projects such as Fate/Zero and Psycho-Pass , transitioning into developing a video game was certainly not an effortless task. Game Rant had the opportunity to speak with Rusty Rabbit creator Gen Urobuchi , delved into the game's beginnings, described what the initial development phase was like, and touched upon various narrative aspects and gameplay mechanisms of the 2.5D action-platformer genre. The interview has been shortened and clarified for better understanding.
Transitioning to Rusty Rabbit Demanded a New Beginning
A: With Nitroplus having an extensive background in developing visual novel games, how might this expertise influence the narrative and interactions within Rusty Rabbit’s storyline among various characters?
A: My initial experience was when I first worked on a visual novel More than 15 years ago, I've focused solely on scripting for anime. For this particular project, I needed to revisit fundamentals and adopt a trial-and-error approach, as if beginning anew.
Q. The BBs form a diverse group of characters that players will come across in Rusty Rabbit. Do any of these characters draw inspiration from those in your earlier works?
A: The BBs emerged as an impromptu addition for me. They didn't feature in the initial plan but were incorporated later to clarify the stage dynamics. Given the stringent timeline, I was compelled to revamp their whole backstory within a brief period, which inevitably steered them towards having more humorous traits.
In "Rusty Rabbit," the Brass Village serves as an essential location within the game, hosting various characters like a diner waitress, a parts store proprietor, and a clergy member. Is this village designed to act as a central hub? If yes, what motivated you to incorporate a hub area into Rusty Rabbit?
A: Initially, my prototype featured just a parts shop. However, as we progressed towards finalizing the product, it became essential to considerably increase the game’s scope. It was then that we added the village, acting as hub for various added elements.
Rusty Rabbit Started as a Labor of Love
A: The idea for the game is pretty unconventional. Can you share what inspired the creation of Smokestack Mountain, the character of Stamp, and the overall universe of Rusty Rabbit?
A: Initially, this began as a personal endeavor—a side-project created during my free time to hone my skills with Unity for building games. As someone who frequently writes scripts, adding the storyline and universe came naturally, incorporating numerous elements inspired by me personally. This sets it apart significantly from initiatives conceived solely for public launch right from inception.
What inspired you to create a 2.5D side-scrolling game? Why this significant shift from visual novels?
A: As I previously stated, it started as a personal challenge—aiming to create a platform action game. Unity It began simply as an interest.
A: The game includes various stage types such as a factory setting and a plant-based environment. Can you describe how these two differ visually, along with the distinct gameplay mechanisms related to each ecosystem?
A: The initial version of the game was rather basic in terms of play mechanics. To enhance its complexity, Chime suggested incorporating numerous stage-specific features which introduced tactical layers to every level. As a consequence, the completed title proved to be significantly more engaging and entertaining than anticipated, and I am highly satisfied with how it has shaped up.
Rusty Rabbit's Tale Commits to Stamp and Junkster
Q: Will Rusty Rabbit include various mechs for players to utilize, or will they exclusively be using and enhancing Stamp’s Junkster mech? If it's the latter, what was the reasoning behind focusing on just one mech?
A: Without revealing too much about the plot, I can mention that this game isn’t just Stamp’s narrative; it’s equally the tale of Junkster. Throughout the game, Junkster stands as Stamp’s sole ally, and my aim is for gamers to uncover the depth of their connection as they progress through the storyline.
A: What steps did you take to ensure that all the boss battles in Rusty Rabbit were distinct from one another? Also, which one do you like best?
A: Our bosses They possess an unusual appeal—frightening yet somewhat endearing. Their assaults are intricately linked with theatrical devices, offering players a engaging tactical puzzle to solve. In my opinion, the octopus is particularly appealing.
Q: Did any significant issues or obstacles arise during Rusty Rabbit’s development? What insights did you gain from these challenges?
A. During the development process, we faced significant delays and revisions due to misunderstandings among our recently assembled group. This experience underscored for me the critical importance of consistently verifying that my objectives are properly understood by everyone involved.
Q: Are you driven to create additional 2.5D action side-scrollers similar to Rusty Rabbit in the future, or do you plan to return to visual novels? Maybe even combining elements of both?
A: Developing games requires a distinct type of experimentation and refinement unlike what you'd find in writing novels. anime The deeper I delve into this, the more captivated I am. I continue to believe there's immense potential for innovative creativity outside established formats, and I'm eager to persist with fresh challenges in game development.
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