Radiant Silvergun for Xbox Live Arcade
What's interesting about the announcement of Radiant Silvergun coming to XBLA is that, if you remember, when we spoke with Maegawa two years ago, he was somewhat doubtful that it would happen. At the time, he said that moving the game to the Xbox 360 and enhancing it along the way could require a significant amount of development resources, of which he wasn't sure Treasure wanted to spare. Last year, he went so far as to say that even though Microsoft had requested they bring the game to XBLA, it just wasn't in the cards. So why the change in heart? According to Maegawa, it was because enough Treasure fans had clamored for it -- that they paid attention to the comments on sites like 1UP and ultimately decided to go forward with the project. Because in Maegawa's mind, the game was going to need to be a complete HD re-imagining -- which is not the case now. He said enough fans simply wanted the original game, albeit still spruced up for the 360, but not necessarily completely redone -- that they decided to make it happen.
Instead of pouring lots of efforts into the visuals (though make no mistake, the game has been enhanced -- Maegawa states that they touched things up where appropriate), Treasure instead focused on a new mode, the secret Ikaruga shooting style teased in the trailer. And while he wasn't able to elaborate on the mode too much (it's a secret!), he said most fans of Radiant Silvergun and Ikaruga should be able to have a good sense of what it will play like. Interestingly, Maegawa, who is usually very modest about Treasure's work, says he's having a really great time playing the Ikaruga mode -- he says that it's almost like an entirely new game.
I also asked why he felt that Radiant Silvergun is such a beloved game around the world (even though it was previously never even released in the U.S.), and how many consider it to be the greatest shoot-em-up ever made. Maegawa thinks that it's probably because it's not your traditional, straightforward shooter -- when they first set out to make the game, they wanted to come up with something very different. Through things like the chain system, Radiant Silvergun has elements of puzzle games and a lot more strategy to it -- in fact, Maegawa admitted that he was never all that big on shoot-em-ups himself, but what they did with Radiant Silvergun really appealed to him.
Bangai-O for Xbox Live Arcade
Another game Treasure has been working on is Bangai-O HD: Missile Fury for XBLA, which was just recently announced (and Ray Barnholt previewed it on 1UP). I asked Maegawa why they decided to bring the series (which previously had releases on the N64, Dreamcast, and DS) to the Xbox 360 now. According to him, there were a couple of reasons, the most important being that they liked the challenge of it. Maegawa said that they were a little disappointed with what they were able to do with the DS version because of the hardware limitations (because of all of the bullets and sprites on screen). So on the Xbox 360, they wanted to be able to pull off 1000 bullets and 1000 enemies at a time. Also, they wanted to see if they could pull the entire game off without using 2D sprites at all this time; Bangai-O on 360 is accomplished entirely with polygons. Again, just sort of as a challenge to themselves.
Another reason they liked the idea of bringing the game to the Xbox 360 was that it allowed them to give players more options with the level editor -- Maegawa pointed to how you can now even edit where you have different music in levels (such as placing a certain theme for a boss area).
But in general, I asked if Maegawa could describe what the point of Bangai-O is, given that it's sort of a difficult game to describe (on one hand it's this hardcore mech shooter with tons of bullets on screen, and on the other it has things like fruit that you collect -- which sort of sit at odds with each other). He laughed, but said that it's a series they have a lot of fun making -- he described it as a game they work very seriously on to make something stupid. Which, might not come across as well because of the translation, but essentially, it's a shooter that doesn't take itself too seriously.