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    Enhanced Performance for Breath of the Wild and Tears of the Kingdom on Nintendo Switch 2

    Enhanced Performance for Breath of the Wild and Tears of the Kingdom on Nintendo Switch 2

    Enhanced Technical Features Transform Pokémon Scarlet & Violet on Nintendo Switch 2

    Enhanced Technical Features Transform Pokémon Scarlet & Violet on Nintendo Switch 2

    9 Amazing Indie Games You May Have Missed from the Mix Summer Showcase

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    Elden Ring Nightreign Patch Arrives Early to Aid Solo Players, But Changes Are Minor

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    New Insights Revealed on Canceled Black Panther Game and the Nemesis System

  • PlayStation
    [Rewrite this title] PS5 Review: The Last Hero – Journey into the Unknown

    [Rewrite this title] PS5 Review: The Last Hero – Journey into the Unknown

    PlayStation Unveils Exclusive Marvel Fighting Game and PS5 Fight Stick

    PlayStation Unveils Exclusive Marvel Fighting Game and PS5 Fight Stick

    PlayStation.Blog Unveils The Witcher 4 Tech Demo Using Unreal Engine 5 on PS5

    PlayStation.Blog Unveils The Witcher 4 Tech Demo Using Unreal Engine 5 on PS5

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    Elden Ring Nightreign Players Continue to Face Connection Issues on Xbox

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  • Nintendo
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Home Nintendo

Ask the Developer Volume 15, Mario & Luigi: Brothership – Part 4 | Updates

by Kaitlin Peters
December 5, 2024
in Nintendo
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Otani: In the past, the series leaned heavily on piano for its background music. This time around, we wanted to change things up, so we experimented with wind instruments to bring more emotion into the soundtrack. We trusted the musician to take it from there…

Ohashi: Crafting the music was quite the challenge. Sakamoto-san and I would have weekly meetings, scratching our heads over what exactly “Mario & Luigi-like” is supposed to sound like. (Laughs) Eventually, we settled on instruments that conveyed that vibe, paring it down to essentials like tropical steelpans, lively brass bands, and accordions.

Otani: Once we had the instruments set, the atmosphere started to feel right for the series. It’s hard to pin down what “Mario & Luigi-like” is, but for me, it’s key that the music suits the way Mario and Luigi move in-game. We ended up with a collection of fantastic tracks.

What really amazed me was how many custom tunes were created for specific scenes. Typically, music in games gets reused—one track for battles, another for boss fights, etc. But here, there was a unique piece for every cutscene.

Ohashi: For this game, instead of composing music beforehand, the music was crafted after the scenes were in place. Sakamoto-san watched how each scene transitioned to the next to compose fitting music. Especially for intense scenes, there was a lot of collaboration.

Otani: The music really complements the unfolding story. With over 100 tracks, each one is a gem. I’m really excited about the soundtrack. (Laughs)

Ohashi: Generic tracks just wouldn’t do justice to the cutscenes. I felt the scenes were really well executed, and I thought, “Wouldn’t this be even better with some dramatic music?” So we ended up adding about 40 more tracks to the original 60. (Laughs)

Okay, but what about the schedule?

Everyone: (Laughs)

Fukushima: We did have to deal with a tight schedule, but the more effort we put into it, the more immersive it became. Recording live performances added extra enjoyment to the music.

Otani: Capture that “Mario & Luigi-like” essence was a team effort. Acquire’s dedication, along with extensive research into the series, played a significant role. To really solidify that, we brought on board people who had worked on previous Mario & Luigi games at AlphaDream, including the director, the developer in charge of world-building, and the battle director. We also enlisted Maekawa-san, formerly from AlphaDream, to oversee the project. Their contributions were vital in enhancing the game’s unique vibe.

Ohashi: It was a real learning journey. We wanted to make sure fans of the series wouldn’t find this installment too out of place.

Balancing the story and gameplay in an RPG can be a tough nut to crack, right?

Ohashi: During the final development stages, Fukushima-san was always touching base with the team designing the battle system.

Fukushima: In past games, a “badge” system was used. As the gauge filled, you could use it in battle, but then it would need time to recharge. This meant players often saved it for crucial moments, like boss fights.

This time, we wanted something players could use more freely. So, collaborating with Acquire, we created the Battle Plug system. Instead of badges, players equip Battle Plugs, which instantly affect regular actions when equipped, often tweaking or enhancing them noticeably.

Otani: Balancing the vast combination of Battle Plugs proved tricky.

Fukushima: You’re telling me! (Laughs) With over 40 Battle Plugs to choose from, the combinations are virtually endless. We wanted it to be less about complex strategy and more about letting players feel the effects of their choices, suiting even younger or less experienced gamers.

Ohashi: Discovering the interactions between different plugs is part of the fun.

Fukushima: Everyone has their play style, whether they favor offensive plugs for heavy hits or defensive ones for counterattacks and recovery. But plugs do have a usage limit, so while waiting for them to recharge, players can experiment with new ones to find what they like best.

Furuta: I love using the Iron Ball plugs in battle! Equipping just one Surprise Iron Ball plug drops a single ball, but combine it with a Kaboom Attack, and bam—iron balls rain down on multiple foes. Equip two Surprise Iron Ball plugs, and the balls get huge, delivering even heftier punches. It’s very intuitive.

Tags: MarioLuigiBrothershipPartDeveloperUpdatesVolume
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