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This applies to both games, actually. They're HD titles, but they retain not only the essence of the game design, but the simplicity of the graphics. It's easily understandable and lacks clutter. How did you approach that visual simplicity, especially now that the era of 2D sprites seems well behind us?
TI: One of the things we were doing when we were going through Galaga
and trying to figure out what was the fun part -- the core mechanic that we
wanted to really recreate and have everyone experience.
The Challenging Stage
in Galaga was one of the things that people really picked up on. It was
fun, challenging, and very game-like and easy to understand. We wanted to bring
that to the next level with HD, kind of like, "Memorize the routes of the
enemies, but also challenge yourself to destroy them all." We kind of took
that to the next step and kept building on that whole idea, and that's how it
became Galaga Legions.
NN: The pattern shooting was also one of the core fundamentals
that I felt was very fun in the original Galaga and the Galaga
series itself, with Gaplus and whatnot. All the enemies had patterns and
reactions, and understanding those patterns was part of the fun of the game.
There were so many ideas and so many people who were very
passionate about the past series and how they wanted to make Galaga Legions
and what direction they wanted to go in.
We had some spats internally that I
kind of had to break up, because people were so passionate about what they felt
was the best, and how they should take the core fundamentals of the gameplay,
and what direction they wanted to pull it in. I had to come in and break things
up.
Pac-Man was very easy and everyone was on-board and into, "This is
what we want to make." But with Galaga, a lot of people had,
"I want to add this! I want to add that!" They just couldn't bring it
together. That's where I came in, to sort of soothe everything and bring
everything back to normal.

Namco Bandai's Galaga Legions
Wow. Do you think that that affected the design process of the
game? It sounds like Pac-Man was straightforward, in a certain sense,
but with Galaga, you had all these people who had different ideas. Did that affect the final product?
NN: Yes. I do believe that because of the very interesting
development process that we went through and all the passionate people on the
team, that is how the product was finalized and why it became what it is.
TI: A lot of people were very passionate about it, and you can
really feel the passion while you play the game. You can understand that people
wanted very specific elements implemented in the game. I feel that's why it
does very well in Japan, because a lot
of people feel the passion that a lot of the creators had when they were making
it.
NN: Because there are so many different ways of taking the Galaga
franchise and many different aspects that could be created into the core
fundamentals of the game, we do want to look at Galaga again.
We could create a different sort of Galaga with a different
spin or twist on the game mechanics and the core fundamental aspect of the
game, and possibly in the future bring a different sort of Galaga to the
players.
What was the number one thing you learned from making Pac-Man
CE that you were able to bring forward into the development process of Galaga
Legions?
TI: Probably the number one thing we really learned and took to
heart when creating Galaga Legions was going back to the arcade game
style of making a core experience for people to play and enjoy and really be
entertained with, and the importance of doing that when developing the game.
NN: It's that essence that we're always trying to look for. One of
the things that we want to do is make everything simple -- keep it as simple as
possible. Because that's where the fun lies, in the simplicity.
"Simplify!" Just cut it down to the core fun. Don't overload it with
all this extra stuff. That was the number one thing that we learned and brought
to Galaga Legions.
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Also the gameplay mechanic in the new Galaga is the best I've seen in years for a 2D shooter, and it is on my GOTY list for sure.