summary
- Hike to Yomi is a game heavily inspired by the so-called Chanbara Eiga, something most of us simply know as samurai oldies from the 60’s and 70’s.
- So we decided to do it Hike to Yomi As a black and white game, it was important to develop an appropriate balance between light and shadow.
- Trek to Yomi, available today for Xbox One, Xbox Series X|S and with Game Pass.
First, let me say that our team here in Rzeszow is beyond excited about the launch of Hike to Yomi, available today for Xbox One, Xbox Series X|S, and with Game Pass. We’re super happy to be able to talk about our game because we essentially put our heart and soul into making it.
Hike to Yomi is a game heavily inspired by the so-called Chanbara Eiga, something most of us simply know as samurai oldies from the 60’s and 70’s. We paid a lot of attention to practically every aspect of these films, be it the camera work, the editing, or the lighting.
Almost all shots in the game were inspired by these films, all to achieve the right atmosphere and style. Speaking of recordings, we had to do a ton of meddling while composing. We had to separate layers not only by distance but also by tonal value, be it light, medium or dark.
So we decided to do it Hike to Yomi As a black and white game, it was important to develop an appropriate balance between light and shadow. We also had to focus on how to draw players’ attention to specific spots on the screen and always create a visually clear area of action. After all, we didn’t want obstacles blocking the player’s view in the heat of battle.
Another aspect that took a lot of time was figuring out how to create a channel for in-game communication with players. Remember that we were only limited to black, white, and shades of gray. That was something we struggled with at first, but in the end I think we managed.
We really wanted to keep it too Hike to Yomi historically correct. Aside from our own research, we invited Aki Tabei Matsunaga – a historian specializing in the Edo period – to the project to assist us. She helped us tremendously and even made sure the dialogues were stylized to match the Japanese used at the time. We felt that in order to keep the old samurai movie vibe of our game, we needed it to be as similar to those movies as possible. We tried to create an effect where a non-player sees the game and at first cannot tell if it’s a movie or a real video game.
To deepen the sense of immersion, we also removed certain mechanics typical of 2.5D games – jumping and passing through enemies. We felt that such actions would pull the player out of the environment we’re trying to place them in. Therefore the fight consists of 3 pillars Hike to Yomi
Long story short, we really just want the player to be fully immersed in our game from A to Z. We want him to get so into it that he feels compelled to finish the game, just like a good movie! If it’s good, there’s no way you’re going to want to stay until the end. However, unlike the movies, we give players the ability to choose their own path, so choose wisely!
Once again, we the team hope all players enjoy playing our game. For example, we can’t stress enough what an amazing journey the making of is Hike to Yomi
Gambatte boys!