Nintendo and Treasure on creating Sin and Punishment 2

Those of you in Europe should already know, Sin and Punishment: Successor of the Skies isn’t like most other games. It combines the ruthless shmup insanity from the minds at Treasure (Ikaruga, Gunstar Heroes, Bangai-O Spirits) with the accessibility-focused philosophies of Nintendo. On one end, you’ve got the developers who made a giant, homicidal, fang-faced black orb named “Melon Bread” a re-occurring character in their games, and on the other you have the director of Style Savvy. Sin and Punishment: Successor of the Skies is the place where these very different creative forces come together.

This video is filled with interesting revelations, production art, and unnecessary special effects. One second you’re treated to some laughably bad Mission Impossible-style spy-cams, and the next you’re getting schooled on some shocking facts. I was particularly surprised to here that the game’s initial development team only consisted of four people, and that due to the game’s more intuitive, IR-focused control scheme, Nintendo thought the earlier builds of the game were too easy, so they asked Treasure to go back and make it tougher.

None of that’s quite as amazing as the mental process that went into naming Sin and Punishment, but it’s still probably more interesting than what’s on TV right now, so you might as well take a look.



Jonathan Holmes
"Where do dreams end and reality begin? Videogames, I suppose."- Gainax, FLCL Vol. 1 "The beach, the trees, even the clouds in the sky... everything is build from little tiny pieces of stuff. Just like in a Gameboy game... a nice tight little world... and all its inhabitants... made out of little building blocks... Why can't these little pixels be the building blocks for love..? For loss... for understanding"- James Kochalka, Reinventing Everything part 1 "I wonder if James Kolchalka has played Mother 3 yet?" Jonathan Holmes