Iwata asks: Sin And Punishment
The original Sin And Punishment is best described as a cult classic. In 2000, it was released for the N64 — but only Japanese gamers could get their hands on it. Getting it onto American consoles required importing the game (which plenty of Nintendo-heads did).
2007 saw its release on the Virtual Console for Wii and fans of hardcore rail shooters couldn’t have been happier. S&N’s fast-paced kintec gameplay is a blast.
And now a sequel is on the way. Sin And Punishment: Star Successor will be released June 7 in North America.
To compliment the game’s near arrival, Nintendo conducted an ‘Iwata Asks’ session with S&N’s developers from Treasure Co.
It’s a good read, and gives a ton of insight — including just how much inspiration was garnered from the old N64 controller and the pains of the development process.
Iwata: It seems your experience developing Sin & Punishment for N64 was so painful it still causes you to sigh loudly. Could you tell us exactly what happened?
Nakagawa: Well, the crosshairs in an aim-and-shoot game move in 2D, but…
Iwata: The game world is in 3D.
Nakagawa: Exactly. You have to use 2D aiming to hit a 3D opponent with a bullet. I was like, “How am I supposed to do that?!” And that’s how it all began.
I got to play Sin And Punishment: Star Successor yesterday, and it was a absolute blast, so get reading.