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DesmaBR2 karma

Hello Niikawa-san. Huge fan of your company games.

I noticed that "Hakoniwa Company Works" is powered by Unreal Engine 4. What were the challenges that came from changing from Phyreengine (Or whatever other was currently used) to UE4?

Also, your company has developed quite a number of more experimental titles like Hakoniwa, Punny-Punching Princess and Yomawari. How do you approach these projects? In a way that feels different from your "traditional" games, but still appeal to your current fanbase.

Thanks in advance!