We have an exclusive interview with Collin Van Ginkel, one of the designers for Toki Tori 2, which will be made available on the Wii U.
AWBrawler: First off, I'd like to say its an honor to be able to have this small talk with you. So, straight away let's get to the inspiration, what was the initial idea that helped birth Toki Tori.
Collin: The original toki tori basically just emerged from random ideas and experimentation when I was really young. When we started thinking of Toki Tori 2, we had a much clearer vision of where we wanted to go.
AWBrawler: I remember my first impresiion was "this is the most ridiculous junk I've ever seen! That's why I just have to try it!" Now I'm hooked. The series is now beginning to be embraced by the more hardcore crowd. Would you say you designed it more for the casual or the core gamer crowd?
Collin: I think about 5% of the players actually made it to the end of the original. It is a really really difficult game when you get halfway through it. So it looks like a cute casual game, but it can really drive you nuts! so in essence it's for hardcore puzzle players. In Toki Tori 2, we make super hard parts optional, so most players will be able to see much of the game and others can dig up the challenge if they prefer it that way.
AWBrawler: There are a good bit of people online that compare your game to A boy and his Blob. What do you have to say about that?
Collin: Never played that game. But I did see the Wayforward remake in action. Bit had to comment on it though.
AWBrawler: I believe its because they both are embarrassingly hard. As you said, it looks simple and childish, but it can kick your butt. So for the Wii U version will there be some gamepad features? Maybe some co-op via the gamepad and the TV?
Collin: We've announced off-TV play, a picture snap mode called Tokidex, an a level editor.
AWBrawler: Yea, the level editor has us excited her at E-Stranged. Will we have the same freedom as developers when creating stages?
Collin: Well, yes and no. We will not limit if there isn't a good reason for it. There are hundreds of things that can go wrong with our internal tools. We know we shouldn't do a lot of stuff, but you can not expect that from our fans. So we have to limit their ability to make mistakes, but in any case, we'll strive to allow all creatures and objects we use to be placed by the player too.
AWBrawler: There was a lot of mention on story this time. Can you tell us a bit without spoiling and does that mean new items and weapons?
Collin: As for the items and weapons, they are gone! The story is pretty lightweight and told by letting players experience what we call "story advancing sections". You walk through them and interact with the world while they take place. We use it to drive players through the game and encourage exploration.
AWBrawler: Sounds Fantastic! So any words for the fans?
Collin: Thanks for being a fan! we appreciate the support.
AWBrawler: Well, I will definitely be purchasing a copy for the Wii U, and hope to see more from Two Tribes Games in the near future.
Collin: The original toki tori basically just emerged from random ideas and experimentation when I was really young. When we started thinking of Toki Tori 2, we had a much clearer vision of where we wanted to go.
AWBrawler: I remember my first impresiion was "this is the most ridiculous junk I've ever seen! That's why I just have to try it!" Now I'm hooked. The series is now beginning to be embraced by the more hardcore crowd. Would you say you designed it more for the casual or the core gamer crowd?
Collin: I think about 5% of the players actually made it to the end of the original. It is a really really difficult game when you get halfway through it. So it looks like a cute casual game, but it can really drive you nuts! so in essence it's for hardcore puzzle players. In Toki Tori 2, we make super hard parts optional, so most players will be able to see much of the game and others can dig up the challenge if they prefer it that way.
AWBrawler: There are a good bit of people online that compare your game to A boy and his Blob. What do you have to say about that?
Collin: Never played that game. But I did see the Wayforward remake in action. Bit had to comment on it though.
AWBrawler: I believe its because they both are embarrassingly hard. As you said, it looks simple and childish, but it can kick your butt. So for the Wii U version will there be some gamepad features? Maybe some co-op via the gamepad and the TV?
Collin: We've announced off-TV play, a picture snap mode called Tokidex, an a level editor.
AWBrawler: Yea, the level editor has us excited her at E-Stranged. Will we have the same freedom as developers when creating stages?
Collin: Well, yes and no. We will not limit if there isn't a good reason for it. There are hundreds of things that can go wrong with our internal tools. We know we shouldn't do a lot of stuff, but you can not expect that from our fans. So we have to limit their ability to make mistakes, but in any case, we'll strive to allow all creatures and objects we use to be placed by the player too.
AWBrawler: There was a lot of mention on story this time. Can you tell us a bit without spoiling and does that mean new items and weapons?
Collin: As for the items and weapons, they are gone! The story is pretty lightweight and told by letting players experience what we call "story advancing sections". You walk through them and interact with the world while they take place. We use it to drive players through the game and encourage exploration.
AWBrawler: Sounds Fantastic! So any words for the fans?
Collin: Thanks for being a fan! we appreciate the support.
AWBrawler: Well, I will definitely be purchasing a copy for the Wii U, and hope to see more from Two Tribes Games in the near future.