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Dream Trigger 3D

3DS | D3Publisher | 1 Player / 2 Players (local multiplayer) | Coming Soon

26th April 2011; By KnucklesSonic8

What could very well be one of the first truly innovative efforts to come from either side of the developer wheel, I for one am very excited about the release of Dream Trigger 3D! And with such an appealing feature list, it's pretty hard not to be. I took the opportunity to get in touch with D3Publisher and ask them a couple questions about this new project. With the game set to release next month, we're confident you'll find our Q&A to be informative, even helpful if you're counting down the days.

Wiiloveit: Hello there! Kindly begin by introducing yourself to our readers.

Brian: My name is Brian Etheridge and I am the Senior Producer at D3Publisher in charge of Dream Trigger 3D.

Can you tell us about the general concept of Dream Trigger and outline the main principles of the game design?

Dream Trigger 3D started out as a title built from the ground up for the 3DS. When we learned of the hardware and what it was capable of, we decided that we wanted to make a game that could only be played on that system. Art Co. is great at making shooters, so we wanted to harness their ability and try to add a twist that was truly unique. The idea of using both screens in tandem with our Sonar system is what we feel makes it stand out. In short, Dream Trigger is an abstract shooter that takes advantage of the 3DS graphics and controls to create something unlike any other shooter out there.   

Would it be more accurate to describe Dream Trigger or as a blend of styles from games that have already been released, or as a totally new and innovative concept?

I’d be lying if we said that we didn’t look at other games to get inspiration. Dream Trigger is one part bullet-hell shooter, one part music-based shooter, and one part completely unique shooter.  

We knew that we wanted to make the game tough, but rewarding, so we built a challenge system into the game. The completionists of the world want to collect challenges and show their friends that they had accomplished some ridiculous goal. In short, this system works a lot like the Achievements on Xbox 360 or like the Trophies on PlayStation 3. Once the player accomplishes the criteria of the challenge it gets checked off in a massive list. We have over 100 challenges in the game. 

We also knew that we wanted music to play a big part in this title. We created the music so that it would interact with the gameplay. I’ll get into this a little later. 

To whom in particular does this title especially cater to?

We really made this game for core gamers, but there is an element to the game that will attract those who just want to see something unique on the 3DS. When we designed this game, we said that we wanted this to be the game that people buy to show their friends what the 3DS can really do. 

Your press release confirmed that there would be a total of 50 stages for players to plow through. Will the game adopt a mission-based structure?

We have a mode called “World Map Mode.” When playing in this mode, you move from level to level on a giant node-based map. You earn Dream Points (DP) for beating levels and you try to avoid an enemy that follows you around the map, known as The Tracker.

It’s not mission-based, per se, but it is a continuous mode. I would say it’s the closest thing we have to a story mode. 

How will the sonar feature serve as a core element for player immersion?

The Sonar feature is one of the core gameplay mechanics. The way it works is that enemies are not visible on the upper screen until you hit them with Sonar. You place a Sonar Ping on the lower screen. When it detonates, if the blast hits an enemy, they become visible and you can shoot them. 

You need to find a balance between going back and forth between the upper and lower screens to place Sonar Pings, but once you’ve played for a bit, you will start to use your peripheral vision.  It’s easy to do at first, but once you get the hang of leading your enemies, it becomes very rewarding to Sonar Blast a whole screen full of enemies with a few well-placed Pings.

What can you tell us about the musical score planned for this game? Will it play a role in the action elements?

The musical score is unique. All of our songs are remixes of classical songs; Bach, Mozart, Holst. These are just a few of the composers that we turned to. Then, once we decided on the songs, we completely tore them apart and rebuilt them electronically. We worked with two different groups; Brainstorm in Japan and a Dekoder Music here in the States. Each brought a different feel to the table. We would basically assign the songs to them (or let them choose) and from there we would give them a rough idea of what we wanted. We would say something like, “Make this one really aggressive,” or “How about doing something break-beat with this?” 

In the end, we were really trying to find a balance between making the song sound completely unique and retaining some semblance of the original piece. In some cases, the inspiration will be obvious, but in others you may only recognize a note here and there. 

The other thing about the music is that each song is broken into 4 parts. These parts fade in-and-out as enemies or bullets appear on the screen or as the user moves around. In other words, if you are active, the music is active. If you hang back and try to take it easy, the music will do the same. 

Will there be a multiplayer mode of some sort? If so, what can players expect with this aspect of the game?

We have a local wireless versus mode that’s a lot of fun. It plays a little like tag. You and your friend play within the same level and you are going after the same enemies. If you manage to hit the other player with your sonar, they will become visible and the chase begins. For a brief amount of time, you can attack and stun them. It’s all about the point grab so you have to choose whether or not you want to go after them to knock them out, but risk losing points. In the end, the points are tallied up and a winner is chosen. 

In summary, what would you say is the most marketable feature about the game that really sells Dream Trigger as a strong effort for the 3DS launch window?

Dream Trigger 3D is unique. In addition to being a visual feast, we are going to be the only Arcade Shooter on the market and I think that the 3DS is the perfect platform for that type of game. If you’re looking for something challenging, but also something that really takes advantage of the 3DS system, then Dream Trigger is an excellent choice for you.

When can our readers look forward to trying Dream Trigger for themselves?

Dream Trigger 3D will be available May 10th, 2011! 

Thanks so much for answering our questions! Do you have any final comments for our readers?

Thank you for having me and thank you (readers) for reading this! If you’re interested in the game, “Like” us on Facebook to keep up to date and send us your thoughts!!! 

Clearly, the team is very keen on hearing what you think about Dream Trigger 3D. Why not take a moment to let them know! Otherwise, as was mentioned, you won't have to wait much longer to get your hands on the game. But, if you plan on holding off for a while, we'll have a full review of the game up on the site following the game's release. In the meantime, check out the gameplay trailer over on WiiloveitTV:

Dream Trigger 3D

Brian Etheridge was talking to KnucklesSonic8
For more information on this title or the developers, click here.

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