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HAL Laboratory

BoxBoy! director Yasuhiro Mukae has elaborated on the game’s origins.

Speaking with Siliconera, Mukae said:

First off, let me thank you for mentioning some of HAL Laboratory’s past titles. Regarding BOXBOY!’s design process, that got its start when the company began to field new ideas for games and I submitted the BOXBOY! design proposal I had come up with earlier.

After that, a few staffers that saw the potential in the design created a prototype game we could play within the company.

It was officially established and launched as a project once we submitted the project’s design document and proposal as a set. That marked the beginning of BOXBOY!’s development.

Mukae also discussed how the idea for BoxBoy! evolved into a full game. In doing so, he revealed that its placeholder visuals became the final visuals after he “drew in the design document and realized that they really had an impact, a uniqueness that differentiated it from other games.”

Nintendo Life just put up an interview with BoxBoy! director Yasuhiro Mukae. Among the topics covered include the game’s conception, multiplayer, and more.

We’ve picked out a few excerpts from the interview below. You can read up on the full Q&A here.


The BoxBoy! reviews embargo has now lifted, and a few verdicts have come in. Below are a few notable reviews we’ve come across thus far:

Shacknews – 8 / 10
Nintendo Life – 6 / 10
NintendoWorldReport – 9 / 10

It’ll be interesting to see if BoxBoy! comes out after today’s Nintendo Direct!

BoxBoy! block size

Posted on 11 years ago by (@NE_Brian) in 3DS eShop, News | 5 Comments

BoxBoy! hasn’t been dated just yet, but Nintendo has already started issuing download codes to the press. It’s pretty small, with just 644 blocks of free space required.

By the way, something else we’re hearing is that the BoxBoy! review embargo lifts on Wednesday. Perhaps the game will be seeing a surprise launch this week?

Thanks to Jake for the tip.

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