Sayonara Umihara Kawase to reunite the staff who worked on the first game.
Japanese magazine Famitsu announced (via Polygon) that a sequel to the cult series Umihara Kawase is in the works for the 3DS. The sequel is called Sayonara Umihara Kawase.
Japan game import enthusiasts may be familiar with the name. It was a series of 2D platformers starring a young girl who had to navigate a surreal fish-themed world using her fishing line and hook as a grappling hook, much like Rad Spencer's arm in the Bionic Commando series from Capcom.
The first game was released in 1994 for the Super Nintendo, followed by a sequel called Umihara Kawase Shun, which came out in 1997 for the PlayStation One. Both titles have been ported to the PSP and DS, in 2008 and 2009 respectively. The series has never been made available outside of Japan, though the PSP version was close to being localized in English under the title Yumi's Odd Odyssey.
The game will focus on the titular character, now 20 years old prior to the PlayStation sequel. The original staff members of the first game, which include designer Kiyoshi Sakai and character designer Toshinobu Kondo, will reunite to finish development on the sequel.
Sayonara Umihara Kawase will be out in Japan this summer for 4,980 yen ($53). There is no word on whether the sequel will be localized in English.
Looks weird, but I like quirky games. Would like to see it localized and released on the e-shop here.
"The series has never been made available outside of Japan"...
Hopefully this changes. I never heard of these games.
PSO2 and Kagura Shinovi Versus are sold out at almost all retailers. Soul Sacrifice will sell huge numbers too. Loving my Vita.
@cousinmerl The only thing I can think of is that it's an image from an incomplete version of the game.
@cousinmerl @King9999 Huh...it's been a while since I saw that GCCX episode. I guess I didn't really pay attention to the HUD or think too much of it until you pointed it out. As for why the HUD is that way...I guess it's so that the player can focus their attention on the middle of the screen and not worry about looking at the edges? You know how in a game with a clock you forget about the time because you're so focused on the action happening in the middle? Maybe the devs were trying to avoid that by keeping relevant information within the player's direct view and not in their peripheral vision.
I saw the SNES game on Game Center CX. Looked like an interesting game. You were even able to record your gameplay in-game.
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