TF: While Contra: Rogue Corps is 3D, do you think this is the potential for there to ever be another 2D Contra game in the future? We are excited to see Google's new platform appearing. NN: From a developer's perspective, it's always welcomed to have more and more way, more and more channels, to reach players. As a Japanese developer who has been in the industry for a long time, what are your thoughts on this new console? TF: As you probably know, Google Stadia is coming out in November. NN: Aside from the eight DLCs we are also planning free updates that will include new stages and new weapons. TF: A Season Pass has been announced for the game, but it mainly includes items and skins, would you guys consider adding new levels or playable characters to Contra: Rogue Corps after launch? "I love the old 2D games as well and I’d love to make new ones." That is something that we tried to keep when switching the game to 3D. You feel great when you are playing the game and shooting around at the enemies. NN: What I wanted to keep from the other Contra games was that Contra has been easy to pick up, easy to control, and lets you have fun from the very beginning. TF: Contra: Rogue Corps does make the transition from 2D to 3D, but did you still analyze the classic games at the start of development and specify that you wanted to retain in this new game? NN: So it's an in-house engine that was used by the development team and we chose that development team because they had worked on games that used online features. TF: What engine is Contra: Rogue Corps running on and why did you choose that engine? " Contra has been easy to pick up, easy to control, and lets you have fun from the very beginning." NN: So, if you include pre-production and concept development it began three years ago, but the actual development started two years ago. Tomas Franzese: So has Contra: Rogue Corps been in development since 2017?
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