A new publisher will be announced as early as tomorrow. Aside from working with Xseed, Marvelous’ games have been handled by Atlus, Ignition Entertainment, Natsume, and Ubisoft.
Those worried for the quality of Murarama’s localization after Ignition’s last published game, Lux-Pain, can lay their concerns to rest, claims Ignition’s Shane Bettenhausen. In a subtle comment left on NeoGAF, Mr. Bettenhausen had this to say:
"The Lux-Pain localization situation (that occurred before my time) will have absolutely no impact on Muramasa. I believe that you’ll be pleased with how this one is handled. Cheers…"
By “situation,” we assume Mr. Bettenhausen is subtly referring to the fact that MMV translated Lux-Pain inhouse and left the English voice-over work and publishing duties to Ignition.
IGN: So, on the Wii, you can achieve a display resolution that only goes up to a certain point. But other systems offer more power and more resolution, and could potentially make the 2D art look even more beautiful. So why the decision to stick with the Wii when a game like this could maybe look better on, say, the Xbox 360?
Kamitani: That question's been asked many times. It's not that I definitely wanted to do the game for Wii, though I wrote in the original design document that it's for Wii. The reason is that our PS2 know-how could be brought over straight to the Wii. Actually, I made presentations for Xbox 360 and PlayStation 3, but it was just too expensive.
“For Muramasa we decided to stick with the original Japanese voices and only localize the text,” Shane Bettenhausen, Business Development Director at Ignition, told Siliconera in a post E3 phone interview. “We felt the game was deeply steeped in Japanese tradition, mythology, and culture that trying to dub it, trying to make something more Western is really not a service to the product.”
“Who wants some goofy anime voices in this game?” Bettenhausen joked.
“When we draw the graphics, we create them in high resolution from the beginning, and then shrink them down to fit the available memory when we convert them into game data.”