New Corpse Party Game Announced; Worldwide Release
In an interview with the Japanese outlet Dengeki, MAGES Director Makoto Asada suddenly announced that a brand-new Corpse Party game is in development with a planned worldwide launch. The full exchange has been translated and quoted below via our team’s Ryuji:
Interviewer: What kind of work do you have in store for us in the future?
Makoto Asada: Aside from the title releasing this Summer that I mentioned earlier, we are currently working on a brand-new Corpse Party game! This new title will have a completely different visual style from the pixel 2D art style. So much so that you might even question if it’s an adventure game from MAGES.
The staff who worked on Corpse Party for a long time are returning to work on this game, and we would like to present a new form of Corpse Party to all fans. We will make an official announcement soon, so please wait for it. This is another title that will be released simultaneously worldwide and is the game that MAGES will be putting the most effort into this year.
Interviewer: Will it be a remake of the original?
Makoto Asada: No, it will be a new Corpse Party with a new scenario. Perhaps the only thing that hasn’t changed is that this game strongly focuses on sound, just like previous titles. Still, we have made the horror elements stronger, so I hope that not only fans of the series but also fans of horror games, in general, will enjoy this entry.
Interviewer: I see. So it’s that drastic.
Makoto Asada: However, the core concept of Corpse Party is still there because Team GrisGris, the staff writers who wrote the original game, are all involved. We have started this project with the intent of taking the horror of Corpse Party to the next level.
Interviewer: When did plans for this development begin?
Makoto Asada: The actual production started about two years ago, but the project itself has been in the works for several years. The idea of giving Corpse Party a new form had been on the agenda for a long time, but we never got around to starting the project, and it had been stagnant. So around two years ago, I decided to take on the challenge and get it off the ground.
We’ll be sure to keep you all updated on any significant developments regarding this release.
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