Qute produced Ginga Force and likely shared some of the development responsibilities with M-kai. This short interview was published in Famitsu just before the release.

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Ginga Force – Qute Famitsu Short Interview

—Tell us some of the highlights of Ginga Force.

Qute: Ginga Force is a vertical scrolling STG for home console, and we challenged ourselves at Qute with a brand new story and setting. The story develops in scenes between the stages, and each stage is like an individual episode of the story. It has many new elements in it, like the decisive battles with the enemy characters that ride in huge mechs, and the bosslike enemies that appear at the beginning of the stage, rather than the end. Ginga Force continues the exhilirating, fun style of play found in Eschatos, so I think it will appeal to fans of that game as well. We’ve worked really hard on the story and setting too, and we’re hoping a wide variety of players will enjoy it.

—I see Ginga Force uses a full 16:9 widescreen vertizontal format.

Ginga Force trailer.

Qute: Yes. Eschatos used the arcade STG as its baseline, but for Ginga Force we focused on the strengths of the home console. We improved the 3D presentation and graphics since Eschatos, so we decided a full widescreen format would best reflect that. We also thought it would bother non-STG players if they saw empty space to the left and right of the screen.

—Please tell us a little about designing the story and characters.

Qute: In Eschatos we did our best to have no characters, but this time we added characters, dialogue, and in-game events that are meaningful to the story. For the story itself, rather than realism, we aimed for an anime and manga style.

—What are the features of the game system?

Qute: In Ginga Force you can play for score, but it also prominently features a system where you can equip your preferred weapons to clear each stage. We strove to create a game you could replay multiple times at your own pace, taking on new difficulty levels and equipping stronger weapons as you go. Conversely, there’s also a score attack mode where the settings are always the same and you can play purely for score, so the STG format experienced players are familiar with has also been retained. I think the evolution of shooting games is similar to vs. fighting games; although there’s been a transition to 3D, the gameplay elements have remained in 2D–that’s one path, at least. We’re hoping to share this modern 2D STG style with players.

—Please leave a final message for Eschatos fans, and all shooting fans out there!

Qute: We worked hard to make Ginga Force a game where, like Eschatos, you could enjoy it as a straight-ahead pure STG experience; but we also made it so a player can enjoy the opposite experience of slowly improving his performance with multiple playthroughs. We think both players who enjoyed Eschatos and those who haven’t played STGs much will enjoy Ginga Force. Thank you!