RB: One of the major ideas of the game is breaking the fourth wall with the professor speaking directly to the player. Why did you choose this way of telling the story? 
   
  TO: Firstly, we wanted the player to feel a real difference between the two screens and though the professor is always there and his role is to help the main character, he doesn't do much which makes him even more mysterious. You think he will help you but sometimes he won't which makes the play style really different and a new way of story telling.
   
  RB: When in the process of designing the game did you choose to radically separate both DS screens with those different graphic styles? Was it an initial idea for the game? 
   
  TO: In the beginning, Contact was originally planned for GBA, then when we heard about the DS from Nintendo, we realised that by using both screens of the DS we could deliver a new kind of game experience.
   
  RB: The graphic design of the alien professor reminds me a lot to Earthbound (Mother 2 in Japan I think) and there are also some allusions to the C64. What's up with that guy? Where does he really come from? The 80's?
   
  TO: The 80's! Why not.? In Japan, when the information about Contact had been released, people also said that the design was really close to Mother but we didn't do it on purpose actually. We wanted to make the professor a pixelised character to make him friendlier. That was the idea. The professor is the key character of Contact. I would like to tell you more about him but it might spoil the game concept.
   
  RB: In our first minutes with the game, the combat system seemed to be rather simple. Will it gain more depth over time? 
   
  TO: Though in the beginning of the game we made it easy for those users who might be playing a videogame for the first time, we tried to find the right balance also for the videogame fans. Which means, the more you play, the deeper the game system is.
   
  RB: In Contact ”you break some rules of role playing games. As an example, sleeping really does take some time. Are there more such unexpected elements? 
   
  TO: The title in itself is a good example of those unexpected elements I think. Here, the main character of the game living in the game world and the player living in the real world are two distinct characters which I think is a completely new concept. Other unexpected elements are for example, in the game world, if you mess around, the inhabitants of this world will start to attack you.
   
  RB: What can you tell us about the multiplayer-mode of the game? Will there be any cooperative or competitive gameplay?
   
  TO: Unfortunately, there is no cooperative mode. But you can leave comments on the message board. Your friends can become the NPCs and make an appearance during your party. By doing this, it will also unlock secret bosses
   
  RB: How many playable characters will be in the game and how many NPCs? 
   
  TO: There is only one playable character. As for the number of NPCs, I haven't counted them all!
   
  RB: What about Quests? Will there be only the main adventure or also an amount of optional side-quests? 
   
  TO: Though there is only one main adventure, there are so many sub-missions that I can't count them all.
   
  RB: Can you give me just one sentence outlining why people should buy Contact?
   
  TO: If you want to experience something new, you definitely have to try Contact. There are a lot of new ideas and many challenges. This unique new world is waiting for you to explore it.
   
 
STORY / CHARACTERS / SYSTEMS / DOWNLOADS / MESSAGE / FRIEND CONTACT