"Wanting to Respond to Japanese Gamers' Voices": The Reason Behind Pixel Perfex CEO's Decision to Make "Earth Atlantis 2" a "Retro STG"
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/954/G095475/20251018003/
Deputy Editor-in-Chief: Noguchi | 2025/10/18 04:49 (UTC)
From October 16 to 19, the game event “gamescom asia × Thailand Game Show 2025” held in Bangkok featured a playable demo of Earth Atlantis 2 by Thai indie studio Pixel Perfex.
This sequel to the original Nintendo Switch launch title, Earth Atlantis, was developed in response to feedback from Japanese players following the first game’s release. According to Pixel Perfex CEO Anucha Aribarg, most Japanese player responses emphasized a desire for more “retro gaming” feel. In direct response, the studio completely reworked every aspect of the game design and boldly incorporated core elements from classic shoot ’em up titles.
Official Website for Earth Atlantis 2
Earth Atlantis 2 combines fundamental shooting mechanics with exploration elements inspired by “Metroid” style gameplay. The player’s objective is to hunt massive oceanic monsters hidden across a vast underwater world. The game adopts a semi-open world structure, where nine large interconnected maps allow players full freedom of exploration.
The experience goes beyond simple boss fights. Each map features side missions and small quests, while secret areas contain special power-up items. Aribarg explained that the design emphasizes discovery through exploration rather than just defeating monsters.
Aribarg’s passion for classic shoot ’em ups like Gradius and R-Type is evident throughout the game. The art style has been completely revamped to resemble arcade games of old, with numerous tributes scattered across the experience.
The CEO openly shares his deep affection for vintage shooting game series and proudly integrated many of their elements into this title. During on-site demo sessions, moments reminiscent of Gradius appeared, perfectly blending nostalgia with fresh innovation.
The game’s most distinctive feature is its intense focus on boss battles. Aribarg believes that the core fun of this genre lies in confronting bosses, and his philosophy deeply influences the design. Levels are relatively short, allowing players to reach the next boss encounter smoothly.
At least 20 massive bosses appear throughout the game, each with unique weaknesses. According to Aribarg, these weaknesses aren’t immediately obvious on first playthroughs but gradually become clear through repeated battles—revealing critical weak points like heads that must be destroyed to unlock secrets. Discovering and efficiently exploiting each boss’s weakness is central to the game’s appeal.
Interestingly, defeating bosses unlocks new maps and levels, meaning exploration order depends on player choices—a Metroidvania-style structure rather than a linear path.
The on-site demo revealed a weapon system that, despite its simplicity, offers deep tactical layers. Basic elements include bombs activated by the X button, upgradable main weapons, and life-recovery items—enhanced by a unique drone system.
Drones can serve as shields and be repositioned or rearranged to block enemy fire. Their use varies depending on player decisions. Aribarg explained that combining evasion techniques like turning with defensive maneuvers using drones adds strategic depth. However, drones can be destroyed upon taking damage, requiring careful management.
Special weapons include auto-shooting options such as homing missiles and electric shock attacks. Since only one special weapon can be equipped at a time, choosing the right weapon for each situation becomes crucial.
Additionally, gimmicks are included where shooting specific locations reveals hidden paths—creating an organic fusion between exploration and shoot ’em up mechanics.
Feedback from Japanese gamers played a pivotal role in shaping the game’s development. As previously mentioned, Pixel Perfex took seriously post-launch requests for more retro feel and completely redesigned nearly every aspect of the game.
The result is a unique gaming experience that fuses the nostalgic atmosphere of classic arcade shoot ’em ups with modern exploration mechanics. According to Aribarg, while original ideas were preserved, everything was rebuilt from scratch—retaining the strengths of the first game while transforming it into something entirely new.
With deep love for retro games, fusion of contemporary design, and a sincere commitment to listening to player feedback, Earth Atlantis 2 emerges as a highly anticipated title.
Anucha Aribarg, CEO of Pixel Perfex Thumbnail image No.001: “We Wanted to Answer Japanese Gamers’ Voices” – Pixel Perfex CEO Explains Why Earth Atlantis 2 Became a ‘Retro STG’