Yu Suzuki, the creator of Shenmue, Space Harrier and many other games, is releasing his latest Air Twister through Apple Arcade on June 24th. We spent some time with the game prior to release and even had the chance to speak to Suzuki through a translator about the dreamlike experience of riding giant swans through alien landscapes. Suzuki confirmed some of the game’s details – like the size of the protagonist, Princess Arch, and which classic children’s novel served as the game’s main inspiration – and talked about how much he enjoyed one of the top 10 GameSpot games of 2021, It Takes Two.
I’ve played Air Twister and it’s bizarre. Did you think people would react like that?
Yu Suzuki: I didn’t really know what people would expect. I just made the game. That’s normal for me.
Air Twister feels a bit like playing an interactive dream. Was that on purpose?
Many Thanks. I appreciate your comment. Yes, not particularly. I didn’t really think it was an effort to do just that. I just wanted to put everything that I was really interested in as a kid into one game.
One of the influences for me in creating this fantastic landscape was The Never Ending Story. Riding a large creature in the sky and levitating things in the air and existing in this fantastic working base – almost like anti-gravity. So to speak… control the world. So, letting those levitating things fly around. That was really interesting for me. I also really liked the fusion of mechanical and biological creatures. It’s always been part of this fantasy idea. So yes. When you put it all together, it definitely seems like it came out of a dream.
Ich nahm an, dass dies nach Shenmue 3 ein kleineres Projekt für Sie wäre, aber es gibt überraschend viel Geschichte und Überlieferungen. Ist das etwas, das Sie nicht anders können, als es zu erschaffen? Müssen Sie viele Überlieferungen und Geschichten schreiben, auch wenn sich das Gameplay anfühlt, als würde es in einen Arcade-Schrank gehören?
Nun, ich habe nicht wirklich darüber nachgedacht, eine Geschichte darin unterzubringen. Aber um das Spiel auf Apple Arcade zu haben, habe ich wirklich viel über Wiederholbarkeit nachgedacht und Leute dazu gebracht, zurückzukommen, um das Spiel weiterzuspielen, und wie machen wir das? Nun, vielleicht ist das Einfügen einer Geschichte eine gute Möglichkeit, Benutzer dazu zu bringen, immer wieder zurückzukommen.
Auch das Hinzufügen der Abenteuerkarte, auf der Sie durchgehen und Power-Up-Gegenstände erhalten können, trägt zur Wiederspielbarkeit bei. Es bedeutet auch, dass Sie sich nicht unbedingt auf Ihre Fähigkeiten verlassen müssen, um das Spiel schlagen zu können. Sie können durch die Karte gehen und Gegenstände und Power-Ups aufheben. Das alles hat also nur dazu beigetragen, die Benutzer wieder zu der Erfahrung zurückzubringen.
Sie sagten: “Wiederspielbarkeit ist wichtig.” Haben Sie jemals darüber nachgedacht, moderne Checkpoints einzurichten? Oder war es immer die Absicht, jedes Mal von vorne zu beginnen?
Es gibt also Spielmodi, in denen sie Kontrollpunkte haben. Sie können also von vorne, in der Mitte oder am Ende beginnen. Solange Sie die Abenteuerkarte durchgehen und dann diese Gegenstände auf dem Weg einsammeln.
Ich habe noch nie ein Spiel gespielt, das so klingt. War die Absicht, dass es völlig einzigartig klingen sollte?
Die Person, die den Soundtrack erstellt hat, ist Valensia. Und ich bin seit langem ein Fan von ihm. Ich habe immer gedacht, dass sein Sound perfekt in diese Welt im Fantasy-Stil passen würde. Natürlich gibt es für ein Ballerspiel bestimmte Sounds, die zu diesem Genre passen, aber ich wollte unbedingt, dass sein Sound in das Spiel aufgenommen wird. Aber natürlich hatte ich keinen persönlichen Kontakt zu ihm. es war so etwas wie: “Nun, wie kann ich ihn erreichen?” Also fing ich einfach an, auf Social Media, Twitter und Facebook zu gehen. Schließlich fand ich seine Facebook-Seite und schickte ihm eine DM, stellte mich vor und sagte: „Hey, wollt ihr zusammen ein Spiel machen?“ Danach wurden wir vorgestellt [to] each other and we came on video and we got to meet up and that’s how it started.
Were you surprised by the music he recorded?
I knew his style of music from the beginning. I knew what kind of music he could make and what he was doing. I know what he’s doing is brilliant in that regard. I had great respect for him from the start. When we started working together, he picked it all up so quickly, we exchanged ideas and I said, “Well, we want something like that.” He would have it instantly. He just worked so fast and it was just there. It was really easy to work with him. He created new songs for the soundtrack and he has arrangements of his older songs that he puts into the soundtrack, especially with the lyrics. We had to change some texts to fit the world of Air Twister. He was very gracious and had some really great lyrics to put these new arrangements together.
I was hoping you could clarify something for me. Is the protagonist human-sized or is she tiny?
[Laughs] Yes. She is human size.

So the swans are huge and the garden on this alien planet is full of huge plants?
Right, that’s right. The animals are big.
Speaking of big beasts, do the beasts you ride in boss fights matter more?
In conception they were just cool for me. I just thought it was really nice to have these different types of animals. I especially liked the fish. My first thought was to use the fish, the trout, as the main mount. But I thought this might get a little out of hand. So I went a little more mainstream, with the swan as the main animal. It might be a bit too adventurous to go with the fish as a main course.
The game’s various lore directories mention that the protagonist is good at a sport called Flying Cucumber. How to play Flying Cucumber?
I don’t know how to answer that [laughs]. I can tell you it’s just a part… it’s there to help fill the world. We don’t have any rules for that. It’s just kind of a one-time thing.

That’s for the sequel, I hear. Is Air Twister a small project for you? And whatever you do next, do you think you’ll do something bigger again?
Yes on both accounts. Small project here, then probably move on to a bigger one later.
Are there any video games you’ve recently played from other developers that you’ve enjoyed?
Do you know a game called It Takes Two? I really enjoyed playing this, especially with another person. It Takes Two I thought was really fun to play. And another game I played recently was Little Nightmares II. I’m not really good at horror. So I don’t really want to play it alone. But yeah, I thought it was a good game too.
Air Twister launches tomorrow, June 24th, exclusively for iOS devices on Apple Arcade. Read why Yu Suzuki doesn’t see the game as a spiritual successor to his 1985 arcade game Space Harrier – another game about flying through extraterrestrial landscapes – here.
GameSpot may receive a commission from retail listings.
The products discussed here have been independently selected by our editors. GameSpot may receive a portion of the revenue if you purchase something featured on our site.