Nintendojo Interview: Yars Rising Director James Montagna

Yars Rising is out now and we have the lowdown on the game from its director!

By Robert Marrujo. Posted 09/10/2024 23:44 Comment on this     ShareThis

We sat down with the director of Yars Rising to talk about the game. What were their inspirations? What was it like expanding on Yars’ Revenge all these years later? Read on to find out more.


Nintendojo (ND): For those who might not be familiar, would you please give a little insight into Yars‘ Revenge and why it was a game Atari wanted to return to and expand upon?

James Montagna (JM): Yars’ Revenge is a beloved classic Atari game released in 1982, and you could call it an early top-down shooter of sorts. Players control a fly-like creature called a Yar, tasked with breaking through a barrier to destroy an opposing alien force known as the Qotile. Not only was Yars’ Revenge the best-selling first-party title for the Atari 2600, but it was also a uniquely inventive game for its time. It had this hypnotic droning audio, psychedelic colors, and an innovative gameplay hook that all worked together to set it apart. It left a lasting impression on so many of us at WayForward, and we felt there was an exciting, unexpected direction we could take it while still honoring its core. In fact, it was WayForward who proposed revisiting the Yars IP when we began discussions with Atari.

ND: Yars Rising is the next chapter in the series and it’s looking to be quite ambitious. What made WayForward the studio to take on the modernization of this franchise?

JM: The development of Yars Rising was fueled by sheer passionate commitment to the idea. We had this concept of where to take it, and there was a lot of excitement internally about honoring and reviving Yars this way. When we shared the concept with Atari, there was this mutual feeling like “we have to make this game!” Plus, the story we wanted to tell with it, and the fun experience we planned for players were also things that played to the strengths we have as a studio at WayForward.

ND: Can you tell us a bit about Emi, the game’s lead character?

JM: Of course! Emi Kimura, also known by her handle “Yar,” is a 23-year-old black-hat hacker making a living in the rougher part of future metropolis Syzygy City. Alongside her organized ring of hacker friends, she pulls off heists for paying clients of all kinds. Emi has a natural talent for hacking and is the one who gets the work done, while her friends take on leadership and support roles. So, when a mysterious client approaches their crew with an offer to hack mega-conglomerate QoTech, Emi is the one who gets a job there as a foot in the door, earning their trust over the course of a couple weeks. Then, the game opens up on the night where she’s going to stay late after work and pull off her hacking caper. Emi herself was designed to be this sort of endearingly awkward, clumsy-yet-capable, deeply flawed but still enchanting kind of character. She’s very lost in her thoughts and also rarely shuts up or filters herself, but we love her that way—embracing it connects the player closer to her as a character!

ND: Narrative seems to be important in Yars Rising. How tricky is it to balance telling a story while also providing enough action to keep players satisfied?

JM: The story is, of course, an important component of the Yars Rising experience, but balancing it with the gameplay isn’t particularly tough from a development perspective. In fact, weaving story beats into the gameplay actually helps us break things up in a way, and transition players between objectives, emotions, and the general sensations of gameplay. There’s also a lot of passive storytelling happening in the background, like environmental cues and commentary from Emi herself, which keeps the narrative moving without taking players out of the action.

ND: What goals did the team have visually for this game? What thinking went into the art style for Yars Rising?

JM: Much like the original Yars’ Revenge was a colorful visual spectacle, we wanted Yars Rising to capture that same spirit. The guiding concept for us was “retrofuture,” which reflects the fact that Yars is a vintage game, but our story is set in a cyberpunk-tinged future. This blend of vibrant, cycling colors and a clash between retro and modern design is reflected in everything from the user interface to the world itself. For example, the design of the QoTech offices draws inspiration from the 1960s and ‘70s metabolism architectural movement—retro, yet feels futuristic even today. By mixing these influences with an advancement of our own general WayForward character sensibilities in 3D art, we created the unique world and tone that Yars Rising embodies.

ND: What can fans expect from the stealth elements of the game?

JM: I like to refer to the stealth in this game as “light” or “freeform stealth,” which I know are kind of self-coined terms, but it really does describe what we were going for. We recognize not all players are fond of stealth gameplay, so the goal was to create something that could cater to both fans of it and those who prefer more action. Emi has to sneak past corporate security, corrupt officers, and other patrolling guards throughout the game. And the reason you’ll want to do so without being caught is because Emi cannot naturally defeat these opponents. But the game also welcomes players to try their luck charging past them—you just might make it! I think there is a bit of a fun risk- reward element in that sense. You can take a careful, methodical approach, or be daring and throw caution to the wind for a thrilling escape.

ND: The idea of utilizing the original Yars’ Revenge gameplay as part of the hacking minigames in Yars Rising is very clever. How did that come about?

JM: It was actually part of the original core concept from even back in the proposal stage. My colleague, Adam Tierney, who co-created Yars Rising, had this observation that the sequential, logical process of the 1982 game already had a kind of infiltration or hacking feel to it. So, Yars’ Revenge just lent itself well to the hacking idea, and you could say even inspired it in the first place. The original Yars’ Revenge does have a learning curve to it, so when it came time to implement it into the gameplay, we deconstructed the original down to its core elements and gradually reintroduced those distilled mechanics back into the gameplay to teach the rules. From there, we could start to build on top of it and innovate with new, unexpected things. Emi even pulls abilities from these challenges into her world as physiological augments. It was a fun way to blend the old with the new, and I think players will enjoy discovering all the unique hacking challenges we’ve created.

ND: Were there any surprising or difficult challenges in maintaining the spirit of the original Yars Revenge while trying to expand it into something new with Yars Rising?

JM: Rather than viewing it as a challenge, keeping the spirit of Yars’ Revenge alive within a new experience was something we embraced as part of the creative process from day one. We went to great lengths to research and immerse ourselves in the original Yars history, even digging into some of the most obscure details. For instance, we unearthed the original font from the pack-in comic that came with Yars’ Revenge and made it our primary game typeface. Incorporating elements from the original wasn’t a challenge—it was an opportunity. These touches appear not only in more obvious mechanics, like the hacking challenges inspired by the original gameplay, but also in subtle, almost subconscious ways throughout the experience. As surprising as it might be, every aspect of Yars Rising is infused with the DNA of Yars’ Revenge, making it a loving homage to the Atari classic while pushing the game into exciting new territory.

ND: What can you tell us about the game’s soundtrack?

JM: Yars Rising features by far the most ambitious soundtrack WayForward has ever produced. We had a dedicated Yars Rising music team made up of the largest number of artists we’ve worked with to date. It was a truly international collaboration, bringing together talent from all over North America, Australia, and Japan, with vocal tracks in both English and Japanese. Managing a global effort like this was no small task, but it was essential to achieve the unique sound we were aiming for. What sets the soundtrack apart is the way it’s designed to feel like a continuous experience rather than just individual songs. Each area in the game plays like a non-stop DJ set or continuous mix, requiring seamless transitions between tracks by different artists, which took a lot of coordination to get just right. We really pulled out all the stops on this game, aiming for a “Music of the Year” award-level soundtrack, and just really poured everything into making it something extraordinary. Genre-wise, it’s incredibly diverse. We wanted to embrace both timeless, and future-thinking trending music stylings that you don’t hear often in games today. This ties into the “retrofuture” directive of Yars Rising—for example, we have tracks inspired by vintage Japanese city pop, which is currently enjoying a resurgence, as well as future funk, a genre that takes inspiration from the past and reworks it into something fresh and exciting. There’s also vaporwave, among other unexpected genres. The result is a soundtrack that not only enhances the gameplay experience but also embodies the game’s vision of retro-meets-future in a really special way.

ND: What would the team like fans to know about Yars Rising as it launches this September?

JM: One thing I think sets Yars Rising apart is its heart, which is embodied by Emi Kimura, our quirky, endearing, and flawed protagonist. Since she’s a cyber mercenary, she’s not your typical hero—her work may be morally gray, but her sharp wit and charm make her impossible not to root for. She’s the type of character who captivates her way into your head, making you invested in caring about her journey and growth as much as the thrilling adventure that surrounds her. This project has been a real passion for the team at WayForward, including those of us who grew up with the Atari classics. We wanted to create something that respects the legacy of Yars’ Revenge but also feels fresh and exciting for today’s players. There’s a lot of Shantae and River City Girls DNA woven into this game, so I’m certain fans of those titles will feel right at home in the vibrant, action-packed world we’ve built. I guess what I’d really like people to know is that this is a game that’s been crafted with immense care and attention to detail. Every boss battle, every hacking challenge, every corner of this world is designed to give you something exciting or unexpected. And the soundtrack…it’s honestly one of the best we’ve ever done. I couldn’t be more proud of the team, and I can’t wait for people to experience what we’ve created.

Yars Rising is out as of September 10th on Nintendo Switch, PC, and all other major consoles. I hope it brings you the same joy we’ve had making it. Emi’s waiting for you—fly into the world of Yars Rising!


Thank you to James Montagna for taking the time to chat with Nintendojo about Yars Rising. You can get the game now and enjoy it for yourself.

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