

It first aired in Japan on May 25, 2010, and in English on June 1, 2012.

もうひとりのスティッチ) is the twenty-fifth episode of Stitch! ~The Mischievous Alien's Great Adventure~. Another Stitch, "Sutitchi tai Mō Hitori no Sutitchi", スティッチ vs. " So we’re pretty careful about saying, ‘Here’s where the fun is, here’s this kind of content,’ but still say yes to the player and, ‘You want to go land on that weird planet, check it out, and build an outpost, and live your life there, and watch the sunset because you like the view of the moons there? Go for it.’ We love that stuff." Stitchman Meets Bonnie and Clyde" (original) " Son of Sprout" (internationally) We’d rather have them and say yes to you, ‘Hey, you can land on this.’ Here are the resources, you can survey it, and then you can land and spend ten minutes there and be like, ‘OK, now I’m going to leave and go back to the other planet that has all this other content on it, and I’m going to follow this questline.’ So if you look at space, you know there are a lot of ice balls in space, so that was one of our big design considerations on this game is, ‘What’s fun about an ice ball?’ And it’s OK sometimes if ice balls aren’t- it is what it is. " We’re also careful to let you know that’s what is. But then you have this whole other part of, ‘Well I’m just going to wander this planet, and it’s going to provide some gameplay, and some random content, and those kinds of things.’ We’re over 200,000 lines of dialogue, so we still do a lot of handcrafting and if people just want to do what they’re used to in our games, and follow a main quest, and do the questlines, you’re gonna see what you’d kind of expect from us. We'd rather have them and say yes to you, 'Hey, you can land on this.' Here are the resources, you can survey it, and then you can land and spend ten minutes there and be like, 'OK, now I'm going to leave and go back to the other planet that has all this other content on it, and I'm going to follow this questline.'"Ĭlick to expand." I should also add that we have done more handcrafting in this game, content-wise, than any game we’ve done. "So if you look at space, you know there are a lot of ice balls in space, so that was one of our big design considerations on this game is, 'What's fun about an ice ball?' And it's OK sometimes if ice balls aren't- it is what it is. "We're also careful to let you know that's what is," said Howard. As for how it all works within the context of the game, Todd Howard noted that they made 1,000 planets so they could give players more freedom, even if that means there isn't as much to do on some planets as there is for others. Howard also went on to explain that they have more hand-crafted content in Starfield than any of their other games. The developer has used procedural generation to create quests and landscapes in games like Skyrim, so it's not a new concept to the developer. As many assumed, many planets will be created using procedural generation, something Howard reaffirmed fans that Bethesda has immense experience with. In an interview with IGN, Starfield director Todd Howard addressed how they created all of the planets and how they will work.
