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Exclusive Interview - Atsushi Inaba

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    Exclusive Interview - Atsushi Inaba

    Recently a situation presented itself where NTSC-UK were able to interview Capcom's Atsuhsi Inaba, he of Viewtiful Joe and Tekki fame. The interview was conducted through email, via a very helpful Capcom Europe PR manager and as well as interviewing Inaba, a second interview was sent to Biohazard creator Shinji Mikami.

    Despite chasing up the interview for many weeks (by both ntsc-uk and capcom-europe), Mikami never replied, and Inaba only responded briefly to a handful of the questions asked.

    We've been holding onto these answers for several months now (indeed, before even the US release of Viewtiful Joe), in hope that Shinji Mikami would come through to allow us to write a worthwhile feature. His interview looks like it was ignored however, but it would be a shame to waste what we have, even if his answers aren't very interesting.

    So here it is, NTSC-UK's brief interview with Capcom designer and producer, Atsuhsi Inaba. Enjoy:

    Viewtiful Joe
    What was said in the initial proposal that gave Viewtiful Joe the go ahead ? few companies these days would risk developing a side-scrolling fighter?
    We are in a very lucky position at Capcom as the management allows us to be both creative and innovative.

    Did the final version match up to the initial design document?
    Originally the game was planned as a bemani type of game, with the main character attacking enemies in time to the music.

    Viewtiful Joe features a number of charismatic characters that would do well in games of their own, are there currently any plans for a sequel, or even an entire franchise?
    Even though the game has done extremely well since it went on sale in Japan it is too early to make decisions about sequels until Viewtiful Joe has launched in Europe and the USA.

    VJ has an obvious Sentai influence - what other forms of superhero fantasy works and/or artists influenced the visual aspect of the game?
    While there were no specific characters or works that influenced the team it is true that I have been a lifelong fan of super heroes. So, I gave our designer, Suekane san, my idea of what Joe should look like and the great concepts he came back with gave us the inspiration to come up with the rest of the game?s characters.

    Both critical and public response to Joe has been very positive, could this mean that 2D gaming will make a come back?
    That is a difficult question to answer. When we develop any title in Studio #4 our first thought is creating games that challenge the players, yet are fun to play and a 2D game with an injection of 3D elements was the right choice for Viewtiful Joe.


    Tekki
    Developing Tekki must have been a huge undertaking, especially with the requirements of the controller, were there times where the whole project came close to being scraped?
    Once we began the project I knew we had to finish it, because I knew this was a game that would not only challenge gamers but developers as well. It is my belief that if the games industry is to move forward then it is the duty of developers to constantly challenge the accepted norm and innovate. That said, the development of Steel Battalion was not without its difficulties but thanks to the support of Capcom?s management and the skill and determination of the development team we won through in the end.

    It has been said that you simply wanted to create the ultimate Mech game, did Tekki live up to you expectations and have you been pleased by the publics? reception?
    Yes, I was extremely happy with the results and how it was received.

    What can we expect with the sequel?
    First and foremost, Steel Battalion Line of Contact will support Xbox Live and features squad based five vs five combat. We will be introducing 10 new Vertical Tanks from the outset plus if players fully explore the environments they will be able to uncover some very rare VTs. The one thing that I believe will prove to be the most interesting is how the gameplay environment will constantly change as factions gain and lose territory.

    #2
    Very interesting...
    It's a pity he was so quiet about Joe, but I found his comments about Tekki to be pretty interesting. Still, it wasn't exactly the most revealing interview.

    Comment


      #3
      intresting but, is there any other interviews with him available at the net.

      He said that it was far to early before any decisions can be made, wether there will be a sequel to viewtiful joe or not, depending on the outcom of the sale here in europe. Now we know the outcome, hasn?t it sell well here in europe and in usa. So my point is if there is any other interviews with him available on the net, discussing the matther wether any sequel should be made,because he will then most likely going to reply a different answer due to fact that he now know the outcome

      smart huh

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        #4
        There was a fairly extensive one with him @ IGN Cube recently if I recall...
        Lie with passion and be forever damned...

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          #5
          Did the final version match up to the initial design document?

          Originally the game was planned as a bemani type of game, with the main character attacking enemies in time to the music.
          Weird. I hope Viewtiful Joe does well in America (#18 in the UK isn't too bad for a game like that). I'd hate for it to become another NiGHTS where the fans are constantly crying for a sequel but never get one. Then again, Capcom's made sequels to games like Powerstone that didn't sell all that well, in the past.

          Comment


            #6
            Its doing ok here. But I'm not sure what the total sales are. USOPM says Capcom might port it to PS2 becuase it sold poorly. I really dread that thought though...and I own a PS2.

            Henshin a load load...

            Comment


              #7
              As far as I'm concerned, this guy is the best thing about the games industry right now.

              Comment


                #8
                yup he is cool.

                ONLINE TEKKI OMFG!

                Neil.

                Comment


                  #9
                  "As far as I'm concerned, this guy is the best thing about the games industry right now."

                  I have to agree to that.

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                    #10
                    That ws cool, hope NTSC-UK get more recognition like this and are able to interview more people in the future.

                    Comment


                      #11
                      Originally posted by Che Musashi
                      Capcom might port it to PS2 becuase it sold poorly. I really dread that thought though...and I own a PS2.
                      Why?

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                        #12
                        I assume he means the loadtimes would be worse on PS2.
                        They weren't that bad on GC, but I still found them intrusive - it's a pretty fast-paced game and that kind of thing can really take you out of the experience.
                        I'm sad that it hasn't done better.
                        How well did it do in the States, does anybody know?
                        On another note, I played Crimson Skies today and I found the loadtime frigging atrocious. One big load from the title to the hangar and then another huge one to get into the game. Has anybody else noticed they're particularly bad, or am I just not properly desensitized to crappy load times?

                        Comment


                          #13
                          Quite a few Xbox games have big loads times, its a bit annoying, but then you just get on with it I guess. It annoys me slightly in PES 3 on the PS2, but its nothing major.

                          I hope Joe comes out on all 3 formats, the more exposure the better.

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