- Seit
- 19 Dez 2002
- Beiträge
- 3.030
Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
Hinweis: This feature may not be available in some browsers.
Oliboli schrieb:Located in Ohta-ku, Tokyo, the sprawling Sega Corporation building has stood proud for as long as anyone at Sega remembers, and produced some of the most innovative and successful projects in the history of gaming. Almost all of the personalities who created 'the classics' such as Streets of Rage, Shinobi, Sonic and Virtua Racing, are still active in development and managerial roles today.
Those present were Yu Suzuki of AM2, Tetsuya Mizuguchi of UGA, Smilebit's Takayuki Kawagoe, Yuji Naka from the Sonic Team, Noriyoshi Oba from Overworks, Toshihiro Nagoshi from Amusement Vision, Hisao Oguchi of Hitmaker, and Yukifumi Makino from sound studio, Wavemaster. As well as some interesting reflections on the past, the Sega's 'superstars' also offered a few insights and details on projects coming soon, even though time was fairly limited. Enjoy.
--------------------------------------------------------------------------------
Nagoshi: "I learnt a lot from [Okawa] about how to manage a team."
Kikizo: Isao Okawa was a great leader who I know many of you had great respect for. In the earlier days of your career, how did Okawa-san influence your careers?
Toshihiro Nagoshi: Okawa never directly helped me with ideas for games, but I learnt an awful lot from him about how to manage a group of people.
Hisao Oguchi: Mr Okawa's dream was for Dreamcast to be connected to a network, and now Sega has stepped back from hardware, the online concepts inside games are still being created and released on other platforms. So, Mr Okawa's spirit is still with us in our games.
Mizuguchi-san, can you tell us briefly about your past at Sega when you went left AM Annex, and what projects are you working on at the moment?
Mizuguchi: "I just wanted to build my own studio."
Tetsuya Mizuguchi: [answers without interpreter] I left AM Annex because my mission was to make a new team, United Game Artists. Sasaki stayed there, and his team since changed its name to Sega Rosso. But we're still good friends. You know. I just wanted to build my own team at Sega! It's too early to say anything about new projects at the moment...
Would you make a sequel to Rez to improve any parts of the first game you weren't happy with?
Tetsuya Mizuguchi: Maybe, yes! [smiles] In terms of sales figures, I wasn't satisfied with Rez, but we should give Rez more time. I need to trust myself.
Takayuki - Jet Set Radio, Panzer Dragoon and Gunvalkyrie are a very different visually. How do you come up with so many different visual styles within one studio at Smilebit?
Kawagoe: "We get a lot of inspiration from each other."
Takayuki Kawagoe: We don't have to do anything special to achieve this. In the same house, we've worked on sports games as well. In the office, there are no partitions, and we can look around and see what everyone else is doing. We get a lot of inspiration from each other and it's a very good working environment.
And with such a distinctive style in your games, where do you look to recruit your artists?
Takayuki Kawagoe: Because all of Sega games look so distinctive, it encourages really talented people to come and work at Sega. All our previous titles attract a lot of talent for future games. We don't recruit people from the movies industry or anything.
Suzuki-san, we know that Virtua Fighter Quest features the cast of the VF series, can you tell us anything more about Virtua Fighter Quest at the moment?
Suzuki: "I'm not really sure how [VF Quest] will turn out yet."
Yu Suzuki: Well, in Virtua Fighter 4 it's realistic figures - the ratio of the size of the head to the body, is one eight. But for Virtua Fighter Quest, we're making it one to five [smiles]. There will be some RPG elements, but when it's finished it might be a little closer to an adventure game. We only started the planning stages last summer so I'm not really sure how it'll turn out yet!
So Naka-san, who would win a fight between you and Yu Suzuki?!
Yuji Naka: [Bemused Japanese noise...] Suzuki-san would win! It's hard to pick one reason why... but we're friends so we probably wouldn't fight anyway!
Oba-san, What do you feel you've accomplished with the new Shinobi?
Noriyoshi Oba: Well I designed the original Revenge of Shinobi, but in a lot of similar games recently there has been a lot of adventure, but not enough action. We wanted the emphasis in this Shinobi to be on action. I wanted players to feel like they're really good at the game they play it.
What's your opinion of the new Ninja Gaiden from Tecmo?
Naka: "Yu Suzuki would definitely win a fight with me."
Noriyoshi Oba: Well it means we have more ninja games as an industry, so more people are aware of the art of ninja in general which I think is a good thing.
Would Yu-san ever lend you Kage Maru from the Virtua Fighter series to use in a ninja game?
Noriyoshi Oba: If I ask, maybe he will rent him to me!
You seem like a very happy guy, why such a violent game like Shinobi? And is there going to be a Skies of Arcadia sequel?
Noriyoshi Oba: I don't think it's such a violent game! [laughs] The Skies of Arcadia sequel is in the planning stages at the moment.
Oba: "The Skies of Arcadia sequel is in the planning stages at the moment."
Yukifumi Makino, as the President of Sega's sound studio Wavemaster, were you ever involved with Sega's old sound department, B-Univ? [B-Univ were behind those infamous Daytona USA lyrics, and the catchy music from the early Virtua games.]
Yukifumi Makino: I wasn't really involved with B-Univ. I was just a creator at that time, not a manager, so I didn't get to manage music for all the different groups.
What has been your favourite game to work on in recent memory from a music perspective?
Yukifumi Makino: Without the consideration of actual sales figures, my favourite project was Rez - a music game [laughs].
Oguchi: "Mr Okawa's spirit is still with us in our games."
The Virtual On series is very popular world-wide... when can we see its return?
Hisao Oguchi: There's a lot of discussion at the moment - so maybe we'll do another one... Maybe!
What's the deal with Crazy Taxi: The Movie?
Hisao Oguchi: The idea for Crazy Taxi first came about when we got stuck in the middle of a traffic jam! But the movie is difficult to comment on, because a different department is handling it. In Japan the licensing department is taking care of it. I will be happy as long as it's a fun movie though, like the game.
Thank you all so much for your time, and we wish you the very best with your future projects.
Oliboli schrieb:Ihr könntet es ja immerhin nur so tun als fändet ihr es nett , dass ich den Text übersetzt hab ...![]()
Auf Virtual Fighter Quest freu ich mich![]()
Oliboli schrieb:Ihr könntet es ja immerhin nur so tun als fändet ihr es nett , dass ich den Text übersetzt hab ...![]()
Auf Virtual Fighter Quest freu ich mich![]()
Zeelich schrieb:http://www.gamingcubed.com/article.php?aid=33
Fake?
Zeelich schrieb:http://www.gamingcubed.com/article.php?aid=33
Fake?
Zeelich schrieb:http://www.gamingcubed.com/article.php?aid=33
Fake?