Ninja Gaiden Interview

7 10 2011

At this year’s Eurogamer expo, we here at Brake For Frogger where lucky enough to sit down with Peter Garza, the Localisation Director at Team Ninja, who are a division of Tecmo Koei. They were founded in 1995 and have worked on a number of AAA games including Metroid: Other M but they’re are best known for their work on the Ninja Gaiden and Dead or Alive series. We got to ask him a few questions about their up and coming game Ninja Gaiden 3.

BFF: Having had a go at the game on the show floor the first thing that strikes you is that Ryu has a strange looking arm – why is this?

Peter: That’s actually a curse, early on in the story of Ninja Gaiden 3 an enemy called the Regent of the Mask – you may have seen him in some of the trailers for the game he has a red cloak and a mask and he places a curse on Ryu and that curse feeds on the lives that Ryu has taken. In this game we play of the fact that he has taken so many lives not just in this game but in the past ones too. The curse will infect more of his body as you play through the game and it is a manifestation of the karma for taking people’s lives. In terms of gameplay, this is how you trigger the ultimate technique – his sort of super move but you have to power it up by killing people that’s an example of the more immersive feel we’re going for in this game rather than just charging your meter up, you have it as sort of a gameplay element both into the game mechanic and story so it gives you more of a seamless experience.

BFF: So that is why there was no essence to collect when I was playing?

Peter:  Yeah, Ninja Gaiden 3 doesn’t have essence to help with the level of immersion in the game for more of a modern take on action games. The story for Ninja Gaiden 3 focuses on Ryu Hayabusa and showing the consequences of him killing people and giving the people the experience of striking someone down with a sword, feeling what that’s like in order to get that connection with the action that is going on. You have to empathise with the people that you are cutting down and if you start putting in yellow orbs that come up from dead bodies and things like that, it takes it away from being an immersive experience and you don’t empathise with them they’re just another game object, you’re just playing a video game. When we look at the way games are evolving they go more towards an elusive style and we want to be there at the forefront of action games to give that immersive aspect.

BFF: With there being no essence in the game, this time round – does that mean the way in which you unlock and upgrade weapons has changed too?

Peter: There will not be the same shop aspect as in the past game, you will get power ups and you will slowly unlock moves, but those are tied into story mode – so within the course of the story you’ll unlock different swords each one will bring with it, its own moves and powers but you’re not hitting the dragon statue at the side of the road to power things up again, that was one of the sort of gamely aspects that we wanted to revise and streamline for the experience on the whole.

BFF: What sort of range of weapons will Ryu have in Ninja Gaiden 3?

Peter: The single player is focused on the story and the concept of cutting someone down so it evolves around sword play – the core combat for the single player then will be based around the Katana.

BFF: With the game having a tradition of being as hard as hell to play, will the third outing continue this or has it been made easier to appeal to a larger audience?

Peter: For Ninja Gaiden 3 we are implementing what we like to call play styles. We know we have a long history and we have earned a cred for being a hard game and the fans who have cleared the game on ultimate ninja will wear that as a badge of honour. We definitely want to give them a challenge and in no way are we trying to dumb it down at all, so that challenge is still there for them but that being said we know that there are a lot of people have thrown their controllers away and even more people who haven’t played a Ninja Gaiden game at all. We think those players (when they come to Ninja Gaiden 3) it’s not a case of being good or bad more a matter that they have different skills. Maybe they’re used to a different games mechanics – so we set up play styles and we have a ninja play skill for the people who want the normal challenge who have played in the past. We also have a Hero play style and is more for the people who just want to play through the story without having to worry about each and every battle. So for people who are new to the series or to players who have thrown their controllers off the wall, Hero play style is there though you’ll still face hard enemies, but there is things going on in the background to help the player – not to make it easier and bring you up to that difficulty level.

BFF: The demo on the show floor has Ryu fighting through the streets of London, will there be any other locations in the full game?

Peter: Yeah, the first stage takes place in London but there will be plenty of locations across the world in the full game.

BFF: Will there be any online play in Ninja Gaiden 3? Versus? Or scoreboards?

Peter: Yeah, we’re definitely looking at online play and with the concept of the single player mode being about what it’s like to cut a person down and being focused on the dark hero Ryu. The online modes are focused on the world of ninjas, so you start the online modes as a rookie ninja you can customise the look and weapons so you play as the ninja you want and you’ll be fighting the other ninja’s through the world to become that top ninja.

BFF: In the past games of the series there have been Easter eggs in the world, are there any plans to have Easter eggs on the third game and if so what could there be?

Peter: We will definitely have content that series fans will enjoy.

BFF: With the game being on the 360 and PS3 is there any difference between them?

Peter: The PS3 game will support Move in the Hero play style, but by in large both games are the same.

BFF: With Move being an option on PS3 version of the game did you ever look at using Kinect on the 360 side?

Peter: We looked at Kinect but we didn’t get the gameplay connection with it that we were looking for. So we felt we could serve the 360 fans better through other aspects other than Kinect.

BFF: With the game also coming out on the WiiU how is it shaping up?

Peter: Definitely for the WiiU version Ninja Gaiden Razors Edge it just getting up and running on the development hardware so we’re still at the stage of playing with control schemes and see what works and what doesn’t. We definitely want to use as many features as we can and to push the WiiU to the limit and we do have a history with touch controls with Ninja Gaiden Dragon Sword on the DS and the director Yosuke Hyashi is working on it as we have that history with touch controls, so we can refer to that as a base but if that works on the WiiU or not is something we have to play with and that’s the really exciting thing about new hardware.

BFF: Graphically how are you finding it against the likes of the 360 and PS3?

Peter: For graphics and hardware power it’s definitely on par with both the 360 and the PS3.

BFF: With Ninja Gaiden being on the DS in the past with the excellent Dragon Blade and with the success of Dead or Alive on the 3DS, is there any plans to bring Gaiden to the 3DS?

Peter: There’s definitely ideas there and Dead or Alive on the 3DS was a great project for the team and the 3DS is a very capable piece of hardware so it’s not something that there are any plans at the moment, but there are ideas there.

BFF: With more and more Eastern developers leasing games to the Western developers like Dead Rising and Devil May Cry do you ever see Team Ninja doing this with Ninja Gaiden or Dead or Alive?

Peter: For Ninja Gaiden and Dead or Alive I’m pretty sure that both will stay in house Team Ninja makes both games and that’s their culture and not just the Japanese culture but the development culture and game culture and that’s what they live and breathe – the kinds of animation and the kinds of combat that’s what the team have been doing that for years. That being said we would still welcome the chance to work with Western developers where there is a lot that we can learn. Being open to Western is definitely something we welcome.

BFF: It’s been sometime since Ryu was last seen on the home consoles and with the likes of God of War and Ninja Scrolls on the market now, how do you think Ryu will stand out in the crowd now?

Peter: We focused on the story this time round and trying to portray Ryu as not just a mindless killing machine from a Japanese arcadey game but focus on his humanity and what makes him tick and talking about the consequence of killing someone. The players will be able to make more of an emotional connection to Ryu through the brutality that they will commit throughout the game and they’ll see Ryu as a Japanese dark hero and not just a cool killing machine. We really want to humanise Ryu and show the real person behind the mask.





Marvel vs Capcom 3-Fate Of Two Worlds (360, PS3)

25 02 2011

Evil has a lot to answer for. It might have taken the shape of world dictators or just that bus driver who saw you running but drove off anyway but Evil is very rarely a thing everybody gains from. Two of the most evil characters in Capcom and Marvel’s back catalogue, Wesker and Magneto, have forged a despicable plot to bring down both worlds in one fell swoop. From this generally strange plan a structured fighting tournament has erupted which always seems to be the way major conflict is resolved in video game history.

It’s been almost ten years since Marvel vs Capcom 2 first arrived but the game is still played in tournaments around the globe to this day despite the fact it was only the fairly recent release of Street Fighter 4 that granted 2D fighters the second coming they desired. SF4 brought back the technical aspect of the fighting genre in a big way and lived up to the ‘mental chess’ tag so many people gave it. Marvel vs Capcom 3 is louder, brasher and with more flashing lights. It’s just about the only game I have ever played where the pre titles warning about epileptic seizures rings true.

Like the previous games in the series MvC3 does not deal with one on one fighting, preferring instead a team based approach with three on three. There are no rounds, it’s simply a base of getting the KO on all three of the opposing team. Whilst Marvel comics are represented by such popular names as Spiderman, Wolverine and Captain America, Capcom’s front line consists of fighters such as Akuma, Ryu and Chun-Li. I use terms such as ‘popular’ and ‘front line’ because, of the 39 characters involved, there are some other somewhat baffling inclusions. Arthur from Ghosts and Goblins rises up to his full frame of a metre high to defend the honour of Capcom and M.O.D.O.K lurches back and forth like a crazed shopping trolley as he bats for team Marvel. This isn’t to say these characters shouldn’t be there, it’s more that others should have been ahead of them in the queue to get in. Gambit is just one big name to vanish from the second game and not return, Ken would be the major omission from Capcom’s side. It often feels like they’ve scraped the bottom of the barrel when it hits the lower reaches of the roster even when there was no need to. I can only imagine that some characters have been included for fan service to those deeply into the history of both brands. Your average player, myself included, might have to Google who Dormammu is. The roster size is also way down from the previous titles and, committing the ultimate sin of fighting games, some of those are locked at the start. Hiding playable characters away until they are ‘earned’ is a practise Capcom found was so deeply unpopular in Street Fighter 4 that they ditched for Super Street Fighter 4 coming out. It begs the obvious question, what’s it doing back here?

Roster issues aside once the game gets going it’s a solid enough fighter in which the action rolls on thick and fast. Between frequent tagging in and out and the vast multitudes of special moves, lightning strikes, webs being slung and adamantium being thrown about you won’t really have time to think and this is probably MvC3 biggest attraction or flaw depending on how you look at it. The gameplay is so over the top, so full of special effect and so centred around huge triple team combo moves that it never truly feels as if you’re in control of everything. Watching Wolverine rip into your opponent before Deadpool shoots bullets through them capping it off with Iron Man blasting them to next week with a Proton Cannon looks incredible but you’ll never get over the ‘Did I just do that?’ sensation for it to be truly satisfactory. The most impressive moments of the game seems to be the ones most removed from the player control.

At least Marvel vs Capcom 3′s characters have a definite sense of place. As they line up for battle you’ll usually have the two starting fighters share a bit of banter. Witness Iron Man asking Felicia from Darkstalkers if she wants to come out for a drink after the fight and Deadpool asking if he gets the front cover of the next Street Fighter for beating Chun-Li. It’s a small feature but one that at least gives a bit of definition to the rather loose story of the game. The story mode itself doesn’t really have much to it however. Take your chosen team and pit them against five sets of others. Once that’s out of the way then you can move on to Galactus who must win some kind of award for cheapest boss fight of modern times (an award which was previously in the ownership of Seth from SF4). Your team may have wiped the floor with all before them up until this point but you can unload as many combos as you want to the planet eating Demi-God, he’ll probably just bitch slap you away with his mighty hands. I’ve probably been though arcade mode about three times now, it’s already becoming a chore. Apart from that and the versus online mode there really isn’t much else to it.

Marvel vs Capcom 3 is also seemingly designed for those who have an air of familiarity about the series already and if you’ve played either of the first two games in the past then you’ll have a far easier time getting into this than the majority of others. In the character select screen the game wants to pick which assist type I need even though I have no idea what any of them mean. The in-game tutorial is such as much of a hinderance as it simply lists challenges for you to complete rather than showing you how to play the game to any great degree of competence. Capcom’s answer to the plight of the new player is to have a simplified control system in which moves and combos are performed by the pressing of a single button. This might be all good as an idea but in practice it comes across as patronising. I want to be shown how to perform the combos, I don’t want the game to do them for me every time on command.

I’m mainly comparing my time with MvC3 to my love affair with Street Fighter. I like Street Fighter for the fact it encourages technical, well thought out battles between players getting the best out of their individual characters. Marvel vs Capcom 3 is a fairly well put together fighter if you thought Ryu and Ken’s battles would be better with more pyrotechnics behind them. It does sound from the last few paragraphs as if I’m ripping into it, putting it down at every turn. It’s not a bad game by any stretch and it’s far superior to the  copycat posturing of Mortal Kombat vs DC Universe. Sadly, it feels overblown and there’s a general feeling of the game trying to impress by dazzling with flashing lights rather than having any kind of substance. Capcom can and often do far better than this and my overwhelming thought during play was that it would have made far more sense to simply have a Marvel themed one on one fighter in a similar style to X-Men-Children of the Atom. At least then it would have gone all out to recreate the Marvel universe rather than trying to appeal to both at the same time.

Indeed, evil has a lot to answer for.








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