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In
the sweltering humidity of an unusually late summer, the Tokyo Game
Show was held to record attendance. Some 160,000 people packed their
gift-bag laden and/or costumed bodies into the Makuhari Messe Convention
Center from September 24th to 26th, 2004 to absorb the latest and
greatest from the Japanese electronic entertainment industry.
But
this time around, the feeling at TGS was much more 'greatest' than
it was 'latest'. It's the end of a hardware cycle, and a fierce
new competition is brewing, so this time is traditionally reserved
for console introspection - sequels, remakes, ports and the like.
In other words, this is not the time to venture out boldly, brandishing
new IP. Instead, it's a time for the tried and true. Somewhat surprising,
though, was that beyond the sequels and ports, there was a decidedly
old-school aesthetic to a lot of the games on display.
As
many have written over the past few months, the Japanese games industry
is trying to come out of a 5-year slump, with sales cresting at
$7 billion in 1997, according to the Consumer Entertainment Suppliers
Association trade organization, and then sliding all the way down
to $5 billion in 2002. It's bounced back only a few points in the
last year, and one really gets the feeling that any Japanese resurgence
is being attempted by the game industry getting back to their roots,
and figuring out what they do well.
Nobuya
Nakazato, creative lead on Konami's PlayStation 2 action title Shin
Contra (and previously associated with Contra: Hard Corps,
Contra III and Contra: Shattered Soldier), summed
up his feelings about the current state of the industry: "I
myself really liked the games from the Famicom [NES] days, because
they focused on gameplay over graphics. Graphically intensive games
are still selling well on the market now, but in 10 years time,
will you still be able to say that those were the best games? The
game market is going to be in trouble, unless we look towards the
long term and reorient ourselves towards what makes games fun to
play."
It
was easy to feel a similar sentiment in most of the larger Tokyo
Game Show booths this year, and nowhere was this reorientation more
obvious than in the Microsoft booth. Microsoft has traditionally
had a very tough time of it in Japan. It can't seem to get a good
market foothold, partially because of the design of the console,
but largely because of a lack of native, uniquely Japanese titles
being put on the market. Never a company to give up on a potentially
lucrative investment, Microsoft has taken a very out-of-character
approach this year. An entire wall of the booth was devoted to Japanese-created
2D fighters, shooters, puzzle games and 'hardcore gamer' titles,
from companies such as SNK, Sega Sammy, Capcom, and others. The
deliberate placement and juxtaposition of these titles made a clear
statement that Microsoft is willing to appeal to the hardcore aesthetic.
While it could be argued that these are simply somewhat lower-budget
games, picked up by a publisher looking keenly for Japan-specific
content, the fact remains that the Xbox is attempting to broaden
its market to include the hardcore 'base' gamers - the people that
purchase games even during an economic or trend-based slump.
Naturally,
the biggest draw at Microsoft's booth was the first playable demo
of Halo 2.
Sweaty American journalists mingled with aloof Japanese press, along
with any normal citizen willing to pay the exorbitant cost of being
allowed to enter the show one day early, waiting upwards of three hours
for a five-minute play, and no-one came away disappointed. The game is
as stand-out as it appeared to be at the last E3 - well-realized
environments with increased environmental and vehicular interactivity,
capped with more impressive weapons and enemies.
Extending
this title's draw over the entire show, it follows logically that
most of the big A-list titles of the show were sequels. Sony's new
PSP handheld, for instance, relies very heavily on ports and sequels
to establish name recognition and product confidence, though all
of the games on hand were still looking somewhat finished. Nonetheless,
the vast majority of the 35 playable PSP titles were recognizable
and existing brands.
However,
bucking this over-riding trend to some degree, Sony managed to be
a little daring in terms of IP for its higher profile titles, choosing
to showcase Genji, an action game from ex-Capcom hotshot
and Street Fighter II creator Yoshiki Okamoto, and Wanda
to Kyozou; a 'boutique' product from Fumito Ueda of ICO
fame. In this, Sony is clearly showing the benefit of being at the
top of the gaming heap - to fund what others might consider experimentation
or riskier titles. Ueda made it clear what this greater freedom
would mean to him: "Some day I want something that I have created
to make a large group of people feel something. That would be interesting."
Nintendo
is also bordering on daring with the sort of titles it is bringing
to its DS handheld, with a number of new IPs, or, safer still, existing
IPs with totally new design documents. Yet by traversing the show
floor, you wouldn't be able to tell this - the Kyoto-based company
was a conspicuous no-show again this year. Nintendo traditionally
eschews TGS, but used to run Spaceworld, a dedicated show of its
own. Without even a standalone Nintendo show this year, the interested
observer had to look to specific third-party booths for Nintendo
DS software information, but, crazily, the DS hardware itself could
not even be shown.
Therefore,
an irreverent Sonic Team showed movies of people playing their new
DS 'girlfriend maintenance simulator' (I Would Die for You)
with the actual hardware blurred out by a mosaic effect, in an intentional
reference to Japanese pornography, most of which is similarly censored.
Sonic Team director Yuji Naka commented: "Nintendo said we
can't show it! Nintendo is officially announcing the DS on October
7th, so we blurred it." He added, regarding the DS: "It's
a very interesting piece of hardware…with the touch panel you
can point, or rub, or draw things, so there's a lot of room for
entertainment there." According to Naka, I Would Die For
You is reportedly "...kind of, how shall I say, naughty?
Erotic, maybe? So of course, girls love it!"
Square
Enix, quickly becoming the king of the multi-million-dollar remake,
showed a wide array of nostalgic offerings. Each of their games
(and new CG movie) is based on existing IP, relying on graphical
and aural updates to carry them through. Though it may sound a bit
counterintuitive, there is actually a bit of innovation going on
there, especially with their remake of the original Romancing
SaGa. The watercolor RPG technique has been used by many 2D
games before, but this marks the first real attempt at using this
style in a 3D world. But of course, graphical updates only take
you so far, if you don't significantly alter the gameplay.
The
company also showed that mobile phone gaming is not going away any
time soon, with its new entry Final Fantasy VII: Before Crisis.
It's a multiplayer RPG, though not quite an MMO, which Square is
really banking on to take it into the mobile arena. Currently there
are no current plans to release the game outside of Japan, due to
network restrictions. But Square Enix is hoping that the 4 million
user installed base for the Series 900 phone (a phone that's cross-advertised
by characters in their Final Fantasy VII: Advent Children
DVD) will be enough to make the game a success.
Cell
phone games, as opposed to the rest of the Japanese game industry,
have been steadily increasing in profitability. In spite of this,
there has yet to be a huge Japan-wide hit in the genre. But with
big-name recognition, use of the camera for preparation of magic
spells, and that addictive online environment, it goes without saying
that Square Enix is hoping Before Crisis is the one.
Sega
Sammy, the next great branding hybrid, was similarly introspective.
Under Sammy's leadership, the Sega brand is releasing scads of sequels
(Shining Force, Phantasy Star, Sakura Taisen),
remakes of older games (Virtua Fighter 2, Shining Force
once again) - even to the point of releasing a new Dreamcast game
under the Sega brand label. It seems that Sega was told by the Sammy
higher-ups to go back to its roots, and go back they did! On the
Sammy-er side of things, 2D fighters (Guilty Gear Isuka,
The Rumble Fish), military strategy, and other niche titles
ruled the roost. Sammy seems rather content to allow both the Sammy
and Sega brands to maintain a unique feel, giving most of the publishing
credit to the Sega side.
Another
member of the retro-conscious tribe was Taito, who has been steadily
increasing its console presence over the last several years in a
rather unique way. Taito owns D3 Publisher, maker of the most popular
budget games series in Japan, with titles such as The Giant Beautiful
Woman, The Girls Swordfight, or The Splatter Action.
These games use simple, often traditional gameplay mechanics with
flashy graphics (either lots of blood or lots of cleavage), and
they seem to sell very well for their price point.
On
the flip side, it seems that Taito games themselves are sporting
an even deeper retro aesthetic. For example, Taito has just announced
new arcade hardware named the Type-X. It's based on a stripped-down
Windows XP architecture, and the board itself looks quite a bit
like a PC. With this, the company has brought several game companies,
primarily makers of 2D shooters and fighters, back from obscurity
and into the limelight. Some of these companies, such as Seibu Kaihatsu,
makers of the classic Raiden 2D- shooter series, were assumed
deceased prior to the games announced for the Type-X. Many of the
games Taito displayed at the Tokyo Game Show were early home ports
of these soon-to-be-released arcade titles. This is a very unusual
approach, but one which has worked for Taito so far, and further
exemplifies the company's commitment to moderate-budget niche titles.
SNK
Playmore is a company that has always dealt primarily with the niche
area, and this TGS showed the company trying to branch out, albeit
in limited doses. With 3D versions of some of its long-standing
series either in the works or on the shelves (Metal Slug 3D,
King Of Fighters: Maximum Impact), and online play promised
for all of its future PlayStation 2 fighters, SNK is really working
toward the future. But even still, the remakes, rehashes and sequels
took up the majority of the booth. It wasn't a bad thing, per se,
but very in keeping with the play-it-safe trends of the current
Japanese game industry.
Elsewhere,
Konami is no stranger to the sequel trend, given their penchant
for the old school, but there were still several new pieces of IP
from high-profile development teams. The biggest of these may have
been Rumble Roses, the female-centric, extremely cleavage-friendly
wrestling game. The risqué action was featured prominently
in the company's display, with a looping movie cleverly angled to
face the line waiting for the more modest Square-Enix game demos.
Konami followed this with the announcement of a new, intriguing-looking
rhythmic action title, OZ, from the makers of Castlevania
and Suikoden.
Another
company trying to buck the sequel trend was Bandai. True, most of
their titles are based on licensed animated works, but their PSP
lineup was quite new, with the in-development title (Lumines)
from Tetsuya Mizuguchi of Rez fame, a new-to-console Falcom
property, and a few other ambitious titles.
But
over the entire Tokyo Game Show, the message came across clearly.
As is increasingly the case worldwide, only the companies at the
top of the heap, those companies that are not losing money, can
afford to innovate with new IP, or even with new gameplay. But if
there's a more positive message lurking beneath the surface, it's
that innovation comes in waves with new hardware. The next wave
of home console platforms from Sony, Microsoft and Nintendo will
undoubtedly see more new IP, unique properties and risky ventures
right off the bat. These forthcoming machines are successors to
established, successful pieces of hardware.
But
on the handheld side of things, Sony's PSP and Nintendo's DS are
both untried in the market. On the one hand, Sony is attempting
something new with its handheld through the screen size and control
scheme, the new proprietary media, and movies playing straight out
of the box. On the other, the DS is clearly offering something new
with the two screens and touch-pad based gameplay - this is also,
by default, a bit more risky.
But with the launch of new handheld hardware like this, we may be
seeing a contrasting effect from the launch of new console hardware.
For the DS and PSP (excepting Nintendo's own DS game development,
perhaps), companies are understandably guarded, choosing mostly
to release games with recognizable titles, testing the waters. It's
curious that the end of the current home console era and the beginning
of the new portable era would mirror each other so closely in terms
of content types.
As
for a Western perspective on all these complex changes, Jason Della
Rocca of the IGDA put forth his own ideas for improvements to the
Japanese industry, in the industry-based CEDEC conference held during
the show. His suggestions? Broaden into western markets, and learn
what insights Western developers have to offer. Pay more attention
to game academics. And most importantly - share ideas with each
other. The Japanese game industry is notoriously secretive, even
to the point of losing code rather than storing it where it could
potentially be found by others. A paradigm shift is needed if the
medium is to retain its viability as the epitome of modern entertainment
in Japan.
In
the meantime, as Konami's Nakazato mentioned, it's the 'hardcore'
players that will keep the Japanese game industry afloat, should
the mainstream turn to other forms of entertainment. So the success
of this current round of game releases will be very telling. But
of course, no-one but the consumers and their hard-earned yen can
tell us the real results of this retro trending in the long-term.
And if there was one phrase that summed up this quandary and epitomized
this year's Tokyo Game Show? "Here's to a bright future, with
an eye on the past."
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