Shigenori Nishikawa: "I want to
make a really memorable game"
Though not as well-known in the U.S.
as his compatriots, Shigenori Nishikawa is, like them, a veteran of Capcom who
worked on its successful action game franchises - Resident Evil 4 and Dino
Crisis 3 are among his credits.
His game may have made the biggest splash
at the time of the PlatinumGames/Sega announcement: the black-and-white,
hyper-violent and darkly comedic Mad
World, for the Nintendo Wii.
I know this game is
pretty much created with the Western market is mind, as far as I understand. Do
you feel as though Japanese audiences are not as receptive to violent games, or
in fact "video game-like" games these days? Like very game-like
games?
Shigenori Nishikawa: Japan
has lots of markets. When you view Japan
as the target market, that sets limitations for you.
But of course, lots of
people do choose that as their main market. For example, GTA: San Andreas sold 500,000 copies in Japan.
So lots of Japanese people are also looking forward to the next GTA, just as gamers are abroad.
But that's the kind
of limit. There are no other games other than GTA that have done that, in that style. Well, maybe not. Maybe you
disagree.
SN: I disagree. I think there's lots of people who are
importing games -- foreign games -- coming out on the 360 and PS3.
Interesting. A lot of
people have told me the opposite case. With this game, what is the emotion that
you want people to really feel when they play it?
SN: I want to make a really memorable game. Lots of times,
people are playing many different games and forgetting a lot of them. I want to
make a game that's going to be remembered five and ten years down the road as
something people will go back and say, "Wow, remember Mad World? That was a really great game."
What kind of
techniques can you use to make that happen?
SN: In a black and white world, the lighting is incredibly
important. We're working really hard on the 3D expression of lighting in the
black and white world. For example, if a light is shining here, this side can
be white, and this side can be black.
If the light was moving, we'd have to
make the light move dynamically between the black and white areas and make it
seem like a 3D object in the black and white 2D space - like written on a page.
Have you drawn any
inspiration from film noir or anything like that when making a black and white
type of scenario?
SN: Not as much as film noir, no. Definitely our inspiration
is American comic books.
Like Frank Miller and
stuff?
SN: Frank Miller, yeah. That's one person.
Are you doing
anything with black and white representing two different things, like good and
evil, or opposite sides of character, or perhaps different emotion?
SN: No, there's no philosophical meaning, or anything else
that we're adding to the black and white. It's just a black and white world.
In terms of the
blood, what kind of effect do you want it to have? It seems halfway between
shocking and comical. Where is the line for you?
SN: We want to go for the more comical effect, but to go for
the laugh, you've got to have a shock to the system, so that shock to your
system can make you surprised or angry or laugh. So we want to have something
that really triggers some kind of emotional response.
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The dearth of innovative titles coming out of Japan (excepting Nintendo) is yet another sign that the era of Japanese hegemony over the videogames business is over.
Japanese niches like their particular brand of RPGs, fighting games, and adventure games are facing the same problem that space combat games and adventure games faced last decade: they're losing cultural currency, becoming increasingly marginalized products. But they've still got heavy-hitters out there that will continue to bring in the money.
Let's hope that studios like Clover and Grasshopper keep innovating, and showing us the best of what Japanese game designers can do.