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So
that's in terms of the UTV equation. Was UTV interested in having cross-media
IPs? Because UTV has a lot of film. That's the original basis of the company.
RS: I think, basically, we are a content
company. So I would say film is one of them, but so are broadcast channels and
television. So in small screen and big screen, our focus is always content, not
platform.
And I think, therefore, in games, and
especially in console games, definitely the focus is content. Publishing, we
consider aggregating, and I think the IPs is the content creation part of it.
Ajay Chadha: And I think we've seen the growth
of Ignition. If you consider what we were bringing out last year, instead of
what we are bringing out this year, a lot of third party developers are having
confidence in what we're capable of doing.
I think we're a really proactive team, and
I think we bring a different type of style, as well, to the industry. We
complement people's games; we know how to look after the people's IPs. And
also, I think I've already said, we're creating our own IP, and we know how to
handle content, and we know how to look after our partners.
SB: I think the climate of the games
industry right now, in the U.S., for a lot of developers -- you know,
publishers are falling, consolidating, getting picked up, so there are good
games developers out there who are looking for new venues, new avenues to go.
And they're open to talking to us, even
though like two years ago they might not have heard of Ignition. But now, as
the quality of our games is picking up, we can talk to more and more people,
and I think the quality is going to be going higher and higher.

Ignition Entertainment/SNK Playmore's The King of Fighters XII
That
reminds me of something I've been hearing: a lot of people have been talking
about, with the consolidations and the scheduled downplays -- you know, Eidos
canceling tons of games right before the Square Enix merger, and stuff like
that. There's going to be some holes in the schedules -- 18 months out, 24
months out. Is that something that you guys are looking at as a strategy?
Getting interesting, big titles in the medium term?
RS: I think our strategy has really been to
focus on the games we've been excited about, and with the core team members
that we've developed in these three places. I think it would be silly for us to
say that the strategy worked out well because now there are holes, because that
was not part of our strategy when we greenlit the games. But I think that it
has worked better, so it will give us a lot of tailwind when we go forward
right now.
AC: I think we're going to see a lot of
publishers have been falling downwards at the moment. And I think Ignition is
reversed: we're going upwards. You can tell by the titles and the acquisitions
that we're doing.
We're a very passionate team. And I think
that's key. We are seeing licensors who are looking for new options. When they
see the core team, they feel very confident when they meet us. They know that
we won't just bring a product, and take it to the market. Our marketing, our
PR, the activities that we do are very, very different. As much as we have to
do the cookie cutter, we think very much out of the box. And I think that's
where people's compliments come in our direction.
SB: Yeah, and a lot of mid-level, and even
bigger publishers, they have so many titles in their portfolio that they can't
focus on any of them. And they spend all their marketing money on one triple-A
game, and everything else gets the shaft.
Because of my background in editorial, I
understand that every game is important, and to be able to approach it, you
need perspective. Find the press, find the user. And if you treat it with
passion, the way that we approach all of these games, I think developers see
that, and [know] we'll give their game a better spotlight than some other
publishers.
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I think Ignition has to be wary not to get too big too fast, especially with no income coming in. Atlus stays small by design, because that's how they make a profit off of their somewhat niche library. Look at what happened to Majesco when they tried to go big-time -- licensing Taxi Driver, Jaws, Aeon Flux, and putting big bucks behind Advent Rising. That all bit them in the butt pretty quick. Ignition is a company I want to see succeed, but it has to crawl before it can run.
Lux Pain was not the strongest localization (it appears it used an existing European translation), but it did release with the goodies its audience has come to expect from the likes of an Atlus or NIS. Muramasa is coming with the amazing scroll JP got and they've got a few other bullets in their hobbyist audience gun still coming.
Yes, Ignition does seem to have a better grasp on connecting with segments of the game buying community. Majesco I put more along the lines (even though they have been around SO much longer) of companies like Zoo, Destineer, Valcon or 505 whose catalogs are so full of shovelware crap that when they somehow get access to a title with some interest or quality not only do they not know how to market it, no one is bothering to look in their direction for product.
I'm going to guess from what the guys said, and what I know of the Chadha brothers (and Shane!) that the games they have under development hew closer to the kind of stuff Ignition is becoming known for (e.g. Muramasa) but with a stab at broader appeal. It'll be interesting to see if they can spin that into broader commercial success, though.
I have very little doubt in Muramasa's likelihood to be a commercial success in the US.