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The
thing that kind of blew my mind is when friends of mine on a forum were talking
about the game coming out. They were like, "Yeah, so here's my friend code
and stuff." I was like, "Oh, right. You gotta do that."
CS: Yeah, that's perhaps not ideal, but we
work on the system that we work on. The fact that we actually did a full and
robust online system for TvC was
something we felt was important. When we sat down to talk about what we could
do if we were bringing it Westward, I was a very vocal component of online as
being a central feature that our community definitely needs, especially if
we're going to have the longevity and more people gathering into that community
over time.
It
seems like Capcom's digital download initiative that was going very strong for
the last couple of years is sort of going down.
CS: It's slowly... A little bit. Quite
frankly, we just have a gap. We have a number of projects that we are working
on actively, and we will be lighting up more. I think we talked about it
before; it has been a very successful initiative for us, and we do want to do
more of it.
I think we're being a little more judicious
in what we select to do and how we approach it. In being more judicious, that
also means we're being more ambitious in the scope and scale of what those
projects will ultimately be.
We have something we're in the process of lighting
up right now that I can't talk about but I'm super excited about. I don't want
to be too nebulous here, but fans of a certain franchise will be very happy.
I'm
curious to hear a little bit about the comments that Capcom Japan made -- they
released a statement -- about their relationship with Western developers.
CS: I'm not exactly sure what the intent of
[COO] Haruhiro [Tsujumoto]'s statements were, but I also know that I saw how
they were taken by a lot of media, and I think they were not quite interpreted
the right way.
Haru made a statement of something to the
effect of "new IPs are going to be developed in Japan, not in the West." And I think that
is a fair statement. What I think a lot of people interpret that as is Capcom's
turned its back on Western development. And I think if you ask [R&D head
Keiji] Inafune-san, that's actually far from the truth. We probably have more
and bigger projects in development or soon to be in development with Western
developers than we've ever had. But, they aren't new IP.
It
was interesting reading it because it was based on how the Western-developed
titles performed, they were only going to have Western developers work on more
established IP and stuff, but aside from Dark Void, that is all Western
developers have really been working on with Capcom.
CS: Bionic
Commando.
Bionic Commando. Street Fighter.
CS: I understand your point there. Spyborgs was also a new IP. But you are
correct. The issue, I think, is for whatever reason, Bionic Commando was looked at internally as for all intents and
purposes as a new IP in the fact that it was a long-dormant franchise that
really had no broad awareness. I would certainly not categorize it as a new IP
necessarily, but the effort to re-launch it was not that much unlike what a new
IP would've been.

Dark Void
I
see. Let's talk about Dark Void and
how that turned up, and where it is now.
CS: Dark
Void is moving along. I think that it was a long development process, a bit
longer than we had expected. And that was, I think, part of what Haru is
harping in on is if we aren't investing in new IP, hopefully we'll not
necessarily have a three-plus year project kicking around, so maybe shorter
cycle with a quicker path to market if they don't invent the entire world.
It is moving along, sales-wise. We're not
completely dissatisfied with where it is as a first time at establishing a new
property for Capcom. I think it's a solid first effort from the Western team. I
think marketing-wise, we did a really solid job of raising the profile of the
title and making people aware of what it is. We certainly spent appropriately
to promote it. So, all in all, not awful.
I
found the response from consumers interesting because...
CS: It was polarized.
Yes. And I've also seen a little more excitement and buzz for Dark Void Zero than Dark Void.
CS: Dark Void Zero was great . And being candid, Other Ocean came to us and said, "Hey, we have an idea." We embraced it and thought it was really clever, and the production team really got behind it and helped push it. Other Ocean did a great job in creating a retro 8-bit-like experience, and the other part of this is we wanted to get some experience on DSiWare in particular because that's our first DSiWare title. And it's selling, just for the record, very, very well. We're actually really pleased. In some ways, it's actually exceeding my expectations as to how it did, so we'll actually be looking at some other opportunities. I'm not saying necessarily 8-bit focused, not even necessarily DSiWare-focused, but there's some gained from learning that we take from Dark Void Zero and from Other Ocean in particular that turned out great. I can't say enough good things about Other Ocean. They've been a joy to work with. So, loads of respect to those guys.
How
would you explain the relationship between Capcom Japan
and Capcom USA
right now? Is it parent/child, or...
CS: Yes. [laughs] There's no other way to
describe it. It's definitely a parent/child relationship.
It
seemed like a little while ago, U.S.
was being given a little more autonomy than before. Is it scaled back?
CS: That autonomy is a little bit different
in some ways. The re-organization, particularly of the product development group,
to report directly to Japan, has created a global product development
team where producers on both sides of the Pacific are assigned to each other's
projects. The hope there is we actually start to share our learning on both
sides, and we both bring, I think, different strengths to the table. At the end
of the day, though, Japan calls the shots.
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*sigh*
C'mon, Capcom, you have no idea how bad I've been jonsing for the past decade!
I do like Dragon Quarter. It was very risky in terms of design choices, and I feel they paid off in terms of innovation and fun, even though they are probably why the game didn't fare especially well commercially. I understand new people not desiring multiple playthrus to experience the end even once, as well as returning fans not desiring use of the dragon powers leading to the acceleration of a hard finite "game over" timer. Very bold, fresh game overall with elements that have since proven more successful through other games adopting similar elements. I would like to see another game taking place in the Dragon Quarter universe.
But I'd really love one to follow up BoFIV. I loved the art style, the story, the new fishing mini-game, the Manillo Store. The story was emotionally gripping, deep and mature to contrast the "kiddie" perception of the pastel sprite art style. The dual story elements were fantastic, for once I never hated switching from one party's story to another party's story. The music was absolutely fantastic and amazing, I still listen to the whole soundtrack start to finish on my iPod. While I missed the Dragon Gene system, the game point driven upgrade to the dragon evolution was a nice substitute...
I could gush on and on, but I'll shut up now. =) I'm such a huge BoF fanboy it's almost shameful.
Capcom of America is not inspiring confidence in this gamer and from the looks of the western IP's Bionic Commando and Dark Void, the bosses in Japan agree with me.
1. Breath of Fire
2. Ghouls N Ghosts
3. Strider
4. Final Fight
5. (And one I thought had alot of potential) Megaman Legends