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  Thank You And Guys, I Love You!! - A SWERY Interview
by Brandon Sheffield [Audio, Design, Production, Interview]
13 comments Share on Twitter Share on Facebook RSS
 
 
June 21, 2010 Article Start Page 1 of 3 Next
 

Hidetaka "SWERY" Suehiro is the director of Deadly Premonitiona big-surprise cult hit that came out in the U.S. earlier this year for the Xbox 360 via publisher Ignition. The game is a free-form murder mystery with more than a passing resemblance to the David Lynch TV series Twin Peaks; much like that show, it's become an underground phenomenon, as has its creator.

The developer of the game, Osaka's Access Games, isn't very well known; their PS2 stealth game Spy Fiction was heavily promoted but released to only middling reviews. Deadly Premonition, on the other hand, is a love-it or hate-it experience; IGN gave it a 2, while Destructoid gave it a 10, praising its idiosyncrasies and championing it as a rare example of "it's so bad it's good" in games.



SWERY, who started up an English Twitter account to interface with the enthusiastic fans the game has created, answered Gamasutra's questions via email -- hopefully providing a peek into the fraught and inspired creative process that lead to Deadly Premonition.

Was the game originally an Xbox 360 title? How long has it been in development?

SWERY: When we started this project, the original plan was to release the game on Xbox 360 and PlayStation 2.

At that time, we still didn't know what the PS3 would look like, but once things got clearer, we naturally decided to move to a PS3 and 360 multiplatform game. We managed to release the game on both platforms in Japan but only on 360 in the U.S.

As to the development time... I would say that it was way too long! I couldn't help thinking about new features or trying new stuff, that's why it took so long, I think. Sorry for the really long wait.

What was your inspiration for the design of the game? It seems to be a hybrid of a number of genres.

SWERY: Regarding the game design, it was actually something that I had in mind for a long time and wanted to make it happen.

Something I'd wanted to try was a crime investigation story set in real time in an open-world setting. I kind of had everything in place in my mind but I have to admit that at that time, our technical skills, staff, connections, and even my own skills weren't enough to deal with this project.

Now, in the 21st century it is almost possible to create games just as they exist in our own vision, so I was sure that we were capable of creating that game I'd conceived of only in my mind.

Looking back, I hadn't imagined all the troubles we would have along the way, and how much time it would take to overcome them.

How close is the final game to your original vision?

SWERY: When we started to work on this game, I was aiming for a cynical, urban game based around forensic science, but after many discussions with the producer, we changed it to something more mysterious and occult.

However, the main messages or ideas I wanted to communicate didn't change between the original concept and the final game.

Everyone I've talked to feels that the "real" game takes place during the exploration/mystery sequences, and that the shooting areas are bits you have to simply get through to get back to the fun part of the game (though the profiling aspect is enjoyable). How do you feel about that statement?

SWERY: Actually, I feel exactly the same.

It's a little bit embarrassing, but the shooting areas were the last things that we started to work on and I have to reckon that I should have paid more attention to this part.

Actually, this part wasn't even in the original concept and after checking with my staff and many people, I eventually realized that it was necessary.

What inspired the direct homage to Twin Peaks? Can you speak at all about the content changes you had to make to the game after the first trailer was released?

SWERY: As I said previously, I wanted to create a game with an urban setting based around forensic sciences. But it eventually ended up being something more occult with forensic sciences having trouble to make the transition in a small countryside town.

To be honest, I don't consider this game as an homage to any particular contents even though I don't have the confidence to say that I wasn't inspired by anything, especially with all the contents we have accessed to nowadays.

About the trailer, it was actually something created by the publisher [Marvelous Interactive] so you should check with them, I think, for more details.

 
Article Start Page 1 of 3 Next
 
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Comments

Ujn Hunter
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Amazing game! Thanks for the interview!

Lech Lozny
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SWERY rocks! Deadly Premonition is easily the most fun I've had with a video game in close to a decade.



I played the game on normal, without collecting any special weapons or cars, and had a blast. I never found the map disorienting, or combat frustrating. Driving around the country side, and learning the layout of the town was all part of the charm. My only complaint is about the region locking of the disc, but that's a bone to pick with Ignition and/or Marvelous.

brandon sheffield
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one thing I didn't want to press him on is the GPS thing - if you look in the cars from the 3rd person view, there's *definitely* a screen in each of them that really looks like a GPS unit...

Xander Markham
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Great interview - I wish this game would come out on Wii or PC so I could play it! What is it with Japanese developers adding a number after their name these days though, first Suda 51 and now SWERY 65...

David Riley
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Did he really just evade the Twin Peaks question? Did he really act like "oh, well I couldn't say FOR SERIOUS that it was inspired by Twin Peaks even though half the scenes/locations in are direct homages/ripoffs"

brandon sheffield
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yeahhhhhhhhhh he totally dodged it but it was clear I wasn't going to get any more out of him.

Carlos Mijares
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I really liked Deadly Premonition, despite its flaws (cheap difficulty curve by just increasing an enemy's health, combat pacing, dull enemies).



I enjoyed being able to see what every suspect did throughout the day, where they lived, what their routine was, etc. That's one thing I always hold against open-world games from Rockstar, which I otherwise like: They never let you see the main characters outside of the main missions, so it feels like they're not really part of the world outside the story missions, where most of the player's time is usually spent. Makes the open city and story missions feel disconnected.



I hope we get a sequel, which should maybe involve a different setting and characters, where these flaws can be addressed and its strengths improved. I don't see a Western studio making a weird game like this anyway.

Tomiko Gun
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@David

Who cares? Anyone who gives a crap about Twin Peaks and played this game already knows that. Next time let's ask every game with Space Marines about their homage to Warhammer 40K, and every platformer about the inspiration that they emphatically had with Mario.

brandon sheffield
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Tomiko - it's pretty relevant actually, since the team actually had to change in-game models to be less like Twin Peaks, when you look at the first trailer versus the final game. The Twin Peaks comparison definitely had a huge impact on development, even if only from that aspect.

Shay Pierce
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Wow, reading this was amazingly similar to reading an interview with the creator of a good game.

brandon sheffield
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because it is one.

Lik Chan
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One of the best games of 2010. LOVED IT! Thank you SWERY!

Daniel Boutros
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DP had the most interesting lead character I've experienced in two decades + of games playing. While the 'gameplay' portion is a bit rough, it still manages to have a charm. Love the hell out of it. Myself and the lady were pretty sad when it ended. First time I gave a shit about the characters in a game since I was in my teens and thought FF7 actually had a good story.


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