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It can be said that this game's still is very Mikami-like, or Suda-like, or even Yamaoka-like.
AY: I agree. It's a very interesting project. Having all these sorts of powers mix together like this is resulting in a really fun kind of energy throughout.
You're handling just the sound?
AY: Right. For this title, I'm just handling the music and atmospheric sounds. I would like to handle production or direction duties for the next project, though.
How does the process work?
AY: Well, I start by having discussions with Mikami and Suda. We go through lots of meetings, so many of them. At the end of it, though, we come to a decision on what to make, what sort of things to have people play, what design to go with.
Along the way, I begin work on the music and sound design, and that also becomes part of the ongoing discussions and meetings -- people talk about what works and what should be changed. That's how the process goes.
This game seems more over-the-top than Silent Hill. Was it hard for you to make that change?
AY: It wasn't that hard for me, and that's because even as I was working on Silent Hill, I still wanted to try working on something with a different atmosphere, a different style. I was waiting for a project like this to come up, in other words.
You wanted something different from Silent Hill.
AY: Yes, yes.
For a while?
AY: Oh, yes, for a long time. There was always a different style that I wanted to tackle.
Well, Silent Hill 4 was pretty different from previous titles, and I had the impression that you did want to do something different with the series even back then.
AY: Certainly. Well, as a creator, you never want to do the same thing for too long -- you want to try different things and go in different directions. I'm no exception to that.
But it's hard when you're working with a series property.
AY: Yeah. It's very hard. I know that.
Grasshopper gives you that opportunity, meanwhile?
AY: Definitely.

Suda was joking a bit earlier that he wanted you to take on new challenges in your musical style as well.
AY: Well, my musical tastes are very similar to Suda's.
The sort of music you like?
AY: Yes. It's very easy working with him.
Suda understands your way of thinking very quickly?
AY: Yes. Not in terms of speech, but in terms of music.
Suda's punk style, for example.
AY: Right; that or jungle or electric. Suda goes on about The Smiths and Joy Division and so on; so we share a lot of the same styles.
This game wouldn't have The Smiths... (laughs)
AY: Oh, that's not related. (laughs)
I think the game looks interesting, but you just have the teaser trailer for now.
AY: For now, yes. I think it oughta be a few more months before we have a playable version.
Suda and Mikami both have very big, larger-than-life personalities. Is there any difficulty working with them?
AY: Not at all. Mikami has been in the game business for 20 years; he's been doing this for so long now, from Resident Evil to Vanquish. Again, though, he and Suda -- and me, too -- we're very similar both in personal tastes and in the approach they take to making games. It's very much like a hobby for the both of them. So it's not been difficult at all.
No arguments or anything?
AY: No, not at all. Well... no. (laughs)
Well, Resident Evil and Silent Hill are rival properties, no?
AY: Mmmmmmmm... We still have a very close friendship, though, going out and drinking and so on. So, it's okay.
A friendly rivalry.
AY: Right! Not a problem.
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Halo Reach, Call of Duty, Rock Band, Guitar Hero; they're all like products. It's an industry wide problem, not just a Japanese one.
But, naturally, I could be wrong. We'll have to ask Yamaoka what he thinks.
Either way, excellent interview. I look forward to exploring the game when it goes live.
Some eastern games still knock it out of the park though. The original Team Silent was brilliant.
As far as the next generation of designers and coders, I would probably be one of them. This makes me want to seek out jobs at some of these smaller more creative studios (particularly in Japan) and do fun new things with them.
You are totally right about the east making the video game scene stay afloat with arcades, but now over here in the west, who goes to arcades?
I went to the arcade all the time when I was a kid, because I didnt have a console, but now everyone can get a console, and now almost everyone has at least one console in there house, Wii especially.
But sorry, the east definitely dominates still in the video game scene. Almost every game that comes out of the east that is awesome, is freakin awesome, and almost no west developer could touch it. But I will admit, the west is getting better, and I do think its only a matter of time before both scenes just get soo good, we have awesome games just getting pumped out.
Even though Japan has games as a part of it's culture (which can arguably be said about the west, just not to such an extreme) it doesn't translate to great games.
This whole reply (even my other one above) is all based on western perception though. From what I've heard, gamers in the east hate open-world games while gamers in the west beg for them. There's a cultural difference between the two and while games sell across oceans, gamer's tastes differ and so the games produced by each will vastly differ.
3D Dot Game Heroes, Silicon Studio
Little King's Story, Cing & Town Factory
Professor Layton , Level 5
Yakuza 3, Amusement Vision
BlazBlue, Arc System Works
Honestly I could go on, and if you notice none of them were made by the big Japanese Companies that you mentioned. Japan's doing just fine, gamers are just not looking hard enough.
In the Past Jp titles were willing to take more risks. They weren't huge blockbusters but they managed to be amazing. I remember when MGS was a failure in jp.
Part of the reason for the lack of motivation is the strict hierarchy. Western studios are willing to accept pitches from even the nice lady at the front desk (as long as it doesn't cost too much) or if a lead designer wanted to do something different he(it's not that easy i know,but at least it's possible) could. At a jp entity you would probably have to leave and setup your own studio. You can't even voice out an opinion without disrespecting your "superiors".
It's not motivation they lack (otherwise they wouldn't put up with the crunch time), it's a sense of entitlement to the product. It's become a job not a pursuit of passion. Why else would you explain them doing amazing work in their spare time.
It's kind of funny most of the western games we play now are all evolutions of the japanese games we used to play and love, most jp games now are looking like the western titles we used to avoid like my high school principal.
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