Contents
He Is 8-Bit: Capcom's Hironobu Takeshita Speaks
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Crystal Dynamics
Sr. Level Designer
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk [1]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  He Is 8-Bit: Capcom's Hironobu Takeshita Speaks
by Christian Nutt
11 comments
Share RSS
 
 
August 4, 2008 Article Start Previous Page 3 of 3
 

Did you work at all with feedback from fans and what they've been wanting for years? Did you work with any old comments from when the series was still active on the Famicom? How did you incorporate fan desires in this game?

HT: We're always keeping track of the fans' comments and what they say about the games, and we pay attention to that when we are making the games. For this one, Mega Man 9 wasn't so much about getting feedback for making this game.

Advertisement

The past comments did impact the decision to make this game, and now that we have Mega Man 9, once we put it out, we want to see the fan reaction to this, and that will give us an idea of where to go from here.

Who do you think is the audience of this game? I was 10 when the original Mega Man came out. I was a really big fan of the series on the NES, and now I'm 31. Am I the audience for this game, or are kids who are 10 now the audience for this game, or is it both? And how does that affect how you make the game?

HT: Well, if I had it my way, I'd like to reach both the age groups, but really, this is for the people who played it back then. Now they're older, of course, but this game is for them. We hope they can remember the fun they had when they played it in their childhood, and that by playing it now, they recall that, and it's still just as fun to them.

Now there's a lot of gamers in their 30s and they probably have kids of their own, so we hope that maybe Mega Man becomes a family experience for them. The parents can introduce the games they played to their children.

And you're able to rerelease the old games at the same time. Mega Man 1 and 2 are coming to the Virtual Console. It's a whole way of reawakening the brand. The current, new Mega Man games, especially Battle Network and Star Force, are quite different than what we remember, so this brings the series back to its roots, I guess.

HT: Yeah, there are plans to bring Mega Man 1 and 2 to the Virtual Console. We're not exactly sure when that will happen, but we want to do that. With this and Mega Man 9, hopefully it brings Mega Man back to the fans, and it's something a new generation can also enjoy.

Koji Igarashi, who is in charge of the Castlevania series, is a very strong believer in 2D gaming. He also likes to make sure he can cultivate these design techniques in his staff so they're not lost. As we talked about, this game features design that hasn't been done for some time. Do you think it's important to keep the classic style of designing games alive? Do you feel there's something intrinsic to that that is important to preserve and continue alongside things like next-gen games?

HT: I like to think of it not as an 8-bit style, but more of an artistic choice, if you will. It's another type of creative expression, because nowadays, everyone wants surround sound and 3D graphics and things like that, and they get too caught up in that.

I don't think it should be that way, because you could do an 8-bit game. You can do a 16-bit game. You should do whatever is creatively expressive and what you want to do.

I think that will open up the whole gaming world in general, by being able to have these creative outlets.

One thing I noticed is that your T-shirt has ironically bad artwork on it. I don't know how long you've been at Capcom, but when American games used to have bad artwork on the cover that was different from the Japanese art, what did you think about that?

HT: That art was very terrible. (laughter) It was atrocious. I'm happy that gamers back then were able to look past that atrocious art and find these good games and were able to enjoy them. We appreciate that.

Looking back, that stuff is 20 years old now, so we can look at that art and laugh at it. Even us in Japan, we laugh at it too. We thought about it and were like, "Yeah, let's do something like this." So Capcom of America came up with the design for us, and then we made these shirts in Japan.

 
Article Start Previous Page 3 of 3
 
Comments

Bryson Whiteman
profile image
This had to be done. I'm glad Capcom made it happen with one of their landmark series. This makes me smile.

I hope the team had fun with this project and it leads to more original retro style games. It sounds like it's taken a lot of work to confine their visions in scope but perhaps it gave them the ability to focus what really matters -- and not just some gimmicky bullet-points for the back of the box.

Roberto Alfonso
profile image
I never really liked Mega Man games, they were really hard, and without the manual, I didn't know you had to beat the stages in a determined pattern for easier progression.

However, I am now older and (hopefully) can learn to love it. And what is more, Igarashi said they will study the market reaction to Mega Man 9, and if good enough, they may consider such a move ("Why a Fighting Game? Castlevania Creator Explains Himself" by Chris Kohler, Wired, July 23, 2008).

Nils Haukås
profile image
Nice article. Will be interesting if this can spark some kind of retro game-making trend.

Rodney Brett
profile image
The original MegaMan is responsible for me missing an entire week of the 8th grade. ;) I cut school with my brother to try and beat that game.

raigan burns
profile image
I don't know, I think N+ is pretty "truly retro" ;p

Alien Hominid HD is too, but a later vintage (Metal Slug/NEOGEO)..

Christian Nutt
profile image
Raigan, well, of course I'm aware of N+ -- but I'm talking about a game that could have fully been released exactly as it appears in its finished state for a retro platform; yeah, it's a fine distinction but I think it's also a fairly obvious distinction. Whether or not the guts of MM9 would function on an NES (they wouldn't, as Takeshita explains) the game itself is still limited to its constraints in terms of visuals, music, gameplay, etc.

I think you probably could make a credible version of N+ for the NES, but at the same time, XBLA N+ isn't something that you'd confuse for a NES/retro game.

Even games that use pixel art usually don't restrict themselves this way anymore. It's the first time I've seen a developer do it, at least by the total standard I am describing.

Anyway, when we start using that as as distinction to say "one game is X" and "one game is Y" and start labeling games, we've gone beyond the scope of what I was trying to discuss or imply anyway.

Maurice Kroes
profile image
I rather not ride that nostalgia train ;). It is fun to see another MegaMan but I would 100% rather see a remake in HD like Bionic Commando, SF2HDR etc. That is retro WITH a new modern coat and I'd argue that it would appeal to both old and new fans.

Then again.. its just preference/taste I guess :) and its lot better than other classic remakes that are simply a port.

Adam Johnson
profile image
"I like to think of it not as an 8-bit style, but more of an artistic choice, if you will. It's another type of creative expression, because nowadays, everyone wants surround sound and 3D graphics and things like that, and they get too caught up in that."

This was my favorite paragraph of the whole interview. I like everything that comes with modern gaming, but at the same time, gameplay has to be everything. I think that by creating a new Mega Man in this style forced the developers at Capcom to really consider this. I'm looking forward to it.

Yannick Boucher
profile image
I think this is a fabulous idea. Everything Capcom is touching these days turns to gold ! Here's to taking chances... beautiful choice ! Everyone's doing either the crappy direct port or the "new paint of coat" approach, which frankly, rarely works (though I'm SURE Bionic Commando will be awesome). But to go with a brand new "NES" release is almost genius. ;)

Yannick Boucher
profile image
PS: I want that t-shirt !!! :D

mustafa karagöl
profile image
18 film izle


none
 
Comment:
 


Submit Comment