|
What
was the inspiration for going back to Sin
& Punishment?
MM: Sorry, I can't answer anything about Sin & Punishment 2 right now.
(laughs) For now, keep on playing the Virtual Console version of Sin & Punishment 1!
What
do you consider to be a "next-gen" game? Is something like even
important to a company like Treasure?
MM: Well, that's what Sin & Punishment 2 is for... (laughs) I haven't really worked
on a console since we made Ikaruga,
but the Wii is what I'm working on now.
We're a small company, so it's kind of
tough for us to build the resources to work on the PS3 or whatnot, but while
the Wii isn't exactly a "next-generation" machine, it's something
that we're doing our best to challenge ourselves on.
Since
your company is small and you have to sustain yourself on a game-by-game basis,
is it more important now than before to choose your choice of platform
carefully?
MM: It's really a case-by-case thing. I
wouldn't say, though, that I have a real preference for one console or another,
when it comes down to it.
Really, the best platform out there is the one where
I can get a game completed and published on; I worry about the game long before
I worry about the platform.
Treasure's Sin & Punishment 2
How
do you decide when it's time to cut a game, that it's not going to plan? It
doesn't happen that often, that a game is publicly announced in Japan, but doesn't come out. It's
happened a few times with Treasure.
MM: Well, when something really just isn't
working out, then it's usually pretty obvious among the staff. Once that
happens, chances are pretty low that you can just put your head down and keep
plugging away at the game, release it to public, and expect it to somehow work
itself out.
Does
Treasure ever do internally funded development, or is it all publisher-based?
MM: Well, there was Ikaruga, we did publish that ourselves. That was self-funded.
In
terms of games based on licenses, like Bleach,
is it important to you that the game retains your own mark, or is more
important to stay true to the license or what the publisher wants?
MM: If I had to choose between one of the
two, then naturally it's more important that you pay attention to the original
work and stay faithful to it, for the sake of the people who're buying the game
for that name. But you can't hold yourself back completely, either.
That's one of the challenges of a licensed
game: how much you're able to express yourself while doing everything else you
need to do. You don't want to go completely off track from the original work,
because you run the risk of messing everything up and annoying fans. You don't
want reviews saying "The game is fun, but it's nothing like the
anime!"
I
don't hate the original Bleach, but I
don't really have any interest in pursuing it; I've never read it. But the game
is a lot of fun.
MM: Taking the individual things that make
up the work's characters and putting them together in a way that works well
game-wise is the key thing.
That makes it easier for developers to steer the
game in the direction they want, and it makes it easier for the players, too,
of course.
Does
Treasure have any interest in making an arcade fighting game?
MM: Don't you think we're pretty much past
that era?
Street Fighter IV could revitalize the market for
it.
MM: Well, I don't know; when you're talking
about making a full-on arcade fighting game, you're talking a lot of
development resources required for a game that not everyone has the ability to
get into in the first place.
Could
you make one that uses two buttons? Like, punch and kick? Like a Neo-Geo Pocket
Color game?
MM: I think we could figure out a good game
system along those lines, definitely. It's the rest of the project that would
be a pain to implement.
|
Excellent interview!
If the people at treasure are reading this - MORE XBLA AND PSN titles! These are not that much more difficult to program than DS games, and there are many hardcore adult gamers that would download any title based on Treasure's reputation alone, and many of these (including myself) don't really play DS. I do have a DS, but I'd rather sit on my couch in front of my TV.
I am proud of my association with this title. Treasure is a great developer with a wonderful eye for game design.
As a testament as to how great GunStar Heroes is, look for it on eBay. Its selling usually above $25, 17 years after its release date. Around 1995-97 it was selling for double the original price.
We rock with those Brazillian games for sega consoles! We have DUKE NUKEM 3D for Mega Drive \o/
I would definitely love to see more Treasure presence on XBLA and PSN as well.