Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Gamasutra Versus Capcom: The Tatsunoko Interview
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [4]
 
Strong Tales of Xillia sales help Namco Bandai to Q3 profits
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Beachhead / Activision
Senior Operations Engineer
 
Sony Computer Entertainment America LLC
Manager Quality Assurance
 
Beachhead / Activision
Senior Front End Web Engineer
 
Beachhead / Activision
Senior Back End Web Engineer
 
Beachhead / Activision
User Experience Lead
 
Sony Computer Entertainment America LLC
Senior Software Engineer
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [40]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [5]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [14]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Gamasutra Versus Capcom: The Tatsunoko Interview
by Christian Nutt [Business, Game Design, Interview]
6 comments Share on Twitter Share on Facebook RSS
 
 
November 9, 2009 Article Start Page 1 of 3 Next
 

Capcom's Versus series once delivered some of the most memorable, appealing, and addictive games in the fighting genre -- hitting creative and playability highs that other developers couldn't reach.

But by 2004, that creative spark -- which gave us games as robust as Marvel vs. Capcom 2 and Capcom vs. SNK 2 was snuffed out. Capcom failed to bring its first triple-A attempt at 2D/3D crossover, Capcom Fighting All-Stars, to market, instead delivering the half-baked Capcom Fighting Evolution -- a game that suggested the developer had run out of juice. The 2D fighting genre went dormant.


Somehow, though, Capcom has rescued it from dormancy with the massive success of Street Fighter IV. Arc System Works delivered the high definition BlazBlue. And Capcom has chosen to revitalize its Versus series in the form of Tatsunoko vs. Capcom.

The title, which debuted in Japan late last year and in the West in January 2010, pits the retro cool of the anime studio -- best known in the west for Battle of the Planets/G-Force -- against Capcom's slate of memorable characters -- up to and including Frank West from Dead Rising.

How did something like this happen? How do you even make a game like this in this day and age? And why go exclusively for the Wii? To answer those questions, Gamasutra sat down with the game's producer Ryota Niitsuma.

My first question is: why Tatsunoko?

Ryota Niitsuma: Well, the first stage of involvement is that Tatsunoko approached us about making a game using their characters. Fortunately, at that time, I was looking to make a new fighting game.

Of course, at Capcom, we have the Street Fighter-type series and then the Versus series, which are kind of different types of fighting games. So, we thought, "Oh, maybe this Tatsunoko would fit well in the Versus series." And "Since I want to make a fighting game and they want a Tatsunoko game, this might be the way to go."

The fighting genre has gotten a real boost recently. Why do you think the fighting genre has suddenly gotten popular? It kind of died down for several years, but it's come way back up.

RN: For a while, the fighting game fans, I think they were looking for something new to play, and there wasn't anything out there for them. But the developers, even us, we knew that they would want something.

So we just felt maybe it was time to put something out for them and see what happens. And I think other developers as well felt the same thing. I think we just had the confluence of all these things coming together. It seems like it's going through a revival, if you will.

Absolutely.

RN: And after, with the home systems, we have the online play through a network. That's really come a long way from back in the day. So, because now you have that -- fighting games are all about fighting different opponents -- now you can fight people all around the world in far off places. Now that the networks and the internet are in place to deal with that, I think that's another key point to the revival.

Beyond network play, is there anything that a fighting game has to have now to capture an audience, that's different from in the past? How do you get that interest back that there always has been, but died down for a while?

RN: I guess when you're talking about fighting games, the two key words are "balance" and "graphics". When you're talking about graphics, when you compare them to any other type of genre of game, there are not as many graphical elements as a regular game.

You have basically characters, backgrounds, and then power gauges and what not. Life gauges. So, those three elements, if you nail those just right, then you've got the graphics part. Then after that, it's making a balanced fighter that people will enjoy playing.

 
Article Start Page 1 of 3 Next
 
Comments

i play winner
profile image
Great interview. Thanks for this. :)

Evan Sparks
profile image
great interview, but i'm confused.. didn't the game come out in japan last december?

Jeferson Soler
profile image
@Evan

Yes, but there's a new version of Tatsunoko vs. Capcom coming out next year in Japan. I'm assuming that this new version will also be the one that's going to be released in the US, but I could be wrong.

Simon Carless
profile image
Evan/Jeferson, actually, this was a typo on our part that has been fixed, notwithstanding the potential new version.

Jeferson Soler
profile image
Thanks, Simon!

Tom Newman
profile image
Really good interview for sure. I'm kind of bittersweet about this game being Wii only, while I would much prefer to play this in HD, I liked the response with not just wanting to shovel it to another system.


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.