By Simon Carless

Interview: Nippon Ichi On Finding The Hardcore RPG Sweet Spot

[Our own Brandon Sheffield sat down with Nippon Ichi president and COO Souhei Niikawa and Disgaea team development lead Masahiro Yamamoto to discuss the SRPG-focused company's new PSP game, as well as its philosophy and operating practices.]

For over 15 years, Japanese developer and publisher Nippon Ichi Software has been releasing hardcore-targeted RPGs, particularly strategy RPGs like the successful Disgaea series.

Most recently, the team behind Disgaea has announced its newest game, Zettai Hero Kaizou Keikaku (which Siliconera translates as Absolute Hero Modding Project), a PSP dungeon-crawling action RPG that -- like many other Nippon Ichi games -- features plenty of randomly-generated content.

We talked with NIS president and COO Souhei Niikawa and Disgaea team development lead Masahiro Yamamoto to discuss the small company's attitude toward game development, its RPG success, and why throwing characters is such a big deal in its titles:

Your focus has been on RPGs, particularly Disgaea. Where will you focus going forward?

Souhei Niikawa: Well, RPGs remain a popular genre for the hardcore audience, so I think that RPGs will still be a central part of our strategy.

Disgaea is certainly an important title for Nippon Ichi. We'll continue to grow that game by doing what's best for that particular series. Placing our fortunes on nothing but Disgaea wouldn't be right at all. For example, we want to grow this new game in the same way that we've grown Disgaea. We want to make games that are different from Disgaea, of course, but sell just as well as that.

A lot of Nippon Ichi's character designs have "moe" and "loli" elements. Will that continue? Has for the market for that become smaller?

SN: We made games for the people who play them. If the audience's needs shift away from moe or loli, then we'd certainly go with a different design. We still think there's a demand for that, though, so it will probably continue. From the creator's perspective, we think it's very important to keep trying new things, and as a result, we naturally don't want to stick with any one thing for too long.

What made you adopt that style in the beginning? Did it start out with what the development team liked?

SN: Yes. Well, it's undeniable that a large part of our audience is what people would call game otaku, or hardcore game fans. So we want to make what they want, but at the same time, we're all pretty hardcore too. So, there's that. (laughs)

The first Disgaea really seemed to be designed around picking up and throwing characters. That influenced the rest of the dungeon design and combos in battle. Would you agree with that?

SN: Certainly. Well, not just with Disgaea, but it's been an important aspect of a lot of our games, including this one here. It's been that way from around that time.

It's sort of a Nippon Ichi trademark.

SN: Yeah. We're all about throwing people. (laughs) Using that as a vital tactical tool.

Where did the idea for that come from?

SN: The original task before us was to figure out how this game would be different from the rest. We needed some strong and unique gameplay aspect that would give this project some sort of individual hook. I think it's something that's worked, as you can see how the series has progressed from 1 to 3.

Masahiro Yamamoto: I don't really remember the individual process that led to the pick-up-and-throw idea, but we were coming up with all kinds of ideas to put in the game and make it unique.

The original Disgaea is full of original little ideas like that, but it's undeniable that the throwing system is the idea that stuck out the most in gamers' minds once it came out. It's the result of that kind of thought process.

Just thinking about it by itself, it's hard to conceptualize how it'd be fun. How did you decide that the feature was so important to have?

MY: Well, we're a very small company, and none of the teams behind our projects is particularly large. That structure allows individuals to test out assorted ideas pretty quickly as they come up with them, then show them around to see what the rest of the team thinks.

I don't think that teams the size of what you have for Final Fantasy would be able to try out such risky things within development. I think that's one of the merits of having a small company like ours; it's easier to try new challenges, and that's how a lot of features in our games are born.

You go through a lot of iterations.

MY: I think so, yeah.

How much content is too much for one game? With the item world, you could keep going forever. How do you know when to stop?

SN: I guess you could say it's when we feel like there's nothing left to add to the gameplay.

MY: Oh, we never really stop. (laughs) We put so much stuff into each project, and eventually we get to a point where we ask ourselves, "Do we really need all this?"

When a majority of staffers start answering, "I'm not sure" to that question, that's when we stop. (laughs) That's pretty much how it works.

We really think that having a lot to explore in our games is very important -- especially with the Disgaea series, where it's become kind of a hallmark. Of course, we definitely can't take that approach with all of our titles; instead, we find different ways of making the games engaging and fun to our audience.

I was wondering if you're concerned that if you give too much, there might not be any need to buy sequels.

MY: That's not really much of a worry to us. The way we see it, in fact, most of audience goes through our games pretty quickly, especially the really hardcore people who support the Disgaea series. It's really something, the amount of time they put into playing our stuff. I wouldn't call it a big worry.

Nippon Ichi is pretty much the only game company in Gifu Prefecture. Do you think your company has any regional flavor since you're isolated from other developers?

SN: Well, the Internet is everywhere, and we're a game company, after all, so it's certainly not an inconvenience or anything.

I would say [our flavor] is not in the location so much as our style of company. Since we're kind of out in the country and have small development teams, that helps to add individuality to our games.

In Tokyo, you have a lot of developers who have gone from company to company, quitting one job and picking up another one right off. I think the fact that we've not experienced that as much helps us keep consistent in the sorts of games we release.

Do your staffers come from all over Japan?

SN: Yes. We don't really headhunt from other companies or anything. Sometimes we hire new grads who apply to our company; sometimes we get people who have previous experience with other game companies.

Finally, when you start a new game, from what point do you begin -- an idea, a list of features? What is your jumping-off point?

MY: In the beginning, there's only an outline, a very general idea of what kind of game we want to make -- what kind of world we want, for example. Then things just expand off from there, and eventually we figure out what sort of genre would be best, like how this game turned out to be a dungeon RPG. That's how things begin.

By Simon Carless

Final EVO2K9 Matches: Justin Wong vs Daigo Umehara

If this Justin Wong vs Daigo Umehara match-up sounds familiar to you, it could be because of their recent bout at the GameStop Street Fighter IV National Tournament last April, but most likely you recognize the names from their much-linked and unforgettable EVO 2004 round.

Japanese professional gamer Daigo was victorious over his American rival in both encounters, so many were eager to see if Wong would be able to reverse his fortunes when the two met again at the Street Fighter IV grand finals at EVO 2009, taking place in Las Vegas over the weekend.

I won't spoil the winner, but you can watch the video captured from Ustream.TV's live coverage for the final eight minutes of their match and of the show. Notice that the footage starts with the third fight in a best out of five match, with the score tied 1-1. Umehara is playing as Ryu, while Wong, who began the match with Abel, switched to Balrog for the rest of the bout.

Several great photographs shot by Terry Ng during their match:

Ryan "gootecks" Gutierrez, who you might remember from the I Got Next documentary, also had an interesting interview with the champion afterwards:

By erin

Lost Fortunes Review

Waking up at the carnival is never the sign of a good nights sleep, but waking up at the carnival with no recollection of who you are or how you got there?  That's just trouble.  Lucky for you there's a fortune teller ready to help you unravel this mystery in Lost Fortunes.  Play a variety of brain teasing mini-games to get the fortune teller's tarot cards back and she'll help you recover those lost memories...  or will she?

Trapped inside her crystal ball alongside the missing tarots are the spirits of seven unfortunate souls that have had the displeasure of falling for her trickery in the past.  Freeing these spirits, as well as the tarot cards, will help you in a final showdown against the disguised witch in a battle for your very own soul.

read more

By Guest Reviewer

The Notorious BIGJam

[Guest announcement by jstckr]

Sometimes it’s hard being European. There’s Japan to the East, obscured in a haze of gigantic robots, explosions and awesome flu mask fashion accessories. To the west lie the expanses of America, presided over by the regal Derek Yu and guarded always by the mighty fists of David Whitlark. What do we have to show for ourselves? Countless failed empires, some french guy riding a bicycle with a baguette under his arm, and questionable musical adventures like Eurodance.

Well, Europe, your fortunes are about to change. It’s time to stand up and be counted. We give you…


This summer, from Friday, July 31st to Monday, August 3rd, an indie game jam will be taking place in the lovely city of Berlin, Germany. Cunningly titled the Berlin Indie Game Jam, it offers the opportunity to meet a bunch of awesome, like-minded people and work together with them on some cool games, as well as participate in a smattering of events such as 3-hour game development competitions.

We’ll be kicking back on the second floor of the lovely St. Oberholz café. The café not only guarantees a smooth atmosphere to jam and work in, but also offers an assortment of beverages and tasty foodstuffs to help you ward off death by starvation or thirst.

Tickets are limited, and cost 5 Euro each. More information about the jam and further discussion can be found here. Continue reading

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