By Simon Carless

Nippon Ichi, Idea Factory Brings Jigsaw Puzzles To Arcades

Though you might have ever heard of them, Disgaea developer Nippon Ichi Software has put out a number of jigsaw puzzle/battle titles in Japan (one of them, Jigsaw Madness for PS1, actually made it to the States under XS Games), the last of which was 2008's Jigsaw World: Daigekitou! Jig-Battle Heroes for the Nintendo DS.

Nippon Ichi teamed up with frequent partner Idea Factory (Generation of Chaos, Spectral Souls) to produce what looks like an adaptation of the DS game for Japanese arcades titled Jigsaw World Arena. Like the dual screened version, JWA features Disgaea's Etna as a playable character, as well as the super cute/delicious cat-bread.

As its playable characters imply, JWA is far from your traditional jigsaw puzzle game; its unconventional setup centers on multiplayer puzzle battles that have you racing against up to three other opponents to pick up puzzle pieces and drop them into their appropriate spots. With each correctly positioned piece, you build up a power meter for special attacks.

Idea Factory has been running JWA location tests in Japan for several months now, but it recently demonstrated the game at last weekend's AOU 2010 amusement expo. While it's doubtful that either Nippon Ichi or Idea Factory will ever announce this for the U.S., you could always import the DS game (it should be playable on U.S./European systems)!

[Via Arcade Heroes]

By Simon Carless

Classic Dungeon: 2D Dot Game Heroes

Continuing the trend of producing new RPGs with old school graphics, music, and tropes, Disgaea house Nippon Ichi Software announced Classic Dungeon for the PSP, releasing in Japan on February 18th.

Like From Software/Silicon Studio's 3D Dot Game Heroes, it's an action RPG, and it even has a logo and a character creation tool that looks directly inspired by the PS3 game. In the above trailer, you can see the pixel editor to create familiar characters like the Disgaea series's Laharl and Prinny.

Classic Dungeon has you controlling blocky heroes (e.g. knights, mages) and clearing dungeons, which sounds your typical RPG fare. The character growth system, however, has a unique twist, as Andriasang explains:

"You place your characters on a chart, with your primary character in a central spot and the other characters in surrounding support sports. The primary character is the one that you control when entering the dungeons.

The support characters grow alongside the primary character, advancing differently and earning different skills depending on the structure of the chart you're using, their position on the chart, and on job of the primary character. As the primary character explores the dungeons, the support characters will come in for assists, acting as shields if you're about to incur damage from an enemy or trap.

When not in a dungeon, you're able to freely swap characters between support and primary roles. Additionally, the game offers a variety of charts, some allowing you to set more support characters, and some giving added effects to certain slots."

The game will also include ad-hoc co-op multiplayer, as well as an option to switch between standard and 8-bit soundtracks (Sega's 7th Dragon has a similar feature). NIS hasn't announced plans to release Classic Dungeon in the U.S., but I suspect they will eventually seeing as they were to bring over the Holy Invasion Of Privacy, Badman series.

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

NIS Teases PSP Title, Prinny Transformations

Disgaea series developer and publisher Nippon Ichi Software promises a new title for the PSP with a flyer announcing "Hero Transformation Project Starts".

The advertisement features a costumed and caped figure with a big V on his belt and a bigger V across his chest (perhaps a distant relative of Viewtiful Joe?), transforming into a tank, a cat, a vehicle modeled after the company's Prinny mascot, a character with drills for hands (inconvenient for handling silverware and many other tasks, I'm sure!), and other strange forms.

They flyer doesn't provide any more detail than the impressive spritework (as is expected from NIS), but the company's U.S. office revealed last month that its Disgaea team is working on a strategy RPG for the PSP, possibly with a PSN download. That game is expected to feature a "new type of battle system", which is par for the course with the company's SRPGs.

[Via PSP Hyper]

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