By Simon Carless

Q&A: West Meets East: Makoto Shibata On Quantum Theory

[Director Makoto Shibata (Fatal Frame) talks to our Christian Nutt about the inspiration for his West-targeted PS3/Xbox 360 shooter Quantum Theory, and details Tecmo's internal development process and plans.]

Tecmo has been one of the most consistently successful Japanese developers in appealing to a Western audience -- with its Dead or Alive and Ninja Gaiden franchises, as well as the lesser but notable success of its cult survival horror franchise Fatal Frame. This is so true that Koei Tecmo president says he sees Tecmo as the part of the merged company which will teach Koei how to appeal to Westerners.

Makoto Shibata, director of the company's upcoming Quantum Theory, worked on the Fatal Frame games but now has a bigger mission: to create a third person shooter that can appeal to a broad Western audience, not a select one.

A fan of Western games and a man with an eye for detail, he's serving up a PlayStation 3/Xbox 360 title which seems to owe a great deal in inspiration to Western titles -- particularly Epic's Gears of War.

The game does have a Japanese sensibility, too -- your AI partner isn't another lumbering soldier, but a lithe female warrior who dashes in for Devil May Cry-style combo attacks. Shibata calls out Japanese games -- Resident Evil 4 and his company's own Ninja Gaiden -- as influences.

Two years into its development, the game is due early next year. We tracked down Shibata and discussed the development processes and technical decisions Tecmo made with the title, and its influences and aims:

It's still pretty rare for a Japanese developer to make a shooter, so I was wondering, are you a big fan of the genre? How did you come to make the decision to make a game like this?

Makoto Shibata: Yeah, I am a big action fan -- a big third person shooter fan. But looking at it from the company as well, we have action games; we have fighting games like Dead or Alive. So as sort of the next challenge for us as a company to take on, we thought a third-person shooter would be the way to go.

And this is your own engine for this game, right? You developed it all internally?

MS: Yes.

Last year, I spoke to Kikuchi-san about sharing some of the Team Ninja tech across Tecmo; has that progressed at all within the company?

MS: We definitely looked at the Ninja Gaiden engine, but this is for an action TPS, so it's a little bit different; we can't just reuse things as-is. So we have essentially come up with this on our own. We of course looked at the Ninja Gaiden engine for technical knowhow -- to borrow some of that knowhow and ask them how they do things, but it's not like we're using their tech.

You announced the game last year, but it wasn't playable.

MS: Yeah, there wasn't anything at the Tokyo Game Show last year that, game-wise, we could really show. We were still working on the engine at that point. We started from the engine, so just doing that work, even before it became a game, laying the ground-level work of making the engine took up quite a bit of time. Other third-person shooters and first-person shooters use a lot of middleware, and we're not doing that; so we had to sort of take our time to make it as we went along.

Did you consider using any middleware solutions and then decide not to, or did you feel that you wanted to develop your own technology from the start?

MS: We wanted to do it from the start; we wanted to make our own. We looked at some middleware, but in the end we decided to make it all on our own. It's worth it to make our own engine. That's what we felt.

How did you tie that into your game design process? Are you document-oriented, or prototype-oriented?

MS: There are of course areas where we planned it out on paper first, but since we were coming up with the engine -- literally everything from scratch -- it's sort of been adding to that as we go along, seeing what our needs are, and putting them into the engine. Even within Tecmo, this sort of development style is kind of different.

Since this is the first current-generation game for your team, it's probably a different process than you would follow for the next game. The next time, you'll actually have your technology set from the beginning, I'm guessing.

MS: Yeah, once the engine gets completed, we should be able to take ourselves back to more thinking about things before and planning it out before putting it into the game.

In Japanese game development I often see the concept of "planning" as a job, including production work, managing schedules and managing schedules alongside gameplay design. In America it's more split out, so some people are producers and some people are gameplay designers. How does planning work within your studio?

MS: Really, to sum it up, it's the guy who's thinking about how to make the game fun. Once you have sort of that idea -- what's going to be fun -- you look at that and say, "Okay, well what parts do we need?"

You talk to the audio, you talk to the graphics, you get the models; put them together. The planner can look at that and say whether that's what he was aiming for or not, and you can fix for that. When you're talking about basing things on a paper plan, the planner can sit down there, and that's what you're looking for; the core of the game -- what's going to make it fun. You set that there at that time.

How much documentation is typically written for a game like this? There's a lot of debate in America about how much is right, these days.

MS: There's documentation that the planner will come up with in the beginning for the concept, and that sort of becomes the core. Then, as the game progresses, in order to make sure that everybody is still on the same page, we do have some documentation that gets updated regularly for, you know, feature sets and the way things should play out. Internally, we have like a wiki page for the project, and that's the design document that has the topics for the various teams to look at, and gets updated as the game progresses.

Since this is aimed for the Western market, did you guys actually do any focus testing in the West, or any sort of user experience, or anything like that?

MS: Not official focus tests, but we were listening to sort of the opinions of our U.S. office and the people over there -- we get feedback from them.

When you're making a game like this -- more of a shooter -- is there a way to make the genre more appealing to a Japanese audience? Why do you think the Japanese audience just hasn't gotten really super interested in the genre?

MS: I'm not really sure. I'm also curious about why Japanese people haven't taken to shooters as well. I think that shooters are accepted -- you know, Resident Evil sells really well over here. So people are familiar with them; it's not like they hate them. But yeah, others just haven't taken off.

I was talking to Rex Ishibashi, who is the president of EA Japan, and he said that Western games only account for 5 percent of the Japanese market. That's a very small percentage.

MS: We think games from overseas are very high quality, so looking at the kind of stuff that they're doing now, I think that you're going to see more of a percentage and more growth in Japan for overseas games.

Do you feel like there are design elements and techniques coming out of Western games that you didn't see coming out of Japanese games, that you feel do appeal to a Japanese audience -- maybe if they were just presented in a different way?

MS: There are good points and bad points to Western games, but you look at a game like Fallout 3 and the kinds of things that you're doing within Fallout 3 -- it's an RPG, and you're going around an open world... You would think that Japanese players would like that. Maybe there's something about the setting and the world view and the look of the game that they don't like; we're not sure. But as far as game design goes, that just seems like it would be very appealing to a Japanese audience.

Quantum Theory is specifically targeted to a Western audience, but you're going to put it out in Japan as well, right?

MS: Yeah, it's going to come out here as well.

Do you have an expectation that maybe, because it comes from a Japanese team that has a lot of influence from Western games, it might actually get a better reception?

MS: Yeah, yeah. With the character design, the action elements -- we think those will appeal to a Japanese audience. When you're looking at even the visual design, we think that there's a Japanese design sense in here that informs the overall look and feel of the stages. We think Western games look gorgeous; they obviously have excellent visuals and all of that. But we want to try something that a Japanese audience would like and make it just as pretty and just as powerful as Western games.

Way back when you were making the Fatal Frame games, they were more popular in America than maybe people expected at first. Did the inspiration to make this game come from previous experience in the West, or did it come from just your desire to challenge yourself and see if you could do that deliberately?

MS: It's kind of a little bit of both. Obviously, we had success in the West, so we knew that was a possibility; and the Western market is bigger than the Japanese market, so from a business sense we wanted to succeed in the West. But it's also that I like third person shooters. I like shooters, so I wanted to make a game that I like.

Making a horror game and making a third-person shooter are very different; the process is very different. With a horror game, you're trying to control the player's emotions; you control the way they think -- the way they feel. For a third person shooter, it's more about the mechanics and responsiveness and how the game's being played. So the way you're looking for and what you're looking at are very different.

By Simon Carless

COLUMN: Battle Klaxon: Meeting the Badman

['Battle Klaxon' is a bi-weekly GameSetWatch-exclusive column where traveling games journalist Quintin Smith fights to win a bit of glory for the beautiful, brave but overlooked games that people are missing in their lives. This week, we examine two different versions of panicked, squeaky-clean PSP title Holy Invasion of Privacy, Badman!]

There's been an odd glut of tongue-in-cheek Japanese games based on 16bit RPGs recently, games like Half Minute Hero and 3D Dot Heroes. I've already picked my favourite. I like it because it's about PANIC.

I love panic in games. That icy pang of realisation, the blitz of thoughts that follows, the test of keeping your cool. In panic you can find such easy access to that magical realm where the only things in existence are you and the game. And it's such a useful design tool!

Resident Evil 4 was full of boring bits like rooms where nothing happens or having to retrace your steps to stick a stone donkey tail on a carving of a donkey, but nobody noticed because those moments were respite from panic. Inaction became soothing, and a masterful action game became a game of the year.

My favourite of the comedy 16bit reimaginings, then: Holy Invasion of Privacy, Badman! is a PSP series which gives you the task of digging out a dungeon with the aim of killing the heroes that habitually raid it. The original game isn't great, but the sequel is, and that's getting released in America in Spring 2010 with the majestic title of Holy Invasion of Privacy, Badman! Time to Tighten Up Security.

The first game (out now in America as Holy Invasion of Privacy, Badman! What Did I Do To Deserve This?) is so impoverished in terms of content it resembles a prototype, which probably explains why it didn't get a boxed English language release and can currently be found in the shiny blue limbo of the Playstation Store.

And yeah, Holy Invasion of Privacy, Badman! does panic very, very well. Here's how it works:

You play the overlord of a 16bit RPG dungeon, which you view from a side-on perspective like you would an ant farm. The game is in digging out earth to create the tunnels and chambers of your dungeon while keeping it populated with monsters.

Every so often a bunch of nosy jerks known as 'Heroes' will come crashing through your front door, and the game asks where in your existing excavations you want to hide. The game is lost if the heroes find your squealing avatar and manage to drag him, trussed up like a common criminal, back to the surface.

Midnight Soil

What's alarming about this? Well, the way you enlist monsters, for one. Certain tiles of dirt contain nutrients, or, after a hero has cast a spell near them, magic. The more nutrients or magic in a square, the higher level the monster that comes staggering out when you dig out that tile. Fine. Except all but the lowest level slimes and sprites need to eat lower level monsters to survive and reproduce. You're not just filling your dungeon with employees, you're managing a fragile ecosystem, and nature runs its course so fast you're always returning to view parts of your dungeon to find they've changed.

Your lizardmen might have eaten all the dogs in their area and are starving as a result, or your faeries have reproduced like bunnies and set up shop where you were planning to lure a dragon. The exception to this rule is when you want the inevitable to happen for the purposes of something like evolution, whereupon you'll watch predator and pray avoid one another like opposing genders at a school prom. And that's not even the bad news.

Because your only real means of interacting with the world is permanently digging out these tiles, Badman's quirk is that, like a Go board, you only have a limited number of moves to choose from. While most defence games have you building, Badman gets you subtracting.

The irony is that the ultimate protection, 1000 feet of packed dirt, is there from the start, but you need to hide. So you dig down, dig deeper, always chipping away at your options and always panicking because of the acute awareness that you're backing yourself into a corner and sooner or later those heroes are gonna come for you.

Graveyard Humour

Did I mention you need to dig fast? The time frame on each party of heroes arriving is agonisingly tight, so you're often slicing out serpentine tunnels by holding down the dig button and sliding your pickaxe over the screen, praying you don't screw up that delicate ecosystem. You do, of course, and worse besides.

Whether you're extending your dungeon or cutting out delicious nutrient-rich tiles for the monsters within, you'll end up turning blind corners into smooth curves, putting safe spots in killzones and (most embarrassingly of all) knocking down walls and creating shortcuts that let heroes bypass whole areas of your dungeon.

And so you panic. You panic because there's no save, and your dungeon is in ruins, and you don't want to start the level again, and-- oh, mercy! Oh, mother! Here they come!

I'm a big fan of games which invisibly force you into role-playing your character through mechanics alone, so it makes me pretty happy when you end up every bit the bumbling villain in Badman. As a player you'll brood, you'll giggle, you'll hatch plots (the game's too fast-paced for any grand strategy, so hatch you must) and you'll panic when your schemes don't work out, most likely because you ruined them yourself. I love it.

Click here for a trailer and a little more info on Time To Tighten Up Security. And remember, don't bother with the first game! It's not being All It Can Be. Save yourself for this.

[Quinns is a freelance journalist who has fun working for Eurogamer, contributing to Rock Paper Shotgun and reading Every Game Ever. You can currently find him in the damp Irish city of Galway or at quintinsmithster at gmail dot com.]

By Simon Carless

Silent Hill, Resident Evil Amigurumi

Definitely not as frightening as the Silent Hill cosplay we featured last May, this "amigurumi" nurse bunny is so cute, you almost forget about the blood-soaked rags wrapped around its face. Fortunately, this crocheted version doesn't have arms, so you won't have to worry about the nurse bunny pulling a scalpel from behind its back.

Craftster Moon Yen also made similar amigurumis design for Pyramid Head (with a removable helm!) and Resident Evil 4's chainsaw-wielding Dr. Salvador, both shown after the break. These three "Moon Bun" creations are part of the 31-piece set the artist created for October, which is filled with other creepy creations like Count Dracula and Resident Evil 2's Licker.

By Simon Carless

Don’t Bring This Grenade Controller To The Airport

Even more dangerous looking than Resident Evil 4's chainsaw controller but not quite as ridiculous as the Wu-Tang Clan's PS1 pad, the Terminator is a 9-pin joystick that's compatible with the Atari 2600, Commodore 64, Commodore VIC-20, and several other "home micro" consoles.

Manufactured in Denmark and modeled after a fragmentation grenade, the controller uses its handle as the "fire" button". Its microswitches not only ensured "precise control and higher scores", but supposedly made the controller more durable than those with "leaf switch-based designs".

For those of you with a penchant for odd joysticks, this looks like a must for your collection. Just don't forget to take cover the next time you throw your controller out of frustration.

[Via Technabob, Klonoaxero]

By Simon Carless

Best of FingerGaming: From Worms to Zombies & Me

[Every week, we sum up sister iPhone site FingerGaming's top news and reviews for Apple's nascent -- and increasingly exciting -- portable games platform, as written by editor in chief Danny Cowan and authors Louise Yang and Jonathan Glover.]

This week, FingerGaming reviews Mecho Wars and Sentinel 2, and highlights recent releases like Worms, Power Pros Touch, and Zombies & Me.

Here's the top stories for the week from the world of iPhone games:

- Review: Mecho Wars
"While the story isn't anything to write home about, Mecho Wars offers iPhone owners a way to play Advance Wars on their system, even if it isn't the official thing."

- EA Launches iPhone Subsidiary 8lb Gorilla with Zombies & Me
"Electronic Arts announced the formation of 8lb Gorilla, a development studio focused on the development of low-cost, casual-oriented iPhone games. 8lb Gorilla's first title, Zombies & Me, is now available for purchase at the iTunes App Store."

- This Week's App Sale Roundup
"This week brings a variety of notable discounted titles, including Gamevil's action-RPG Zenonia, Elecorn's terrain-deforming 3D shooter Caster, and Gameloft's sugary sweet time management sim Chocolate Shop Frenzy."

- Team17 Ports Turn-Based Artillery Classic Worms to iPhone
"Worms arrives on the iPhone complete with its goofy cast of worm characters and a variety of outlandish weapons. Players can expect to lob banana bombs and deploy exploding sheep using a new control scheme specially designed for the iPhone's touch screen."

- iPhone Resident Evil 4 Update: U.S. Release Due Soon
"After the minor debacle that was Resident Evil 4's premature Japanese release earlier this week, Capcom has announced that a real, final release will make its way to the App Store in Japan at the end of this month, with a U.S. version debuting 'shortly thereafter.'"

- Top Free Game App Downloads for the Week
"Assassin's Creed: Altair's Chronicles tops Apple's free app charts for the second week in a row, and the paid version continues to see boosted sales as a result. Newcomer Wooden Labyrinth 3D Free ranks in at second place this week, as Tic Tac Toe Free joins the chart at third place."

- Edge Removed from App Store, Again; Lite Version Released
"Just when it seemed that Edge's long-running legal battle had finally cooled, developer Mobigame has been dealt yet another critical blow. Its acclaimed puzzler Edge has again been removed from the App Store."

- Review: Sentinel 2: Earth Defense
"Earth is once again under attack by alien life forms. What's a human to do? Build towers to defend it, of course. Sentinel 2: Earth Defense is Origin8's latest entry in the already crowded tower defense genre, but what a praiseworthy entry it is."

- Konami's Flagship Baseball Sim Franchise Hits iPhone with Power Pros Touch
"Today, Konami debuts the first iPhone entry in its Powerful Pro Yakyuu series, Power Pros Touch. Though it lacks the MLB licensing of recent console releases, Konami promises that the iPhone edition features much of the same gameplay that has made the series a compelling play over the past 15 years."

- Taito Announces Space Invaders Infinity Gene for iPhone
"Taito plans to continue its support for the iPhone platform with Space Invaders Infinity Gene, a fast-paced shooter that combines the series' classic aesthetic with a variety of new challenges."

- Top-Selling Paid Game Apps for the Week
"Robot Super Brain's tilt-based block breaking title GloBall rises up to take the top spot in this week's paid app chart. Last week's winner Hero of Sparta drops to fourth, as Flight Control and StoneLoops! move up to finish at second and third place."

By Simon Carless

Gamasutra Expert Blogs: From Engines To Improving AI

[In the latest highlights from big sister site Gamasutra's Expert Blogs, industry veterans write in depth about game engine use, routes to great indie marketing, improving AI, and IGDA memberships.]

In our weekly Best of Expert Blogs column, we showcase notable pieces of writing from members of the game development community who maintain Expert Blogs on Gamasutra.

Member Blogs -- also highlighted weekly -- can be maintained by any registered Gamasutra user, while the invitation-only Expert Blogs are written by development professionals with a wealth of experience to share.

We hope that both sections can provide useful and interesting viewpoints on our industry. For more information about the blogs, check out the official posting guidelines.

This Week's Standout Expert Blogs

The Zero-Budget Indie Marketing Guide
(Rodain Joubert)

There are more ways than ever for indie developers to distribute that games, but that also means there are more games than ever to compete with. Rodain Joubert passes on some helpful, effective -- and, most importantly, affordable -- tips on marketing lower-budget titles.

7 Ways to Make Your AI Smarter
(Robert Hale)

Programmer and designer Robert Hale has several general principles on improving artificial intelligence, or at least the appearance of it. It's a useful set of pointers for an area of game design that is frequently criticized.

E3: The Tools And Technology That Make It Interesting
(Wanda Meloni)

As part of her multi-part E3 coverage, Wanda Meloni of M2 Research took a look at over two dozen anticipated games shown at E3 to get a sense of what tools and engines are most used -- and despite the numerous Unreal Engine 3 licenses, internally-created engines still dominate.

The Fast Thinker
(Gabriel Lievano)

Quick time events are undoubtedly a big game design trend, partially due to their use in the incredibly successful God of War and Resident Evil 4. In this piece, programmer Gabriel Lievano examined the mechanic with a critical eye -- and, just as notably, kicked off a hefty comment thread.

In another worthwhile piece this week, Lievano gave a firsthand account of South American piracy, touching on its causes and some potential remedies.

Class Acts: IGDA, Why Spend the $50?
(Stephen Jacobs)

As RIT associate professor Stephen Jacobs points out, recent snafus involving the IGDA may have some members wondering what exactly their membership fees are getting them. Jacobs delves into the role of professional organizations, and the IGDA in particular, to suss out what the group can provide and how members can get more out of their $50.

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