SEGA Interactive interviews HOTD Director, Takashi Oda, on the series and wants to produce 3 more games

In a recent interview uploaded on SEGA Interactive’s official website, the company interviewed The House of the Dead series director, Takashi Oda, on his life history as a junior high school student to his current role at SEGA in Japan.

The interview goes further in depth on his time developing The House of the Dead series with he and his team at AM1 were task to create a gun shooting game with horror taste after the success of Virtua Cop, his reaction to the location test version with the rejected blow back gun system, and the proposal on making The House of the Dead 5 back in 2012 before House of the Dead Scarlet Dawn was in development.

The few interesting tidbits within the interview is that Oda-san would love to continue making at least 3 more House of the Dead titles in the future, including a House of the Dead FPS to give players enough freedom to walk around stages if there was enough demand. You can read the full interview with Google Translate. What are your initial thoughts on the interview and the future of the House of the Dead series? I think HOTD FPS would be a good concept if it focuses on the aspects of virtual reality. Let us know in the comments below.

Swingin’ Report Show #95: Developer Kiyoshi Okuma – World Series Baseball 2K2, Gauntlet Legends, Strike Blazinger

Game developer Kiyoshi Okuma joins us on this episode of the SEGAbits Swingin’ Report Show podcast to discuss his work on N64, Dreamcast, PlayStation 2, Xbox and PC games. Kiyoshi has worked on games that include World Series Baseball 2K2, Gauntlet Legends, The Sims 2 as well as the upcoming Strike Blazinger!

Want more information on Strike Blazinger? Visit the official website!

If you want to support this type of content, you can check out our Patreon!

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Shenmue III will only complete 40% of Ryo’s story


If you funded Shenmue III assuming that we would be getting a closure to a story that we (at least most of us older fans) have been following since early 2000s, but that doesn’t seem the case. We all know that Shenmue was always mean’t to be 11 chapters, but considering budgets and restrains, a lot of us assumed that Yu Suzuki had planned a more condense version of his story. I guess not:

During a interview with USgamer, Yu Suzuki revealed that Shenmue III will be about 40% of Ryo’s story:

“Whole story of this bottle, about here [sic],” Suzuki said via translator. I asked if he meant halfway. “40 percent,”

About the game’s length, Yu Suzuki had this to say in a Reddit AMA:

M2: Complete Works interview/retrospective by My Life in Gaming, goes into detail over M2’s history

M2 might be a familiar name for SEGA fans out there. Indeed, this modest development studio has worked with SEGA for more than a decade helping to bring their older titles to modern system, from the “Complete Collection” installments in the SEGA AGES 2500 series to the SEGA 3D and SEGA AGES series on Nintendo’s more recent systems. But their history goes far back, from their modest days of porting games such as Gauntlet and Gunstar Heroes back in the 90’s. The YouTube channel My Life in Gaming has recently done an interview/retrospective with key staff members such as M2 CEO Naoki Horii and Chief Programmer Tetsuya Abe to talk about their personal experiences with working at M2, including the enduring relationship between SEGA and M2 and their general philosophy of adding something extra to these re-releases. The video itself is over an hour long, so there’s plenty to digest, complete with English subtitles for convenience.

If you liked the above video, maybe also subscribe to My Life in Gaming if you’re a fan of technical aspects of video games or retrospectives.

SEGA AGES team not ruling out Saturn & Dreamcast games in the future


The people over in Famitsu had a great little interview with the people behind SEGA Ages which t his time included Rieko Kodama (Skies of Arcadia, Phantasy Star, Deep Fear) where she talked about what it meant for her titles to make the list of most requested SEGA Ages titles. There was also a lot of discussion regarding Jet Set Radio getting the number one spot, with the team saying that composer Hideki Naganuma himself asking fans to vote for the series. They also said that some issues regarding the poll happen because this time voting was open to everyone, while the last poll they had (after SEGA 3D Classics wave 2 in Japan, polling for what games will be in Wave 3) they only let people that bought SEGA 3D Archives Vol. 2 to vote, saying that this time a lot more younger fans that might not have grown up with the type of games they are reprinting will get to vote. They showed Mushi King ranking highly as an example.

Swingin’ Report Show #93: Tanglewood Creator Matt Phillips – Indie SEGA Genesis/Mega Drive Game

On this SEGAbits Swingin’ Report Show podcast Barry is joined by Aki-At, developer of indie game Brock Crocodile, site contributor and one of the original three Swingin’ Report Show hosts, to interview Matt Phillips the creator of the Mega Drive/Genesis indie game Tanglewood. Matt’s past experience includes work at Traveller’s Tales, Crytek and Deep Silver Dambuster Studios. Learn how Tanglewood came about and how one goes about making a new game on 30 year old hardware.

Learn more about Tanglewood and purchase the game for Steam and SEGA Genesis/Mega Drive.

If you want to support this type of content, you can check out our Patreon!

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Hideki Sato talks about creating SEGA Saturn hardware and Sony asking SEGA to go third party

SEGA’s Hideki Sato is a big figure in SEGA history, he was the mastermind behind all of SEGA’s major console hardware including the SG-1000, SEGA Master System, SEGA Mega Drive/Genesis, SEGA Saturn and SEGA Dreamcast.He later served as SEGA President from 2001-2003. Earlier this month he was part of an ‘oral history research project’ that is documenting the game industry in Japan. The transcript is over 150 pages long and all in Japanese. I can’t read Japanese, can you?

Well it seems that Gryson on the SEGA-16 boards knows some Japanese and he translated some of his favorite tid-bits, I’ll include the one about how he changed the SEGA Saturn to respond to PlayStation and of course the story about how PlayStation CEO

SEGAbits at E3 2018: Team Sonic Racing demo gameplay and developer interview

SEGA had a variety of games on display at this year’s E3, and probably the most interesting one (namely because we didn’t have a Japanese version to compare it to) was Team Sonic Racing. Our E3 reps got a chance to demo the game as Omega from Team Dark and Sonic of Team… well, Sonic of course. Following the demo, lead designer from Sumo Digital Richard Acherki was kind enough to take a few minutes to answer some questions we had about the upcoming game.

Sega Blog: SEGA 3D Classics – 3D Super Hang-On Interview with Developer M2

Originally published to the SEGA Blog on Nov 27, 2013 – republished here for archival purposes

We continue our SEGA 3D Classic interviews with Super Hang-On, which appears on Nintendo eShop tomorrow alongside Space Harrier. We’re really excited to get these games out to fans and hope these interviews bring all new insight into not only the creation of the games, but also the finer details inside.

Thanks again to Game Watch and Impress, Okunari-san, and Horii-san for their involvement in making these interviews available to our western audience. Thanks to Siliconera for coordinating with us to help spread the word to SEGA fans across the web. And special thanks to our producer Sam for translating these interviews for everyone’s enjoyment.

If you read and enjoy this interview, please take the time to post a comment and let us know. We’ve got a lot of folks looking on reading the feedback, so don’t hesitate to post!

SEGA Blog: SEGA 3D Classics – 3D Space Harrier Interview with Developer M2

Originally published to the SEGA Blog on Nov 25, 2013 – republished here for archival purposes

We are extremely excited to present to fans a series of interviews on our upcoming 3D Classics on the Nintendo 3DS. The interview originally took place across the Game Watch and Impress website, featuring both Yosuke Okunari from Sega of Japan and Naoki Horii from the developer M2. These interviews show not only the care that went into making the absolute best versions of these titles on the 3DS, but also a lot of the technical challenges in creating 3D versions of our classic SEGA games.

Big thanks to Game Watch and Impress, Okunari-san, and Horii-san for their involvement in making these interviews available to our western audience. We hope you enjoy these interviews and encourage you to feedback with your own questions or comments. Let’s begin with Space Harrier and information on how the project got started…

CNBC interviews Sega Sammy Holdings President Haruki Satomi

Recently CNBC’s Christine Tan sat down with Sega Sammy Holdings President Haruki Satomi to discuss video games, including the flagship series Sonic the Hedgehog, as well as the pachinko business and more. The interview was held as part of the CNBC show Managing Asia and is available in full as a transcript and offers a revealing look at Satomi’s thoughts on the company and his family’s legacy. Most amusingly, Satomi reveals that his favorite games are the Yakuza and Valkyria Chronicles series. Guess we know why they make so many of them now!

Give the interview a read and once the full video is posted online we will be sure to share it!

Takashi Iizuka says Sonic Mania Plus physical release is ‘everything we could do for the Sonic Mania Project’


Sonic Mania
was a hit for the indie developers behind the project which included Christian Whitehead, Stealth from Headcannon and PagodaWest Games. It made a lot of older fans come back to the Sonic the Hedgehog brand with delight and soon we will be getting Sonic Mania Plus with added Ray and Mighty.

One thing a lot of hardcore fans want to know, will we see a sequel to Sonic Mania?

“Maybe the next one will be Sonic Mania’ (Dash) then [laughs]. Jokes aside, with the release of the physical version in Sonic Mania Plus, it feels like we did everything we could for the Sonic Mania project.” – Takashi Iizuka

You can check out the fully translated Famitsu interview over at Siliconera, where he even talks about how Ray and Mighty are ‘sealed’ characters that where never mean’t to be in a future game. Interesting?

Swingin’ Report Show #90: Game Designer and International Video Game Hall of Fame Inductee Chris Tang

The SEGAbits Swingin’ Report Show is back with returning guest Chris Tang! Chris is a game designer and gaming tournament champion, and was recently inducted into the International Video Game Hall of Fame. SEGA fans know Chris as the winner of SEGA’s Sonic & Knuckles Rock the Rock competition in 1994, and before that Chris was a finalist in 1990’s Nintendo World Championships. Since then, Chris has worked on games at Atari and Capcom, including Gauntlet IV, Primal Rage, Street Fighter III, Rival Schools and Power Stone. Chris is also the yearly announcer for the Tetris World Championships and originator of the BOOM! Tetris for Jeff meme.

Currently, Chris is hard at work on Flight Armor Project: STRIKE HARBINGER (working title – subject to change), a new game inspired by classic SEGA titles like Space Harrier. The game combines the fast paced forward flying gameplay of Space Harrier with the RPG and combat elements of Phantasy Star while utilizing a unique arcade control structure that evokes Virtual On. The game is developed by HitSparks Games, and features the work of senior artist Kiyoshi Okuma, whose past work includes Gauntlet: Legends, World Series Baseball 2K2, The Sims 2 and Darkspore.

I sat down with Chris for an update on the development of Flight Armor Project: STRIKE HARBINGER, including the incredibly fun two player mode, and to discuss more of his past career, his work as an announcer for the Tetris World Championships and his recent induction into the International Video Game Hall of Fame.

Want more information on Flight Armor Project: STRIKE HARBINGER? Visit the official website!

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Swingin’ Report Show #89: Sonic Mania – Tee Lopes, Composer Interview

On this episode we chat with Tee Lopes, composer for Sonic Mania, who answers our burning questions about his career before working on a SEGA game, how he landed the Sonic Mania job, and how one goes about composing for video games. We also try to get some soundtrack secrets out of him, and we’ll let you be the judge on how well we did. If you loved the music of Sonic Mania and are a video game soundtrack aficionado, or if you just like an hour of video game chat, this episode is a must listen!

You can learn more about Tee Lopes and follow his work by checking out his website teelopesmusic.com, following him on Twittersubscribing to his You Tube channel, and if you want the best possible aural experience of Sonic Mania make sure to check out the official vinyl (and included digital music download) from Data Discs.

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