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 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.
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.
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.
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
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.
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!
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…
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!
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
Shin Megami Tensei V producer Kazuyuki Yamai had a interview with 4gamer.net where he shared details about the upcoming game. One of the notable tidbits was that the has entered full scale development.
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.
On this episode we chat with Tee Lopes, composerforSonic 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!
After weeks of teasing, SEGA Forever was officially revealed to be a classic games collection initiative to bring everything from the SG-1000 to the SEGA Dreamcast to mobile platforms, with the big surprise being that all the games are free to play (with the option to buy). The collection kicked off with five SEGA Mega Drive/Genesis titles, including four emulated games including Altered Beast, Kid Chameleon, Phantasy Star II and Comic Zone, and the remastered Sonic the Hedgehog from Christian Whitehead. After playing the games and experiencing how the service works, we had a ton of questions for SEGA. Thanks to mobile games community manager Danny Russell, we received a speedy reply and every single one of our questions got answered!
In this episode we are joined by Tyler of Screaming Villains, who is developing the upcoming Night Trap 25th Anniversary Edition set to release to PlayStation 4, Xbox One and Windows PCs, with a limited physical run exclusive to the PS4. Tyler discusses how the project began, how the game differs from the SEGA CD and SEGA CD 32X versions, what new features fans can expect from the game and what future plans he hopes to have in the world of FMV games and beyond! Keep your ears peeled for some exclusive reveals, but watch out for those Augers!