Summer of Sonic 2013 – Takashi Iizuka Interview

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Over the past few years the Sonic series has hit a bit of a renaissance, with Colours and Generations achieving relative success critically as well as commercially. Typically, just as this turnaround is achieved, the newest game shows signs of radical change to the 3D Sonic formula that had finally gained acceptance. Sonic Lost World’s new design is the kind of decision that means it’s always interesting to chat to Takashi Iizuka, the man at the top of Sonic Team today and the public face of the team. He’s always cheery and approachable, but you can never quite predict the answers you’ll get from him. Read on to find out Iizuka’s take on the limitations of Sonic’s previous 3D outings, what inspired the new design of Sonic Lost World and his view of differences between working in the USA and Japan!

Heavy Rain director and Yu Suzuki talk storytelling


David Cage was working on his game Indigo Prophecy around the same time Shenmue was releasing. If you played Indigo Prophecy or any of Quantum Dreams games, you will notice they used Quick Time Events (QTE) quite a lot. This technic in video games was popularized by SEGA’s Shenmue.

In this interview with both David Cage (Heavy Rain director) and Yu Suzuki talk to Game Informer about storytelling. Its awesome watching Yu Suzuki explain what he tried to capture with Shenmue and what David Cage tries to capture with his games.

Also really like the part where Yu Suzuki took pictures of David Cage’s new game Beyond: Two Souls, because he found it interesting and wanted to look up more information on the game when he got home.

Sega Amusements kicks off “Meet Team Sega” interview series – first up: UK Sales Manager Phil Mander

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While most SEGA fans, myself included, spend much of their time focusing on the home console releases, it’s important to remember that another important side of SEGA exists: the arcade developer and distributor Sega Amusements. That’s right, SEGA is still producing physical hardware! You just have to leave your home to experience it. Over in the SEGAbits forums, we’ve been lamenting the fact that SEGA.com (home of the home console and home/handheld games of things) has done a poor job of directing fans to SEGAarcade.com (home of Sega Amusements). While SEGA has over a million Facebook likes and over 500,000 Twitter followers, Sega Amusements has only 10,000 Facebook likes and a mere 700 Twitter followers. You’d think that SEGA’s arcade division, which predates the home console and games side of SEGA by nearly four decades, would have more love! It would be fantastic if SEGA.com allowed Sega Amusements to make the occasional blog post announcing a new arcade game or a look back at a SEGA arcade classic, or SEGA dedicated a week to directing fans and followers to also like their sister site Sega Amusements on Facebook and Twitter. Share the love.

Rant over, now onto the point of this article. Despite these missteps, Sega Amusements have done a great job on their own increasing their social network presence by way of sharing archival arcade adverts, holding contests and, most recently, starting up their own features by way of a brand new interview series on their own site entitled “Meet Team Sega”. Each entry will profile a member of the Sega Amusements team, and first up is UK Sales Manager Phil Mander. Head on over to the interview and check it out and make sure to like, share, follow, and tweet Sega Amusements to show your support!

SEGA says they have exciting plans for Sonic in the near future

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Sometimes people at SEGA just love to tease and those teases sometime excite us. Its almost going to be two years since Sonic Generations came out and that seems like a long time for Sonic games (which used to have almost yearly releases). So Sonic fans ask, where is the next one? VentureBeat spoke to senior director of digital marketing Mike Evans and director of online operations Ethan Einhorn, this is what they teased:

“We’re taking, on the console side, more of a pillar approach. We’re doing some very exciting things with Sonic as a brand in the near future. We’re also very heavily focused on strategy, as you’ve seen with our pickup of [Company of Heroes developer] Relic, as well as what we’re doing with [Total War developer] Creative Assembly. Of course, we’re continuing to do core titles like Aliens: Colonial Marines.”Ethan Einhorn, Director of Online Operations

Are we shocked that SEGA has big plans for their #1 brand? No, but its exciting to see if this new game will be on a next generation system. If you want to see the full interview head over to VentureBeat.

Samba De Amigo and Rhythm Thief developer would love to create a Nintendo All Star Musical


Shun Nakamura earned his SEGA respect back in the day when he created Samba De Amigo that apppeared in Arcades, SEGA Dreamcast and later ported over to the Nintendo Wii. He is now working on his new IP known as Rhythm Thief & the Emperor’s Treasure on the 3DS. In the interview he was asked if he could work on a Nintendo franchise what would it be?

” I would rather pick out no titles! Honestly, I would like to enjoy Nintendo titles just as a user rather than developer, because most of them are too great and seem so hard to develop. If I had to, I’d ideally create something like Nintendo All Star Musical, a rhythm game like Rhythm Thief using Nintendo characters and background music. Mario rhythmically follows the stage while Koopa Troopa’s location is based on the rhythm, and that makes a track, for example. Nintendo, I’m looking forward to your offer!” – Shun Nakamura

Sadly the interview conducted by Computer and Videogames is very Nintendo related, disappointing me since I have like 30 questions I would love to ask Shun Nakamura about Samba de Amigo.

Interview with Sonic & All-Stars Racing Transformed Producer Joe Neate

I sit down with Joe Neate, Producer for Sonic & All Stars Racing Transformed, to have a talk with him about the game. Will All Stars be usable online? Will there be more online modes? Will there be a larger number of franchises represented? Find that out and more in the video interview above.

This isn’t the entire story, though. For a more Sonic centric interview, check out Nuckles87’s interview over at Sonic Stadium!

SEGA has no plans on releasing another Sonic 4 episode title

According to DigitalSpy, SEGA has told them that they are not planning to release any more episodes to the Sonic 4 franchise. Seems that it might end with Sonic 4: Episode 2. Who said a bold statement like that? Who else besides the one and only Takashi Iizuka.

“We are looking forward to hearing the feedback from the users for Episode 2, but we are currently not planning to release another episode. We just want to see how the users accept this episode.” –  Takashi Iizuka, Producer.

Is it good that SEGA is ending the Sonic 4 episodes or do you want a 3rd episode added with Knuckles?

SEGA of Japan Has the Best Restrooms: Video Interview With Toylets Producer

Courtesy of YouTube show OtakuVerseZero comes a unique interview with Hirotaka Machida, producer of the urinal game Toylets. Machida shows off the game, thankfully using simulated blue urine coming from a statue, and discusses the development of the unique “console”. Highlights include the discussion of the game’s “controller” and how the development team presented the game to the board of directors. Check out the full interview for proof that wackiness is not dead at SEGA.

Thanks to reader SEGA_Portuguese for the link!

Binary Domain director admits being ‘fed up’ with Yakuza games


What happens when you create a ton of Yakuza titles? You and your team get a bit fed up producing those games, regardless of their quality. Binary Domain director, Daisuke Sato, said the following in an interview with TheGamersHub:

“Well Binary Domain was created by the same team that worked on all of the Yakuza series as well as another division who came together to become a large team.

Aliens: Colonial Marines – Destructoid Interview

Destructoid snagged a pretty informative interview with Brian Martel, Chief Creative Officer at Gearbox Software. In the interview they discuss key elements of the game itself (obviously) such as drop in/drop out Co-op gameplay and new Xeno types like ‘The Crusher’. They also discuss working with such talent as Ridley Scott.

Finally the attention turned to Nintendo’s new console the ‘Wii U’ and the ways it could enhance the Aliens: Colonial Marines experience. The interviewer suggests this might be the most compelling possible use of the Wii-U he has heard so far and I tend to agree. I haven’t see anything that makes me want to rush out and pick up Nintendo’s new console yet, no not even that Zelda tech demo! However the idea of using the controller screen to view the motion tracker, security cameras, hacking mini games or say, my own idea; to see through allies’ head cams would be totally awesome, even more so when they get killed and it snaps to static.

P.S Why does everyone rag on Alien3 like it was a terrible movie? It wasn’t a classic but as far as horror movies go it was pretty cool! Alien Resurrection on the other hand…

Sonic Generations – City Escape Interview & Walkthrough

So this is pretty awesome, GameSpot snagged a nice long interview with ‘new guy’ (yeah, I’ll learn your name in due time… When you live up to Aaron and Ken!) and the game director Hiroshi Miyamoto.

You can see the entire walkthrough of Green Hill Zone and City Escape in both modern and classic gameplay. It looks pretty great! Part one is above and hit the jump to see part 2!

Mario & Sonic platformer never happened due to internal disagreement

When we where kids, growing up in the 16-bit era, we always took sides with either Sonic or Mario. But deep down inside, we always wanted to see them do a game together, an awesome platformer. Then SEGA announced Mario & Sonic Olympic series, making people angry. But why not make a platformer game?

“Prior to this project there has always been a discussion between Nintendo and Sega about bringing Sonic and Mario together somehow. But every time we talked about it, there was an issue as to exactly how we could achieve that.

These characters come from two totally different backgrounds, and have completely different worlds. If you do any kind of collaboration, you can’t just get them to run on one of the Sonic stages or vice versa. You have to create something from scratch, a neutral location. Nintendo and SEGA never managed to agree on just where or what kind of universe we could set a Mario and Sonic adventure in.

Then, some time ago, SEGA secured a license to create games based on the Olympics. At that point I came up with the idea of having Mario and Sonic compete with each other in the Olympic games setting. We proposed that idea to Nintendo and they were really positive and interested in the idea, so that is where we started building it into a concrete game proposal.” – Osamu Ohash, Producer.

Very interesting, minigames seem to be the easiest way to cash in on the brand names.

[Source: Spong]

Guardian Heroes HD video interview and gameplay


Gamespot’s On The Spot show had a demo play of Guardian Heroes, the new port being handled by Treasure exclusively for XBLA.

Really weird, that out of nowhere SEGA decided to bring this game back. No complaints, outside the fact that I wish it was on PSN. But hey, can’t cry over exclusivity.