SEGA Retrospective: The Deeper Arcade game – An oxymoron that became one of SEGA’s pillars

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Arcade? When you ask the modern western gamer about such a concept, they will likely know about the genre of “arcade” in today’s market of downloadable games on console, PC and smartphone. Home and mobile ports of classic coin operated titles. But twenty years ago, people would visit actual venues to play games they could otherwise not to, offering considerable advantages in graphics, controls and cabinet designs.

Putting a coin into a machine should get you more enjoyment that you expect out of it. That has been the ethos of SEGA’s coin-up division for as long as existed. Immediate, visceral, thrilling; all of that should be encapsulated into the experience. One session should not go longer than 3 minutes. Often times games offer more depth as well, which is best summed up by the phrase “easy to learn hard to master” – which can be said of countless fighting games.

But different cultural perspectives can transform one concept considerably, and this can be applied to arcade games. Back in the glory days of arcades, westerners played in an arcade maybe once a month or even once a week at most. However in Japan, with its density of population, going to an arcade can become simply a part of your everyday routine, similar to how westerners play their games on home and mobile platforms. But what could one keep coming back to the arcade, time and again? Cards. Yes. Magnetic cards.

Valkyria: Azure Revolution to focus less on action and more on strategy due to demo feedback

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Valkyria: Azure Revolution, a spin-off from SEGA’s Valkyria Chronicles franchise, saw a demo released in Japan alongside the retail release of Valkyria Chronicles Remastered for PS4 in early February. While Valkyria Chronicles Remastered was met with positive reactions, reactions to the demo of Valkyria: Azure Revolution were mixed to say the least. According to Siliconera, via Hachima, developer Media.Vision received three times the amount of player feedback than expected and plenty of it was harsh. Based on what they heard, the developer has since reworked the battle system, which was more action oriented in the demo, to be more RPG-like in the final game.

Added is a new action gauge for both sides of combat which will allow players to strategize. The new system will allow actions to be done once the gauge fills, and players will be able to stop time while using weapons and abilities – much like a traditional RPG. The game’s director, Takeshi Ozawa, believed that since this is a Valkyria title, a more strategic battle system was required. It’s great that Media.Vision is taking the feedback to heart, but it is kind of odd that it took them this long to realize that a Valkyria Chronicles game functions best when the combat has strategy involved. Makes me wonder if this early demo was a test to see if a action Valkyria game would fly with fans.

The next demo for the game should be available this summer.

[Via: Siliconera]

Sonic and Puyo Puyo 25th anniversary museum exhibit will happen in Japan

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It’s been announced that a special museum exhibit for the 25th anniversary celebrations of Sonic the Hedgehog and Puyo Puyo will be hosted at the Huis Ten Bosch Game Museum between May 3rd to May 7th. This exhibit will have two floors dedicated to both franchises, with a selection of games highlighting their history. Meanwhile, a giant screen will display the games Sonic Generations and Puyo Puyo Tetris outside the venue. Merchandise from both franchises will also be available at the venue.

Shmuplations releases translated interview with SEGA of Japan hardware legend Hideki Sato

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Thanks to shmuplations.com, we now have the full interview with SEGA of Japan’s Hideki Sato, the legend who helmed SEGA’s console R&D during the 16-bit era and later became the company president in 2002. The interview initially appeared in the Japanese publication Famitsu DC in 1998 and was later republished in the 2001 “SEGA Consumer History” book. Several hardcore fans, myself included, have that book in their collection, but were unable to read the interview due to the obvious language barrier. Now we have the whole thing in english! Check out the full translated interview here. The interview is in two parts, with part one covering the Dreamcast and part two covering past hardware.

Thanks shmuplations.com!

 

Cancelled 1992 SegaSonic Bros. arcade puzzle game detailed – here’s how it played and a new screen!

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The SegaSonic Bros. saga continues with a new screen and a detailed description of how the cancelled 1992 arcade game played. First off, it is now abundantly clear that the game was not a prototype of 1993’s SegaSonic the Hedehog. Despite a similar name and title screen, and the appearance of two additional characters colored red and yellow, SegaSonic Bros. was actually a drop down puzzle game from Bubble Bobble creator Fukio Mitsuji – a far cry from SegaSonic the Hedgehog‘s isometric platforming controlled with a trackball. Amazingly, SegaSonic Bros. was revealed as far back as June 2014 when SEGA 3D Classics developer and SEGA legend Yosuke Okunari tweeted a zoomed in screen of the game in action in reply to a tweet from Kenjoh Kohji who had shared a link to a site describing SegaSonic Bros.. Unfortunately, the conversation went unnoticed by fans, likely because Okunari was replying, it was in Japanese, and the screen was not overtly Sonic the Hedgehog.

SEGA Japan trademarks SEGA Cyclone dev kit and “Liberation of the Blue Sky”

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Two new SEGA trademarks cropped up today from Japan: “Soukuu no Liberation” (Liberation of the Blue Sky) and “Sega Cyclone Development Kit.” No other information was given at this time, so we can only speculate as to what these two are. The first is most likely the name of a game. Some have speculated that “Liberation of the Blue Sky” is a Skies of Arcadia game, but the only reason is the mention of a sky and let’s all remember that the franchise was Eternal Arcadia in Japan. More likely, it it a new IP and if I was a gambling man I’d place my bets on mobile or arcade.

“Sega Cyclone Development Kit” is more interesting, as it is clearly a development kit (duh) for a piece of hardware called Cyclone. SEGA arcade fans might find the name familiar, as there exists a piece of motion sim hardware SEGA utilizes called Typhoon. It is possible that this is an update to the motion simulator, or another arcade related thing such as a new board. Or *sigh* it’s a new console… but honestly, after eight years of SEGA blogging and following the company since 1991 I can honestly say that I do not think this is a home console.

[Source: Gematsu]

The History of Sega Japan R&D, Part 4: The Current Sega

A NEW STRUCTURE, A NEW SEGA

The executive team, Hideki Okamura (Left), Hisao Oguchi (Middle) and Takayuki Kawagoe (Right). These men have been responsible for risque games such as Segagaga, Jet Set Radio and also Sega Saturn and Dreamcast marketing in Japan. With these man, the unique corporate culuture of Sega would continue.

The executive team, Hideki Okamura (Left), Hisao Oguchi (Middle) and Takayuki Kawagoe (Right).

In 2005, Sega was back in the black in all areas for the first time in a long time. The Sega Sammy structure was completed, and the next generation home consoles were ahead. Like in the formation of twelve new R&D studios in 1998, executive management had a reset. Long time executives Hideki Sato and Hisashi Suzuki retired from Sega, after their thirty – or even in Suzuki’s case – forty years of service.

Masano Maeda & Naoya Tsurumi
Masano Maeda & Naoya Tsurumi

As mentioned in Part 3, Hisao Oguchi would atain the highest executive position which he held until 2008 where he received even wider responsibilities as Chief Creative Officer of Sega Sammy.

Then there is Masano Maeda, who joined in 1991. Madea was responsible for building a new Western management team that made crucial partnerships and buyouts of Western companies, like Creative Assembly, Sports Interactive and Secret Level On a side note: the amount of games developed for Xbox 360 amount to roughly forty games, and on PC to about sixty games. On the Dreamcast, the amount comes to fourteen, and old PC releases amount to sixteen.

Watch this fan translated Making of Shenmue Japanese TV special from 1999

During the release of Shenmue, there existed quite a few interviews and TV specials about the game that sadly never received proper translations. Thankfully, with nothing but time on their hands between the release of Shenmue 2 and the announcement of Shenmue 3, several fans have since translated these insightful looks at the making of the game.

Recently, Shenmue Dojo member Switch went above and beyond and translated an hour long “Making of Shenmue” TV special into English, French, Spanish, and German. The special, which can be seen above, is perhaps the longest most in depth look at the game at the time of its release. As an added bonus, it also features a rare look inside SEGA during their final years as a first party developer. Thanks to Ziming of Shenmue Dojo for sending us the special!

The History of Sega Japan R&D, Part 3: Innovative Heights and the End of an Era

REUNIFICATION AND TWELVE INNOVATIVE R&D STUDIOS

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Playing up an executive managing director and joking about the state of the Dreamcast at the time, says a lot about Sega’s attitude at the time.

In Part 2 we covered Sega’s golden age, but great heights inevitably can bring great lows. Sega had lots of up and downs throughout their history. They also had great games, lots of them! But ultimately Sega did not make that much money from the Saturn. However, in the arcades they did absolute gangbusters. Sega needed to change their approach in regards to development and also their hardware. The solution was to make the Dreamcast and NAOMI arcade hardware the same and have all of the internal studios make games for it,in turn allowing them further grow and prosper. Twelve R&D studios in total were established, and the nine software studios were not split into arcade and console divisions – they made games for everything. Hisashi Suzuki and Yu Suzuki would manage the arcade business, with Hisashi putting in his final stretch at Sega before retirement.

The History of Sega Japan R&D, Part 1: The Origins and the 80s

THE ORIGINS

Sega is an interesting company when it comes to their origins. There are companies like Namco, Taito and Konami that started in the 60s with electromechanical games and there are those like Capcom and Square that started in the 80s with video games. Sega is different.

Sega had its roots even earlier with slots and jukeboxes in the 1940s in Hawaii, when they were known as Standard Games. Today, Sega of Japan would rather say that Sega didn’t start until it was moved to Tokyo and renamed to Service Games in 1951. However all that expertise in manufacturing slots and jukeboxes during the Standard Games days really gave Sega the boost they needed when they entered the market to manufacture their very first “Amusement Machine” in 1965, Periscope, which the company still prides itself for as it was their first worldwide commerical success.

SEGA News Bits: Tokyo Game Show 2015 impressions

This year’s Tokyo Game Show has come to a close and SEGA of Japan showed off plenty of titles at the event. On this SEGA News Bit video me and Barry discuss our impressions of SEGA’s showing, including Atlus games that made the show. Tune in and tell us what you thought about this year’s Tokyo Game Show in the comments.

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SEGA reveals Tokyo Game Show 2015 lineup – we may know what game the Yakuza team is working on!

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SEGA’s Tokyo Game Show site opens today, offering fans a glimpse at what the company will have on display. While we’ve known what plenty of the games will be for a while, there were a few surprises that SEGA have tried to keep a secret. Thankfully, Gematsu dug around in the site’s source code and found mention of two unannounced games! The code has since been removed, but thankfully Gematsu saved the info.

Check out SEGA of Japan’s trailer for the physical SEGA 3D Classics Nintendo 3DS release

Not too long ago, we speculated that a physical release of SEGA’s 3DS 3D Classics was in the works, and shortly thereafter such a release was revealed to be happening! Releasing December 18th, and featuring cover art by Ken Sugimori, the compilation is to include a mix of wave 1 and wave 2 titles: 3D Space Harrier, 3D Fantasy Zone, 3D Outrun, 3D Streets of Rage, 3D Shinobi 2, and 3D Ecco the Dolphin. Also included are two bonus titles, Space Harrier 3D and Outrun 3D which originally released to the SEGA Master System and utilized the 3D glasses.

For a sampling of what to expect from the compilation, check out the trailer above. If you have a Japanese 3DS or alternate means of playing import titles, you can pre-order the game from Play-Asia. In the meantime, I’ll just sit here watching the trailer, fingers crossed for a US release. Tears running down my face.

Shining Resonance promotional movie showcases characters and battle footage

SEGA recently uploaded a new Shining Resonance video to their YouTube channel, called the “Shining Resonance Promotional Movie.” It is a little more than four minutes long, and showcases party members and the game’s various antagonists. The video also shows off plenty of battle footage, include a field-to-battle transition in the latter half of the video. Be sure to check it out!

Shining Resonance is scheduled for a 2014 release in Japan, and is exclusive to the PS3. Were Shining Resonance to be localized for a 2015 release, it would have some company among other JRPG’s seeing a Western 2015 release. Tales of Zestiria is scheduled to come out during the summer of 2015 in North America, and Atelier Shallie is also scheduled to be released sometime in 2015. These first two titles are also PS3 exclusives, to say nothing of PS3/PS4 titles such as Persona 5 and Yakuza Zero, which release in Japan during 2015.

SEGA 3D Reprint Archives officially announced, with boxart by Ken Sugimori

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The retail release of the SEGA 3D Classics Line we reported on the other day has now been officially announced by Famitsu!

The details are the same as the rumour from beforehand; the collection contains 3D Space Harrier, 3D Fantasy Zone, 3D Outrun, 3D Streets of Rage, 3D Shinobi 2,and 3D Ecco the Dolphin. Also included are two bonus titles, Space Harrier 3D and Outrun 3D, two Master System games that originally made use of the SEGA Master System’s 3D Glasses peripheral.

As if that wasn’t cool enough, the boxart has been released – and it features artwork by legendary Pokemon artist Ken Sugimori! This is a surprise on one hand, but on the other hand Ken is quite a bit of SEGA fan, what with having an amazing Dreamcast case for his 3DS, and his Twitter handle being @Super_32X, the Japanese name of the SEGA 32X, amongst other things. Anywho; Space Harrier’s never looked quite so good!

Overall, this looks to be an excellent package, and one that, unlikely as it is, I’m personally hoping makes it to the West.

The archives page on the official SEGA Japan site can be found here.