It’s undeniable that there’s been renewed interest in certain retro genres as of late, but there’s one old-school arcade genre that rarely sees any modern-day love: the third-person crosshair shooter. The likes of Cabal, Blood Brothers, and NAM-1975 simply aren’t being made anymore in any format, and that’s extremely unfortunate.
So when Natsume announced that Wild Guns – a SNES game that served as both a loving tribute to the genre and one of its last great examples in the past few decades – was getting a revised an enhanced PS4 reissue as Wild Guns Reloaded… well, I knew that Gaming.moe would have to do something involving the game. This site is built on love for classic gaming genres and underappreciated gaming gems, after all! Even more exciting was the news that original development staff from Natsume-Atari was working on the game. Not only were they going to adapt the game for a new platform, but they planned to add all-new levels and characters as well! My hype was officially through the roof, and I doggedly pursued the chance to interview the game’s creators for a rare look into the creation of a true modern retro revival.
Thanks to the help of Mika and other great folks over at Natsume, we were able to arrange a discussion with Mr. Taka Maekawa, the game’s producer over at Natsume-Atari in Osaka. Please enjoy this exclusive interview about the creation of Wild Guns Reloaded — which, by the way, is now available on PSN and in a limited physical release!
The landscape of Japanese gaming has changed tremendously over the past decade, and perhaps the most seismic shift is the explosive popularity of mobile gaming on smartphones. The accessibility, low cost, and ease of development for iOS and Android systems combined with the tremendous installed user base has created a brand new market for niche genres and retro-styled games. Shooting games in particular have encountered something of a resurgence on these platforms: Recently, CAVE’s Gothic wa Mahou Otome, a free-to-play shooter with touchscreen-based movement, has become the company’s biggest hit in years.
But Cave’s not the only face in the mobile STG scene. Recently, a new company called Tanoshimasu unveiled Aka to Blue, a mobile-based STG with a style akin to many of the late 90s-early 00s danmaku classics that established the bullet hell subgenre. It wasn’t terribly surprising to learn that the head of Tanoshimasu, Hiroyuki Kimura, was himself a former employee of CAVE.
Being a longtime CAVE fan, I’m pretty excited for this game, and I feel like it’s also the sort of game that would benefit greatly from more exposure and word-of-mouth. I reached out to Hiroyuki Kimura via a mutual contact and asked him if he’d like to talk a bit about his industry experience, the formation of Tanoshimasu, and the current state of Aka and Blue’s development. Read on!
I’ve interviewed a lot of folks over the course of running this here website, but I feel like this man probably needs very little in the way of introduction. Goichi Suda (known as Suda51 – it’s Japanese goroawase, y’see) is an interesting, free-spirited, and somewhat enigmatic individual whose games are delightfully eclectic, mixing Eastern and Western humor, visual styles, and character tropes to create titles that are truly unlike anything else out there.
I had the opportunity to sit down with Suda51 at PAX West this year to talk a bit about The Silver Case, a remake of Grasshopper Manufacture’s very first game that will be launching on Steam next week. I wanted to dig a bit into his development background and how the game came to be — we’ve always had a bit more of a historically-minded slant on this site, and with this game being an important part of Suda51’s history, it only seemed fitting to focus heavily on that. We also go a bit into his wild No More Heroes design sessions and his modern development philosophy.
Tetsuya Mizuguchi was, at one point, known as a wunderkind for making great arcade racing games (and later Saturn ports of said racing games) before transitioning into a developer at the forefront of the intersection between music and games with titles like Space Channel 5, Lumines, and Rez. These days, he’s got a new company – Enhance Games – and is currently working on Rez Infinite, a re-imagining of perhaps his most beloved title for the PlayStation VR platform.
I had the opportunity to sit down with Mizuguchi at this year’s Game Developers Conference, not long after he gave his postmortem presentation on the production of Rez. Without further ado, let’s chat with Tetsuya Mizuguchi!
I went to MAGfest in the DC metro area again this year, after having a lot of fun last year and putting on a really cool panel. Besides doing another panel (which will be up shortly, with notes), I also had the opportunity to partake in some of the musical festivities – it is the Music and Gaming Festival, after all!
Above: Manami Matsumae plays the keyboard in a live performance of Mighty No. 9 songs at MAGfest 16.
Among the performers at the show was Manami Matsumae, a storied game composer currently working with BraveWave. She’s perhaps best known for her work on the original Rockman/Megaman. Her body of work encompasses many more great tunes, however, including several of Capcom’s early-90s arcade classics. She graciously took some time out of her busy schedule to chat with us during the event, and the result was some very cool anecdotes about working on the Capcom sound team during the great Japanese video game boom of the 80s and early 90s.
It’s weird to think that Mario, one of the most influential and important action game series ever, not only has an RPG spinoff, but has multiple such spinoffs. The original Super Mario RPG felt like a unique, one-off affair back in its time, but the groundwork laid by that title has since spawned the Paper Mario and Mario and Luigi series. After years of doing their separate takes on the Mario universe – and producing some all-time classics in the process – the two series recently crossed over in the 3DS game Mario and Luigi: Paper Jam. (Can we stop and ruminate on the sheer brilliance of that title for a bit? It works beautifully on so many levels.)
I had the opportunity to talk with Mr. Akira Otani of Nintendo and Mr. Shunsuke Kobayashi of Mario and Luigi series developer Alphadream about the creation of this 2D/3D adventure. Read on for some fun little tidbits about what went on behind the scenes of this game’s creation!
Please note that since this was an email-based interview, it’s a bit shorter and doesn’t have quite the same back-and-forth as the interviews I do in person or over voice/IM. There will also be minor spoilers for events about halfway through the plot. Please be aware, and I hope you enjoy it!
Sometimes, a personality associated with a famous game is so visible and so spoken-about that we ascribe all elements of a game’s creation to them, rather than recognizing the true team efforts that many of these titles are. Such is the case with the original Resident Evil/Biohazard – you’ll often hear Shinji Mikami given full credit for the title, when in truth, Biohazard wouldn’t have taken the industry by storm if it wasn’t for the entire team who made it a revolutionary horror experience. Kenichi Iwao is one such individual: his scenario and storywriting for Biohazard set the stage for two decades of sequels, offshoots, and lore to follow. It’s not his only claim to fame in the business, either: Iwao has worked on many beloved titles like Demon’s Crest, Einhander, and Parasite Eve II. He also carefully created the sprawling worlds and stories of the Final Fantasy XI and XIV MMOs. It’s an honor to have to opportunity to interview one of these great unsung heroes of the game industry.
We had a unique opportunity to sit down with Iwao and discuss his lengthy career in the video game industry, and he surprised us with some of his answers to our questions. What do Steve Jackson and MSX games have to do with Biohazard? Read on to find out!
Special thanks to Alex Aniel of Brave Wave Music for assisting with this interview.
When your games are as heavily character-driven as visual novels are, having memorable character design is an absolute necessity. One of the best examples is the Ace Attorney series, which has delighted players worldwide with its engaging, distinctive casts of characters. The man behind many of character designs in the earlier Ace Attorney titles was one Tatsuro Iwamoto.
Iwatamoto is now freelance, doing jobs like creating the hunky dudes for Comcept/Idea Factory’s otome game Sweet Fuse (published abroad by Aksys Games) and, most recently, the character designs for the upcoming Monster Strike anime adaptation.1 Though he’s branching out quite a bit, it’s still Ace Attorney that is his most prolific work to this date. I had an opportunity a while back at Japan Expo USA 2013 for a short chat with Iwamoto about his time with Capcom and his work on Ace Attorney in particular. Read on to learn more about some of Capcom’s most endearing characters… and maybe some Michael Douglas movies, too.
One of the biggest names in classic game music – and one that persists to this day – is Taito’s house band/music production arm, Zuntata. Among the many storied composers who have worked for Zuntata over the decades is Hisayoshi Ogura, known to fans of the group as OGR. Ogura and his avant-garde game music was crucial in establishing Zuntata as one of the pioneers of arcade sound design with soundtracks like the Darius series, Ninja Warriors, The Legend of Kage, and Galactic Storm.
I’ve been a huge fan of Ogura’s work for a very long time, and I’m elated to finally have the opportunity to talk with him about his amazing body of work and present it to readers. Ogura’s compositions don’t get quite as much admiration in North America as they do in Japan and Europe, and I hope by bringing awareness to his work through this interview that more people will listen to his amazing classic game music. (To that end, I’ve included links to iTunes and Amazon music stores in places to help facilitate the acquisition of soundtracks he’s worked on!)
Very special thanks to Zekuu for helping to arrange this interview, along with Jason Moses and Feelwright and Co. for helping with translation/editing.
Umihara Kawase is perhaps the very definition of a cult game: a title that will never be part of the mainstream gaming zeitgeist, but something that a very devoted group of fans worldwide hold in a very special place of reverence. It’s very much a series made for a specific type of gamer, one who savors mastering complex mechanics to zip through levels with stunning speed and precision.Being able to play Umihara Kawase like a pro, however, is something that takes lots of practice. These are difficult, physics-heavy platform games that require a great deal of dedication to learn the ins and outs of, but once you do, the results are amazing – and immensely satisfying.1
Since its debut in 1996 on the Super Famicom, Umihara Kawase has been brought to life by a small team of artists, programmers, and designers. The lead designer, Kiyoshi Sakai, is currently employed by Agatsuma Entertainment, a company that acts as both a publisher and a go-between for developers and publishers. They’re responsible for the Guardian Heroes-inspired Code of Princess on 3DS, and more recently, they’ve put out the latest (and possibly final?) Umihara Kawase game on 3DS and PS Vita, Sayonara Umihara Kawase. The Vita version, published by Agatsuma themselves, is called Sayonara Umihara Kawase Plus and is available on PSN worldwide.
A key figure in the creation of these titles is Toshinobu Kondou, whose distinct character and art designs have come to define the beautifully surreal visual landscape of these titles. He’s also a part of Studio Saizensen, an independent development company. We talked over e-mail a bit with Kondou-san (and Sakai-san a bit as well) about the Umihara Kawase series as a whole and just what makes it so special.
Special thanks to GSK, Rica Matsumura, and Jason Moses for their assistance with this interview.