You're clearly very enthusiastic about Red Steel 2. Are you more enthusiastic about this than other games you've made?
If you look at my career, I've been doing this for 13 years now and it's 95% movie games; Bond franchises, Lord Of The Rings games, Godfather... My first game was the X Files game. This is the first time that I've made a game that's really dear to my heart. I'm a huge sword fighting geek, I love the anime style, the over the top hyper reality. Also, I think its fun and watching people play it reinforces that. It's a game that I would want to play.
Seeing as you didn't work on the first Red Steel game, it must have been easier for you to storm in and change everything?
That was actually the job. The team had been through a lot of struggles as they were learning what to do. This [visual] look was there before I showed up and they had a lot of knowledge of the controls. They were confident of the baseline stuff and they hired a creative director and that was me. My number one job was to keep Ubisoft off their back! The second was to help with the world and create the setting.
What did you think of the first game?
I was really excited about the first game. As a game developer it was hard to play, but I could see the team's experience. Even before I knew the team I was like 'Oh God... these guys just needed an extra three weeks.' They were right there. There were issues with the controls schemes and it just wasn't done. It wasn't really finished.
They didn't need much time but they had to do it for launch so the ship date was the most important thing. They did a great job getting it out there. It was popular and it set us up for this. It was a nice introduction to the Wii but it was a little disappointing on the sword fighting front.
When I showed up on the team they had already backed way out of the context of the first game. We just want a fun game - that's the most important thing. So we started there and when we created the core mechanic which was sword and gun at any time - that was a big change - then we set about creating a world that would make that possible. To do that, we needed a world where a guy carries guns and swords. That's not the real world so we could either go historical - nah! - or we could create our own world. It's samurais and cowboys.
Red Steel 2 is perhaps seen as the last big 'hardcore' Wii game on the horizon. After recent sales disappointments, do you feel any pressure to prove thata core game can be successful on the console?
It's exciting. Personally, I call this the great hardcore Wii Jihad! I don't really care about the religious war! Some developers who are making hardcore games for the Wii made a big deal about the separation of church and state, saying (puts on deep voice) "there's hardcore and there's family friendly." F*** those guys! I don't feel that way. I think there are gamers and there are gamers of different opinions and different tastes so the goal was to create games that gamers want and to see how many people like it. That's how operate. I don't think in terms of focus groups and target audiences. That's not how I design.
So personally I'm excited to be bringing a game to Wii that's for gamers and for anyone who has a sword fighting fantasy. It's for us - it's for gaming people. It has something new on it. You can't do this on another platform
If we take away the motion controls, what other things do you need to consider for the Wii audience that you wouldn't need to worry about if you were creating a game for PS3 or 360?
I didn't consider very much. I think it was more natural for us to choose this visual style on Wii because it fits the hardware better. But look at Borderlands, look at Ratchet and Clank: there are plenty of other graphic novel-style games. But this is a game look, I don't think of this as a cartoon look. I'm not following the cinema industry, I'm not making a TV show - we make games. It was a natural fit for us. It lets us run at 60 frames per second!
I think it's different. The marketing team is always interested in the fact that there are 150 million Wiis and they want to sell to everybody. I'm like 'I know you do. Here's my game and we'll see how many we sell.' You can't let focus tests design your game for you. You can't operate like that. You also can't pretend your audience doesn't have opinions. Especially when you're making a game that you love that takes advantage of the hardware and speaks to anyone who has a Wii.
I have a Wii and I'm pretty hardcore and I would love to be playing more cool Wii games but because everyone's retreating it's becoming a self-fulfilling prophesy.
There's are quite a few hardcore games for Wii though; Madworld, Dead Space etc....
They sold for shit, right? In each case we've seen so far we have other circumstances that have to be taken into consideration.
I don't know, I'm no statistical marketing expert. I'm an expert on player emotion. But you look at Madworld. If you make an ultra violent game where you're shoving signposts through people's heads as a core mechanic - I have no problem with that. I played it and I had a great time but if you do that you're going to sell 10%. You're cutting out 90% of your sales because that offends 90% of gamers.
Is that why you made the decision to remove the blood from Red Steel 2?
For me it's not interesting. I don't care. It was quite controversial, all through Ubisoft people had strong opinions. The team like mature games so they were like 'why not? Why can't we do this?' My opinion was that I wanted to tell a story about a goodie. I wanted to play a game where I'm doing good, I'm cleaning up the world one bad guy at a time. That's my fantasy, that's my hero fantasy. When I picked up a sword it was never about I'm going to murder people by chopping them into pieces - that's just not my fantasy. I've played that game - I've shot the heads off civilians in Grand Theft Auto so again I'm not judging. But I wanted this to feel like those guys deserve it and I'm doing a good thing.
So if I'm in first-person and I'm fighting and I cut off the hands of my enemies and they're going 'argghhh' [mimes blood squirting from limbs] or they're hopping around or lying on the ground with one leg cut off, begging for death I don't feel like a hero. That's not part of my hero fantasy and in first person I don't see how you can get away from that.
Also if you put that kind of violence in the game, that's all people talk about. I want people to talk about the sword.
Presumably removing the blood opens your game to a wider audience as well...
It is also convenient. I'm not going to say it's a bad marketing decision. It's a good marketing decision. You wouldn't believe me anyway if I said that wasn't part of the f***ing decision. When I showed up they didn't know. One group wanted this and one group wanted this. I sat back, I looked at it and thought f*** it, I want to spend my engine technology on animation and a cool looking character rather than a whole system for decapitation because we have enough problems as it is and it fits my hero fantasy.
Too much violence will look really strange. It's even more surreal when you add violence in this hyper cel-shaded world.
Is it difficult to work with MotionPlus?
Oh yeah. But not because of the MotionPlus - It's because of people. There's one thing that everyone does differently. Some people just swing the sword while some people do a whipcrack. There's a ton of stuff that human beings do that we have to accommodate for. The MotionPlus is just a gyroscope. Synchronisation is tricky but Nintendo were very helpful with that.
Do you think that's why not many developers have used it? Because it's difficult?
My argument may be controversial. People often ask if this is going to revolutionise gaming. My answer is that this revolutionises games where you're holding something in your hand and swinging it. That includes baseball, cricket, tennis and sword fighting. It's the one category of experience that's been completely unavailable until now.
Is motion control going to revolutionise the RTS genre? Maybe someone will prove me wrong but I seriously doubt it. Is World Of Warcraft suddenly going to change its interface, put MotionPlus in and gain 100,000 subscribers? I think not!
I think motion control is revolutionary for specific genres and it will open up new categories for stuff as we go and the rest of gaming can move on. So the answer to your question is there aren't that many people making these kinds of games because we haven't been able to until now. Until Sony is done with their thing and until Natal comes out you can only make them on the Wii.
How are you going to persuade Wii owners to buy Red Steel? Why should they buy this before any other Wii game this year?
Because it's the best one! Do you like sword fighting? I've got something that no one else has. You can beat guys to death with your sword and you'll really feel like you're making contact. I think we've got the most unique experience on Wii and we've got the best reason to own MotionPlus. So if you've got a MotionPlus this is the best way to take advantage of it. And it's a hell of a lot of fun - it's simple good time entertainment.
Do you think you'll help bring core gamers back to Wii?
If any game can do it, we can. I think we've got a great chance of bringing people back to Wii. If you haven't played on your Wii for a while we've got the game for you.
On the subject of core gamers, we've heard that Red Steel 2 is actually quite difficult in places?
We took the time to polish the learning curve. So far everyone can play it. But if you're playing on Ninja difficulty the game will kick your ass in a few places and you've really got to move.
If you're having trouble with specific bosses - tough shit, they're tough. The game shifts up its difficulty after an hour or too. I would be surprised if people said it was too hard. If people have trouble, they should go back and practise. On the other hand if you want a hard experience go and play it on ninja because the final boss still kicks my ass.
The in-game tutorial, which features a live-action lifestyle model, seems to have made some people rather angry here?
The Wii girl? It's because she's not part of the world. I've had two hardcore reviewer guys [complain]. One from Norway asked 'was Nintendo's thumb on you?' I think it's so jarring. But it was the only way to get people's attention and people will look at the motion. She is doing the motion we expect you to do. Nothing else worked.
Couldn't you have let people get on with it and work it out for themselves?
How good a swordfighter are you? I don't know! Half the people who play the game can naturally swing it like a weapon while the other half were lost as to what they were doing physically and that's a really frustrating experience. Even hardcore gamers will swing the sword like they're ringing a bell. That's not how you swing a sword - you have to follow through. The reason [the video is] in there is because nothing else worked.
Wii Interview: Red Steel 2 Interview - ComputerAndVideoGames.com
Für Hellbrixx sind's nur noch zehn Jahre bis zur Rente. So alt ist das Spielerboard schon
Spielerboard