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Filed under: Interviews

Quantum Theory uses tech from Ninja Gaiden Sigma


Tecmo's upcoming PS3-exclusive shooter, Quantum Theory, isn't made by the notorious Team Ninja studio. However, why should developers Team Tachyon relearn a system that their peers have already mastered? The technology is owned by Tecmo, so why not share resources? "Team Ninja has already put out a game, Ninja Gaiden Sigma, on the PS3, and internally we've already shared the knowledge, and the know-how, and we're very aware of the technological challenges that they had," Keisuke Kikuchi explained to Gamasutra. "So, in a way, we have already been exposed to that."

Starting from an already existing base of technology will help the team get more out of the PS3's immense potential. Ninja Gaiden looked good, but the Tecmo tech can certainly be stretched even further. "We think that we can push it to the next level with Quantum Theory. So it's not like we're completely starting from scratch, but the luxury of having a team, internally, that has already worked on a PS3 title, definitely has been a help."

Tecmo has yet to release real-time footage of the game in motion, but we're hoping to see more from this exciting PS3 game in the future.

[Thanks, David B.!]

Undead Knights developer loves the PSP, made for real gamers


Undead Knights was announced as a PSP exclusive at Tokyo Game Show last year. We haven't seen anything on Undead Knights since, but Gamasutra managed to get an interview out of the mysterious Team Tachyon crew at Tecmo. The interview reveals that Kohei Shibata is in love with the PSP. He wanted to target hardcore gamers with this dark action game, and PSP was an ideal fit: "With the PSP versus the DS, it just seems like the DS lends more toward the casual gamers, and I'm not sure if the real gamers are there [wanting] an action gameplay experience."

The team is focusing on making a unique action experience, one that isn't simply about killing everything in your sight. "The most important thing, I think, is to be able to deliver a gameplay experience that's not just your typical action hack-and-slash, 'kill your enemies and move forward' game; there needs to be some sort of twist to an action game." The grim anti-hero approach of Undead Knights might have that "twist" they're looking for. Hopefully, it won't be long until we can see the fruits of their labor.

SOE expects PS3 to represent half of business


Sony Online Entertainment is betting it big on PS3. The company is currently working on three MMO titles for the system: Free Realms, DC Universe Online and The Agency. While consoles haven't traditionally been home to MMOs, SOE is hoping that free access to the PlayStation Network will give them the opportunity to succeed in a brand new market.

"I think PS3 will be close to half our business. There's an audience now waiting for online games on the PS3. I believe PSN has over 15 million users today. It's growing so quickly, we see a great user base potential there," SOE president John Smedley told GameDaily BIZ.

We're excited for all three of SOE's MMO projects for the PS3. However, we're most excited by Free Realms, a completely free MMO that charges for in-game items. The variety of gameplay options make us believe it will become a great alternative to PlayStation Home. The beta is starting soon on the PC -- we can't wait to see what the PS3 version will look like.

Reeves: no personnel or development cutbacks due to recession

In an interview with Dutch economics program RTL Z, Sony Europe president David Reeves speaks about the economic crisis and how it relates to the video game industry in Europe. Reeves is quick to state that the industry is not recession proof, but that there is no visible slowdown. He postulates that consumers are putting the recession to the back of their minds over Christmas, or that they are choosing to stay at home more and, as a result, are spending money on home-based entertainments, such as video games.

Reeves also states that within Sony Computer Entertainment Europe there will be no personnel or development cutbacks. "We don't have many personnel to cut back. Half our personnel are in the development of the games. That's an investment. We're not scaling down at all." Good news for first party developers; it looks like their jobs (and the games they are developing) are relatively safe.

Reeves goes on to say that while the Christmas period is showing no visible evidence of the recession, he expects sales to dip once the new year begins. At which point promotions will be introduced on software, either via Sony or via retailers themselves. Will this spread to a hardware price cut sometime next year? Let's hope so. As far as future development goes, Reeves sees more in software than hardware. Not necessarily games, but also user interfaces, PlayStation Network enhancements, Home, etc. Check out the full interview for plenty more interesting views from the SCEE chairman.

[Thanks NewDust]

Sony: No plans to change XMB or offer Netflix service


After Microsoft's successful launch of the NXE (New Xbox Experience), GamePro had a few questions to ask Sony. The redesigned interface for Xbox certainly looks a lot sleeker than before -- would Sony consider changing up the XMB (Xcross Media Bar) to make it feel new and fresh? Unlikely, according to John Kohler. "Grand-scale changes [to XMB] are probably not realistic, because it's something that's been so well-received," he states. The XMB is used in a number of Sony products, from PS3 to PSP to DVR systems and HDTVs. Why change something that's uniquely "Sony"? However, Kohler does note that PS3 fans that are vocal about a change are likely to get it. "If consumers pound on our door loudly enough, we'll make sure they're listened to. That's been evident in the firmware updates [for the PS3 and PSP], which came out because of consumer feedback."

One of the big changes added to the NXE was the addition of Netflix streaming support. However, it doesn't appear Sony will offer a competitor to the service any time soon. "We've concentrated most of our efforts on our download service, both rentals and downloads of movies and TV shows. Our efforts will continue to be there, because our customers want to own the content." Netflix offers users access to a large number of titles to stream for a monthly fee; Sony's model allows users to buy the content a la carte. While we wish Sony would also offer an unlimited rental service for the PlayStation Store, there is an alternative that we've been using lately: Hulu. Ever since the last firmware update, we've been visiting the site to catch up on our favorite TV shows. Now if only Sony would add Hulu to the XMB ...

Nathan Drake voice actor for Prince of Persia 'entirely intentional'

Did you notice the Prince in Ubisoft's new Prince of Persia game sounds exactly like Nathan Drake from Uncharted? In a Q&A on the PlayStation.blog, Ben Mattes said the selection of Nolan North was "entirely intentional." North's portrayal of a Indiana Jones-esque character in Uncharted landed him the role of the Prince. "When we were designing the character of The Prince and trying to identify his personality, the two characters we returned to most often were Han Solo and Indiana Jones. Both, of course, played by Harrison Ford. Nolan North showed in his characterization of Nathan Drake an uncanny resemblance to Indiana Jones both in terms of tone and delivery. We thought it particularly appropriate given the heavy influence of these characters in the writing of The Prince that the voice actor we use be one who manages to capture the essence of the influencing characters deeply."

With North returning in Uncharted 2 in the not-too-distant future, it seems like he has a pretty good voice acting career ahead of him. Prince of Persia will be available in stores this week.

Insomniac's Ted Price says multiplatform development is 'fantastic'


Insomniac has been a terrific supporter of Sony platforms. Although not owned by Sony, the independent developer has crafted a number of hit titles for PlayStation systems, from Spyro to Ratchet & Clank to Resistance. The partnership between Sony and Insomniac has been quite beneficial for both parties -- Sony gets exclusive AAA titles to market for their platform, while Insomniac gets the resources of Sony. Unlike other publishers, Sony isn't overbearing as well: "Our relationship with Sony is one where we develop autonomously. Sony certainly gives us great feedback on the games, but we're in control of the development process, and that is a great place to be. Especially with a partner as powerful as Sony."

Being an exclusive developer has given much more attention to Insomniac's games. For example, could Resistance have done as well were it a multiplatform FPS game? "Because we were a launch title, we did get a lot of additional exposure simply because it was synonymous with the PlayStation 3. And it's hard to break into the genre; and it's cool that we were able to do it with a brand new entry."

However, the success of multiplatform titles does appear lucrative to Price. Speaking to Gamasutra, he also adds that We see games that are multiplatform succeeding wildly, and doing great, and that too is a fantastic place to be." That doesn't mean Insomniac is planning on making games on Xbox 360 any time soon -- however, as an independent studio, they're certainly free to keep that option available.

[Via 1UP]

SCEE's Maguire explains why LBP, EyeToy can only be from first-party dev

Games development is expensive. No wonder third party publishers are avoiding exclusives, working on as many multiplatform titles as possible. However, SCEE's Ray Maguire argues that the most innovative creative risks cannot come from third-party ventures. Speaking to GI.biz, he explains that it's the responsibility of first-party studios like Sony Computer Entertainment to make the most innovative (and perhaps, risky) gaming ventures.

"It's really important, because if anybody has a responsibility to take a risk, to take a chance on development - and this is a huge expense - then it has to be us as a first party. There are many people who have said that everything from the original EyeToy all the way through to LittleBigPlanet wouldn't have happened from a third party publisher, because the risk is too difficult, or too much to take when you've got a potential multi-platform strategy in front of you."

Certainly, adapting LBP to multiple platforms would've created a far different experience for Media Molecule. In a gaming era where it's even more important to differentiate your platform from competitors, first-party successes like LBP can really cement a platform's position. "So we take those risks - some of them come off, and some of them don't. We've been reasonably lucky in that most of them have been okay. With SingStar, Buzz!, EyeToy and now with LittleBigPlanet we think that's typical of overall investing in something, taking a risk, but when it comes right? My God, it comes right."

Two artists, two PixelJunk soundtracks


Our friends at Siliconera have found the creative minds behind the musical landscapes of both PixelJunk Monsters and PixelJunk Eden. The two games are PSN hits, and have rightfully cemented their places in the hearts of PS3 fans everywhere.

Otograph was approached about Monsters. Find out more about his inspirations and how Otograph met up with Q-Games for this interesting collaboration here.

Then, check out the next interview with Baiyon, one part DJ, one part art director. Find out more about his serendipitous meeting with Dylan Cuthbert, and how he was able to create the unique presentation for this most recent Q-Games project. Read it here. You can also order the PixelJunk Eden soundtrack at Amazon or Play-Asia.

Kojima unhappy with Metal Gear Online, admits Konami ID 'not working well'


We recommend you read this entire interview with Hideo Kojima at 1UP -- it's filled with great revelations about MGS4 and Hideo's thoughts on the future (including MGS5).

One thing did pop up in our readthrough: Hideo Kojima is unhappy with the number of people currently playing Metal Gear Online, the multiplayer portion of MGS4. Undoubtedly, the cumbersome Konami ID registration process, which requires players to write down multiple IDs and passwords simply to get into the game, became a significant barrier of entry.

"Honestly, officially, I can't say anything on Konami ID and Game ID. It's a company policy. But frankly speaking, the idea wasn't a very good one. The fact is that Konami's direction was that we create a Game ID and Konami ID for the online components, and now we're seeing that it's not working so well, and we have to think about how to turn it around. It was a concept of an online Konami group thinking, so there's not much I could do at the time."

[Via Joystiq]

Insomniac's Ted Price speaks out against video game legislation


Insomniac's CEO Ted Price knows about fun and games. However, he takes the issue of games legislation quite seriously. "I think video game legislation has no place in America," Ted Price told Shacknews in an interview. "It saddens me to see legislators stomping all over our First Amendment rights for their own specific interests."

Although they may be most famous for Ratchet & Clank, Insomniac is no stranger to creating games meant for adults. Their PS3 launch title, Resistance has sold millions of copies, with a sequel being readied for launch in November.

He believes that video games are being painted as the "scapegoat" of society's problems, much like movies, radio and even books in the past. Just like in the past, it will take some time before this attitude is rectified. "It won't be until we have more gamers running for office that this will calm down," he added. "It's something that we'll weather, because we are right, what we do is defensible under the Constitution and shouldn't be regulated by the government."

[Via GameDaily]

Sony's Yoshida admits Japan lagging in games technology


The current generation of consoles are more powerful than ever. However, it appears that many Japanese developers are struggling to get the most they can out of the hardware. The real innovators of games technology appear to be coming from non-Japanese studios, from America and Europe. SCE Worldwide Studios boss Shuhei Yoshida admits the disparity of development between East and West. "The technology base has shifted from Japan to the US and Europe," he told videogaming247.

One of the main reasons why Japan has struggled in comparison with the rest of the world comes from the lack of manpower. Studios in other countries can top a hundred, but Japanese studios are still quite small. "That's not the case in Japan. Because they don't have a large base, like the movie industry; there aren't [a lot of people] in the high end of computer graphics. That's making the many great developers in Japan make slow progress."

That's not to say great games aren't coming from Japan, of course. Developers like Kojima Productions and Polyphony Digital have created some real graphics powerhouses on the PS3. Upcoming games from Capcom, like Resident Evil 5, and Square Enix look to push Japan's tech further.

[Thanks, nirolak!]

Yoshida interested in getting Wii consumers to stay with PS3


When Nintendo dominates the NPD charts month after month, it's unsurprising that competitors (like Sony) would want to follow suit. Worldwide Studios president Shuhei Yoshida notes that the Wii has been incredibly successful in capturing the casual gamer -- a demographic that used to be PS2's bread and butter. "[Social gaming] has been massive on PS2 as you know," he tells IGN UK. "Nintendo Wii's success is really helping that, as is the success of music games like Rock Band and Guitar Hero -- they're bringing in these people, creating the style of playing games with your parents, and that continues to be important for the success of the PS3 as well."

While Wii has been doing a great job of introducing gaming to a new audience, Yoshida is hoping that some of the Wii audience will learn to move on to other platforms, such as the PS3. "After they've played a Wii and played some of the games, some of those consumers might try something else. I'm really interested to try and convince those consumers to stay with us."

How will Yoshida be able to capture that audience? He points to the SIXAXIS as just a small part of the strategy: "[it's] really important to us to create a new experience. And that was what we've been doing with the EyeToy camera, the SingStar mic and the Buzz controller. We always look for a new way to give users interaction with games." As for a brand new "dedicated motion controller" ... well, "that's a possibility."

Yoshida really, really disappointed by lack of third party support

Worldwide Studios president Shuhei Yoshida recently lamented the state of PSP in an interview with IGN UK. He notes that third party support for Sony's handheld has been "really, really disappointing," calling the current sitation "a lost opportunity for the third parties." He's echoed this sentiment before.

"They should look at what the PSP can do for their titles and the potential for the business that their IP has," he says, pointing out Sony's first-party support of the handheld through titles like God of War, Resistance and Buzz!. Of course, Yoshida's job is to convince third party developers to support the platform. His strategy? "We have to show by examples. What's happening in Japan is interesting - because of the massive success of Monster Hunter, Japanese publishers realise, 'here's a resource'. Lots of people are playing PSP in groups of fours and when you go to Japan it's hard to find a train or a bar where you don't see some people playing a PSP. So other publishers in Japan are seeing these consumers, and thinking, 'Wow, we can make games for those consumers'."

Want some pipe-bursting Pipe Mania info? We've got it

We've recently had the chance to catch producer Ben Wilkins and Empire Interactive's Director of project management P.J. Snavely for a little Q&A session on their latest multiplat puzzle game, Pipe Mania. The game is a remake of the classic 1989 title with a legion of new game modes and gameplay features. Wilkins told us that this new Pipe Mania will keep the classic core gameplay and will emphasize on building on top of that by adding more content.

Speaking of adding more, the game is set to have 250-300 levels -- about three times more than the original. Levels are not randomized; they're all preset. Expect to see some classic levels. World mode (story mode) is the game's main course, taking players to themed areas like: sewers, railroads, a toy factory, and even the almighty internet. Arcade mode is described as a "never-ending series of puzzles" and the PSP's versus mode involves competitive head-to-head matches via "remote" (which we're assuming means infrastructure play). Wilkins noted that the PSP was the best fit for multiplayer, but was also the most difficult to work with in regards to the interface. The Wii, DS, and PC versions all have that original point-n-click interface, but the PSP and PS2 don't. You'll have to be "slightly less cavalier with your moves" said Wilkins.

Lastly, the duo made mention that a PSP demo will be available soon on the PS Store. That should come in good time as Pipe Mania is due out in North America by mid-September. Oddly enough, a price for the title is "still being determined."

Gallery: Pipemania

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