Blazblue: European launch interview with United Zen CEO Tomo Ohno: Unterschied zwischen den Versionen

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|The things we usually talk. You know: Some people like ass and some people like breasts. You like ass you go for Noel. You like breasts you go for Litchi. Simple as that. But for example. Taokaka the cat character. That is designed for the cosplayer. It's the easiest thing to do the cosplay play. You dont show your face, you just put on the mask, it's the easiest thing.
|The things we usually talk. You know: Some people like ass and some people like breasts. You like ass you go for Noel. You like breasts you go for Litchi. Simple as that. But for example. Taokaka the cat character. That is designed for the cosplayer. It's the easiest thing to do the cosplay play. You dont show your face, you just put on the mask, it's the easiest thing.
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|Also, Carl's purpose is quite interesting. The boy with the Robot. We are actually aiming at women. Late teens, early twenties. They associate themselves with the robot, they like helping the young boy. So... there's a unique and also strange culture in Japan. There is a huge community of girls who write manga, and sell things, and most of them have something to do with young boys. I don't know much about it. *laughs*
|Also, Carl's purpose is quite interesting. The boy with the Robot. We are actually aiming at women. Late teens, early twenties. They associate themselves with the robot, they like helping the young boy. So... there's a unique and also strange culture in Japan. There is a huge community of girls who write manga, and sell things, and most of them have something to do with young boys. I don't know much about it. (laughs)
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|So anyway. This works in Japan but it doesn´t work in Germany. *laughs* so our next challenge is to create something while adapting to the German (international) community. As I explained before, we need to know you better, starting with the hardcore community. We have to start with the hardcore comunity anyway. so in your community: we want to see what the things are that excite you.
|So anyway. This works in Japan but it doesn´t work in Germany. (laughs) so our next challenge is to create something while adapting to the German (international) community. As I explained before, we need to know you better, starting with the hardcore community. We have to start with the hardcore comunity anyway. so in your community: we want to see what the things are that excite you.
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|If we listen too much, we lose our colour. Our games wouldn't stand out anymore. You just need to find the balance somewhere. How to balance this process? I don´t know, we don't know. But learning something about the community is the key. I think the first step we want to take is to just see which characters Germans like and which ones you don't like or just totally don't get at. For us, finding that out is very important and the challenge for the next Guilty Gear is:  
|If we listen too much, we lose our colour. Our games wouldn't stand out anymore. You just need to find the balance somewhere. How to balance this process? I don´t know, we don't know. But learning something about the community is the key. I think the first step we want to take is to just see which characters Germans like and which ones you don't like or just totally don't get at. For us, finding that out is very important and the challenge for the next Guilty Gear is:  
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|Next Guilty Gear - whatever it's going to be called - will be designed to sell it globally. Japan, of course, will be the most important country. But we want to have some sort of mechanism before to gather feedback, request the wishlist so we can extend it to the design colaboration. Not many companies succeded on developing in market in the location yet. So that's Guilty Gear for us. It's a huge  challenge, but we will try to get the user involved somehow. so we are counting on you guys. *laughs* come up with something!
|Next Guilty Gear - whatever it's going to be called - will be designed to sell it globally. Japan, of course, will be the most important country. But we want to have some sort of mechanism before to gather feedback, request the wishlist so we can extend it to the design colaboration. Not many companies succeded on developing in market in the location yet. So that's Guilty Gear for us. It's a huge  challenge, but we will try to get the user involved somehow. so we are counting on you guys. (laughs) Come up with something!
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'''HardEdge:'''
'''HardEdge:'''


we hope we can be helpful *laughs*
we hope we can be helpful (laughs)


'''Tomo Ohno:'''
'''Tomo Ohno:'''


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|You know the Natal. There are lots of things to think of. We are bringing Daisuke Ishiwatari to Europe. His mission is to meet people of the scene and see what it is like. For us, it's quite surprising to visit the gamestores in germany aswell. The store looks totally different (from Japanese ones). When the store looks that different, how do you sell things? In Japan the stores are quite small, but they have lots of games. So people look at the covers from a close distance. Here - Mediamarkt - Huuuge. *laughs* So you see the game from almost 3~5 Meters away. So if you pick too many  characters for the box art, you can´t really see it well. That's something I learned about the German games. The games have one huge picture but its easier to identify. You see, this is one small thing we learned when we came here to visit.
|You know the Natal. There are lots of things to think of. We are bringing Daisuke Ishiwatari to Europe. His mission is to meet people of the scene and see what it is like. For us, it's quite surprising to visit the gamestores in germany aswell. The store looks totally different (from Japanese ones). When the store looks that different, how do you sell things? In Japan the stores are quite small, but they have lots of games. So people look at the covers from a close distance. Here - Mediamarkt - Huuuge (laughs). So you see the game from almost 3~5 Meters away. So if you pick too many  characters for the box art, you can´t really see it well. That's something I learned about the German games. The games have one huge picture but its easier to identify. You see, this is one small thing we learned when we came here to visit.
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|You know, Tatsunoko - I grew up with them. That was something I  grew up with. strangely, when you saw the animations when you were a kid, they looked so real.  You lived in that world. If you look at them now, well... (laughs) So, you know, I personally wouldn't want to see something i enjoyed so much when I was a kid, now seening it in the Arc System style. Especially since Capcom took them all *laughs*
|You know, Tatsunoko - I grew up with them. That was something I  grew up with. strangely, when you saw the animations when you were a kid, they looked so real.  You lived in that world. If you look at them now, well... (laughs) So, you know, I personally wouldn't want to see something i enjoyed so much when I was a kid, now seening it in the Arc System style. Especially since Capcom took them all (laughs)
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