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

 
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|This interview was conducted on March 3rd 2010, during the course of a press event in Cologne, held by Headup Games, the German publisher of Blazblue: Calamity Trigger. The interview was conducted by Adrian Ruth (Kuroko) and David Huggele (ATG) for HardEdge www.hardedge.org, the biggest German Fighting Game community. Before the interview, Tomo Ohno held an introductory speech and outlined Zen United's work in Europe, emphasizing that the late European release of Blazblue: Calamity Trigger is necessary in order to gather feedback about the market, which Arcsystem Works isn't accustomed to yet.
|This interview was conducted on March 3rd 2010, during the course of a press event in Cologne, held by Headup Games, the German publisher of Blazblue: Calamity Trigger. It was conducted by Adrian Ruth (Kuroko) and David Huggele (ATG) for www.hardedge.org, the biggest German Fighting Game community. Before the interview, Tomo Ohno held an introductory speech and outlined Zen United's work in Europe, emphasizing that the late European release of Blazblue: Calamity Trigger is necessary in order to gather feedback about the market, which Arcsystem Works isn't accustomed to yet.
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= Interview Topics =
= Interview Topics =
== Balance @ Arcsystem Works ==
''[Note: I had to reconstruct this question from memory since we didn't tape this part - ATG]''<br/>
'''Hardedge:'''
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Arcsystem Works is famous for their well-balanced games. Can you tell us how the balancing process works, in general? There are of course the location tests in Japanese arcades, and your own debug testers. But who is the first person to make balance decisions?
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'''Tomo Ohno:'''
As i mentioned before (he is talking about his introductory speech here), whenever somebody is needed in some position at Arcsystem Works, he just fills in, there is a sense of making decisions together. It's the same when it comes to balance - we usually meet and discuss important topics together. Everybody has the right to say or present something, including all the testers. In fact, in one of those meetings, the producer of BlazBlue introduced Noel, which was his own design, and it actually dates back 10 years. He really likes that character, that's why there are almost no panty shots of her (laughs).
About the location tests: Not many people know this, but we actually taped every single match that was played at the location tests, and later evaluated them. It was over 40 hours of video.


== PC Version of Blazblue ==
== PC Version of Blazblue ==
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|Arcsystem Works has been giving some hints in recent interviews that there might be a followup to Guilty Gear Overture. You described before how everybody at ASW at everything, whatever is needed, so I was wondering, is there a "Fighting Game Team" at ASW, and some other team that does all the smaller games?
|Arcsystem Works has been giving some hints in recent interviews that there might be a followup to Guilty Gear Overture. You described before how everybody at ASW is working on everything, whatever is needed, so I was wondering, is there a "Fighting Game Team" at ASW, and some other team that does all the smaller games?
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easy to learn but hard to master?
easy to learn but hard to master?


== Blazblue character designs and target audience==
== Blazblue character designs and target audience==
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[[Image:BB_Interview_Group_Picture.jpg]]
[[Image:BB_Interview_Group_Picture.jpg]]
<br/>''Kikunusuke, David Huggele, Tomo Ohno, Adrian Ruth, BeauCarigan''
<br/>''Marco Cabibbo, David Huggele, Tomo Ohno, Adrian Ruth, Ruben Garcia''


''All concept art © Arcsystem Works, used with permission from Zen United & Tomo Ohno.''
''All concept art © Arcsystem Works, used with permission from Zen United & Tomo Ohno.''