06-05-2005, 03:56 AM
http://gamepro.com/microsoft/xbox360/gam...5804.shtml
Mizuguchi is known for his eccentric rhythm-driven games such as Lumines and Space Channel 5, and it comes as a pleasant surprise to see his Q Entertainment studio and Korean developer Phantagram working on Ninety Nine Nights, an action strategy game slated for release on the Xbox 360. We had the opportunity to speak with Mizuguchi, and also Sangyoun Lee, president and CEO of Phantagram.
Gamepro: What's the story?
Tetsuya Mizuguchi: This is a story about Ninety Night Nights. It's intriguing. [laughs]
The shattering of the crystal in the intro sequence is a metaphor for the break in peace. Before the incident, humans and other races lived peacefully, and being launched into war they now they face doubt and chaos . After the crystal breaks, the world is changed--I can't reveal specifics yet as we're creating the scenarios right now. It's a multi-angled game--you can choose from a variety of characters, and use powers from nature--like magic--to beat the soldiers. You experience the drama of families and friends engulfed in war, and will understand about 10-15% of what's going on in the world from each character. So if you play every single character, you can then understand what's happening in the world, what exactly is "Ninety Nine Nights"--and what the secret is in the world.
GP: Is it an action-RPG?
TM: No, action strategy. Phantagram has been known for good games such as Kingdom Under Fire, and we're working together to make a new type of action strategy game that's 70% action, 30% action, and 100% drama ...so that means a 200% game [laughs].
GP: So it sounds like you have a party, with several characters you control at the same time?
TM: You can only play one character at a time, but you can move your company of soldiers as well, which adds an element of strategy.
GP: Is it like Dynasty Warriors where you fight large armies of warriors?
TM: Dynasty Warriors has you fight against hundreds, but this game will have thousands. I think 20,000 soldiers can be in the field, so it'll be like a real war.
GP: Will there be any online?
Sangyoun Lee: Right now we really can't explain the details--but we will do it.
TM: We'll be really aggressive in pushing online features, but can't go in detail about it right now.
GP: How do the two studios divide the responsibilities?
TM: I left Sega a year and a half ago, and started Q Entertainment in Tokyo. We looked at studios worldwide--what kind of technologies or abilities they had. When I met Sangyoun Lee, he just finished Kingdom Under Fire, and we talked. They have very good technology, people and atmosphere, and there was chemistry [between the two companies].
It's a collaboration, so we've always discussed the intricacies of the game together. But the basic storyline was fixed by Q Entertainment, in addition to characters, game design, world design, and art.
SL: There's no separation between the companies, so we think of ourselves as one company with each person having specific responsibilities.
TM: Microsoft has been supporting us from the early stages, and we appreciate that backup, too.
GP: How long have you been working on this game?
TM: Since last summer.
GP: Do you plan to have this available in time for launch?
[Mouths the real answer] ...We want to have the game out as soon as possible.
GP: It says in the video "Choose your side wisely"--what are the different sides?
TM: This is a surprise, so I can't say or else I'll ruin it. In a sense every war is same, where the question is raised "what is justice?" One side thinks they're in the right, and if you play the opposite you'll get a different impression--all based on the same facts and events.
Movies can never do that--they has to follow a straight line. The game is set from many points of views, something that only can be done in the video game medium.
GP: Is there a particular age group you're aiming for?
TM: No, I think all ages can enjoy this game.
GP: So in the story, there won't be one side that's right or wrong?
TM: I think it's something the player will decide, of what is right and wrong.
GP: Can you tell us anything about the combat? It looks very Medieval European with swords and spears for weapons.
SL: It's a fantasy setting, but not a typical Medieval fantasy--it's infused with Mizuguchi's philosophy of a fantasy world. In actual fighting they use magic, and there will be castle sieges, with castles collapsing. It's not the simple magic you'd see in most games.
TM: The effects will be fantastic ...we just need time. [laughs]
GP: When looking at the games you've made in the past, they've all been very different from the norm. By contrast, this game can be seen as more "normal"--how are you expressing your personality in this game?
TM: This is bigger than me--the game is made between the efforts between Q Entertainment and Phantagram. And it's not a music-based game. People often ask why I make the games that I do, but to me it's very natural. This game is also very natural to me, and don't really think of it as a "traditional" game.
GP: Are there any particular philosophical influences that you put into the game?
TM: I see the game as just a reflection of history. Movies usually have a single message, but this will be a new experience with multiple perspectives.
GP: We are recently starting to hear more about Korean developers, can you tell us what's going on in the Korean game development industry.
SL: In Korea, the online gaming market is huge--almost everybody plays online games. Online games are successful, but the market is saturated with similar games so it's becoming very competitive. Out of this there's a movement to find a new niche. Korean gamers typically don't play single player games, and so we want to take a new direction that will still appeal to the Korean gamers.
GP: So you felt the Xbox 360 was the best platform for this game?
SL: Xbox has a very strong Live component, and with the right marketing I think it will be very successful--success meaning selling a couple million units in Korea.
Mizuguchi is known for his eccentric rhythm-driven games such as Lumines and Space Channel 5, and it comes as a pleasant surprise to see his Q Entertainment studio and Korean developer Phantagram working on Ninety Nine Nights, an action strategy game slated for release on the Xbox 360. We had the opportunity to speak with Mizuguchi, and also Sangyoun Lee, president and CEO of Phantagram.
Gamepro: What's the story?
Tetsuya Mizuguchi: This is a story about Ninety Night Nights. It's intriguing. [laughs]
The shattering of the crystal in the intro sequence is a metaphor for the break in peace. Before the incident, humans and other races lived peacefully, and being launched into war they now they face doubt and chaos . After the crystal breaks, the world is changed--I can't reveal specifics yet as we're creating the scenarios right now. It's a multi-angled game--you can choose from a variety of characters, and use powers from nature--like magic--to beat the soldiers. You experience the drama of families and friends engulfed in war, and will understand about 10-15% of what's going on in the world from each character. So if you play every single character, you can then understand what's happening in the world, what exactly is "Ninety Nine Nights"--and what the secret is in the world.
GP: Is it an action-RPG?
TM: No, action strategy. Phantagram has been known for good games such as Kingdom Under Fire, and we're working together to make a new type of action strategy game that's 70% action, 30% action, and 100% drama ...so that means a 200% game [laughs].
GP: So it sounds like you have a party, with several characters you control at the same time?
TM: You can only play one character at a time, but you can move your company of soldiers as well, which adds an element of strategy.
GP: Is it like Dynasty Warriors where you fight large armies of warriors?
TM: Dynasty Warriors has you fight against hundreds, but this game will have thousands. I think 20,000 soldiers can be in the field, so it'll be like a real war.
GP: Will there be any online?
Sangyoun Lee: Right now we really can't explain the details--but we will do it.
TM: We'll be really aggressive in pushing online features, but can't go in detail about it right now.
GP: How do the two studios divide the responsibilities?
TM: I left Sega a year and a half ago, and started Q Entertainment in Tokyo. We looked at studios worldwide--what kind of technologies or abilities they had. When I met Sangyoun Lee, he just finished Kingdom Under Fire, and we talked. They have very good technology, people and atmosphere, and there was chemistry [between the two companies].
It's a collaboration, so we've always discussed the intricacies of the game together. But the basic storyline was fixed by Q Entertainment, in addition to characters, game design, world design, and art.
SL: There's no separation between the companies, so we think of ourselves as one company with each person having specific responsibilities.
TM: Microsoft has been supporting us from the early stages, and we appreciate that backup, too.
GP: How long have you been working on this game?
TM: Since last summer.
GP: Do you plan to have this available in time for launch?
[Mouths the real answer] ...We want to have the game out as soon as possible.
GP: It says in the video "Choose your side wisely"--what are the different sides?
TM: This is a surprise, so I can't say or else I'll ruin it. In a sense every war is same, where the question is raised "what is justice?" One side thinks they're in the right, and if you play the opposite you'll get a different impression--all based on the same facts and events.
Movies can never do that--they has to follow a straight line. The game is set from many points of views, something that only can be done in the video game medium.
GP: Is there a particular age group you're aiming for?
TM: No, I think all ages can enjoy this game.
GP: So in the story, there won't be one side that's right or wrong?
TM: I think it's something the player will decide, of what is right and wrong.
GP: Can you tell us anything about the combat? It looks very Medieval European with swords and spears for weapons.
SL: It's a fantasy setting, but not a typical Medieval fantasy--it's infused with Mizuguchi's philosophy of a fantasy world. In actual fighting they use magic, and there will be castle sieges, with castles collapsing. It's not the simple magic you'd see in most games.
TM: The effects will be fantastic ...we just need time. [laughs]
GP: When looking at the games you've made in the past, they've all been very different from the norm. By contrast, this game can be seen as more "normal"--how are you expressing your personality in this game?
TM: This is bigger than me--the game is made between the efforts between Q Entertainment and Phantagram. And it's not a music-based game. People often ask why I make the games that I do, but to me it's very natural. This game is also very natural to me, and don't really think of it as a "traditional" game.
GP: Are there any particular philosophical influences that you put into the game?
TM: I see the game as just a reflection of history. Movies usually have a single message, but this will be a new experience with multiple perspectives.
GP: We are recently starting to hear more about Korean developers, can you tell us what's going on in the Korean game development industry.
SL: In Korea, the online gaming market is huge--almost everybody plays online games. Online games are successful, but the market is saturated with similar games so it's becoming very competitive. Out of this there's a movement to find a new niche. Korean gamers typically don't play single player games, and so we want to take a new direction that will still appeal to the Korean gamers.
GP: So you felt the Xbox 360 was the best platform for this game?
SL: Xbox has a very strong Live component, and with the right marketing I think it will be very successful--success meaning selling a couple million units in Korea.