Category: Gamespot

  • Mafia 3: Behind the Music

    Mafia 3: Behind the Music

    The upcoming 1968-set crime game Mafia III has a killer licensed music soundtrack, featuring songs from The Rolling Stones, Creedence Clearwater Revival, and Elvis, among many others. There are more than 100 licensed tracks in the game (including some that 2K thought it couldn’t get), but that’s only one part of the game’s music.

    There is also a score that complements the licensed tracks and adds to the atmosphere. GameSpot had the opportunity recently to speak with co-composer Jesse Harlin about his contributions to the game.

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    The composer, who previously worked on Star Wars: The Force Unleashed and Lego games, told us all about how he became attached to the project, how being set in the ’60s affected the score, and why music is critical to helping drive immersion, especially in a game like Mafia III. He worked on the game alongside composer Jim Bonney, who wrote the music for BioShock Infinite.

    You can check out our interview below, along with an embed to stream the game’s score. Mafia III comes out on October 7 for Xbox One, PlayStation 4, and PC.

    First off, can you tell us a little bit about your history in the music/game business and how you became attached to Mafia III?

    I’ve been in the game industry for 17 years now. I spent ten of those years at LucasArts as their on-staff Composer/Music Supervisor and had the chance to work on some great projects like Star Wars: Republic Commando, The Force Unleashed games, Lego Star Wars and Indiana Jones, and The Old Republic. Before my time at LucasArts and then again after Disney shut the company down, I’ve been freelancing.

    When LucasArts shut down, a bunch of my former coworkers set up a new 2K development studio under the direction of Haden Blackman. That studio is Hangar 13. They were starting their new studio at the same time I was setting myself up again as a freelance composer. The timing just worked out perfectly for us in that sense.

    The tone for Mafia III’s story appears to be dark and gritty, with a focus on revenge and violence–what would you say the tone for the score is?

    I’d say it’s dark and gritty with a focus on revenge, to be honest. That’s exactly how we talked about the score as we figured out what direction to take it in. Early on, I had a bunch of conversations with Hangar 13’s audio director, Matt Bauer. I told Matt that there were four ways that I thought the score could go. Like Mafia and Mafia II, it could have an orchestral score. Another option was to do an all rock-based original score. What would it sound like if Led Zeppelin or The Doors had scored a game? The third option was to do a funk score akin to something Lalo Schifrin might do.

    The fourth option was a gritty, grimy version of the blues. We all agreed early on that an orchestral score was the safe option, and we’d consider it Plan B if something more adventurous didn’t work out. The rock option was cool, but Matt was concerned about an all rock score taking up too much frequency space with a wall of guitars and not leaving any room for footsteps, weapons, dialogue. Haden was insistent that the funk option was off the table because he didn’t want the game to slip into feeling like a blaxploitation piece. Everyone agreed that the blues was a really interesting take, made perfect sense with the location, and would offer the game a unique sounding tone that could have it stand out as a signature score unlike everything else around it.

    Mafia III has something like 10 different districts that are all varied and unique–from the bayou to downtown. How does the music change depending on where you are?

    Early on in the music’s development, I asked Haden Blackman a question: do you want this to be a thematic score? Movie scores have been tending lately towards being a bit lighter on having specific melodic themes representing characters and locales than in years past. I wanted to know how important that concept was to Haden. The answer was quick and decisive: yes. The game needed themes, and he wanted them to be character-specific themes. One of the game’s mechanics is that you can assign your lieutenants to control different districts, and how you assign them will change their relationships to Lincoln. So with that flexibility in mind, the original score is much less focused on reflecting the districts and more keyed in on the personalities running the show.

    What can we expect in terms of the variety of instrumentation and music styles featured in the score?

    Mafia III is a blues score at its heart, but it’s a cinematic blues score. I knew I wanted to use traditional blues instruments – guitars, upright bass, upright piano, drums–but I wanted to figure out how to use them in a similar effect as to how I’d work with an orchestra. So that meant there are a lot of atypical performance techniques for fairly common instruments. The score has bowed piano, bowed acoustic guitar, hammond organ run through rotating leslie cabinets, electric piano functioning like a harp in one cue, and like a cello section in another cue.

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    There’s a common approach in music scoring to reflect the ethnicity of a character in their music. I could have done that. We have a Haitian character, an Irish character, Italian characters, etc.; but I decided to take a different tack. I decided to try and dig a little deeper. I wanted to try and figure out what kind of music the characters themselves would be listening to. What kind of music influenced their personality?

    In his quiet moments, what does Burke listen to? What album sits on Cassandra’s turntable? So I came up with playlists that I thought would mean something to each character. For me, Cassandra was into Miles Davis, Charlie Parker, and the soundtrack for the film version of “Porgy and Bess.” Burke was digging Van Morrison’s “Astral Weeks.”

    Another thing I did was try and make sure that each character is represented by a different stringed instrument. Lincoln is a Hendrixian Fender Strat with single coil pickups. Marcano is a warmer, richer Gibson Les Paul. Vito is, as a call back to Mafia II, a mandolin.

    I read an interview with Mafia III director Haden Blackman about the kind of “situational combat” music that was composed and recorded for Mafia III that complements the licensed tracks. What can you tell me about that?

    The original score for Mafia III was split between myself and composer Jim Bonney. Jim’s worked in the past on games like Bioshock Infinite and Mortal Kombat and he’s a guitar player with a lifelong love of the blues. While I tackled things like the character themes and cutscenes, Jim tackled the situational combat music.

    The system that 2K devised with Jim is one based on knowing who is aware of whom at any given situation. When we recorded the music, Jim’s tunes were all tracked at four different intensity levels: high, medium, low, and stealth. The game keeps track of what Lincoln is up to and how the enemies are reacting to him. The music’s complexity then changes accordingly to follow the drama. If Lincoln is the searching and tension is high, the music plays a stealth state. If the enemies aren’t aware that Lincoln is nearby, but he’s already cracking some skulls, the music will amp up to a low intensity combat cue. If they know that Lincoln’s around, but don’t know exactly where, that’s a time for medium level combat intensity. And of course, if guns are blazing on all sides, that’s the highest level of combat music.

    Some of you past credits include Star Wars games–what did you learn from those that you applied to Mafia III?

    Star Wars is about storytelling, to put it simply, and the music that John Williams has created for the films is a complex interplay of character themes woven together through the twin filters of drama and tone. While the genre of the blues is radically different from the neo-Romanticism of the Star Wars scores, the way that I scored Mafia III’s cutscenes isn’t. Themes represent characters and those themes are flexible enough to have different versions for different emotional states: tension, anger, contemplative reflection. In that sense, it’s a very traditional score, but run through the very nontraditional use of the blues.

    I read in an interview that you hired step dancers from Tennessee State University for body percussion–that sounds incredible. How did that come about and what does it add?

    Stepping draws its influences from a number of places: African rhythms, emulation of choreographed routines from pop groups like The Temptations, and military precision drills. All of these elements coalesced in the 1950s and 60s and, by the end of the 1960s, black fraternities and sororities throughout the US were beginning to have organized stepping competitions.

    “If I’m doing my job correctly, the player doesn’t notice that I’m subtly trying to help manipulate their emotions in concert with the rest of the gameplay feedback.” — Harlin

    As I mentioned earlier, I wanted to figure out what kind of music our protagonists were listening to. I decided that, as a Vietnam vet, the chances were pretty good that Lincoln had been exposed to some stepping routines by other guys in the service. It became a sound and a cultural touchstone that I wanted to keep coming back to for Lincoln, a reminder that he came back from Vietnam a changed man. His experiences there shaped him. I was looking for a signature sound that would be Lincoln’s alone and I fell in love with the percussive testosterone of the sound behind stepping.

    A lot of projects that come out of 2K are quite secretive–what was it like working on something and not being able to tell people about it?

    Yes, 2K is sensitive about secrecy. Every cutscene that I received from them was watermarked with my name across the screen. But this wasn’t anything new to me. You have to keep in mind that I worked at Lucasfilm during the prequel films, and nobody does secrecy like Lucasfilm. So, I’m used to secrecy.

    Sometimes I think music in games is underappreciated. It obviously doesn’t stand out as much as the actual gameplay and imagery, but it can be very vital to the overall experience. And people maybe tend to recognize this more when it’s not done well. What’s your take on the importance of music to help drive immersion?

    I think it’s critical, but the understated nature of it is absolutely by design. As film, TV, or game composers, our job is to provide an emotional underpinning to what’s going on dramatically. Music in a game that’s trying to tell a story should be there to help support the drama, help assist in the pacing, help control and steer the tone. When I meet with developers and we talk through their levels, I often do so in terms of creating an “emotion map” to augment what their gameplay and the writing is trying to achieve.

    “How do you want the player to feel here?” is the question I’m always asking. If I’m doing my job correctly, the player doesn’t notice that I’m subtly trying to help manipulate their emotions in concert with the rest of the gameplay feedback.

    Mafia III being a period game, set in the late ’60s, how did that impact your score? Did you try to use instruments and styles from the period?

    The time period impacted the music production tremendously. While there’s nothing specifically about the blues that is rooted in the 1960s, there are music production techniques that were experimental back then and have since fallen out of favor on modern albums. Big jet engine flange effects, rotary speakers, playing around with stereo panning–all of those are things that I played around with when writing my part of the score for Mafia III.

    For instance, recording and reversing tracks was very experimental in the late 60s. The Beatles recorded vocals backwards in “Rain.” Hendrix played with revered sounds on Axis: Bold as Love. There’s this single sound that keeps coming back again and again of a long, grainy metallic swell. You get it by hitting a low sustained note on a piano, letting it ring out, then reversing the recording so that it fades up from nothing. Yes used in on “Roundabout.” I used the same sound in the Mafia III score. You can hear it at about 1:00 into the track called “Chance of a Goddamn Lifetime.” Getting to dust off old production techniques like this that are no longer in fashion was a ton of fun.

    I am personally a big fan of the ’60s time period when it comes to music. The full, 100-song soundtrack was announced recently and it looks like one of the better catalogs in any game ever in terms of prominence and variety–what are some of your favorite songs on there?

    Man, there’s so much good stuff on that list. I’ve always been a fan of things like John Lee Hooker’s “One Bourbon, One Scotch, One Beer,” or the Stones’ “Paint it Black.” But I think the one I chuckled when I saw had made the list was the Beach Boys’ “Heroes and Villains.”

    I have a habit of engrossing myself in obsessive projects. Three years ago I decided to watch every single episode of Doctor Who in order from its 50 year history. For the last year and a bit, I’ve been working my way through Rolling Stone’s “Top 500 Greatest Albums of All Time.” It’s slow going, as it’s hard to listen to music while you work if your work is writing music. Anyhow, number 381 on that list is the 5-disc Beach Boys album “The SMiLE Sessions,” where they dissect the incredibly layered production work of Brian Wilson. After nearly an entire disc of nothing by pieces and variations on “Heroes and Villains,” it’s probably the song on the official soundtrack list that I know the most intimately.

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  • The Biggest News from TGS 2016

    The Biggest News from TGS 2016

    This year’s Tokyo Game Show gave us a sizable offering of news and announcements for some of the most exciting new games. With so much to keep track of from the big event, we’ve compiled below all of our news stories from the show for your convenience.

    For more on TGS 2016, check out our roundup of the best trailers from the show, and be sure to check back as we update this article with more news, features, and videos.

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    News

    Features

    Trailers and Gameplay

    Gameplay

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  • $770 Witcher 3 Statue Features "Lifelike" Skin, Looks Incredible

    $770 Witcher 3 Statue Features "Lifelike" Skin, Looks Incredible

    It’s been a big week for Geralt of Rivia. First, Poland announced that the Witcher hero would be featured on an official postage stamp in the country. Now, he’s getting his own statue with a premium price tag.

    From Prime 1 Studio, this premium statue stands 26″ tall and is priced at an eye-watering $770. Only one thousand are being made, while a second version, featuring a switchable head–one with a shaved face, one regular–will be limited to 500 units. This version also costs $770. The statue is completely epic, showcasing Geralt standing on the head of an enemy creature that got in his way.

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    As you can see, the statue looks like a wonderful recreation of the video game hero. That’s due in part to its use of “high-quality translucent resin” that creates the look of “lifelike” skin.

    Here are the key takeaways:

    • Dimensions: 26″ (H)66.2cm (W)40.9cm (D)36.1cm
    • Accurate details
    • High-quality translucent resin for a lifelike skin effect
    • Retail price: $769 USD (both versions)

    One thing to note is that this is only a prototype design for now, so the look and other details could change. Also, this is just the first in a new line of “premium collectibles” based on The Witcher from Prime 1. Starting with Geralt makes a lot of sense, but maybe Ciri is next?

    You can preorder the Geralt statue here–it is expected to arrive in the July-September 2017 window.

    In other news about The Witcher series, The Witcher 3: Game of the Year Edition, featuring the base game and expansions Hearts of Stone and Blood and Wine is out now.

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  • Weekly Recap: PS4 4.00 Arrives, Battlefield 1 Beta Breaks Records, Last Guardian Delayed

    Weekly Recap: PS4 4.00 Arrives, Battlefield 1 Beta Breaks Records, Last Guardian Delayed

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    We made it through another week. Here’s a roundup of some of the biggest stories this week and others you may have missed. Have a great weekend!

    THE BIG STUFF:

    The PlayStation 4’s newest firmware update, 4.00, came out this week. Among other things, it added folders (hooray!) and introduced the ability to see the details for hidden trophies. Update 4.00 also added HDR support for all PS4s–not just the new PS4 Slim models. Read this post to learn more about 4.00.

    Battlefield 1’s beta was a huge success. EA announced this week that more than 13.2 million people tried it across all platforms. That’s a new record for an EA beta; by comparison, Star Wars Battlefront’s beta had around 9 million players and was the previous record-holder.

    The Last Guardian was delayed again this week, extending the game’s already length development cycle even further. Previously expected to debut in October, the game is now slated for December. Sony’s Shuehei Yoshida said this latest delay is to give the development team more time to fix bugs. What’s two more months?

    Hideo Kojima shared some new details on his mysterious PS4 and PC game, Death Stranding, this week. He revealed that the game will be in the action genre and that it will be open world, with “a degree of freedom.” Death Stranding will also have online elements. Kojima spoke of his wish to give gamers a way to be connected via these “strands,” or elements that are different to the usual multiplayer teams.

    There won’t be a new mainline Assassin’s Creed game this year, but Ubisoft is still putting out a “new” game for consoles in November. The Assassin’s Creed Ezio Collection for PS4 and Xbox One comes with new versions of Assassin’s Creed II, Assassin’s Creed Brotherhood, and Assassin’s Creed Revelations with “enhanced graphics.” You also get an $8 movie voucher for the Michael Fassbender Assassin’s Creed movie.

    THE OTHER STUFF:

    A new IGDA study released this week shed some new light on industry statistics. For one, 10 percent of men reported earning more than $150,000, while only 3 percent of women said they made that much. Additionally, 31 percent of the workforce declared they had some form of a disability. You can see all the results from the survey here.

    The developers behind PSVR game Battlezone announced this week that the game will feature a four-player co-op mode. Learn lots more about the new mode in the extended trailer below.

    Nexon and This Game Studio this week launched Oz: Broken Kingdom, a mobile RPG that puts players into a “reimagined” world of Oz. This time, the happy world has been overtaken by a “Great Darkness.”

    “Players are introduced to newcomer Ophelia Shen, who joins familiar but now legendary Tin Man, Lion, and Scarecrow on an epic quest to battle the new evil and restore Oz to its former glory,” reads a line from the game’s description. You can grab the free game now using these links: App Store, Google Play.

    PlayStation and Taco Bell are at it again. The latest partnership between the two companies encourages you to eat tacos for a chance to win a PlayStation VR device. What a time to be alive.

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    You can now play an unreleased Warcraft adventure game. Go to Eurogamer to get all the details on the 18-year-old Warcraft Adventures: Lord of the Clans.

    You can basically count on death, taxes, and new Sims expansions. EA this week announced the newest expansion for The Sims 4, called New City Living. It comes out on November 1, and like the name suggests, it features content themed around city living. Here’s a trailer:

    With the release of NBA 2K17 coming up, you might be wondering what’s new in terms of gameplay. You’re in luck, then, as 2K Sports has published an in-depth blog post that covers everything that’s new.

    Digital Foundry has posted its video analysis of Forza Horizon 3’s new Xbox One demo. How does the racing game hold up from a technical perspective? Watch the video to find out:

    Rolling Stone has a great interview with Ken Levine, who talks about the pain and difficulty of making what would become a celebrated and best-selling game. Read it here.

    Could StarCraft II get announcer packs? Blizzard is apparently gauging interest in that in a new survey, according to Eurogamer. What do you think?

    People really do like getting Gears of War tattoos; here’s the newest video in Microsoft’s Gears Ink series, spotlighting how Gears of War brought two people together and more.

    The next Hitman Elusive target has been announced; it’s the game’s 10th and it challenges players to murder a pharmacist. Get all the details here.

    Capcom has released its newest yearly report–it’s not for everyone, but if you enjoy diving into the nitty-gritty of how a big company runs and operates, this might interest you. Here’s the report [PDF]

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  • Metal Gear Survive: Watch 15 Minutes of Gameplay Here

    Today at the Tokyo Game Show, Konami released the first gameplay footage for Metal Gear Survive. The extended demo, which runs for more than 15 minutes, shows a squad of four players working together to break into a compound and then hold it as a wave of “relentless creatures” come bearing down.

    “Using co-op stealth, infiltration, and defense tactics, and special new equipment and weapons, the squad provides a glimpse of both new and familiar survival gameplay elements that form Metal Gear Survive,” the video’s description reads.

    The video is in Japanese, but there are captions for English.

    Among other things, we learn that you can use the Fulton Cannon strategically, as the character traps a sheep with it. As the sheep hangs in the air, its bleating draws enemies to it, which you can then attack with a grenade or other means. There is no recovery chopper in the world of Metal Gear Survive, but items suspended with the Cannon can be transported back to your base through a wormhole.

    Metal Gear Survive was announced during Gamescom in August. It is a multiplayer stealth game coming to Xbox One, PS4, and PC in 2017. The spinoff is set in the same universe as Metal Gear Solid V and takes place after the events of Ground Zeroes.

    In the aftermath of the attack on Mother Base, Militaires Sans Frontières soldiers are sucked into wormholes along with chunks of the base itself. They are transported into alternate timelines and are forced to fight for survival alongside their comrades. Players will take control of one of these soldiers and team up with others to take on what look like zombies. You can watch the first trailer for Metal Gear Survive here.

    Konami has said Metal Gear Survive will not cost $60. Instead, it will be “somewhere in the vicinity” of what Ground Zeroes cost at launch, which was $30.

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  • Awesome Art Picks: Daredevil, Harley Quinn, Spider-Gwen, and More

    Awesome Art Picks: Daredevil, Harley Quinn, Spider-Gwen, and More

    Each week we search and gather up the coolest comic book art you won’t see in actual comics. The reason you won’t is because professional artists often draw sketches for fun or commissions and post them on their websites, blogs, and Tumblrs. Some artists even arrange commissions through their sites so be sure to check them out. This is a way to see the artists working on one book draw characters from other comics or publishers.

    Todd Nauck posted new art on his Tumblr. He’ll be at Long Beach Comic Con this weekend.

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    Skottie Young posted more Daily Sketches and commissions on his Tumblr.

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    Chris Samnee posted new sketches on his Instagram.

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    Michael Walsh posted some commissions from FanExpo Canada on his Tumblr.

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    Chrissie Zullo posted a couple commissions from Rose City Comic Con on her Facebook page.

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    Dustin Nguyen posted another one of his late night sketches on his Instagram. He’ll be at Long Beach this weekend.

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    Paolo Rivera posted a Daredevil commission on his blog.

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    Kris Anka posted some recent commissions on his Tumblr.

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    Chris Giarrusso put some new sketches for sale here and more sketch cards on his website.

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    Jim Cheung posted some commissions on his Instagram.

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    Kevin Wada posted some recent commissions on his Tumblr.

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    Peter Nguyen posted some new sketches on his Tumblr. He’ll be at Long Beach this weekend.

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    Brett Booth posted some new sketches on his Twitter. He’ll also be at Long Beach.

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    Ryan Lee posted a Killer Croc sketch cover on his Twitter.

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    Agnes Garbowska posted some commissions on her Tumblr.

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    Joel Gomez posted new commissions on his Tumblr. He’ll also be at Long Beach.

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    Ramon Perez posted some sketches and commissions from FanExpo on his Instagram.

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    Franco posted new art on his Instagram. You can buy his art here.

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    Terry Dodson posted a Harley Quinn commission from Rose City on his Deviant Art page.

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    Mike Henderson posted new art on his Instagram. You can buy his art here.

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    That’s it for this week. Let us know which ones you dug. We’ll have more awesome art next time.

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  • Localizing Berserk Sounds Like a Lot of Work

    Localizing Berserk Sounds Like a Lot of Work

    Berserk is an odd series. The manga–which has been ongoing since 1989–has run the gamut of genres, from stories about brotherhood and love, to a somewhat lighthearted dark fantasy, to a different kind of dark fantasy tackling heavy themes of good versus evil and the nature of humanity. Both the manga and anime–now wrapping up its second season–have depicted more taboo topics such as religious fanaticism, mutilation, and sexual violence. It goes without saying that for someone hoping to bring this kind of story to a worldwide audience, it has the potential to be a localization nightmare to territories’ varying rating systems.

    At Tokyo Game Show, I sat down with producer Hisashi Koinuma to discuss Koei Tecmo’s latest musou venture: Berserk and the Band of the Hawk. Koinuma touched on localizing the game while protecting its original tone, as well as why his team sought to make a Berserk title in the first place.

    GameSpot: You’ve made a few musou games, so I have to ask: why Berserk?

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    Koinuma: For Berserk, in Japan, the latest anime series has begun broadcast and with that the anime production committee actually approached us to see if we wanted to make a game. The second reason is that in Japan it’s a popular IP, and whenever people in Japan or the fans go to talk about what kind of game you want to see next as a musou game, Berserk has always been within the top answers. So definitely, it’s definitely a challenge we’ve been wanting to tackle. This was the perfect opportunity to do so.

    Had you see or read Berserk before the company approached you about making the game?

    The manga itself has been continuing and it started 20 years ago, so when I was younger I actually had started reading it. It was really easy for me to get into the world of it and also, within our developing team members, we checked to see if there were people that had read the manga or watched the anime. Definitely having those staff members made it easier to start working on the game.

    For clarification, exactly what part of the story does your game follow? The Golden Age arc and then the Hawk of the Millennium Era arc? What would you compare it to for fans who are only watching the anime?

    For people familiar with the manga series, in terms of the manga volumes, our game covers from volume one until the first part of volume 32. For anime fans, and people who have seen the films, that part is covered as well. It goes a little bit beyond the story of the second anime season.

    I played the demo yesterday. In the musou games, your character moves really fast and part of the appeal is being able to take out a bunch of enemies very quickly. But Guts moves very slowly and I can feel him hefting his sword. Obviously, it’s how he moves in anime, but why make that design decision to slow down your playable character for this particular game?

    We wanted to stay true to the source material. So definitely, we wanted to make sure that you can feel the weight of Guts’ sword,. It was also something that the manga creator [Kentaro Miura] feels, he really wanted to make sure that the game included that element. As you go forward in the game and Guts becomes stronger, then his actions become a little faster because obviously he’s become accustomed to the weight of the sword. He does become not as slow as he was before. As he takes on different forms, then his actions become even lighter and faster. So you will see that change within the game.

    Berserk has a lot of mature content. I read an interview with you from earlier this year where you expressed concern that this mature content might prevent from being localized. We are getting the game in the West, and I’m was just wondering if your concerns over the content have changed or if you know anything about the localization, or what would change for western release?

    Even for the Japanese version, there are the depictions of violence, and there’s a little bit of erotic content as well. Those are some of the elements of the game that we had to look into to see what can stay and what would need to be removed due to rating restrictions. For the Japanese version, we’ve been discussing with the various ratings boards. We’ve been consulting with them to see how far can we go and to what extent can we do it. With the North American version we’ve also been consulting with the ESRB to see how far we can go with our depictions. So we have been careful with what we depict. So I think we’ve been able to retain a lot of the core elements of the of the original source material without stepping over any lines that will prevent us from releasing the game.

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  • How Nioh Evolved from a JRPG to an Action Game

    How Nioh Evolved from a JRPG to an Action Game

    Historical fantasy game Nioh was announced in 2004–back when Koei Tecmo was still just Koei, and back before the PlayStation 3 even launched. In development with Omega Force, Nioh starred a white-haired, Caucasian samurai battling his way across a fantastical version of Japan packed with demons. The game was initially slated to launch in 2006 with the PS3, but missed its due date and slipped into silence, with no word coming again until 2009.

    Until September of last year, we had only received brief statements about Nioh from Koei Tecmo–yes, it’s in development, they said, but nothing more than that. Now, in fall 2016 and in development with Ninja Gaiden studio Team Ninja, Nioh has been through numerous alpha tests and is sated to launch early next year.

    I sat down with Fumihiko Yasuda, Nioh’s director, to chat about the game’s extended development time and the difficulties of reviving the property. Yasuda revealed that not only was Nioh not always an action game–it was initially supposed to be a JRPG–but also shed some light on famed director Akira Kurosawa’s involvement as well as how the property itself has changed.

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    GameSpot: I played the Nioh demo, and I also played the Samurai Warriors: Sanada Maru game, and I feel like there are a few games and a lot of media out there that have this fascination with the Sengoku period, Japan’s Warring States period. Why do you think that’s such a compelling era of history to set a game in?

    Yasuda: One, because this is when the first blonde samurai rose. That was Sengoku era. Also, just in general, the warring period of turmoil is just a fascinating stage for any good IP. In the West we have Game of Thrones, that’s kind of a period of turmoil, if you will. Heroes rise and fall. Also, it goes well with fantasy stuff, as seen in Game of Thrones. Based on above what I just said, ultimately we decided this is the period. And it’s not like we had a lot of choices, because that’s where William Adams made his fame.

    This game was actually announced back in 2004, so it’s been in development for quite some time and when you initially announced it, you said that you were working on a script with Akira Kurosawa. I’m curious how much of that original script, how much of that collaboration, still exists within the Nioh that we’re seeing right now.

    Well, practically, it just crashed, and we started again from square one. You can say that this game is entirely original and independent from that of Kurosawa’s unfinished script, yet the basic concept is there and the first blonde samurai, the Sengoku era, the very fundamental elements are still there.

    Initially Nioh was supposed to come out in 2006, and then three years went by and we heard from Nioh again. Can you talk about what the development process like was during those early years? Whether or not development on Nioh was consistent, whether or not you back-burnered it for a little while, and what brought you back to it?

    The original creator of this Nioh game concept was from our president and CEO Kou Shibusawa. He’s always had strong feelings towards this game. He was very persistent and you could almost say that he’s… Well, I wouldn’t want to use the word obsessive, but he had his principals and the earlier phases of the development obviously did not live up to that standard. For me personally, to join the Nioh project, it was roughly three years ago and since then the project was assigned to Team Ninja, and since it was assigned to Team Ninja the vision became clearer. Aside from the earlier ideas Shibusawa had about this project, eventually it became clearer that it needs to be an action game. It had to be challenging. Eventually he agreed to that and gave us the green light.

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    You said that when you came in on the project you decided that it had to be an action game. What kind of game was it before you decided to change directions? Was it a different genre?

    From what I know, initially it was meant to be a Japanese RPG title. Sometime later, because it was handed to Omega Force, the plan resembled more of a Warriors game. He only jumped in three years earlier. Those were the different possibilities on the side.

    Aside from the fact that it was meant to be a foreigner struggling to become a Japanese samurai, aside from that point everything was kind of up in the air three years ago. Not like there was a visible game. Obviously from there, once it was decided that it was meant to be an action game for it to be challenging, they decided that they needed powerful enemies. And powerful enemies–naturally they thought of the yokai from the Japanese folklore. That’s how it evolved into the form that you see today.

    Can you talk a little bit about the decision to bring Team Ninja in on the project and how their involvement evolved and changed it from what it was when you started?

    I thinks it’s just in the end, that’s what Team Ninja excelled in. Making satisfying, challenging action game. That’s how the project was eventually handed to them.

    Do you feel a lot of pressure in delivering the final game? By the time it comes out it’ll be thirteen years since it was announced. Do you feel a lot of pressure?

    Now that you mention that… It’s not like I’ve felt it until now, but now that you mention it… Yes. There is and there should be a level of anxiety, I believe, partially because it’s been so long and secondly just because we’ve been so encouraged by our fans. Though we probably should be a little fearful … But then again, because we’re proud of all the efforts we’ve put in in order to give the players what they want, and because we also take pride subjectively in what we have created, we’ll keep on doing our best and we think the final product will be awesome.

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  • The Best Trailers From TGS 2016

    TGS 2016 brought us a multitude of exciting new trailers for some of the most anticipated games. Below you can find a collection of the best trailers we saw at this year’s show.

    What was your favorite trailer from the show? Let us know in the comments below. For more on TGS 2016, click on the stories below or check out our roundup of all the biggest news to come from the event.

    Final Fantasy XV

    The latest Final Fantasy XV trailer gives us a glimpse of the epic drama set to unfold in this much anticipated entry of the long running RPG franchise.

    Watch Dogs 2

    Watch Dogs 2’s newest trailer gives us a stylish look at all the action-packed activities we’ll be doing within its open world rendition of San Francisco.

    Nier: Automata

    The latest trailer for the sequel to 2010 cult classic Nier has left us yearning to know more about its mysterious characters and bleak post-apocalyptic world.

    Nioh

    Aside from its tense Dark Souls-inspired combat, Nioh has a more cinematic side to showcase in its narrative; a side we finally got to see a bit of in the trailer above.

    Gravity Rush 2

    Gravity Rush 2’s whimsical world and gravity defying acrobatics continues to captivate us; the latest trailer offers more of what we can expect to see in this upcoming adventure.

    Dragonball Xenoverse 2

    The quality and detail of the fan service offered in the Dragonball Xenoverse 2 trailer above is more than enough to get us excited for this upcoming fighting game adaptation of the much beloved anime series.

    World of Final Fantasy

    World of Final Fantasy is a light-hearted spin-off of the much beloved RPG series that tells the story of a brother and sister looking for their mom, while along the way encountering some of the series’ most iconic characters.

    Resident Evil 7: biohazard – TAPE-2

    The trailer for the second demo of Resident Evil 7: biohazard has us both thrilled and terrified at the thought of playing the upcoming sampler; and it’s not even a part of the main game.

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  • You Could Win This Custom ReCore Xbox One S From Microsoft

    To celebrate the recent launch of ReCore, the team at Xbox UK built a custom Xbox One S themed around the game. The console itself sports a yellow design, featuring Mack the robo-dog on the front.

    There is a matching yellow controller with main character Joule on the left-hand side, with the Recore name on the right. You can win the system by retweeting this tweet and following @XboxUK. You can also enter the giveaway on Facebook to double your chances of winning.

    RT and Follow for your chance to WIN a one-of-a-kind custom @ReCoreGame Xbox One S! pic.twitter.com/AAsEPVbGNX

    — Xbox UK (@xboxuk) September 16, 2016

    You can see the full terms and conditions for the giveaway here. One important thing to note is that since this is an Xbox UK promotion, it’s only open to people 18 or older who live in the UK.

    ReCore was released on Tuesday, September 13, for Xbox One and PC. Its release is not only notable because it’s a new game from Mega Man and Dead Rising designer Keiji Inafune. The game is also the first title in Microsoft’s highly touted Xbox Play Anywhere program.

    For more on ReCore, check out GameSpot’s review and what other critics are saying.

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