Chapter 627: Minoru Nagashi

Although "Shadow Blade" was not designed by Jester.

However, in terms of the design of hard-core core games, Jester also thinks that in addition to being well-informed, he is not as talented as Itagaki Companion Nobu, who is still a little young even now, but has shown his talent, and has far more talent than others in this kind of game, and even said a word that is not self-humble, even if it is to let Jester make a core-oriented game by himself.

I'm afraid it's hard for him to make this level of "Shadow Blade".

As for the review of the Sega company, this is also an inevitable thing, this game is indeed not a super masterpiece, but as a boutique game, there is no doubt about it.

And Sega's evaluation after seeing the demo is similar to what Jester himself thinks, "Shadow Blade" did not surprise them much, after all, this is Jester's game, they have already gotten the news before, this time Jester gave them the first game of zuò, it is a very Sega-style ACT game, originally Sega, and also expected Jester to do as if he was doing an American RPG before, and give them a work that can be compared with "Outlander Requiem".

As a result, what they saw was Shadow Blade.

It's impossible to say not to be disappointed.

At that time, this is not to say that "Shadow Blade" is bad, whether it is the style of the picture party, or the refreshing course of the fighting, or the grasp of the difficulty, it is very satisfactory to the people of Sega, but the problem is here, they feel that this game is too 'Sega', if outsiders don't say it, I'm afraid many people won't think that this is a game that Jester wants to do.

Because there is no such thing as Jester's previous style.

It's not that Jester's style is special, on the contrary, Jester is known to be versatile and capable of mastering almost every genre.

Even if it was previously recognized as the most difficult American RPG to develop, Jester can do it with ease. Not only did it develop a game that sold well in terms of sales and word of mouth, but it also won the first Game of the Year award.

It was a surprise to people who weren't optimistic about Jester before the game's development.

However, Jester's style is new, that is, no matter what game he makes, it will always be different from the kind of games that other people make, and it can make people feel that this kind of game can still be done in the same way. Something like this, but on the DEMO of "Shadow Blade" that they just watched, they obviously didn't feel this way.

They just felt that it was a very good, very 'Sega' style game.

That's all.

The quality of the game is not to be said, although there is a bit of a gap from what the Sega people wanted before, but they still agreed to the next development plan, and injected funds into the subsequent development of "Shadow Blade" according to the investment criteria agreed in the previous agreement.

Jester was also notified by Sega as soon as possible.

And. Sega also complained a few words to Jester and said some of their thanks, but Jester also smiled and didn't say anything.

"Shadow Blade" will be a joint production between him and newcomer Itagaki Yushin, which Sega knows. But Itagaki is a genuine newcomer, and before that, he had never served as the producer of any game, so. In Sega's view, this time Jester just wants to focus on cultivating this young man who he is very optimistic about. will give her this position.

And I would never have thought that in fact, "Shadow Blade" was designed by this young man.

Not only would Sega not think of it, but maybe after a few people in the development team of "Shadow Blade", even within Mars Entertainment, not many people can know the inside story.

Of course, Jester won't tell the truth in front of Sega's people, he just said very modestly, because he wants to challenge this kind of hardcore game this time, so he is a little rusty in design, referring to a lot of Sega-oriented games, so there will be no previous style, but he also admits that this kind of game is indeed very difficult to design.

He also admires Sega's ability to devote a lot of people and experience to the development of these kinds of games.

Because it's not easy to make such a game fun and outstanding, and the sales that can be achieved in the end are not too surprising.

Sega didn't say anything.

In fact, their main profit point is in the arcade, and even the development of their new console is closely related to the arcade, and they don't want to say anything.

However, even if they don't say it, Jester knows that because of the original history, Sega's SS was promoted as a gimmick by being able to perfectly portport their previous arcade games, and at the beginning of the SS generation, it did play a very good role.

After all, in the United States, there are few fans of Sega arcade games.

Being able to play an arcade game that was previously only available in a smoky arcade hall at home was a dream for many people, so as soon as SS landed in the United States, it was overwhelming.

But Jester also knows,This is not a long-term solution after all,Game consoles are still supported by good games,No good games,No matter how good the game console is, it's useless,It's like Sony's PSV,On whether the machine can only explode3DShow many generations,But the sales compared to 3DS,But it was killed by an unknown number of times,It's not an opponent of several orders of magnitude at all,And 3DS's function is not PSP strong,That's a question mark first。

The failure of SS in the North American market is precisely because they have too few works other than arcade portions.

And it is precisely because of the transplantation of arcade games that Sega will be so stretched in the design of SS, and it will use too much force in the 2D picture, and in the 3D picture, there is not enough force, which caused the end of being pressed on the ground by PS in the later stage.

Therefore, for Sega's strategy, Jester feels that it can be referenced, but it will definitely not be used for reference.

Because the next generation will be dominated by 3D games, this is an established strategic plan, and it will never change, but this kind of porting of guò arcade games to the early stage of the new console, the way to quickly open up the situation, is indeed very desirable, and, in the next generation, if nothing else, the most important opponent of Mars Entertainment is Sony.

Compared to Sony, arcade machines are things they have that they don't have.

In the next next-generation battle, at the beginning, a certain lead will be established, as for Sega, although Jester is still not sure if they are still as he knows about the development direction of 2D effects, but from his analysis of Sega, it is very likely that Sega will do so.

And if Sega really does.

Then, there is really no possibility that Sega will survive to the end in the decisive battle of the next generation.

Because 3D is the future.

This is not going to change, and to miss it is to miss it.

After meeting with Sega, Jester went to meet with Hiroshi Suzuki again.

Yu Suzuki has worked very hard in the past few months since he returned to Japan, and he persuaded Hayao Nakayama to transfer all the backbones who had been working with him on VR Warrior in AM2.

Of course, it was not to leave Sega, but to be sent on a temporary secondment, and unexpectedly, Jester also saw a fighter for Sega who was still very young in the few people transferred from AM2 by Yu Suzuki, but in the future, he became a veteran of Sega, and in the post-Suzuki Yu era, he carried Sega's difficult staggering forward.

Minoru Nakoshi.

This is really a legendary figure, a close disciple of Yu Suzuki, the maker of the "Like a Dragon" series, loyal to Sega, who may not have followed his teacher through Sega's peak, decline and almost demise, and he may not have been able to develop such a great work as "Like a Dragon".

Of course, he is still an extremely optimistic young man.

He is also a great admirer of Jester, and the first thing he did after seeing Jester was to cheer happily, and then hurriedly took a piece of paper and brought it to Jester, hoping that Jester could give him an autograph.

Under the scolding of Suzuki Yu all the time, Minoru Nakoshi touched his head and laughed a little embarrassed.

And Jester smiled and signed his name.

"Jace, after I took a closer look at your development plan, I realized that you have to go much further and deeper than I thought." Yuki Suzuki sighed when Jester arrived at his office.

"Oh?"

Jester didn't understand what Yu Suzuki meant, and he asked with some confusion.

"Actually, it's nothing, after I developed "VR Warrior", I actually had an idea, that is, I wanted to give Yuki Crystal a separate RPG work to introduce his growth, think about it, a teenager who has never known boxing, and the story of growing up to be a generation of Bajiquan masters, isn't it interesting? I've figured out the name.,It's called "Crystal Chapter.,But I haven't figured out how to design it yet.,I used to conceive it in my mind according to the current traditional RPG game.,It's not to my heart.。 ”

As he spoke, Yu Suzuki looked at Jester.

"Then, I saw this game plan of yours, and I realized that this is the game I want to make the most of Zuò."

Jester was a little silent after listening.

In fact, many of his ideas for the 'Era' project, or most of them, were first proposed and completed by Yurai Suzuki in the original history. (To be continued......)