Chapter 631: Iron Fist

And make a product that can declare war like your favorite.

For a game developer, that's what excites them the most.

And Itagaki is not a person who likes to hide his love, so he asks Jester about the game in the first place.

Jester thought about it, and he thought that it was okay to sue Itagaki Companion now, after all, he had decided to let Itagaki Companion directly develop this fighting game against "VR Warrior" after developing "Shadow Blade".

"The name of this game is Tekken, I told you before."

Jester also nodded, and said bluntly to Itagaki with an excited face: "But you still can't develop this game for the time being, I need you to carefully study every part of "VR Warrior", analyze what advantages this game has, and if we also want to make a game against them, what do we need to do better to make players choose us." ”

Jester paused slightly.

"Itagaki, you have to know that for fighting games, people's old-fashioned mentality is very big, why our Street Fighter was able to dominate the arcade market before the advent of VR Fighter, in addition to the fact that we really put a lot of energy into this game, and more importantly, we were the earliest, and we already had a large number of fans before our competitors came out."

"And our competitors, there is nothing better than us in terms of the game system, and even almost all the rules of this type of fighting game are formulated by us."

"In this case, our Street Fighter will be able to go unstoppable."

Hearing Jester say this, Itagaki also nodded, his boss said. Exactly what he had thought.

"And why was "VR Warrior" able to easily snatch the arcade market from us as soon as it came out? Quite simply, they've made something completely different from ours, whether it's 3D graphics, or real fighting genres or whatever, in short, players are tired of the flashy and exaggerated fighting in 2D, and they want to play something real. ”

"Of course, it cannot be ruled out. VR Warrior is a great game, and I'm not telling you a lie. Jester laughed.

After laughing, Jester's tone became stern again.

"So, I need you to tell me, if I ask you to make a game that can beat VR Warrior, how should you make it, only when you are clear about this, can this game be directly established." said. Jester seemed to remember something.

After hearing his words, he added another sentence while frowning and thinking about it.

"But there is one thing I have to warn you of, although Yu Suzuki is now in our development team helping me make zuò games. However, Sega's sequel to VR Warrior has never stopped, and I got very reliable information about the AM2 development team that Yu Suzuki had cultivated before. Work is underway on the development of VR Warrior, which was agreed by Yu Suzuki. ”

Of course, Yu Suzuki was not involved in this plan. If he doesn't come to help me develop this game, I'm afraid you'll have to face a new game from Yu Suzuki. ”

Hearing Jester say this, Itagaki was also taken aback.

However, after hearing that this new "VR Warrior 2" did not involve Yu Suzuki, he was also secretly relieved.

After sending away Itagaki Companion Letter, Jester couldn't help but think of the original historical "VR Warrior" series, in this world, after Yu Suzuki developed "VR Warrior" years in advance, it seems that this series has continued along his original trajectory.

In the original history, Yu Suzuki was actually only involved in the development of three works of "VR Warrior".

They are the first work of VR Warrior, the sequel to the most successful VR Warrior, and VR Warrior 4, which he developed with atonement for Shenmue's failure.

Some people may be a little surprised to see this.

Why didn't Yu Suzuki participate in the development of VR Fighter 3?

Actually, it's very simple, because at that time, Suzuki Yu was making every effort to tackle "Shenmue", how could he have time for the development of "VR Fighter 3", Sega had no choice, but could only hand over someone else to be responsible for this Sega ace product at that time, and the ending of "VR Warrior 3" was not very good, he was not as successful as the previous two games, and even Suzuki Yu himself was very dissatisfied with the three generations.

Because the tsuruto added a character who uses sumo wrestling as a fighting role without his consent at all.

You know, how important was "VR Warrior" to Sega at that time? In an interview with a reporter, Hayao Nakayama said with great confidence that even if we don't do anything now, our cash reserves can ensure that we can live like this for seven years.

Therefore, at that time, Yu Suzuki refused to develop "VR Warrior 3", and also translated the development of "Shenmue", and Sega had no choice, because Yu Suzuki had too much credit for Sega because of the "VR Warrior" series, so he could only agree, however, Sega was not without other preparations, because "VR Warrior" was too important.

Therefore, at the beginning of "Shenmue", which was not called this name at the time, when it was called "Crystal Chapter" or "Xuanfeng Ji", when the DEMO development was carried out, Yu Suzuki led some newcomers, and his background, the AM2 development team, was in full swing The development of "VR Warrior 3" was in full swing.

Thinking of this, Jester couldn't help but laugh a little.

I don't know, in this world, the "VR Warrior" series, which has changed the production of zuò people, is it still like in history, there is a big violent death?

Jester wasn't sure about that question.

I can't think of any specific answer to this question for a while.,I can only wait for the official release.,After comparing the real chapter.,He looked at the cassette of "Shadow Blade" that Itagaki sent to him.,He was a little interested in this game.,Anyway, it's about to be dinner time.,Just use this time to experience for yourself.,Does this game have the quality of its own name.。

Jester hadn't played the game before, but he had seen the demo from the development team, and he thought it was quite interesting.

During the development, Jester told Itagaki about a lot of Koji Igarashi's classic settings when he was developing "Castlevania: Nocturne Under the Moon", so this game is still somewhat similar to "Under the Moon" in terms of some level layout and prop collection, but that's all.

From the emphasis on the effect of severed limbs, Jester can see that the game style is very heavy Itagaki Companion, and of course, the game is also very difficult.

In fact, it seems a little inappropriate to say that it is difficult.

It can only be said that it is a matter of adaptability.,When this game was designed,Jester didn't discuss it with Itagaki Companion Letter.,After understanding the designer's idea,,In fact, it's not difficult to play any game.,So,After Jester died a few times at the beginning.,After starting over,A little bit of adaptation.,It took almost no effort to pass a few levels.。

It's not a masterpiece, but it's really good.

According to Jester's estimates, selling one million units on the MD platform, although I dare not guarantee the quality of the game itself, because the share of the MD platform is less than that of Dreambox2 after all, but it is still very possible to add your own name to guarantee it.

Because the game is really fun.

In fact, the problem of the difficulty of relational action games has been debated by players almost from the birth of Super Mario in '84 to more than 30 years later.

In fact, action games are difficult only because the player doesn't understand the designer's intent.

When the gamer understands the designer's design intent, this game, no matter how difficult the game, can not be called difficult.

Why?

Take the four major ACTS of ninja and demon war that players often say later, that is, "Ninja Dragon", "Devil May Cry", "God of War", "Bayonetta" These four games, generally speaking, "God of War" and "Bayonetta" will not participate in the consideration of difficulty, because these two games are indeed not too difficult, of course, for "Ninja Dragon" and "Devil May Cry".

The selling point of these two games is also not here.

These two games, in the combat action game, belong to the category of experiential action games.

Of course, since we talk about combat action games, there are naturally non-combat action games, the most famous of which is the beloved Mario series and the generation of masterpieces "Crash Bandicoot" by the rise of Naughty Dog.

From the perspective of action design alone, God of War is indeed not very difficult, but he is strong in the cinematic and extremely powerful experience, which is unmatched by other games. So "God of War" is to take the experience to the extreme of action games, and they know very well what kind of players they are doing for them: "Since I don't plan to only target the core players of action games, then I will do the experience, not only the experience of action, but also the experience of the game for you to the extreme!" ”

This is the most suitable action game mode for mass players, because you don't need to think too much about it when fighting, you can blindly experience it refreshmently, and Musou games can actually be counted, so Musou games have always been very popular, easy to do and suitable for the public, such as "Warring States Basara", "Three Kingdoms Warriors", etc., many arcade games back then were this way of thinking. (To be continued......)