Chapter 626: Going to Japan Again

In fact, in Jester's opinion, Yosuke Sayaya's "Ninja Dragon 3" still has something to praise.

Of course, it's a loss.

Games don't happen if you work hard.

"Ninja Dragon 3" is not Yosuke Sayaya's first "Ninja Dragon" series, the previous "Ninja Dragon: Sigma" was made by him, but the problem is here, when Yosuke Saya was making "Sigma", Sulfuric Acid Face was still a project that was still being opened by the Pants Demon, and according to the dictatorial character of Sulfuric Acid Face, Saya Yosuke must have been strictly supervised by Sulfuric Acid Face in the development process of Sigma.

Basically, the game is done exactly according to the idea of the sulfuric face.

Of course, this is also the reason for the success of "Ninja Dragon: Sigma", the creative thinking of sulfuric acid face is indeed suitable for the development of this type of hardcore action game.

And Yosuke Hayaya, who became famous at a young age, entered the ninja dragon development team in his early twenties, and went through the development process of all the series of the new "Ninja Dragon", such a person, would he not want to integrate his ideas and opinions into the game?

Of course it is impossible.

Yosuke Saya is a player, and many of the designs he considers from the perspective of a player, and in "Ninja Dragon 3", you can experience such a feeling everywhere.

That's for the Ninja Dragon series.

"Ninja Dragon 3" is too young.

and the previous "Ninja Dragon" work,Except for the characters,There is almost no similarity.,That's why this work,The reason why players will be crazy about it.,Actually,For Yosuke Hayaya,,This is not "Ninja Dragon 3", but his "Ninja Dragon 1", he wants to rely on this work. Completely get rid of the previous sulfuric acid on the face of his effects.

A work that belongs to him.

When people talk about him again, they don't always say that, oh, he, the little brother of Itagaki Companion, a promising young man.

Instead, he said, Yosuke Hayaya, the producer of "Ninja Dragon 3", a very good designer.

As a matter of fact. Now like a pool of stagnant water in the Japanese game industry is indeed very much in need of people like Yosuke Saya who have ideas, hard work, and courage to reform, if the Japanese game industry really continues to degenerate like this, maybe it is really like Keiji Inarifune said, the world game industry, there will no longer be a place for Japanese games.

Of course, facts and ideas backfire.

It was precisely because of Yosuke Hayaya's arbitrary behavior that the series "Ninja Dragon" was completely ruined.

Countless "Ninja Dragon" fans can't wait to eat meat. Drink its blood.

And the gap between him and the sulfuric acid face before, as many people say, one is a mortal who works very hard, and the other is a genius with outstanding talents. And a mortal, in a field like game development, which requires great creative power, will never be able to beat the status and level of genius.

Sometimes, a game with a fixed style is already fixed. When you suddenly make a big change in style, it's very likely to offend the old players before, for those hardcore games. This is especially true because these fans are extremely picky.

Of course, according to Sulfuric Acid Face, he has a good relationship with his younger brother, and even said that the younger brother recognizes him as a big brother, and he asks the younger brother to cut whoever the younger brother is.

But in fact, it can be known from "Ninja Dragon 3" that this is completely sulfuric acid face bragging.

Because the younger brother mocked "Ninja Dragon 1/2" in "Ninja Dragon 3", there are too many places to ridicule the sulfuric acid face, and the person who can do such a thing to his mentor can't be what the sulfuric acid face said anyway, he has a very good relationship with the younger brother, of course, according to the character of the sulfuric acid face, it is not excluded that he may despise the little brother for saying or doing very excessive things.

Actually, Yosuke Sayaya's idea of game design is indeed very different from that of sulfuric face.

For example, in "Ninja Dragon 3", Yosuke Saya has set up a lot of system reminders, such as prompting routes by the joystick, and other things that are much more humane than the previous two generations, he is using a normal person's thinking to design a game for a group of abnormal people, how can this idea succeed? You have to know that the person who can bring the dead and alive of the love of the "Ninja Dragon" series can be a normal person?

And what about the sulfuric acid face?

He's just a pervert.,He designed the game to abuse the player for fun.,How difficult to come.,How to make the player feel uncomfortable.,How to kill the player more cruelly.。

After the sulfuric face has already defined the name "Ninja Dragon" as this extremely difficult style.

Do you want to change that style and make the collection more enjoyable? That's just a wash, wash and sleep, because the audience of ACT games will always be a small part, and those who don't like ACT games will not play your game just because your difficulty is reduced.

Of course, according to ninja dragon fans, Yosuke Saya ruined the brand "Ninja Dragon" is an unforgivable sin, and he should apologize.

"Shadow Blade" was developed smoothly during this period of time, and the first version of the trial DEMO was officially released, Itagaki Companion Letter for this short ten-minute process of the DEMO in these months can be said to have worked hard, Jester also gave a very high evaluation after the trial experience, the difficulty is indeed a little difficult, even the lowest difficulty, if you want to clear the customs of the smooth lì, it is very challenging.

Moreover, in some of the game's levels, Jester can also experience the slow malice of Itagaki Companion to the player.

Often in some players finally dodged a series of enemy attacks, thinking that when they arrived in a safe place, there will suddenly be a trap in this place, if the player reflects slowly, basically directly GAMEOVER.

To be honest, this level design is a bit similar, the most difficult side-scrolling version of the universe that later players spoofed "Cat Leo", which is full of a lot of such malicious designs, although Jester doesn't like this way of level design, but I have to admit that sometimes it's fun to die in a very unexpected way.

This is also a 2D picture table xiàn that restricts the designer's design ideas, and there are many very interesting designs that cannot be displayed in the 2D scene.

Jester and Itagaki had a discussion with Itagaki during their break about how you would design the game Shadow Blade if you were given a 3D scene, and Itagaki was interested in this topic.

Some of the ideas in it, in the eyes of Jester, who has seen the works of the peak of the sulfuric acid face, can only be said to be very rough, and it is not even as mature as Keiji Inifune's work "Ghost Warrior", which opened a new ACT game, and "Devil May Cry", which established the design rules of all 3D action games by Hideki Kamiya, of course, these two games are also works that will appear ten years later for this era.

And the current Itagaki companion is just a young maker who is in charge of the development of a game for the first time.

People who have not experienced the tide of 3D games, especially Nintendo's baptism of how to make 3D games one after another, will not have such a perfect 3D game production thinking.

So, the idea is crude and naïve, which is also completely understandable.

Jester didn't correct Itagaki Companion's crude and childish thoughts, not that he didn't want to, but he felt that pulling out the seedlings to help them grow was actually not a good thing, and it was still a bit too early to say this, when Itagaki Companion had experienced countless games of baptism, he would naturally have his own understanding, which was much deeper than telling him.

Even, even if he told him what the future of 3D action games would be.

Maybe because of his own identity, Itagaki Companion will think that this is good, this is wonderful, but in fact, many game ideas, in addition to being based on the designer's ideas, still have to be built on a powerful function, how much function, the designer can dig out what kind of effects and functions such a function can design.

The two go hand in hand.

Many of the design ideas for action games that I said were designed after the PS2 era.

If you say this to the other party, the other party may only praise your bold ideas, and will not say anything else on the surface, but in fact, in your heart, you may not be able to complain that you have no IQ.

Jester didn't want that.

Although it is said that the DEMO version of Itagaki Companion's "Shadow Blade" has been made, and after reading it, Jester also thinks it is good, and further development can be carried out, but this is not a project of Mars Entertainment, it is not Jester's final say, this is a project of Sega, and whether this DEMO can continue to be developed is up to Sega to decide.

After all, Jester promised Sega that the development funds for the two games were provided by Sega.

Originally, there was no need for Jester to go in person, but because Yu Suzuki had returned to Japan during this time, the task assigned to him by Jester before was to form a combat system design team, because there were not enough people in Mars Entertainment in this regard, and Suzuki Yu was not familiar with it in the United States, so he had returned to Japan during this time and was going to find some backbones in Japan to form this combat system design team.

So, Jester was eager to talk to Yu Suzuki about how his design team was preparing.

So, he decided to go to Japan himself.

It just so happened that the demo of "Shadow Blade" was also handed over to Sega, and after Sega reviewed it, he could send a message directly to Itagaki in Japan, asking him to start the official production of the game immediately. (To be continued......)