Арки открыли американское отделение в Калифорнии и постепенно устанавливают более тесные связи с западными фанатами. Сегодня, например, будет стрим, на котором будут задавать вопросы Кидооке:
За последнее время было несколько интервью с Дайске, Мори и президентом компании Минору Кидоока.
Интервью интересные, вот ссылки и выделю несколько моментов.
1. SRK interviews Arc System Works, Part 1: Ishiwatari, Mori, and Kidooka talk about BlazBlue: Cross Tag Battle & relations with US fans
2. SRK interviews Arc System Works, Part 2: Ishiwatari, Mori, and Kidooka discuss Guilty Gear and company strategy
К юбилею готовят что-то интересное:
Woocash: We’re starting to see companies like Capcom bring out their old games in Anniversary Editions, and this is ASW’s 30th year. Are there any plans for something along those lines? For instance, there’s still a very active GG Accent Core community, but there’s no PlayStation 4 version. Fans would love to see that game specifically done in GGPO netcode.
Kidooka: As you mention, it is the company’s 30th anniversary, not so much highlighting or singling out one game, but it is important to have some kind of celebration of what ASW is. That might be Accent Core, but not necessarily. But the exact date of the anniversary is May 12th, so we would like to have something to present of some news by that point in terms of anniversary editions, etc.
Ishiwatari: Please stay tuned!
Дайске размышляет о том, чтобы сделать ГГ более "доступной" для новых игроков, но в то же время сохранить "дух" ГГ для уже сложившейся фанбазы. Ничего конкретного на данный момент, но его мысли работают в данном направлении:
Woocash: Switching to Guilty Gear, I know there’s a patch out now, but fans are still eagerly waiting for the next thing. What’s next for the series?
Daisuke Ishiwatari: As for Guilty Gear’s future… I think, for the franchise, one of themes of it is preserving the feeling you’d get while playing the previous versions. But what that does at the same time, is it creates a prerequisite for new consumers or fans who want to join the community, it creates a large wall. One large theme that I have right now is that previously, I wouldn’t mess with that sort of fundamental feeling or structure of Guilty Gear, but I’m experimenting a little bit with how we can explore a way to kind of level the playing field for new fans who might want to be part of the community.
I don’t have anything specific to tell you right now, but it is a current theme of mine, and investigating and exploring what we can do to make everyone happy. As developers of the Guilty Gear franchise for so long, I think it’s safe to say we understand fully what Guilty Gear is and what it represents and what we want fans to feel when they play it. But in transitioning to the next era of Guilty Gear even, what we strive to do is making especially a lot of older fans feel when they first hold the controller is: wow, is this really Guilty Gear? Am I playing GG right now? But upon diving deeper, they realize: okay, this is GG.
So I think we want to go for a little bit of that freshness, and that’s kind of the [goal] right now.
Woocash: A little bit of old and a little bit of new?
Ishiwatari: Yeah, I’m really trying to go back to the origin, derive GG’s fundamental core and rethink how it should be presented. Not just the core of GG, but the core essence of fighting games in general, and rethink GG from that perspective.
3. Daisuke Ishiwatari, creator of Guilty Gear, opens up about Arc's legacy, his crazy inspirations, and the Switch
В интервью сайту Деструктоид он был ещё более откровенен:
But there is a little more to that story I think, at least in terms of the bigger picture. I've always seen Guilty Gear as sort of a niche series for a hardcore audience, and asked him how he felt about that assessment. His response ended up being perhaps the most telling and intriguing piece of information from my entire chat with him: "After releasing Guilty Gear Xrd Rev 2 it's clear what we need to improve on. The key is to win over more users because of the complex controls. But if we implement everything the game will no longer be Guilty Gear. It's hard to balance out all the improvements. One thing that we have to do in the next installment is to reduce the number of systems [mechanics]; it's too complicated for everyone. You can expect that in the next game."
4. Arc System Works talk fighting games on PC, and why none of their male fighters have nipples
В интервью ПКГеймеру была затронута тема важности кроссплея:
Wes: Is developing for PC still a challenge for the team, or is it as easy now as developing for PS4, arcade?
Mori: In terms of the development on PC, creating a 1:1 clone of any game, it's been pretty standard inside of our team. It's no more or less difficult than developing for any other platform. The biggest challenge right now is making them talk to each other across platforms. That's been a big theme.
Ishiwatari: Each platform has its own quirks and its own fanbase, and we have many micro communities, where if you add everyone together we should have a pretty big community, but it's hard to get everyone matched with everyone else. I think a big bottleneck of fighting games is when you want to play but can't get matched with someone of a similar level. We have five different populations across five different platforms. Of course there's the technological barrier and difficulties of that, as well as the politics.