Jason Dobson

Breakdown

March 16, 2004

You mention a first-person shooter (FPS) to anyone and images of Doom, Quake or one of the many hundreds of followers will immediately pop into the heads. You mention first-person adventure and resulting image becomes a bit more muddled. Games such as System Shock and Deus Ex helped to define this genre, but even now it still remains a somewhat nebulous concept. Perhaps that is because of our innate need to pigeon hole everything, be it a game or otherwise, into a pre-defined classification so that it can be more easily understood. The first-person adventure game type has not yet been fully fleshed out, as developers are still struggling to define the boundaries of what it means to count a game within a genre that deals with the mechanics laid out in the popular FPS genre, while setting these against a canvas of story telling, platforming and other sub genres. Namco’s Breakdown is the latest title to be labeled a first-person adventure, and while it isn’t perfect, this game makes many great strides to not only make a name for itself, but to also deliver a one-of-a-kind memorable experience wrapped up in an intriguing, yet bizarre story.It begs to be said again, despite appearances to the contrary, Breakdown is not a first-person shooter. In fact, players will go entire stretches of the game without engaging in any sort of offensive situation. This is an adventure game with first-person shooter mechanics made available should the need arise. In fact, the shooting, hand-to-hand fighting and puzzle solving, all play second fiddle to the truly surreal story behind Breakdown. This game tells the story of Derrick Cole, a US soldier badly wounded in combat and revived thanks to secret experimentation. Derrick finally awakens in the Carter Research Centre, a US research facility located in Yokohama, unable to remember his past. It isn’t long before things take a strange turn, soldiers raid the base and Derrick is unexpectedly rescued by a teleporting female soldier, Alex Henderson. But who is she and what is her relationship to Derrick? Both begin their escape from the research center and in so doing things begin to unravel in a surreal and sinister plot.

So what makes Breakdown so memorable? Well, for one thing it tries things that players have not seen before, thereby doing its best to shatter any expectations and preconceived notions laid out by players before tackling the experience. From shimmying across a ledge on the 15th floor of a high rise to tearing off a gas mask from a corpse so you can survive a crawl through a smoke filled hallway, Breakdown does its best to deliver the unexpected. And all of this is done in the first-person, as the game never leaves this perspective for a single moment. The ambitious nature of the developers shine at several points in the game such as these, and it is this that makes Breakdown such a joy to play. It has its problems, but as a total experience Breakdown is not to be missed.

Breakdown plays out as a sort of mixture of western and eastern cultures, with all manner of sci-fi clichA

With the success of Disgaea: Hour of Darkness, NIS has gone from a veritable unknown for many western gamers to being a real emerging powerhouse in the SRPOG scene. Now with one critical success under their belt, the company has decided to localize with the aid of Mastiff one of their earlier works – La Pucelle: Tactics. As the story of a demon hunting girl with an attitude, this looks to be yet another successful outing for the little company that could. Recently we had the opportunity to speak with the Managing Director of Software at NIS, Sohei Niikawa, and took the opportunity to get to the bottom of this upcoming release.

Snackbar Games: Firstly, can you let us know who you are, and what your role you are currently playing in bringing La Pucelle to the North American gaming community?

Sohei Niikawa: I am Sohei Niikawa, Managing Director of Nippon Ichi Software. I wrote the story and the script for the original game, and was the producer of the original Japanese version.

SBG: Can you give us some background on the title, as far as story and characters?

SN: I don’t really want to give too much away here, and even if I did there are enough twists in the story to make it pretty hard to tell all in a few minutes. I think you know about the hero, Prier, a smart mouthed and undisciplined sixteen year old who just passed her exorcism exams. La Pucelle is about her and her buddies, their adventures, what they change around them and how they are changed.

The story is set in an alternate medieval Europe, and has a firm religious/mystical tone. However, the characters’ actions depart from that framework. This is especially true in the case of Prier. I wanted her and other characters to forced to abandon their former, traditional worldview and have a new outlook emerge.

The reason for choosing them to be exorcists is that it was relatively easy to design a fun game with that premise. Having magical powers and using them to fight evil — who wouldn’t get a kick out of that?

Our focus was on providing good gameplay. 3D graphics have improved so much recently that they have drastically changed the ways games look, but it’s the gameplay that really matters!

SBG: The community at large quickly fell in love with Disgaea when it arrived last year. Is La Pucelle directly related to Disgaea: Hour of Darkness, and if so how and where does it fit in the timeline?

SN: Both games were developed by the same team. They are different and separate, but there’s some character overlap. I’m not telling you who they are, but you will know if you play both!

SBG: What has been the biggest challenge in your mind thus far in getting the game localized for American audiences?

SN: Making sure that the North American and Japanese gaming experience were the same.

Working with Mastiff I think we produced a really transparent localization. That is, a game that feels like it was never localized, like it was originally developed for the North American market.

Mastiff took the time to achieve the same kind of subtlety as the Japanese original in English. They went over the script numerous times to get it right, translated the jokes so that the North American audience would have the same kind of chuckles at the same places. They also went to Hollywood and got a team of great voice actors. I don’t think there’s much else anyone could do.

And for fans who want to hear the Japanese voices, there is an option to switch between the two languages. This can be done anywhere in the game, from the Options menu.

We get asked this from time to time…Yes, most of the characters’ names are the same as the original.

SBG: Other than the obvious change in language, was the game altered in any way for the localization, and if so, what was the reason for this?

SN: We did take out a very few things we felt would cause problems in North America. However, we’re talking about a few pretty trivial graphics changes, nothing that in any way affects the game.

SBG: The concept of Dark Portals and Purification, and being able to purify defiled ground and enemies sounds intriguing. Can go into this a bit more, and explain what new play mechanics this introduces?

SN: Purification is an important tool in this game. There are a number of different kinds. Against an enemy, purification allows a demon hunter to get rid of the evil in the enemy’s heart. Repeated purifications will make even the most horrible monster turn good, and when that’s done, they can join the demon hunters’ team. Prier and her A

Spawn: Armageddon

November 21, 2003

What is Heaven? For that matter what is Hell? For years people have been looking to theologians for the answers to these deceptively deep questions, when in fact the answers lurked all the time within the dark recesses of Todd McFarlane’s Spawn. Well, maybe not, but few could argue against Spawn’s profound effect on the way comic books are looked at and appreciated by mainstream media. Now Namco has brought Spawn to the PlayStation 2, Xbox, and GameCube with Spawn: Armageddon. Unfortunately this game feels significantly less inspired than the comic book from which it is inspired.

Playing the tragic hero as always, Spawn lives his afterlife as the unwilling tool of Hell, and its master Malebolgia. Elsewhere, Angels have begun experiments with a substance known as Necroplasm. These experiments have led to the possibility of developing a weapon capable of punching through the interdiminsional planes and destroying Hell once and for all. This weapon is now very close to a reality, and the Angels are looking to this creation as a way to crushing their opposition with a single blow without facing the upcoming war known as Armageddon. The weapon has been test fired already, which has resulted in a dimensional hole being opened to Hell. This has allowed the various denizens of Hell have begun spilling out into the streets of New York City, the weapon’s unfortunate target. Now the Angels need just one more source of Necroplasm to power their next and final shot to destroy Hell. The Angels have fixed their eyes squarely on our very own Spawn, who as hellspawn has more Necroplasm than any other creature on Earth. This, of course much to his chagrin, means he will once again be swept up as a pawn in the eternal struggle involving powers much greater than him. This time, however, his own decisions will either cause or avert the end of the world.

Spawn: Armageddon is a 3d action/adventure title set in the disturbing, yet hauntingly familiar world of the Spawn comic book. The game is set across 30 levels and seven different environments. However, all of this can be traversed in just a few hours, and much of that is forgettable. The environments are bland and uninteresting, and this is mirrored by equally lackluster gameplay. This is not to say Spawn: Armageddon is bad, per se. It just isn’t very good either. This game exemplifies average in an industry where average is possibly the worst label with which to be saddled.

Despite being fundamentally boring, the gameplay exhibited in Spawn’s latest videogame outing is a definite step in the right direction when compared to past titles to bear the Spawn name. It bears more than a passing resemblance to Devil May Cry, as both are centered on seemingly endless combat. However, while Capcom’s action opus featured a deep and interesting fighting mechanic, Spawn’s combat feels tired, slow, and dull. When the primary aspect of any game fails to impress, the entire experience is dragged down. That is Spawn: Armageddon‘s primary flaw.

Spawn begins his adventure with the ability to attack with his axe and chains, as well as the ability to fire supernatural energy at his opponents. As the game progresses new attacks and weapons are made available to help Spawn take on the swarms of enemies out to make this his last adventure. Spawn also has several other abilities to help him, including wall-jumping and gliding through the air with his trademark tattered cape. These moves are all very easy to execute, allowing players to focus on combat and adventuring without having to worry about whether or not a particular maneuver will work.

This is not to say players will have to focus much thought on defeating Spawn’s many enemies. Save for a couple of the game’s bosses, much of the A.I exhibited by the game’s opponents is rudimentary at best. Additionally, despite the numerous types of attacks and weapons available in this game, most of the fighting can be accomplished with pressing the attack button over and over again. Thankfully the bosses do present much more of a challenge, and these encounters inject a much-needed booster shot of fun, excitement, and challenge.

For a game that draws inspiration from such an artistically sound comic book, Spawn: Armageddon is decidedly bland in most of its presentation. While the CG sequences are pleasing, and some of the character models (Spawn in particular) are well done, the environments are all incredibly dull. There are also a host of camera issues that render many scenes in the game a chore to play through. Thankfully, as mediocre as the visuals are in this game, the sounds are all very well done. The GameCube and PS2 versions of Spawn: Armageddon support Dolby Pro Logic II, and the Xbox version takes full advantage of Dolby Digital surround sound. The voice acting (what little there is of it) is also top-notch. The music here is very much heavy metal inspired, including a track by Marilyn Manson entitled A

Ninja Gaiden. Two simple words that summon up images of nostalgia, swordplay, and those horrible, horrible birds. This holiday season Tecmo will be returning to its roots with the long awaited release of Ninja Gaiden for the Xbox. Recently we had the unique opportunity to speak with Tomonobu Itagaki from Team Ninja regarding the game.eToychest: Firstly, thank you for taking the time to speak with us regarding Ninja Gaiden. This is quickly shaping up to be one of the biggest titles this Q4. One of the most interesting aspects of this game is that its story exists outside the existing Ninja Gaiden storyline. Without giving too much away, can you comment on how this game relates to the existing games, if it ties in at all?

Tomonobu Itagaki: Aside from saying, “they’re both the best action game of the time”, I can’t say that we’ve consciously created any similarity.

SBG: Why was it decided to keep this latest game to bear the Ninja Gaiden name so removed from the original trilogy?

TI: The story of the Trilogy was completed back then. I felt that I should not add anything to an already completed story.

SBG: Team Ninja has a tendency to work on whatever platform is the most powerful at the time, and to seldom work on ports to other system. Will this tendency hold true for Ninja Gaiden?

TI: The most important thing for us is the quality. For this reason, I don’t like porting to other systems. I feel this decreases the quality.

SBG: One of the most secretive, and yet most eagerly anticipated aspects of Ninja Gaiden has been its LIVE component. Would you care to share any tidbits about what players can expect from Ninja Gaiden’s online capabilities?

TI: We’ll be holding a worldwide event called “Master Ninja Tournament”. This tournament will determine the most powerful Ninja in the world.

SBG: Ayane from the Dead or Alive series has been seen in some of the screenshots that have been showcased for Ninja Gaiden. Should we be on the lookout for other Dead or Alive connections? Conversely, could any of the new characters in Ninja Gaiden make their way into future Dead or Alive titles?

TI: Given the fact that the same producers are working on both Ninja Gaiden and Dead or Alive series, there will be some similarity with the look and feel. It’s like the relationship between the two famous anime series by Reiji Matsumoto, “Space Pirate Captain Harlock” and “Galaxy Express 999”.

SBG: Is Ninja Gaiden still on track for a release this November? Do you see any possible roadblocks that could keep the game from missing this target date?

TI: What do you think? (laugh) First thing first, my main goal is to create and release a game that will fulfill the players’ highest expectation. Having said that, the game is scheduled to be released this Christmas season…

SBG: Can you comment on any of the other features Team Ninja is incorporating into Ninja Gaiden? Will it have HDTV support, customizable soundtrack, or downloadable content?

TI: Of course it’s going to be HDTV compatible. Customizing the sound track in this game is not appropriate to this title. I can’t comment on the possible download contents right now.

SBG: It was recently revealed that the original NES trilogy was an unlockable feature in Ninja Gaiden? Can you comment on how Team Ninja came to the decision to include these classic titles? Can you give some hint as to what gamers will have to accomplish to unlock these games?

TI: Overwhelming requests from the old fans of the game from 15 years ago helped us make the decision to include it. Do you realize that it’s no longer a hidden unlockable item since the public knows about it?(laugh)

I’m not giving you any hint but if my memory serves me well, if you do something in the game you can obtain the old game.(just kidding)

SBG: Much of the game’s design looks very original from what we have seen thus far. Can you comment on some of the inspiration behind this game?

TI: When you have worked on fighting games for so many years, you suddenly get the urge to make a single player action game. That’s how this project started.

SBG: Lastly, I want to thank you for talking to us regarding this exciting title. I know all of us and our readers are eagerly anticipating Ninja Gaiden’s release. Is there anything you would like to add before we leave you?

TI: We’re in the midst of the final development battle because we’re squeezing in all of our ideas into this game. You should be happy to know that our motto is to never compromise at the expense of lowering quality.

Some people like their horror sprinkled with zombies, while others like their horrific video game experiences taken with more abstract monstrosities. Still others prefer a much more subtle, more sinister, more frightening experience. That is where Tecmo’s critically acclaimed Fatal Frame excelled. Recently we had a chance to speak with Tecmo’s Keisuke Kikuchi about that game’s upcoming sequel, Fatal Frame II: Crimson Butterfly.

Snackbar Games: Thank you for taking the time to speak with us regarding Fatal Frame II: Crimson Butterfly. Before we begin, can you let us know what your role is with this project?

Keisuke Kikuchi: My name is Keisuke Kikuchi and I’m the producer of both Fatal Frame and Fatal Frame II: Crimson Butterfly. My responsibility is to set the game direction and lead the team.

SBG: Thus far you all have been pretty tight lipped on the story behind this game, which is understandable. However, are you now in a position to talk a bit about this game, and where you intend to take gamers with this sequel?

KK: Fatal Frame II is a story of twin sisters who found their way into a village that suddenly disappeared during a festival. The twins will face many deadly terrors.

Will Mio protect his sister Mayu and escape from the village? Here is the prologue so that you can understand the storyline:

Mio and Mayu have come to visit a place where they spent a few summers during their childhood. It is a secret play area nestled in a small canyon that looks like a charming little garden. The secret spot has not changed at all. This small mountain area will go under water after the summer when a nearby dam is filled.

While passing the time away, Mio remembers the incident where her sister Mayu was injured…They were briskly coming down a mountain trail after staying there too late into the evening. Mayu was calling Mio while breathing heavily. “If you don’t hurry, I’ll have to leave you here!”, said Mio. Mio would turn to see Mayu time to time as if she was making fun of her sister. Suddenly, there was a short scream and the sound of something sliding down. “Sis, are you okay?”, she uttered as she approached the small embankment next to the trail. Her heart began to beat louder and faster as Mio looked down the embankment. Her big eyes began filling with tears.

While contemplating on this memory, Mio has lost track of Mayu who is nowhere to be found. She looks for Mayu frantically and finally sees her chasing after a glowing crimson butterfly. It’s leading Mayu deeper into the woods.

Mio chases after Mayu. As they travel deeper into the woods, Mio catches up and begins to notice a woman in a kimono slowly overlapping the rear view of Mayu. In a hallucination-like state, Mio reaches over and touches Mayu’s shoulder when, instantly, images shoot through her brain:

An image of a girl who hung herself next to a deep hole, twin sisters holding hands and looking her way, a woman laughing uncontrollably in a sea of dead bodies… finally, her own hands grabbing Mayu’s neck…

Mio abruptly takes her hands off of Mayu’s neck, immediately finding herself standing alone on a mountain trail covered in fog. A sad singing voice is carried by the wind. Rows of lights are visible from between the trees. Is there a solemn event going on? Mio is drawn to the gathering and begins to walk towards it. As Mio passes through the trees and into this open area that appeared to have many people, she only sees Mayu standing alone surrounded by butterflies.

“Sis?….” Mayu slowly turns around to Mio’s voice. All the crimson butterflies fly away.

“The lost village…. that disappeared from the map…”

SBG: Fatal Frame stood out as a unique, and arguably much more effective spin on the established survival horror genre. Was it a conscious decision to make the first game stand out from the competition, and was there an effort to make this upcoming sequel even more differentiated from other games in this genre?

KK: We didn’t intentionally try to differentiate our game from others in the genre, because this game’s concept and style were already unique. Fatal Frame strived to be the scariest game out there, and with that as the foundation, every stage, background, character, combat system, screen effect, and sound was developed. In other words, at the time the game concept was decided, most of the strategy was already in place. The remaining effort was spent on polishing and fine-tuning our method of expression. I believe that the superficial attempt to pro-actively differentiate a game from others is the cause of producing many bad games.

Also, while DreamWorks is in the process of making a movie based on Fatal Frame, I wanted to make sure that the movie and this game were different. This game heavily relies on story development and I was always clear about one thing — that what I’m working on is not a movie. “Interactivity” that is unique to a game is what makes it interesting and adds value. I view DreamWorks’ take on the movie to be my good rival.

SBG: Fatal Frame II seems to paint a picture of symmetry using such images as the two girls and butterfly wings. How does this sort of imagery play into the game?

KK: As a focal point into what causes fear, we used A