Slashdot is powered by your submissions, so send in your scoop

 



Forgot your password?
typodupeerror
×
XBox (Games)

Blinx Creator Talks Independent Development In Japan 11

Thanks to 1UP for its interview with Japanese game developer Naoto Ohshima, who "gained notoriety at Sega's Sonic Team for creating characters and playing integral roles in the development of games like Phantasy Star, Nights, and Sonic Adventure", and now "heads up developer Artoon." Ohshima discusses topics such as being a Japanese developer making Xbox titles (the Blinx series) for Microsoft ("I basically like challenges. If there's something hard or difficult to do, it's something that gets me excited"), how the Blinx sequel will differentiate itself from other Xbox games ("In Blinx 2, that's what I'm trying to do, to get the full range [from kids to adults], whereas when I look at Conker I think it's targeted at an adult -- a more hardcore audience"), and licensed games ("I look at that as almost a new genre of games -- these licensed games or movie games or whatever. When I see that they're selling well or that they are hits, it's really hard to evaluate whether or not it means it's a good game.")
This discussion has been archived. No new comments can be posted.

Blinx Creator Talks Independent Development In Japan

Comments Filter:
  • Nintendo DS (Score:5, Interesting)

    by cujo_1111 ( 627504 ) on Tuesday August 10, 2004 @02:31AM (#9927170) Homepage Journal
    From article: "As somebody who likes and enjoys a challenge, I'd want to find a way to utilize the two screens."

    I get the feeling that DS game designers are trying to fit games to the touch creen, rather than designing a game that may end up using the touch screen. Seems like gimmick led devlopment to me...
    • Re:Nintendo DS (Score:2, Insightful)

      by Anonymous Coward
      "I get the feeling that DS game designers are trying to fit games to the touch creen [sic], rather than designing a game that may end up using the touch screen."

      Clarify that statement, because from my interpretation of what you typed, playing games that are created using the former strategy (using the touch screen by design) sounds far more appealing to me as a gamer than the latter (using the touch screen only in happenstance).

      All new technologies introduced to a market by a single competitor are "gimmic
      • Using the touch screen by design is a good way to go, but having the touch screen and trying to fit a game to it is not what I would call an ideal situation.

        That is the feeling I get from the interview and other articles regarding the DS. Does not fill me with hope for the first generation of DS games.
  • by Anonymous Coward on Tuesday August 10, 2004 @06:54AM (#9927879)
    Why did Pinobee suck shit? Honestly, man, why was it so awful?

    I tried that game just because you had worked on it. I loved NiGHTS, and I loved SonicCD (sometimes called "Ohshima's Sonic", opposed to the other "Naka's Sonic" games). But Pinobee... puh-leeze! That game was terrible, slow, boring, and god-awful UGLY. If it had been released for the Game Gear, I'd say it looked decent, but on the GBA it is crap.

    But anyway, you are a skilled artist (NiGHTS... best character design EVER!!!), so I wish you best of luck in your next projects.
    • by Anonymous Coward
      Sonic CD was, is, and may ever be his only directorial success. It's not like game direction or production was ever his major role at Sonic Team, so I can't see why you'd expect more from a character designer, talented as he may be in that role.

Time is the most valuable thing a man can spend. -- Theophrastus

Working...