Ninja Theory's Kyle Shubel defends against Team Ninja's Tomonobu Itagaki

This topic is locked from further discussion.

Avatar image for Multi-Alias
Multi-Alias

254

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#1 Multi-Alias
Member since 2003 • 254 Posts

http://www.joystiq.com/2007/08/06/heavenly-sword-producer-defends-against-itagakis-jabs/

Oh no he didn't news now, with Team Ninja's tough-talking Tomonobu Itagaki expressing his thoughts on Heavenly Sword, September's highly anticipated PS3 kill-em-up from Ninja Theory. It seems the interactive cutscenes and corresponding button prompts didn't sit too well with the drinking designer. "I've never played a good game where the developers put a big icon of the button you're supposed to press onscreen," he told EGM (via CVG). "I look at Heavenly Sword and it seems really half-assed, because it's asking you to do all these button-timing sequences but you are not getting much payoff from it."

Itagaki has every right to feel robbed -- if he's never played a good game like that, we can only conclude that he's never experienced Shenmue, Resident Evil 4, God of War or Tomb Raider: Anniversary. He's probably played Dragon's Lair though.

Not content with leaving the battle of "Ninja" developers without a fight, Heavenly Sword producer Kyle Shubel courteously defended the game's interactive events, noting that the feats accomplished in them would be frustrating to pull off on your own. "My response to Mr. Itagaki would be that the intent of the Hero sequences is to empower the player to experience events that would be nearly impossible to play in a natural platforming state... for example, making the player run down ropes, leaping from rope to rope as they're being cut from underneath you, all while dodging other objects - that would be a frustrating experience to 99 percent of our users if we were to force them to do that manually."

We'll find out next month if Heavenly Sword is a fully-assed answer to Itagaki's thrice-released Ninja Gaiden.

Avatar image for deactivated-5b7eeba71ed1e
deactivated-5b7eeba71ed1e

7040

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#2 deactivated-5b7eeba71ed1e
Member since 2005 • 7040 Posts

I actually agree with him about interactive cutscenes. I find them incredibly annoying most of the time, and its the one and only thing that I absolutely did not like about Resident Evil 4.

I'd be trying to watch a scene and listen to what characters are saying, then they have to break my immersion by just throwing a random button up there for a mili-second. Miss it, game over. Annoyed. Of course, it wouldn't have been as bad if it wasn't a RANDOM button every time so you could just memorize it. Towards the end of the game, these random scenes were upwards of a half dozen button presses.

I remember Shenmue's scenes being a lot easier to pull off, for some reason. Maybe the buttons were fixed every time?

I don't agree that Heavenly Sword is half-assed, though. I think Itagaki just feels he needs to talk crap about a rival company with "NINJA" in their name, that happens to be making an action-based game.

Avatar image for Archangel3371
Archangel3371

46915

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#3 Archangel3371
Member since 2004 • 46915 Posts
Pfft! I may really like what I've seen on Heavenly Sword and personally I don't mind having cut-scenes that are interactive with timed button presses but that's a pretty weaksauce rebuttal. :P
Avatar image for Multi-Alias
Multi-Alias

254

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#4 Multi-Alias
Member since 2003 • 254 Posts
yeah he should of said he screwed his sister or something
Avatar image for trifecta_basic
trifecta_basic

11542

Forum Posts

0

Wiki Points

0

Followers

Reviews: 17

User Lists: 0

#5 trifecta_basic
Member since 2003 • 11542 Posts
I agree with what he said, but right now TN has no right to be saying anything. Dead or Alive has got some major competition, and Ninja Gaiden Sigma did nothing but marginalize the brand. And also the logic of putting out a DS NG before a 360 NG sequel is quite perplexing...with DMC4 on the 360 you'd think they'd start hurrying up.
Avatar image for SciFiCat
SciFiCat

1750

Forum Posts

0

Wiki Points

0

Followers

Reviews: 10

User Lists: 0

#6 SciFiCat
Member since 2006 • 1750 Posts
"My response to Mr. Itagaki would be that the intent of the Hero sequences is to empower the player to experience events that would be nearly impossible to play in a natural platforming state... for example, making the player run down ropes, leaping from rope to rope as they're being cut from underneath you, all while dodging other objects - that would be a frustrating experience to 99 percent of our users if we were to force them to do that manually." Kyle Shubel
Hmm... but then again, the main audience of a game like Heavenly sword is that 1% of users that would love to do that kind of thing on their own, I know I would! It would be far more rewarding too. As for Itagaki, he just should keep his mouth shut and make Ninja Gaiden 2 instead of the crappy DOA Xtreme games of late.
Avatar image for SemiMaster
SemiMaster

19011

Forum Posts

0

Wiki Points

0

Followers

Reviews: 81

User Lists: 0

#7 SemiMaster
Member since 2006 • 19011 Posts

http://www.joystiq.com/2007/08/06/heavenly-sword-producer-defends-against-itagakis-jabs/

Oh no he didn't news now, with Team Ninja's tough-talking Tomonobu Itagaki expressing his thoughts on Heavenly Sword, September's highly anticipated PS3 kill-em-up from Ninja Theory. It seems the interactive cutscenes and corresponding button prompts didn't sit too well with the drinking designer. "I've never played a good game where the developers put a big icon of the button you're supposed to press onscreen," he told EGM (via CVG). "I look at Heavenly Sword and it seems really half-assed, because it's asking you to do all these button-timing sequences but you are not getting much payoff from it."

Itagaki has every right to feel robbed -- if he's never played a good game like that, we can only conclude that he's never experienced Shenmue, Resident Evil 4, God of War or Tomb Raider: Anniversary. He's probably played Dragon's Lair though.

Not content with leaving the battle of "Ninja" developers without a fight, Heavenly Sword producer Kyle Shubel courteously defended the game's interactive events, noting that the feats accomplished in them would be frustrating to pull off on your own. "My response to Mr. Itagaki would be that the intent of the Hero sequences is to empower the player to experience events that would be nearly impossible to play in a natural platforming state... for example, making the player run down ropes, leaping from rope to rope as they're being cut from underneath you, all while dodging other objects - that would be a frustrating experience to 99 percent of our users if we were to force them to do that manually."

We'll find out next month if Heavenly Sword is a fully-assed answer to Itagaki's thrice-released Ninja Gaiden.

Multi-Alias

If I was forced to do anything like that in Ninja Gaiden I'd throw the god damn disc out the window.

And I like the last line too.

Well played Mr. Shubel, well played.

Avatar image for Robio_basic
Robio_basic

7059

Forum Posts

0

Wiki Points

0

Followers

Reviews: 27

User Lists: 0

#8 Robio_basic
Member since 2002 • 7059 Posts
That's okay Itagaki. You go say whatever the hell you want because you're got personality dammit! Personality goes a long way.
Avatar image for CarnageHeart
CarnageHeart

18316

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#9 CarnageHeart
Member since 2002 • 18316 Posts

Below are my thoughts about Heavenly Sword and QTEs posted in a prior thread.

I think QTEs work provided they aren't doing something that one should be able to do within the context of the normal control scheme (that was my big issue with some of the QTEs in Shenmue). Rope-running presumably isn't going to happening very often in Heavenly Sword, so having a QTE which gives one some control over the sequence makes sense (as opposed to merely watching a noninteractive cinema of Nariko running the rope or her magically appearing on the other side).The rope running sequence was pretty easy, but its the sequence that opens up chapter 2, so perhaps things will get more challenging down the line.

The GoW1 and 2 QTEs tended to work well (wrestling a guys weapon away from him and them doing something horrible to him) though I admit I wasn't a fan of many of the QTEs in Shenmue or RE4.

Itagaki has way too much mouth considering the fact that he is content to remake his one quality game over and over again when he is not offering fetishistic garbage meant to be played with one hand. George Lucas once made quality movies, but after the atrocities that were the last three Star Wars movies, I don't think filmmakers aspiring to greatness should listen to anything that he has to say.

Avatar image for Large_Soda
Large_Soda

8658

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

#10 Large_Soda
Member since 2003 • 8658 Posts

Below are my thoughts about Heavenly Sword and QTEs posted in a prior thread.

I think QTEs work provided they aren't doing something that one should be able to do within the context of the normal control scheme (that was my big issue with some of the QTEs in Shenmue). Rope-running presumably isn't going to happening very often in Heavenly Sword, so having a QTE which gives one some control over the sequence makes sense (as opposed to merely watching a noninteractive cinema of Nariko running the rope or her magically appearing on the other side).The rope running sequence was pretty easy, but its the sequence that opens up chapter 2, so perhaps things will get more challenging down the line.

The GoW1 and 2 QTEs tended to work well (wrestling a guys weapon away from him and them doing something horrible to him) though I admit I wasn't a fan of many of the QTEs in Shenmue or RE4.

Itagaki has way too much mouth considering the fact that he is content to remake his one quality game over and over again when he is not offering fetishistic garbage meant to be played with one hand. George Lucas once made quality movies, but after the atrocities that were the last three Star Wars movies, I don't think filmmakers aspiring to greatness should listen to anything that he has to say.

CarnageHeart

Perfectly said.

Avatar image for Escobahr
Escobahr

133

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#11 Escobahr
Member since 2007 • 133 Posts

well to defend itagaki.....playing a game by pressing one button every 2-3 seconds sucks......

BUT! pushing a button rapidly over and over and constanly footsweeping an opponent...now thats gameplay.

if ever one was convinced of itagakis genius....just go buy DOA beach volley ball. you'll have second thoughts!

Avatar image for CodeMunki
CodeMunki

2740

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#12 CodeMunki
Member since 2002 • 2740 Posts

I actually agree with him about interactive cutscenes. I find them incredibly annoying most of the time, and its the one and only thing that I absolutely did not like about Resident Evil 4.

I'd be trying to watch a scene and listen to what characters are saying, then they have to break my immersion by just throwing a random button up there for a mili-second. Miss it, game over. Annoyed. Of course, it wouldn't have been as bad if it wasn't a RANDOM button every time so you could just memorize it. Towards the end of the game, these random scenes were upwards of a half dozen button presses.

EdgecrusherAza
I think you're talking about God of War 2, here? I had the exact same gripe about that game. The stupid random button press sequences created a new level of obnoxious never before seen in gaming. The final button press sequence of the game was harder than the actual final boss fight. Resident Evil 4 had some of those sequences, but (at least on the Wii version) you used the same button each time through and they were pretty limited in scope. I only played through 3-3, though, so I may have missed some of the choice scenes. :)
Avatar image for deactivated-5b7eeba71ed1e
deactivated-5b7eeba71ed1e

7040

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#13 deactivated-5b7eeba71ed1e
Member since 2005 • 7040 Posts
[QUOTE="EdgecrusherAza"]

I actually agree with him about interactive cutscenes. I find them incredibly annoying most of the time, and its the one and only thing that I absolutely did not like about Resident Evil 4.

I'd be trying to watch a scene and listen to what characters are saying, then they have to break my immersion by just throwing a random button up there for a mili-second. Miss it, game over. Annoyed. Of course, it wouldn't have been as bad if it wasn't a RANDOM button every time so you could just memorize it. Towards the end of the game, these random scenes were upwards of a half dozen button presses.

CodeMunki

I think you're talking about God of War 2, here? I had the exact same gripe about that game. The stupid random button press sequences created a new level of obnoxious never before seen in gaming. The final button press sequence of the game was harder than the actual final boss fight. Resident Evil 4 had some of those sequences, but (at least on the Wii version) you used the same button each time through and they were pretty limited in scope. I only played through 3-3, though, so I may have missed some of the choice scenes. :)

For some reason, I can't remember how I felt about GOW2's cutscenes. But if they were like RE4's, then yeah...not a fan of that style. You're right, though, in the Wii version they're easier to pull off. However, towards the end of the game they still got pretty annoying, the worst of which SPOILER!!!!!is the Krauser confrontation.

Like Carnage says, there's a right and a wrong way to do those kinds of scenes. If it breaks my immersion instead of adding to it, then IMO its pointless.

Avatar image for HiResDes
HiResDes

5919

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#14 HiResDes
Member since 2004 • 5919 Posts
I like how they were used at the end of Shenmue II, although they had been overused many times throughout the game, but most of the time I also don't really like them.
Avatar image for erawsd
erawsd

6930

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#15 erawsd
Member since 2002 • 6930 Posts

Below are my thoughts about Heavenly Sword and QTEs posted in a prior thread.

I think QTEs work provided they aren't doing something that one should be able to do within the context of the normal control scheme (that was my big issue with some of the QTEs in Shenmue). Rope-running presumably isn't going to happening very often in Heavenly Sword, so having a QTE which gives one some control over the sequence makes sense (as opposed to merely watching a noninteractive cinema of Nariko running the rope or her magically appearing on the other side).The rope running sequence was pretty easy, but its the sequence that opens up chapter 2, so perhaps things will get more challenging down the line.

The GoW1 and 2 QTEs tended to work well (wrestling a guys weapon away from him and them doing something horrible to him) though I admit I wasn't a fan of many of the QTEs in Shenmue or RE4.

Itagaki has way too much mouth considering the fact that he is content to remake his one quality game over and over again when he is not offering fetishistic garbage meant to be played with one hand. George Lucas once made quality movies, but after the atrocities that were the last three Star Wars movies, I don't think filmmakers aspiring to greatness should listen to anything that he has to say.

CarnageHeart

Agreed, I thought the QTEs in GOW were very well done. It isn't just mashing a random sequence of buttons, it flows nicely with the combat. It also wasn't a death sentence if you screw up. HS seems to be doing those exact same things with it.

Avatar image for MyopicCanadian
MyopicCanadian

8345

Forum Posts

0

Wiki Points

0

Followers

Reviews: 15

User Lists: 0

#16 MyopicCanadian
Member since 2004 • 8345 Posts
I really like button pressing sequences like that, and even though I don't have a PS3 and will probably never play Heavenly Sword, I like what they're doing. Many devs just add cutscenes where the user has no control, and I absolutely hate that. It's good to have a bit of a break from the standard action but still allow you to remain in control of your character.
Avatar image for Large_Soda
Large_Soda

8658

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

#17 Large_Soda
Member since 2003 • 8658 Posts

I really like button pressing sequences like that, and even though I don't have a PS3 and will probably never play Heavenly Sword, I like what they're doing. Many devs just add cutscenes where the user has no control, and I absolutely hate that. It's good to have a bit of a break from the standard action but still allow you to remain in control of your character.MyopicCanadian

Exactly and if they aren't overused they provide a nice balance between user controller actions and movies.

Avatar image for xshinobi
Xshinobi

3011

Forum Posts

0

Wiki Points

0

Followers

Reviews: 5

User Lists: 0

#18 Xshinobi
Member since 2003 • 3011 Posts
Itagaki is right on this one. After all who made NG.
Avatar image for CarnageHeart
CarnageHeart

18316

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#19 CarnageHeart
Member since 2002 • 18316 Posts

Itagaki is right on this one. After all who made NG.anime-2k3

George Lucas could say 'Who made The Empire Strikes Back?' when criticizing the likes of Dark City and Serenity, but the obvious rejoinder would be 'Who made The Phantom Menace?'.

Avatar image for Large_Soda
Large_Soda

8658

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

#20 Large_Soda
Member since 2003 • 8658 Posts

[QUOTE="anime-2k3"]Itagaki is right on this one. After all who made NG.CarnageHeart

George Lucas could say 'Who made The Empire Strikes Back?' when criticizing the likes of Dark City and Serenity, but the obvious rejoinder would be 'Who made The Phantom Menace?'.

A whittier rejoinder would be Irvin Kirshner made Empire and it is the best of all 6 movies. Oh and Itagaki is wrong, after all....who made NG.....3 times!

Avatar image for Gunraidan
Gunraidan

4272

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#21 Gunraidan
Member since 2007 • 4272 Posts

[QUOTE="anime-2k3"]Itagaki is right on this one. After all who made NG.CarnageHeart

George Lucas could say 'Who made The Empire Strikes Back?' when criticizing the likes of Dark City and Serenity, but the obvious rejoinder would be 'Who made The Phantom Menace?'.

Why don't people do the same with Itagaki by saying "Who made Dead or Alive Xtreme 2?"

Avatar image for n3mo
N3MO

20333

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#22 N3MO
Member since 2002 • 20333 Posts
Too be fair, Itagaki didn't handle Sigma. I don't even think it was his idea to release it in the first place.
Avatar image for AlwaysSoft
AlwaysSoft

154

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#23 AlwaysSoft
Member since 2007 • 154 Posts

[QUOTE="anime-2k3"]Itagaki is right on this one. After all who made NG.CarnageHeart

George Lucas could say 'Who made The Empire Strikes Back?' when criticizing the likes of Dark City and Serenity, but the obvious rejoinder would be 'Who made The Phantom Menace?'.

Considering that Itagaki has yet to make a "Phantom Menace" in the genre, and Ninja Theory has yet to make a "Serenity", I'd say your analogy is a little far-fetched.
Avatar image for AlwaysSoft
AlwaysSoft

154

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#24 AlwaysSoft
Member since 2007 • 154 Posts
[QUOTE="CodeMunki"][QUOTE="EdgecrusherAza"]

I actually agree with him about interactive cutscenes. I find them incredibly annoying most of the time, and its the one and only thing that I absolutely did not like about Resident Evil 4.

I'd be trying to watch a scene and listen to what characters are saying, then they have to break my immersion by just throwing a random button up there for a mili-second. Miss it, game over. Annoyed. Of course, it wouldn't have been as bad if it wasn't a RANDOM button every time so you could just memorize it. Towards the end of the game, these random scenes were upwards of a half dozen button presses.

EdgecrusherAza

I think you're talking about God of War 2, here? I had the exact same gripe about that game. The stupid random button press sequences created a new level of obnoxious never before seen in gaming. The final button press sequence of the game was harder than the actual final boss fight. Resident Evil 4 had some of those sequences, but (at least on the Wii version) you used the same button each time through and they were pretty limited in scope. I only played through 3-3, though, so I may have missed some of the choice scenes. :)

For some reason, I can't remember how I felt about GOW2's cutscenes. But if they were like RE4's, then yeah...not a fan of that style. You're right, though, in the Wii version they're easier to pull off. However, towards the end of the game they still got pretty annoying, the worst of which SPOILER!!!!!is the Krauser confrontation.

Like Carnage says, there's a right and a wrong way to do those kinds of scenes. If it breaks my immersion instead of adding to it, then IMO its pointless.

RE4's implementation of QTE was absolutely horrendous. God of War managed it a little better, but it still felt like an incredibly cheap way to kill things.

I hope the entire concept of QTE is buried after the release of Heavenly Sword. The clostst thing to QTE that I found enjoyable were the little "Mexican standoff" parts in the new Stranglehold game. Although I'm not sure that even qualifies.

Avatar image for gunswordfist
gunswordfist

20262

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#25 gunswordfist
Member since 2006 • 20262 Posts
Itagaki actually has a good point for once. When I watched the Heavenly Sword's E3 trailer yesterday, I was thinking that the interactive scenes were kid of pointless. It's like watching a video that you can fail at. lol And I don't think it's impossible to have scenes like that w/o much more control. They could have used slomo or a targeting system or something.
Avatar image for gunswordfist
gunswordfist

20262

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#26 gunswordfist
Member since 2006 • 20262 Posts

[QUOTE="anime-2k3"]Itagaki is right on this one. After all who made NG.CarnageHeart

George Lucas could say 'Who made The Empire Strikes Back?' when criticizing the likes of Dark City and Serenity, but the obvious rejoinder would be 'Who made The Phantom Menace?'.

That jackass criticized Serentity? I bet the hasbeen thought it was based on his Star Wars movies! lol For anyone who doesn't know, it based on the much superior example of scifi, the anime series Cowboy Bebop. And George Lucas is a hasbeen in everyway possible. The new trilogy sucked and he literally said it himself that he will no longer work on 'big' projects and will be stuck doing cartoons and tv shows.
Avatar image for feel_freetwo
feel_freetwo

1888

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#27 feel_freetwo
Member since 2006 • 1888 Posts
the guys are freaking idiot. hes a petty, bitter bit**. i remember when he spoke about his 5 worst games. all tekken? his excuse, they havnt changed at all. well doa hasnt changed since doa2 on the dreamcast. nor could he mock tekken's spin off game when he has doa extreme out there. as for this topic, you cant mock re4 and expect to be listerned to. weather you like qte's or not, its a whole other issue when you mock re4. the guy is a up himself moron.
Avatar image for Cyph91
Cyph91

216

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#28 Cyph91
Member since 2006 • 216 Posts
[QUOTE="CarnageHeart"]

[QUOTE="anime-2k3"]Itagaki is right on this one. After all who made NG.AlwaysSoft

George Lucas could say 'Who made The Empire Strikes Back?' when criticizing the likes of Dark City and Serenity, but the obvious rejoinder would be 'Who made The Phantom Menace?'.

Considering that Itagaki has yet to make a "Phantom Menace" in the genre, and Ninja Theory has yet to make a "Serenity", I'd say your analogy is a little far-fetched.

He made DoA Xtreme Beach Volleyball... and a sequel to it. They may not be in the same genre but I don't see why that matters, a bad game is a bad game.

Avatar image for visionary
visionary

14739

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#29 visionary
Member since 2002 • 14739 Posts
I don't remember Itagaki ever complimenting an action game that wasn't his own, infact just the opposite so I've never respected him as a person. He's done it with fighting games as well comparing them to his DOA franchise. This isn't new, and I completely agree with Kyle's explanation. I got an incredible high when I played God of War's hydra boss because of those very interactive moments. Resident Evil 4's knife dual was a very tense sequence because of the interactivity as well.
Avatar image for AlwaysSoft
AlwaysSoft

154

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#30 AlwaysSoft
Member since 2007 • 154 Posts
I don't remember Itagaki ever complimenting an action game that wasn't his own, infact just the opposite so I've never respected him as a person. He's done it with fighting games as well comparing them to his DOA franchise. This isn't new, and I completely agree with Kyle's explanation. I got an incredible high when I played God of War's hydra boss because of those very interactive moments. Resident Evil 4's knife dual was a very tense sequence because of the interactivity as well. visionary
Unfortunately, I have not been around to see every one of this guy's interviews (because theyr'e all classic), but I have seen him compliment God of War, calling David Jaffe a great developer and that it is "a shame" that the guy is retiring from games like God of War so soon. He sees it as a waste because David Jaffe is still young and talented.
Avatar image for AlwaysSoft
AlwaysSoft

154

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#31 AlwaysSoft
Member since 2007 • 154 Posts
[QUOTE="CarnageHeart"]

[QUOTE="anime-2k3"]Itagaki is right on this one. After all who made NG.gunswordfist

George Lucas could say 'Who made The Empire Strikes Back?' when criticizing the likes of Dark City and Serenity, but the obvious rejoinder would be 'Who made The Phantom Menace?'.

That jackass criticized Serentity? I bet the hasbeen thought it was based on his Star Wars movies! lol For anyone who doesn't know, it based on the much superior example of scifi, the anime series Cowboy Bebop. And George Lucas is a hasbeen in everyway possible. The new trilogy sucked and he literally said it himself that he will no longer work on 'big' projects and will be stuck doing cartoons and tv shows.

It was an analogy. I don't believe George Lucas has ever criticized Serenity or the Firefly series.

...... And come on. Cowboy Bebop? Just no........

Avatar image for Rekunta
Rekunta

8275

Forum Posts

0

Wiki Points

0

Followers

Reviews: 21

User Lists: 0

#32 Rekunta
Member since 2002 • 8275 Posts

Can anyone point out onscreen prompts to push certain buttons in Ninja Gaiden? Was that not a great game moreso because of it? I for one love the fact that there is none of that in there. It is more immersive and lends to the feeling that the player is in complete control of the character. Even in GOW I and II it was cool to see those cut scenes after hitting the correct sequences of buttons, but it also felt a bit detached because of it.

Ninja Gaiden was so ultimately incredible because every move was of the player's making, and you truly needed to know what you were doing to pull off great moves that did not feel like you were being hand held through them.

Prompting players to press buttons, while effective, is still less of an experience.

Avatar image for EvilTaru
EvilTaru

58395

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#33 EvilTaru
Member since 2002 • 58395 Posts
Kyle Schubel isn't from Ninja Theory, he's a SCEA producer from California, Ninja Theory is based in Cambridge (same building as SCEE Cambridge). And as long as Heavenly Sword turns out to be a good game, who cares what Itagaki says about it? Itagaki can make his games any which way he likes and the folks at Ninja Theory can make their games any which way they like.
Avatar image for gunswordfist
gunswordfist

20262

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#34 gunswordfist
Member since 2006 • 20262 Posts
[QUOTE="gunswordfist"][QUOTE="CarnageHeart"]

[QUOTE="anime-2k3"]Itagaki is right on this one. After all who made NG.AlwaysSoft

George Lucas could say 'Who made The Empire Strikes Back?' when criticizing the likes of Dark City and Serenity, but the obvious rejoinder would be 'Who made The Phantom Menace?'.

That jackass criticized Serentity? I bet the hasbeen thought it was based on his Star Wars movies! lol For anyone who doesn't know, it based on the much superior example of scifi, the anime series Cowboy Bebop. And George Lucas is a hasbeen in everyway possible. The new trilogy sucked and he literally said it himself that he will no longer work on 'big' projects and will be stuck doing cartoons and tv shows.

It was an analogy. I don't believe George Lucas has ever criticized Serenity or the Firefly series.

...... And come on. Cowboy Bebop? Just no........

What are you talking about? It doesn't get much better than Cowboy Bebop.
Avatar image for gunswordfist
gunswordfist

20262

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#35 gunswordfist
Member since 2006 • 20262 Posts
[QUOTE="visionary"]I don't remember Itagaki ever complimenting an action game that wasn't his own, infact just the opposite so I've never respected him as a person. He's done it with fighting games as well comparing them to his DOA franchise. This isn't new, and I completely agree with Kyle's explanation. I got an incredible high when I played God of War's hydra boss because of those very interactive moments. Resident Evil 4's knife dual was a very tense sequence because of the interactivity as well. AlwaysSoft
Unfortunately, I have not been around to see every one of this guy's interviews (because theyr'e all classic), but I have seen him compliment God of War, calling David Jaffe a great developer and that it is "a shame" that the guy is retiring from games like God of War so soon. He sees it as a waste because David Jaffe is still young and talented.

Itagaki would be stupid enough to praise David Jaffe. Jaffe is a moron who just wanted blood and guts in GoW and very few combos. The two Street Fighter 2 champions on his team had to convince him to not do something that dumb. And Jaffe still ending up making GoW a repeatitive piece of garbage. And now Jaffe is whining about how he hates making 'epic' games and would rather make simple ones like sports games. Jaffe is an overrated hasbeen that should have stuck w/ vehicular combat games w/ a clown as a mascot instead of making buttonmashing BS.
Avatar image for CarnageHeart
CarnageHeart

18316

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#36 CarnageHeart
Member since 2002 • 18316 Posts

[QUOTE="AlwaysSoft"][QUOTE="visionary"]I don't remember Itagaki ever complimenting an action game that wasn't his own, infact just the opposite so I've never respected him as a person. He's done it with fighting games as well comparing them to his DOA franchise. This isn't new, and I completely agree with Kyle's explanation. I got an incredible high when I played God of War's hydra boss because of those very interactive moments. Resident Evil 4's knife dual was a very tense sequence because of the interactivity as well. gunswordfist
Unfortunately, I have not been around to see every one of this guy's interviews (because theyr'e all classic), but I have seen him compliment God of War, calling David Jaffe a great developer and that it is "a shame" that the guy is retiring from games like God of War so soon. He sees it as a waste because David Jaffe is still young and talented.

Itagaki would be stupid enough to praise David Jaffe. Jaffe is a moron who just wanted blood and guts in GoW and very few combos. The two Street Fighter 2 champions on his team had to convince him to not do something that dumb. And Jaffe still ending up making GoW a repeatitive piece of garbage. And now Jaffe is whining about how he hates making 'epic' games and would rather make simple ones like sports games. Jaffe is an overrated hasbeen that should have stuck w/ vehicular combat games w/ a clown as a mascot instead of making buttonmashing BS.

Jaffe is a kickbutt developer (TM: Black, God of War and Twisted Metal 2 were superb) who pours his heart into his games and stopped making epic games because his heart wasn't in it anymore. Better to hand off design responsibilities to people who are still willing/able to make them such as Cory Balrog than to hold onto the reins for ego's sake and keep a game from realizing its greatness. Calling All Cars is a little light on content, but the core gameplay is great and interviews have indicated that David Jaffe is aware of its imperfections, so I can see him becoming just as good at developing smaller games as he became at developing epic games.

I agree with you that GoW's gameplay is a bit on the simple side, but while I love DMC3 as much as the next guy, I didn't see GoW as a problem. I enjoy games with complex, demanding gameplay, but I don't think every developer needs to go that route. GoW made a lot of smart design decisions (awesome bosses, quality puzzles, memorable level design, intelligent spacing of save points, great story/character) that other games in the genre sometimes lack (DMC3 would have been much better received if the original had boasted the continue system of the remake).

Avatar image for gunswordfist
gunswordfist

20262

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#37 gunswordfist
Member since 2006 • 20262 Posts

[QUOTE="gunswordfist"][QUOTE="AlwaysSoft"][QUOTE="visionary"]I don't remember Itagaki ever complimenting an action game that wasn't his own, infact just the opposite so I've never respected him as a person. He's done it with fighting games as well comparing them to his DOA franchise. This isn't new, and I completely agree with Kyle's explanation. I got an incredible high when I played God of War's hydra boss because of those very interactive moments. Resident Evil 4's knife dual was a very tense sequence because of the interactivity as well. CarnageHeart

Unfortunately, I have not been around to see every one of this guy's interviews (because theyr'e all classic), but I have seen him compliment God of War, calling David Jaffe a great developer and that it is "a shame" that the guy is retiring from games like God of War so soon. He sees it as a waste because David Jaffe is still young and talented.

Itagaki would be stupid enough to praise David Jaffe. Jaffe is a moron who just wanted blood and guts in GoW and very few combos. The two Street Fighter 2 champions on his team had to convince him to not do something that dumb. And Jaffe still ending up making GoW a repeatitive piece of garbage. And now Jaffe is whining about how he hates making 'epic' games and would rather make simple ones like sports games. Jaffe is an overrated hasbeen that should have stuck w/ vehicular combat games w/ a clown as a mascot instead of making buttonmashing BS.

Jaffe is a kickbutt developer (TM: Black, God of War and Twisted Metal 2 were superb) who pours his heart into his games and stopped making epic games because his heart wasn't in it anymore. Better to hand off design responsibilities to people who are still willing/able to make them such as Cory Balrog than to hold onto the reins for ego's sake and keep a game from realizing its greatness. Calling All Cars is a little light on content, but the core gameplay is great and interviews have indicated that David Jaffe is aware of its imperfections, so I can see him becoming just as good at developing smaller games as he became at developing epic games.

I agree with you that GoW's gameplay is a bit on the simple side, but while I love DMC3 as much as the next guy, I didn't see GoW as a problem. I enjoy games with complex, demanding gameplay, but I don't think every developer needs to go that route. GoW made a lot of smart design decisions (awesome bosses, quality puzzles, memorable level design, intelligent spacing of save points, great story/character) that other games in the genre sometimes lack (DMC3 would have been much better received if the original had boasted the continue system of the remake).

Everyone knows Twisted Metal games are great but that was a long time ago. And if Jaffe really put his heart into games than he wouldn't have whined and cussed about not doing anymore.