Yosuke Hayashi was recently interviewed by VG247.com with a few words to say about Fighting Entertainment, balancing the game and its characters, and sharing the game early in development with fans and the media. Its an interesting read out of Hayashi for once. Kudos go out to VG247 for asking questions that seemed to take Hayashi off his normal interview answers.
You'll find some choice quotes below, but be sure to hit the full interview to get Hayashi's take on the Wii U and stepping back into the Metroid series:
Source: VG247.com
You'll find some choice quotes below, but be sure to hit the full interview to get Hayashi's take on the Wii U and stepping back into the Metroid series:
VG247.com said:Balancing is another area that must have needed a lot of work to make Dead or Alive 5 run as smoothly and as fairly as possible. How challenging has it been to strike a solid balance this time around?
In terms of balancing the most difficult thing for us was balancing the Virtua Fighter characters. Obviously, characters coming from a different game also come from a different fighting system, and so putting them in the game required a lot of work actually.
In the Virtua Fighter system, the recovery period after you get hit is much shorter than in Dead or Alive 5, so I think we had to work around with the frames to make sure the cameo characters fit within our engine.
We had to really adjust them but in the end we’ve preserved the originality of those Virtua Fighter characters, and I think we got very, very close to the way they actually play in Virtua Fighter.
Sega’s team spent a lot of time with us actually and discussed the game’s development, about how we should adjust and balance the game. We also consulted a pro Virtua Fighter player during the process, and got a lot of community input as well.
Can you shed some more light on how the collaboration between both franchises came about?
Actually not a lot of people may know this but the first Dead or Alive game that came out in arcades was actually made with the Virtua Fighter arcade engine. So that’s how the first ever Dead or Alive project came about.
We didn’t aim to be where Virtua Fighter was, but because we used its engine as our base, we obviously had some kind of connection with Sega. So when we decided to make Dead or Alive 5 we went to see them and to say, ‘Hey, we’re making this game’, and through conversation we asked if Sega could join us in this celebration of our comeback.
Sega then said OK, and thanks to our connections in the past they thought it’d be fun, so why not do it? So we got the characters and Sega was very cooperatively actually, in letting us adjust them for our game. We were in very close contact with their development team.
We got their guidance and feedback, we got them to check for everything we were doing with the characters. Because of that kind of close communication, we managed to pull off a fairly close system to the original Virtua Fighter characters.
...
You’ve been quite open in regards to Dead or Alive 5′s development – such as revealing test footage to show frames, big combos and other gameplay traits. Why was it important to give people this insight?
We wanted to share a lot of stuff with our fans and community early on. The reason for showing so much was that we wanted to listen to fan feedback to help us make the game better.
Leading up to each development milestone we threw more reveals out there to get feedback and – speaking of the test footage – we were really surprised that so many people watched it online. It was great that we could open up to the community in that way.
If you look at many fighting games, they chuck out an arcade version, do location tests with it and do a lot of research before they launch the game on consoles. We can’t do that as we’re going straight on to consoles.
Source: VG247.com