Post by Dashe on Aug 26, 2014 16:28:03 GMT -5
So PAX Prime is coming up this weekend and Inafune's going to be presenting. 100k just got invited for their second private interview with Inafune, and this time Takuya Aizu, president of Inticreates (who, IIRC, pitched a Legends 3 in 2005 that Inafune turned down). They're looking for 18 questions (9 for Inafune, 9 for Aizu) by this Friday at midnight PST. Since a handful of you don't have Facebook accounts, if you want to take the opportunity to get some things cleared up on the Legends front, here's your chance!
You all probably know that I've been wondering whether Inafune has considered making an expy Legends that isn't related to Mighty No. 9's canon, because of the in-fighting thing. What's on your mind?
Post your questions here and I'll send 'em straight over on Friday night. That gives you three days. It'd be awesome to get a bunch of your questions to Inafune and Aizu!
TAKUYA AIZU INTERVIEW TRANSCRIPT
Youtube link
100K: Back in 2005, it was stated that IntiCreates had proposed a Mega Man Legends 3 and the offer was rejected. Do you know anything about that, and if so, how similar would that Legends 3 have been to the 2010 Prototype?
Takuya Aizu*: So first of all, the proposal that IntiCreates made... well, IntiCreates made a proposal in 2005, but... IntiCreates didn't create the Mega Man Legends 3 that [was worked on] in 2010, so just to clarify that... that they were not involved in the 2010 version. So, back in 2005, this was when they first started to work with Capcom. And so... they wanted to create... they wanted to propose a concept that was related to Rockman. And... Tsuda-san, who is actually the director of Gunvolt, was a big fan of Rockman and wanted to create a Rockman game. Like, at that time, they were considering... the best concept that they could come up with was taking advantage of the current... hardware** back then was the concept that they put together. But... it turned out to be that it was a little far from Inafune-san's image back then. So... instead of Inafune-san accepting the Mega Man Legends 3 concept, he ended up accepting the Rockman Zero concept that he presented to him, and they ended up creating Rockman Zero instead. And so... back then, the concept was based on Playstation 2 and Game Boy Advance hardware, but this has nothing to do with the current Mega Man Legends 3 that actually "came out."
100k: Well, it didn't...
TA: Yeah, but... IntiCreates' concept has nothing to do with the one that actually [went public]***
100k: Mega Man ZX Advent ended on a massive cliffhanger that was never resolved. Is it possible that you can shed some light on Master Thomas's ultimate plot, and what he meant by "This world needs to be reset?"
TA: So... it's actually probably best to ask the scenario writer. He doesn't feel like he should be talking about... Master Thomas... because it might conflict with the scenario writer's opinions. So... he would not want to comment on this.
100k: What served as the major drive for Gunvolt and the collaboration with Comcept?
TA: So... at first, when they were planning out how to sell Gunvolt, they went to Inafune-san to talk about Gunvolt and get his advice. And when... Inafune-san saw Gunvolt, he started... he gave very good advice on the action of the game, the action side of the game. So from there and beyond... they decided that it's best for the title that Inafune-san would supervise the action part of Gunvolt. And so, from there on, he became the supervisor of the action part of Gunvolt. And so... as you can see with Mighty Number 9 as well, high speed action is something that Inafune-san's really into right now. So, he was giving out very good advice to bring this feature into Gunvolt. And so, they've been concentrating on keeping the high speed action in the game, and that's how Gunvolt has formed out to be what it is right now.
100k: Have you found it easier to work with Inafune-San now that he has his Comcept as opposed to when he was at Capcom?
TA: So... back during the Capcom era, he used to be my boss, and now, I work with him as like a "company vs. company." ...So... the form has changed, but I feel like the relationship between me and Inafune-san hasn't changed that much. And as a matter of fact, normally if you think about it as a company vs. company relationship, you would think that there'd be, like, a wall there. But... actually, I feel like, you know, as years have passed, our relationship has become deeper. And so, I feel like the relationship itself has just got better and better.
100k: Your company is well known for making two-dimensional games - will you be working on a 3D game anytime soon?
TA: So, actually... we do create 3D games, but these 3D games that we create, we haven't really been pushing them too much, and so I understand that's probably the reason why people know us as the 2D game creators. But there is the fact that our staff is a lot of... people on our team that love 2D sidescroller action games, so that's another reason why we are known as the 2D game creators. But, we are planning to continue creating 3D games as well, and we also want to give a push on 3D titles that we would create in the future. But, of course, we will continue creating sidescrolling 2D action games, because there's not gonna be a time that we won't make them.
100k: What would you say was the most interesting idea of working on the Gunvolt project?
TA: So... the combos... the more you make combos... basically, you could clear the game normally, gaining damages, you can do that, but if you don't gain any damages and create a bigger combo, the bigger combo you create... I'm sorry, let me start from the beginning. There's a target of combo numbers that you can accomplish to open up a song in the game. So, by having that feature in the game, you could just normally play the game without creating the combos, and you can still clear the game, but after this target, you kind of put, like, a weight on yourself to... accomplish this target. So, I feel like this is a really unique feature to this game, and also makes the gameplay really deep. So, like, you kind of make the game more difficult on your own, like, you're in control of beating the game differently.
100k: "There have been vastly contrasting reports over the years as to what happened to the remaining three Guardians of Neo Arcadia after the climax of Mega Man Zero 3. Can you by any chance shed some "official" light on the matter?
TA: "There is the possibility that they could be fighting for humans outside of Neo Arcadia. No one knows where they are right now. Because of Zero's activities and Neo Arcadia getting weaker due to the fight against the Resistance, Neo Arcadia can't find them. They might be out there, Neo Arcadia just doesn't have the strength to find them. In the soundtrack, we mention in the booklet that there's a possibility that they might still be alive."
*Hiroko's Ums and Uhs have been omitted from the transcript.
**In context, Hiroko either may have meant to say software in regards to current Mega Man stories open for continuation, or could be referring to the engines Capcom had for coding Rockman games. I can't tell from here.
***She actually said "came out" again, but I'm pretty sure she knows what happened and just doesn't have the phrase for it.
You all probably know that I've been wondering whether Inafune has considered making an expy Legends that isn't related to Mighty No. 9's canon, because of the in-fighting thing. What's on your mind?
Post your questions here and I'll send 'em straight over on Friday night. That gives you three days. It'd be awesome to get a bunch of your questions to Inafune and Aizu!
TAKUYA AIZU INTERVIEW TRANSCRIPT
Youtube link
100K: Back in 2005, it was stated that IntiCreates had proposed a Mega Man Legends 3 and the offer was rejected. Do you know anything about that, and if so, how similar would that Legends 3 have been to the 2010 Prototype?
Takuya Aizu*: So first of all, the proposal that IntiCreates made... well, IntiCreates made a proposal in 2005, but... IntiCreates didn't create the Mega Man Legends 3 that [was worked on] in 2010, so just to clarify that... that they were not involved in the 2010 version. So, back in 2005, this was when they first started to work with Capcom. And so... they wanted to create... they wanted to propose a concept that was related to Rockman. And... Tsuda-san, who is actually the director of Gunvolt, was a big fan of Rockman and wanted to create a Rockman game. Like, at that time, they were considering... the best concept that they could come up with was taking advantage of the current... hardware** back then was the concept that they put together. But... it turned out to be that it was a little far from Inafune-san's image back then. So... instead of Inafune-san accepting the Mega Man Legends 3 concept, he ended up accepting the Rockman Zero concept that he presented to him, and they ended up creating Rockman Zero instead. And so... back then, the concept was based on Playstation 2 and Game Boy Advance hardware, but this has nothing to do with the current Mega Man Legends 3 that actually "came out."
100k: Well, it didn't...
TA: Yeah, but... IntiCreates' concept has nothing to do with the one that actually [went public]***
100k: Mega Man ZX Advent ended on a massive cliffhanger that was never resolved. Is it possible that you can shed some light on Master Thomas's ultimate plot, and what he meant by "This world needs to be reset?"
TA: So... it's actually probably best to ask the scenario writer. He doesn't feel like he should be talking about... Master Thomas... because it might conflict with the scenario writer's opinions. So... he would not want to comment on this.
100k: What served as the major drive for Gunvolt and the collaboration with Comcept?
TA: So... at first, when they were planning out how to sell Gunvolt, they went to Inafune-san to talk about Gunvolt and get his advice. And when... Inafune-san saw Gunvolt, he started... he gave very good advice on the action of the game, the action side of the game. So from there and beyond... they decided that it's best for the title that Inafune-san would supervise the action part of Gunvolt. And so, from there on, he became the supervisor of the action part of Gunvolt. And so... as you can see with Mighty Number 9 as well, high speed action is something that Inafune-san's really into right now. So, he was giving out very good advice to bring this feature into Gunvolt. And so, they've been concentrating on keeping the high speed action in the game, and that's how Gunvolt has formed out to be what it is right now.
100k: Have you found it easier to work with Inafune-San now that he has his Comcept as opposed to when he was at Capcom?
TA: So... back during the Capcom era, he used to be my boss, and now, I work with him as like a "company vs. company." ...So... the form has changed, but I feel like the relationship between me and Inafune-san hasn't changed that much. And as a matter of fact, normally if you think about it as a company vs. company relationship, you would think that there'd be, like, a wall there. But... actually, I feel like, you know, as years have passed, our relationship has become deeper. And so, I feel like the relationship itself has just got better and better.
100k: Your company is well known for making two-dimensional games - will you be working on a 3D game anytime soon?
TA: So, actually... we do create 3D games, but these 3D games that we create, we haven't really been pushing them too much, and so I understand that's probably the reason why people know us as the 2D game creators. But there is the fact that our staff is a lot of... people on our team that love 2D sidescroller action games, so that's another reason why we are known as the 2D game creators. But, we are planning to continue creating 3D games as well, and we also want to give a push on 3D titles that we would create in the future. But, of course, we will continue creating sidescrolling 2D action games, because there's not gonna be a time that we won't make them.
100k: What would you say was the most interesting idea of working on the Gunvolt project?
TA: So... the combos... the more you make combos... basically, you could clear the game normally, gaining damages, you can do that, but if you don't gain any damages and create a bigger combo, the bigger combo you create... I'm sorry, let me start from the beginning. There's a target of combo numbers that you can accomplish to open up a song in the game. So, by having that feature in the game, you could just normally play the game without creating the combos, and you can still clear the game, but after this target, you kind of put, like, a weight on yourself to... accomplish this target. So, I feel like this is a really unique feature to this game, and also makes the gameplay really deep. So, like, you kind of make the game more difficult on your own, like, you're in control of beating the game differently.
100k: "There have been vastly contrasting reports over the years as to what happened to the remaining three Guardians of Neo Arcadia after the climax of Mega Man Zero 3. Can you by any chance shed some "official" light on the matter?
TA: "There is the possibility that they could be fighting for humans outside of Neo Arcadia. No one knows where they are right now. Because of Zero's activities and Neo Arcadia getting weaker due to the fight against the Resistance, Neo Arcadia can't find them. They might be out there, Neo Arcadia just doesn't have the strength to find them. In the soundtrack, we mention in the booklet that there's a possibility that they might still be alive."
*Hiroko's Ums and Uhs have been omitted from the transcript.
**In context, Hiroko either may have meant to say software in regards to current Mega Man stories open for continuation, or could be referring to the engines Capcom had for coding Rockman games. I can't tell from here.
***She actually said "came out" again, but I'm pretty sure she knows what happened and just doesn't have the phrase for it.