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Breath of Fire Official Complete Works and Resident Evil 6 Artworks available now (preview pages!)

Sep 17, 2014 // Yuri Araujo

If you appreciate good game art and, like me, enjoy looking and analysing art from various steps in the game development process, you’ll be glad to know that  Udon Entertainment has just released TWO art books:  Breath of Fire: Official Complete Works  and  Resident Evil 6 Artworks !

This  Resident Evil book focuses on the art of  Resident Evil 6 , bringing you tons of rough concept pieces, weapon designs, creature designs, character profiles and much more.

 

More Preview pages over at  Udon .

You can buy the  Resident Evil 6 Artworks right now on  Amazon Barnes & Noble , or local comic shops.

Now celebrating  Breath of Fire ‘s 20+ years as a franchise, this book compiles art from all  Breath of Fire games, so you get to enjoy tons of character art (dat classic 90’s Capcom art style!), early concept ideas and more. Check out some preview pages below:

 

More Preview pages over at  Udon .

You can also pick up the Breath of Fire: Official Complete Works right now on  Amazon , Barnes & Noble, or local comic shops.

Enjoy!

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Meanwhile on the internet… Monster Hunter Reallife

Sep 17, 2014 // Yuri Araujo

Not much else I can add… or even explain. Just enjoy it, okay?!

Originally spotted on DamnWyvernGems Tumblr .

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Massive Capcom sale on PSN

Sep 17, 2014 // GregaMan

::UPDATE:: Darkstalkers Resurrection added!

If last week’s Capcom sale on Steam made ya jealous, you may be interested to know there’s another Capcom sale happening on PSN RIGHT NOW. So many deals! Dragon’s Dogma: Dark Arisen for seven bucks?! What a world. Full list with links below.

Darkstalkers Resurrection –  $14.99 | $7.49
Devil May Cry HD Collection
 – $29.99 | $11.99
Resident Evil 4 HD$19.99 | $6.80
Resident Evil 5 Gold Edition$29.99 | $14.99
Resident Evil 6$19.99 | $9.99
Okami HD$13.99 | $6.99
Monster Hunter: Freedom Unite$19.99 | $9.99
Dragon’s Dogma Dark Arisen$19.99 | $6.99
Street Fighter: Alpha 3 Max$5.99 | $2.99
Capcom vs. SNK 2: Mark of the Millenium 2001$9.99 | $4.99
Mega Man: Maverick Hunter X$9.99 | $4.99
Super Street Fighter 2: Turbo HD Remix$9.99 | $4.99
Dead Rising 2: Off the Record$19.99 | $6.99
Street Fighter III: 3rd Strike$14.99 | $3.75
Resident Evil Chronicles HD Collection$26.99 | $13.49
Super Puzzle Fighter II Turbo: HD Remix$9.99 | $4.99
Resident Evil: Revelations$39.99 | $13.49
Dungeons & Dragons: Chronicles of Mystara$14.99 | $7.49
DmC: Devil May Cry$39.99 | $15.99
Capcom Fighting Evolution$9.99 | $4.99
Street Fighter x Tekken$39.99 | $9.99
Lost Planet 3$39.99 | $13.49

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Resident Evil Achievement and Trophy list

Sep 17, 2014 // Minish Capcom

Any RE fan knows the value of multiple playthroughs. RE1 rewarded you time and time again for stomping through the mansion “one last time,” but in next year’s enhanced update you’ll have even more reasons to dive back into the madness…

Here are all the Achievements and Trophies, including their value. Happy to say I was able to name a few of these, and even looked around the ‘net for some long-recurring fan requests. Enjoy!

Like Taking Candy from a Baby
Finish the game on Very Easy difficulty or higher ( 10 /Bronze)

Not in the Mood to Die
Finish the game on Easy difficulty or higher (10 /Bronze)

Take that, Zombies!
Finish the game on Normal difficulty or higher (20 /Bronze)

Oh, the Horror
Finish the game on Hard difficulty ( 30 /Silver)

We’re in This Together
Finish the game with Jill and Chris (30 /Silver)

The Survival Horror
Finish the game in Real Survival mode (30 /Silver)

Ghost of a Chance
Finish the game in Invisible Enemy mode ( 100 /Gold)

Not Just Any Object
Obtain the Stone & Metal Object using Chris (20 /Bronze)

Herbicide
Defeat Plant 42 using Chris (20 /Bronze)

Written Word is Dead
Obtain the “Last Book Vol. 2” using Chris (20 /Bronze)

An End to a Poor Girl’s Misery
Defeat Lisa Trevor using Chris (20 /Bronze)

You da Man, Chris
Finish the game using Chris (30 /Silver)

Grave Digger
Defeat a Crimson Head prototype using Jill (20 /Bronze)

The Key Master
Obtain the Helmet Key using Jill (20 /Bronze)

Giant Snake Got Nothin’
Defeat Yawn using Jill (20 /Bronze)

Where the Magic Happens
Break into the laboratory using Jill ( 20 /Bronze)

Alpha Team’s Finest
Finish the game using Jill (30 /Silver)

Get Used To It
Die for the first time (10 /Bronze)

First Kills Are Special
Defeat a zombie (10 /Bronze)

Not Taking Any Chances
Burn up a zombie (10 /Bronze)

Who’s the Hunter Now?
Defeat a Hunter (10 /Bronze)

Bravo, Rebecca
Save Chris using Rebecca (10 /Bronze)

What a Great Guy
Save Jill using Barry (10 /Bronze)

Delaying the Inevitable
Save Richard with a serum (10 /Bronze)

That Was Nice of You
Save Rebecca from a Hunter (10 /Bronze)

Trust Him
Save Barry from Lisa Trevor (10 /Bronze)

Sorry I Made You Wait
Save Jill from confinement using Chris (10 /Bronze)

Sorry About the Wait
Save Chris from confinement using Jill (10 /Bronze)

The Nightmare Ends
Finish the game saving Rebecca and Jill using (Chris 30 /Silver)

I’m a Member of S.T.A.R.S.
Finish the game saving Chris and Barry using Jill (30 /Silver)

Every Man for Himself
Finish the game without saving anyone using Chris (30 /Silver)

Every Woman for Herself
Finish the game without saving anyone using Jill (30 /Silver)

Seeing Red
Defeat a Crimson Head (10 /Bronze)

Not Waiting to Exhale
Survive your first encounter with Yawn ( 10 /Bronze)

Deep Sixed
Defeat mother Neptune (10 /Bronze)

Spider Sense
Defeat Black Tiger (10 /Bronze)

Don’t Stop Running
Finish the game in three hours (5 0 /Silver)

Racing and Pacing
Finish the game in five hours (50 /Silver)

CQC FTW
Finish the game using only your knife (no lighter, Defensive Items, and stomping zombie heads) (30 /Silver)

Ink is for Squids
Finish the game without saving (50 /Silver)

Break Out the Marshmallows!
Burn up two zombies at the same time with the lighter (30/Silver)

Starsenal
Obtain all weapons (must load grenade launcher with all shell types) (30 /Silver)

Passion for Fashion
Obtain all costumes (20 /)Bronze

Every Nook and Cranny
Visit all places on all maps (20 /Bronze)

Platinum Splattin’ ‘Em!
Earn all trophies ( Platinum)

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First 4 Figures reveals polystone Running Mega Man statue

Sep 16, 2014 // GregaMan

Top-quality collectible purveyors First 4 Figures have just started showing off the glorious “Running Mega Man” statue pictured above, which comes in highly rare exclusive and non-exclusive flavors . Both statues stand fifteen inches tall in high-quality polystone material, featuring a variety of painting and finishing techniques to really make the Blue Bomber look his best. The exclusive version features LED touches in several spots, bringing the statue to life even more.

Note that the conveyor belt base is inspired directly by the Metal Man stage from Mega Man 2. Neato!

If you are enticed, you’ll be interested to know that they are raffling away one of the exclusives on their Facebook page . Simply share the raffle post and comment for a chance to win.

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Monster Hunter Mondays 9/15: MH3U live at 3pm PT

Sep 15, 2014 // Yuri Araujo

Another Monday is upon us, and that means another week of successful monster hunts is about to start.

Let’s kick this off with our usual  Monster Hunter Mondays live stream at  3pm PT  over at  twitch.tv/capcomunity and set up the mood for the rest of week. =)

If you have a Wii U and Monster Hunter 3 Ultimate , you can join us at  Help D Lobby  10 . See you there!

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Tips for enjoying Street Fighter 2010: The Final Fight

Sep 14, 2014 // GregaMan

Street Fighter 2010: The Final Fight released recently on the Nintendo 3DS eShop, and I’m dead set on having people notice. So far, 100% of the times I’ve mentioned this game, someone has chimed in about how it was once panned in a comedy video series whose shtick is angrily panning video games. 

A more even-tempered examination of the game, however, will reveal that it is brimming with innovation, nuance, variety, and quality, and well worth your five bucks even if you didn’t pay the original asking price of…::does research::…5,800 yen. Holy cow. 

With that in mind, I present to you the following terribly important points about this game. I hope that they will help you get the most out of it and stop at least one of you from letting the foul-mouthed ranting of knee-jerk internet culture poison the well. Street Fighter 2010, if not a true Street Fighter game, is without question a true Capcom action game, with the same mad-scientist level of technicality we’d already all come to expect from the publisher even by just 1990.  

One more thing before I get into it though: I’ve taken some images and information from the Japanese fan site  Game Kommander . In addition to a complete illustrated walkthrough of the game, the site features videos of high-level play, a complete detailed explanation of all of the game’s techniques, powerups, and enemies, scanned advertisements from the game’s marketing campaign in both Japan and North America, and several insightful essays on the topic of Street Fighter 2010. It is an incredible site, and quite probably the most work anyone has ever done pertaining to Street Fighter 2010 since the ragtag team of developers actually created it. I don’t know who runs this site, but I suppose I should put a handshake on my bucket list.  

Now then! Some things to know.

1. You have to master the backflip. 

This is the first thing you should know about the game, and it may not be very intuitive unless you’re used to Capcom action games. I have seen people criticize this game for being frustrating and never once mention the backflip mechanic, but the entire game is designed around the pretense that players will be using the backflip mechanic profusely. If you aren’t using it, you’re probably really frustrated. But don’t complain—learn!

So here’s how it works: 

Step 1) Stand still.

Step 2) Press jump. That’s the “A” button.

Step 3) In midair, press Left or Right on the D-Pad—whichever is opposite the direction the player character is facing. 

Note that you cannot initiate the backflip if you are in the middle of running, since that will cause you to jump forward, at which point pressing the opposite direction on the D-Pad will just cause you to pull back the trajectory of your forward jump. Done correctly though, you will cause the player character (Ken Masters in the North American version!) to execute a glorious backflip, which both looks really cool and has a very important function: during the backflip animation, Ken is invincible. This is his, and your, primary form of defense. Use it aggressively. Use it often. Use it to jump through enemies and enemy projectiles. Don’t just dodge—attack the enemy with dodgingness!!

↑ An artist’s rendering.  Woodblock print, c. 1784

It’s a really fun mechanic, and makes you feel like an acrobatic champ when you use it to adapt to all the crazy crap happening on screen. You can also adjust the trajectory of the flip while it’s being executed, giving you quite a bit of control over your own positioning. Compare to similar maneuvers like the dodge rolls in Monster Hunter, Lost Planet, or Devil May Cry—they all have invincibility frames, but none of them let you adjust the length or trajectory of the roll once you’ve initiated the animation. Advantage: Ken.

Firing a plasma shot mid-backflip will cause Ken to execute a midair downward shot. I’m not saying this was the inspiration for Dante’s “Rainstorm” technique in Devils May Cry 2-mC; but it does look exactly like it. 

↑ And bear in mind, this  is the coolest animation in  Devil May Cry 2.

It also presents another strategic element, insofar as it gives the player an offensive option (this is the  only  way to shoot straight down) that requires you to commit to a jump. In practice, the backflip-downward-shot combo essentially works like a counter attack. Eat the damage and retaliate all in one smooth motion. And all this with the extremely limited input set of the NES controller. 

As one final but significant point, the backflip can be upgraded with the acquisition of a Flip Shield Capsule. This makes it so your backflip actually causes damage to enemies, elevating the technique to God Tier. Pro tip: Try and maneuver the backflip to get multiple hits on an enemy in a single flip. Can be done!

2. Master all your other moves, too.

In Street Fighter 2010, you press Down and B to shoot a plasma blast diagonally up. I’ve seen people try miserably to come to terms with this. “To shoot up diagonally, you have to press down and B,” one amazon.com reviewer notes. “I am so glad you don’t actually need to use this attack ever!” This reviewer also describes the game as “the best game I have ever played,” so I’m glad it didn’t kill the experience for him. But there are two things I want to stress here: 

  1. Learning a new input in an NES game, even one that may not seem intuitive, takes approximately one second. Complaining about it, on average, takes at least five. In one popular video review of the game, the reviewer dedicates fifteen seconds. My goodness.
     
  2. This input is only counterintuitive if you are thinking only of the direction of the shot: “Why press down to shoot in an upward trajectory?” But remember, Ken Masters is a martial artist. Don’t act surprised. The plasma shots he fires in this game are all powered by the force of his punches and kicks. Press B to do a simple jab, shooting the plasma straight ahead. Press Up and B to punch upward, shooting plasma straight above you. Press Down and B to do a roundhouse kick using the lower extremities. If you’ve studied martial arts in any capacity, you probably know that a roundhouse kick is a technique by which the practitioner swings his/her leg diagonally up and forward. If the foot were to emit a plasma ray that continued along the trajectory of the kick, the ray would shoot out diagonally up. But the executer of the attack is of course still aware that he/she is using the lower extremities to perform the maneuver. There’s the logic. Need more convincing? Well, strictly from a user experience standpoint, holding Down (or any cardinal direction) on the D-Pad is a whole lot more comfortable than holding a diagonal, and holding a diagonal would also increase the likelihood of the player accidentally stepping forward, which, in addition to being quite lame, would also make it harder for the player to bust out the backflip, since, as we’ve established, you can’t do the backflip while you’re moving forward. Please RT.

↑ The Angry Video Game Nerd on the controls: “It’s as if the controls themselves are too futuristic and advanced for anyone to comprehend.” While that would be a very cool case of ludonarrative resonance, I’m afraid it simply isn’t true. Ten to sixty seconds of attentive play should be all it takes to get the basic controls down. 

Once you’ve gotten all that sorted out, you will discover that the kick does serve its purpose. It’s one of Ken’s most powerful attacks, and it allows you to attack a high position from a low position. When leveled up, it has a distinct, boomerang-like arc that allows you to attack enemies above and behind you. Learn that trajectory! 

Additionally, did you know that the kick is actually part of a powerful, four-hit combo? Simply hold Down and press B four times to do a kick, kick, punch, punch series. The moves are slow, but deal heavy damage in relatively few shots. 

↑ Ken deals a swift kick to his opponent, the nefarious “Brian.” 

Hold Forward while attacking to do a series of what’re known as “Hyper Shots.” Ken unleashes a barrage of slow and heavy hook punches that do big damage. Use it on bosses when you don’t have time to get a lot of regular shots in.

Jump and press B to do an acrobatic jump shot. The jump shot is a relatively safe way to do high damage. Use it to pick off little enemies when you find yourself in an area with precarious footing. It’s also the single quickest way to break destructible objects and uncover powerups. 

Ken also has the ability to climb vines, walls, and columns. This mechanic is a bit nuanced, and I think it eludes people at first. To cling to a surface, you must hold A, the jump button. Once you’re clining, you can let go of A, but if you’re not holding A when you jump at a surface, you’ll just hit the surface and continue falling alongside it. This, too, can be mastered and used to your advantage. Try jumping at a climbable surface and intentionally falling to a strategic altitude before pressing A again to cling. This is particularly important in Area 2-2, which is entirely an auto-scrolling vertical climb. You can’t attack from a climbing surface unless you are at rest, which is hard to do when the murderous bottom edge of the screen fast approaches, so you’ll have to make masterful use of the cling mechanic to fake out the enemies as they home in on you. It may seem chaotic at first, but it can be done with just a bit of practice. Learn to climb; that’s why Area 2-2 exists.  

↑ Back when vines took more than six seconds.

3. Momentum is important.

In Street Fighter 2010, you collect powerups hidden in destructible objects. For every two powerups you collect, you gain one “level,” up to level five. The higher your level, the greater your attack range. This is of utmost importance. If you can maintain a high level, the game is infinitely easier since you can maintain a safer distance from all enemies. When your level is low, your plasma shots are barely longer than your limbs themselves, meaning you must get right up in the enemies’ highly treacherous grills to engage in deadly future-combat. In Street Fighter terms, it’s the difference between a hadoken and a fierce punch.

When you die in this game, your level is reset back to zero. Past level three, you lose a level each time you’re hit until you’re back down to level two. Effectively, this means that the worse you do, the worse you’ll do. If you’ve ever played Gradius then this will be a frustratingly familiar concept, but remember that this is all part of the game. Gaining levels as quickly and efficiently as possible becomes a top-priority concern. You’ll find yourself memorizing powerup locations and plotting out the safest positioning for taking out specific enemies. Don’t lose your momentum, or you’ll be pedaling uphill instead of coasting. Who didn’t love that metaphor?

4. All difficulty is surmountable, balanced. 

In an essay from the previously linked Japanese page, the author describes Street Fighter 2010 as an “action game of the highest order,” but also “one of the most underrated Famicom games of all time.” 

The author attributes this to two specific reasons: 

  1. “It confusingly wears the Street Fighter moniker, which speaks nothing to the game’s incredible level of polish.”   
  2. “The high level of difficulty.”

It’s easy enough to understand the first reason. A lot of people discovered this game after the Street Fighter boom ignited by Street Fighter II’s release in 1991, and were disappointed to discover the complete lack of resemblance. It’s important to stress, though, that 2010 actually came out a year before the SFII boom, when the identity of the Street Fighter brand was still up in the air. Remember that the originally planned follow-up to the original Street Fighter was a side-scrolling beat-‘em-up called Street Fighter ’89—later renamed Final Fight. As it stood in 1990, Street Fighter 2010 was in fact the second of just two Street Fighter games. The divergence of style was hardly remarked upon at the time. 

↑ Can you believe characters like Cody, Guy, and Poison were almost in a  Street Fighter game??

Regarding reason number two, the above author says the following:

“It’s true that 2010 is likely one of the most difficult games in the Famicom’s massive library. But to be sure, by no means is that an unreasonable difficulty caused by insufficient testing or lack of balance.

Even the most severe sections of the game have winning strategies, and the game is made such that, with enough practice and repetition, you will see the end. Dig even deeper and you’ll find that the game is so delicately balanced that you’ll eventually be able to pull off perfect runs. This is not an unclearable game.”

By design, a lot of the enemy behavior in this game is based on procedural algorithms, which means there’s an element of randomness each time you play, but also that that randomness has a logic to it. Be thoughtful in your approach, be ready to adapt to the situation using all the tools you’ve been given, and you’ll get through it eventually. 

5. This game boasts a serious staff pedigree.

-Designer: Miata Yamamoto – Ghouls ’n Ghosts (Arcade), UN Squadron (SNES), Magical Quest Starring Mickey Mouse (SNES)

-Programmer: H.M.D. – Mega Man (NES), Mega Man 2 (NES)

-Composer: Tamie – Bionic Commando (NES), Strider (NES), Sweet Home (NES)

I mean come on.

6. The game has you traveling across five planets, and each one has an actual cohesive motif.

I just think this is cool. Every few stages you jump to a new planet, but each planet has a cohesive concept—one is overrun with vegetation; another is a desert; another is cold, sterile, and mechanical. It’s easy to get distracted by the game’s high difficulty and miss it, but it’s cool how much work and thought went into actually connecting these bite-sized worlds with a sort of visual consistency.

↑ Scenes from the desert planet.

↑ Wait a minute…Statue of Liberty….That was  our planet!!


7. Here’s what high-level play looks like. Watch and learn.

Planet 1

Planet 2

Planet 3

Planet 4

Planet 5

In closing, I leave you with one final quote from GAME KOMMANDER:

It’s not a game with low barrier of entry. It’s not a game for the mainstream. But it is without question a masterpiece. Among those who have cleared it, 2010 is frequently heralded as one of action gaming’s best. See for yourself how unembellished that statement truly is.

I tend to agree! Check it out, guys—it’s pretty neato.

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Player Spotlight Series #1

Sep 13, 2014 // ComboFiend

You may be used to seeing your favorite Street Fighter player on stream, but how much do you really know about them outside of their SF skills? If the answer’s “not much,” all of that is about to change as we bring you “Player Spotlight” videos. Included in this week’s batch are Mike Ross, EG PR Balrog and Tampa Bison. Continue on to get your fix of these amazing players.

Throughout the Capcom Pro Tour we’ve been grabbing the most well known players as well as up and comers and grilling them on what topics such as their biggest wins and worst losses. We also dive into their past so that you can learn more about your favorite player.

These videos will be coming out weekly, so be sure to come back next week, while also keeping your eye out on the CPT site for the latest spotlight videos. 

Mike Ross

EG PR|Balrog

Tampa Bison

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Mega Man 7 out now on NA Wii U eShop

Sep 12, 2014 // Minish Capcom

Earlier this year we revealed a huge stash of classic NES/SNES games that were on their way to Nintendo’s 3DS and Wii U eShops. One of the most requested was Mega Man 7, which was surprise launched today during their Treehouse Stream !

Released somewhat late in the SNES cycle, Mega Man 7 somewhat slipped through the cracks during its initial release. While us Unity folk know its high points (tons of secrets, useful boss weapons, interactive environments, irresponsibly hard final boss) a great many MM fans didn’t get their first real chance to play until 2004’s collection.

Now, it’s out there for all with a Wii U! And for those keeping track, that means Mega Man 1~7 are all on the Wii U right now, plus X1-X2 (which are on sale ’til 9/18) and Battle Network.

I played through this back in July 2012 after accepting some challenges from The Mega Man Network. It was… quite a stream 😛 But now it looks like the Twitch archives are all gone so… may have to do it again!

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The Early Days of Ace Attorney

Sep 12, 2014 // Janet Hsu

Hi everyone! This is Janet Hsu, here again with some tales of the early days of Ace Attorney! Ever wonder how this series about a band of lovable lawyers came about? Or if Phoenix was even a lawyer in the earliest drafts? Well, come along with me and wonder no more!

Back in 2010, Mr. Takumi posted some intriguing pictures to his twitter account (@takumi_gt for those of you who are interested and can read Japanese. Due to his writing style, translation sites tend to return absolute gibberish, but you’re always welcome to try… Also, please understand that he will be unable to write or follow you back).

======================================================

twitter.com/takumi_gt/status/19624938260…

So, this has nothing to do with Ghost Trick, but… I found some documentation I drew up when I was making the Ace Attorney series. Wow, these sure bring back memories.

twitter.com/takumi_gt/status/19627857735…

With the AA series, I laid out how each episode’s opening and “event cut” illustrations would look by drawing them all myself. This is the storyboard for the Steel Samurai opening that I drew 10 [now 14] years ago.

Wait! Does that say “Episode 2” at the top?!

twitter.com/takumi_gt/status/19628485643…

And this is what an event cut rough looks like. You’re a fab fan if you can recognize where this is from at a glance. Yes, absolutely FAAAAABULOUS!

A most FABULOUS award ceremony!

twitter.com/takumi_gt/status/19629620106…

After I would finish writing all of the dialogue, and as we were putting the game together, I would decide which scenes will get an event cut illustration and draw a rough sketch of them… which was a lot of fun.

Translation: ⑬ Eating the lunchbox
With a soft and moving feel.
A crying Maggey as she eats the weenies, and a happy-looking Maya.
“How is it, Maggey?”
“…It’s delicious…”

twitter.com/takumi_gt/status/19632193185…

Here we have a few of the fabled event cuts from the scrapped version of Episode 1. This first one shows Phoenix being cornered and arrested by the police. Oh, how shocking!

Translation: Phoenix is arrested
Overhead view. Phoenix surrounded by police cars.
The rain effect sprites layered on top.
It’d be nice if we could add police car lights…

twitter.com/takumi_gt/status/19633856122…

Actually, Phoenix was originally supposed to be a private eye.

Translation: Phoenix’s bedroom
Dotted rectangle in the upper left: Evidence window
About the bed: Regular bed or futon?
Magazine by his bed: “Part-Time Jobs News”
Memo: Phoenix on his phone
The evidence window will be open, so please leave some space for it.
The light sources will be his bedside lamp and the light at the tip of his phone’s antenna.
Phoenix after he gets off the phone.

twitter.com/takumi_gt/status/19634940417…

The opening was going to show how, one night, Phoenix found a body at the office of his client, a lawyer, and is arrested on the spot.

Translation: Opening
About the hand: Glove
Memo: Use a sprite background?
Rushing speed lines (against a solid black background)

twitter.com/takumi_gt/status/19636459321…

And then, because the lawyer assigned to his case was kinda useless, Phoenix decided to take up his own defense…!

Translation: Defense Attorney Payne VS Mia
This serves to show Mia and the attorney talking as they stand in a straight line.
Phoenix should look like he’s mediating the defense’s discussion.
The attorney is confused.
※Phoenix is the layman here, so it’s fine if he’s not featured too prominently.

twitter.com/takumi_gt/status/19638738405…

In fact, it looks like even Phoenix’s first meeting with Maya was supposed to be completely different. It really gives you something to think about, huh… Anyway, later!

Translation: Maya’s First Appearance
• Camera POV:
Standing firm in a fighting pose.
She’s nervous because she’s facing a “killer”.
The background is a break room in the courthouse.

======================================================

Re-reading these got me thinking, because not only were there some really strange things that didn’t line up with the final version of the game, there was a completely different backstory to Phoenix! And so, I set out on an epic journey down a few flights of stairs to get some answers from the man himself!

——————————————————————————————— 

Janet: Otsukare-sama desu 1 , Takumi-san!

Takumi: Oh! Otsukare-sama desu!

Janet: Thanks for taking time out from your extremely busy schedule for this impromptu interview. I really appreciate it.

As you know, “Phoenix Wright: Ace Attorney Trilogy” is coming out world-wide this winter, and as I was brainstorming what to write about for this week’s blog, I remembered your tweets from 2010.

Takumi: Tweets from 2010?

Janet: …Well, it was a long time ago…

Takumi: ???

Janet: I-It’s OK if you don’t remember…

Takumi: …Oh, THOSE! Yes!

Janet: I remember reading them and being shocked by how different the original draft of the game’s story was – how Phoenix wasn’t even a lawyer, but a private eye!

Takumi: Yes, AA was originally supposed to be a detective game, so naturally, Phoenix was to be a private eye. But then, one day, I made a startling realization: the gameplay concept I was going for was for players to enjoy finding and taking contradictions apart, but that was hardly related to investigating or detective work at all. In that moment, I had it – I realized that the main setting for the game should be the courtroom.

Janet: That’s quite the jump, but you know, I can’t imagine this series being anything else at this point.

Takumi: I suppose so, but in some ways, it will always be “Surviban: Attorney Detective Naruhodo-kun” 2 in my heart.

Janet: Ha, ha, ha! “Surviban”?! It sounds like some sort of Battle Royale – only in court!

Takumi: We had all sorts of names for the yet unnamed game back then, but as you know, people identify themselves in our company as “Mr./Ms. So-and-so from the XYZ team”, so when push came to shove, we had to decide on something soon after we formed our team.

There was the “Naruhodo-kun” series, like “Naruhodo-kun’s Screaming Trials”, “Naruhodo-kun’s Outrageous Defense”, “Naruhodo-kun’s Grab-What-You-Can-While-You-Can Adventure”, and “Isn’t That Great, Naruhodo-kun?!” The name “Gyakuten Saiban” (“Turnabout Court”/”Turnabout Trials”) was actually in this list, though I don’t know why it didn’t do it for me at the time.

We had some more impactful names like “Surviban”, “Attorney Brothers Three”, “Boogie-Woogie Innocence”, and “Bingo Bengo” 3 , too.

And then there were the more literary ones like “The Beautiful Verdict”, “Amber-Colored Testimonies”, “The Objections in Your Eyes”, and “Let’s Raise Hamsters”.

Janet: Wait. What was that last one…?!

Takumi: When I held my first meeting with all of the team members, there was one person who wanted the main character to be a hamster.

Janet: Please tell me that person was not serious…

Takumi: Actually, Surviban Naruhodo-kun did wind up with a pet hamster.

Janet: I-I see… 

Takumi: We really were a small, seven-person team back then, you know.

Janet: Oh?

Takumi: In fact, the game was in danger of being canceled once because two of our team members decided to leave the company. But with the help of Mr. Inaba and Mr. Mikami, who were the game’s producer and my division leader respectively, we were able to wrangle a Resident Evil team member into helping us part-time.

Janet: Talk about a close call!

Takumi: It was, but I think it taught everyone just how important each person on our team was.

Janet: So what kind of roles did you have on your team?

Takumi: Scenario, character animation, backgrounds, gameplay system graphics, music, sound effects, and programming.

Janet: Wait, that’s seven roles for seven people! That’s as bare-bone as you get!

Takumi: Yes, so you see why the threat of cancellation became a turning point for all of us and how seriously we each regarded our work.

Janet: I want to go back to the story for a second. In the picture of the Episode 3 opening storyboard, I noticed that it’s actually labeled as the opening for Episode 2. Is there a reason for that? I assume this means that at some point you must’ve shuffled some of the story around?

Takumi: I did, actually. In my initial draft, “Turnbabout Sisters” (ep. 2) was supposed to be the very first episode. But because of its length, among other reasons, the team and I decided it was ill-suited to being something to ease the player in, so I wrote a shorter first episode, which became simply “The First Turnabout”, and shifted the other episodes back a slot.

Janet: Was it hard to suddenly have to write something completely new, knowing that you had to keep it short?

Takumi: It was, mostly because of how hard it was to strike a balance on a number of points. In addition to keeping it short, I knew that as it was going to be the first thing people experienced, so I had to set up the world of Ace Attorney and the types of people they’d meet within it properly. The first defendant, Larry Butz, was an especially hard character, and I had to write and re-write him so many times to get him just right.

Initially, he was supposed to be an “average Joe” character – an all-around nice guy that anyone might know in real life. But the main artists on the team, Ms. Suekane and Mr. Iwamoto, quickly raised an objection and told me to give him some oomph.

So, on my next try, Larry became a prickly tough-guy whose defining trait was going to be that he had a habit of saying he’s “gonna kill” everyone. He would start with Phoenix and then move on to Prosecutor Payne and the Judge, and even on to his already dead girlfriend, but at the end of his tirade, he would turn to Mia and say that he would “love to be killed by her”.

Naturally, some of the higher-ups were not so fond of that, so I turned the situation around by turning him around, and he became a character who laments his lot in life by saying “I’m gonna die!!!” or that the situation “is killing me!!!”

Janet: The first turnabout of “The First Turnabout”, as it were? *laugh* Oh! That reminds me – I’ve seen players comment in the past about how they wished that the opening of the first episode wouldn’t show the culprit because it ruins all the fun of figuring out who did it, but I have to assume that you did it on purpose because it’s very reminiscent of the old TV series “Columbo”.

Takumi: You’re right that it was by design. “Columbo”, which I’m a fan of, and others like it are not set up to be whodunit stories, but rather as howcatchems (or “inverted detective stories”), and especially with the first episode of AA, I wanted players to focus on the thrill and excitement of nailing the culprit. It was just that this was the most direct way I could think of doing it.

Janet: Well, thank you for all your time! I know you’ve got to get back to your preparations for the Tokyo Game Show.

Takumi: You’re very welcome. I hope everyone will enjoy what we have to present. 

Janet: I’m sure they will! Good luck and have a safe trip! 

———————————————————————————————-

Unfortunately, that’s all I could get out of Mr. Takumi within the limited time we had, but talk about shocking! All I can say is I didn’t know the project almost got canceled, but thank goodness it didn’t! 

Next time, we’ll jump back to the year 2002 and take a look at the beginnings of “Phoenix Wright: Ace Attorney – Justice For All”. Apparently, that project started off with a truly impossible request…

Until then! 

Notes:

1 This is a common greeting used in place of “hello” or “good day” in a work setting. It literally translates to “O Hard-Working Tired One”, though obviously, it’s not meant to be taken literally; it just a way of recognizing that the other person has been hard at work.

2 ”Surviban” is a play on words comprised of the English word “survival” and the Japanese word “saiban” (court/trials), while “Naruhodo-kun” is Phoenix’s Japanese name with the endearment suffix “-kun” attached.

3 ”Bingo Bengo” is a fun alliteration comprised of the borrowed English word “bingo” and the Japanese word “bengo” (defense/legal representation). While it may be tempting to imagine our favorite lawyers playing Bingo during a trial, the meaning of “bingo” in this case is “to have answered correctly” or “to have hit the nail on the head”.



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Spoils from Yian Kut-Ku Day 2014

Sep 11, 2014 // Yuri Araujo

Do you love the Yian Kut-Ku ? Sure you do; I have proof. Just take a look at all this wonderful fan art you shared with us for  #KutKuDay !

I’ve gathered a couple of them here, but you can see more in this Facebook album, or by searching #KutKuDay on Twitter or on Tumblr . Enjoy!


by D.J. Ross

Chalk Art by Beth Sanford

by Jeremy Babicz

Screenshot by Fz Figueroa


by Gabriel Becker

We also had a few haiku submissions (at least I think this is haiku), so here’s one from Espeon, on Twitter :

Your first hunt is here
Aptonoth leaving the zone
Forest and Hills fight


by Tortoiseharecreations

As a little extra, artists Tortoiseharecreations (above) and Paolo Diego (header image / one of my friends who got me to play MH for the first time) share videos of their digital painting process. Check ’em out below:

So now that we’ve got this thing started, you can already start preparing your Yian Kut-Ku fan love for next year’s #KutKuDay. Considering you have about one entire year, I’m setting my expectations pretty high. =P

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Resident Evil Revelations 2 – First Trailer

Sep 11, 2014 // Minish Capcom

It’s barely been a whole day since we unveiled screens and details for Revelations 2 , but the assets keep comin’ with this brand new in-game trailer!

This trailer recaps the brief plot details we outlined yesterday. Claire is welcoming Moira Burton to Terra Save, an organization that helps people around the world deal with bio-terror threats. Mere moments into the evening, the reception is invaded by mysterious armed figures… and then Claire wakes up in an abandoned facility filled with wandering Afflicted.

*Retail disc version includes further gameplay content in addition to the content included in the Complete Season

We also discussed the game’s initial episodic delivery – you’ll be able to download $5.99 episodes weekly, or buy all four episodes + additional content in either the Complete Season or the physical disc.

More to come!