Brief Interview: Yosuke Hayashi - Ninja Gaiden Sigma Director

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Gradthrawn

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I found this short interview over at GameTrailers with Yosuke Hayashi, the director for Ninja Gaiden Sigma. It was conducted by GamePro editor Mr. Marbles. It covers some general topics such as development on the PS3, a little talk about Home, and even a brief mention of Heavenly Sword.

Can you talk about what you're doing with enemies and A.I. and is the PS3 allowing you to do more with that?

For us putting new enemies in the game we needed to make sure that served a purpose. It's not just about the number you can have at once. There are games that have thousands of enemies at once, and some of them don't move or do much. For us it's about making sure they have goals they are fulfilling and that they can work together with existing enemies. That's really our philosophy. As far as A.I. goes people have played our game before will see that we've made some subtle improvements. A lot of it has to do with using all the Cell's SPU processors.
Has it been difficult to develop for the PS3 overall?

For us it's not a question of being easily to develop for, that's a relative term. When we first got our hands on the hardware it took us a while to get back into the flow of working with Sony, because they way they do things is a little different. The developers that say it's too hard to develop for and complain about it are missing the point. It sounds like an excuse to the consumer to us.
There are a lot of people out there that bought the PS3, and it's not a question of whether it's easy or hard. If your going to do a project you have to do the best you can. It's like if you bought a CD and it sounded bad and the singer said it was because the studio and the engineer were no good. Ultimately it's up to that person to make sure they have the quality that's needed. Look at what were able to do and the quality we are able to achieve and that speaks for it self. I think people will be satisfied with what we were able to do. If we can do it then other people will be able to do it as well.
Are you impressed with anything out on the PS3 right now?

I think I look at the lineup and I think people are trying, but I'd like to see a little more progress. We're working with real-time self-shadowing at 60 frames, and there are other games running at lower frame rates and us the fact that they have self-shadowing as an excuse and that's kind of disappointing. There are games I'm looking forward to, and one is Heavenly Sword. I haven't played it so I have no idea how it works as a game, but it has visuals that make you want to play it. It stimulates us to work harder to be able to take that game on when it comes out and I hope our game doesn't disappoint gamers.
 
1080p / 60fps

1080p / 60fps

Can you talk about the overall graphics and what people can expect on the PS3?

The developers that say it's too hard to develop for the PS3 and complain about it are missing the point. It sounds like an excuse to the consumer to us."--Yosuke Hayashi, director for Ninja Gaiden Sigma on the PlayStation 3.It's not so much that we brought the game over to the PS3 as it is we more or less are recreating Ninja Gaiden with the most up-to-date graphic techniques in order to take advantage of the hardware. In order to have this be a great experience for both people who are new to the series as well as those who've enjoyed it since the beginning, we want to provide an experience that looks totally new and fresh. One of the best ways to do that was to have a game that runs at a 1080p with a constant 60 fps, and utilizes real-time self-shadowing. No other game as accomplished all three of these goals at once.

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The developers that say it's too hard to develop for the PS3 and complain about it are missing the point. It sounds like an excuse to the consumer to us."--Yosuke Hayashi, director for Ninja Gaiden Sigma on the PlayStation 3.
 
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