The first in the series of "Toybox
Meets" is with the popular Swery-san, the director of Deadly Premonition.
Japanese Page
Wada Swery-san, we thought you would be the ideal guest for the first in the
series of ToyboxMeets series.
Swery Thanks.
So the readers know, we've known each other since the development of the
original Deadly Premonition game, but never had too many opportunities to talk
properly, so today should be quite interesting!
Wada We
first met less than 10 years ago, I think it was around 2004
Swery Yeah,
it was May 2004. Some of my staff showed a design concept of mine to you.
Wada Ah
yes, that's right. It was a concept about solving murder cases using profiling
techniques.
Swery That’s
right. It was called "Murder in the Rain".
Wada I
thought the profiling concept sounded interesting so I showed the concept to
Kanazawa-san (now of Toybox). Kanazawa-san had spent some time planning a
mystery adventure game where the people of a town moved around in real time and
what is now referred to as real world mystery adventure games. It seemed like a
good match so I told him what do you think about this game? (referring to your
concept) I remember he then took a look at your previous game Spy Fiction and
was really impressed with the quality, and the rest, as they say, is history.
Swery I
wanted to have an occult story set in a country town, which as it turns out was
always what Kanazawa-san had in mind so we swapped ideas to develop the concept
further.
Wada I'm
probably a bit selfish! (laughs) so when I get involved in the development of a
game I tend to say what I think, so this time I decided to leave it up to you
and Kanazawa-san. I took a step back and was quietly anxious to see what the
result would be.
Swery There
was a lot of hurdles that we had to overcome throughout the development and I
honestly think that without you and Kanazawa-san’s support the game never would
be come out.
Wada Thanks,
but yeah, there’s was a lot that went on that we can’t say on here! Re-doing
parts of the game etc.
Swery At first we were considering a female FBI agent as the main role, but after
receiving some input from overseas we changed it to the male character
that’s in the game now. We listened to a lot of advice from overseas and
since I play a lot of non-Japanese games I wasn’t so opposed to much of
the comments. However, what I am picky about is the story and the gameplay
so when we heard that we should add some gun shooting aspects to the game
(probably marketing advice), I wasn’t so sure. With hindsight, I guess
the game was seen as a kind of twist on the survival horror theme so perhaps
they weren’t completely wrong to suggest it.
Wada I’m happy to hear that.
Swery If
I think about it now, the biggest surprise was being asked to take out the more
grotesque scenes. I never want to hold back to get the absolute most out of my
games so this was a bit of a shock.
Wada Japan
is quite lenient when it comes to nudity but is tough on grotesque images. (laughs)
Editor's Note: Talk edited for content.
Swery But
in the end I thought that even if you change a few things the essence of the
game won’t change. What was more important was to release the game and have people
experience it.
Wada I
heard you got quite a lot of response from outside of Japan.
Swery I
wanted to make something new. I hate the idea of making another version of
something that already exists. I would have been more against someone telling
me to copy another game. So when Kanazawa-san started talking about taking
elements of a horror and mixing it with fear from a mystery I was quite intrigued.
I gave it a lot of thought and the system that I came up with was agreed, so in
the end I didn’t have any objections. I also think that it really helped that you
and Kanazawa-san understood the creative process so you were able to
communicate clearly what you had in mind.
Wada I’m
like that too, always striving to create new things, there’s no point otherwise.
With Deadly Premonition, the original point is the player character York and the
voice inside his head Zach, who is actually the player.
Swery The idea of Zack came about late one evening, drinking coffee at a family
restaurant with the co-scenario writer Goda-san. Unlike movie scripts in
games you need a hint feature to drive the player, so we discussed how
to best achieve this and it ended up taking a lot of time. I scribbled
down various things down on the back of the menu such as Talk to me, Talk
to Characters etc, and then it occurred to me that this might be the solution.
Everything grew from there and the idea of Zack was born,thanks to the power of the night! (laughs)
Wada (laughs)
Swery I learned a lot about how to properly develop characters and it actually
changed the way I thoughta little, starting to re-asses ideas once I’d
thought of them. For example, even if there was a request to fix something
I’d think if there was a way to overcome this and think of a new idea.
With the grotesque scenes for example we learnt what was the limit and
how to create the right balance.
Wada Balance!?
But the idea for the new game you showed me the other day was crazy. The
character I mean…
Editors Note: Talk edited for content!
Swery Good
idea eh!? (laughs)
Wada Yeah,
it was a really good idea! (laughs) It’s surely going to sell loads. There’s
nothing else like it! (laughs)
Swery You
mentioned there’s no point unless you create something different, but actually
I think the fact that you’ve kept this philosophy throughout your career is
pretty amazing.
Wada Thanks.
If I think about it, I’m not sure I would describe it as having a complex, but
more of a strong desire to make the best games possible. And even though I’ve
long had such hunger to create compelling games, I don’t feel anywhere near satisfied
yet.
Swery Even
though your Harvest Moon games have been hugely popular all over the world?
Wada Yeah,
but I always have some small regret, wishing that I had done something different.
I guess I’m never completely satisfied with my projects. I don’t think I’ve made
something that I’ve been completely satisfied with.
Swery I
know what you mean. There are always places where you have to compromise or you
can’t finish as you wanted.
Wada During
the Famicom (NES) days we always faced hardware limitations and had to
compromise, so it’s not really anything out of the ordinary for me. With today’s
hardware virtually anything is possible. It’s now more of a battle financially,
to make sure the game makes a profit. Making games as a business is what it is,
but making choices during the development is still about the creator’s sense. I
think that independent studios that are making apps these days are faced with
making similar tough choices.
Swery There
are many creative guys that going independent to make the games they want to
make, but more often than not it turns out to be a short lived exercise. I
guess that proves that there is still a lot of creativity.
Something
that Swery is currently into.
Swery I
know you asked me to bring something that had currently caught my attention so
I gave it some and then a few days ago I realised it was Nicolas Cage. (laughs)
Wada Nicholas
Cage!?
Swery OK,
admittedly this probably doesn’t really fit into the definition of what I am
into, but bear with me… If I was asked who is my favourite actor I probably
wouldn’t say Nicolas Cage, but if I was asked to name some of the movies that
have left a lasting impression then I would say Night Cries and World at Heart
etc. When I thought about this I realised that they both star Nicolas Cage!
Then I realised that I’d seen virtually all of his films. So, for today’s theme
I picked “the unnoticed Nicolas Cage”.
Wada My
impression is that Nicolas Cage is kind of a B class actor.
Swery He
won the Academy Award for Best Actor but it doesn’t seem to of changed him.
Wada Aha,
for Leaving Las Vegas, right?
Swery Then
his next movie after getting that Oscar was Con Air! (laughs)
Wada Hahaha
Swery …and
then The Rock! Seems like he likes playing the hero! Did you know he took his
stage name Cage from the superhero Powerman? On his first movie he used his real
name Nicolas Coppola.
Wada Right’s
right…! The Coppola family.
Swery Then
I realised that I’m actually focusing a lot of attention on Nicolas Cage. His use
of wigs is amazing.
Wada Hahaha
Swery His
wigs in Con Air, The Sorcerer's Apprentice, Next etc, are pretty amazing and
became parts of the films.
Wada His
choices of wigs is great. Perhaps he doesn’t notice his own hair! (laughs)
Swery His
best movie of late has been Kick Ass. Everyone was focusing on Chloë Grace
Moretz, but this was a Nicolas Cage film!
Wada Right!
Swery This
is going a bit off topic, but perhaps I like actors that wear wigs! Bruce
Willis is another, in films like Day of the Jackal and Surrogate I realised
that I was paying a lot of attention to Bruce’s wig with a side parting.
Wada You’re
obsessed! (laughs)
Swery More
recently, Jason Statham wore a wig in Revolver.
Wada Hahaha
Swery I
learnt a lot about wigs from the Con Air! (laughs)
Wada Seems
like you like movies in general (not just films that have actors with wigs!) so
you watch a lot. So what I mean is that you didn’t just watch Nicolas Cage
films by chance, but you’ve probably seen every movie!
Swery Hahaha…
and as a result actually York in Deadly Premonition also talks about movies
quite a lot!
Something
that Wada is currently into.
Wada I
have long read books or played games, and recently I’m really into a book
called Millennium.
Swery Aha,
The Girl With The Dragon Tattoo? I’ve not read the book but I’ve seen the film.
Wada I
really enjoyed the film so I bought the book and well, the translation is
amazing! It’s kind of like Haruki Murakami style, and well adapted to Japanese…
but more than that, it’s just really interesting to read. Plus I love the
character Lisbeth Salander!
Swery I
know what you mean!
Wada Character
and place names aren’t normally that memorable but Hans Erik Wennerstrom etc were
really well thought out and so easy to remember.
Swery Yeah,
that is good. One thing that I noticed when writing my own material is that if
too many characters appear you can’t remember all of the names, right? So I
consciously think up another way to think of them. For example “the strange FBI
agent” or “the middle aged women with a cooking pot “. I try to assign each
person a role so even if you can’t remember their names you know who they are.
Wada If
the style of writing is very natural and there are not many points of
contention you find it generally easier to remember names. It’s the way to make
a name stick in your mind.
Swery Probably
because the original English story was well written and was then translated
very well into Japanese by someone who really liked the story.
Wada I’ve
read a lot of other novels and often there is a part that doesn’t quite work
somewhere.
Swery The
movie adaptation of No Country was really close to the book. I read the book
before seeing the film and thought the director did a great job of getting
across all the content from the book into a two hour film.
Wada Aha,
Dragoon Tattoo is probably the same.
Swery I
didn’t think you’d be into the Millennium series. When did you read it?
Wada I
read before I go to sleep at night, otherwise I can’t go to sleep. Problem is I
often drop-off while I’m reading and then can’t remember where I read to the
next day.
Wada One
other thing I’m into at the moment is Pocket Soccer League: Calciobit for Nintendo
3DS.
Swery A
football game eh. I’ve not played it yet.
Wada It’s
a football simulation game where you make your own football team and watch them
play out matches.
Swery Kind
of like Derby Stallion?
Wada The
creating part is the same, but in Pocket League you have to think about the
business side and manage the players, salaries etc. That said, it’s just really
fun to play and the matches are really, really funny to watch.
Swery Sounds
interesting.
Wada The
graphical style is kind of reminiscent of the old Super Famicom (Super NES)
days, but it really feels like football. Pulling off through passes, the way
the ball rebounds off the posts or the way the footballers move etc, it feels
like football. It’s really well done. Plus the AI is great. The character
graphics are just symbols but it doesn’t detract from how much fun the game is.
Swery Brings
back memories of the old days. I remember that the words for “secretary” were
written in hiragana instead of kanji! hahaha.
Wada Right…but,
this is a bit different. The graphics in Pocket League enhance the game play. By
the same token, Deadly Premonition was also said to have dated graphics, but
the people who actually played the game said that essence of the game play was
in the game system.
Wada Well,
time’s almost up. It’s been great getting back together again to work on Deadly
Premonitions Directors Cut, and I hope we can cooperate again on a new product.
Swery Yeah,
definitely, and besides we have Kanazawa-san’s new concept for a mystery horror
game.
Wada And
the other cool design that we talked about too! It might be too scary for the
people reading this, so let’s talk about it another time! (laughs)
Swery You
got it! I love you all!