
Few developers in the gaming industry have such a carefully crafted image as Tomonobu Itagaki, head of Team Ninja and creator of the Dead or Alive franchise and Ninja Gaiden's next-gen evolution. Qais Fulton and I happened upon him at Microsoft's headquarters in Redmond, where Itagaki, draped over a couch as the image of cool itself, kicked out the jams on the latest build of Ninja Gaiden II.
We had some time afterwards to ask the notorious developer some questions about his newest title, developing for Eastern and Western audiences, and more. Hit the jump for our Q&A.
Linde: Was there anything in particular that you wanted to bring to Ninja Gaiden with the sequel, or anything that you're particularly excited about or pleased with?
Itagaki: Ninpo, like the one you saw at the end [of the demonstration]. It gets even worse, too.
Linde: Any examples, or anything you can describe loosely that'll give us an idea?
Itagaki: The enemies will be sliced into pieces, the pieces caught up in a tornado and kind of rain down around you afterwards.
[Everyone laughs, because everyone loves bloodshed.]
Linde: There's a definite sort of hardcore gamer that Ninja Gaiden appeals to. Was there any thought to try to expand the series to a greater audience, or is this going to be the same fare that hardcore gamers expect from Ninja Gaiden?
Itagaki: The first [Xbox] Ninja Gaiden was obviously pretty hardcore, because we wanted to keep some of the essence of the Ninja Gaiden franchise that people know from way back in the NES days. But this time we really want to ensure that as many people as possible will be able to play the game and enjoy it while still satisfying the same audience that have come to enjoy the series.
Linde: What changes have you made to cater to that wider audience?
Itagaki: Because it's fun. Nobody will play a game -- no matter how easy it is -- nobody will play a game if it's not fun. So the game is ten times as fun as the original, and ten times as controllable and fun to play.
Qais: While we're on the topic of playability and accessibility, the Ninja Gaiden series has a reputation of being incredibly difficult. What would you say the difficulty level is relative to the previous title?
Itagaki: If you played the first Ninja Gaiden, you can tell how different this is just by watching it. It's called Ninja Gaiden II because it is the next in the series, but we've changed everything all the way from the chassis up to the body, exterior, plating of the game. So there are a lot of differences. And that's the way it should be, you know. There are a lot of action games out there that do things one-two-three-four, just the same thing every time, changing things just a little bit and that's not what I want to do. I want to make a big overhaul with the new game.
Qais: Have you toned down the game in response to those who suggested the original was too difficult?
Itagaki [To Qais]: How far did you get in the original Ninja Gaiden?
Qais: I beat it, it took about six months.
[Everyone laughs, because Qais is a weakling!]
Itagaki: That's excellent cost performance. I promise not to make the game so hard that nobody will be able to enjoy it.
Linde: There's a side of Ninja Gaiden that definitely seems skewed towards Western gamers, and in previous interviews you've expressed an interest in broadening the scope of the game to reach those audiences. What do you think of the current generation of platforms in reaching that broader audience? How are your peers doing?
Itagaki: I think that in both Japan and in the west the average age of the great game designers is going up. There hasn't been a lot of new, young game designers in either region. I do think that the Japanese gaming industry is losing to the West right now, and I'm not saying this in a sense of nationalism or anything like that, but I don't think there's enough Japanese developers that can stand up and say "I'm going to create a game that can speak for the Japanese gaming industry".
So if you're asking why I made this game the way it is, it's because I looked at games like Gears of War, Halo, the good FPS and racing games out there -- and obviously I think my fighting game is the best -- but I wanted to be able to stand on common ground and have a good rivalry with the other Western developers that are making those games.
Linde: Having such a prolific series as Dead or Alive, how do you feel about the recent overhaul of Street Fighter IV? Was such a radical shift in design ever considered for any of your properties?
Itagaki: As a fighting game-- first of all, I think we can all agree that Virtua Fighter 5 didn't end up as good as everyone thought it would be. And Tekken -- I really hope Tekken 6 does well for the sake of the genre on the whole, but we can't really expect that much based on what they've done in the past.
It's kind of like the space race between the US and the Soviet Union during the Cold War. When the US was able to go to the moon with the Apollo program, that basically ended all further space development at that point. That was about as far as you could get. The reason is because the Soviet Union lost, that was sort of the turning point. Using that metaphor, I believe that Dead or Alive is the only series so far that was able to take people to the moon.
I think that Virtua Fighter has been able to achieve -- to get out of the atmosphere, maybe. Unfortunately I think the new Tekken game is probably going to crash and burn after launch. I'm not saying that because I'm happy, I don't want to see the fighting game genre be like that. I want it to succeed more, but that's just the truth. So now you have Capcom trying to start a new space program with their game.
The problem is that the 3D fighting games we've done in the past have been the rocket development programs, that's what we're shooting for. Our 2D games are more like supersonic airplanes flying in the atmosphere. So Street Fighter IV is sort of like trying to strap a rocket to an airplane and trying to make it to the moon. I wish them luck for the sake of the game and the industry, but we'll have to see how it turns out.
Qais: Recently there's been a lot of controversy with--
Itagaki [To Qais]: Are you going to ask about difficulty again?
[Everyone laughs.]
Qais: Given that Ninja Gaiden II is such a gruesome game -- and excellent, in that it's incredibly violent and gruesome, and we'll all likely enjoy that -- it's likely to cause some controversy. What is your reaction to that?
Itagaki: I do think that I'm throwing a big rock into the pond of controversy, and I have thought about how the resulting ripples are going to effect things, but the thing is it's not just me, right? People all over the place -- little pebbles to giant boulders are being thrown in this pond. And it's impossible to predict how that'll turn out.
I'm just focused on creating the game how I see fit based on my own vision. There's a group in Italy now who wants to overturn the centuries-old position that black cats are bad luck, so they're trying to protect the black cats, and I'm like 'have you ever thought about what it feels like to be a black cat?'
[Everyone laughs. Not sure why.]
Great Q&A. And holy shit, you're alive!
Itagaki practiced the space race analogy in front of a mirror for three months prior to this interview.
"ten times as controllable"
So...it'll sprout 18 more hands for you to play the game with?
"I believe that Dead or Alive is the only series so far that was able to take people to the moon."
No. Just no.
Still, thank god some Japanese developers are still interested in making hardcore games.
Great interview! I loved it! Thank you! =)
Itagaki is one of the industry peeps I'd love to have a chat with. Intelligent, articulate and full of vision.
"have you ever thought about what it feels like to be a black cat?"
Hahaha - Best. Q&A. ever.
"There's a group in Italy now who wants to overturn the centuries-old position that black cats are bad luck, so they're trying to protect the black cats, and I'm like 'have you ever thought about what it feels like to be a black cat?'"
Say what now?
Excellent interview is excellent
"Street Fighter IV is sort of like trying to strap a rocket to an airplane and trying to make it to the moon."
LOL
You guys touched alot of things that I would've asked. The fighting genre, what they think of their competitors, the new SF game, and even the difficulty of the game. Pretty cool, though I think he just made Qais his little bitch.
No offense Mr. Futon, you're ok in my book.
that was a fun read.
Great interview! Altough he sounded less insane (in a genius way) than he usally does...
Itagaki + Destructoid is just made of win. I love that man, he always gives the best interviews.
@Snaileb: Hey man it was Itagaki, he only had to ask.
"Having such a prolific series as Dead or Alive, how you feel about the recent overhaul of Street Fighter IV? Was such a radical shift in design was ever considered for any of your properties?"
lack of proofreading from Linde? FOR SHAME!
Wait...what? Dead or Alive is nowhere near the best in my book.
D'oh! Late night last night, Zero. I'll shred my English degree later today.
Dead or Alive is the bees' knees, ladies. Respeck!
Hilarious. I'm not even a fan of his games, but I love Itagaki.
Hey Bahamut, I thought he was just mocking the japanese.
HOW YOU FEEL, MI-STAA ITAGAKI? YOU LIKEY MICLOSOFT STUDIO?
=)
Qais : I think you were awesome, and 6 months isn't that bad, it takes a real man to finish a game.
Itagaki. Pure genius? Complete Psychopath?
GENIUS! xD
Enjoy your burnt face egomaniac.
Awesome Q&A. That ninpo sounds great.
Does anyone really think DOA is the pinacle of fighting games?
[i]Itagaki [To Qais]: How far did you get in the original Ninja Gaiden?
Qais: I beat it, it took about six months.
[Everyone laughs, because Qais is a weakling!][i]
PRICELESS. Still, Itagaki-san is the last rockstar developer (maybe with Iga) from Japan.
Oh, Itagaki, I love you. His irrational hate for Tekken is both hilarious, and shared by me XD
That was quite informative thank you kind sir.
@Hitogoroshi: No, DOAX is ;)
Awesome interview! Itagaki sounds like a real interesting guy to sit down and talk with.
I like DOA the most, but I admit that Virtua Fighter is very capable of holding its ground against it. Tekken isn't really my favoritthough. I think his comment on SF is fairly accurate, though I don't think it is going to crash and burn, but I don't think it will be some major crowning achievement of fighting games, I just think it will do fairly well in sales and gameplay. Itagaki definitely gives the best interviews, his in-your-face views are best.
Awesome Q&A
I can't wait for this game :D
Never played any of his games.
I think it's funny how he spews about not making the same game for 1,2,3,4 and then brings up his precious DoA franchise. But we already knew he was a cocky hypocritical bastard. Good on him.
Oh, and I hate ALL 3d fighters, unless you count Rival Schools.
i liked how he didn't seem to get some of the questions..or maybe he was avoiding them
I love all interviews with Itagaki. He is as clueless as he is hilarious. I ESPECIALLY love it when he touts his fighting games (DOA) as the greatest of all time. He's seemingly defying logic, sales, and the general gaming public opinion all at once.
Here's some stats from vgchartz.com:
Virtua Fighter series:
--Total Sales: ~7 million
--Highest Selling Game: VF2 with ~1.93 Million
--Lowest Selling Game: VF5 with ~0.58 Million
Tekken series:
--Total Sales: ~28 Million
--Highest Selling Game: Tekken 3 with ~6.91 Million
--Lowest Selling Game: T5 with ~1.63 (2.6 Mil if you include DR for PSP)
DOA Series (including the Xtreme games):
--Total Sales: ~4 Million
--Highest Selling Game: DOA3 with ~1.63 Million
I won't even bother with the Street Fighter series but the total amount of every SF game is around 16 Mil. Oh, and Soul Calibur is around 5 Mil total sales.
So, looking at these numbers, we can clearly see that Itagaki is a dumbass. EVERY competing 3D fighter here has VASTLY outsold the DOA series. Also, Tekken's WORST selling game sold the same amount as DOAs BEST selling game.
Is he alergic to the truth or something?
On a side note, I didn't think Tekken was such a strong seller. I kind of thought that Soul Calibur had more mass-market appeal and thus, more sales for it's more recent games but that's simply not the case.
Namco RAKES in the money thanks A HELL OF A LOT to Tekken.
Dinnertime: Well, to his credit, he was speaking in terms of his own personal design ethics, not raw sales data. He's well within his right to suggest that Dead or Alive is the best in the series, just as anyone else is well within their rights to disagree.
And Mxy, nope, not dead. I'm all over the place these days, but I'm still reviews editor and occasionally sexy man on the street. ^_^
Glad y'all enjoyed the Q&A.
"Great, not even 48 hours in and already my life had been threatened and I was expected to deliver a comprehensive impression of a game demo for which the expectant hype is rivaled only by the second coming of Christ as chauffered by Santa Claus."
Lol. The interview was awesome. Thanks Linde and Fulton.
Linde,
He's also well within his rights to say the Earth is flat, but scientific evidence will always prove him wrong.
And I didn't mean to say that the series isn't as good as the others based solely on sales figures. There are plenty of other reasons why he's just flat out wrong as well.
For example, take a survey of the top 100 competetive fighting game players and I bet not a single one of them would say DOA is the best 3D fighter.
Everyone is entitled to have opinions. Unfortunately, that means inevitably that some people are going to be wrong in some situations.
To expand, even if SOMEONE out there thinks the movie "Meet the Spartans" is the best thing since sliced bread, that doesn't change the fact that it sucks balls. Also cocks.
It's really funny how 10 years and success will change a person. When Itagaki was a nobody, he publicly admitted that Tekken was his favorite fighting game and that the game was superior to Dead or Alive. go here for proof ---> http://rzrwire.blogspot.com/2007/08/tomonobu-itagakis-past-comes-back-to.html