Ryan Sharpe

Atelier Iris ~Eternal Mana~ is a bit of a break from what players have come to expect from titles released under the Nippon Ichi label. Instead of a game that is easily identifiable as one of pure strategy, Atelier Iris is instead more of a hybrid, bringing elements of strategy and action to a Role-Playing Game. To get a better understanding of what this will mean for gamers, we sat down with the folks at NIS America to talk about Atelier Iris ~Eternal Mana~, which is expected to be released this summer.

Snackbar Games: A lot of esoteric games seem to come out of NIS that otherwise would never see American soil. What has enabled NIS to be so gung-ho when even major developers are often afraid to port games even slightly deviating from the mainstream overseas?

NIS America: First, let me thank you for this great interview opportunity. We at NIS America really appreciate eToychest.

We believe that major developers steer away from non-major titles because of cost issues. Thanks to our company’s small size, we can make a profit from a game without selling millions. However, it’s not so, for many big developers and that is why we believe bigger companies avoid smaller titles. Being small has its own advantages and this is just one. Our flexibility to respond to market and fan demands is what keeps us alive.

SBG: What kinds of demographics are you shooting for with Atelier Iris?

NIS: Our demographics for Atelier Iris are strikingly similar to Makai Kingdom, Disgaea, and Phantom Brave. Those who appreciate a well-made, solid RPG with a little taste in Anime/Manga will certainly love Atelier Iris.

SBG: While most developers have eschewed 2D sprites for 3D polygon models, NIS has kept to sprites in games such as Disgaea, La Pucelle: Tactics, and now Atelier Iris. Why is that? Do you find sprites lend themselves more to whimsy and fantasy than polygon models?

NIS: We love polygons too and I see the future of games and even anime to be in some form of polygons, whether it’s cel shaded or not. However, for the current moment we believe that 2D is the best form of expression for our titles. Creating a great looking 3D cel shaded anime style graphics, like the recent anime movie Appleseed, costs a lot of money, and I mean A LOT. Plus, both media and hardware capacity of game systems are not up to par to create such stunning 3D graphics that can represent A

There are certain people within the industry who define its shape and direction with each and every breath. Some of these names you know by heart, so much so that the whisper of said name conjures up images and the aroma of nostalgia from experiences long past. Some names, however, you may not know. These are the industry veterans who are every bit as important to the video game industry, yet have managed to keep on the periphery of the limelight. One such individual is D.W. Bradley, a game designer who has been making RPGs for over 20 years, including 3 games in the legendary Wizardry series. He is the lead writer/designer/programmer/visionary on Dungeon Lords, and that’s why his name is on the box. We recently had a chance to speak with Mr. Bradley and the team at Heuristic Park regarding this upcoming Action RPG for the PC.

First off, Thank you for taking the time to speak with us regarding Dungeon Lords. I’m curious as to what kinds of demographics are you going for? On the Dungeon Lords site you say you’re aiming for A

Successfully released in Japan where it has earned a coveted score of 34 out of 40 from Famitsu magazine, Phantom Dust is an anime-inspired game set in a post-apocalyptic era where chaos has forced people underground for safety. Players must journey above ground in a quest to learn who and what was behind the destruction, but the surface is a place of deadly evil filled with unimaginable abominations. It is also home to mysterious particles known only as Phantom Dust, a force unlike any other that has given some members of the human race unimaginable super powers. Recently we were given the opportunity to find out more about the game from Yukio Futatsugi, the director of Phantom Dust.

Snackbar Games: Thank you very much for agreeing to speak with us regarding Phantom Dust. If you could, please give us a little background on yourself, as well as what your role has been within this project.

Yukio Futatsugi: For the Phantom Dust project, I served as director, overall manager of the game production work. The main works I have been involved in up until now are Sega’s Panzer Dragoon 1, Zwei, and the third issue in the Saga series. (as game designer) After that, I worked at Konami and SCE before joining Microsoft.

SBG: First off, what was the inspiration for the game’s setting and style? Post-apocalyptic wastelands aren’t exactly new territory, but Phantom Dust’s literally crumbling cityscapes have a compelling disarray about them…

YF: First of all, the core theme is fighting action using supernatural powers. The game combines card game and action game elements, and to realize the concept, I adopted the supernatural powers theme to permit a great range of action in the game in a setting where that would not seem out of place.

Next, I had to justify why people would have this super powers, and I decided that the power was the result of personal will, and that it would affect the world as well. Nostalgia and joy, or regret, memories one wishes to forget — how would these aspects of people’s memory affect the world? Based on this image, the entire map was drawn.

SBG: How many different mission locations will there be, and is the player A

Anyone with an MBA will tell you that there’s only enough room at the top for one. Competition is meant to separate the winners from the losers, and if you want to be a winner, you need to grab as much of the market as you can, at the exclusion of any other competitors.

Well what do they know?

Since separating from Universal Interactive Studios to form their own companies, Naughty Dog, Inc. and Insomniac Games have had a relationship that goes beyond friendly competition and straight into friendship. Though the two companies have been competing directly against each other since the days of the PS1, first with Crash Bandicoot and Spyro the Dragon, all the way to the PS2 with Jak & Daxter and Ratchet & Clank, Naughty Dog and Insomniac have remained the best of friends. Sharing technology, knowledge, and an occasional beer, these two companies at the top of their games prove that it’s not so lonely at the top when you bring a friend.

First, a little pre-history. How many Naughty Dogs/Insomniacs were originally at Universal Interactive Studios, and what motivated the exodus that created your respective companies?

(Ted Price, CEO, Insomniac Games) Al Hastings and I developed the demo for Insomniac’s first game Disruptor in the spring of 1994. We had been shopping the game around to various publishers for a while. We ended up signing a multi-title deal with Universal on the strength of that demo (which is kind of laughable – or lucky – looking back on it). We were on the Universal lot until Spyro 2. The reason we moved out was that a more A

Sly Cooper and the Thievius Raccoonus snuck onto the gaming scene in late 2002 and quickly stole the imaginations and TV spaces from gamers worldwide. Blending an impeccable art style with a truly original sense of grace and panache, Sly Cooper quickly became one of the most popular video game thieves since Looking Glass Studios’ Light-Fingered Garrett. Now, with the release of Sly 2: Band of Thieves, gamers will once again get to slip on the cap and mask of the world’s foremost Master Thief and play the best Saturday morning cartoon ever to appear on the PS2.

Will players get to control any other characters besides our Thieving Trio at any point in the game?

In addition to playing all three of the stars, there are a ton of mini-games and vehicle opportunities for players in this game. You get to drive a tank, fly a helicopter, drive RC cars, and play in Bentley’s digital hacking cyberspace, for example. None of these are “characters”, of course, but they add still more variety to the overall play experience.

The Designer’s Commentaries players unlocked for beating a Thievius Raccoonus stage under a certain amount of time were among the cooler unlockables of any game to date. Any chance they’ll be making a comeback in Band of Thieves?

Unfortunately they won’t be appearing in Sly 2: Band of Thieves. Who knows though, they make a return in a future game.

Will Sly and/or Bentley and Murray be able to unlock new moves and gadgets like in Thievius Racconus?

Most Definitely! Sly 2: Band of Thieves has a rich economic model fueled by loot the gang can pickpocket from guards and the surrounding environment. Using those items, you can purchase powerups for all three characters!

Will Sly, Bentley, and Murray each get an equal shake in Band of Thieves, or does the breakdown favor one of the characters more?

Each of them gets a strong part, but Sly is still the star, of course.

Inspector Carmelita Fox served as Sly’s constant ball-and-chain in the first Sly Cooper. What part will she have in dogging Sly and his crew in Band of Thieves?

The tireless and beautiful Carmelita Fox will of course return in Sly 2: Band of Thieves! She makes a number of appearances in this title, and even manages to catch a gang member or two in a few situations. In addition, she plays a key role in the plot of Sly 2: Band of Thieves.

If a particular job requires two or more thieves acting at the same time, will the computer AI control Sly’s teammates, or will the player switch back and forth?

It depends on the situation. Sometimes there is switching between and sometimes you’ll control one player and the other is controlled by AI. We try to present lots of visually interesting and creative setups, so we end up varying the controls to best fit the presentation.

Are players still going to be able to go back and re-play their favorite missions, or have you abandoned that in favor of the wide-open “hub” areas?

There will be less of this than in Sly Cooper and the Thievius Raccoonus. We’ve decided to focus on the huge amounts of additional content we wanted to get into this game, as well as the more organic economy elements in Sly 2: Band of Thieves.

Are Bentley and Murray going to be all you’ll ever need in the way of teammates to finish a job, or will Sly sometimes have the opportunity to hire or recruit “local talent” for certain tasks?

With buddies like these, who needs anything more?

With the new emphasis on combat, are we going to see more knock-down drag-out boss fights, or are you sticking to the more cerebral “hit A