Naif
Executive Member
ليش نينجا غايدن عمودية على الدي اس:
GamePro: There aren't many DS games that utilize a vertical setup. What made you decide to do that?
Itagaki: From the gameplay perspective, it decreases the amount of space your hand covers the screen. Also, its easier to show realistic depth to the 3D graphics when it's vertical. Since [Ryu] Hayabusa is a character that jumps and does a lot of vertical movement it's easier to show his movement using a vertical screen. Of course, we're also going to include a mode for left-handed players too.
ليش الدي اس و مش البي اس بي:
GamePro: Team Ninja games usually appear on the most powerful platforms. Why not put the new Ninja Gaiden on the PSP?
Itagaki: The design philosophy for the PSP as a piece of hardware is a home gaming machine--in terms of specs--you can take with you. If we were gonna make it for PSP, it'd be better for us to make it for a powerful home system instead. The DS is designed under the concept of "What should a portable system be?" instead of trying to replicate the home experience. That's what attracted me to developing on the DS because you can really utilize its strengths as a portable platform. I think if I were to develop this game on the PSP, most of my fans would be upset.
على الوي؟
GamePro: A lot of developers have used the DS as a springboard of sorts for their ideas to go to the Wii. Do you think that's something that might happen with this title?
Itagaki: Just as this game is called Ninja Gaiden but it has a completely different style of gameplay than the other games in the series, I think there's definitely a possibility to bring it to the Wii if it was going to have a completely different style of gameplay. I won't say what game it is, but I was playing an action-RPG game on the DS the other day and the gameplay was exactly the same as any home console. Polygon enemies appeared and you fought them using the control pad and buttons. There's no reason that game has to be on the DS. By the same token, if you were going to take a game that was on the DS and put it on the Wii, if you're not going to change the way the game fundamentally plays, there's really no point to it. If you're going to try to make use of the originality of the Wii hardware and make changes to the game to reflect that, then it's worth doing.
العمل على جهاز من ننتندو:
GP: Before this game and Sigma, your last seven titles were for Xbox platforms. How has it been adapting to different systems?
Itagaki: It's been more than ten years since I worked on a Nintendo platform so it's interesting getting back into the fold with them. There's a lot of nostalgia there but they've also grown a lot as a company during that time. It's been very interesting working on this platform.
Nintendo is very strict about the quality of gameplay on their consoles but at the same time, they understand Team Ninja's philosophy on development, so it's been very rewarding working with them.The DS, unlike the PSP, is a portable that was designed to be a portable. As a piece of hardware it's very interesting to work with and look at from a developer's perspective.
The layers of software used to run the DS are very slim, so it's easy for programmers to write code for the hardware to get the best performance out of it. I think it's a really good machine.
عن العودة لمايكروسوفت قريب؟
GP: Do you think you'll return to Microsoft platforms soon?
Itagaki: I wouldn't say return because I've never left. It's only what's visible to you, because we've been developing Team Ninja's core title for the 360 for quite a while now. That's something I've mentioned previously that I've been committed to for over a year. People tend to forget that I'm committed to the 360 so I'll say it again here: we are currently developing a title and we are committed to the 360 as our key gaming platform.
عن التعاون مع بنجي في DoA4
GP: You worked with Bungie to include a Spartan character in DOA4. Do you that's something you'll continue to do in future DOA titles?
Itagaki: I think it'd be really fun to do something like that again. We have a great relationship with Bungie. Given the opportunity, I'd definitely like to do that. As you know, both teams are incredibly busy, so we only get the opportunity to see them a couple of times a year.
عن نينجا غايدن جديدة؟
GP: Your two Ninja Gaiden projects seem very different. One is a refinement on the Xbox original, while the other is a completely new take on the series. Which way do you think the next console Ninja Gaiden will go?
Itagaki: Our biggest strength is working on these powerful home systems, so that's always going to be the main path we're going to be taking. Now that we're able to do a lot more within the team, we're branching out to do more games, so that's our "third pillar," so to speak, to go with Ninja Gaiden and Dead or Alive. I think we'll continue to do both.
المقابلة حلوة .. الباقي: http://www.gamepro.com//sony/ps3/games/features/112511.shtml