Our Game Interviews - GamersHeroes https://www.gamersheroes.com/category/game-interviews/ Short and accurate game guides designed to save you time and effort. Honest Game Reviews, Breaking News, & More Tue, 04 Jun 2024 14:18:38 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.3 https://www.gamersheroes.com/wp-content/uploads/2018/04/cropped-Gamers-Heroes-Site-Icon-32x32.jpg Our Game Interviews - GamersHeroes https://www.gamersheroes.com/category/game-interviews/ 32 32 Kira Buckland Interview: The Voice of JoJo’s Bizarre Adventure’s Jolyne Cujoh Shares Her Thoughts on Voice Acting https://www.gamersheroes.com/features/kira-buckland-interview-the-voice-of-jojos-bizarre-adventure-jolyne-cujoh-shares-her-thoughts-on-voice-acting/ https://www.gamersheroes.com/features/kira-buckland-interview-the-voice-of-jojos-bizarre-adventure-jolyne-cujoh-shares-her-thoughts-on-voice-acting/#respond Tue, 04 Jun 2024 14:13:14 +0000 https://www.gamersheroes.com/?p=142782 Featuring a resume that spans the worlds of anime, gaming, and Twitch streaming, Kira Buckland is a standout voice actor in the space today. During FanimeCon 2024, Gamers Heroes sat down with her to talk about her wide range of work, cats, and how she engages with her "cowmunity."

The post Kira Buckland Interview: The Voice of JoJo’s Bizarre Adventure’s Jolyne Cujoh Shares Her Thoughts on Voice Acting appeared first on GamersHeroes.

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Featuring a resume that spans the worlds of anime, gaming, and Twitch streaming, Kira Buckland is a standout voice actor in the space today. During FanimeCon 2024, Gamers Heroes sat down with her to talk about her wide range of work, cats, and how she engages with her “cowmunity.”

Kira Buckland Interview: The Voice of JoJo’s Bizarre Adventure’s Jolyne Cujoh Shares Her Thoughts on Voice Acting


Gamers Heroes: First things first: I want to talk about how your range of work is just so incredible. With JoJo’s Bizarre Adventure, you’ve got Joylne’s different “styles,” and then you’ve got Sprigatito in Pokémon. How do you prepare for each role?

Kira Buckland: To be totally honest, I started out focusing on the wrong thing. When I first started deciding I wanted to do this, I was trying to do a lot of different voices. 

It’s a common mistake that a lot of new actors make where they worry too much about. 

“Can I sound like all these different characters? Can I do all these different things with my voice?”

Because I had so much of a focus on that early on, I would say I kind of became a range actor. But the problem is, obviously, the most important thing about voice acting is the acting part. And that’s what I needed to work on early on. The person who really helped me with that was my theater teacher in college.

She really helped with explaining the methods for how to get into a character’s head and breaking down a script, understanding how to interpret a scene, all the stuff that’s really, really important for new actors to learn. 

So now the advice that I give people is to worry about learning the acting first, and then the voices will follow. But because I kind of did things out of order, I feel like I ended up being an actor, which is kind of nice. Sometimes I get called in for utility, which is where you play like a bunch of NPCs in a game or show.

Gamers Heroes: One of the things I like is you’ve taken on all sorts of projects. I also like how you do a lot of stuff for the community, like the Bloody Roar 2 Redub Project. What’s it like working on such a wide range of work? 


Kira Buckland: It’s really fun. I love any kind of acting work that I get to do, but video games are my favorite to work on. 

I used to play Smash Bros. and fighting games competitively. I don’t have the time to practice for that anymore, or attend tournaments. But it was really special to me to be in fighting games in particular, because that was the kind of game that I liked to play. 

So my goal for a very long time in my career was always to voice a playable character in a fighting game. And the first one that I got to do was Honoka in Dead or Alive.

Gamers Heroes: And I know you’re in Street Fighter V as well.

Kira Buckland: BlazBlue Cross Tag Battle, SoulCalibur VI, Phantom Breaker Omnia, all sorts of things.

Gamers Heroes: And then I know you were in Fraymakers – that’s really cool!

Kira Buckland: That’s actually a really cool throwback, because the creator of that I had worked with when I was I believe in high school at the time. 

And so because I did the announcer voice for Super Smash Flash back in the day, then he said it will kind of be like come full circle – do you want to be the announcer for this game? 

I was like, absolutely – you don’t have to ask me twice!

Gamers Heroes: Growing up with Newgrounds, I know there was the Voice Acting Club and that you revived it. There’s a new generation I’ve noticed at the event – I definitely feel like I’m personally part of the old guard at this point, going to conventions since Sakura-Con 2007.

How do you inspire this new generation?

Kira Buckland: I think it’s very challenging for the new generation. I mean, there are things that are better and things that are worse compared to when I first started.

The thing that I try to help out with is that there’s more resources and information that’s easily accessible. 

When I was first starting out, it was kind of a mystery, how to break into professional voiceover from doing stuff on the internet, those worlds were completely separate. 

Most of the time, you did not get paid for doing stuff on the internet; even the content creators weren’t making money back then a lot of the time. It was just sort of like collaborating on stuff just to make stuff and get your work out there.

Nowadays, you can get paid for your creative work a lot more easily, but it also means the field is much more competitive. It’s so hard for new voice actors to break in, because there are thousands of people trying to do the same thing. 

So, you know that that can be very challenging, and I don’t envy that for the people who are just getting started. I tell people that it’s important to join these communities because you are getting advice and perspectives from people not only who have been in the business a lot longer than you, but also your peers. 

You’re going to come up alongside a lot of the people who I worked with on amateur voice acting projects 20 years ago, are now also working professionals. It is really cool to see how many people from that generation are now working on anime dubs, gaming, all sorts of things.

Gamers Heroes: I appreciate that too! As a fan, you definitely bring that passion into the roles. 

I noticed that there have been new independent animations in the form of The Amazing Digital Circus and even some of the fan animations for Deltarune.

I know we’re talking about your roles, but are there any types of other roles you admire in the spaces when it comes to this modern animation scene?

Kira Buckland: All the time! I try to take inspiration from everything that I can. It doesn’t matter if I’m playing a video game, or watching a show. 

It doesn’t have to be animated; It can be a live action show – anything that I feel I can absorb by sort of osmosis to improve my own craft – I always try to do that.

As they always say, learning to be a good actor is just like stealing from everyone else who’s already a good actor. You take what you can from all these performances, and you add it to your own toolbox and make things your own, if that makes sense. 

Gamers Heroes: Going back to Sprigatito – I’m a huge cat fan. I’ve got a cat named Sassy that lives up to her name! 

I know that you support Kitten Rescue and Kitty Bungalow – how do you get the word out about those types of things? Do you do signatures, fundraising, or anything along those lines? 

Kira Buckland: Definitely, if I’ve noticed that some of the rescues I support are in dire need of donations. 

A lot of times when people are running a rescue, there are a lot of medical emergencies that happen. Sometimes, they need to do really quick fundraising for things because there’s a huge vet bill that they have to save this cat’s life. Stuff like that is really, really important. 

When I can, I like to try to contribute to those efforts to raise awareness. I’ve definitely done some signings. If I’ve done online signings, I try to always donate some of that to help those rescues. 

I had some art prints done of my cats – if people buy those, I donate some to rescues. I also stream on Twitch. And so I’ve done streams, it’s like, hey, this particular stream is to raise money for this cat or this rescue.

Gamers Heroes: On that note, are there any cat celebrities you admire? I loved Lil BUB and saw her at the Oakland Internet Cat Video Festival.

Kira Buckland: I actually follow a lot of Japanese cats on Instagram. And there’s one who was rescued from a McDonald’s. So they named him Mac –  he’s a cow cat and I love his Instagram posts! I end up following a lot of cow cats.

Gamers Heroes: Tell me about that – why a Cowtuber? I saw a bit, and it’s really cool and unique – I’m sure there’s a story behind it.

Kira Buckland: I’ve just gotten more and more into cows over the years! It started when a cow cat adopted us when we moved into a new place. And he was just kind of sitting outside, and we started feeding him. 

We were like, what if you came in sometimes? I just like ended up loving cows more and more. And when it came time to make a Vtuber model, I asked, “What if I’m a cow?” 

The fun thing about VTubing is your backstory can be as ridiculous as you want. There’s like no limits. So I’m a time-traveling cow from Everspace.

Gamers Heroes: How do you interact with community?

Kira Buckland: What I stream is going to impact that.

I did start streaming Honkai Star Rail recently, but a big part of why I started streaming was because when I voiced a playable character from Genshin Impact, I wanted to pull for my character.

I started playing the game when I was cast, because I know it’s a big property that means a lot to a lot of people. I wanted to at least play a little bit of it, so I can get more familiar with the world and the mechanics, so I can talk about it with people at conventions.

But, as with a lot of gacha games, I got addicted to it. When my character was announced and released, I said, “What if I just try a stream for the first time? Just pull for my character and see if I get her because I’ve been saving up a lot of the in-game currency.” 

My roommate let me know that you can just stream directly from the PlayStation 4, said “I’ll show you how to do it.”

I didn’t have OBS, a streaming laptop, or any of that stuff. I did the stream function built into the PlayStation 4 and said, “I’m going to roll for my character!”

I didn’t think that people would watch, but I got like a nice, little crowd. And so I said, “Well, what if I try it again, when I pull for Itto.” 

I did that and decided to stick with it and grow. My community is still very small and call it my “Cowmunity.” You know, little by little, I try to grow it and I try to make sure that everybody feels included. 

We have a Discord server for the stream, and the big thing we do that I like to think helps foster the community is getting some Genshin co-ops together. So when I stream, I do co-op with my chat to fight weekly bosses and farm for materials. We also have a co-op channel on the discord. 

I can usually only stream once or twice a week because I’m very busy with work and conventions. Even when I can’t stream, a lot of my chat gets together, and they just go off amongst themselves. 

It always makes me really happy to see that!

Gamers Heroes: I can definitely appreciate the importance of building a community. That leads to another point we’re noticing a lot. 

Google’s eating our lunch with all its AI junk, and we’re finding the importance of trying to keep an authentic community and human voice. I’m sure it’s the same way with voice acting and everything that you’re doing.

How are you reacting to these changes with AI?

Kira Buckland: It’s a concern, I’m not going to lie. 

We’ve seen even before AI started creeping in more and more into the creative cultures that there were a lot of big corporations who just wanted to pay as little as possible for creative talent, whether that’s artists, animators, writers, voice actors, you name it. 

There were online freelancer sites where the whole premise was you can get work done for fast and cheap. I feel like it’s kind of like a downward spiral, a race to the bottom.

Then there’s this pressure for people to lower their rates and to devalue their worth on creative works, because they say we can always get someone to do it for cheaper. 

Now with AI, they’re like, “What if we can just cut the humans out of the equation entirely?”

That’s really hard, as someone who makes their living artistically.

I believe some people are very doom and gloom about how it’s going to replace us, and that all our jobs are going to become obsolete. 

I don’t think it’s going to be that.

I think AI unfortunately –  and we’re already seeing this happen – will replace a lot of the “narrate these clickbait YouTube videos” – things like that are almost always AI generated now.

It might replace some of the long-form narration jobs, unfortunately. I would like to think that, for a lot of projects, there’s always going to be a market for human creativity and human emotion. 

I was saying in an interview yesterday that if I go to the movies, as just a consumer, I don’t want to see AI actors on screen; I want to see human actors performing these roles. 

There’s even something to be said for people like these celebrities, and they go to see these celebrities and movies. So I think that there’s already a lot of consumer backlash against companies trying to force AI into things. 

There have been some games that have used AI voices already, and they were received very poorly, because I think, quite bluntly, consumers have high standards.

Gamers Heroes: Amen!

Kira Buckland: As a gamer, I’m sure you remember a lot of the early games would just have the devs or people in the office doing the voices. You know, it’s kind of fun to look back because it’s meme-worthy. 

Nowadays, having voice acting like that in like a cinematic game, it wouldn’t fly. People expect to there’s like this bar of quality. Even with highly trained professional actors, people are very critical. 

They say, “Oh, does it sound like the Japanese if we’re doing something from another language? Do they feel the emotion was right in the scene? If this is a waifu or husbando voice, does it accurately portray how they want their waifu or husbando to sound?”

I think consumers are listening and watching very critically. The technology is getting better, but it’s always going to sound a little odd. People are going to complain that this isn’t good, this isn’t a good product. 

Gamers Heroes: I think quality is definitely important, especially with these strong fandoms. Definitely appreciate what you bring to the table there.

Kira Buckland: Thank you!

Gamers Heroes: What advice would you give to people that are just starting out with cosplay? I do the fast casual type of stuff, but I know some people are really intricate with their costumes; they put a lot of work!

I know there are different pathways for people. What would you suggest for somebody who’s just starting out that wants to get into the scene?

Kira Buckland:  I think it’s okay to have fun and just do what you’re comfortable with! 

There’s a lot of pressure because we see these cosplayers who have amazing craftsmanship, every accurate detail, all that kind of stuff.

That is great if you have the time and skill to learn and devote yourself to that! I have many friends who do that, and I really admire what they do.

When I tried to learn sewing and crafting, I was not good at it and I didn’t have the patience. 

Now I’m trying to learn wig styling and makeup – that’s something that I’m working on because I like wigs and makeup. 

Then, for the outfit I just kind of these days, I mostly just wear something in the vibe of the character. Sometimes, I’ll do a full outfit. 

A lot of times, I just want to be comfortable if I’m running around a convention. I know some people also feel like they’re not valid if they have a bought cosplay. 

As long as you are entering competitions, where craftsmanship is being judged and presenting it as if you made that, it is completely fine to just buy a costume online and wear that, so you can meet other people from that same fandom and feel confident and comfortable. 

The other thing, of course, that always bears repeating, is that cosplay is for everyone, no matter your race, gender, size, etc.

Gamers Heroes: One of the reasons we got onto Metacritic and OpenCritic was from our specialization in the indie game scene.

How can we as journalists help you and the greater indie scene?

Kira Buckland: I think just getting coverage out about smaller games made by indie teams is always helpful, because so much of what I hear from friends who have tried to make a game or worked on a game like this is that it’s really, really hard to get the word out because a lot of times the budgets are very small. 

They can always hire influencers to stream their games, they can always hire marketing teams, all that kind of stuff. So they do rely on getting the word out organically or having websites pick it up and say, “Hey, this looks cool. Let’s review it.” 

I’ve gotten to do a little bit of voice casting work for some indie games before, actually one of them was a fighting-rhythm game hybrid called God of Rock that I was pretty proud of.

It’s hard for those games to get press coverage because, understandably, people want to cover whatever the hot new game of the season is.

Gamers Heroes: You’ve voiced Jolyne Cujoh; what’s your next major dream role? I know you mentioned Asuka, and we’ve got Shinji in the house.

Kira Buckland: I always say it’s like what Sakurai meme about never asking for anything again.

I’m not allowed to ask for anything because I was Jolyne, which is what I wanted more than anything. 

But if – if! – hypothetically, I ever got to choose another one…if Dizzy from Guilty Gear ever got an English voice, I’d love to at least audition for the role.

Gamers Heroes: Thank you for your time – definitely starstruck!

For those that’d like to stay connected with Kira Buckland, be sure to follow her on Twitter/X, on Twitch, and Instagram.

A very special thank you to Kira Buckland for her time and the FanimeCon staff for this interview opportunity!

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Mark Julio “MarkMan” Interview: FGC Legend Talks EVO https://www.gamersheroes.com/features/mark-julio-markman-interview-fgc-legend-talks-evo/ https://www.gamersheroes.com/features/mark-julio-markman-interview-fgc-legend-talks-evo/#respond Mon, 03 Jun 2024 14:45:27 +0000 https://www.gamersheroes.com/?p=142720 A veritable expert when it comes to fighting games, Mark Julio (MarkMan) has made - and continues to make - a huge impact on the fighting game community (FGC). Gamers Heroes was honored to speak with this legend at the recent FanimeCon 2024 event in San Jose, picking his brain on everything from EVO Moment 37 to the best way to join the fighting game community.

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A veritable expert when it comes to fighting games, Mark Julio (MarkMan) has made – and continues to make – a huge impact on the fighting game community (FGC). Gamers Heroes was honored to speak with this legend at the recent FanimeCon 2024 event in San Jose, picking his brain on everything from EVO Moment 37 to the best way to join the fighting game community.

Mark Julio “MarkMan” Interview: FGC Legend Talks EVO


Gamers Heroes: I know you do a lot of TEKKEN analysis, but I also saw that you did Among Us and other types of commentary – I can appreciate that!

I’m kind of jumping ahead, but what’s it like commenting on different content? You’ve got your fighting game spirit – your bread and butter, so to speak – but what’s it like commentating on a deduction game or Golf With Your Friends? 

MarkMan: I see you’ve done your research!

Gamers Heroes: I tried to!

MarkMan: So you know, for me, I love video games in general. 

So fighting games are what I’m most known for. But I can talk about video game endlessly; I could just talk about anything. 

Because I come from a competitive background and a competitive mindset, being able to frame things in a competitive way – whether it’s Among Us, whether it’s Golf With your Friends, or even Phasmophobia, that’s fun for me to be able to talk about it and explain it to other people. 

For me, just as a gamer, I love being able to kind of frame things and kind of introduce it to new people. Now, that makes sense to me. And I’m sure the community has been super receptive. 

Gamers Heroes: One of the things I wanted to ask is, since you just got back from Japan: How is the scene is different compared to the states? How would you say the reaction is?

With EVO this year, you’ve got Third Strike – one of my favorite games. What’s it like handling the scene over there as opposed to here? Are there certain games that they tend to flock to, certain meta, things like that? 

MarkMan: Absolutely. So you know, we work with our partners, Sony Music in Japan to really put on the event. However, the core of EVO is always about the community and what the community wants to play.

It wouldn’t make sense for us, for example, to run Mortal Kombat in Japan. So we kind of cater towards what we think would be successful. 

One of the things that we’ve seen throughout many of the years is Japan’s camaraderie when it comes to having tournaments, Japan has never had big money tournaments. They’re not allowed to be able to do that because of the certain laws and restrictions from the government.

This year was actually a very new type of year for Japan; it was the very first event in the eSports bubble that was able to charge entry fees for the tournament, making a complete difference from the past. 

This was the very first year that we were able to charge for ticketing and entrance. 

It was really weird – usually when something goes from free to something you charge for, there’s some sort of backlash. However, but the Japanese community was like, “Oh, wow, it’s going to be better because we get to pay for it now!”  It was just really weird to hear that.

It was also one of those things where we had to make sure that we knocked it out of the park; we make sure we delivered an event that people will be proud of not only attending, but also competing in. 

I think we did that, from the feedback we’ve had initially from the event. We’re not even a month after, and it’s been very, very positive.

The only feedback that I would say from the Japanese community is something that surprised me, it actually made me really happy! Because it was so packed at the event, we sold out of tickets in advance. 

A lot of people were claiming that they didn’t have enough areas to play casual games with other people. Most of the setups at the event were dedicated towards the tournament, and we had to prioritize that because of the space. 

Knowing that people want to just go there and be able to play and engage from the community level gives us a lot of hope for the future for expansion. 

Gamers Heroes: I know that you are bringing back Third Strike back this year – I love that! How do you feel the fighting game community is this year? Don’t know if everybody is saying, “I’m just going to play TEKKEN 8 or Street Fighter VI.” 

What about the games that people that want to like to have, like Windjammers or something like that? 

MarkMan: So I’ve said this about EVO events in general, not just EVO Japan; anytime there’s an EVO event, it’s a home for fighting games.

It’s not just the titles that may be considered main titles or titles that are featured that year. If you really want to play and find competition, EVO is the place to go. Whether it’s things like Windjammers like you mentioned, Third Strike, which is our featured retro title for the year.

I don’t know if you know, the main reason why we’re doing it. It’s its anniversary year of Moment 37.

Gamers Heroes: I love the Chipotle commercial – that’s just genius!

MarkMan: We have the anniversary of Moment 37 happening in August later this year, it’s the anniversary of Third Strike’s release – it came out in 1999. 

We’re very thankful with the reception! We haven’t released the official numbers because we still have a month left for registration, but Third Strike is a widely entered game.

I think a lot of people will be surprised when it shows up in our schedule, because we dictate our schedule based on the amount of entrants for the games. So I think a lot of people will look forward to what is probably one of the biggest Third Strike events around the world. I couldn’t believe it, either.

Gamers Heroes: One thing I noticed too, is like watching these clips used to be like Yun Chun-Li, and Ken over and over again. Are you seeing some stuff out of left field, at least with the community, with some cool clips featuring Sean or something like that?

MarkMan: So you were seeing a lot of these, the best players and the best representative of these characters come out to the event. So we saw a lot of that EVO Japan with a ton of interests for that. Of course, at the very end, we had Yun, Ken, and Chun-Li.

But I don’t think there’s any getting away from it. This game has matured so much in the 25 years that it’s been out. Sure, everyone expects the strong characters, but there are strong players that will do well with any character. That’s what I love to see! 

Hopefully there are those moments where we get to see one of those characters shine, and fingers crossed for Vegas that it’ll happen. 

Gamers Heroes: I know Sakurai said that about Smash Bros. Ultimate in one of his videos recently

MarkMan: Yeah, like every character can feel at a high level. And I believe that, on paper, it’s true. Given a tournament setting, it is much smaller in terms of a data pool. If you look at how people do tier lists, they usually do how a character does overall.

So again, I think how people voice their opinion on how the games are balanced, and how to approach a game, whether it’s from a casual standpoint, which has a huge data pool, because you know, you can measure now from just online data, what characters people are using and which ones they are winning with. 

If you look at that alone, let’s say for Street Fighter 6, Ryu should be top tier, as he’s one of the most used characters and has one of the one of the highest winning rates. Same thing with Ken.

But in tournaments, we don’t really see where you use at the high level. So again, it really depends on what level you’re looking at. If you’re focusing on the highest tournament here, or if you’re just focusing on the casuals.

That’s the beauty of fighting games, there’s a level for everyone to be able to come in and enjoy the game. 

Gamers Heroes: A lot of people are switching over to Hit Boxes. Old habits die hard, whether they say “give me a pad,” “give me a fight stick,” or something like that.

How have things evolved since then? Would you say there’s an even split, or maybe people using stuff out of left field like a fishing controller?

MarkMan: You never know. When you see those people that show up to events that want to get the moment people that use like a DDR pad or people that will use a fishing controller or even a Resident Evil chainsaw controller, exactly. 

You know, those guys obviously don’t win – but they have fun, which is the important thing.

However, if you look at the tournament players, it’s impossible to ignore that players like Tokido and Daigo – many of those players have switched over to leverless and have found great success in utilizing that. 

On paper, I think everyone knows it’s there’s less stop when it comes to hitting direct input is a button versus a lever.

However, how good is a player able to adapt their muscle memory to be able to use it at that level, and I feel like everyone focuses on the strengths of Hit Boxes. But not a lot of people focus on the people that try to use Hit Boxes, but can’t adjust to it and give up and go back to a controller or an arcade stick. 

I’ve always been a proponent of people finding what works best for them, and what’s their comfort, when it comes to enjoying an experience finding games. If you play on a leverless controller, and that is the best way for you to have fun and be able to perform the best, that’s what you should pursue.

If it’s a controller, more power to you! I’m not a believer of one controller that can rule them all.

Look at the World Tournaments – these long events, or long series of events, lead to qualifiers, that lead to eventual World Finals. 

Most would think arcade sticks are so strong. They’ll win all SNK World Championships, Arc System Works Championships, Capcom Cup, and TEKKEN World Tour by arcade stick, so old habits maybe die hard. 

But again, you go to another tournament, let’s say outside the World Finals; you go to EVO, you go to a regional event like Combo Breaker this weekend, I wouldn’t be surprised if a controller won.

It really comes down to preference who’s the player and who’s the best player on that day. 

But a lot of people are always asking, especially people that are getting into fighting games. And I think this is a constant question that comes up. And people will always ask, “Hey Markman, what controllers should I use when I get into it?” 

That’s such a loaded question. Because you know, influence goes a long way with a lot of the people that are influences people like Maximilian, people like Justin Wong, people will listen to what they have to say when it comes to using something.

But I just want to tell people that if there is a recommendation to you, it’s probably a very high quality controller. But if you can’t utilize it and use it the way that you want, you shouldn’t be discouraged. There is trial and error. There’sa phase that people go through when they find out what works best for them. It’s like finding the right weapon for you. 

Gamers Heroes: I’ve noticed the same thing with audiophiles; you shouldn’t listen to the equipment, you should listen to the music.

MarkMan: That’s right!

Gamers Heroes: I’ve got friends that are kinda sorta into fighting games; they’ll play the occasional game of Street Fighter, but most of the time they’ll stick to Smash Bros. or something like that. 

Back to your point about finding what’s right for you. How would you suggest people get into the fighting community? I’ve tried introducing them to new titles, going easy on them, things like that. 

MarkMan: There are so many ways right now – I think the easiest way is to find out what is the best way of your time to be able to consume things. 

For a lot of people, that’s watching things on YouTube, that’s watching live streams on Twitch, or even just watching tournaments.

Sometimes people want to be able to find how they relate to fighting games through common interests, whether through a person or through a tournament itself and listening to commentary. Or maybe it’s going to practice mode and learning the game through there.

I think, for a player, some people want to just be able to have fun with their friends. That’s a great goal: to get out and find things. 

Some people want to be able to be a better tournament player and to like rise through the ranks be a strong regional player, be a strong national player. That has a different path than just playing with your friends.

Then there’s some people that just want to be a lab monster, show “I’m cool” clips on social media or show off combos and stuff like that; that is a different path as well. 

So again, you have to find out what makes you happy. And then how to best express yourself in fighting games. And that’s the best thing about fighting games!

Expression is an exceptionally perfect example, when you have two people that play the same character. 

They play completely differently. They have different attitude, different mannerisms and stuff like that. That kind of stuff is beautiful to me, because you get to really see how deep – and maybe how not deep – findings are because people are playing and experiencing the same thing, but it’s a completely different language. 

Gamers Heroes: How do you feel about the revival of series like, I mean The King of Fighters XV is fantastic, and then you got City of the Wolves coming up – how do you feel about these older properties coming back?

MarkMan: I’m a huge fan of it, and I’m actually always happy whenever there’s a new title coming out. So the one example that you brought up now, see there Garou, I was a big fan of Fatal Fury in general.

I thought Mark of the Wolves was one of the most beautiful games that came out at that time. The animation was amazing, and it really evolved the storyline of Garou and sets of Fatal Fury. Seeing Terry Bogard in more of a senior role, kind of the mentor to Rock, was really cool. 

But aside from that, just the gameplay and how it evolved, it really took the basics that we saw from the Fatal Fury games, and even some of the early KOF games. It was a completely different system in Mark of the Wolves, and we’re seeing that come back in City of the Wolves.

II feel like they finally found the formula that works for them with the 2.5D graphics; I think it’s the best presentation that we’ve seen in a long time. 

The game’s not out yet, of course, but it’s the best we’ve seen in a long time from SNK; it’s like night and day when you look at it stylistically. From comparing KOF and Samurai Showdown even compared to City of the Wolves, I’m excited for the game to come out!

There was another title that’s going to be coming out that was announced. I believe was it announced last year during Jump Festa – HUNTER×HUNTER NEN×IMPACT.

I think it’s perfect to talk about that here, especially that we’re at Fanime. But the more interesting thing to me is it’s being developed by the team that worked on Ultimate Marvel vs. Capcom 3 and DNF Duel. 

I met with the developers and the publisher, Bushy Road. We actually did a video series; it’s not out yet, but it will be on the EVO channel where we have Justin Wong with them playing the game. 

You know, Justin is Mr. Marvel, right? Him getting hands-on with the game, being able to play the game and really experience it, and talk to the devs is something beautiful to see.

He is the most storied Marvel vs. Capcom player, and he’s playing a new versus-style fighting game that is from the developers that did Ultimate Marvel vs. Capcom 3. 

I hope people look forward to that video when it comes out pretty soon. 

Gamers Heroes: Spilling the beans, but I know that there’s a secret tournament with the sneakers and stuff like that. I’m wearing Onitsuka Tigers and listening to Shoe Dog right now!

What have you seen so far at EVO? What inspired, and what are some of the best kicks you’ve seen so far?

MarkMan: I guess this goes back to where a lot of people came from, the arcade culture, the urban youth. I feel like there’s so many different walks of life that comes to EVO, and so many people that appreciate it and enjoy it. 

One of the metrics we studied at EVO is that four out of every five EVO attendees is a consumer of anime. That’s a lot of people, right? From my experience, not only do they consume anime, they’re into things like fashion, they’re into sneakers, they’re into all kinds of cool stuff. 

They love Japan and the culture of everything that makes a fighting game better.  I love that because it leads to more people we can relate to and talk about everything we like

With EVO, there’s always a group, especially of the older guys and older gals at EVO that appreciate fashion and streetwear style and sneakers. 

We started this secret tournament maybe 10 years ago, where we would just have the people that that like to wear sneakers meet up and take a group photo. That’s really what the secret tournament is all about: Seeing what everyone’s wearing that weekend, taking a group photo, and enjoying it.

There are companies actually took notice. We’ve had the sneaker footwear partner Kizik make an official EVO shoe last year. 

In the past, I’ve worked with Nike to make the EVO Air Force 1; that’s a homage to Moment 37, which was really cool and came out in very limited numbers. 

But just being able to know that companies like Kizik and Nike have recognized EVO the community especially, and kind of honored them with being part of an actual physical product is really cool to me. 

I feel like that it’s one of those like we made it moments for the community. 

Gamers Heroes: I know exactly what you mean. I’ve got friends that play that don’t really play fighters that know about Moment 37. 

MarkMan: I’m going to be very frank here. Moment 37 is one of the greatest gaming moments that transcends fighting games.

Gamers Heroes: Kind of changing gears a little bit – talking about with my friends who are also into fighters, we’ve noticed is that there’s a bit of a divide with trying to stay profitable versus the passion we were talking about.

I don’t mind that much, but I know some people are like, “Well, I’ve already paid for a game; do I have to pay for Rashid or Akuma?” What have you noticed about the current landscape? 

MarkMan: Yeah, there’s a huge shift. You have to respect everyone’s opinions, because they all come from different sides of the coin when it comes to how they consume fighting games. In the past, fighting games were traditionally released in arcades first and would constantly have updates, sometimes yearly.

The consumer is probably used to just pumping in quarters, but they’re not used to being the operator where they have to pay for a completely new board or an upgrade – or a new arcade cabinet – so people can play them. 

When it comes to the industry, DLC roadmaps are a real thing, not just within the launch window of the game, but even two, three, or four years.

Take TEKKEN 7 for example. That was an eight-year-long game that lived for a very long time – much longer than anyone expected. Going across four seasons of updates, and new characters and new features for the game.

I feel like people have to come to expect that nowadays, whether they want to pay for it. That’s a completely separate thing. 

For me, I’m always happy to pay for more fighting and content just because I’m a fighting game fan. If the developers are making something new, and it’s something that I’m interested in, I will pay for it. 

It’s always been one of those “vote with your wallets” kind of thing. I don’t ever want to judge people on how they spend their money. That’s their prerogative; if they want to be able to support something or if they want to be able to experience something on their own, that’s totally on them.

Sure, I’d love for everything to be free, but that’s not realistic. But again, for a lot of the developers, I feel like they have probably one of the toughest jobs out there. They have to completely sell hardcore fans; they have to make sure they sell their game. 

You know, they’re going up against some titles that come out on an annual basis that sell millions and millions of copies. With fighting games, we’ll be lucky to break a million when it comes to selling a title. So again, I think it’s tough. 

There are only a few titles that are out there that consistently and consistently sell tens of millions: There’s the Smash Bros. games, there’s some Mortal Kombat games. 

For Street Fighter 6, they recently announced they sold three million copies. TEKKEN 8, within the second month, they announced they shipped two million copies. Those are huge milestones. 

But if you compare it to like an Elden Ring or Call of Duty, that’s just another day at the office for them. 

I really hope the best for the industry for fighting games, and I really want these developers to be able to succeed on a level where we can bring in more people.

Gamers Heroes: One thing I like about it too is that it gets momentum to seeing these reveal trailers. Obviously, Smash Bros. set the gold standard.

MarkMan: That Cloud reveal trailer was good! Yeah, I know what you mean. And like, I’m also happy to support them. And I like how it just keeps the conversation going. 

DC, NetherRealm, and Warner Brothers do a good job of showcasing their DLC with Injustice 2 and the previous Mortal Kombat games.

I felt like they’ve always had a good way of releasing DLC that doesn’t only resonate with the fighting events, but also entertainment and media. 

They touch all – there were so many of the horror villains that you saw go past! They are good about nostalgia, like the Ninja Turtles in injustice 2.

Gamers Heroes: I just have one more question. I’m sure you’ve got some dream guest characters, or is there a Capcom vs SNK 3 you have always wanted to see?

MarkMan: I think everyone wants to see it! It was so polishedl I even love the personality of SNK vs. Capcom: SVC Chaos.

There are a bunch of guests characters and crossovers I’d love to see. 

You know, Harada-san is probably going to hate me for this. Initially, when they announced Street Fighter X TEKKEN, they also knew that there would eventually be a Bandai Namco version of it, TEKKEN X Street Fighter. 

We haven’t seen it yet, but I’m hoping to see that. I loved how they implemented Akuma into the TEKKEN 7. I’d love to see more Capcom characters in the TEKKEN style, or vice versa. 

In terms of guest characters… I don’t know! We’ve seen so many different guest characters that are out there already.

I would say like one of the earliest ones that really kind of like blew my mind was SoulCalibur II’s Link on the GameCube version. That was crazy! I would love to see more big ones like that. 

Gamers Heroes: Oh yeah, absolutely. Personally, I want to see Kazuma Kiryu in TEKKEN 8.

MarkMan: I’m a huge fan of the Like a Dragon series – I think the team at SEGA does a great job with the title. I played the past three games that they released – Yakuza: Like a Dragon and Infinite Wealth. I love them – I would love to see those characters show up in fighting games somehow.

Gamers Heroes: Is there anything else you want to add? 

MarkMan: It was just great talking to you. Thank you, Casey, for your time. 

EVO will return to Las Vegas from July 19-21, 2024. Want to see the action for yourself? Be sure to get your tickets on the official EVO website. One can also check out the EVO Events channel on YouTube, and stay up to date on the event via their @EVO Twitter/X channel.

Finally, fighting game fans can stay connected with MarkMan via Twitter/X and YouTube.

A very special thank you to MarkMan for his time and the FanimeCon staff for this interview opportunity!

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INTERVIEW: Midsummer Studios’ Jake Solomon and Grant Rodiek https://www.gamersheroes.com/features/interview-midsummer-studios-jake-solomon-and-grant-rodiek/ https://www.gamersheroes.com/features/interview-midsummer-studios-jake-solomon-and-grant-rodiek/#respond Fri, 31 May 2024 15:12:35 +0000 https://www.gamersheroes.com/?p=142732 Made up of a number of industry veterans, Midsummer Studios is planning to revitalize the Life Sim genre by empowering players to create and share meaningful stories through play. Gamers Heroes recently interviewed Midsummer Studios' CEO Jake Solomon and Executive Producer Grant Rodiek to learn more.

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Made up of a number of industry veterans, Midsummer Studios is planning to revitalize the Life Sim genre by empowering players to create and share meaningful stories through play.

Gamers Heroes recently interviewed Midsummer Studios’ CEO Jake Solomon and Executive Producer Grant Rodiek to learn more.

INTERVIEW: Midsummer Studios’ Jake Solomon and Grant Rodiek


Gamers Heroes: We are huge fans of Marvel’s Midnight Suns – our Editor-in-Chief even considers it “… the single best superhero video game ever made”! Jake Solomon and Will Miller have certainly got a magic touch when it comes to working on strategy games – what are some of the key learnings gathered while working on the strategy games at Firaxis?

Jake Solomon: Firaxis is a studio that shaped Jake, Will, and many of the developers who work at Midsummer. At Firaxis, the “fun” was always paramount when making a game.

We used lots of interconnected game systems to produce emergent, complex interactions that allowed players to be constantly surprised and delighted by the way their games took shape, each time different than the last.

We’re doing the same thing at Midsummer, though the game we’re making may seem very different on the surface, it really feels similar to some of the games we’ve made before.

Gamers Heroes: In Simon Parkin’s “My Perfect Console” podcast, Jake Solomon is quoted saying  “I can’t move too far away from what my experience is. I’m a creative director, but the truth is I’m actually a very in-the-weeds system designer.”

How is this detail-oriented approach to system design been applied to Midsummer?

Jake Solomon: System design is at the heart of our games. We want every player’s experience to be different every time they play, and we want our players to tell unique stories so that they have something to share with the world.

The only way to make a game endlessly interesting and replayable is through the emergent interactions of multiple game systems. We’re hard at work now at designing, implementing and iterating on those systems.

Gamers Heroes: Firaxis’ mission statement is to “build games that stand the test of time.” How are you looking to apply these same principles to Midsummer?

Jake Solomon: I think every studio probably aspires to make games that will remain relevant, playable and influential for years to come. At this point, our focus is much narrower, to be honest. We need to take the baby step of actually making our first game.

Gamers Heroes: Grant Rodiek is most certainly a major talent, and his work on The Sims series has addicted millions of fans the world over – including my wife! What are some of the insights from these previous titles you’re looking to implement into your new project at Midsummer?

Grant Rodiek: It is so important to create accessible, yet deep systems that really impact the game and a player’s choices. You never want to add complexity to a system for the sake of it. As Sid Meier always says, “who is actually having fun here?”

It is also critical to create systems that focus on strong relationships and characters who exhibit interesting behavior. Otherwise, your simulation won’t tell interesting stories.

Gamers Heroes: One of the projects Grant Rodiek was working on before his departure was Project Rene, which was designed to “coexist with other Sims games,” rather than replace them. How would you say this principle applies to Midsummer’s Life Sim?

Grant Rodiek: I think that is a little apples to oranges, in that that answer was specific to The Sims franchise focused on creating a game that is first, second, and thirdly about players creating and telling amazing stories. That focus is how we will stand out in an increasingly crowded space AND give life sim fans a reason to give Midsummer’s game a look.   

Gamers Heroes: The Life Sim landscape has changed considerably since The Sims came out in 2000; with runaway hits like Animal Crossing: New Horizons and Stardew Valley disrupting the industry. What are some of the key insights you have gathered since the turn of the century?

Grant Rodiek: Players want guidance on how to tell better stories. A lot of players have an idea in their head, but don’t quite know how to pull it off. Which makes sense, not everyone is a writer!  The sandbox or creative mode is amazing…once players know how the game works. But there is a massive opportunity to bring folks along by giving them great stories to tell and experience.

Gamers Heroes: The gaming landscape is changing from AAAA titles (Ubisoft’s term) to more AA and indie darlings. What is the scope of your upcoming project?

Jake Solomon: We’re currently targeting an Early Access release, so that probably puts us squarely in the AA space.

Gamers Heroes: Shanti Bergel, Founding Partner at Transcend, said they “have an abiding respect for how hard it is to deliver the alchemy of community, systems design, gameplay, and user generated content necessary to do so.” The latter point about UGC is especially important in today’s landscape, with titles like LittleBigPlanet 3 having their servers shut down. How are you looking to engage the community throughout the launch process and beyond?

Jake Solomon: A game like this can’t have any sustained success without community. We intend to involve our potential audience before we ever ship, because we need to work with them to ensure they have the game they want and the tools they need to tell the best stories.

Gamers Heroes: We are very intrigued by the storytelling tools discussed in the original press release email. X-COM was very much focused on combat-centric stories, where a favorite character narrowly avoided death or survived. How are you looking to make stories more impactful than life/death situations?

Jake Solomon: Stories are as impactful as the player’s level of investment in the characters. If our players begin to care deeply about the characters in their town, because the player has helped shape the events of their lives (good and bad), then the player will feel those characters victories and defeats just as keenly as any combat mission.

All those interested can learn more via the official Midsummer Studios website and can follow the studio on Twitter/X.

Kira Buckland Interview: The Voice of JoJo’s Bizarre Adventure’s Jolyne Cujoh Shares Her Thoughts on Voice Acting

Featuring a resume that spans the worlds of anime, gaming, and Twitch streaming, Kira Buckland is a standout voice actor in the space today. During FanimeCon 2024, Gamers Heroes sat down with her to talk about her wide range of work, cats, and how she engages with her “cowmunity.”

Continue Reading Kira Buckland Interview: The Voice of JoJo’s Bizarre Adventure’s Jolyne Cujoh Shares Her Thoughts on Voice Acting

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An Interview With Let it Die Director Hideyuki Shin https://www.gamersheroes.com/game-interviews/interview-let-dies-hideyuki-shin/ https://www.gamersheroes.com/game-interviews/interview-let-dies-hideyuki-shin/#respond Tue, 27 Dec 2016 15:33:48 +0000 https://www.gamersheroes.com/?p=53841 The latest project from GungHo Online Entertainment and Grasshopper Manufacture, Let it Die tasks players with climbing the Tower of Barbs in the hunt for untold riches. Gamers Heroes got the chance to ask game director Hideyuki Shin about the development of Let it Die, as well as what the future holds for this free-to-play title.

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Let it Die Hideyuki Shin Interview - Gamers Heroes
Let it Die Hideyuki Shin Interview – Gamers Heroes

The latest project from GungHo Online Entertainment and Grasshopper Manufacture, Let it Die tasks players with climbing the Tower of Barbs in the hunt for untold riches. Gamers Heroes got the chance to ask game director Hideyuki Shin about the development of Let it Die, as well as what the future holds for this free-to-play title.

An Interview With Let it Die Director Hideyuki Shin

[Translated]

Gamers Heroes: We have been eagerly awaiting the release of Let it Die since it was originally announced as Lily Bergamo back in 2013. How has the game changed and evolved since the initial reveal?

Hideyuki Shin: We used to focus on the world setting of Lily Bergamo during the early phase of development, however our focus had moved onto more of a roguelike, hack and slash, survival action game within the free-to-play business model, which resulted in shaping today’s LET IT DIE.

Gamers Heroes: Watching Let it Die in action, we can definitely see that there is a fair amount of fresh content. Could you tell us more about the design process, and how Let it Die came to be?

Hideyuki Shin: We had designed the game with the concept of “Accumulated Death,” while illustrating the deadly nature of battles where fighters wash their blood with others’ blood. We also focused on creating exciting fighting action.

Gamers Heroes: What drew your team to create an online, PVP experience for Let it Die?

Hideyuki Shin: We wanted players all over the world to continuously interact and energize the LET IT DIE community together.

Gamers Heroes: Let it Die has been described as a “rogue-like, hack-and-slash, action survival game.” We can’t say we’ve really seen such a mashup of concepts before. What made your team want to create a game in this style?

Hideyuki Shin: We wanted to make a game that players can keep playing and enjoying endlessly, instead of a story-based game that has an end.

Gamers Heroes: Since Let it Die is a free-to-play game, players starting out will no doubt have to work their way up to the top. How much content do you have planned between the opening segments and the endgame at launch?

Hideyuki Shin: Players can unlock all the contents and storyline elements by progressing through the game.

Gamers Heroes: As a free-to-play title, what type of content, updates, or events would you like to roll out in the first couple of months?

Hideyuki Shin: We cannot reveal the details yet, but we are having minor updates very frequently. In early 2017, we are planning to release new content as well.

Let it Die is out now for the PlayStation 4.

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An Interview With Kenta Sugano, Director of Dark Rose Valkyrie https://www.gamersheroes.com/game-interviews/an-interview-with-kenta-sugano-director-of-dark-rose-valkyrie/ https://www.gamersheroes.com/game-interviews/an-interview-with-kenta-sugano-director-of-dark-rose-valkyrie/#respond Mon, 14 Nov 2016 17:56:11 +0000 https://www.gamersheroes.com/?p=52458 Created by some of the top artists, scenario writers, and developers in the gaming industry, Idea Factory’s Dark Rose Valkyrie has big plans to revolutionize the world of RPGs. Gamers Heroes sat down with director Kenta Sugano and translator Justina Lange, and took a deeper look at this upcoming title. An Interview With Kenta Sugano, …

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Dark Rose Valkyrie - Gamers Hereos
Dark Rose Valkyrie – Gamers Hereos

Created by some of the top artists, scenario writers, and developers in the gaming industry, Idea Factory’s Dark Rose Valkyrie has big plans to revolutionize the world of RPGs. Gamers Heroes sat down with director Kenta Sugano and translator Justina Lange, and took a deeper look at this upcoming title.

An Interview With Kenta Sugano, Director of Dark Rose Valkyrie

[Translated]

Gamers Heroes: Dark Rose Valkyrie has a unique concept of a traitor being among your group. How did this idea come about?

Kenta Sugano: The concept of betrayal came from the idea of it being fun to find the liar out of a group. The concept was kind of born out of that.

Gamers Heroes:
We also noticed that Dark Rose Valkyrie has a “tactical fluid battle system.” What went into its design?

Kenta Sugano: I wanted to create a system where you’re not just putting in a series of button presses and waiting. I wanted the player to be able to react between the wait time as well. I wanted to create a system that was a lot more action-oriented.

Gamers Heroes:
There was an action we saw in the middle where you can integrate with another character, where they worked together. It looked really fun.

Kenta Sugano: Thank you very much!

Gamers Heroes: How did your previous work on other titles influence the development of Dark Rose Valkyrie?

Kenta Sugano:
Previously I worked on Agarest no Senki [Record of Agarest War] and also Omega Quintet, and so both of those systems have a tactical battle system or some sort of tactical element to them, so I wanted to take that and improve upon it for Dark Rose Valkyrie.

Gamers Heroes:
With the release of the PlayStation 4 Pro, have you thought about developing for that platform in the future? Maybe utilizing HDR support?

Kenta Sugano: Because the Pro is designed to give a good VR experience, if there is ever some sort of timing where VR becomes important, then I would definitely consider it.

Gamers Heroes: Could you tell us a little more about the localization process? Were there any major changes or challenges between the Japanese release and the upcoming English release? Have there been any funny translations?

Justina Lange: Things have actually gone pretty smooth and we really want to try and stay true to the story. Because there is a military aspect to it, there is a bit of looking up similar jargon. We feel like the core of it is something that anybody can really enjoy.

Gamers Heroes: What type of video game titles or developers have inspired you?

Kenta Sugano: I am a little bit on the old side. I tend to look at the old type games like Final Fantasy and Dragon Quest titles. I look up to Square-Enix.

Gamers Heroes: Which Final Fantasy is your favorite?

Kenta Sugano: Around middle school, I was really into Final Fantasy III.

Gamers Heroes: Is there anything else you would like to add?

Kenta Sugano: I would like to take this opportunity to say that we’ve put a lot of strength behind this title and that a lot of these really great creators have gotten together to put a lot of work effort into the game. Fujishima has put so much effort into drawing the characters. The scenarios are great, and the story and characterizations are great. Since I worked on the battle system, I want everybody to enjoy it.

Gamers Heroes: We’re looking forward to it. Thank you very much.

Dark Rose Valkyrie will come out for the PlayStation 4 in spring of 2017.

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A Video Game Birthed From 20 Years of Roleplay: An Interview with Kisareth Studios https://www.gamersheroes.com/game-interviews/video-game-birthed-20-years-roleplay-interview-kisareth-studios/ https://www.gamersheroes.com/game-interviews/video-game-birthed-20-years-roleplay-interview-kisareth-studios/#comments Mon, 21 Jul 2014 19:22:48 +0000 https://www.gamersheroes.com/?p=38109 Chronicles of a Dark Lord is an indie RPG an up and coming franchise from Kisareth Studios, who desires to be the next SquareEnix. Three developers (two do most of the talking) are interviewed.

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Chornicles of a Dark Lord-Tanya-Kisareth Studios Interview

Chronicles of a Dark Lord is an indie RPG and embryonic franchise from Kisareth Studios. They’re looking to be the next-generation SquareEnix. In this interview with three members of the studio (two do most of the talking), we learn about the CEO’s tumultuous history that led to her aspiration in game development, a former YouTuber who was asked to join the team after humorously criticizing the game, and how the entire Chornicles of a Dark Lord franchise was birthed from 20 years of role-playing on AOL.

Chronicles of a Dark Lord uses an active-time battle (ATB) system and has high fidelity 16-bit looking graphics. The first game was Chronicles of a Dark Lord Episode 1: TIdes of Fate. Despite the word “episode” on the end of the title, the series is not episodic. It’s comparable to the way Final Fantasy numbers their games. Their first game is currently seeking Steam Greenlight support, so give them a thumbs up if you’d like to support them.

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An interview with Sohei Niikawa, President of NIS America https://www.gamersheroes.com/game-interviews/interview-sohei-niikawa-president-nis-america/ https://www.gamersheroes.com/game-interviews/interview-sohei-niikawa-president-nis-america/#respond Tue, 18 Feb 2014 07:14:00 +0000 http://www.gamersheroes.info/?p=28965 Since 2012, Nippon Ichi Software President Sohei Niikawa has lead a team dedicated to providing the best of Japanese entertainment stateside. Gamers Heroes spoke to Sohei Niikawa at a recent NIS press event regarding his background, his company, and his plans for the future. [translated] Gamers Heroes: Thank you for your time. Now Mr. Niikawa, …

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An interview with Sohei Niikawa, President of NIS America

Since 2012, Nippon Ichi Software President Sohei Niikawa has lead a team dedicated to providing the best of Japanese entertainment stateside. Gamers Heroes spoke to Sohei Niikawa at a recent NIS press event regarding his background, his company, and his plans for the future.

[translated]

Gamers Heroes: Thank you for your time. Now Mr. Niikawa, what inspired you to get into the game industry?

Sohei Niikawa: I really like games, but when I first went to college I wanted to become some sort of scholar. I wanted to become an archaeology professor — I wanted to be Indiana Jones. So I really like games, and throughout college I played a lot of games. When I played Final Fantasy V, I thought about why they did something, how they did something, or how the game would be funner if they did this. And when I started seeing how things could become funner and funner and funner, that’s when I wanted to work in the game industry.

Gamers Heroes: You’ve been quoted saying that you have an “Entertainment for All” philosophy. Could you tell us a bit more about that?

Sohei Niikawa: So ultimately we want to become a company that offers not just games, not just anime, manga, music, but all kind of entertainment. To become that “entertainment for all,” we need to take quite a few more steps. So we think that we are really good at making games — what we want to do is create a game, and we want other entertainment to offer us jobs to sprout out from the game genre using the same IP, like Disgaea. Our goal within the next five years is to make two more IPs that we could call our flagship titles — besides Disgaea. Take Disgaea out of the equation. [laughs] We would love to see Witch and the Hundred Knight or The Guided Fate Paradox become one of those titles, so help us out you press people and write good things about us please!

Gamers Heroes: We’ll do our best! [laughs] So how do you figure out a series to localize? For example, what drew you to Danganronpa?

Sohei Niikawa: Our mission is to spread out Japanese pop culture into the US. With Danganronpa, it has wonderful content, and Spike Chunsoft only has publishing abilities overseas in Japan. So we started talking to them about how we can localize their content for them.

Gamers Heroes: What’s the craziest localization request you have received?

Sohei Niikawa: So in terms of difficulty, Disgaea and Danganronpa are the hard ones. In terms of ones from fans that we could not do, text-heavy adventure games take time and normally don’t do well over here so those are always crazy from a business standpoint. Danganronpa could be classified as a text game, but ultimately it was a real good challenge for us.

Gamers Heroes: What is your favorite series at NIS?

Sohei Niikawa: I can’t just say one! Personally I like Disgaea and The Guided Fate Paradox — at the company, I have put a lot of time into them. There’s another game that we have not released in the United States, Hayarigami, that I enjoy.
An interview with Sohei Niikawa, President of NIS America

Gamers Heroes: Last question: What does the future have in store for NIS?

Sohei Niikawa: We want to become like Disney or Pixar. We want to make a Nippon Ichi Land and we want Prinny to be the next Mickey. [laughs]

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An interview with Yoshinori Terasawa, producer of Danganronpa: Trigger Happy Havoc https://www.gamersheroes.com/game-interviews/interview-yoshinori-terasawa-producer-danganronpa-trigger-happy-havoc/ https://www.gamersheroes.com/game-interviews/interview-yoshinori-terasawa-producer-danganronpa-trigger-happy-havoc/#respond Tue, 18 Feb 2014 07:06:12 +0000 http://www.gamersheroes.info/?p=28959 A smash hit in Japan, Danganronpa: Trigger Happy Havoc's story of murder, betrayal, hope, and despair has entertained fans since 2010. With the recent launch of Danganronpa: Trigger Happy Havoc in the United States and Europe, Gamers Heroes spoke with series producer Yoshinori Terasawa about the past, present, and future of Danganronpa's twisted world.

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An interview with Yoshinori Terasawa, producer of Danganronpa: Trigger Happy Havoc

A smash hit in Japan, Danganronpa: Trigger Happy Havoc’s story of murder, betrayal, hope, and despair has entertained fans since 2010. With the recent launch of Danganronpa: Trigger Happy Havoc in the United States and Europe, Gamers Heroes spoke with series producer Yoshinori Terasawa about the past, present, and future of Danganronpa’s twisted world.

[translated]

Gamers Heroes: Thank you for your time. For those who have not been following the Danganronpa craze, could you tell us a bit more about it?

Yoshinori Terasawa: Where should I start? [laughs] Have you heard of the closed circle mystery? 15 students are locked inside a classroom, and they are ordered to kill each other. And when a murder does occur, the game offers a very high action-related class trial. The game system that is incorporated in the game title is a very new kind of system, in that even though the genre is a visual novel, it has a completely different feel to it because of the action-related elements added to the class trials.

Gamers Heroes: I should say right now that I’m a fan! [laughs] Now the characters of Danganronpa are unique, but some are more unique than others. What was the inspiration behind Ogami Sakura and Monokuma?

Yoshinori Terasawa: First of all, for Monokuma, they wanted to have the white and the black monochrome to show good versus evil, hope versus despair, but eventually throughout the process, Monokuma becomes more evil, more black of a personality. And you asked about Sakura too, right?

Gamers Heroes: Right. “Ogre” Ogami Sakura! Kind of like “grrrr!” [laughs]

An interview with Yoshinori Terasawa, producer of Danganronpa: Trigger Happy Havoc
Yoshinori Terasawa: [laughs] Well, she wasn’t like “grrr” from the start! Throughout the process, they wanted to have her stand out even more, so then she started bulking up more than she did in the beginning. So they thought that she wouldn’t be that much more popular than the other characters, but surprisingly in the Japanese fanbase the girls really like the Sakura character a lot!

Gamers Heroes: Wonderful! And on that note, what’s the best fan tribute for Danganronpa you have seen so far? It could be fan art, cosplay…anything of the sort.

Yoshinori Terasawa: This is for Danganronpa 2, but on Valentine’s Day the fans sent chocolates to the characters they liked or presents on the characters’ birthdays. They do receive love letters to the characters, even in Danganronpa 1 as well. He’s the one reading it though, so he kind of feels bad about it.

Gamers Heroes: Letters to who? [laughs]

Yoshinori Terasawa: To all the characters! He never got one personally.

An interview with Yoshinori Terasawa, producer of Danganronpa: Trigger Happy Havoc
Gamers Heroes: Now Danganronpa is part murder mystery, part school simulator, part first-person perspective adventure…what inspired you to go with this format versus, say, a traditional JRPG?

Yoshinori Terasawa: So the game is originally based around a visual novel style, but since they wanted to do something different, they added a lot of different elements in the game to make it more than a regular visual novel.

Gamers Heroes: So the game has come out on the PSP, iOS, Android, and now the Vita. Are there any plans to bring it to the 3DS? The 2.5D motion graphics would be perfect for the system!

Yoshinori Terasawa: He think it would be cool too! But as of right now he has no plans to bring it over.

Gamers Heroes: Last question : What was your favorite murder to plan?

Yoshinori Terasawa: Aaah. I’d prefer you’d keep it off the record [laughs].

Danganronpa: Trigger Happy Havoc is out now for the PlayStation Vita in the United States and Europe. Super Danganronpa 2: Goodbye Despair will be released on the PlayStation Vita stateside this fall.

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10 Things About SWERY65: An Interview With Deadly Premonition’s SWERY https://www.gamersheroes.com/game-interviews/sweryinterview/ https://www.gamersheroes.com/game-interviews/sweryinterview/#respond Mon, 28 Jan 2013 08:00:08 +0000 https://www.gamersheroes.com/?p=15114 Deadly Premonition is not your typical survival horror game. Food-crazed FBI agents, wheelchair-bound citizens in gas masks, delectable Sinner’s Sandwiches -- it’s no surprise that this 2010 Xbox 360 title has amassed itself a legion of fans and developed a cult following.

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10 Things About SWERY65: An Interview With Deadly Premonition's SWERY
Deadly Premonition is not your typical survival horror game. Food-crazed FBI agents, wheelchair-bound citizens in gas masks, delectable Sinner’s Sandwiches — it’s no surprise that this 2010 Xbox 360 title has amassed itself a legion of fans and developed a cult following. The visionary director behind it all, Hidetaka “SWERY” Suehiro, is planning to revisit the town of Greenvale with Deadly Premonition: The Director’s Cut, a retelling of the classic on the PlayStation 3. Gamers Heroes got a firsthand look at this one-of-a-kind title, and also got a chance to speak to the mastermind behind it all.

Completely refining the foundation of the original, Deadly Premonition: The Director’s Cut will play host to a number of new features. A tweaked control scheme with mappable buttons is just the start; other touches include updated graphics, stereoscopic 3D, and even Sony MOVE support. A number of more subtle touches have also been made as per the fans’ requests, including a larger map and a new difficulty setting that removes both the easy and difficult mode into one singular “normal” mode. Of course, SWERY stated that these new features will not take away from the “original essence” of the game. Plus, as he made a note to point out, the original control scheme is still available for those who long for it.

Perhaps the greatest addition to this Director’s Cut is the addition of a new scenario, written by SWERY himself. Featuring a new character, this scenario will feature an unknown blue-eyed girl that will be integrated into the main story. With only a brief trailer of said girl asking an old man to tell her another scary story, there is not much information to go on. As she hums the song “Amazing Grace,” all we know is that this tale is “important” and there is “something that should not exist.” Said trailer was shown at the beginning of the game, preceding the normal opening sequence. SWERY said that this character will be integrated into the main story, but how her tale will be told is still unknown.

Of course, being fans of the original, we had to ask SWERY a few questions of our own. Below are 10 key factoids from our talk:

  • While Deadly Premonition definitely channels the spirit of the TV show Twin Peaks, SWERY actually found much of the inspiration for the game in his own life. On that note, the Greenvale police officer Thomas MacLaine is based off of SWERY himself! Keen-eyed fans can also see a familiar face on one of the wanted posters in the police station.
  • To create the world of Greenvale itself, SWERY stopped over in California, Oregon, and Washington. He stated that the biggest influence for the game came from the town of Twain Harte, California.
  • The especially long table at the Great Deer Yard Hotel that Polly Oxford and York ate at each morning may look out out of the ordinary, but it is not something SWERY came up with off the top of his head; he actually had a dining experience like that on one of his many journeys.
  • As far as the citizens of the town go, the story behind Harry Stewart is a particularly interesting one. SWERY came up with the idea for the wheelchair-bound citizen when he saw a gaggle of seniors in wheelchairs enter a diner. And the rest, as they say, is history.
  • There are a few locales in the game itself that tie into his life. The SWERY65 bar should be an obvious one, but the A&G Diner and the Panda Bear artillery shop also have personal ties as well.
  • Francis York Morgan is a huge movie fan, and will chat about films any chance he gets. However, SWERY jokingly said that his tastes do not reflect that of York’s. His favorite movie? Terry Gilliam’s Brazil.
  • You would think that SWERY’s encyclopedic knowledge of movies would draw him to the world of filmmaking. However, he believes that simply talking about movies is boring.
  • There’s no denying that Deadly Premonition has a unique soundtrack, ranging from jazzy saxophone riffs to cheerful whistling. SWERY wanted to come up with a soundtrack that expressed feeling, something he feels is is integral in conveying a mysterious country town. To create the whistling song in particular (“Life is Beautiful”), SWERY said that he was out in the snow. Seeing it as something that was joyful, he skipped around, sang, and made a peace mark footprint!
  • Francis York Morgan tries a Sinner’s Sandwich, a turkey, strawberry jam, and cereal sandwich supposedly eaten as “self-inflicted punishment to atone for past sins.” SWERY came up with the idea for this delectable treat from the diet of Japanese high school students. As he succinctly put it, those who have a limited amount of funds or ingredients to work with experiment with their meals. He said that the equivalent in the United States would be our liberal use of Top Ramen.
  • To show our love for the Sinner’s Sandwich, Gamers Heroes made one from scratch for SWERY. Not only did he love it enough to Tweet it and put it up on his Instagram, he also ate it for breakfast!

Deadly Premonition is not your typical survival horror game. Food-crazed FBI agents, wheelchair-bound citizens in gas masks, delectable Sinner’s Sandwiches -- it’s no surprise that this 2010 Xbox 360 title has amassed itself a legion of fans and developed a cult following.

 Deadly Premonition Sinners Sandwich

Deadly Premonition: The Director’s Cut will ship out on April 30, 2013 for the PlayStation 3.

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