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Tekken Tag Tournament Interview
Namco's Masahiro Kimoto, Katsuhiro Harada, and Yuichi Yonemori recently sat down to discuss their upcoming PlayStation2 translation of Tekken Tag Tournament. Question: Tekken Tag is essentially an arcade translation, how was it approached for the PlayStation2? Harada-san: With translations we can't change basic elements, and since we don't have extensive PlayStation2 hardware knowledge yet, we can't experiment that much. Therefore, we're proceeding by touching up certain aspects such as the graphics, which you'll notice instantly. Question: It seems like the system is geared towards producing high-end CG type graphics in real-time, right? Kimoto-san: The number of polygons has been drastically increased, so the models we're using would be considered high-end CG type models in the old days. The graphics are much better on the PlayStation2 which is perceived by many as an advantage. However, it can be a disadvantage. Many developers will fall into the trap of programming and developing like they did on older machines, without exploring new capabilities. Question: Specifically speaking, what graphical aspects were changed in the PlayStation2 version? Kimoto-san: In fighting games you mostly view the action from the side, so the graphics were enhanced for viewing in these angles. People normally don't move their collar bones in real life, but we added animation to them in the PlayStation2 version of Tekken Tag. We made many little graphic amendments like that. Question: So, you're saying the game looks better because you changed the original motion capture animation? Kimoto-san: No, that's a different story altogether. To tell you the truth, motion capturing is one of many tools. If we only used animations derived from motion capturing, the game would be very dull. We make many amendments to the original motion capturing, such as speed. I'd say about 70-80% of the animation in Tekken Tag is handmade. Elements of the animation were amended to compensate for the graphic capabilities of the PlayStation2 as well. Yonemori-san: Essentially, we get basic data from motion capturing. Winning posses and basic animation is made from the capturing process. Question: So the specifications of the PlayStation2 force you to develop games differently? Harada-san: As a creator, I feel as if I'm being forced to change my development style in order to accommodate the capabilities of the system. On the other hand, I feel it wasn't right for the development community to continue making fighting games using the game old methods anyway. Kimoto-san: We're forced to express reality and human motion such as facial expression on the PlayStation2. Question: Did that really pose a problem for you? Yonemori-san: It was much tougher than we expected. Kimoto-san: This time we detailed everything. We started making the eyes from the pupils, and for the mouth we started inside with the gums and the teeth. That level of expression is very difficult. Question: It's been said that foreigners (Non-Japanese) often express more emotion through their body language, and it should be accounted for in development? What do you think of that? Kimoto-san: You know what? It was easier to develop expressions for characters like Paul. Harada-san: On the other hand, I think Jun's expression when he's hurt is almost too realistic. Trust me, it will make you cringe. I feel as if I'm really hurting him at times, and get sad. [laughs..] Yonemori-san: Lighting can really change your perception of a character as well. Kimoto-san: We had a hard time placing the light source at times. It didn't really matter with male characters, but with females they can look cute or demonic based on the lighting. In that sense, it's like we're creating a movie. Question: Aside from the characters, can you describe the graphics? Kimoto-san: We worked extensively on shadow mapping, and concentrating on their fields. Once again though, since it's basically a translation, we couldn't change many aspects. For example, we can't change how the characters physically move. However, we decided to improve the shadows. Not only did we improve the shadows on the ground, but we added shadows to your opponents when you reach out and punch them for example. This was really out first time using the PlayStation2 hardware, so all we could do was add little effects like that. In the future you'll see characters stand on their own feet in 3D, rather than just being in a 3D environment. Question: Interesting. Were there graphical problems you dealt with in creating PS2 Tekken Tag that will dramatically effect developing future titles? Kimoto-san: Expressing characters in Tekken Tag on the PlayStation2 was our first step in development. The PlayStation2 makes it easier to express characters, so we can focus on other areas. Harada-san: The battles take place in unlimited backgrounds, but I'm sure players are wondering 'When can I really move into the backgrounds.' For example, I'm sure they all want to run through the areas, jump off the hoods of cars, etc. Question: So you're thinking about adapting these 'background' ideas for future titles? Kimoto-san: Right. We're also thinking about eliminating any conditions which prohibit real fighting. For example, sometimes you can't kick your opponent because he's much smaller. So rearrangements are necessary on these characters. This was our first time developing for the PlayStation2, so we were all excited. [Laughs..] Perhaps we even used too many polygons for the characters. In the future we may scale back the number from 10,000 to perhaps 7,000, that way we can focus on other areas. That maybe the key to the future. Asst. Kaori Kuniyoshi |