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Following the surprising announcement that Team NINJA will be bringing its popular Ninja Gaiden franchise to Sony's PlayStation 3, we figured it would be the right time to meet with Ninja Gaiden Sigma's director, Yosuke Hayashi, to find out everything worth knowing about the game. While his experience in Ninja Gaiden and Ninja Gaiden Black's development (he was project lead on NGB) have prepared him for the rigors of bringing the game over to PS3, it couldn't have prepared him for the onslaught of questions we threw at him. Still, the first-time interviewee weathered the storm surprisingly well, and we walked away with a grip of new info that shows us what to expect out of the ultimate version of Ninja Gaiden.
1UP: Please tell us about your game development background and what qualifies you as the director on Ninja Gaiden Sigma.
Yosuke Hayashi: For the past five years I have been working at Team Ninja. On the original Ninja Gaiden for Xbox, I worked on the combat system, mainly enemy AI and things like that. On Ninja Gaiden Black I worked with [Team Ninja translator and designer] Andy Syzymanski and I was the project lead on that and handled most of the overall duties there, and that experience has prepared me to head up the Ninja Gaiden Sigma project within Team Ninja.
1UP: What are the most difficult things about bringing Ninja Gaiden to the PS3? Is it creating the new content, or is it building/rebuilding a new game, or graphics engine, or whatever you're making specifically for the PS3?
YH: I'd say we're putting the most effort into the graphics. Obviously being on a next generation platform, on the PS3, we need to make sure we utilize the power of that machine to make the graphics as best as we can. Plus, Team Ninja has a reputation to uphold by having the best graphics for every title that we put out. That's what we're spending a large amount of our energies on.
Much like in the Xbox games, the color red "pops" in the PS3 title. Click the image above to check out all Ninja Gaiden Sigma screens.
1UP: From what I have seen from the screenshots and the trailer that you guys showed at Tokyo Game Show, the in-game graphics really look close if not better than the CG graphics on Xbox, especially now that those old CG cut-scenes are done in real-time. How improved would you describe NGS' graphics over those of the previous games?
YH: Of course graphic quality is important but obviously our main concern is in playability. We want to have a game that is playable and smooth above anything else. Our graphics are focused in that regard. That's why you'll find that we're changing some of the scenes that were prerendered in the previous game to be in real-time in this one, and that's not us saying, "Okay we've done it; just change the cut-scene." It's so you can participate and actually control the character while those scenes are going on, like in the fight with Goku at the shrine -- you can actually fight him in Ninja Gaiden Sigma. So obviously graphical quality is important but it's not just graphics for the sake of graphics -- it's to try to improve the overall playability of the game.
1UP: So to kind of build on that a little bit, is that to make the cut-scenes real-time and add battles where there weren't battles before, or is it more like controlling things like you can in Metal Gear -- during a cut-scene you can move the camera around and things like that. How do you mean?
YH: It's not so much about surface considerations like being able to move your camera around; it's about increasing interactivity. Ninja Gaiden is a game about fighting and so any changes we would make as far as making scenes that were prerendered before into real-time now is to add interactivity and give you the chance to jump in and control what is happening on screen. What we want to convey is the impact. We believe it is much more fun to play the game than to watch. While cut-scenes obviously do serve their purpose, it's important to get in there and actually be able to interact as much as possible with what is going on.
1UP: How difficult is it to add Rachel as a playable character? Are you -- how do I say this -- are you repurposing Ryu Hayubusa's move sets and animations or are you doing all of those from scratch?
YH: She's going to be completely original. Everything that is being done for her is being done form the ground up. There would be no point in having her play exactly the same as Ryu. You'd lose the point of adding a whole other playable character. We're designing her from the ground up as a "fiend hunter," which is what she is, and have a different play style but still maintain the quality action that Ninja Gaiden is known for. Her actions are going to be more feminine in a sense and are going to be different because she is a fiend hunter and not a ninja, but you're still going to feel like you are playing Ninja Gaiden. The experience will not be changed to the point where you are not enjoying the action.
You'll get to fight certain characters in Sigma like Gamov here that you only saw in cut-scenes on Xbox. Click the image above to check out all Ninja Gaiden Sigma screens.
1UP: Will she be limited to the use of the War Hammer or will she be able to use other weapons?
YH: We're preparing other weapons for her as well and we'll be able to give more details on those as we get closer to when the game releases.
1UP: Some gamers have criticized the War Hammer as a not very effective weapon, at least in the hands of Ryu Hayabusa. Will you be making any adjustments to the War Hammer to make it more powerful?
YH: We're going to make the War Hammer as interesting as possible when you are playing as Rachel. It's not going to be just a direct port of what was in the previous game but our focus is on making it so that the War Hammer gives you more freedom of movement, not just in terms of pounding or hitting with it, but also in grabbing enemies and throwing or having her do more athletic moves like kicks and stuff. We're currently in the process of designing all sorts of attacks that use the weapon but also allow her to use various kinds of athletics and physical attacks.
1UP: Now that Rachel is coming to Ninja Gaiden Sigma in the form of a second playable character, can you play the whole way through the game as her, or will she only show up for certain sequences, or will she exist only in a completely separate and external sequence like Resident Evil 4 for PS2 where Ada Wong's side story is a completely separate mission?
YH: Basically we want everyone to experience everything the game has to offer in the main story mode. What you're going to have is Ryu is still the main character and he's the focus, and the story itself is not changing a huge amount in that sense. What you're going to find is that at certain points in the story you are going to be able to play from Rachel's perspective and you are going to see events unfolding from her viewpoint and see aspects of the story that you couldn't see before. That's going to allow you to dig deeper into the Ninja Gaiden world so to speak and learn more about the universe and learn what went on behind the scenes. We also realize that there are going to be a lot of people who want to play as Rachel a lot the time. In addition to having her elements within the story mode she's also going to be playable in the mission mode. You're going to be able to go in there and select her and play through the missions like the ones that were in Ninja Gaiden Black, and you can play them as her so you can enjoy straight up fighting using her character.
1UP: Please tell us about your game development background and what qualifies you as the director on Ninja Gaiden Sigma.
Yosuke Hayashi: For the past five years I have been working at Team Ninja. On the original Ninja Gaiden for Xbox, I worked on the combat system, mainly enemy AI and things like that. On Ninja Gaiden Black I worked with [Team Ninja translator and designer] Andy Syzymanski and I was the project lead on that and handled most of the overall duties there, and that experience has prepared me to head up the Ninja Gaiden Sigma project within Team Ninja.
1UP: What are the most difficult things about bringing Ninja Gaiden to the PS3? Is it creating the new content, or is it building/rebuilding a new game, or graphics engine, or whatever you're making specifically for the PS3?
YH: I'd say we're putting the most effort into the graphics. Obviously being on a next generation platform, on the PS3, we need to make sure we utilize the power of that machine to make the graphics as best as we can. Plus, Team Ninja has a reputation to uphold by having the best graphics for every title that we put out. That's what we're spending a large amount of our energies on.
Much like in the Xbox games, the color red "pops" in the PS3 title. Click the image above to check out all Ninja Gaiden Sigma screens.
1UP: From what I have seen from the screenshots and the trailer that you guys showed at Tokyo Game Show, the in-game graphics really look close if not better than the CG graphics on Xbox, especially now that those old CG cut-scenes are done in real-time. How improved would you describe NGS' graphics over those of the previous games?
YH: Of course graphic quality is important but obviously our main concern is in playability. We want to have a game that is playable and smooth above anything else. Our graphics are focused in that regard. That's why you'll find that we're changing some of the scenes that were prerendered in the previous game to be in real-time in this one, and that's not us saying, "Okay we've done it; just change the cut-scene." It's so you can participate and actually control the character while those scenes are going on, like in the fight with Goku at the shrine -- you can actually fight him in Ninja Gaiden Sigma. So obviously graphical quality is important but it's not just graphics for the sake of graphics -- it's to try to improve the overall playability of the game.
1UP: So to kind of build on that a little bit, is that to make the cut-scenes real-time and add battles where there weren't battles before, or is it more like controlling things like you can in Metal Gear -- during a cut-scene you can move the camera around and things like that. How do you mean?
YH: It's not so much about surface considerations like being able to move your camera around; it's about increasing interactivity. Ninja Gaiden is a game about fighting and so any changes we would make as far as making scenes that were prerendered before into real-time now is to add interactivity and give you the chance to jump in and control what is happening on screen. What we want to convey is the impact. We believe it is much more fun to play the game than to watch. While cut-scenes obviously do serve their purpose, it's important to get in there and actually be able to interact as much as possible with what is going on.
1UP: How difficult is it to add Rachel as a playable character? Are you -- how do I say this -- are you repurposing Ryu Hayubusa's move sets and animations or are you doing all of those from scratch?
YH: She's going to be completely original. Everything that is being done for her is being done form the ground up. There would be no point in having her play exactly the same as Ryu. You'd lose the point of adding a whole other playable character. We're designing her from the ground up as a "fiend hunter," which is what she is, and have a different play style but still maintain the quality action that Ninja Gaiden is known for. Her actions are going to be more feminine in a sense and are going to be different because she is a fiend hunter and not a ninja, but you're still going to feel like you are playing Ninja Gaiden. The experience will not be changed to the point where you are not enjoying the action.
You'll get to fight certain characters in Sigma like Gamov here that you only saw in cut-scenes on Xbox. Click the image above to check out all Ninja Gaiden Sigma screens.
1UP: Will she be limited to the use of the War Hammer or will she be able to use other weapons?
YH: We're preparing other weapons for her as well and we'll be able to give more details on those as we get closer to when the game releases.
1UP: Some gamers have criticized the War Hammer as a not very effective weapon, at least in the hands of Ryu Hayabusa. Will you be making any adjustments to the War Hammer to make it more powerful?
YH: We're going to make the War Hammer as interesting as possible when you are playing as Rachel. It's not going to be just a direct port of what was in the previous game but our focus is on making it so that the War Hammer gives you more freedom of movement, not just in terms of pounding or hitting with it, but also in grabbing enemies and throwing or having her do more athletic moves like kicks and stuff. We're currently in the process of designing all sorts of attacks that use the weapon but also allow her to use various kinds of athletics and physical attacks.
1UP: Now that Rachel is coming to Ninja Gaiden Sigma in the form of a second playable character, can you play the whole way through the game as her, or will she only show up for certain sequences, or will she exist only in a completely separate and external sequence like Resident Evil 4 for PS2 where Ada Wong's side story is a completely separate mission?
YH: Basically we want everyone to experience everything the game has to offer in the main story mode. What you're going to have is Ryu is still the main character and he's the focus, and the story itself is not changing a huge amount in that sense. What you're going to find is that at certain points in the story you are going to be able to play from Rachel's perspective and you are going to see events unfolding from her viewpoint and see aspects of the story that you couldn't see before. That's going to allow you to dig deeper into the Ninja Gaiden world so to speak and learn more about the universe and learn what went on behind the scenes. We also realize that there are going to be a lot of people who want to play as Rachel a lot the time. In addition to having her elements within the story mode she's also going to be playable in the mission mode. You're going to be able to go in there and select her and play through the missions like the ones that were in Ninja Gaiden Black, and you can play them as her so you can enjoy straight up fighting using her character.