Wosu, Deviantartists! ^^
Something very unusual happened in the backstage of the Japan Expo. I just wanted to share with you the entire resume! ^^
Meeting with the producers - DBRB3 fanwish project (ENGLISH)
Photos are here:
www.facebook.com/media/set/?se…1/ « Naruto UNS Generations » event, april 14th 2012
As you know it, I have had the possibility to give the 25th first sheets of the « Fanwish project » to Nishimura san, the label director of Namco Bandai Games, when I have met him on october 2011 26th. Synthetically, his job is to watch the adaptation of the manga licences outside from Japan. He supervises the Naruto licence, but also DragonBall, One Piece, Saint Seiya, etc…
On april 13th, Nishimura san tells me that he will be at the Naruto event in Paris, the next day. Lucky break, I already planned to go there, in order to meet Matsuyama san (the director of Cyber Connect 2, in charge of the Naruto adaptations).
Just in case you don't remember: At this moment, DBZ for Kinect has just been announced during the Las Vegas Namco Bandai event, on april 11th. All the hardcore fans are completely confused, especially me: I had given my fanwish sheets hoping that they would have an impact for a new game in 2012, and instead, we are proposed DBZ for Kinect, which didn't match AT ALL with what we were asking for!
Though, some elements had put the red flag, between april 11th and 14th. Tony, the community manager, told us about "the slowing down releases of the DragonBall games", then about the fact that "it's the producer who decide of the release rhythm of the games", that "the hardcore gamers were not the aim of DBZ for Kinect", or that "Namco Bandai won't forger the hardcore fans. Please continue to show support and enthousiasm, and I am sure your dreams will come true one day or another". In short, we are feeling that there is some changes, and anyway, we feel very concerned.
I join TheClad, administrator of the website FFDream, and DragonBall fan. During the Naruto event, I have the opportunity to talk briefly with Olivier (SPROL on the French forum), colleague of Tony Shoupinou, who organizes the Namco Bandai events since several years. I can collect 2 informations:
1/ We learnt on October 7th that the agreements between Shueisha (rightholder of DragonBall) and Namco Bandai forced them to release a next-gen system game each year. Olivier adds some details to it: Actually, it is almost correct. But the release of portable games also weigh in the balance. We then ask ourselves a question: what if DBZ for Kinect was a kind of lure, so the Shueisha has its "annual game", while something bigger is happening on the backstage? Unfortunately, we didn't have this confirmation. But we learn that indeed, DBZ for Kinect "does count as an annual game in the deal with Shueisha". It would lead to a confirmation to our theory…
2/ We talk once again about our French problem with the original soundtracks. We thank once again Nishimura san, because he is the one who succeeded obtaining "Cha-la head cha-la" for the DBZUT opening theme. We dig a little more, and have the confirmation that the problems don't really come from a "juridical knot", but clearly from a lack of good will from AB Production, who holds the rights of Kikuchi's musics in France.
The editor has helped to replace the DragonBall Kaï OST (Yamamoto's plagiarism) with the original Kikuchi DBZ musics. Though, as the current problem is to sell the rights to use the musics to an alien company, AB is making the price bigger to the max, and after all, prevents us from having videogames with the original sountracks of DBZ. Olivier finished by telling us that fortunately, the Naruto and One Piece licences don't have this problem. The case of DragonBall gave the exemple of what they should never do again. Too bad…
As soon as Matsuyama's speech finished, I go and see Nishimura san. He proposes me to go in the backstage in order to talk. We sit down, and I ask him my first question:
I tell him that the announcement of DBZ for Kinect really surprises me, and I tell him that I am very worried, because I spent a lot of time on these Fanwish sheets. My question was: "Will my sheets be useful for the future, will they have an impact for the upcoming games?".
His answer is loud and clear: "It is obvious: they will have an impact". And at this moment, I blow a sigh of relief, which make Nishimura san laugh!
Then, I tell him that the fans are very destabilized by DBZ for Kinect, which (as its title says) is only aimed at 360 players. I tell him that the PS3 fans feel a little betrayed.
Nishimura san excogitates. I understand that he is sorting what he can tell me, and what he can't. As a reminder, the announcements of the games are govern by strict contracts, between the rightholder (Shueisha/Toeï) and the producer of the game (Namco Bandai).
Then Nishimura san tells me: "I understand the concerns of the players. I can't answer directly, I am just going to ask you a question: What do you prefer between a game immediately, or a better game a little later?"
By asking us this question, Nishimura san confirms us without having to spell things out that our demands about a longer development time has been eared, and that something is likelihood getting ready behind the scene.
DBZ for Kinect will permit to the younger or less hardcore fans to mimic the mythic attacks from the manga, what remains something very pleasant. Now, it is obvious that the diversity of the fans implicates a diversity of the demand. After all, even if the fans (especially hardcore gamers) have criticized Ultimate Tenkaichi a lot, the game sold very well. Without giving too much details, I can even tell you that it sold a lot more than what the website VGCharts can say. Each kind of tastes must be pleased, and the hardcore gamers have already been very pampered between 2002 and 2010. We will need a little more patience between the next "technical fight" game.
Before we leave each other, Nishimura san makes us a real gift: He tells me that it is too bad that we couldn't meet each other in February 2012 (I couldn't come to our reunion due to personnal reasons). He then proposes me something fantastic:
During the Japan Expo, on July, Saturday 7th 2012, Nishimura san invites me to an officious meeting. He will make the complete team of producers of Namco Bandai (Nakajima san, but also his team, and his boss), working on the "future of DragonBall". We will then be able to talk about my Fanwish sheets.
I went back home with a broad grin, and I am sure that you now understand why I am over optimistic since april!
2/ Backstage of the Japan Expo – July 7th 2012
I join the other fans who came especially for this event:
-Tba77, my colleague moderator on the European Namco Bandai community platform,
-Sharnalk, an active member of several DB communities,
-Lee, moderator on the Facebook group "DragonBall games fanpage",
-And Tholia, who was our camera operator last year.
We meet up with Nishimura san on the Namco Bandai stand, at 11 AM. He presents us a colleague of the producer Koji Nakajima (who is currently taking care of DBZ for Kinect and One Piece Pirate Warriors' production). We move off, and several persons get out of the Namco Bandai stand in order to follow us: this is the complete team of producers!!
We follow him until we reach the press space, then we settle in a big room. Once we are all arrived, Nishimura san presents us the whole team:
-Yasu Nishimura, Label director, will be our interpreter.
-Koji Nakajima, new producer of the DragonBall franchise since Ultimate Tenkaichi.
-Daisuke Uchiyama, who produced the DragonBallZ Budokai series.
-Junichiro Koyama, colleague of Nakajima san.
-sakamoto masayuki, other colleague,
-Hirotaka Watanabe, boss of Nakajima san, who supervises all the DragonBall games.
I am starting with the presentation of my sheets. What immediately pleases me is the fact that the visuals of the graphics seems to appeal them. We start talking about the gameplay. We especially talk about the criticisms made on Ultimate Tenkaichi (especially the lack of freedom, the cutscenes which cut the action too often, etc…). We mainly give them what fans have liked, and the systems that have been the most criticized. We open a bracket about the system of switch for the triangle button, in order to have a more elaborated gameplay in close range. Sharnalk has insisted on the awful teleportation spamming, during the online game of DBRB2.
We then talk about the roster. I insist about this part, because we made the interview of Nakajima san 2 days ago, and we had talked about the DragonBall Heroes characters, which make the European and American fans so jealous.
The sheets about the additional outfits have also catched their attention. They immediately noticed that I had worked using the Raging Blast 3D models. We insisted on the fact that these outfits were necessary in order to make a good storymode, in order to have the right costume at the right time.
When we talk about the battlefield sheet, we develop our explanation about the principle of "variations" of an unique stage. Clearly, we talked about changing a small element of a stage in order to add variety and faithfulness to the story mode. Thus, by adding only a pod in the "Plain" battlefield, we obtain the battle zone of the fight against Radditz. By changing the textures and adding a door on the ground, we obtain the battlezone of Gokû vs Majin Vegeta… Lee insists on the fact that this is the kind of detail that takes a short time to elaborate, but fans notice it, and they are very happy to see it.
The stratum system also had them interested. The fact that the "light" degradations of the stage would remain visible until the end of the fight, just like the giant craters. We opened a bracket about the giant degradations on the stages (after the special attacks), in order to say how much it had been asked, and then appreciated in Ultimate Tenkaichi. Nakajima san seemed glad.
When we talked about the "time machine" system in order to explore the DB chronology, we confirmed once again Nakajima san that his system was appreciated. His colleagues noticed that we had added the DB and DBGT sagas, using the official logos in order to facilitate the readability.
Next sheet: the DragonWorld. Even if a lot of players only care about pure fighting, the fans looking for an adventure-kind game are numerous. We talked about Sparking Neo's storymode. Then, we talked about the system on the sheets: being able to meet secondary non-playable characters, who propose shops and Infinite World-kind minigames. We even talked about the possibility to visit the stages without fighting, in order to look for items, opponents, or DragonBalls, using the Dragon Radar. In short, we insisted on the adventure style of the solo mode.
I will go fast on some details. We spent a moment on the "1 vs 100" battle system, also called "Musou". We told them that several scenes of DB had a potential for this system. We talked about the Co-op in offline or online, in order to fight numerous opponents.
About the boss fights against giants, we supported the sheets with the help of the Naruto UNS3 demo, playable on the Japan Expo! We were talking about a system with more freedom, which gave us the possibility to turn around the boss: the 3rd Hokage vs Kyubi bossfight looked a lot like what we were saying! They spent a lot of time on the sheet showing the majority of the possible bossfights.
We reached to part about the character graphics. We have had to insist on the "3 shades" Cel Shading, but I think they got it, the visual examples really helped. We also talked about the auras, of course, and about the colors of the super saiyajins in aura mode.
When we talked about the "faithfulness to the original material", the producers asked us if we were referring to the manga. We elaborated that we were mainly talking about the anime, because this is the common point between all the stories: DB, DBZ, DBGT, but also the movies, TV Specials, and the OAVs.
Funny fact: I had put screenshots of DBRB2's explosions, in order to show what we didn't like. They though the screenshots came from Sparking Meteor… Which shows clearly that having blurry explosions on a next-gen game is an obvious problem.
When we reached the sheet with the stages graphics comparisons, I added that it was originally requested by Tony, our community manager, in order to show them what we were asking for (because Spike never had beautiful anime-style battlefields, whereas Dimps made it pretty well). Here, Uchiyama san cut in, in order to ask if "anime" graphics wouldn't give an impression of something cheap, bad quality. Tba77, Lee and Tholia answered him that with well-groomed textures and a good resolution, it is totally possible to reach the quality of Naruto UNS and Burst Limit's battlefields, which are very appreciated.
During the "character creation" part, Uchiyama san has given a lot of importance to the positive and negative criticisms of the DBZUT Hero mode. We read these to him, and he noted everything.
The last sheets were about the graphics. Their whole team leaned toward these examples. We opened another brackets, about the staging of the cutscenes in UT's storymode. We told them that we appreciated to have more than 2 characters on screen, but that some key characters were often still missing in the mise-en-scene.
A last point that has been officially confirmed: Mirai Gohan's arm. If the character always keeps his 2 arms in the games, it is indeed for a classification reason! If they put a "one arm" version of the character, the age will get from 12 to 16, and they would lose a part of the buyers. Too bad, I liked this character!
We talked once again about the transformation problems in the Raging Blast titles, which means the screams of the characters which are not long enough, leaving the character with an open mouth without any sound. The message was very clear!
We were finished. I was about to pack up my things, when their whole team started… applauding us! We were kinda surprised, but it was very heartwarming. Especially for 2 of us, who made a very long trip to come especially for this meeting!
Anyway! The meeting lasted for 1 hour and 30 minutes. The team left immediately for Japan, with the wholeness of the sheets, printed in A3 format. We hope that this will help improving their next games. The whole team seemed very implicated, very interested by what we had to say.
I hope that these informations will make you more confident in the future of the licence. Contrary to what some people say, Namco Bandai didn't "kill DBZ with the Kinect game". Their teams are still entailed, and the hardcore players won't be forgotten, because they are part of the buyers. After all, it's the producers themselves who have expressed their wish to meet us about the DBRB3 fanwish project. Et for me, this makes me even more optimistic.
Let's continue to express ourselves, because this is the main demand coming from them. As for me, I will continue to militate and federate the fans behind this project, in order to make things move at the highest level. Mainly at the rightholder level (Shueisha-Toeï Animation), which seems rigid on some points, but shouldn't forget that it is because of the fans that DragonBall is still living.
Anyway, thank you for your support. The serious things start now!
Jeremy / Treevax
July 8th 2012