Hideo Kojima interviewed in Famitsu iPhone
Plus, details on iPhone versions of Assassin's Creed and Resident Evil Degeneration
Enterbrain debuted its latest Famitsu series magazine today through Famitsu iPhone. Pictured to the right, this pub is different from the regular Famitsu in that its free and presumably a one-time thing.
It's also super thin at just about 31 pages. There is some major content in those few pages, though. Here's a quick summary.
As indicated by the cover, the main topic for the issue is Metal Gear Solid Touch. I'm not sure if this is new or not, but the report says that the MGS4 boss troupe Beauty and Beast will be represented in the game through at least Rising Raven and Laughing Octopus.
The magazine also has a short two page interview with Hideo Kojima, MGST director Ikuya Nakamura and MGST creative producer Yasuyo Watanabe.
Kojima kicked off the interview by introducing his two counterparts.
Nakamura has been involved with the series since the original Metal Gear Solid. While he originally did sprite-based artwork, for MGS, he moved on to character texturing. Also, due to the small size of the staff during the game's development, he was also left to handle the game's rumble, a feature for which he later became known worldwide. Nakamura later went on to direct Bokura no Taiyou before returning to do the rumble for Metal Gear Solid 4.
Watanabe is Kojima Productions' first female producer. She originally joined the team as a web designer, but Kojima felt that she had good sense for making things. When deciding to make Touch, he thought that her sense would match with the game. Watanabe told the magazine that she was surprised with the sudden order, but she thought she'd give it a try. She did admit to having had to learn about game development from scratch due to the total difference from her previous work on web promotions.
[end_p text="Continue reading for more info from Famitsu iPhone" /]
Watanabe's experience with web promotions was the key to her being selected for the project, explained Kojima. If someone like himself were to make an iPhone game, he would make it with game-like ideas. That's fine for a pure game machine, but with hardware like iPhone which is mainly used as a phone and music player, he felt that her promotional viewpoint would be useful.
Kojima feels the resulting product is "simple, but solidly playable." For iPhone games, there are still a lot of "one idea" products out there, so he thinks something like Touch, which has a lot of volume, will end up being big.
The game will have a total of 20 stages. Of these, 12 stages will be available initially. After a while, Konami will distribute a full version of the game. Those who purchased the initial 12 stage version will be able to upgrade to the full version for free.
Kojima closed off the interview by saying "I believe there are many people who know about MGS's existence. However, I believe there are also many people who don't play it because they think it looks hard. I'd like those people to sample the MGS world as light heartedly as one would listen to music. Of course, I'd like fans to also enjoy themselves."
The full version of the magazine's interview will be available on the Hideo Channel Radio podcast on March 24.
Also debuting in the magazine are iPhone versions of Resident Evil Degeneration, Assassin's creed, and Terminator 4.
Capcom released a version of Degeneration for iMode back in January (see this story for details). The iPhone version appears to be similar to that, although it's tough to tell if they're the same or not. On the iPhone, you move your character around using an on-screen control pad, aim by sliding your fingers around the screen, and fire by tapping a fire button. You can also switch viewpoints, viewing the action RE4-style with Leon on the left side of the screen, or with the camera zoomed out some. The game is mission-based, with between-mission movies progressing the storyline. A release is set for Spring.
Assassin's Creed, set for release in April or beyond through Gameloft, promises the same basic experience as the 360 and PS3 versions, with Altair moving about cities, castles and ruins. The stages will offer the same sense of elevation as was found in the high end versions. Of course, the action is controlled via an on-screen virtual pad.
Terminator 4, which was just announced overseas, is also set for release through Gameloft in April or beyond. The game offers shooting and driving sequences, and promises to be simple for non-gamers thanks to a tutorial and auto targeting. The screens in the magazine look very nice for an iPhone game.
Outside of these game debuts, the majority of the magazine is a lengthy feature titled "iPhone 3G Best Games Master's Selection" in which the magazine has celebrities and game designers list their favorite iPhone games. Here's just a few samplings. Yasuyo Watanabe, the girl from the Metal Gear Solid Touch interview, picks iDracula, Rolando, and tower Bloxx Deluxe 3D. Kenji Ino and Kenichi Nishi choose SlotZ Racer, Zen Pinball: rollercoaster Rolando, Fieldrunners, and Fingeric. Hudson's Takahashi Meijin selects Fieldrunners, Hamaru Solitaire, and Galcon.
And those are pretty much all the names I can recognize.
So there you have it! Japan's first, and probably last, iPhone gaming magazine.