The first thing we paid attention to was the background of the characters. – How did you go about picking characters for the game’s roster?įunamizu: For starters, we knew we had to keep Ryu, Ken, and Chun-Li, and then we decided the rest from there. But it got an even better response than I had expected, so I was relieved. As a matter of fact, if we were to compare the sizes of the data, Street Fighter Alpha is only about a quarter this size of Vampire Hunter. Now that I think about it, the fact that we’re using the Street Fighter series to try this out is kinda crazy (laughs). So in that sense, you could say Street Fighter Alpha is something of an experimental title for Capcom. If we could do that, we’d be able to provide an even greater number of fun games to users. If we only had 10 months, we wanted to challenge ourselves and see just how much we could pack into a game with a 10 month development period. The drive for more ambitious games is absolutely going to continue being one of Capcom’s pillars, but sometimes, I figure it’s okay to make something a bit different too.įunamizu: Yeah. Vampire Hunter took around two years, and was a massive pain. When I saw the kind of enthusiasm that only Vampire Hunter was getting, I wanted to try pursuing that direction.įunamizu: Also, Capcom’s games seem to be getting grander in scale. Out of all those, Vampire Hunter’s characters are insanely popular. Any way you look at it, Capcom’s library up until now has a lot of understated games. One of the major concepts behind the game was building popularity for Street Fighter’s characters. – What were the key concepts you had in mind for a new Street Fighter?įunamizu: First and foremost was character popularity. But then once Vampire Hunter was finished, we suddenly had the plan for Street Fighter Alpha squirm its way onto our schedules. We were working on Vampire Hunter/Night Warriors, thinking that we were totally done with Street Fighter II at that point. – Around when did the development of the game begin?įunamizu: It started October of last year, over 6 months after Super Turbo was finished. Rather than continuing to drag out Street Fighter II, we thought we’d try making our own brand new Street Fighter. But it’s a popular series, so of course we ended up making another one anyways. Murata and I have been working on the Street Fighter series for a while, and we figured Super Turbo would be the last one. – This is a bit of a rote question to start, but what does the “Zero” in the game’s Japanese title, “Street Fighter Zero”, mean?įunamizu: The main meaning behind it is “origin”. In charge of all planning and writing for Street Fighter II, Super Turbo, and now Alpha. Senior manager of Capcom AM software planning section.
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