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Spy Fiction Developer Interview
- February 16, 2004 12:27 PM PST
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Can a new developer compete with the likes of Metal Gear Solid? The team at Access Games thinks it can.
Stealth action spy games are a hot property right now, so it was no surprise when Sammy Studios announced that it would be publishing one of its own. Developed by freshman publisher Access Games out of Osaka, Japan, Spy Fiction blends traditional stealth action with a sci-fi flair, promising an experience unlike any other. GamePro.com recently had a chance to play through part of the Japanese version of Spy Fiction and then speak with Kuniaka Kakuwa, producer, and Swery, director, both of Access Games and both working on Spy Fiction.GamePro: How did access games get started?
Kuniaki Kakuwa: It started as a bunch of programmers who were free and who have been developing games for awhile -- just exchanging ideas about what makes a good game from their experiences. We all had the same ideas, and so we decided to make our own company. This is how we started to develop for Spy Fiction.
GP: What separates Spy Fiction from other spy games? What makes it unique?
Swery: The biggest difference is being able to disguise yourself. By using something called a "3D camera" in the game, you can take the form of almost any character that you encounter. Spy games in general usually only have a fighting and hiding element -- our game has an element of tricking, which sets it apart from other games. Also, the game not only focuses on fighting, but has a story that unfolds like a novel or movie. So instead of enjoying the game as an action game, you will feel as though you've finished watching a movie in the end.
GP: What games do you enjoy?
KK: Most Access Games developers like action games.
GP: Before you started Access Games, what other projects did you work on?
KK: Konami arcade games. Big games that move and gun shooting games. After Konami, shortly before forming Access Games, I worked for Deep Space and made an action/adventure game called Extermination.
S: I worked at SNK on arcade and Neo Geo games. Then I joined Deep Space and worked on Extermination as well.
GP: How different is running your company as opposed to working for somebody else?
KK: That's a difficult question. Although we can do whatever we want as it is our own company, we have to push our selves harder and research everyday -- which is hard because we at Access are all wild.
S: Unlike working for somebody else and listening to directions, at Access games everybody has an input, and everybody's input is valued to create a quality game.
GP: How did you guys decide on PlayStation 2 as a target for Spy Fiction?
KK: After researching the game business, marketing, and after researching all consoles, we decided that PlayStation 2 was the best choice.
S: PS2 is the most famous worldwide.
GP: Online games are very popular. Why focus on a deep single-player experience?
KK: Good question. When we started the Spy Fiction project, we initially developed a plan and system for online play -- we even programmed a part of it -- but the PlayStation 2 online market was still underdeveloped, so we had a meeting, and after much thinking, we decided on a single player game.
S: If user demand is high, we may have a multiplayer portion, either as a sequel or as a version update. It's a possibility...maybe.
GP: What do game developers do for fun? When you're not programming, what do you do to relax?
KK: I like driving, making plastic models. Also I like toys.
GP: Racing? What kind of car do you race?
KK: The car I had before was a Lancia Delta. Now I drive a Mitsubishi Lancer Evolution.
S: I like movies the most. Other than that I like, bass fishing, survival games, gun shooting games, and girls.
GP: How did you guys come to partner with Sammy for the Spy Fiction project?
KK: In the middle stages of development, when we started publishing as Access games, Sammy Studios of the U.S. approached us. After talking, we decided that it would be beneficial for Access games to have a worldwide partnership with Sammy, with Sammy assisting us in various aspects of development for Spy Fiction.
GP: Now that you're shipping your first game in Japan as developers, what's it feel like having gone through the whole process? What are you going to do now?
KK: It's exciting (as in tense or nervous), when you ship your first game, developed at your own company, out into the market. Our game was released in Japan on Christmas, December 25. In America it will be released in September. That is more exciting, as the magnitude of the market in the U.S. is so big. Challenging.
S: To get to this point, to make a product and release it -- it takes a lot of people to make it happen. I am grateful to all of the game publishers and developers that worked together and helped put out this game. As far as the future goes, there are so many ideas in our heads that it's scary and overwhelming.
GP: Is there anything we haven't asked that you want to mention?
KK: Whether in Japan, US or Europe, we wanted make a game that appeals to a broad audience. We will start localizing the game and tuning it to the markets, and we you feel you wouldn't be disappointed if you buy the game. We think you'll want another game from us.