Part 2 covers DoA 2, 3, and Xtreme; ending up on the 2004 Ninja Gaiden.
If you're still wondering why DoA2's first PS2 port was so bad: Team Ninja was *tricked* into sending an unfinished build for mass-production.
https://t.co/5dxtynSkg6
The Ninth Hour is translating a 2021 retrospective of the late Tomonobu Itagaki's career, including the Dead or Alive and Ninja Gaiden (3D) series.
Part 1 covers DoA1, Itagaki's early Tecmo projects and the origin of his infamous anti-Tekken rants.
https://t.co/5dxtynSkg6
In Game Hihyō Vol. 8 (April 1996), Dragon Quest designer Yuji Horii was interviewed on what he considered to be a "game"; specifically, a role-playing game.
In his words, if you're in direct control of the player character, it's a game, and it wouldn't be the same as a movie.
Most of the interview was regarding Dragon Quest VI, which had released four months before.
The Ninth Hour translated the full interview here: https://t.co/mZeXZfVPuZ
In Game Hihyō Vol. 8 (April 1996), Dragon Quest designer Yuji Horii was interviewed on what he considered to be a "game"; specifically, a role-playing game.
In his words, if you're in direct control of the player character, it's a game, and it wouldn't be the same as a movie.
@PandaKingEX Dragon Quest does change a lot from game to game, but the differences lie 𝘰𝘶𝘵𝘴𝘪𝘥𝘦 the battle system. It's not talked about often because XI was the series's first real non-cult success outside of Japan, and that was the "nostalgia-driven" anniversary game.