Q: Motion control has been a big part of this year's E3. Now that both Microsoft and Sony have fully unveiled their technologies, which of the two are you most interested in, and which is more relevant when it comes to Capcom's traditional titles?
KI: Both of those respective hardwares and technologies are very great. But of course, the way you interact with them as the end user is going to be slightly different. Therefore, there are going to be some genres that are going to fit one that won't fit the other, and vice versa. As a game designer, it's going to be how well you can design it to fit that gameplay experience. Now for Capcom in general, most of our titles are multiplatform. That's the strategy we usually adopt. However in this situation, the way you interact with the hardware is going to be so different from both sides, that multiplatform is going to be something that's going to be more difficult. In that instance, we'll give up on multiplatform. We'll stick with one or the other. If we do that, then we're going to make sure that the experience we create is going to be custom tailored for that hardware, and make sure it fits that control scheme. If you're going to design for one or the other, then you're going to want to make sure the genre fits and the design totally fits that interactivity that you're going for.
Q: Can you give me an example of the kind of genres you feel are better tailored to each technology? Do you share the view that hardcore-focussed video games aren't suited to motion sensing technology? Could Dead Rising 2, for example, incorporate Kinect and PlayStation Move support?
KI: Ultimately, if you think about what hardcore gamers are used to, they've played on controllers for their whole lives, so that may naturally feel better to them than, say, a more not as precise motion sensing technology. So that's definitely something that we may see a split in the different sort of people and genres that you're going to see for that peripheral versus what you may see for a standard piece of hardware. That being said, a good example may be something like an FPS. I'm not saying that's a genre that fits motion sensing technology. But when you think about what an FPS is, it's fun because it puts you in the shoes of that soldier, of that hero. You feel the world around you. You're seeing through the eyes of a character. If the concept of what makes FPS games so interesting is that you're in that person's shoes, then certainly motion sensing technology allows you to feel even more like that person. It allows you to create a gameplay experience where you're able to more put yourself into the shoes of that character. Again, I'm not saying that necessarily FPSs are going to go onto Kinect or the Move and now all of a sudden they're going to be great. I'm saying as far as making people feel like they're inside that gaming world, that technology can help do that. Whereas a normal controller, you're still going to be interacting with the controller instead of using your own body, which is one of the differences.
Q: Dead Rising 2 is a game many people are looking forward to. Is there perhaps more pressure on this game to meet fan expectations than previous titles you've worked on?
KI: Yeah, of course there is a certain amount of pressure that we feel to make this game successful. But it is merely only one tier, one point, in our global strategy. If, say, the game did not work out, and it was unsuccessful, that does not mean that all of a sudden we would change our strategy of trying to work with the West, because we feel that's the future. That doesn't mean we'd give up. We would then rethink where the collaboration went wrong, and then come back again and try and see if we couldn't do it in a different approach - if it didn't work out. Of course, there is some pressure. It's not pressure where we're like, oh no! Capcom's going to go under unless this game is successful.
Q: Finally, what's happening with the Devil May Cry series? Is the series still popular enough to justify a new game, or does it need a rest for a while before you bring it back with a fifth game?
KI: Yes, there are a lot of fans of the Devil May Cry series. We need to look at them, analyse what they want in a game, what they don't want in a game, and then take that into account for if we are going to create a future title, and see if there is something we can create that is going to overcome their expectations, as well as create a title that's going to get a lot of critical acclaim and be reviewed quite well. We don't just want to come at it and just say, oh it's a popular series, let's make a sequel. We want to say, let's make a sequel that's going to be custom-tailored to what the fans want, and on top of that, prove that, again, it's a great game, it's a fun game, it's got lasting appeal, and it's going to be particularly well-liked by the media as well.
Dead Rising 2 is scheduled for release on September 3, 2010, for Xbox 360, PS3 and PC.