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Shaunaka said:
Norris2k said:
Yeah, you are right, I'm not a good judge of his overall work.

What I was thinking about is his big talk about japanese AAA, western AAA games, like "I wanted to show people that Japanese high-end games are still worth playing and that big Japanese games still have a future." and it's always about the very same serie he defined 15 years ago and where he can take lots of resources just based on his and his license name. That's one of the few problems AAA japanese game has : a shrinking range of licences coming from the PS1 area. Let's say I think he's overrated when it comes to talk about japanese gaming future, solution and AAA.


The average gamer easily says things like this.

Most of those making comments online have absolutely no idea how much blood, sweat and tears go into making a single videogame. How many hours a day do you think he spent making Metal Gear Solid 4, and over how many years?

How many people quit the industry after Super Mario 64 because of burnout? It's tough work.

And you say:

"He's mostly doing the same licence once every 4 years for about 20 years. "

This is what he's actually done:

1980s: Penguin Adventure (MSX), Metal Gear (MSX2, NES), Snatcher (MSX2, Sega CD, PC)

1990s: SD Snatcher, Metal Gear 2 (MSX2), Policenauts (PC, 3DO), Tokimeki Memorial Drama Series, Metal Gear Solid (PS)

2000s: Metal Gear Solid 2 (PS2), Metal Gear Solid 3 (PS2), Zone of the Enders (PS2 and Anime), Boktai: The Sun in Your Hand (GBA), Boktai 2 (GBA), Metal Gear Acid (PSP), Metal Gear Acid 2 (PSP), Metal Gear Solid 4 (PS3), Castlevania: Lords of Shadow (PS3, 360, PC), Metal Gear Rising (PS3, 360), Metal Gear Solid: Peace Walker (PSP)

Other stuff:

  • Lost Warld (1986: MSX, canceled) – writer, director
  • D2 (1999: Dreamcast) - thanks
  • Stock Trading Trainer : Kabutore (2006: Nintendo DS) – producer
  • Kabushiki Baibai Trainer Kabutore! Next (2007: Nintendo DS) – producer
  • Super Smash Bros. Brawl (2008: Wii) – designer of Shadow Moses Island stage
  • Twelve Tender Killers (2008: mobile phones) – producer
  • Gaitame Baibai Trainer: Kabutore FX (2009: Nintendo DS)

Yeah man, according to industry standards this man sure isn't spreading his wings /sarcasm

The fact is that he is allowed to "talk big" just as much as anyone else on the planet. Yet people with less than 1% of his credentials get upset when he says something bold. The man has worked very hard and knows what he's talking about.


He can tell whatever he want the same as your or me, I just really hate him presenting himself as different or even an example for Japan. He made 11 MGS, a serie that started a long time ago that's his only known AAA, for a company dying on the console market and that switched to the mobile market. And noone can have the fantastic budget he have for MGS in Japan, except for a selected few licences, so he's not even an example.

But I would be interested about is opinion about what is wrong in Japan dev, but the only thing he says is how great and big is his only AAA.

I would be _really_ interested, because the only thing I ever read from him is the bullshit PR about creativity and common knowledge about the switch to smartphone game. But what I see at my office (smartphone dev in Japan and contact with a lot of people coming from console game companies) is an extreme inefficiency in dev, inhability to speak in english that prevent any use of international proven tools and website, an over extreme attention to details that inflates the budget to no end and stretch dev time and cost for a very limited result when our tooling is so primitive, insignificant specifications, in-house full custom and extremely expensive dev for about every game (the way he does in fact with a in-house custom engine different in MGS 4 and 5 in the same console), etc. and people that have no idea what they talk about and produce nothing but enjoy the fame of a god of dev.