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Forums - Nintendo - How to Make a Bad Game:Famitsu explores what went wrong with Ougon no Kizuna.

How to Make a Bad Game

Famitsu explores what went wrong with Ougon no Kizuna.

Do you remember Ougon no Kizuna? The Wii action RPG from Jaleco looked interesting enough in the preview coverage, yes, promising dark fantasy mayhem and really huge boss battles. But when the game hit Japanese stores in May 28, the reception was less than rosy -- it scored only 17 out of 40 points in Famitsu's review, which called it "unpolished" and "one step behind the standard." Now Kizuna is getting more coverage in Famitsu -- this time, as part of a large feature on how bad games manage to get made and released.

Damn, that's rough! Luckily, Jaleco game producer Naoki Hoshi is a good sport about his below-average project, and he talked a bit with the magazine about the game's faults.

The most frequent complaint brought up with Kizuna was the frequent loading times the game demanded. "The loading was something we should have improved upon in the design," Hoshi said. "We had always been calculating the amount of data to be loaded at once, but we kept on adding assorted things afterward which increased the amount of data, so we were forced to up the number of loads."

The game uses a "pencil shading" graphical system which attracted a bit of attention when the trailer was first released. The graphical choice ultimately backfired on the development team, though. "We put a filter on the graphics, and it looks good on still images," Hoshi explained. "But once things start to move, the filter moves along with it and it looks like you're seeing the game through a pane of frosted glass. I tried working with the programmers to make it look more natural, but it didn't turn out well in the end."

Famitsu had generally good things to say about the battle system, but criticized its repetitive boss encounters and occasional slowdown. "I thought the battle system went pretty well, but the enemies are made out of too many polygons and sometimes the game has trouble keeping up," Hoshi said. "Of course, we do things like not draw enemies that're offscreen, but -- I don't know if you want to call it a lack of teamwork or what, but during development, it was all we could do to implement that [optimization]."

Finally, there was Kizuna's boring story sequences -- the majority of which are just one or two standing figures exchanging long windows of text conversation with each other. "The demo sequences use high-polygon models different from the ones used in battle, but that proved to pose a lot of difficulty for us," Hoshi lamented. "I really wanted to place characters right on the map and have them move around and talk there for the demo scenes, but we couldn't do it, so we had to explain it all in text instead, which I regret."

Despite all the regrets (and the fact that his latest game will almost certainly never, ever get a sequel), Hoshi is still upbeat. "I think we made the right choice in the game concept and in the way we tried new things," he told Famitsu. "I'd like to keep that attitude going and continue making high-quality games, but I think I'd like to make them more complete products from now on." 

http://www.gametab.com/news/3041587/



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Bummer, this game looked really promising.




i really think this game could have been awesome if it didn't get rushed out the company was going under and i think they just said it was done and sent it out the door before it was anywhere near finished



Yeah, Kizuna was one of my most anticipated games. The music is actually the best part of the game though.



"Pier was a chef, a gifted and respected chef who made millions selling his dishes to the residents of New York City and Boston, he even had a famous jingle playing in those cities that everyone knew by heart. He also had a restaurant in Los Angeles, but not expecting LA to have such a massive population he only used his name on that restaurant and left it to his least capable and cheapest chefs. While his New York restaurant sold kobe beef for $100 and his Boston restaurant sold lobster for $50, his LA restaurant sold cheap hotdogs for $30. Initially these hot dogs sold fairly well because residents of los angeles were starving for good food and hoped that the famous name would denote a high quality, but most were disappointed with what they ate. Seeing the success of his cheap hot dogs in LA, Pier thought "why bother giving Los Angeles quality meats when I can oversell them on cheap hotdogs forever, and since I don't care about the product anyways, why bother advertising them? So Pier continued to only sell cheap hotdogs in LA and was surprised to see that they no longer sold. Pier's conclusion? Residents of Los Angeles don't like food."

"The so-called "hardcore" gamer is a marketing brainwashed, innovation shunting, self-righteous idiot who pays videogame makers far too much money than what is delivered."

Aww, poor guy



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I think that's amazing that the dev sat there to talk about how he failed in his game. I guess that's Japanese culture, because I could never see a western dev do that. That's a very interesting piece of news




Didn't they test anything before deciding what they want to include? The filter problem should've been solved early. The game really should've needed more dev time though, but I can't say if that would have greatly improved things.
I still want to try it though, but it'll probably stay in Japan.



@ forest-spirit they were already committed to the art style (that's the main reason people were looking forward to the game) they couldn't change it, and they tried their hardest to get it to work. What would you have done in their situation?



Sounds like they were over-ambitious for their own capabilities. I mean, they did go bankrupt in the process.



Monster Hunter: pissing me off since 2010.

awwww the mad me sad...i would buy it if it came over :(