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Tomonobu Itagaki
Interview with a Ninja



Fans of the lip-splittingly successful Dead or Alive™ series had a rare chance to go a few rounds with Team Ninja’s front-man Tomonobu Itagaki. From the hardware revolutions to ’cute’ bombs, here’s what the master Ninja had to say…



1) Why is the name of Dead or Alive Online changed to Dead or Alive Ultimate?

Ans: That change came about because of a very strong recommendation from a friend of mine living in the U.S.


2) Why is Dead of Alive Ultimate a remake of DOA 1 & 2, instead of making an complete new version?

Ans: If you wish to call DOA2: Ultimate a remake, shouldn’t you first bring before me a fighting game that is more advanced than DOA2U? Now, teasing aside; you want to know the reason why I gave my rivals a grace period by making DOA 1 and 2 Ultimate before DOA4? Let me enlighten you. That is because… well, a race is no fun if your opponents are 3 laps behind! (laughs)


3) What is the biggest change in Ultimate and which feature makes Ultimate a must have game?

Ans: The most advanced artistry, the most advanced technology, the most advanced playability, the most advanced services, and the most advanced Dead or Alive world ever.




4) In its most basic terms, what is DOA Ultimate?

Ans: Same as the above.


5) What was the main reason that you decided to produce a compilation of DOA titles for Xbox?

Ans: I wanted to rid my AV rack of the Sega Saturn, PS2, and Dreamcast. I don't consider antique collecting to be one of my hobbies (laughs). This way, any DOA fan with an Xbox can enjoy all of Team NINJA’s games. This lineup is excluding a few games that I don’t care for, however.


6) And what improvements or changes have you made to the DOA games to bring them to Xbox?

Ans: If you play them, you will understand. Actually, to go a step further, if you are a hardcore gamer, you should be able to tell just by looking at them (laughs).


7) What have been the major challenges in making the DOA titles playable over Xbox Live?

Ans: Let me tell you the absolute truth. The fact of the matter is that it is not all that difficult to create a speedy, precise algorithm for 1-on-1 online fighting. Some fighting game developers shy away from including support for online competition, citing lag as a reason, but that is simply them unwillingly admitting that they do not have the ability to design a game that is able to take the factor of lag into account. Now, the main point that we had difficulty with was the Virtual Arcade. Basically, we wanted to recreate the thrill that existed 10 years ago or so, when everyone would gather at the arcade and enjoy playing with a large group of people. In order to do this, we had to implement a very complicated host management system. We wanted it to feel like 8 people were playing together, taking turns sharing a single game cabinet. If a game session ends because the host has lost their connection, how do you think the remaining 7 players will feel? We spent the greater part of our efforts on developing and testing back-up systems in that area.


8) When are we going to see DOA4?!

Ans: Do you really want to know?


9) What can you tell us about the improvements to the fighting system -specifically the 'reversals'?

Ans: I'm assuming you would like to know about the reversal system in DOA2: Ultimate? I have specifically tuned and improved DOA2:U's reversal system to bring fairness, the spirit of challenge, and a narcotic-like pleasure to the game.


10) What have you remade from the previous DOA?

Ans: Everything.


11) What was your biggest challenge to make DOA Ultimate Live-enabled?

Ans: Same as Question 7 above.


12) Do you still program yourself or are you just responsible for the design?

Ans: In regards to the game that I am working on right now, I am focusing purely on game design, acting as single Ninja, just like the other 100 Ninjas on our staff. However, don't misconstrue what I am saying. What we create are "video games". That is to say, game design is not only about the various game systems, but also visuals, audio, and interactivity; in other words the process of design work in all fields. It is truly enjoyable. Regarding programming: I think the last game for which I wrote code directly was Dead or Alive 1 for Sega's Model 2 system board.



13) Who as a programmer or designer do you admire yourself?

Ans: As a programmer, Mr. David Cutler. He is a man whom I have the utmost respect for, a "fighting programmer" who developed Windows NT, the OS that is running the PC that you use to view my words. As for designers? That would be the very talented members of my staff.


14) What features of DOA Ultimate wouldn’t have been possible on say PS2?

Ans: Take a look and compare it with the best of what's being done on PS2. There's no big mystery here (laughs).


15) You already explain a lot on the new (excellent!) website. But any characters, features or unlockables in DOA Ultimate that haven't been mentioned in interviews before?

Ans: "Out of these 20 questions that you have asked me, this is the most challenging query (laughs). This has nothing to do with you; it could be said that this is a question that I personally find quite interesting. On my own personal pride, let me try to remember some sort of exclusive information for you. Ahh yes, there it is. This is regarding the evaluation system for online matches in DOAU.

In the celebration of fighting that occurs every day and night, players from all around the world hone their skills, wavering between joy and sadness based on their rank and class. DOATEC (Dead or Alive Tournament Executive Committee) is constantly monitoring, and evaluating, your hard-fought battles. If you win, you are rewarded. If you lose, you are penalized. Amid the thousands upon thousands of matches that have been fought, thankfully there has not yet been a single complaint filed in regards to this reward and penalty system, carried out exclusively by DOATEC. Now, I just said ""thankfully"", but it is important to note that the game has been released with the preparations necessary to flexibly adapt the DOATEC evaluation system at any time. Any fighter with complaints about how DOATEC presides over this system has the right to express those opinions. If such an opinion has validity, and if I am sufficiently inclined, I can instantly issue an order to DOATEC to modify the system. In such a case, one minute after the change a whirlwind of elated shouts and angered roars would no doubt sweep throughout DOA Online (laughs)."


16) Did you manage to improve graphics even further on DOA3/DOAX? You talk about a reworked engine. Poly's/textures for example?

Ans: I'm sorry you guys, but I have become so tired of constantly answering this question.


17) How do you feel about the reception DOA Ultimate has gained throughout America and Japan?

Ans: I am thankful to the fans in both North America and Japan for their warm reception of DOAU, and now my European fans have joined them in enjoying the game. I have provided the best possible forum for people from around the world to fight it out and see who is best, so everyone please try to impress me! (laughs)


18) How do you feel about the next generation consoles and in what ways do you think they will revolutionise gaming?

Ans: "Aren't I always saying that power is all that is needed? Anything else is completely unnecessary. Video game consoles are simply one example of a practical implementation of computer technology. In other words, they are a form of ""play"", made possible with the tool that is computers. There is no value in the existence of computers with cheap capabilities.
Revolutionise? What an unfortunate thing you have asked. By the way, revolutions can only be brought about by the exertion of power. You know this, right?"


19) How do you feel about the next Xbox? Do you have any ideas you would like to develop for the platform?

Ans: Even putting it lightly, I don't think there is anyone who likes the next-generation machine more than I do. Ideas? Oh, you mean my newest model bomb. I am planning to conduct a test drop of this cute new bomb very soon. If you want to know what it is, you should come and see the power of its explosion from a safe distance (laughs). Remember, from a distance. No matter what you do, don't come near the area of the ocean where it will be dropped. It will be very dangerous there (laughs).


20) What can you tell us about your next project?

Ans: The name of the title that I am making right now is "Dead or Alive 4" (laughs). Gee, I wonder what sort of game it will be?



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