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Developer Interview

Jun Takeuchi / General Manager of R&D Strategic Planning Department

The key points are "customization" and "online" Flexibility is important when producing a title for the overseas market.

- Could you tell us about the features of "Lost Planet 2", the latest title in the series?
"Takeuchi"
The previous version focused on producing good scenarios, something that Capcom excels at doing, and developing a strong hero character. We adopted a different approach with this title and incorporated a system that allows the user to be the hero.
- Do Western users tend to prefer to games that let them play the part of the hero?
"Takeuchi"
I think so. In fact, many popular Western games don't even show the face of the hero, thus making the hero an alter ego of the player.
- So users play the game as one of the characters in the scene.
"Takeuchi"
That’s right. The game world for "Lost Planet 2" is carried over from the previous title, but the stories are delivered in an omnibus fashion. A player can use different heroes in different stages.
- How does a player's role change?
"Takeuchi"
The character that a player uses changes after they clear a stage. The events these characters experience move the story forward. While the world was wrapped in “bitter cold” in the previous title, in the new game the shift has been made to world experiencing the effects of global warming. The player works their way through a variety of episodes as the story unfolds, eventually coming together in the end for the climax. One of the central story elements throughout the series is the concept of "Thermal Energy", and the human events surrounding this idea are dramatically depicted. My goal is to get players to take an interest in seeing whether opposing characters finally resolve their conflicts, or how each event plays out.
- Did you intend to drastically change the contents in the sequel at the beginning?
"Takeuchi"
As the successor of the first title, which really showed how attractive shooters can be, I felt the second game in this series needed to be unique. That’s what led to the idea of "Customization".
- What exactly is the "Customization" system?
"Takeuchi"
Players themselves assume a role within the world of "Lost Planet 2". They can choose parts for their character from dozens of others available, and make the character just the way they want as they play through the game.
- Can they choose their own weapons?
"Takeuchi"
Yes. In addition to weapons, there are a lot of different choices for faces, body types, and items. Players are free to customize every little detail, enabling them to make the characters look like exactly the way they want. And after you clear a stage you'll unlock some new parts; the increasing variety of the contents adds a new element of fun as you progress through the game.
- I see. It sounds like a blast for players, but seems like you had to put in a lot of hard work.
"Takeuchi"
You’re right about that (laughs). To tell the truth, we put much more into this game than the previous title.
- Is there anything different from the last title?
"Takeuchi"
In addition to single player mode, you can now enjoy 4 player co-op battles in multiplayer mode.
- Do players tend to favor co-op play?
"Takeuchi"
I think so. The co-op system in "Resident Evil 5," in which two players work together, is popular overseas because of the new and different experience it provides. To a certain degree, single player mode allows players to experience what creators intended for the game; two player co-op opens up a whole new approach to gameplay, allowing players to experience the game in ways they never thought possible. We've changed the structure of the game so that players aren’t forced to follow a predetermined route, but rather are free to roam about while the play. If the traditional action games were attractions in an amusement park, "Lost Planet 2" would be the freedom of playing in the park. The playground equipment is all there, but how to play is left entirely up to the players.
- Well, cooperative playing offers a greater flexibility to the players of the game.
"Takeuchi"
Yes. For example, if an enemy that’s tough to take down by yourself appears, there is number of ways your team of four can eliminate the opponent. You use your weapon to attack it from outside, or you can climb on its back and then strike, or you can crawl through the mouth and go inside its body. How you play the game depends on far your imagination takes you. This open-ended approach to taking out enemies in a manner which we creators never imagined is one of the real pleasures of today's games.
Back to Developer Interview 2009 Top Page
  1. 07.Takeshi Tezuka
  2. 05.Yoichi Egawa
  3. 06.Manabu Seko
  4. 03.Jun Takeuchi
  5. 04.Shutaro Kobayashi
  6. 01.Ryozo Tsujimoto
  7. 02.Hiroyuki Kobayashi

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