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February 23rd, 2007, 06:14 Posted By: shadowprophet
As some ps3 fans may already know. Tekken 5 Dark Resurrection is in the process of being nipped/tucked to become a ps3 downloadable. Recently Haruki Suzaki, The Tekken project director
Gave an interesting interview to the folks over at IGN.
Here is what that interview had to say. about this much anticipated downloadable.
IGN: Thanks for taking time out to quickly answer a couple of our questions. First up, how long was the team working on this port?
Haruki Suzaki: The Japanese version took about two and a half months.
IGN: One question we've gotten from readers since the day the game was announced is what improvements will we see over the arcade version? Is it only an upscaling to 1080p or is there more to it than that?
Suzaki: The best part about this game is the fact that it is a complete port of the arcade version of Tekken 5 Dark Resurrection. You will find that nothing has been changed about the nature of the game play itself. On top of that, it is fully HD compatible, which means that the graphics will look exceptional on any wide-screen TV that are becoming so widely available on the market these days. Being the console version, players will be able to play as Jinpachi Mishima, who has only appeared as a boss character in Tekken 5 and Tekken 5DR up until now.
IGN: How challenging was it to move Tekken from an arcade game to a PS3 downloadable title? What was the most difficult hurdle you had to overcome?
Suzaki: In a technical sense, it wasn't very difficult to port this game since the PS3 hardware is more powerful compared to the arcade hardware. Since the ability to display graphics differ so greatly, we had a difficult time recreating the stages and rearranging the combinations of the characters. It was difficult for us to reach our goal of 1080p. In addition, the short development time span represented to be the biggest setback for us, as we had not initially set aside time for this in our schedule.
IGN: Have you added anything new to the backgrounds or additional polygons or texture detail to the character models?:
Suzaki: Since the arcade version usually requires more detail than the console version, we were able to use the backgrounds, textures and character models just the way they were. In the past, we actually had to remove polygons or make the size of the texture smaller for the console version, but being a complete port this time, this is the first time we were able to fully utilize the assets. With the high definition graphics this time we had to use refine certain areas where the texture was rough.
IGN: Are you considering adding downloadable content or perhaps an online-multiplayer patch?
Suzaki: We initially planned to have the Gallery Mode as an additional downloadable content. If the demand is large enough, we may consider adding this feature. Actually, half of the downloadable contents in the US version were not originally available in the Japanese version. Other additions are undecided at the moment.
IGN: Will there be any other differences between the US and Japanese versions at all?
Suzaki: No, there will not be any difference between the US and Japanese versions
IGN: Were there adjustments made to characters in the PSP version and if so, will those adjustments be moved to your port of the arcade version? Are the characters 100% true to the arcade original?
Suzaki: We did not make any adjustments to the character for the PSP version and there will be no adjustments to this time either. For the PSP version though, we had to work around the mechanics of the character receiving damage as they hit the wall as a result of an attack due to difference in hardware. However, this time there is no difference in mechanics between the arcade versions this time; we were even able to keep this aspect the same.
IGN: Will you include any of the PSP version's exclusive modes?
Suzaki: Since this title was intended to be a compact port of the arcade version, there will be no PSP exclusive modes. However, a handful of features that were popular in the PSP version were included. For example, the idea of the Ghost Battle Mode, where players can earn fight money bonus depending on the outcome came from the PSP Gold Rush Mode.
IGN: On a totally unrelated note, SEGA's Katsuhiro Harada and yourself acknowledged several years ago that a "Tekken vs. Virtua Fighter" game was something you'd like to do one day. What are the chances of us ever seeing that?
Suzaki: I had the opportunity to speak with the director of Virtual Fighter on many occasions in the past and actually talk of collaboration came up again recently. Being from the same industry, this is something we definitely would like to try at least once. Looking at it from another perspective, we began to realize that it would actually be more difficult to make this happen than we first thought. More than anything, we believe this decision greatly lies in our fans. So, we would actually like to ask for our fans' opinion on this.
IGN: Thank you Mr. Suzaki.
Via IGN
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