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Naoki Eguchi talks about Dragon Ball Z: Burst Limit
Strategy Informer recently had a chat with Naoki Eguchi of Namco Bandai Games Europe to find out more about the recently announced Dragon Ball Z: Burst Limit which is set to be released on the Xbox 360 and PlayStation 3.
Eguchi told us that the Xbox 360 and PlayStation 3 versions will be developed simultaneously, so both systems will be optimized instead of being a port of the Playstation 3 or Xbox 360 version which hopefully is something that all developers will start to do instead of shoddy ports from one system to the other.
Eguichi also told us in that they don't aim to create a “realistic” experience but will be taking a more high quality “anime” approach showing High-end quality Anime-expressions.
He goes on: The game also contains dynamic light source effects which exceed those of the original animation with full use of cell-shaders, color animation, camera lens filter and other techniques. We do not aim to be “realistic”, but to maintain a high quality “anime” style.”
You can read the full interview here.
Namco Bandai plan to release Dragon Ball Z: Burst Limit before summer.
Dragon Ball Z: Burst Limit Interview
Mike Bowden: For our readers who might not be entirely familiar with the series, could you give us a brief outline of what it is all about?
Naoki Eguchi: With DBZ: Burst Limit, get ready for the ultimate DBZ fighting experience in HD! The game has higher quality cell-shaded rendering, and a seamless combination of ‘Game/Battle’ & ‘Anime/Drama’ features for the most authentic DBZ experience on a console.
Mike Bowden: The Dragon Ball Z series now has a huge cult following in the West. What is it about this series in particular that draws so many Western admirers do you think?
Naoki Eguchi: The DBZ cartoon programme has been broadcast repeatedly all over the world and it is very popular. This is because and the DBZ characters and stories are attractive to everybody without any borders.
Mike Bowden: Will the gameplay be similar to that of its Sony and Nintendo predecessors or are we seeing a complete overhaul here?
Naoki Eguchi: Basically, it is similar to Budokai 3, but we have integrated some major new improvements in DBZ: Burst Limit such as the high definition graphics and more which will be revealed soon.
Mike Bowden: What made Dragon Ball Z: Budokai so interesting was the way you could assign certain skills to different characters thus ensuring varied gameplay almost every time you played. Will Burst Limit be a continuation of this or are there new ways to explore the characters?
Naoki Eguchi: DBZ: Burst Limit has the same system.
Mike Bowden: How has it been developing on the so-called ‘next-gen’ hardware? Is it more challenging than it is liberating? By that I mean as it’s brand new tech, is it difficult for the team to get to grips with or does the more space and power afforded to the team mean they can experiment much more?
Naoki Eguchi: We could create speedy, deadly battles, various unique special skills, all in high definition graphics without any limits thanks to the next generation hardware.
Mike Bowden: Do you care to tell us what the lead platform will be for game, are you developing on the Xbox 360 and porting to the Playstation 3 or vice-versa?
Naoki Eguchi: They are developed simultaneously.
Mike Bowden: Also, the PS3 and Xbox 360 controllers are very different, especially the D-pads. Will each title be optimised for each controller’s strengths and weaknesses or will it just be a straight port?
Naoki Eguchi: We think the player can play smoothly on both controllers.
Mike Bowden: Staying with joysticks, will we see a special Dragon Ball Z: Burst Limit arcade controller like we have with Street Fighter et al? (If so, email me and I’ll give you my address!)
Naoki Eguchi: It is not in our current schedule.
Mike Bowden: What are the team least satisfied with at the moment and why? Conversely, what are they most happy with?
Naoki Eguchi: We are happy with new shaders which allow “High-end quality Anime-expressions” and let us create dramatic animations. The game also contains dynamic light source effects which exceed those of the original animation with full use of cell-shaders, color animation, camera lens filter and other techniques. We do not aim to be “realistic”, but to maintain a high quality “anime” style.
Mike Bowden: Lastly, can you be more specific in terms of date? The games is pencilled in for a 2008 release only, are we looking at Q4 or are the team hopeful of a summer release, perhaps?
Naoki Eguchi: We would like to release before summer.
fuente:
http://www.strategyinformer.com/news/235/naoki-eguchi-talks-about-dragon-ball-z-burst-limit