Castlevania Dungeon Forums

The Castlevania Dungeon Forums => General Castlevania Discussion => Topic started by: Oralox on October 21, 2007, 12:35:51 PM

Title: Another IGA interview (w/ talks of the movie)
Post by: Oralox on October 21, 2007, 12:35:51 PM
Castlevania series producer Koji Igarashi has a lot to talk about. There's a live-action movie. A new game for PSP. Another new game in the works for DS. And he finally figured out why Simon Belmont whips candles to get items:

WN: Last question. Why does Dracula keep putting meat inside the walls of his castle?

KI: You should ask, why do they eat it! I've thought about this stuff. I've actually thought about the candles. The candles are people's souls that were taken by Death or by the vampires. In Japan there are candles that represent life. So, when you release the souls from the candles by whipping them, they give you a "thank you" present. Thank-you hearts, or thank-you holy water.

    The meat, I have no idea.

Wired News: So, what's new and exciting in the life of Igarashi and Castlevania right now?

Koji Igarashi: It hasn't been officially announced by Konami yet, but I went to meet with this director the other day, who's doing the Castlevania movie.

WN: I'd heard that this was going to be an animated movie? Is this still the case?

KI: Was there a rumor that it was going to be animated?

WN: Yes! There was a whole blog by the guy who was directing the animated movie, there was concept art... it was supposed to be based on Castlevania III.

KI: Oh, that's a totally separate thing.

WN: And now you're doing a live action movie.

KI: Yes. The director is Sylvan White, who directed Stomp The Yard. I think the director's name has been announced by the production company but not by Konami. We'll have more discussions with him to realize the movie, and when the time comes, Konami will make an official announcement.

WN: What do you think are the challenges of translating Castlevania into a movie?

KI: The movie should be handled by the movie makers. But the director and I, we discussed the world of Castlevania, and the conflicts, and the story. But the director plays the game a lot. He was actually showing the producer how to play it. He knows about it. So I feel really confident.

WN: What did he say was his favorite thing about the series? What attracts him to it?

KI: We had just a brief discussion yesterday, we didn't have much time. So I just briefly explained the game. Hopefully we can talk more.

WN: What's coming up next for Castlevania, the games?

KI: First, we're doing another Nintendo DS version. There hasn't been an official announcement, but we're doing it. First, we want people to enjoy the PSP version, and afterwards we're announcing it. So, please wait a little bit.

WN: Has the PSP version been released in any territory yet?

KI: Not yet. It'll come out first in the US.

WN: Are there any pre-order promotions for it in America? Last time there was that CD package, is there anything this time?

KI: This time... there'll be a special gift at GameStop. Do you know Neca, an American action figure maker? They made a special NES-version Simon figure for Comic-Con. Like a pixel picture. They're doing a Simon's Quest version, in black/white/red, for the pre-order gift. It'll be at GameStop, but the numbers will be very limited.

WN: Some of the reactions that I've read to the new version of Rondo of Blood for PSP is that taking the game straight from the PC Engine and making a PSP version, maybe wasn't the best fit -- that the new graphics and the old gameplay didn't work together. Do you still think this was a good idea?

KI: I think it's a great fit, but there are challenges that nobody will notice. In 3D, when you jump upwards, you expect to hit the ceiling of the second floor with your head. But in 2D, you know you can jump straight through it. So in 3D in this game, you can jump through the floor.

WN: Do you want to do more of these kinds of remakes, or new ones?

KI: My ambition is to be the number-one action game. We still aren't. We've been doing this for 21 years, and we have a lot of core fans, but I want to appeal to new users as well. This coming title is a little bit hard, but the Castlevania series isn't too hard, and has replay value. It's not wasting money at all to have this game. So my ambition is to be the number one action game.

WN: It used to take a long time for a Castlevania game to come out. You'd wait three or four years. But now they come out regularly. Have you found that you're hitting a saturation point where people have had too much Castlevania, and they wait for price drops instead of buying the games when they come out?

KI: As for the quality, if you compare it with other DS titles, these games' quality are really high. So I think we can maintain the price for these games. To make a high-quality game, you need to invest. It costs to create a high-quality game, so the price level has to be maintained.

WN: Do you think that the sales of the slim and lite PSP in Japan will help sales of this new game?

KI: The PSP market has been revitalized a lot. Retailers are saying they don't have enough software to sell. So I'd like to watch and see how this game performs.

WN: When does the game come out in Japan?

KI: November 8th.

WN: I've wanted to ask this for a while: what do you think, in the whole history of Castlevania, was the worst decision anybody ever made about the series?

KI: Probably when we put out the timeline. Because since Dracula only appears every 100 years, we made the whole timeline and ran out of places to put in another game. I made the timeline, but I shouldn't have actually released it, because now it's all official. That was a bad decision.

WN: Last question. Why does Dracula keep putting meat inside the walls of his castle?

KI: You should ask, why do they eat it! I've thought about this stuff. I've actually thought about the candles. The candles are people's souls that were taken by Death or by the vampires. In Japan there are candles that represent life. So, when you release the souls from the candles by whipping them, they give you a "thank you" present. Thank-you hearts, or thank-you holy water.

The meat, I have no idea.

(Source: http://blog.wired.com/games/2007/10/interview-iga-t.html )
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: Marto on October 21, 2007, 03:47:20 PM
~Quote Iga~
As for the quality, if you compare it with other DS titles, these games' quality are really high.
~End Quoting Iga~

 ::) Yeees, very high quality maybe compared to others, but when compared to other Castlevania games instead of other DS titles, these games were just... :-X

And not to mention the degenerating level of detail from one game to the next. It's like they're taking many steps back instead of having any progressions. >:( I just hope Iga finally lives up to his higher levels of delivery for the new titles.
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: Dark Nemesis on October 21, 2007, 04:08:53 PM
I agree! We need something new and not recycle sprites, controls and scenarios.
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: Marto on October 21, 2007, 04:43:53 PM
In Reply To #3

I think in that aspect Lament of Innocence was good (even if it had many faults and I do recognize them). I loved the new bosses, the new enemies, and other things that were completely fresh. Hell, when was the last time a CV game DIDN'T have a clocktower. They wear thin after a while.

I also liked Castlevania Aria of Sorrow due to its fresh coat of paint.

But aside from those two, even one of my favourites, HoD, suffered from the avatar reuse, and crappy sprites.
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: crisis on October 21, 2007, 04:50:29 PM
It seems as if the animators are getting lazy/bored with the enemy designs. Maybe IGA could hire some new members, or give the old members a break to think of some new ideas?
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: Marto on October 21, 2007, 04:57:33 PM
In Reply To #5

That's where it all comes from: Those people are worked like dogs each year to produce something brand spanking new (despite the fact that they fail), and don't nearly have the necessary time to do so.  >:( Stupid Konami with unrealistic deadlines...
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: SymboliC on October 21, 2007, 06:34:00 PM


I wonder why they couldn't "borrow" and share their own Konami programmers from each of their games.

Like hire Team Silent for a certain area..lol..
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: DragonSlayr81 on October 21, 2007, 07:28:13 PM
From what I recall, some of the guys from Silent Hill DID work on LoI and CoD. It didn't do any good, actually.

As for monsters, you NEED some of the classic monsters to return. That's a must. There HAS to be some familiar looking things(be their designs EXACTLY the same) to make players know this is a CV game. Believe me, there ARE players who'd freak out if, for some reason, classic monsters's appearances were changed drastically from their classic look to something different. What I think needs to be done is:

- More non-classic monsters need to be used in the 2D CVs. Maybe even some of the "new" monsters from the 3D CVs(LoI, CoD, or even some of the new ones introduced in CV64/LoD).

- More classic monsters need to be used in the 3D CVs. None of this pallette swapping of the same models. That's a damn cheap way to get out of it. I hated the melty wolves, skeleton wolves, hellhounds and what ever they were, all basically looking the same just with different "coatings". Also, WHY didn't they just use the Panthers, which ARE basically the same thing(melt into shadows) and are CLASSIC monsters? Why weren't there any werewolves in LoI or CoD? It would even be cool to see a Warg(those giant wolves from SotN) in a 3D CV game. Classic Spear Guards(purple armor, which is their classic RoB look), or even giant Final Guards(not normal knight-sized Final Guards, like in CoD). MEDUSA HEADS!!! It sucked that they were not present in LoI and CoD.
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: Marto on October 21, 2007, 09:58:37 PM
In Reply To #8

Actually, I can see that Silent Hill people worked on LoI because the environment seemed like something from their level of work. I wouldn't be surprised if that's where they were put to use, because silent's strong point has always been the surrounding environment, and that's where Lament of Innocence shined its brightest.
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: crisis on October 22, 2007, 02:34:49 AM
Quote from: Marto
..has always been the surrounding environment, and that's where Lament of Innocence shined its brightest.

Hahaha!
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: Think Tank on October 22, 2007, 05:02:33 AM
...the director plays the game a lot. He was actually showing the producer how to play it. He knows about it. So I feel really confident.

Um, which game does the director play? An old-school CV or one of the 3D ones? This is so vague.

...They made a special NES-version Simon figure for Comic-Con. Like a pixel picture. They're doing a Simon's Quest version, in black/white/red, for the pre-order gift.

Oh cool, it is different that the brown-tone version I have. Now I wish I would've pre-ordered the game.
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: Marto on October 22, 2007, 08:29:19 AM
In Reply To #10

I guess I missed the joke, but guessing from the lack of explanation, I'm guessing its nothing worth sharing anyway.

Man, sometimes I truly do wonder if everyone's got a stick up their ass around here.  >:(
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: crisis on October 22, 2007, 09:37:01 AM
The surrounding environment(s) in LoI WAS the joke, but to each his own I guess  ;)
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: Azmodan on October 22, 2007, 01:12:10 PM
The level design itself was crap, but it was the details in the look and layout was so gorgeous. The environments had great detail.

Man, sometimes I truly do wonder if everyone's got a stick up their ass around here. >:(

For every average poster, you have about five dumbasses.
That's true in any forum.


Anyways, back on topic. The possibility that Sylvian White has actually played the games lends some hope that he just may know what he's doing with that movie. Still think it's a bad idea, though.
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: TheCruelAngel on October 24, 2007, 02:06:18 AM
That was actually a pretty good interview, gave me a little more insight into the mind of IGA.  I do appreciate that he regrets ever making the timeline official, it really did mess with a lot of stuff, and probably something he still gets the most guff about.

I hope he really does up the ante for the next DS title, I really do believe he has so much more potential and just keeps limiting himself(or is being limited).

Hopefully the movie will be good as well. x_X  I have renewed hope for it after reading that the director had infact played Castlevania previous to being part of the project.
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: le052383 on October 24, 2007, 03:49:08 AM
I also see why IGA regrets having the timeline public.  Seeing how frequent topics about IGA rectonning the timeline are made in this forum and gamefaqs, I can imagine how often he gets emails and person to person comments about how "He raped someone's childhood by removing a certain game from canon."  By not having it public, he could have prevented the blacklash he gets by some of the fans who hates his guts for removing the N64 games,COTM, andlegends from the official continuity.  I guess I understand why Ninento never releases an official timeline for Zelda; think of the riot it would caused if any of the NES Zelda games were considered alternate universes like Twilight princess.
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: Steve on October 24, 2007, 06:46:02 AM
Classic Spear Guards(purple armor, which is their classic RoB look), or even giant Final Guards(not normal knight-sized Final Guards, like in CoD).

Final Guards first appeared in Symphony, where they were indeed "knight-sized."  It was Aria that started the trend of making them slow-moving giants.
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: Long John Silver on October 24, 2007, 03:58:08 PM
Rondo, though they had no official names there. But they were more less the same thing.

You could see few in the alternate second stage I think and two in the alternate 5th stage.

Those were either final guards or their color swaps, but in sotn they were both the same enemy anyway.
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: Steve on October 24, 2007, 04:28:41 PM
Rondo had Great Armors.
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: DragonSlayr81 on October 24, 2007, 05:41:21 PM
In Reply To #17

I forgot about that. But, I do think it would've been cool to see those four giant knight statues(in the room before the final staircase in LoI) come alive and you have to fight them before Walter. Those things looked awesome. Their design and armor looked badass. Just another thing that would've made LoI just a little bit more better.
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: System_Zero on October 26, 2007, 02:04:27 AM
If I do relember correctly, there was a HUGE shit storm over AoS taking place in the future, and the endless "OMGZ!!! Castlevian will have laser gunz!!" cries. But then the game was released, and the villagers rejoiced.

It'd be nice if we could have another game like AoS or LoI that change the direction of the CV story beyond the "Go kick Dracula's ass" game.
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: Marto on October 26, 2007, 04:35:17 AM
In Reply To #21

Those two, along with Harmony, remain my favourites.

Yes, Lament was short, and rather 'ZZzzzzz', and yes, Harmony had the shittiest sprite, and bleepiest music since the NES castlevania, but those two along with Aria (which actually had very monotonous stages) were extremely different and enjoyable, and gave some of the most memorable whisps of diversion in the series.

As did Dracula X. I love this game! (fiddles away on the PSP)
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: Steve on October 26, 2007, 07:24:14 PM
Rondo, though they had no official names there.

I forgot to address this.

They did have an official name in Rondo--Great Armor.  But since Rondo didn't have in-game enemy listings like Symphony, you'd only know it by looking in the instruction manual.
Title: Re: Another IGA interview (w/ talks of the movie)
Post by: Long John Silver on October 28, 2007, 11:00:38 AM
I see.

Well, still it's the same thing, only palette swapped. Close enough. :P