GAX: What problems did your team face when developing Time Crisis: Razing Storm using the MOVE?
NN: The Move was still under development when we got started with TC:RS, so there were some hurdles here and there. However, the biggest challenge is that the Move is the shape of a stick. Every gamer, be it casual or hardcore, will have different ways to point the “stick†as if it were a gun. So the team has to achieve a reasonable and accurate result so that no matter how a player holds the Move remote, it will still register as a gun.
GAX: What are your thoughts about the other new tech that’s available, like the Nintendo 3DS and Microsoft Kinect?
NN: Kinect is still a new concept to me; players don’t need to latch or grab onto anything. It definitely opens the door for casual gamers. I still feel that the next generation of gamers are hardcore-focused, but such devices like Kinect and Move help make certain complex genres accessible to other not-so-hardcore gamers.
Regarding the 3DS; everyone is very curious as to how it looks (from a user’s viewpoint). Nintendo’s strategy is to keep attracting consumers with different approaches to traditional gameplay design; that is a good strategy to implement. Consumers also want more from what is offered, so it’s our job as game designers and people involved with R&D to deliver new ways and ideas to use these new toolsets for the sake of entertainment.
GAX: Why choose the Move first for your games?
NN: After seeing a bit of the Move in action, I felt that the rail shooter genre fits well with the MOVE. The Time Crisis series is a perfect fit for the Move.
GAX: Why not use the Wii instead?
NN: Speaking from the perspective of the arcade R&D team, the destructible environment/objects design and gun accuracy in TC:RS would not have been possible on the Wii due to high specs requirement.
GAX: If given the chance, what plans do you have in store for both the 3DS and Kinect?
NN: Nothing concrete so far, but I’m definitely curious about the prospects of both devices.
GAX: Can you reveal to us a bit about any upcoming projects you’ll be in charge off after TC:RS?
NN: I have an idea that’s 3D-related and will also be made for the arcade, since it’s becoming a popular concept right now in movie theatres. As for wearing 3D glasses to see the effect, we haven’t confirmed anything yet but we’ll be making something similar to that.
GAX: Do you have any message for Singapore gamers and fans?
NN: TC:RS is rich in content and will stand out among our competitors. Do give it a try; it’s meant to cater for both the hardcore and casual crowd.




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[...] a Time Crisis spoof video made by Freddy Wong, with special guest star Andy Whitfield. You may remember him from [...]
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