Interview with Hirofumi Kami
One of the Many Creative Minds behind Time Crisis
EAG International is not a major event for the gaming industry as a whole, but for people who have a keen interest in gaming or are in the amusement industry it’s one of the biggest events of the year. Machines are being traded, transactions are being made, and new games are being made for location tests and to solicit first impressions from an audience. That makes it an excellent place to spot gems early on that could easily influence the UK’s small arcade scene. The usual big hitter Namco was there with a few surprises like Mach Storm, Dead Storm Pirates: Special Edition and Batman which seems to be their latest game trying to bring the thrill of action back into the arcades. However the biggest surprise of all, and for me the best thing about EAG by far, was meeting Hirofumi Kami, the Namco developer who has worked on major projects like Time Crisis, Soul Calibur and Ridge Racer.
My Japanese isn’t great, but we had the amazing Tateishi-san of Namco Europe to interpret so I could ask clearer questions. The two of them were kind enough to sit down with me for a brief interview about Time Crisis, London and gaming development.
Me: How do you feel about the success of Time Crisis?
HK: We were happy to develop a game where there was more to it than just aiming and shooting. With the introduction of the pedal, we were able to add an extra dimension of gameplay to give it a more realistic feel for gamers. It’s all about introducing new and interesting experiences that are not available at home in the arcade so people can play more often.
Me: And the worldwide success?
HK: We are happy with the success worldwide and especially with the European market. We hope to keep the presence up by taking in the feedback from location tests and applying it in our development.
It seemed that looking back on the success of his previous games brought a nostalgic smile to his face. It's always interesting to see how older projects have an effect on the developer and change their perspective of the gaming industry.
Me with Tateishi-san trying to find the right words. |
Me: What is your inspiration when making games?
HK: As well as looking at our own development through Time Crisis, we also look at other shooters and arcade games to see where we can fill the gap and create new experiences for the player. We like to look at the niche and see where we can develop it. We also take in a lot of feedback from location tests and different markets to help steer our game In the right direction because, at the end of the day, it’s about catering it to the players.
Me: Are there any plans for Time Crisis 5?
HK: Nothing official but don’t be surprised if you do see it.
Me: How is it in London?
HK: I love it! The scenery is really good; the history is amazing but unfortunately I haven’t had much time to look around. This is actually my third trip to London but I’ve been so busy I’ve missed out on a lot of tourist places. The good thing is that I’ve got a bit of time tomorrow to look around so I’m going to visit London Waterloo and Namco Funscape.
With a couple of handshakes and a bit of bowing, that was that. I must admit to being a little star-struck, but it’s interesting to see how someone who has been in the industry for so long looks back on the progress of their projects. He seemed lively and always looking for something new to give the players in every project he works on. Hopefully in future he can develop more games that will capture the public imagination. One day we might even to be able to play Time Crisis together; until then, I wish him well.
NGI’s Rayokarna
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