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On Making Tenchu

Sony talks to us about the making of Tenchu.

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Videogames.com editors were excited about Sony Music Entertainment Japan's ninja action game Tenchu many months before its actual release in Japan. When our import PlayStation copy finally arrived, we were glad to find that we weren't disappointed.

Activision recently announced that it has acquired PlayStation and PC publishing rights to the game outside of Japan.

We spoke with Numajiri-san, the head of Sony Music Entertainment Japan, to discuss how the title came together in the first place.

Q: What films helped inspire the story, look, and feel of the game?A: In the beginning stages of the of game's production, we were inspired by the worlds created in Judge Dredd (1995) and Batman (1989). The original concept was set in a futuristic New York City where the player, a cop who is a descendant of a ninja, would enforce justice among the criminal element. However we started wondering why it has to be one of those sci-fi stories, and after a long discussion we switched to a genuine Japanese world filled with traditional ninjas. The result is the game as it looks now.

We were inspired by the excellence of the films Akira Kurosawa - Shichinin no Samurai (The Seven Samurai) (1954) and Kakushi Toride no San Akunin (The Hidden Fortress) (1958). We were also deeply impressed by the dynamic bloody scene in Yojinmbo (Yojinmbo the Bodyguard, 1961).

Q: What past games helped inspire the game?A: First of all Tomb Raider and also Metal Gear Solid, which is still in production.

We were surprised with the beautiful 3D maps and camera tracking system in TR especially since it was very close to some of our initial ideas. However, we do not worry about competing with TR, as Tenchu has other unique features such as the element of stealth, which will set it apart from other games.

As far as we know MGS is planning on using many of the same game elements as Tenchu. This pressure has worked in a good way for us and consequently it has made us utilize the genuine Japanese world to its best. It has also motivated us to exceed MGS and helped us to keep to the production schedule.

Q: How do you feel that Tenchu is uniquely different from other 3D action-adventure titles currently out?A: Freedom of movement is it. You can proceed from the start point to goal point as you like. This might be the first 3D game that has X and Y and Z (vertical) coordinate axes in its map. Anything is possible in regard to movement - it is up to the player.

Q: How do you think the US market will react to the game?A: I believe that the US market will embrace the game. This is a chance for the player to become a true Japanese ninja. Tenchu could be very successful in the US , maybe more than in Japan.

Q: Are there any secret endings, levels, or playable characters in Tenchu?A: It should be secret...as you know

Q: What changes will you be making for the US release of the game?A: Sorry, but we cannot mention the details about it, but Tenchu shall be definitely beefed up for the US release.

Q: Are you already thinking about a sequel?A: Yes. We have started to think about the possibility; however, we have to focus on the localization works for a while - both NTSC and PAL versions. So it is too soon to mention any practical ideas for the sequel at this moment.

Q: Is there anything else we've missed in our questions that you'd like to address to US game players?A: We have created two real ninja's, Rikimaru or Ayame, which the player can actually become. This should be enjoyable. Tenchu is a game that becomes even more fun when players find their own way of playing.

For more information on Tenchu, be sure to check out our recent import review of the game.

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