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Panzer Dragoon Orta Q&A

We talk to Smilebit director Takayuki Kawagoe about his team's upcoming Panzer Dragoon Orta.

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Sega developer Smilebit has provided the Xbox with some of the best showcases for the system's power so far. Jet Set Radio Future and Gunvalkyrie are a cut above most of the titles that have shipped for the system in its first year of life. The developer's latest title, the upcoming Panzer Dragoon Orta, is likely to be its biggest challenge to date. The game will be the latest installment in Sega's fan-favorite Panzer Dragoon franchise, which began life on the Saturn. Expectations have been running high since the game debuted in playable form at E3 this past May. Showcasing gorgeous visuals and classic Panzer gameplay, Orta looked very promising. We recently caught up with Smilebit director Takayuki Kawagoe to talk about how the game is coming along.

Panzer Dragoon Orta continues the Panzer Dragoon story.
Panzer Dragoon Orta continues the Panzer Dragoon story.

GameSpot: What do you think of the shooting genre?

Takayuki Kawagoe: Well, as a category, the genre is well established, although in Japan it's considered to be a niche category. But there are many different types of games under this category of shooting. Some of them are more conventional types, but others are more evolved. I think the genre is a very important category for games. I think what reflects its importance in gaming is the fact that there will always be a new entry in the genre when new hardware platforms hit the market.

GS: What games are you impressed by?

TK: The original Panzer and its sequel, Panzer Dragoon Zwei, because I feel they were the forerunners of 3D shooting on consoles. Also Xevious--I invested a lot of money in that one.

GS: What do you think Panzer Dragoon Orta brings to the genre?

TK: Well, we didn't intend to cause a revolution in the shooting genre when we came up with this installment in the Panzer Dragoon series. We thought that the genre would be the most appropriate way to express the Panzer world. So we didn't really plan on causing a revolution, or even an evolution, in the genre. But, as far as the Panzer Dragoon world is concerned, I do think we have taken it to the next level.

GS: Has it turned out to be the game you originally intended it to be?

TK: Mostly.

GS: Where has it differed from what you originally intended?

TK: The user base of the Xbox in Japan. [laughs]

The game's graphics will feature a very cinematic style.
The game's graphics will feature a very cinematic style.

GS: What do you feel are the key gameplay elements that define a Panzer Dragoon game?

TK: The ability to counter enemy shots, and the ability to morph your dragon in order to better attack your enemies. What's really unique about it is that you're riding a dragon.

GS: Which game in the series is your favorite?

TK: Hmm. It's hard to pick just one. The original, I think, because it had the greatest impact. But if I were to choose my favorite one in terms of the expression of the Panzer Dragoon world, then the second one would be my favorite. And if I were to choose my favorite in terms of presenting a new approach to RPGs, then the third would be my favorite. But the latest one is also my favorite because it represents the next generation of visuals. So they're all my favorites.

Details, Delays, and Dragons

GS: Do you have any theories as to why the series has been so loved by fans?

TK: Well, I think there were a few things. Team Andromeda's development skill, and the fact that the team members were kept motivated throughout the development of the games. It's something that resulted in, from the users' point of view, something they had never seen before: 3D shooting in an original, living world. Also, Azel's conversation system people were very forward-looking in terms of design. I also think that over the course of the series the games have offered cutting-edge technology for their time, as well as great originality.

If you're expecting strictly airborne shooting you're in for a surprise.
If you're expecting strictly airborne shooting you're in for a surprise.

GS: Can you explain a bit more about Panzer Dragoon Orta's gameplay?

TK: The are three forms for the dragon. One is base wing, an all-around form that has average ability in everything. The second is heavy wing, which has a strong attacking capability but is slow. The third one is the glide wing, which is small but very fast. However, it doesn't have the laser, it has the shotgun. You'll have to use the abilities of all three types to get through each stage. There are various ways of using each of the wing types to deal with enemies. You'll have to adjust your positioning depending on the type of enemy you're facing. For example, if your enemy is too big or armored to attack from the front, you'll have to get behind it. In that case, the heavy wing is too big to do that with, so you'll have to use the glide wing. Although the glide wing is small and doesn't have a laser, its body is very robust and it's fast. You'll actually be able to ram enemies with it and, if the enemies are small enough, destroy them that way. So there are different ways of using the dragon forms and positioning, and it will be up to the player to determine the best way of attacking based on the appearance of the enemy.

GS: What can you tell us about the branching path system? Will it work like Zwei's?

TK: Somewhat, but you should be able tell immediately when there's the option to take a new route.

GS: How much can you tell us about the story?

TK: I can talk all about the first portion because it's already known. Orta basically takes place in the same world as the previous Panzer Dragoon game, which has been destroyed. The biological weapons that were created through genetic engineering coexisted with humankind, even though human beings were threatened by these creatures. But the empire that was supposed to be destroyed was revived, and they've dug out the weapons from the previous civilization, formed a military, and started conquering the world using drones. However, there's an abnormality with the source of energy used to create the biological weapons, and they decide to attack a city. During the attack, they are looking for the girls in the city, and that's when a dragon becomes involved--when it comes to save the city. That's how the game opens, but there will be more to the story as you go. For example, some of the mysteries from the previous three games will come up.

The graphical detail in the game is incredibly high.
The graphical detail in the game is incredibly high.

GS: Will the game have HDTV support?

TK: No.

GS: Why did you decide to delay the game?

TK: People don't usually ask that question because they know how sensitive I am! [laughs] Basically I just needed more time to make the game better.

GS: Was it a difficult decision to make?

TK: I lost 50 kilos. [laughs]

GS: What are you proudest of in the game?

TK: Well, this isn't so much about this game, but I'm proud that our company has been able to launch three titles for the Xbox this year, and that those titles have been totally different from one another. The expertise that we've gained from the previous titles has culminated in this game.

GS: Thanks for your time, Takayuki.

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