Interview: XSEED on what happened with Muramasa and more [update]

Last September, XSEED Games announced its intent to publish Vanillaware's Wii side-scroller Muramasa: The Demon Blade in North America, to the delight of hardcore action gamers and people who like to see pretty things. Then, in April, it announced that it wouldn't be publishing the title, a duty that then fell to Ignition Entertainment.
At the time, we wondered why XSEED would decide not to publish such an eye-catching game. The short answer: it wouldn't decide to do that. XSEED's Jun Iwasaki and Ken Berry gave us details on the Muramasa situation, as well as the recent Fragile announcement, and the timing of Flower, Sun, and Rain. And, of course, they gamely accepted our pleas for Retro Game Challenge 2.
Just sort of a general question: Can you explain the XSEED relationship with Marvelous.
Jun Iwasaki, President: So, the first relationship started with Valhalla Knights on PSP. At that time, we made some kind of licensing deal; we sold about 50,000, right?
Ken Berry, Product Manager: I think so.
JI: And then, we tried to propose another title, and then I started discuss with Marvelous -- Wada-san, at that time, a deeper relationship. So we say "co-publishing," not only a general licensing deal. They will be publisher, and we will help support marketing and sales, most of the business organization for the US market. Finally we made a co-publishing deal. We got the rights to support Little King's Story, and Arc Rise Fantasia, Half Minute Hero, and other titles as well.
About Muramasa -- I'm very sorry to bring it up.
JI: (laughs) Ah, yeah.
Can you explain --
JI: What's happening? (laughs)
Yes, what's happening.
JI: Anyway, all licensing and co-publishing deals, finally, are Marvelous's decision. Muramasa, as you know, among their titles, is a big title. So there is a lot of chance to get a good offer.
Marvelous got a lot of good offers from others, and finally, they decided to take that offer, and of course they asked us to allow them to do that, and I said "yeah, okay." It's hard to explain. It oftentimes happens, that kind of situation.
KB: But in short, it wasn't our decision, right? A lot of people I've seen write on Internet forums, you know, "why would XSEED get rid of Muramasa?" Obviously we would love to be publishing that.
JI: No, of course, we'd like to keep it, but we don't have the IP, they have the IP. The final decision is by Marvelous. Of course if they allow us to publish, of course, we'd like to keep that title.
When a new Marvelous title comes in, does XSEED do the initial marketing for that?
KB: No, we only do PR and marketing for titles we're working on, that we're publishing -- or at least, in Muramasa's case, titles we thought we were publishing.
Does XSEED make offers to Marvelous like other publishers?
KB: Are you saying that for any new Marvelous title that comes out, are we being judged just like any other publisher in terms of a North American partner, or do we get preferential treatment from Marvelous?
JI: You asked if we have the first refusal right?
Something like that.
JI: No, no, no. Not all titles. But several titles, already, they've asked us to publish, like the current lineup. But, Lux-Pain, we haven't published, Ignition published ... Several titles, Marvelous themselves decided this is appropriate to do as licensing. So not all titles, but most titles we discuss at the beginning. "Okay, so this title's appropriate as co-publishing, but other titles" ... that kind of discussion, we did before.
So how about Namco Bandai? So far, you've announced two titles from Namco Bandai (Retro Game Challenge and Fragile). Is that part of a larger agreement or a game-by-game basis?
JI: Game-by-game.
So you saw these two games --
JI: I'd like to make a contract, but as you know, Bandai Namco has a US subsidiary -- two subsidiaries, Bandai Namco America and D3 Publisher. If they'd like to pick from the two of those, we have no chance to publish. But by chance, fortunately, we got the publishing rights for those two titles.
I'm sure everybody asked this, but is there any chance for Retro Game Challenge 2?
JI: Oh, everybody asks.
KB: (laughs)
JI: I hope to do that, but so far the sales results -- not to expectations. And also, hopefully, we'd like to publish Retro Game Challenge 2, but in the beginning we have to calculate profit. So, I can't say now it'll never happen, but it's up to the sales results in the future. If it dramatically increases, the sales, then maybe I'll offer a pitch to Bandai Namco again to bring to the US. But currently ... it's tough to bring, so far.
I really liked Retro Game Challenge.
KB: Thank you! We get a lot of enthusiastic emails saying "thank you for Retro Game Challenge, please bring the sequel," and I mean, we love the series too, but, like JI said, maybe at some point, if sales dramatically increase of the original one, but right now it doesn't make business sense for us to bring over the sequel.
JI: The publisher's point of view: the DS business is tough. Profit-wise, it's tough.
Can you divulge the sales numbers so far for Retro Game Challenge?
KB: We're not going to divulge any kind of sales numbers, but I mean, we would have to sell quite a bit more of the original to be to a point where bringing over the sequel would make sense.
JI: And also, it's up to the terms for the numbers of the sales.. we have to pay some kind of royalties, and guarantees, that kind of costs. ... it's a lot, so that means our profit is very small.
I wanted to ask about Flower, Sun, and Rain. It seems to have been announced a long time ago, and is just now coming out. Was there a delay? It came out in Europe first, right?
KB: Why it was delayed? Um, well ... (laughs). What was our original date? Did we have that down as March? What was the date you were working off of?
I'm not even sure if there was ever an official date earlier than that. It just seemed to have been announced kind of a long time ago, and then it came out in Europe, and then kind of a long time later it's coming out here.
JI: So, we considered, with that game -- it's very unique. Unique. So we considered, "is it appropriate to bring to the US or not?" And considered it again and again, so finally we decided "okay," we'll try to launch. This takes a long time of consideration.
So you were thinking about it for a long time?
JI: Yeah, thinking for a long time. As I explained before, the DS market is getting, not worse, but difficult to keep the shelf space, and this title is too unique, so it's hard to explain to the buyer what this game is, and also it's too core, so we considered profits or how many units we can sell. We considered it again and again,
KB: I think we might have initially slated it for March, but as you know, March is one of the busiest months.
It was a very busy month for the DS.
KB: Oh yeah. Because you know all the publishers have their fiscal year end, or at least a lot of them do, so they all try to ship around the end of March. So I know we pushed it out from March, at least for that reason. And now we have a solid release date a little less than two weeks from now on the 16th. So, yeah, just looking for a nice little opening, because it is a unique product, and so we don't want it to get lost with a bunch of titles coming out around the same time.













Reader Comments (Page 1 of 1)
Foetoid @ Jun 6th 2009 10:41PM
So anyone know the status of Muramasa and Fragile hitting Europe (then then hopefully Australia). You know i always thought releasing in Europe meant also being released in Australia but we're still waiting for Naruto: Clash of Ninja Revolution 2.
Ezio Auditore de Firenze [PSN SniperChameleon] @ Jun 7th 2009 12:56AM
how long do games usually take to get to australia? and from what i hear from family there, aren't consoles a lot more expensive than their US prices, even when taking the australian dollar and us dollar difference into account?
Foetoid @ Jun 7th 2009 4:22AM
Yeah they are more expensive than the standard conversion from US dollars, but our prices all include all taxes and have no more charges added on at any point. The price on-shelf is the price you pay. Also there is the cost of distributing games to a country far away from everyone else with a smaller gaming population, which increases the price of games/consoles a little too.
The Baron @ Jun 7th 2009 11:05AM
You'd think digital distribution would remedy that, but they charge just as much as the rip-off retail games.
Foetoid @ Jun 7th 2009 11:10AM
It does fix the problem here. Since it's DD, there is no import taxes, distribution costs or GST. It's just a straight conversion from US dollars to AUS dollars, making it MUCH cheaper to buy games through Steam, even brand new games, than buying retail.
The Baron @ Jun 7th 2009 2:41PM
Ah fair enough, I thought Steam had pricing for the Austrlian area.
Hukuzo @ Jun 6th 2009 11:33PM
I'm happy as long as Muramasa is still being released.
Phil @ Jun 7th 2009 12:40AM
Trying to sell FSR is going to be difficult for them.
I myself highly anticipate its release but...
I doubt many people actually are familiar with who's fame it led to increasing so to speak.
BPMOmega [GT,Steam] @ Jun 7th 2009 12:48AM
That reminds me... I should go buy RGC...
Strike Man @ Jun 7th 2009 2:16AM
That you should, even if you aren't familiar with the TV show it is based on. They did a pretty good job with the localization and I'd recommend it to anyone who remembers the 8-bit era fondly, regardless of the amount of rose tint in their glasses.
I got at least three of my friends to pick up a copy after playing mine, but sadly, I'm having trouble getting some people to even give it a *shot*.
Perhaps sales would improve if they retitled it "Imagine: Fake Old-Ass Games". :/
Ezio Auditore de Firenze [PSN SniperChameleon] @ Jun 7th 2009 12:54AM
when is half minute hero coming? that game looks way too interesting to pass by. and when i buy a ds, i need to remember to buy retro game challenge.
Colino @ Jun 7th 2009 3:29AM
Heads up from an italian here, it's Ezio Auditore di Firenze, not de. It's not spanish :P
Colino @ Jun 7th 2009 3:33AM
Not to mention, even with di, the name would be incorrect. It would be "da Firenze" which means from Florence.
And again, it would still be wrong. In italian aristocracy, especially in the renassaince, titles that specify city of birth or profession would completely substitute last names.
Ezio Auditore would be his full name, but if he truly received the Da Firenze title, he would simply be Ezio Da Firenze, not the entirety of his name + title.
Hence, Leonardo Da Vinci. Da Vinci is in no way his last name, it's just to let you know he comes from a town named Vinci... : )
grammer @ Jun 7th 2009 6:06AM
HEY WHY DON'T YOU WORK WITH UBISOFT HUH
HUH
MystileArmor @ Jun 7th 2009 9:38AM
THey should've just named him "Bob from next door". That would've avoided alot of confusion.
Ezio Auditore de Firenze [PSN SniperChameleon] @ Jun 7th 2009 2:17PM
hey, that's the official name for him. i don't know italian, i just thought he was a badass.
MystileArmor @ Jun 7th 2009 4:25PM
..geeez the things people bitch about on these forums. Who really cares what his name is? He's a fucking bad-ass asssassin with daggers up his sleeve and crazy monkey climbing skills.
BPMOmega [GT,Steam] @ Jun 7th 2009 2:28AM
Yeah, I know a bit about Game Center CX... Not much, but I AM aware of its existence.
BPMOmega [GT,Steam] @ Jun 7th 2009 2:17PM
This was meant to be a reply to Strike's reply to me... when I replied to the email link about his reply.
GOOD JORB
Quattro @ Jun 7th 2009 3:24AM
Lux-Pain had a terrible localisation. They should've had XSEED do it. And I love Game Center CX, so it would be cool to see the second game come out here too, but I doubt it will.
Bowser Rogozhin: Death of a Ladies Man @ Jun 7th 2009 4:16AM
"Flower, Sun, and Rain...it's very unique. Unique."
That's a really nice of saying it. I liked the game anyway despite its obvious flaws.
"the DS business is tough. Profit-wise, it's tough."
This is the same mantra you hear from 90% of publishers, regardless of console. So why is it, without concrete numbers at hand, morons on blogs and messageboards proclaim a game's financial success once it's reached an imaginary sales threshold? That's not even taking into account that a game may have sold the bulk of its print run at a severely discounted price. There comes a point where shifting merchandise at any cost becomes the end game. Then again, emotional investment in the fiscal performance of a product of which you had no creative influence is rather worrying.
Anyway, Retro Game Challenge latched onto the awful retro phenomena and deserved the lackadaisical sales it received. It was an 'old boys' game for people who swim in nostalgia. A backwards game.
Quattro @ Jun 7th 2009 4:19AM
No, it was a game made for fans of the TV show. The TV show does not exist in the US, and so naturally the localisation saw poor sales.
Bowser Rogozhin: Death of a Ladies Man @ Jun 7th 2009 4:39AM
The game saw bad sales because it's main referencing point was the 1980s. It was over two decades dead on arrival.
Backslash @ Jun 7th 2009 8:01AM
The "two decades dead on arrival" part is sort of the point of Retro Game Challenge.
RobT @ Jun 7th 2009 10:31PM
Obviously not everything that Xseed publishes is great, but i have to say that more and more in the last while, whenever i've played an interesting or different title for the ds or psp, it's been released by Xseed. Kudos to them being a place where devs that take a chance can go to have a shot at being published.