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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Inafune working with Level-5 on Guild02 [update: screens]]]></title><link>http://www.joystiq.com/2012/05/23/inafune-working-with-level-5-on-guild02/</link><guid isPermaLink="true">http://www.joystiq.com/2012/05/23/inafune-working-with-level-5-on-guild02/</guid><comments>http://www.joystiq.com/2012/05/23/inafune-working-with-level-5-on-guild02/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/05/23/inafune-working-with-level-5-on-guild02/"><img alt="Image" height="318" src="http://www.blogcdn.com/www.joystiq.com/media/2012/05/guild02.jpg" style="margin:4px" width="530" /></a></center><em><a href="http://www.guild01.jp/">Guild01</a></em> is an upcoming 3DS cart by Level-5, collecting four small games by Suda 51, <em>Seaman's</em> Yoot Saito, Yasumi Matsuno, and comedian Yoshiyuki Hirai. Even before the (so far Japan-only) release of this game, early Famitsu info reveals the existence of a second collection called <em>Guild02</em>, this time involving the outspoken and suddenly very busy <a href="http://www.joystiq.com/tag/keiji-inafune">Keiji Inafune</a>.<br /><br />Inafune's game translates to "Insect Tank," and puts the player in the role of a miniaturized WWII tank fighting giant insects. His game is joined by "Alone," a "suspense game" by Chunsoft visual novel writers Takemaru Abiko and Kazuya Asano, about someone who wakes up in a dark room with no memories, and "The Friday When Monsters Appear" by Kazu Ayabe, creator of the <a href="http://www.crunkgames.com/?p=33">My Summer Vacation</a> series. True to the title, monsters show up every Friday in a '60s-era town full of children who love the giant Ultraman-style heroes of the day.<br /><br /><em>Guild02</em> will also have some kind of connectivity with the previous collection, allowing <em>Guild01</em> owners to get passwords to unlock material in <em>Guild02</em>. We suppose that's one advantage over releasing these games one by one on the eShop, but seriously, Level-5, release these games one by one on the eShop. That's what it's for.<br /><br /><strong>Update:</strong> <a href="http://www.famitsu.com/news/201205/24015089.html">Famitsu</a> has screens of all three games. Above (obviously), Insect Tank.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/05/23/inafune-working-with-level-5-on-guild02/">Inafune working with Level-5 on Guild02 [update: screens]</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 23 May 2012 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/05/23/inafune-working-with-level-5-on-guild02/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20243389/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/05/23/inafune-working-with-level-5-on-guild02/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3ds</category><category>guild02</category><category>keiji-inafune</category><category>level-5</category><category>nintendo</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 23 May 2012 11:00:00 EST</pubDate></item><item><title><![CDATA[Soul Sacrifice is Keiji Inafune's Vita game, features gruesome magic]]></title><link>http://www.joystiq.com/2012/05/09/soul-sacrifice-is-keiji-inafunes-vita-game-features-gruesome-m/</link><guid isPermaLink="true">http://www.joystiq.com/2012/05/09/soul-sacrifice-is-keiji-inafunes-vita-game-features-gruesome-m/</guid><comments>http://www.joystiq.com/2012/05/09/soul-sacrifice-is-keiji-inafunes-vita-game-features-gruesome-m/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/05/09/soul-sacrifice-is-keiji-inafunes-vita-game-features-gruesome-m/"><img alt="Image" height="300" src="http://www.blogcdn.com/www.joystiq.com/media/2012/05/sacrifice59.jpg" style="margin:4px" width="530" /></a></center>While Sony's Japan Studio is the only listed name on the teaser video for <em>Soul Sacrifice</em>, a new <a href="http://www.famitsu.com/news/201205/10014403.html">Famitsu</a> story adds some other names to the roster. Former Capcom exec, current Comcept/Intercept head, and <a href="http://www.joystiq.com/2011/05/17/keiji-inafune-shooting-a-laser-out-of-his-mouth-obviously/"><em>Neptunia mk2</em> weapon</a> <a href="http://www.joystiq.com/tag/keiji-inafune">Keiji Inafune</a> is in charge of planning on the Vita game for his company Comcept.<br /><br />That would mean <em>Soul Sacrifice</em> is the Vita game he semi-accidentally <a href="http://www.joystiq.com/2012/03/07/keiji-inafune-working-on-vita/">announced</a>, and then attempted to <a href="http://www.joystiq.com/2012/03/08/keiji-inafune-on-why-you-shouldnt-tease-unannounced-projects/">unannounce</a>, earlier this year. Inafune is working with developer Marvelous AQL, with composers Yasunori Mitsuda and <a href="http://en.wikipedia.org/wiki/Wataru_Hokoyama">Wataru Hokoyama</a> providing music.<br /><br />The game allows players to cast powerful magic spells, but requires a payment ("Sacrifice") for each. You can sacrifice objects, but the most powerful spells require you to give up parts of your character's body - in an example given, you give up an eye to summon a Gorgon. The player has been enslaved by a sorcerer, and captured in a small cell, when a demonic book appears that allows the player to experience past magical battles - which you can do with up to four players.<br /><br />Head to <a href="http://www.famitsu.com/news/201205/10014403.html">Famitsu</a> now to see many, many screenshots and pieces of <strike>Comcept</strike> concept art.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/05/09/soul-sacrifice-is-keiji-inafunes-vita-game-features-gruesome-m/">Soul Sacrifice is Keiji Inafune's Vita game, features gruesome magic</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 09 May 2012 12:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/05/09/soul-sacrifice-is-keiji-inafunes-vita-game-features-gruesome-m/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20234608/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/05/09/soul-sacrifice-is-keiji-inafunes-vita-game-features-gruesome-m/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Keiji-Inafune</category><category>marvelous</category><category>marvelous-aql</category><category>playstation</category><category>playstation-vita</category><category>soul-sacrifice</category><category>vita</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 09 May 2012 12:15:00 EST</pubDate></item><item><title><![CDATA[Enjoy Keiji Inafune's adorable GDC 2012 slide cartoons right here]]></title><link>http://www.joystiq.com/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/</guid><comments>http://www.joystiq.com/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/headerimginafking530pxwmed.jpg" /></a></div>Keiji Inafune often adds a sketch of his creations (like Mega Man) when giving autographs to fans. Inafune took to his GDC 2012 presentation slides with the same flair, offering illustrations to accompany his various points throughout a speech that focused on Japanese game development.<p><a href="http://www.joystiq.com/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/" rel="bookmark">Continue reading <em>Enjoy Keiji Inafune's adorable GDC 2012 slide cartoons right here</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/">Enjoy Keiji Inafune's adorable GDC 2012 slide cartoons right here</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 08 Mar 2012 21:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20188709/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/08/enjoy-keiji-inafunes-adorable-gdc-2012-slide-cartoons-right-her/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>comcept</category><category>gdc</category><category>gdc-2012</category><category>intercept</category><category>japan</category><category>keiji-inafune</category><category>mega-man</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 08 Mar 2012 21:45:00 EST</pubDate></item><item><title><![CDATA[Keiji Inafune on why you shouldn't tease unannounced projects]]></title><link>http://www.joystiq.com/2012/03/08/keiji-inafune-on-why-you-shouldnt-tease-unannounced-projects/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/08/keiji-inafune-on-why-you-shouldnt-tease-unannounced-projects/</guid><comments>http://www.joystiq.com/2012/03/08/keiji-inafune-on-why-you-shouldnt-tease-unannounced-projects/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/08/keiji-inafune-on-why-you-shouldnt-tease-unannounced-projects/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/inafkingheaderimg530pxwmed.jpg" /></a></div>"I don't think I mentioned anything about PlayStation Vita," Keiji Inafune told me in an interview this morning. His answer -- an outright lie -- elicited laughs from myself and his translator, both of us having attended his <a href="http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/">state of the Japanese game industry panel</a> yesterday at GDC 2012 -- where he <a href="http://www.joystiq.com/2012/03/07/keiji-inafune-working-on-vita/">teased a PlayStation Vita project</a>.<br /><br />"I can say that I got in trouble from Sony," he said. Uh oh! Unsurprisingly, Inafune wouldn't budge on any more details, only adding that, "You should be able to hear something more in detail soon." That's right, folks -- even important devs like Keiji Inafune can't just walk around saying whatever they want about unannounced projects all willy nilly.<br /><br />But don't fret, fans, as Inafune plans on launching his already announced Nintendo 3DS project, <a href="http://www.joystiq.com/game/king-of-pirates"><em>King of Pirates</em></a>, worldwide. "For all my titles, I'm looking to do worldwide publishing. I can't say who is publishing because it could be Marvelous directly or maybe they're going to find another publisher in the US," he said. "But the plan is to do it worldwide."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/08/keiji-inafune-on-why-you-shouldnt-tease-unannounced-projects/">Keiji Inafune on why you shouldn't tease unannounced projects</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 08 Mar 2012 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/08/keiji-inafune-on-why-you-shouldnt-tease-unannounced-projects/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20189341/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/08/keiji-inafune-on-why-you-shouldnt-tease-unannounced-projects/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3ds</category><category>comcept</category><category>gdc</category><category>gdc-2012</category><category>intercept</category><category>keiji-inafune</category><category>king-of-pirates</category><category>marvelous</category><category>marvelous-interactive</category><category>nintendo</category><category>playstation</category><category>playstation-vita</category><category>sony</category><category>vita</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 08 Mar 2012 18:00:00 EST</pubDate></item><item><title><![CDATA[How Resident Evil 2 helped Keiji Inafune become the indie dev he is today]]></title><link>http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/</guid><comments>http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/#comments</comments><description><![CDATA[<div style="text-align: center; "> <img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/inafkingheaderimg530px1351-1331186210.jpg" vspace="4" /></div>Back in the mid-90s, now acclaimed Japanese developer Shinji Mikami was passionately toiling away on the first game in a soon-to-be hit franchise: <em>Resident Evil</em>. It was to be published by Capcom, but the company had reservations about the new intellectual property -- so much so that it nearly canned the project outright. Ex-Capcom global head of production Keiji Inafune recalled his side of the story during an impassioned GDC 2012 speech yesterday.<br /><br />Inafune claims he watched from the outside as Capcom's support for <em>Resident Evil</em> faded, and while he worked on other titles within the same company. Mikami fought for the fledgling game, eventually getting it published for Sony's PlayStation. The rest, of course, is zombie-ridden history.<br /><br />When Capcom began work on a sequel, Inafune says he got himself involved in a production role. "While Mikami focused on the game, as the producer, it was my mission to sell this title to as many people around the world," he said to a room full of attendees. But with the massive success of the first <em>RE</em> title, Inafune's role as salesman was relegated to a cake walk. "With my previous title <em>Mega Man Legends</em>, it was pretty challenging to even book a round of press appointments. No one was interested in hearing about a new Mega Man title," Inafune said. "However, the scenario was completely different with <em>RE2</em>. Once we announced the project, the requests poured in."<p><a href="http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/" rel="bookmark">Continue reading <em>How Resident Evil 2 helped Keiji Inafune become the indie dev he is today</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/">How Resident Evil 2 helped Keiji Inafune become the indie dev he is today</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 08 Mar 2012 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20188631/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>comcept</category><category>gdc</category><category>gdc-2012</category><category>intercept</category><category>keiji-inafune</category><category>mega-man</category><category>mega-man-legends</category><category>resident-evil</category><category>shinji-mikami</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 08 Mar 2012 09:00:00 EST</pubDate></item><item><title><![CDATA[Keiji Inafune working on Vita]]></title><link>http://www.joystiq.com/2012/03/07/keiji-inafune-working-on-vita/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/07/keiji-inafune-working-on-vita/</guid><comments>http://www.joystiq.com/2012/03/07/keiji-inafune-working-on-vita/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/03/07/keiji-inafune-working-on-vita/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/09/img7958.jpg" /></a></center>Keiji Inafune somewhat unintentionally let slip that he's working on a PlayStation Vita game during his "The Future of Japanese Games" talk. After speaking of work on his upcoming 3DS title, <em>King of Pirates</em>, as well as his company's work in social gaming, he mentioned that he's challenging himself once more with the Vita.<br /><br />That's the direct approach to discussing the future of Japanese games, right? Just tell people about a Japanese game that's coming out in the future.<br /><br />Inafune didn't offer specifics on the game, nor did he say which of his two companies (Intercept or Comcept) is responsible for the project. In fact, shortly after noting the existence of the project, he asked everyone to forget that he said it, alongside a big smile (not dissimilar from his visage above).<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/07/keiji-inafune-working-on-vita/">Keiji Inafune working on Vita</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 07 Mar 2012 21:12:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/07/keiji-inafune-working-on-vita/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20188579/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/07/keiji-inafune-working-on-vita/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>comcept</category><category>gdc-2012</category><category>keiji-inafune</category><category>playstation</category><category>playstation-vita</category><category>vita</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 07 Mar 2012 21:12:00 EST</pubDate></item><item><title><![CDATA[Street Fighter X Tekken's Mega Man has Inafune's blessing]]></title><link>http://www.joystiq.com/2012/01/27/street-fighter-x-tekkens-mega-man-has-inafunes-blessing/</link><guid isPermaLink="true">http://www.joystiq.com/2012/01/27/street-fighter-x-tekkens-mega-man-has-inafunes-blessing/</guid><comments>http://www.joystiq.com/2012/01/27/street-fighter-x-tekkens-mega-man-has-inafunes-blessing/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2012/01/27/street-fighter-x-tekkens-mega-man-has-inafunes-blessing/"><img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/01/megaman127.jpg" vspace="4" /></a></center>You might be wondering why Capcom decided to go with an outlandish, embarrassing caricature of the <em>Mega Man</em> 1 box art Mega Man as a <a href="http://joystiq.com/game/street-fighter-x-tekken"><em>Street Fighter X Tekken</em></a> <a href="http://www.joystiq.com/2012/01/26/pummel-historys-worst-mega-man-in-street-fighter-x-tekken/">bonus character</a> for PS3 and Vita. According to a tweet from producer Yoshinori Ono, the decision was made with input from Capcom executive emeritus Keiji Inafune.<br /><br />"I consulted with Mr.Megaman (his name is Mr.I...) about it 1 year ago," Ono said. This iteration was the "result" of that consultation. A previous Mega Man game developed under Inafune's command, the cancelled <a href="http://joystiq.com/game/mega-man-universe"><em>Mega Man Universe</em></a>, also featured "Bad Box Art Mega Man." So maybe Inafune just thinks it's really funny.<br /><br />Now, as for why Mega Man and Pac-Man are Sony-exclusive characters despite not having anything to do with Sony or the PlayStation platforms ... we aren't sure who was consulted on that decision.<br /><br />[Thanks, Alex!]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/01/27/street-fighter-x-tekkens-mega-man-has-inafunes-blessing/">Street Fighter X Tekken's Mega Man has Inafune's blessing</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 27 Jan 2012 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/01/27/street-fighter-x-tekkens-mega-man-has-inafunes-blessing/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20158378/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/01/27/street-fighter-x-tekkens-mega-man-has-inafunes-blessing/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>keiji-inafune</category><category>mega-man</category><category>playstation</category><category>playstation-vita</category><category>ps3</category><category>street-fighter-x-tekken</category><category>vita</category><category>yoshinori-ono</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Fri, 27 Jan 2012 15:30:00 EST</pubDate></item><item><title><![CDATA[Sid Meier, Keiji Inafune and Riot Games folks added to GDC seminar list]]></title><link>http://www.joystiq.com/2012/01/24/sid-meier-keiji-inafune-and-riot-games-folks-added-to-gdc-semin/</link><guid isPermaLink="true">http://www.joystiq.com/2012/01/24/sid-meier-keiji-inafune-and-riot-games-folks-added-to-gdc-semin/</guid><comments>http://www.joystiq.com/2012/01/24/sid-meier-keiji-inafune-and-riot-games-folks-added-to-gdc-semin/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2012/01/24/sid-meier-keiji-inafune-and-riot-games-folks-added-to-gdc-semin/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/09/img7958.jpg" style="width: 530px; height: 353px;" /></a></div>Sad your favorite game designer isn't getting his or her deserved time in the spotlight? Well dry those eyes, friend! It's gonna be hard to hold onto that grudge because today industry legends Sid Meier and Keiji Inafune have both been added to the <a href="http://www.joystiq.com/tag/gdc-2012">GDC</a> talk docket, as well as <em>League of Legends</em> proprietors, Riot Games. But hey, if you're not going to GDC, feel free to keep crying while you read the rest of this post.<br /><br />Meier's talk, entitled "Interesting Decisions," will revolve around his viewpoint of gameplay as "a series of interesting decisions" and how developers can recognize and add these kinds of decisions, ultimately providing the player with a more fulfilling experience. Maybe he'll also talk a bit how that philosophy will play into <a href="http://www.joystiq.com/game/xcom-enemy-unknown"><em>XCOM: Enemy Unknown</em></a>?<br /><br />Inafune will aim to analyze the current state of the Japanese game industry in his sixty-minute talk, "The Future of Japanese Games." Along with his unnamed cohorts, he'll delve into the current problems facing the region and analyze the past success of Japanese game development. We imagine he'll also probably suffer through a lot of questions about <em>Mega Man</em>.<br /><br />Finally, Riot Games offers a postmortem on its successful Dominion expansion for its runaway hit, <a href="http://www.joystiq.com/game/league-of-legends"><em>League of Legends</em></a>. Lead producer Travis George will offer insight into the expansion's genesis, all the way through production and launch.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/01/24/sid-meier-keiji-inafune-and-riot-games-folks-added-to-gdc-semin/">Sid Meier, Keiji Inafune and Riot Games folks added to GDC seminar list</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 24 Jan 2012 23:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/01/24/sid-meier-keiji-inafune-and-riot-games-folks-added-to-gdc-semin/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20156002/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/01/24/sid-meier-keiji-inafune-and-riot-games-folks-added-to-gdc-semin/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gdc-2012</category><category>keiji-inafune</category><category>league-of-legends</category><category>microsoft</category><category>mobile</category><category>pc</category><category>playstation</category><category>ps3</category><category>sid-meier</category><category>xbox</category><category>xcom-enemy-unknown</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Tue, 24 Jan 2012 23:00:00 EST</pubDate></item><item><title><![CDATA[Inafune's 'The Island of Dr. Momo' launches via GREE]]></title><link>http://www.joystiq.com/2011/12/26/inafunes-the-island-of-dr-momo-launches-via-gree/</link><guid isPermaLink="true">http://www.joystiq.com/2011/12/26/inafunes-the-island-of-dr-momo-launches-via-gree/</guid><comments>http://www.joystiq.com/2011/12/26/inafunes-the-island-of-dr-momo-launches-via-gree/#comments</comments><description><![CDATA[<center>
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The first game from <a href="http://www.joystiq.com/tag/keiji-inafune">Keiji Inafune's </a>'<a href="http://joystiq.com/tag/comcept">Comcept</a>' studio -- the first Inafune game since Capcom, in other words -- is now available in Japan, and it's pretty dang cute. '<a href="http://www.joystiq.com/2011/07/22/keiji-inafune-unveils-comcepts-first-the-island-of-dr-momo/">The Island of Dr. Momo</a>' is a social game for smartphones, published by gigantic mobile game company GREE. It was released on Android yesterday with an iOS version incoming.<br />
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In this (we'll warn you again: it's cute) game, you collect eggs from different creatures, and "fuse" them in an attempt to create the cutest "Kawaiimon" animal in the world. You can trade the results with friends to increase your menagerie, or get new Kawaiimon out of a capsule machine.<br />
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Inafune's other game is also pretty adorable: Intercept's <a href="http://www.joystiq.com/2011/10/05/keiji-inafune-reveals-king-of-pirates-heading-to-3ds-in-2012/"><em>Kaio: King of Pirates</em></a> will be out on 3DS sometime next year.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/12/26/inafunes-the-island-of-dr-momo-launches-via-gree/">Inafune's 'The Island of Dr. Momo' launches via GREE</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 26 Dec 2011 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/12/26/inafunes-the-island-of-dr-momo-launches-via-gree/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20135734/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/12/26/inafunes-the-island-of-dr-momo-launches-via-gree/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>comcept</category><category>gree</category><category>ios</category><category>iphone</category><category>japan</category><category>Keiji-Inafune</category><category>mobile</category><category>release-date</category><category>the-island-of-dr-momo</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Mon, 26 Dec 2011 10:00:00 EST</pubDate></item><item><title><![CDATA[Inafune cheers on Mega Man Legends 3 fan campaign]]></title><link>http://www.joystiq.com/2011/10/20/inafune-cheers-on-mega-man-legends-3-fan-campaign/</link><guid isPermaLink="true">http://www.joystiq.com/2011/10/20/inafune-cheers-on-mega-man-legends-3-fan-campaign/</guid><comments>http://www.joystiq.com/2011/10/20/inafune-cheers-on-mega-man-legends-3-fan-campaign/#comments</comments><description><![CDATA[<center>
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Keiji Inafune, the Inafking (as he's known in credit sequences for his old games) descended from his Inafthrone recently to offer his approval of the grassroots "100,000 Strong for Bringing Back Mega Man Legends 3" <a href="http://www.facebook.com/notes/100000-strong-for-bringing-back-mega-man-legends-3/keiji-inafune-joins-mega-man-legends-revival-efforts/189266414480941">community</a>, in a post on his blog.<br />
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"All these fans with such strong emotions really do have an intense passion for the game," Inafune said. "I am really glad to hear this." Inafune said he felt the "warmth" of fans' passion for the canceled <a href="http://joystiq.com/game/mega-man-legends-3-project"><em>Mega Man Legends 3 Project</em></a>, and said he would continue cheering for his "juniors" to bring it back.<br />
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Inafune offered an interesting psychological explanation for the tenacity of Mega Man fans: "While playing classic [<em>Mega Man</em>], for a while I found it too difficult and wanted to give up," the former Capcom exec said. "But even then, I would desperately continue to clear the stage. Nobody can forget the feeling of finally beating Wilys stage after all that work, defeating the UFO and watching the ending." The obstacle in front of fans now -- the "Dr. Wily" -- is Capcom.<br />
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[Thanks, Logan!]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/10/20/inafune-cheers-on-mega-man-legends-3-fan-campaign/">Inafune cheers on Mega Man Legends 3 fan campaign</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 20 Oct 2011 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/10/20/inafune-cheers-on-mega-man-legends-3-fan-campaign/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20086287/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/10/20/inafune-cheers-on-mega-man-legends-3-fan-campaign/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3ds</category><category>capcom</category><category>keiji-inafune</category><category>mega-man-legends-3</category><category>mega-man-legends-3-project</category><category>nintendo</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Thu, 20 Oct 2011 17:00:00 EST</pubDate></item><item><title><![CDATA[Keiji Inafune reveals 'King of Pirates,' heading to 3DS in 2012]]></title><link>http://www.joystiq.com/2011/10/05/keiji-inafune-reveals-king-of-pirates-heading-to-3ds-in-2012/</link><guid isPermaLink="true">http://www.joystiq.com/2011/10/05/keiji-inafune-reveals-king-of-pirates-heading-to-3ds-in-2012/</guid><comments>http://www.joystiq.com/2011/10/05/keiji-inafune-reveals-king-of-pirates-heading-to-3ds-in-2012/#comments</comments><description><![CDATA[<div style="text-align: center; ">
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Ex-Capcom head of production, <a href="http://www.joystiq.com/tag/keiji-inafune">Keiji Inafune</a>, has <em>yet another</em> pot on the stove. His company, Intercept, announced its next game last night: "King of Pirates" for the Nintendo 3DS, which brings Inafune back into console development (as <a href="http://www.joystiq.com/2011/09/20/inafunes-next-game-was-ready-to-show-at-tgs-but-he-wasnt/">previously hinted</a>). The game is apparently set on a massive ocean, "where heroes fight for ambition, justice, and their lives," according to a note from Inafune. <a href="http://www.4gamer.net/games/141/G014183/20111005039/">4Gamer</a> reports that the game is planned as a trilogy, and features some form of multiplayer.<br />
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The teaser trailer, however, doesn't go very far in explaining what the game is actually about, though it seems to indicate some form of ship battle game -- the official website describes it as "pirate action adventure." The trailer does let slip some other information, however, such as who's publishing the game, namely Marvelous AQL, makers of the Harvest Moon series.<br />
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Currently, <em>King of Pirates</em> is only slated for launch in Japan, though we'd be surprised if it didn't end up in other territories eventually. In fact, according to Inafune's own development philosophy, it's almost guaranteed to arrive elsewhere.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/kaio-king-of-pirates/">KAIO - King of Pirates</a></strong></p><a href="http://www.joystiq.com/photos/kaio-king-of-pirates/#4502949"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/10/kaiopv001_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/kaio-king-of-pirates/#4502951"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/10/kaiopv002_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/kaio-king-of-pirates/#4502952"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/10/kaiopv003_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/kaio-king-of-pirates/#4502953"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/10/kaiopv004_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/kaio-king-of-pirates/#4502954"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/10/kaiopv005_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/10/05/keiji-inafune-reveals-king-of-pirates-heading-to-3ds-in-2012/">Keiji Inafune reveals 'King of Pirates,' heading to 3DS in 2012</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 05 Oct 2011 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/10/05/keiji-inafune-reveals-king-of-pirates-heading-to-3ds-in-2012/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20074262/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/10/05/keiji-inafune-reveals-king-of-pirates-heading-to-3ds-in-2012/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3ds</category><category>intercept</category><category>kaio-king-of-pirates</category><category>keiji-inafune</category><category>king-of-pirates</category><category>marvelous</category><category>marvelous-aql</category><category>marvelous-interactive</category><category>nintendo</category><category>release-date</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Wed, 05 Oct 2011 08:00:00 EST</pubDate></item><item><title><![CDATA[Inafune's next game was ready to show at TGS, but he wasn't]]></title><link>http://www.joystiq.com/2011/09/20/inafunes-next-game-was-ready-to-show-at-tgs-but-he-wasnt/</link><guid isPermaLink="true">http://www.joystiq.com/2011/09/20/inafunes-next-game-was-ready-to-show-at-tgs-but-he-wasnt/</guid><comments>http://www.joystiq.com/2011/09/20/inafunes-next-game-was-ready-to-show-at-tgs-but-he-wasnt/#comments</comments><description><![CDATA[<div style="text-align: center; ">
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Ex-Capcom head of production <a href="http://www.joystiq.com/tag/keiji-inafune">Keiji Inafune</a> has announced a <a href="http://v3.eir-parts.net/EIR/View.aspx?cat=tdnet&amp;sid=904349">couple</a> of <a href="http://www.joystiq.com/2011/07/22/keiji-inafune-unveils-comcepts-first-the-island-of-dr-momo/">social titles</a> in development at his company Comcept, and <a href="http://www.animenewsnetwork.com/interest/2011-08-17/mega-man-inafune-works-on-dating-sim-for-female-gamers">some form of involvement</a> in a female dating sim for PSP, but he's yet to speak about anything in the console realm from his <em>other</em> company, Intercept.<br />
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He had plans to show off his first console title since leaving Capcom in late 2010 at this year's Tokyo Game Show. So, what happened? "We decided not to," he told me this past weekend. "As for titles which aren't social games," he noted, it would be "very, very soon." He specifically pointed out that his company already had work ready to show, but due to the crowded space, he decided against it.<br />
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"By the time you guys get back to North America, we might have something releasing," he said. When I told him we'd be flying back the following Monday, September 19, he just laughed and added, "That's a bit too soon, it's going to be a little longer."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/09/20/inafunes-next-game-was-ready-to-show-at-tgs-but-he-wasnt/">Inafune's next game was ready to show at TGS, but he wasn't</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 20 Sep 2011 20:40:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/09/20/inafunes-next-game-was-ready-to-show-at-tgs-but-he-wasnt/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20047925/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/09/20/inafunes-next-game-was-ready-to-show-at-tgs-but-he-wasnt/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>comcept</category><category>intercept</category><category>keiji-inafune</category><category>tgs</category><category>tgs-2011</category><category>tokyo-game-show</category><category>tokyo-game-show-2011</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Tue, 20 Sep 2011 20:40:00 EST</pubDate></item><item><title><![CDATA[Inafune asked to keep working on canned Mega Man projects post-Capcom; Capcom declined]]></title><link>http://www.joystiq.com/2011/09/20/inafune-asked-to-keep-working-on-canned-mega-man-projects-post-c/</link><guid isPermaLink="true">http://www.joystiq.com/2011/09/20/inafune-asked-to-keep-working-on-canned-mega-man-projects-post-c/</guid><comments>http://www.joystiq.com/2011/09/20/inafune-asked-to-keep-working-on-canned-mega-man-projects-post-c/#comments</comments><description><![CDATA[<div style="text-align: center; ">
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When Mega Man co-creator and former head of production at Capcom <a href="http://www.joystiq.com/tag/keiji-inafune">Keiji Inafune</a> vacated his long-held position <a href="http://www.joystiq.com/2010/10/29/keiji-inafune-leaves-capcom/">late last year</a>, it was unclear what would happen with the two projects he had just fought to get going -- a long-awaited <a href="http://www.joystiq.com/game/mega-man-legends-3-project">sequel in the Mega Man Legends series</a> and an ambitious XBLA/PSN <a href="http://www.joystiq.com/game/mega-man-universe">Mega Man mashup title</a>. Despite a brief period of support from his former employer, the two games were <a href="http://www.joystiq.com/2011/07/18/mega-man-legends-3-project-canceled/">eventually</a> <a href="http://www.joystiq.com/2011/03/31/mega-man-universe-canceled/">canceled</a>. Inafune, however, was still fighting for the games after his employment ended. "I really wanted to finish those two projects, especially Legends," Inafune told me in an interview this past weekend at the Tokyo Game Show.<br />
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"It's really up to Capcom to let me do it or not, and for the moment I don't think they're gonna let me do it," he resignedly added. Apparently after leaving his position at his former employer, he requested to continue working on the project in some capacity as a contractor. Cacpom, however, wasn't interested in that idea. But rather than directly blame Capcom for canceling the two projects -- he's <a href="http://www.joystiq.com/2011/09/19/lets-play-the-blame-game-inafune-on-what-went-wrong-with-capco/">not into pointing fingers</a>, as we already know -- Inafune spoke to his struggle even getting them going.<p><a href="http://www.joystiq.com/2011/09/20/inafune-asked-to-keep-working-on-canned-mega-man-projects-post-c/" rel="bookmark">Continue reading <em>Inafune asked to keep working on canned Mega Man projects post-Capcom; Capcom declined</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/09/20/inafune-asked-to-keep-working-on-canned-mega-man-projects-post-c/">Inafune asked to keep working on canned Mega Man projects post-Capcom; Capcom declined</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 20 Sep 2011 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/09/20/inafune-asked-to-keep-working-on-canned-mega-man-projects-post-c/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20047618/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/09/20/inafune-asked-to-keep-working-on-canned-mega-man-projects-post-c/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3ds</category><category>capcom</category><category>keiji-inafune</category><category>mega-man-legends-3</category><category>mega-man-legends-3-project</category><category>mega-man-universe</category><category>microsoft</category><category>nintendo</category><category>playstation</category><category>ps3</category><category>tgs</category><category>tgs-2011</category><category>tokyo-game-show</category><category>tokyo-game-show-2011</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Tue, 20 Sep 2011 13:00:00 EST</pubDate></item><item><title><![CDATA[Let's play the blame game: Inafune on what went wrong with Capcom's original IP push]]></title><link>http://www.joystiq.com/2011/09/19/lets-play-the-blame-game-inafune-on-what-went-wrong-with-capco/</link><guid isPermaLink="true">http://www.joystiq.com/2011/09/19/lets-play-the-blame-game-inafune-on-what-went-wrong-with-capco/</guid><comments>http://www.joystiq.com/2011/09/19/lets-play-the-blame-game-inafune-on-what-went-wrong-with-capco/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<img src="http://www.blogcdn.com/www.joystiq.com/media/2011/09/img7960.jpg" /></div>
In the latter half of 2009 and early 2010, Capcom released two major retail games in collaboration with prominent Western devs: <em>Crimson Skies</em> dev Airtight Games created <a href="http://www.joystiq.com/game/dark-void"><em>Dark Void</em></a>, and gun-for-hire Grin rebooted <a href="http://www.joystiq.com/game/bionic-commando"><em>Bionic Commando</em></a>. Those two games, however, were prominent sales flops. One even contributed to the <a href="http://www.joystiq.com/2009/08/12/bionic-commando-developer-grin-closes/">eventual closure</a> of Swedish dev Grin.<br />
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For its part, Capcom promptly returned to its tried and true franchises, with a lineup today featuring many more sequels than back in 2009. At the time, Mega Man co-creator Keiji Inafune was overseeing production on Capcom's retail titles, and when I spoke with him this past week at the Tokyo Game Show, I wanted to know what went wrong. Beyond sales, neither game was particularly loved by critics, especially <em>Dark Void</em>.<br />
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"[It's] very, very simple: The publisher was Japanese and the developer was foreign. Even inside Japan, when you work in two different companies, they always blame each other for any small mistakes, so that's pretty much what happened in those two games -- blaming each other," Inafune explained. He went on to compare those development experiences with that of <a href="http://www.joystiq.com/game/dead-rising"><em>Dead Rising</em></a> -- a game that has since become a major franchise for Capcom, not to mention a commercial success.<p><a href="http://www.joystiq.com/2011/09/19/lets-play-the-blame-game-inafune-on-what-went-wrong-with-capco/" rel="bookmark">Continue reading <em>Let's play the blame game: Inafune on what went wrong with Capcom's original IP push</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/09/19/lets-play-the-blame-game-inafune-on-what-went-wrong-with-capco/">Let's play the blame game: Inafune on what went wrong with Capcom's original IP push</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 19 Sep 2011 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/09/19/lets-play-the-blame-game-inafune-on-what-went-wrong-with-capco/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20045865/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/09/19/lets-play-the-blame-game-inafune-on-what-went-wrong-with-capco/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>airtight</category><category>airtight-games</category><category>bionic-commando</category><category>Dark-Void</category><category>grin</category><category>keiji-inafune</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>tgs</category><category>tgs-2011</category><category>tokyo-game-show</category><category>tokyo-game-show-2011</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Mon, 19 Sep 2011 09:00:00 EST</pubDate></item><item><title><![CDATA[Inafune envisions a future where portable gaming consoles and Smartphones coexist]]></title><link>http://www.joystiq.com/2011/09/17/inafune-invisions-a-future-where-portable-gaming-consoles-and-sm/</link><guid isPermaLink="true">http://www.joystiq.com/2011/09/17/inafune-invisions-a-future-where-portable-gaming-consoles-and-sm/</guid><comments>http://www.joystiq.com/2011/09/17/inafune-invisions-a-future-where-portable-gaming-consoles-and-sm/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/09/17/inafune-invisions-a-future-where-portable-gaming-consoles-and-sm/" target="_self"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/09/img7956-1316273124.jpg" /></a></div>
When Nintendo president Satoru Iwata <a href="http://www.joystiq.com/2011/03/02/nintendo-gdc-keynote/">delivered the keynote</a> back in March at this year's Game Developer's Conference in San Francisco, he spoke of the "commoditization" of gaming, and the resultant devaluing of games. But given his position as head of a company leading the charge in the dedicated gaming portable market, it was difficult to see past his highly vested interests in this stance. To put it more bluntly, Iwata is a man who relies on people buying his portable console's games for $30 to $40, and thusly his ideas on the subject are tainted by his own vested interests.<br />
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But when Mega Man co-creator and ex-Capcom head of production Keiji Inafune feels similarly, we can't help but take note. I asked him during an interview this week at the Tokyo Game Show how he felt about Mr. Iwata's keynote, and if the Nintendo 3DS -- as well as the PlayStation Vita -- stand a chance against the rise of the Smartphone.<br />
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"I think it's very similar between cell phone cameras and professional digital cameras [DSLRs]. You don't use a Smartphone camera for an interview, and you don't use a really professional camera to take some small pictures when you're going to work," he told me, drawing a comparison between the DSLR my colleague was holding and the iPhone 4 I was recording the interview with. "I think that's the same thing that happens with game consoles as well," he continued. "If you want to play a good game, you get a PS3 or Xbox or that kind of thing. You don't stay on your iPhone or on a Smartphone game for three or five hours, nobody would do that. So I think the needs difference is happening here."<p><a href="http://www.joystiq.com/2011/09/17/inafune-invisions-a-future-where-portable-gaming-consoles-and-sm/" rel="bookmark">Continue reading <em>Inafune envisions a future where portable gaming consoles and Smartphones coexist</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/09/17/inafune-invisions-a-future-where-portable-gaming-consoles-and-sm/">Inafune envisions a future where portable gaming consoles and Smartphones coexist</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 17 Sep 2011 14:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/09/17/inafune-invisions-a-future-where-portable-gaming-consoles-and-sm/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20045441/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/09/17/inafune-invisions-a-future-where-portable-gaming-consoles-and-sm/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>comcept</category><category>intercept</category><category>keiji-inafune</category><category>microsoft</category><category>playstation</category><category>ps3</category><category>tgs</category><category>tgs-2011</category><category>tokyo-game-show</category><category>tokyo-game-show-2011</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Sat, 17 Sep 2011 14:30:00 EST</pubDate></item><item><title><![CDATA[Inafune: 'Messed up' working relationship led to Bionic Commando's Wifearm]]></title><link>http://www.joystiq.com/2011/09/17/inafune-messed-up-working-relationship-led-to-bionic-commando/</link><guid isPermaLink="true">http://www.joystiq.com/2011/09/17/inafune-messed-up-working-relationship-led-to-bionic-commando/</guid><comments>http://www.joystiq.com/2011/09/17/inafune-messed-up-working-relationship-led-to-bionic-commando/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/09/17/inafune-messed-up-working-relationship-led-to-bionic-commando/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/09/bctgs2011headerimg530px.jpg" /></a></div>
"At the end of developing <a href="http://www.joystiq.com/game/bionic-commando"><em>Bionic Commando</em></a>, things got really messed up between the two companies," Mega Man creator and former global head of production at Capcom <a href="http://www.joystiq.com/tag/keiji-inafune">Keiji Inafune</a> told me in an interview this week. Sitting in a quiet corner of Tokyo Game Show's business area, Inafune was addressing the retail version of <em>BC</em> developed by the now shuttered studio Grin -- a game that helped <a href="http://www.joystiq.com/2009/08/12/bionic-commando-developer-grin-closes/">nail the coffin shut</a> on the Swedish dev house, and scared Capcom off of its big third-party push. In case you weren't aware, at the end of <em>BC</em>'s main campaign, it's revealed that the protagonist's bionic arm is, at least partially, made from his dead wife. <em>Seriously</em>.<br />
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"I don't even know what happened there," Inafune lamented. The project was apparently rife with development issues, which Inafune exemplified with a phrase that represented the attitude Grin and Capcom had for each other at the time: "Whatever, do what you want, I don't care."<br />
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Though he couldn't say what specifically happened to result in such a bizarre game ending, Inafune explained that the issue of foreign companies working with Japanese ones was at the heart of the situation. "At the beginning, things are very, very good between the two companies. Things get kind of weird from the middle, and it gets really bad at the end -- especially for the Japanese companies," he said of the development process.<br />
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"They should be more flexible about things," Inafune added, no doubt part of his decision to leave his long-time employer late last year. "If you don't do that, everything will become messed up from the middle. And that's the most important part. Not the beginning, but in the middle and finishing the game."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/09/17/inafune-messed-up-working-relationship-led-to-bionic-commando/">Inafune: 'Messed up' working relationship led to Bionic Commando's Wifearm</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 17 Sep 2011 09:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/09/17/inafune-messed-up-working-relationship-led-to-bionic-commando/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20045335/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/09/17/inafune-messed-up-working-relationship-led-to-bionic-commando/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Bionic-Commando</category><category>capcom</category><category>grin</category><category>keiji-inafune</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>tgs</category><category>tgs-2011</category><category>tokyo-game-show</category><category>tokyo-game-show-2011</category><category>wife-arm</category><category>wifearmed</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Sat, 17 Sep 2011 09:30:00 EST</pubDate></item><item><title><![CDATA[Inafune, Suda 51 signed for mobile development]]></title><link>http://www.joystiq.com/2011/07/25/inafune-suda-51-signed-for-mobile-development/</link><guid isPermaLink="true">http://www.joystiq.com/2011/07/25/inafune-suda-51-signed-for-mobile-development/</guid><comments>http://www.joystiq.com/2011/07/25/inafune-suda-51-signed-for-mobile-development/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/07/25/inafune-suda-51-signed-for-mobile-development/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/08/nmh0825.jpg" style="width: 530px; height: 302px; margin-left: 0px; margin-right: 0px; margin-top: 0px; margin-bottom: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; " /></a></div>
DeNA's popular Japanese mobile gaming platform, Mobage, is getting a major boost from some of the nation's leading gaming industry figures. During a press conference held earlier today (as translated by <a href="http://www.andriasang.com/e/blog/2011/07/25/mobage_super_creators/">Andriasang</a>), DeNA revealed that five famed producers will develop games for the platform, including Keiji Inafune, who's creating a game titled <em>J.J. Rockets</em> with his new studio Comcept, and Suda 51, who will make a new installment in the <a href="http://www.joystiq.com/game/no-more-heroes"><em>No More Heroes</em></a> franchise.<br />
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Other contributors include Marvelous Entertainment's Yoshifumi Hashimoto, who is working on a <em>Harvest Moon</em> mobile title, former Sonic Team lead Yuji Naka, who will develop an adventure game with his new studio Prope, and Crafts &amp; Meister co-founder Noritaka Funamizu. Sounds like a pretty great lineup, though we wish the five would also collaborate on a single project. The idea of a <em>No More Heroes</em> farming simulator is, well, the <em>best</em> idea.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/07/25/inafune-suda-51-signed-for-mobile-development/">Inafune, Suda 51 signed for mobile development</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 25 Jul 2011 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/07/25/inafune-suda-51-signed-for-mobile-development/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19999579/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/07/25/inafune-suda-51-signed-for-mobile-development/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dena</category><category>harvest-moon</category><category>japan</category><category>jj-rockets</category><category>keiji-inafune</category><category>mobage</category><category>mobile</category><category>No-More-Heroes</category><category>noritaka-funamizu</category><category>yoshifumi-hashimoto</category><category>yuji-naka</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Mon, 25 Jul 2011 11:00:00 EST</pubDate></item><item><title><![CDATA[Keiji Inafune unveils Comcept's first game: The Island of Dr. Momo]]></title><link>http://www.joystiq.com/2011/07/22/keiji-inafune-unveils-comcepts-first-the-island-of-dr-momo/</link><guid isPermaLink="true">http://www.joystiq.com/2011/07/22/keiji-inafune-unveils-comcepts-first-the-island-of-dr-momo/</guid><comments>http://www.joystiq.com/2011/07/22/keiji-inafune-unveils-comcepts-first-the-island-of-dr-momo/#comments</comments><description><![CDATA[<center>
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While Capcom is <a href="http://www.joystiq.com/2011/03/31/mega-man-universe-canceled/">canceling</a> every <a href="http://joystiq.com/tag/keiji-inafune">Keiji Inafune</a>-originated <a href="http://www.joystiq.com/2011/07/18/mega-man-legends-3-project-canceled/">project</a> that isn't about Frank West, Inafune is working on new games of his own. The first game out of Inafune's company <a href="http://www.joystiq.com/2011/04/01/keiji-inafune-starts-two-game-companies/">Comcept</a> is <em>The Island of Dr. Momo</em>, an iOS/Android game for Japan's GREE social gaming service, to be released this fall. It will be free to play, with the option to buy in-game items.<br />
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If that title reminds you of a <a href="http://en.wikipedia.org/wiki/The_Island_of_Doctor_Moreau">certain other work</a>, it's no accident. In <em>Dr. Momo,</em> you play a mad scientist who combines animals in order to make the cutest possible creatures. Finally, Keiji Inafune is here to give vivisection some positive spin!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/07/22/keiji-inafune-unveils-comcepts-first-the-island-of-dr-momo/">Keiji Inafune unveils Comcept's first game: The Island of Dr. Momo</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 22 Jul 2011 11:40:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/07/22/keiji-inafune-unveils-comcepts-first-the-island-of-dr-momo/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19997866/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/07/22/keiji-inafune-unveils-comcepts-first-the-island-of-dr-momo/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>comcept</category><category>gree</category><category>japan</category><category>keiji-inafune</category><category>mobile</category><category>the-island-of-dr-momo</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Fri, 22 Jul 2011 11:40:00 EST</pubDate></item><item><title><![CDATA[Keiji Inafune's sights are on China, still down on Japanese game industry]]></title><link>http://www.joystiq.com/2011/06/30/keiji-inafunes-sights-are-on-china-still-down-on-japanese-game/</link><guid isPermaLink="true">http://www.joystiq.com/2011/06/30/keiji-inafunes-sights-are-on-china-still-down-on-japanese-game/</guid><comments>http://www.joystiq.com/2011/06/30/keiji-inafunes-sights-are-on-china-still-down-on-japanese-game/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/06/30/keiji-inafunes-sights-are-on-china-still-down-on-japanese-game/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/keijiinafune530-1.jpg" style="width: 530px; height: 339px; " /></a></div>
At the tail end of a 1400-word diatribe detailing the myriad failures of the Japanese game industry, former Capcom all-star Keiji Inafune (who else?) gave us the first big hint about what he's going to be working on next. We know about his <a href="http://www.joystiq.com/2011/04/01/keiji-inafune-starts-two-game-companies/">two new companies</a> -- the multi-faceted Comcept and the game development house Intercept -- but what has been less clear is what kind of games he's going to make. As the creator of games like <em>Mega Man</em> and <em>Dead Rising</em>, Inafune is clearly able to appeal to Western tastes, so it's a bit surprising that he's not necessarily courting Western audiences.<br />
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We suppose it makes sense; for all this praise of Western game development, Inafune feels like competing there would be too difficult with a new company. "It may be too late - or too hard - to tackle the US market at this point," he writes. So instead of tackling the top spot, Inafune is looking towards the future. What's next? "The next big market is China. There I see many opportunities. My sights are on Asia," he concludes, wrapping up his essay.<br />
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Maybe this is selfish of us, but you've got to look out for number one, right? Here's the thing: We don't live in China, so we don't see any way to read this without acknowledging that Inafune won't be making games for us anymore. Is this because we said mean things about <em><a href="http://www.joystiq.com/game/lost-planet-2">Lost Planet 2</a></em>?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/06/30/keiji-inafunes-sights-are-on-china-still-down-on-japanese-game/">Keiji Inafune's sights are on China, still down on Japanese game industry</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 30 Jun 2011 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/06/30/keiji-inafunes-sights-are-on-china-still-down-on-japanese-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19980343/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/06/30/keiji-inafunes-sights-are-on-china-still-down-on-japanese-game/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>asia</category><category>business</category><category>china</category><category>comcept</category><category>intercept</category><category>Japan</category><category>Keiji-Inafune</category><dc:creator><![CDATA[Christopher Grant]]></dc:creator><pubDate>Thu, 30 Jun 2011 11:30:00 EST</pubDate></item><item><title><![CDATA[PSA: Purported new Inafune RPG is just Neptunia]]></title><link>http://www.joystiq.com/2011/05/30/psa-purported-new-inafune-rpg-is-just-neptunia/</link><guid isPermaLink="true">http://www.joystiq.com/2011/05/30/psa-purported-new-inafune-rpg-is-just-neptunia/</guid><comments>http://www.joystiq.com/2011/05/30/psa-purported-new-inafune-rpg-is-just-neptunia/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/05/30/psa-purported-new-inafune-rpg-is-just-neptunia/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/05/inafunelaserfaceheaderimg530px.jpg" style="width: 530px; height: 298px; " /></a></div>
Last week, a report from business journal <a href="http://www.bloomberg.com/news/2011-05-25/-resident-evil-producer-sees-more-management-creator-disputes.html/">Bloomberg</a> featured an interview with <em>Mega Man</em> creator/ex-Capcom creative lead <a href="http://www.joystiq.com/tag/keiji-inafune">Keiji Inafune</a>, covering a variety of topics. As has become par for the course since Inafune left the Japanese publishing giant, he spoke to the divide between creative and management in game development, and how he believes it can be amended. He also spoke to the challenges he faced at his old employer, <a href="http://www.joystiq.com/2011/05/09/inafune-on-defeating-capcoms-sequel-heavy-budgeting/">echoing sentiments</a> from earlier this month.<br />
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And while all of that is certainly interesting, one particular line in the piece stood out to our news-hungry eyes: "Inafune said he plans to release a social game title for Japanese market as early as this month, <strong>and a role-playing title for Sony Corp.'s PlayStation 3 in August</strong>." We knew about the social game, but a role-playing game for PS3, you say?<br />
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As it turns out, the game in question isn't one that Inafune's studio, Comcept, is developing, but rather a game that Inafune himself is starring in. You guessed it: <a href="http://www.joystiq.com/tag/hyperdimension-neptunia-mk-ii/"><em>Hyperdimension Neptunia mk-II</em></a>. You know, the game where <a href="http://www.joystiq.com/2011/04/26/keiji-inafune-is-shooting-lasers-out-of-his-face-in-an-rpg/">Inafune's a weapon</a>? <em>That game</em>.<br />
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We reached out to the folks at Bloomberg, who clarified that, yes, the game in question isn't an unannounced PlayStation 3 RPG, as much as it is an already announced, Compile Heart-developed Japan-only RPG with Inafune as a <a href="http://www.joystiq.com/2011/05/17/keiji-inafune-shooting-a-laser-out-of-his-mouth-obviously/">laser-vomiting special weapon</a>. On the one hand, we're a bit disappointed that Inafune's not crafting a secret PS3 RPG, but on the other hand we got to use that amazing header image again. You win some, you lose some.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/05/30/psa-purported-new-inafune-rpg-is-just-neptunia/">PSA: Purported new Inafune RPG is just Neptunia</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 30 May 2011 12:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/05/30/psa-purported-new-inafune-rpg-is-just-neptunia/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19953447/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/05/30/psa-purported-new-inafune-rpg-is-just-neptunia/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>comcept</category><category>compile-heart</category><category>debunk</category><category>hyperdimension-neptunia-mk-ii</category><category>japan</category><category>keiji-inafune</category><category>playstation</category><category>ps3</category><category>psa</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Mon, 30 May 2011 12:45:00 EST</pubDate></item><item><title><![CDATA[Keiji Inafune shooting a laser out of his mouth, obviously]]></title><link>http://www.joystiq.com/2011/05/17/keiji-inafune-shooting-a-laser-out-of-his-mouth-obviously/</link><guid isPermaLink="true">http://www.joystiq.com/2011/05/17/keiji-inafune-shooting-a-laser-out-of-his-mouth-obviously/</guid><comments>http://www.joystiq.com/2011/05/17/keiji-inafune-shooting-a-laser-out-of-his-mouth-obviously/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/05/17/keiji-inafune-shooting-a-laser-out-of-his-mouth-obviously/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/05/inafunelaserfaceheaderimg530px.jpg" /></a></div>
<a href="http://www.joystiq.com/2011/04/26/keiji-inafune-is-shooting-lasers-out-of-his-face-in-an-rpg/">Some things</a> you just have to see to believe. For instance, here's Mega Man creator Keiji Inafune's head totally vomiting a laser, as seen in the upcoming PS3 RPG <em>Hyperdimension Neptunia mk-II</em>.<p><a href="http://www.joystiq.com/2011/05/17/keiji-inafune-shooting-a-laser-out-of-his-mouth-obviously/" rel="bookmark">Continue reading <em>Keiji Inafune shooting a laser out of his mouth, obviously</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/05/17/keiji-inafune-shooting-a-laser-out-of-his-mouth-obviously/">Keiji Inafune shooting a laser out of his mouth, obviously</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 17 May 2011 23:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/05/17/keiji-inafune-shooting-a-laser-out-of-his-mouth-obviously/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19942844/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/05/17/keiji-inafune-shooting-a-laser-out-of-his-mouth-obviously/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>hyperdimension-neptunia-mk-ii</category><category>japan</category><category>keiji-inafune</category><category>playstation</category><category>ps3</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Tue, 17 May 2011 23:00:00 EST</pubDate></item><item><title><![CDATA[Inafune on defeating Capcom's sequel-heavy budgeting]]></title><link>http://www.joystiq.com/2011/05/09/inafune-on-defeating-capcoms-sequel-heavy-budgeting/</link><guid isPermaLink="true">http://www.joystiq.com/2011/05/09/inafune-on-defeating-capcoms-sequel-heavy-budgeting/</guid><comments>http://www.joystiq.com/2011/05/09/inafune-on-defeating-capcoms-sequel-heavy-budgeting/#comments</comments><description><![CDATA[<center>
	<a href="http://www.joystiq.com/2011/05/09/inafune-on-defeating-capcoms-sequel-heavy-budgeting/"><img alt="" border="1" hspace="0" src="http://www.blogcdn.com/www.joystiq.com/media/2011/04/inafune41.jpg" vspace="0" /></a></center>
In one anecdote, former Capcom exec Keiji Inafune illustrates how he got so high up in the company <em>and</em> the kind of behavior that likely led to his hasty exit. During a presentation at Kyoto's Ritsumeikan University, the <a href="http://www.joystiq.com/2011/04/26/keiji-inafune-is-shooting-lasers-out-of-his-face-in-an-rpg/"><em>Neptunia Mk-II</em> weapon</a> dished on the corporate culture at Capcom, and how he gamed it to get <em>Lost Planet</em> and <em>Dead Rising</em> made.<br />
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Before those games, he said, Capcom had a rule requiring 70-80 percent of the games produced at the company to be sequels, and the management rejected pitches for new titles even beyond that proportion. Inafune started up two new projects, <a href="http://www.joystiq.com/game/lost-planet"><em>Lost Planet</em></a> and <a href="http://www.joystiq.com/game/dead-rising"><em>Dead Rising</em></a>, and just kept them going even after the prototypes were rejected.<br />
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Eventually, he exceeded the budget for <em>Lost Planet's</em> prototype by 400%, figuring that Capcom wouldn't cancel it if the game was half done. The strategy worked: both titles made it to retail, and started franchises that have sold over <a href="http://www.capcom.co.jp/ir/english/business/salesdata.html">four million units each</a>.<br />
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Inafune was already well known for a successful act of guerrilla game-making. After <em>Mega Man</em>, his team was <a href="http://www.1up.com/do/feature?pager.offset=1&amp;cId=3159319">famously</a> only allowed to develop <em>Mega Man 2</em> if they did so on their own time, without affecting the schedules of other projects.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/05/09/inafune-on-defeating-capcoms-sequel-heavy-budgeting/">Inafune on defeating Capcom's sequel-heavy budgeting</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 09 May 2011 19:05:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/05/09/inafune-on-defeating-capcoms-sequel-heavy-budgeting/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19935595/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/05/09/inafune-on-defeating-capcoms-sequel-heavy-budgeting/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>dead-rising</category><category>ds</category><category>keiji-inafune</category><category>lost-planet</category><category>Lost-Planet-Extreme-Condition</category><category>microsoft</category><category>mobile</category><category>nintendo</category><category>pc</category><category>playstation</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Mon, 09 May 2011 19:05:00 EST</pubDate></item><item><title><![CDATA[Keiji Inafune is shooting lasers out of his face in an RPG]]></title><link>http://www.joystiq.com/2011/04/26/keiji-inafune-is-shooting-lasers-out-of-his-face-in-an-rpg/</link><guid isPermaLink="true">http://www.joystiq.com/2011/04/26/keiji-inafune-is-shooting-lasers-out-of-his-face-in-an-rpg/</guid><comments>http://www.joystiq.com/2011/04/26/keiji-inafune-is-shooting-lasers-out-of-his-face-in-an-rpg/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/04/26/keiji-inafune-is-shooting-lasers-out-of-his-face-in-an-rpg/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/keijiinafune530-1.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 0px; margin-right: 0px; margin-top: 0px; margin-bottom: 0px; width: 530px; height: 339px; " /></a></div>
Well, it's official: <a href="http://www.joystiq.com/tag/keiji-inafune">Keiji Inafune</a> has the best life ever. According to this week's issue of Dengeki PlayStation (as translated by <a href="http://www.andriasang.com/e/blog/2011/04/26/inafune_in_neptune_2/">Andriasang</a>), the former Capcom head will appear in Idea Factory's upcoming PS3 RPG <em>Hyperdimension Neptunia mk-II</em> -- a bizarre outcome of an even more bizarre <a href="http://www.andriasang.com/e/blog/2011/04/14/inafune_compile_heart_neptune/">marketing partnership</a> between Inafune and the game's publisher, Compile Heart. The real magic comes from the descriptions of his character's special abilities, such as the "Donnahandanda Nova," in which Inafune opens up his mouth, and vomits out an assumedly potent laser beam.<br />
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We can't decide what's more wonderful: The aforementioned power, or "Creator Sword Inafune," in which Inafune wields an actual photograph of himself, much like one would wield a sword. Nope! Wait, forget what we said. That's <em>obviously</em> the most wonderful thing we've ever heard.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/04/26/keiji-inafune-is-shooting-lasers-out-of-his-face-in-an-rpg/">Keiji Inafune is shooting lasers out of his face in an RPG</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 26 Apr 2011 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/04/26/keiji-inafune-is-shooting-lasers-out-of-his-face-in-an-rpg/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19924068/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/04/26/keiji-inafune-is-shooting-lasers-out-of-his-face-in-an-rpg/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>hyperdimension-neptunia</category><category>hyperdimension-neptunia-mk-ii</category><category>idea-factory</category><category>keiji-inafune</category><category>playstation</category><category>ps3</category><category>rpg</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Tue, 26 Apr 2011 13:00:00 EST</pubDate></item><item><title><![CDATA[Keiji Inafune starts two game companies]]></title><link>http://www.joystiq.com/2011/04/01/keiji-inafune-starts-two-game-companies/</link><guid isPermaLink="true">http://www.joystiq.com/2011/04/01/keiji-inafune-starts-two-game-companies/</guid><comments>http://www.joystiq.com/2011/04/01/keiji-inafune-starts-two-game-companies/#comments</comments><description><![CDATA[<center>
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Looks like Keiji Inafune has a plan to give the Japanese game industry a boost -- and it involves rebuilding the whole thing himself. The former Capcom exec, known as the creator of <a href="http://joystiq.com/tag/mega-man"><em>Mega Man</em></a> and <a href="http://www.joystiq.com/2009/04/01/welcome-to-the-internet-graveyard/"><em>Clockland Rescue</em></a>, has started <em>two</em> new companies, Comcept and Intercept, in two separate offices.<br />
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<a href="http://comcept.co.jp/company.html">Comcept</a>, a name that has come up in relation to Inafune <a href="http://www.joystiq.com/2010/12/15/keiji-inafunes-new-company-named-comcept/">before</a>, is focused on creating and distributing a variety of entertainment media, including consumer, online and mobile games, tie-in goods, books, movies, and even events. <a href="http://inter-cept.co.jp/company.html">Intercept</a>, on the other hand, is all about game development, following three key tenets (as translated by <a href="http://www.andriasang.com/e/blog/2011/04/01/inafune_companies/">Andriasang</a>): "Originality -- Cannot be copied by others"; "Gravity -- Has the power to pull people in"; and "Beyond the Age -- Things that cross era." The companies have so far raised 10 million yen ($119,490) in capital each.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/04/01/keiji-inafune-starts-two-game-companies/">Keiji Inafune starts two game companies</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 01 Apr 2011 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/04/01/keiji-inafune-starts-two-game-companies/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19899912/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/04/01/keiji-inafune-starts-two-game-companies/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>comcept</category><category>intercept</category><category>japan</category><category>keiji-inafune</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Fri, 01 Apr 2011 11:30:00 EST</pubDate></item><item><title><![CDATA[Mega Man Universe canceled]]></title><link>http://www.joystiq.com/2011/03/31/mega-man-universe-canceled/</link><guid isPermaLink="true">http://www.joystiq.com/2011/03/31/mega-man-universe-canceled/</guid><comments>http://www.joystiq.com/2011/03/31/mega-man-universe-canceled/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/03/31/mega-man-universe-canceled/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/mmuinterview917.jpg" style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 0px; margin-right: 0px; margin-top: 0px; margin-bottom: 0px; width: 530px; height: 298px; " /></a></div>
Capcom has posted an apology and notice of cancelation on the official Japanese website for <a href="http://www.joystiq.com/tag/mega-man-universe"><em>Mega Man Universe</em></a>, an odd DIY Mega Man game that was scheduled to launch on Xbox Live Arcade and PlayStation Network later this year. The retro-styled platformer was a cheeky amalgam of remade <em>Mega Man 2</em> levels, customizable characters (including the crooked caricature from the North American <em>Mega Man 1</em> box art) and user-created levels.<br />
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According to Capcom's notice, the decision to extinguish <em>Mega Man Universe</em> was given impetus by "various circumstances." Those may involve the departure of <em>Mega Man</em> creator and <em>Universe</em> conceptual lead Keiji Inafune, who <a href="http://www.joystiq.com/2010/10/29/keiji-inafune-leaves-capcom/">left Capcom</a> in October 2010. We've requested further comment from Capcom.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/03/31/mega-man-universe-canceled/">Mega Man Universe canceled</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 31 Mar 2011 06:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/03/31/mega-man-universe-canceled/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19898236/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/03/31/mega-man-universe-canceled/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>canceled</category><category>capcom</category><category>keiji-inafune</category><category>Mega-Man-Universe</category><category>microsoft</category><category>playstation</category><category>ps3</category><category>psn</category><category>xbla</category><category>xbox</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Thu, 31 Mar 2011 06:00:00 EST</pubDate></item><item><title><![CDATA[Rumor: Keiji Inafune's new company named 'Comcept']]></title><link>http://www.joystiq.com/2010/12/15/keiji-inafunes-new-company-named-comcept/</link><guid isPermaLink="true">http://www.joystiq.com/2010/12/15/keiji-inafunes-new-company-named-comcept/</guid><comments>http://www.joystiq.com/2010/12/15/keiji-inafunes-new-company-named-comcept/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/12/15/keiji-inafunes-new-company-named-comcept/"><img hspace="0" border="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/keijiinafune530-1.jpg" /></a></div>
In a chance encounter with ex-Capcom creative director <a href="http://www.joystiq.com/tag/keiji-inafune">Keiji Inafune</a>, alleged Japanese securities analyst Koji Ichi reportedly received a business card from Inafune denoting his new company, "Comcept" (likely not <a href="http://www.comceptinc.com/"><em>that</em> Comcept</a>). The analyst claims he bumped into Inafune "for the first time in two and a half years" in the Akasaka-Mitsuke neighborhood of Tokyo, where the two supposedly exchanged cards and Inafune apparently revealed Comcept is "a company that he's starting." Ichi provided no further details as to the nature of Inafune's purported new venture.<br />
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Meanwhile, Inafune has kept mum about his new endeavors on <a href="http://inafking.exblog.jp/">his personal blog</a>, instead choosing to reflect on back pain, among <em>many, many</em> other things. But not his future business plans, unfortunately.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/12/15/keiji-inafunes-new-company-named-comcept/">Rumor: Keiji Inafune's new company named 'Comcept'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 15 Dec 2010 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/12/15/keiji-inafunes-new-company-named-comcept/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19763259/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/12/15/keiji-inafunes-new-company-named-comcept/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>business-cards</category><category>capcom</category><category>comcept</category><category>keiji-inafune</category><category>koji-ichi</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Wed, 15 Dec 2010 13:00:00 EST</pubDate></item><item><title><![CDATA[Keiji Inafune starts new blog, smiles all the way]]></title><link>http://www.joystiq.com/2010/12/01/keiji-inafune-starts-new-blog-smiles-all-the-way/</link><guid isPermaLink="true">http://www.joystiq.com/2010/12/01/keiji-inafune-starts-new-blog-smiles-all-the-way/</guid><comments>http://www.joystiq.com/2010/12/01/keiji-inafune-starts-new-blog-smiles-all-the-way/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/12/01/keiji-inafune-starts-new-blog-smiles-all-the-way/"><img width="530" vspace="0" hspace="0" height="339" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/keijiinafune530-1.jpg" /></a></div>
Keiji Inafune seems to be all smiles following his decision to <a href="http://www.joystiq.com/2010/11/01/inafune-talks-about-capcom-split-wants-to-be-driving-force-in/">leave Capcom</a>. The now title-less former executive has launched a new blog, but doesn't have his corporate translator on hand anymore, so many of you will require the interpretive aid of Mr. <a href="http://translate.google.com/translate?js=n&amp;prev=_t&amp;hl=en&amp;ie=UTF-8&amp;layout=2&amp;eotf=1&amp;sl=ja&amp;tl=en&amp;u=http://inafking.exblog.jp/">Google</a>.<br />
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<a href="http://www.andriasang.com/e/blog/2010/12/01/inafking/">Andriasang</a>'s helpful human-powered translation explains that Inafune has nothing major to reveal in his first post, but hopes to make announcements through the site when he's got something to say. The <em>Mega Man</em> character designer and <em>Dead Rising </em>producer reaffirms that he still wants to be involved in games in his new, unaffiliated capacity, but would also like to explore manga, books and film -- something in which <a href="http://www.joystiq.com/2010/01/26/dead-rising-the-movie-puts-chainsaws-on-a-wheelchair/">we've seen him dabble in the past</a>. <br />
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Inafune states that he'd like to exceed his former self and do the things he couldn't during his days as a "<a href="http://en.wikipedia.org/wiki/Salaryman">salaryman</a>." Given his long history as an entrenched part of Capcom (and the Japanese game industry as a whole), this could be the start of some surprising developments.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/12/01/keiji-inafune-starts-new-blog-smiles-all-the-way/">Keiji Inafune starts new blog, smiles all the way</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 01 Dec 2010 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/12/01/keiji-inafune-starts-new-blog-smiles-all-the-way/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19739942/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/12/01/keiji-inafune-starts-new-blog-smiles-all-the-way/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>japan</category><category>Keiji-Inafune</category><dc:creator><![CDATA[Alexander Sliwinski]]></dc:creator><pubDate>Wed, 01 Dec 2010 13:00:00 EST</pubDate></item><item><title><![CDATA[Mega Man Legends 3 team reassures fans]]></title><link>http://www.joystiq.com/2010/11/03/mega-man-legends-3-team-reassures-fans/</link><guid isPermaLink="true">http://www.joystiq.com/2010/11/03/mega-man-legends-3-team-reassures-fans/</guid><comments>http://www.joystiq.com/2010/11/03/mega-man-legends-3-team-reassures-fans/#comments</comments><description><![CDATA[<center><a href="http://www.joystiq.com/2010/11/03/mega-man-legends-3-team-reassures-fans/"><img border="0" vspace="0" hspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/mmlp530pxheaderimg221-copy.jpg" /></a></center>After Keiji Inafune finally got his wish and began development of a new <em>Mega Man Legends</em> game ... he <a href="http://www.joystiq.com/2010/10/29/keiji-inafune-leaves-capcom/">left Capcom</a>. The remaining team members collectively issued a statement through <a href="http://www.capcom-unity.com/jgonzo/blog/2010/11/02/a_message_from_the_mega_man_legends_3_team">Capcom-Unity</a> to let us know that the 3DS<em> <a href="http://www.joystiq.com/game/mega-man-legends-3-project">Mega Man Legends 3 Project</a></em> continues unabated. "We have been reading all of your comments from the past few days, many of them expressions of anxiety and many of encouragement," reads the open letter. "Honestly, though many of us are still a little dazed and confused about all of this, the 'can-do' fire inside us is still burning as hot as ever!"<br />
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The team also promised to reveal info soon about upgrades to the Devroom community, through which fans help decide design decisions (like the <a href="http://www.joystiq.com/2010/10/29/mega-man-legends-3s-new-heroine-chosen/">new character design</a>). You can find the full statement after the break. And though it's not explicitly mentioned, we can assure you that Capcom will also continue making <em>Mega Man</em> games in other series. All the time. Forever.<p><a href="http://www.joystiq.com/2010/11/03/mega-man-legends-3-team-reassures-fans/" rel="bookmark">Continue reading <em>Mega Man Legends 3 team reassures fans</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/11/03/mega-man-legends-3-team-reassures-fans/">Mega Man Legends 3 team reassures fans</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 03 Nov 2010 22:10:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/11/03/mega-man-legends-3-team-reassures-fans/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19702008/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/11/03/mega-man-legends-3-team-reassures-fans/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3ds</category><category>capcom</category><category>ds</category><category>keiji-inafune</category><category>mega-man-legends-3</category><category>mega-man-legends-3-project</category><category>nintendo</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 03 Nov 2010 22:10:00 EST</pubDate></item><item><title><![CDATA[Capcom responds to Inafune resignation, comments on future acquisitions]]></title><link>http://www.joystiq.com/2010/11/02/capcom-responds-to-inafune-resignation-comments-on-future-acqui/</link><guid isPermaLink="true">http://www.joystiq.com/2010/11/02/capcom-responds-to-inafune-resignation-comments-on-future-acqui/</guid><comments>http://www.joystiq.com/2010/11/02/capcom-responds-to-inafune-resignation-comments-on-future-acqui/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/11/02/capcom-responds-to-inafune-resignation-comments-on-future-acqui/"><img width="530" vspace="0" hspace="0" height="122" border="0" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/07/capcomlogoheaderimg530px.jpg" /></a></div>
Capcom's investor <a href="http://www.capcom.co.jp/ir/english/data/explanation.html">Q&amp;A session</a> for its most recent <a href="http://www.joystiq.com/2010/10/28/capcom-first-half-fy-2010-finds-sales-up-profits-down/">financial report</a> sheds a bit more light on the <a href="http://www.joystiq.com/2010/10/29/keiji-inafune-leaves-capcom/">recent departure of Keiji Inafune</a>. When asked to explain why Inafune left the company, Capcom said it was "thinking about radical reforms in our R&amp;D operations in response to the rapid changes taking place in our markets." At the outset of these reforms, Inafune expressed a desire to remain "an independent creator" and "Capcom accepted this request." A replacement for Inafune wasn't named, though Capcom will soon hold meetings "to reach decisions concerning the direction of our development activities and other important items."<br />
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In another interesting bit of the Q&amp;A, Capcom stated that it may acquire more developers in the future, similar to the recent <a href="http://www.joystiq.com/2010/10/28/dead-rising-2-ships-2-million-blue-castle-games-renamed/">acquisition of Blue Castle Games</a> following its completion of <em>Dead Rising 2</em>. While the company has no specific acquisitions planned at this time, it says it would consider acquiring a development partner if "an acquisition would better enable Capcom and the partner to utilize their strengths and produce benefits for both companies."<br />
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Of course, to hear Inafune tell it, Western developers like Blue Castle are Capcom's only hope for success. Inafune said as much in a recent interview, in which he stated that Western developers are "<a href="http://www.joystiq.com/2010/11/01/inafune-talks-about-capcom-split-wants-to-be-driving-force-in/">far and away more passionate</a>" than their Japanese counterparts.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/11/02/capcom-responds-to-inafune-resignation-comments-on-future-acqui/">Capcom responds to Inafune resignation, comments on future acquisitions</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 02 Nov 2010 10:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/11/02/capcom-responds-to-inafune-resignation-comments-on-future-acqui/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19699116/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/11/02/capcom-responds-to-inafune-resignation-comments-on-future-acqui/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Capcom</category><category>dead-rising-2</category><category>ds</category><category>Japan</category><category>Keiji-Inafune</category><category>microsoft</category><category>mobile</category><category>nintendo</category><category>pc</category><category>playstation</category><category>ps3</category><category>psp</category><category>sony</category><category>wii</category><category>xbox</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Tue, 02 Nov 2010 10:30:00 EST</pubDate></item><item><title><![CDATA[Inafune talks about Capcom split, wants to be 'driving force' in game development]]></title><link>http://www.joystiq.com/2010/11/01/inafune-talks-about-capcom-split-wants-to-be-driving-force-in/</link><guid isPermaLink="true">http://www.joystiq.com/2010/11/01/inafune-talks-about-capcom-split-wants-to-be-driving-force-in/</guid><comments>http://www.joystiq.com/2010/11/01/inafune-talks-about-capcom-split-wants-to-be-driving-force-in/#comments</comments><description><![CDATA[<div style="text-align: center;">
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<em>Mega Man</em> creator Keiji Inafune has blasted the Japanese gaming industry in an interview conducted by 4Gamer.net <a href="http://www.joystiq.com/2010/10/29/keiji-inafune-leaves-capcom/">right after his recent exit from Capcom</a>, and translated <a href="http://www.neogaf.com/forum/showthread.php?t=411847">by a NeoGAF forum user</a>. In it, Inafune says that Japanese publishers are "making developers into salarymen" and that he could no longer be the designer he wanted to be at Capcom. Inafune also revealed that he would have liked to have worked alongside his former employer after the split, perhaps as an outside contractor, but was told, "That won't be necessary." <br />
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Inafune is quite honest in the interview, commenting that Capcom won't survive using its current employment structure, and that the company will have to pare down its internal workforce and commission Western developers to help make its games in the future. Western developers, says Inafune, are "far and away more passionate" than Capcom's internal teams -- and technically superior, as well.<br />
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As for what's next, it sounds like Inafune is planning to start his own company. He says he wants to "do business" and be a "further driving force" in the Japanese games industry. It's a pretty epic interview; you can read it in its entirety at the via link.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/11/01/inafune-talks-about-capcom-split-wants-to-be-driving-force-in/">Inafune talks about Capcom split, wants to be 'driving force' in game development</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 01 Nov 2010 21:35:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/11/01/inafune-talks-about-capcom-split-wants-to-be-driving-force-in/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19698470/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/11/01/inafune-talks-about-capcom-split-wants-to-be-driving-force-in/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dead-rising-2</category><category>gaming</category><category>industry</category><category>interview</category><category>japan</category><category>keiji-inafune</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Mon, 01 Nov 2010 21:35:00 EST</pubDate></item><item><title><![CDATA[Keiji Inafune leaves Capcom]]></title><link>http://www.joystiq.com/2010/10/29/keiji-inafune-leaves-capcom/</link><guid isPermaLink="true">http://www.joystiq.com/2010/10/29/keiji-inafune-leaves-capcom/</guid><comments>http://www.joystiq.com/2010/10/29/keiji-inafune-leaves-capcom/#comments</comments><description><![CDATA[<center><a href="http://www.joystiq.com/2010/10/29/keiji-inafune-leaves-capcom/"><img vspace="0" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/keijiinfauneintv.jpg" alt="" /></a></center>Mega Man creator Keiji Inafune has left Capcom, one month after revealing his <em><a href="http://www.joystiq.com/2010/09/29/mega-man-legends-3-heading-to-3ds/">Mega Man Legends 3 Project</a></em> for 3DS, six months after being promoted to <a href="http://www.joystiq.com/2010/04/23/inafune-now-capcom-global-head-of-production/">Global Head of Production</a> and 23 years after joining the company. He was also the CEO of Capcom's online games subsidiary Daletto. <br />
<br />
According to <a href="http://www.andriasang.com/e/blog/2010/10/29/inafune_leaving_capcom/">Andriasang's summary and translation</a> of his <a href="http://blog.daletto.net/inafunekeiji/archives/1247962.html">blog post</a> announcing the departure, Inafune declared he had no more "stairs" to climb within Capcom. "It would probably be good for me to sit gracefully in this seat and become a leading figure in the industry," he wrote. "However, I cannot do this. Settling down means death for a creator. As long as you are a creator, you cannot settle down." Inafune has been particularly unsettled lately, making <a href="http://www.joystiq.com/2009/09/27/keiji-inafune-says-japanese-game-industry-is-over-man/">frequent</a>, <a href="http://www.joystiq.com/2010/09/20/keiji-inafune-remains-critical-of-japanese-games-deems-even-cap/">harsh</a> <a href="http://www.joystiq.com/2010/09/02/inafune-japanese-devs-have-to-get-humble/">criticisms</a> of the Japanese game industry, and (in what seemed like a frustrated joke at the time) <a href="http://kotaku.com/5661596/dead-rising-producer-hates-his-job-he-wants-to-retire">declaring</a> that he hated his job.<br />
<br />
We think we know what happened here: It wasn't that Capcom higher-ups, uh, <em>encouraged</em> him out for his critical statements, or that Inafune received a more lucrative offer from one of the Western publishers he has become so fascinated with -- it's just that his <em>Mega Man Legends 3</em> character design got <a href="http://www.capcom-unity.com/devroom/blog/2010/10/29/new_heroine_design_winner_with_results!">last place</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/10/29/keiji-inafune-leaves-capcom/">Keiji Inafune leaves Capcom</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 29 Oct 2010 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/10/29/keiji-inafune-leaves-capcom/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19694857/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/10/29/keiji-inafune-leaves-capcom/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>keiji-inafune</category><category>kiss-the-game-goodbye</category><category>retirement</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Fri, 29 Oct 2010 10:00:00 EST</pubDate></item><item><title><![CDATA[Inafune: Professor Layton vs. Phoenix Wright a full collaboration]]></title><link>http://www.joystiq.com/2010/10/21/inafune-professor-layton-vs-phoenix-wright-a-full-collaboratio/</link><guid isPermaLink="true">http://www.joystiq.com/2010/10/21/inafune-professor-layton-vs-phoenix-wright-a-full-collaboratio/</guid><comments>http://www.joystiq.com/2010/10/21/inafune-professor-layton-vs-phoenix-wright-a-full-collaboratio/#comments</comments><description><![CDATA[<div style="text-align: center; "><a href="http://www.joystiq.com/2010/10/21/inafune-professor-layton-vs-phoenix-wright-a-full-collaboratio/"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/10/layton1020.jpg" /></a></div>
If you were surprised by the announcement of a <em>Professor Layton</em> and <em>Phoenix Wright</em> crossover game (<a href="http://www.joystiq.com/2010/10/19/professor-layton-phoenix-wright-3ds-trailer/">WHAT</a>), you're not the only one. Even Capcom's global head of production, Keiji Inafune, exhibited some disbelief over the adventurous collaboration in a recent interview with Japanese mag <em>Famitsu</em> (translated by <a href="http://www.eurogamer.net/articles/2010-10-21-inafune-surprised-layton-wright-happened">Eurogamer</a>). <br />
<br />
"I thought it would be impossible," he said, citing the careful handling of the Phoenix Wright character within Capcom, as well as creator Shu Takumi's insistence on trying new things (see: the upcoming <em><a href="http://joystiq.com/game/ghost-trick-phantom-detective">Ghost Trick: Phantom Detective</a></em>). "Nobody but Hino could have thought of it." Akihiro Hino, CEO of Level-5, was apparently instrumental in conceptualizing and then realizing this 3D battle of the brains. And there will be a bumping of heads between the two logic-minded protagonists, Inafune said, "before they join hands and take on a really big challenge." <br />
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Whether you're rooting for the spiky hair or the fabulous top hat, you'll be happy to know that neither Capcom nor Level-5 seem satisfied with a meet-and-greet cash-in between their cherished properties. "It wasn't a case of licensing out the Phoenix Wright characters and demanding our licence money. That isn't a collaboration, and users would see that," Inafune said. "For this standalone game, we wanted to create a great history, which would have been impossible if both parties were not fully involved."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/10/21/inafune-professor-layton-vs-phoenix-wright-a-full-collaboratio/">Inafune: Professor Layton vs. Phoenix Wright a full collaboration</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 21 Oct 2010 17:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/10/21/inafune-professor-layton-vs-phoenix-wright-a-full-collaboratio/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19684007/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/10/21/inafune-professor-layton-vs-phoenix-wright-a-full-collaboratio/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3ds</category><category>Akihiro-hino</category><category>capcom</category><category>ds</category><category>famitsu</category><category>Keiji-Inafune</category><category>level-5</category><category>nintendo</category><category>professor-layton-vs-phoenix-wright</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Thu, 21 Oct 2010 17:15:00 EST</pubDate></item><item><title><![CDATA[Sonic project lead discusses canceled Kinect / Move titles]]></title><link>http://www.joystiq.com/2010/10/03/sonic-project-lead-discusses-canceled-kinect-move-titles/</link><guid isPermaLink="true">http://www.joystiq.com/2010/10/03/sonic-project-lead-discusses-canceled-kinect-move-titles/</guid><comments>http://www.joystiq.com/2010/10/03/sonic-project-lead-discusses-canceled-kinect-move-titles/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><div style="text-align: center; "><a href="http://www.joystiq.com/2010/10/03/sonic-project-lead-discusses-canceled-kinect-move-titles/"><img width="530" height="296" vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/06/naka62010.jpg" /></a></div>
At the Eurogamer Expo in the UK this week, Prope head and <em>Sonic the Hedgehog</em> creative lead <a href="http://www.joystiq.com/tag/yuji-naka">Yuji Naka</a> spoke of two canceled PlayStation Move/Kinect games he worked on that "unfortunately didn't come out." <a href="http://www.gamesindustry.biz/articles/2010-10-02-yuji-naka-was-working-on-two-cancelled-kinect-and-move-projects">GamesIndustry.biz</a> reports Naka as saying, "I do enjoy working with new hardware, so I am hoping to create something exciting using those new technologies." He then added, "Actually, I worked on two games which unfortunately didn't come out, but those games were using those two technologies," referring to Sony and Microsoft's motion peripherals.<br />
<br />
He also spoke to the <a href="http://www.joystiq.com/2010/09/20/keiji-inafune-remains-critical-of-japanese-games-deems-even-cap/">recent, repeated comments</a> from Capcom global head of production Keiji Inafune regarding Japanese development in comparison to Western development, saying, "You could say that Japanese developers today are behind Western competitors in terms of technology. But at the same time, Japanese developers still come up with new game ideas and styles that are very much different from Western counterparts ... so I do agree with [Inafune's] comments to some extent, but I believe Japanese games technology has its own strong areas to compete with Western titles." In light of Mr. Naka's humility, we'd also like to point out that his team used the Nintendo Wii's motion controller in a completely unique way with <em><a href="http://www.joystiq.com/tag/lets-tap">Let's Tap</a></em>, so the thought of them working with Move and Kinect is <em>absolutely thrilling</em>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/10/03/sonic-project-lead-discusses-canceled-kinect-move-titles/">Sonic project lead discusses canceled Kinect / Move titles</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 03 Oct 2010 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/10/03/sonic-project-lead-discusses-canceled-kinect-move-titles/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19658697/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/10/03/sonic-project-lead-discusses-canceled-kinect-move-titles/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>eurogamer-expo</category><category>eurogamer-expo-2010</category><category>keiji-inafune</category><category>kinect</category><category>microsoft</category><category>playstation</category><category>playstation-move</category><category>prope</category><category>ps3</category><category>xbox</category><category>yuji-naka</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Sun, 03 Oct 2010 15:00:00 EST</pubDate></item><item><title><![CDATA[Only 995,000 more requests before Capcom's Inafune considers a new Darkstalkers game]]></title><link>http://www.joystiq.com/2010/10/02/only-995-000-more-requests-before-capcoms-inafune-considers-a-n/</link><guid isPermaLink="true">http://www.joystiq.com/2010/10/02/only-995-000-more-requests-before-capcoms-inafune-considers-a-n/</guid><comments>http://www.joystiq.com/2010/10/02/only-995-000-more-requests-before-capcoms-inafune-considers-a-n/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><div style="text-align: center;"><a href="http://www.joystiq.com/2010/10/02/only-995-000-more-requests-before-capcoms-inafune-considers-a-n/"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/10/530dstalkerslogo.jpg" /></a></div>
Fighting games have made a strong resurgence over the years, bringing back classic franchises like <em>Marvel vs Capcom</em>, <em>Street Fighter</em> and <em>Tekken</em>. But, what about <em>Darkstalkers</em>, Capcom's long-dormant 2D fighting series? While Capcom's Christian Svensson <a href="http://www.joystiq.com/2009/08/07/capcom-doesnt-completely-dismiss-darkstalkers-remix-possibility/">never dismissed</a> the possibility, it seems as though the chances of a new iteration in the franchise are rather low. Capcom producer Yoshinori Ono told <a href="http://www.eurogamer.net/articles/2010-09-29-capcom-talks-street-fighter-x-tekken-interview?page=1">Eurogamer</a> that making another game in the series would be his "ultimate dream." However, he says that only fan demand will cause it to happen.<br />
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"This is all up to the readers," Ono said. "They have to create the buzz. They have to tell us. They have to write the condition. They have to send in all these letters of plead. That is the only thing that will make Inafune-san nod." According to Ono, it will take one million requests before Inafune says yes. Unfortunately, not much progress has been made. When asked how many requests they've received so far, he said "we've got 5000."<br />
<br />
You all have <a href="http://www.capcom-unity.com/ask_capcom/go/forum/search?blogID=10047613&amp;categoryID=7371&amp;forumID=17181&amp;threadID=18392255&amp;terms=darkstalkers&amp;searchLevel=all">work to do</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/10/02/only-995-000-more-requests-before-capcoms-inafune-considers-a-n/">Only 995,000 more requests before Capcom's Inafune considers a new Darkstalkers game</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 02 Oct 2010 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/10/02/only-995-000-more-requests-before-capcoms-inafune-considers-a-n/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19657860/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/10/02/only-995-000-more-requests-before-capcoms-inafune-considers-a-n/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>darkstalkers</category><category>Keiji-Inafune</category><category>petition</category><category>yoshinori-ono</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Sat, 02 Oct 2010 19:00:00 EST</pubDate></item><item><title><![CDATA[Capcom and Level-5 partner up for 'truly interesting things']]></title><link>http://www.joystiq.com/2010/09/22/capcom-and-level-5-partner-up-for-truly-interesting-things/</link><guid isPermaLink="true">http://www.joystiq.com/2010/09/22/capcom-and-level-5-partner-up-for-truly-interesting-things/</guid><comments>http://www.joystiq.com/2010/09/22/capcom-and-level-5-partner-up-for-truly-interesting-things/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><img align="left" style="padding-right: 10px;" border="0" hspace="0" vspace="4" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/inafunehino922.jpg" />Even Capcom's Keiji Inafune can agree that the Japanese game industry isn't as "<a href="http://www.joystiq.com/2010/09/20/keiji-inafune-remains-critical-of-japanese-games-deems-even-cap/">dead</a>" as he says ... as long as <a href="http://joystiq.com/tag/level-5">Level-5</a> is around. He's struck up a partnership with Level-5 CEO Akihiro Hino. "Even though Mr. Hino is younger, he's someone I respect," Inafune said.<br />
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The two companies are "working together on some truly interesting things," Inafune told <a href="http://diamond.jp/articles/-/9391">Diamond Online</a> (according to <a href="http://www.andriasang.com/e/blog/2010/09/22/capcom_level5_team_up/">Andriasang</a>'s translation). Inafune said he respects Hino's work ethic, to the point that, "Before I met Hino, I had confidence in the amount of work I was doing, and even thought that maybe I was the hardest working person in the game industry. But after meeting him, I thought I'm probably not number one."<br />
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The Level-5 head is looking for other ways for his (already mega-rich) company to grow. "Next year or maybe the year after that, we'd like to have Level-5 exhibit at E3," Hino said. "While it's recently become normal for us to exhibit at the Tokyo Game Show, to exhibit at E3 we feel that we have one more mountain to cross." He also expressed an interest in taking Level-5 public.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/09/22/capcom-and-level-5-partner-up-for-truly-interesting-things/">Capcom and Level-5 partner up for 'truly interesting things'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 22 Sep 2010 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/09/22/capcom-and-level-5-partner-up-for-truly-interesting-things/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19643963/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/09/22/capcom-and-level-5-partner-up-for-truly-interesting-things/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>akihiro-hino</category><category>capcom</category><category>japan</category><category>keiji-inafune</category><category>level-5</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 22 Sep 2010 10:00:00 EST</pubDate></item><item><title><![CDATA[Keiji Inafune remains critical of Japanese games, deems even Capcom 'complacent']]></title><link>http://www.joystiq.com/2010/09/20/keiji-inafune-remains-critical-of-japanese-games-deems-even-cap/</link><guid isPermaLink="true">http://www.joystiq.com/2010/09/20/keiji-inafune-remains-critical-of-japanese-games-deems-even-cap/</guid><comments>http://www.joystiq.com/2010/09/20/keiji-inafune-remains-critical-of-japanese-games-deems-even-cap/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><div style="text-align: center; "><a href="http://www.joystiq.com/2010/09/20/keiji-inafune-remains-critical-of-japanese-games-deems-even-cap/"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/keijiinfauneintv.jpg" /></a></div>
"I think Japanese gaming is dead. When I say these things, I'm called a traitor. But I love Japan. I want to save it." Keiji Inafune <a href="http://www.joystiq.com/2010/09/02/inafune-japanese-devs-have-to-get-humble/">still hovers</a> over the Japanese video game industry, defibrillator paddles at the ready. According to an interview with the <a href="http://bits.blogs.nytimes.com/2010/09/20/one-on-one-keiji-inafune-game-designer/">New York Times</a>, the outspoken designer and Global Head of Production at Capcom saw little at this year's Tokyo Game Show to change his pessimistic outlook on Japan's creations.<br />
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"I look around T.G.S., and everyone's making awful games. Japan is at least five years behind," he said. "It's like we're still making games for the last generation of game consoles." And Inafune's ire isn't just aimed at competitors -- he cited <em><a href="http://www.joystiq.com/game/lost-planet-2">Lost Planet 2</a></em> as a clear failure to connect with audiences everywhere. "Lost Planet 1 was designed for the Western market. But the guys who made Lost Planet 2 were misguided. They made it too Japanese. They made it like Monster Hunter."<br />
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The Monster Hunter franchise is far more popular in Japan than it is elsewhere, and modifying it could alienate its current customer base. Inafune is willing to compromise here: "We basically want to make games that will sell globally, but some games might sell only in Japan.That's O.K. - as long as we make a profit on it." Still, he warned that Capcom remained complacent in the ranks of worldwide competitors, who are already targeting bigger markets like China. "I'm always so shocked when I see global sales rankings," he said. "I think: Wow, Capcom's ranked so low. However you approach it, we're dead. Resident Evil sold 5 million copies. That's still no good."<br />
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Inafune is well aware of how harsh his comments appear among Japanese creators -- who are "always so ambiguous" -- and expects to be treated like a "lunatic." With that kind of drive, he'll either be in full control of Capcom and the Japanese industry within the next five years ... or be relegated to playing cards with Yu Suzuki in a basement somewhere.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/09/20/keiji-inafune-remains-critical-of-japanese-games-deems-even-cap/">Keiji Inafune remains critical of Japanese games, deems even Capcom 'complacent'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 20 Sep 2010 09:05:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/09/20/keiji-inafune-remains-critical-of-japanese-games-deems-even-cap/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19640241/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/09/20/keiji-inafune-remains-critical-of-japanese-games-deems-even-cap/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>china</category><category>japan</category><category>keiji-inafune</category><category>Lost-Planet-2</category><category>tgs-2010</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Mon, 20 Sep 2010 09:05:00 EST</pubDate></item><item><title><![CDATA[Mega Man Universe character and level editor details hit (plus new screens!)]]></title><link>http://www.joystiq.com/2010/09/09/mega-man-universe-character-and-level-editor-details-hit-plus-n/</link><guid isPermaLink="true">http://www.joystiq.com/2010/09/09/mega-man-universe-character-and-level-editor-details-hit-plus-n/</guid><comments>http://www.joystiq.com/2010/09/09/mega-man-universe-character-and-level-editor-details-hit-plus-n/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><div style="text-align: center;"><a href="http://www.joystiq.com/2010/09/09/mega-man-universe-character-and-level-editor-details-hit-plus-n/"><img border="1" vspace="4" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/mmu-530px.png" alt="" /></a></div>
We're learning more about what <em>Mega Man </em>creator Keiji Inafune is cooking up with his latest project, the downloadable <em><a href="http://www.joystiq.com/game/mega-man-universe">Mega Man Universe</a> </em>for PSN and XBLA. In advance of next week's Tokyo Game Show, Capcom has delivered new screens and -- more importantly -- details, specifically where the ability to create your own Mega Man and stages is concerned.<br />
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According to Capcom, "you can create your own original Mega Man by assembling parts you like," adding that "your abilities will change depending on the parts you choose." There will be "a wide variety" of these parts, leading us to believe that the "Ryu Man" featured at the end of the <a href="http://www.joystiq.com/2010/09/02/first-mega-man-universe-gameplay-footage-revealed/">recent gameplay videos</a> is one of these custom creations.<br />
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Sounding a bit like <em>LittleBigPlanet</em>, <em>Mega Man Universe </em>will also feature a full level editor for building your own stages, which can then be shared with others online. Of course, this means you can download and play through others' creations -- but it's a final bit of info dropped by the game's developer that we find most intriguing. "Aside from Mega Man themed stages, there are a variety of custom stage parts that will be revealed soon," Capcom says. Ryu Man running through a <em><a href="http://en.wikipedia.org/wiki/Ghosts_n_goblins">Ghosts 'N Goblins</a> </em>themed level with <em>Mega Man </em>gameplay, perhaps? Sure seems like something <a href="http://www.joystiq.com/2010/07/16/capcoms-worlds-collide-in-mega-man-universe-for-psn-and-xbla/">the original teaser</a> hinted at.<br />
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<em>Mega Man Universe </em>will be playable at TGS, where we'll put together a juicy hands-on preview of it for all the loyal Mega-fans in the audience.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/mega-man-universe-09-09-10/">Mega Man Universe (09/09/10)</a></strong></p><a href="http://www.joystiq.com/photos/mega-man-universe-09-09-10/#3347889"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/13cc1a61e7c06bac69dbea32d315b30f_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mega-man-universe-09-09-10/#3347890"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/a3a62c88b7ed949ca53cbe7980c1e178_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mega-man-universe-09-09-10/#3347891"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/a4d24510fdae9e885ca9f6fc2a847ed9_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mega-man-universe-09-09-10/#3347892"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/a6bf0460a2de52f5762d106a69b8c4f0_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/mega-man-universe-09-09-10/#3347893"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/a8b496736b22ee33aefb9467b030728a_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/09/09/mega-man-universe-character-and-level-editor-details-hit-plus-n/">Mega Man Universe character and level editor details hit (plus new screens!)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 09 Sep 2010 21:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/09/09/mega-man-universe-character-and-level-editor-details-hit-plus-n/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19628014/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/09/09/mega-man-universe-character-and-level-editor-details-hit-plus-n/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>Keiji-Inafune</category><category>mega-man</category><category>Mega-Man-Universe</category><category>microsoft</category><category>playstation</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[Randy Nelson]]></dc:creator><pubDate>Thu, 09 Sep 2010 21:00:00 EST</pubDate></item><item><title><![CDATA[Dead Rising 2's Keiji Inafune and his desire to 'replace the Resident Evil franchise']]></title><link>http://www.joystiq.com/2010/09/07/dead-rising-2s-keiji-inafune-and-his-desire-to-replace-the-res/</link><guid isPermaLink="true">http://www.joystiq.com/2010/09/07/dead-rising-2s-keiji-inafune-and-his-desire-to-replace-the-res/</guid><comments>http://www.joystiq.com/2010/09/07/dead-rising-2s-keiji-inafune-and-his-desire-to-replace-the-res/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><div style="text-align: center;"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/keijiinfauneintv.jpg" /></div>
"The goal for <em>Dead Rising 2</em> is to replace the <em>Resident Evil</em> franchise and become the number one IP within Capcom," Keiji Inafune told <a href="http://www.eurogamer.net/articles/2010-09-03-capcoms-keiji-inafune-interview">Eurogamer</a>. It's a lofty claim -- according to Capcom's <a href="http://www.capcom.co.jp/ir/english/business/million.html">own data</a>, <em>Street Fighter</em> is the company's top franchise. Still, taking down the <em>Resident Evil</em> franchise first is no easy task. Unlike Capcom's other properties, the company's original survival-horror game has the mainstream appeal to support three successful Hollywood adaptations (with a fourth one opening this week). The last iteration of the series sold over 5 million copies. <em>Dead Rising</em>, on the other hand, sold 1.6 million.<br />
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<em>Dead Rising</em> has big shoes to fill, but it's that lofty ambition that pushes good game design, Inafune argues. "Unless you have a big goal to strive for, you can't create a good game. Therefore, if the <em>Dead Rising</em> franchise takes over the <em>Resident Evil</em> franchise, a new game I come up with will obviously strive to go over <em> Dead Rising</em>. That's the goal I set out for any title I decide to create."<br />
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If <em>Dead Rising 2</em> becomes the success Inafune wants it to be, we wonder what the next big idea from Capcom will be. Another IP with <em>even more</em> zombies?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/09/07/dead-rising-2s-keiji-inafune-and-his-desire-to-replace-the-res/">Dead Rising 2's Keiji Inafune and his desire to 'replace the Resident Evil franchise'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 07 Sep 2010 09:05:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/09/07/dead-rising-2s-keiji-inafune-and-his-desire-to-replace-the-res/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19622963/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/09/07/dead-rising-2s-keiji-inafune-and-his-desire-to-replace-the-res/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>dead-rising</category><category>dead-rising-2</category><category>Keiji-Inafune</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>resident-evil</category><category>xbox</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Tue, 07 Sep 2010 09:05:00 EST</pubDate></item><item><title><![CDATA[Inafune: Japanese devs have to 'get humble']]></title><link>http://www.joystiq.com/2010/09/02/inafune-japanese-devs-have-to-get-humble/</link><guid isPermaLink="true">http://www.joystiq.com/2010/09/02/inafune-japanese-devs-have-to-get-humble/</guid><comments>http://www.joystiq.com/2010/09/02/inafune-japanese-devs-have-to-get-humble/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/weird-but-true/" rel="tag">Weird But True</a>, <a href="http://www.joystiq.com/category/opinions/" rel="tag">Opinions</a>, <a href="http://www.joystiq.com/category/new-in-pop-culture/" rel="tag">New In Pop Culture</a></p><center><a href="http://www.joystiq.com/2010/09/02/inafune-japanese-devs-have-to-get-humble/"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/inafune92102.jpg" /></a></center>At last year's TGS, Capcom producer <a href="http://joystiq.com/tag/keiji-inafune">Keiji Inafune</a> had some <a href="http://www.joystiq.com/2009/09/27/keiji-inafune-says-japanese-game-industry-is-over-man/">pretty grim things</a> to say about the Japanese game industry. "I said that comment hoping that the Japanese creators were going to wake up," Inafune told <a href="http://www.videogamer.com/news/inafune_japanese_devs_wont_admit_theres_a_problem.html">Videogamer</a> in a new interview. "However, there has been no change whatsoever to the situation since last year, so I'm still very pessimistic."<br />
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Inafune said that some Japanese developers are "still living the glory of the '80s and '90s," when the NES, Super NES and Genesis delivered a steady stream of hit games from Japan to the world. "So they don't admit that there is a problem to start with." He advised his colleagues to "get humble and start learning what's going on."<br />
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Inafune also added that just buying Western companies isn't enough, unless publishers "start working with them properly, rather than just commissioning a game and then putting their name on the final product." One company must be feeling that one in its <a href="http://www.joystiq.com/2010/04/27/square-enix-extreme-edges-is-new-label-for-violent-games/">Extreme Edges</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/09/02/inafune-japanese-devs-have-to-get-humble/">Inafune: Japanese devs have to 'get humble'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 02 Sep 2010 21:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/09/02/inafune-japanese-devs-have-to-get-humble/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19618968/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/09/02/inafune-japanese-devs-have-to-get-humble/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>industry</category><category>japan</category><category>keiji-inafune</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Thu, 02 Sep 2010 21:00:00 EST</pubDate></item><item><title><![CDATA[First Mega Man Universe gameplay footage revealed]]></title><link>http://www.joystiq.com/2010/09/02/first-mega-man-universe-gameplay-footage-revealed/</link><guid isPermaLink="true">http://www.joystiq.com/2010/09/02/first-mega-man-universe-gameplay-footage-revealed/</guid><comments>http://www.joystiq.com/2010/09/02/first-mega-man-universe-gameplay-footage-revealed/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/09/02/first-mega-man-universe-gameplay-footage-revealed/#continued"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2010/09/mmuryu530pxheaderimg.jpg" alt="" /></a></div>
The <em>Mega Man Universe</em> <a href="http://www.joystiq.com/2010/07/16/capcoms-worlds-collide-in-mega-man-universe-for-psn-and-xbla/">teaser trailer</a> hinted at all sorts of cross-game franchise madness when it debuted earlier this year, and the first gameplay trailers do little more than stoke our curiosity all the more. Three teasers (courtesy of <a href="http://gamevideos.1up.com/video/id/31233">1UP</a>, <a href="http://www.gamespot.com/ps3/action/megamanuniverse/video/6274925?tag=topslot;title;3">GameSpot</a> and <a href="http://ps3.ign.com/dor/objects/81087/mega-man-universe/videos/mega_man_trl_trailer_90110.html">IGN</a>) each begin with an introduction from creator Keiji Inafune, and then launch into gameplay footage of this prettied up side-scrolling Mega Man title.<br />
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Head past the break for all three trailers.<p><a href="http://www.joystiq.com/2010/09/02/first-mega-man-universe-gameplay-footage-revealed/" rel="bookmark">Continue reading <em>First Mega Man Universe gameplay footage revealed</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/09/02/first-mega-man-universe-gameplay-footage-revealed/">First Mega Man Universe gameplay footage revealed</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 02 Sep 2010 12:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/09/02/first-mega-man-universe-gameplay-footage-revealed/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19618894/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/09/02/first-mega-man-universe-gameplay-footage-revealed/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capcom</category><category>gameplay</category><category>keiji-inafune</category><category>Mega-Man-Universe</category><category>microsoft</category><category>playstation</category><category>ps3</category><category>street-fighter</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 02 Sep 2010 12:45:00 EST</pubDate></item></channel></rss>
