Showing posts with label GameCores. Show all posts
Showing posts with label GameCores. Show all posts

Monday, February 4, 2019

Yu Suzuki Interview by GameCores | Part Two: Development Anecdotes & Shenmue 3

Yu Suzuki Interview by GameCores | Part Two: Development Anecdotes & Shenmue 3


This is Part Two of an interview on a radio show by GameCores, which was held when Yu Suzuki was in China for the G-Fusion event last month (December 2018). Translation to English by yuc02 (contact him at the Shenmue Dojo).

The interview continues below. Go here for Part One.

Related link: this is the full version from which an extract was published earlier on the blog in Shenmue 3 to Include Previously-Cut "Chapter Two Content

GameCores Interview with Yu Suzuki Part Two: Development Anecdotes & Shenmue 3


Original text (Chinese): https://www.gcores.com/articles/105359

YS = Yu Suzuki

Q: Finally, let’s talk about Shenmue. Due to the massive interest in the Shenmue series, you have already revealed many of the stories to other journalists in the past, therefore let's talk a bit in detail about two other things that people haven’t yet mentioned.

Firstly, at the beginning the game was given the codename “Project Berkley”, is there any special meaning behind this name?

YS: It’s actually like this [laughs]. Because we realized at the start that this would be a completely different game to anything else on the market at the time, and its scale was unprecedented, we wanted to keep the project very confidential. Because of this we wanted to give it a very cool sounding name, like something from a spy movie. In Japan there’s this phrase bakkureru* (ばっくれる) meaning to “pretend not to know” or “feign ignorance”, and by coincidence that there is a place in America with a similar sounding name, so we chose this “Project Berkley*” codename.
* In Japanese, the word Berkley is pronounced "bākurē", sharing similar sounds to the word "bakkureru".

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Saturday, January 26, 2019

Yu Suzuki Interview by GameCores | Part One: Early Games Development at Sega

Yu Suzuki Interview by GameCores | Part One: Early Games Development at Sega

Thanks to the prolific translation efforts of yuc02, a newly-translated interview with Yu Suzuki is now available. The text is a transcript of an interview on a radio show by GameCores, which was held when Yu Suzuki was in China for the G-Fusion event last month (December 2018).

The translation starts below. Part Two to follow in a separate post.

GameCores Interview with Yu Suzuki Part One: Yu's Background


Original text (Chinese): https://www.gcores.com/articles/105359

This text is the full transcript of the interview that accompanies the radio program "Let Us Tell You What We Chatted with Yu Suzuki-san About". Thanks to Joe-san and Takeuchi-san’s support, and everyone else’s help with the recording and editing. Finally we thank WeGame for their full support and making this G-Fusion meet with Yu Suzuki possible!

Q: You were born into a family that revolved around the music profession, so why did you choose not to work in music, but instead the gaming industry?

YS: You’re right, my parents both worked in the music industry. They produced traditional music, and my father wanted me to carry on the work; but children are always a bit rebellious, and although I did dabble with music, I went instead towards the rock music route. Anyway, my view is that most children don’t develop in the way their parents would have wanted.

Q: When you were at Okayama University, you had already done research into 3D animation. What in particular did you research?

YS: 3D architecture drawings: building up from wireframe into surfaces that are correct from different perspectives. Personal computers at the time were quite primitive, so we used the mainframe computer at the university to run simulations as well.

Q: You entered Sega in 1983, and by 1984 you were already supervising your first project, the SG-1000 title Champion Boxing. It must be quite rare for someone to be able to take up such responsibility after just one year?

YS: At the time the term “supervisor” didn’t exist in Sega, I was just a project leader. Normally it would take 7-8 years’ experience to be one, and even then only people from the planning department would become a project leader. I don’t know what my boss was thinking, but anyway I became one in my second year!
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