200 MB - video interview http://www.tinyurl.com/a5ykp

if above url doesn't work use this one
http://games.kikizo.com/features/n3_ninetyninenights_mizuguzhi_lee_vidint.asp

- link to the video near the bottem of the page


Kikizo sits down once again with game design hero Tetsuya Mizuguchi,
joined by Phantagram CEO Sangyoun Lee, for a 27-minute feature on their
X360 collaboration.

Xbox 360 isn't exactly off to a dream start in Japan, but many believe
the machine's eastern fortunes will change once the market starts to
get some of the killer apps designed specifically with its native
gamers in mind.




One of the most anticipated in this category is the promising
Ninety-Nine Nights (N3), from ex-Sega legend Tetsuya Mizuguchi (see our
latest separate interview with him here), and respected Korean
developer, Phantagram.




The epic fantasy action-adventure game is set against a backdrop of
natural disaster, unrest and eventually war between humans and other
races, delivering a fine opportunity for lovingly crafted characters,
level design and detailed battle gameplay patterns and mechanics, which
the creators even reveal to us is based on classic top-down shooter
design and the familiar call/response gameplay of Miz's music-based
titles.




As the boss of his own studio, Q Entertainment, Mizuguchi sits down
with Kikizo once again, joined by President and CEO of Phantagram,
Sangyoun Lee, to discuss all things N3 in another huge video feature
crammed with detail and in-game direct-feed footage. On the menu today:


COLLABORATION

Difficulty of integrating teams at Q, Phantagram, MGS - English,
Japanese, Korean - tough on translators...
Over 100 people and 10 companies to make N3!
"Like falling in love" - Mizuguchi
Shared vision with Miz a surprise for Sangyoun Lee
The key to collaboration is management - Miz
Specific involvement of Mizuguchi



GAME

Timeframe for the game to come to western markets
Localisation for western version already prepared
Background to the game, story, war etc
All characters have history, friends, background...
Playing from all characters point of view, not one-sided
Over 60 minutes of motion cap - like interactive movie
"In game cinema is quality of prerendered"
Number of levels, diversity of stages etc
Depth of gameplay system - customisation of attacks, items etc
Variety in enemies - different and/or identical kind?
Sound not as integral to game as previous Miz games - or it it?
Gameplay design based on classic 2D shooters like R-Type
N3's music composer - from Istanbul, lives in LA, young, talented
CPU power used for each enemy having its own AI
Further optimisation plans?



BIG ISSUES

"I didn't want to make a war game 5 years ago but 9/11 changed a lot -
we can't stop war, fighting is in the DNA of a human being" - Miz
"Perfect 360 dev compilers won't exist for another year" - Lee
When to stop perfecting game optimisation?
Past experiences of starting and managing own game companies for Miz
and Lee
"Being CEO and Director of major project at same time and doing it
properly is not possible!" - Lee
Future collaborations
Mr Lee beaten at own game!



Enjoy this latest video feature and stay tuned for more on the N3
front. The game is scheduled for Japanese release in spring 2006, with
yet-to-be-confirmed western releases hopefully not to far behind. Does
Kikizo think it will see release in western markets? A little bird
tells us it will be so. 

Adam Doree
Editorial Director, Kikizo.com