Looking forward to the interviews with two main programmers - Kazuhisa Watanabe and Satoshi Kawakami, who were responsible for the technical (and in some aspects visual) side of the 90s and 00s GhM projects. Most of the times it's Suda51 or Masafumi Takada who are on the front when it comes to company's presentation and rightfully so but only the programmers can share some insight on the questions like: 1. To what extend was Flower, Sun, and Rain (PS2) actually developed to look that way or was there some massive hurdle with development for PlayStation 2? It's known that this console was one of the hardest to develop for and skills required didn't really transfer to anything else due to unique architecture of the said console. 2. How many Killer7 builds were there? Suda51 and Hiroyuki Kobayashi talked a lot of the game being heavily adjusted multiple times during its development process. In my research I've counted at least 4 distinct builds: a). Softimage 3D build (shown during Capcom press conference held on November 14, 2002 and in the earliest trailers), b). Hand in Killer7 prototype / TGS 2003 build, c). Las Vegas / E3 2004 build (by Las Vegas I mean press event that was held in the beginning of 2004 in that city), d). retail/final build. 3. What's the full story with outsourcing porting process of Killer7 to PlayStation 2 to Capcom? How do the programmers feel about final product which uses RenderWare engine instead of native code being ported to interact with hardware directly? We all know the issues of that port, must've been a weird feeling seeing it shipped like that. 4. If Suda51 had no idea about Michigan (PS2) being translated and published in English speaking countries, how was the source code handled then? Was it all done in-house or was it outsourced to someone else? Something pretty risky to do without CEO's approval. 5. Are source codes for the mobile version of The 25th Ward and DS version of The Silver Case preserved? I guess there could be a ton of small questions like why they switched from SoftImage 3D to Maya during development process of Killer7 or why Twilight Syndrome games use at least four compression algorithms for text storage but I guess those are too specific for a 10 minutes video and would only interest a small portion of the audience. On a personal note, what was Kazuhisa Watanabe's experience working in the industry and staying afloat as an older developer? From what I know he wasn't exactly young when he joined Human.
Surreal seeing young photos of Suda in a tie vs the punk fashion he wears at every trade show and interview. Like seeing him when he worked at the funeral home before games.
This interview was excellent! Hearing how Suda started from scratch was trully inspiring, can't wait to see more of these interviews. The fact that GHM is finally growing and getting the respect that it deserves makes me so happy, can't wait for Episode 2!!
Absolutely well done, this is truly a special moment worth celebrating. I'm looking forward to all the future games Grasshopper will bring. Killer7 has a very special place in my heart for being the most unforgettable art I ever have the pleasure of experiencing it.
thank you Suda 51 for bringing us amazing games that marked us so much. It's great to see this creative process by Grasshopper who loves to bring innovative things with stories to always leave us amazed and shocked just to see, thank you to everyone at Grasshopper for always dedicating themselves to cheering us up and showing something different from the real thing in games. you were the great inspiration for me to study about script, design and games :D
Thank you Suda51 for all your amazing games. I discovered your world when I played Killer7 on the GameCube and I still consider it one of my favorite games of all time. Your games are definitely a work of art and a huge inspiration to me.
Wow. Just, wow. I wonder where he got the funds to even start. I can imagine his torture in the early years, it's a big task he took on. And luckily, somehow this company that's creating weird and niche games still up and running. Keep going strong!
Looking forward to more types of videos like this, prob one of the best ways to communicate with your fans is to show the studio and people surrounding it and this is exactly that man I love it
beautiful, inspiring, and proof that art is still alive and that there are creators who still care about the craft that is video games. thank you, to everyone working hard at grasshopper, for the best video games ever made!
I loved Killer7, played Shadows of the Damned but it was ok. Always wanted to try No More Heroes and Lollipop Chainsaw. Couldn't bring myself to finish Killer is Dead even though the style appealed to my inner Killer7 soul. And also tried Let it Die for a little bit and liked where it was going. Grasshopper M. and Suda51 will always have a special place in my gaming memory. 🇯🇵❤
Yeah considering where the story goes, I'd definitely say Super Fire Pro Special certainly had that Suda flair to it lol. You'd never see that in any other wrestling games, that's for sure.
Suda is a genuine role model- always stays true to himself and carries a great attitude in life.
The New Era of Grasshoper is starting off great.
Looking forward to the interviews with two main programmers - Kazuhisa Watanabe and Satoshi Kawakami, who were responsible for the technical (and in some aspects visual) side of the 90s and 00s GhM projects. Most of the times it's Suda51 or Masafumi Takada who are on the front when it comes to company's presentation and rightfully so but only the programmers can share some insight on the questions like:
1. To what extend was Flower, Sun, and Rain (PS2) actually developed to look that way or was there some massive hurdle with development for PlayStation 2? It's known that this console was one of the hardest to develop for and skills required didn't really transfer to anything else due to unique architecture of the said console.
2. How many Killer7 builds were there? Suda51 and Hiroyuki Kobayashi talked a lot of the game being heavily adjusted multiple times during its development process. In my research I've counted at least 4 distinct builds: a). Softimage 3D build (shown during Capcom press conference held on November 14, 2002 and in the earliest trailers), b). Hand in Killer7 prototype / TGS 2003 build, c). Las Vegas / E3 2004 build (by Las Vegas I mean press event that was held in the beginning of 2004 in that city), d). retail/final build.
3. What's the full story with outsourcing porting process of Killer7 to PlayStation 2 to Capcom? How do the programmers feel about final product which uses RenderWare engine instead of native code being ported to interact with hardware directly? We all know the issues of that port, must've been a weird feeling seeing it shipped like that.
4. If Suda51 had no idea about Michigan (PS2) being translated and published in English speaking countries, how was the source code handled then? Was it all done in-house or was it outsourced to someone else? Something pretty risky to do without CEO's approval.
5. Are source codes for the mobile version of The 25th Ward and DS version of The Silver Case preserved?
I guess there could be a ton of small questions like why they switched from SoftImage 3D to Maya during development process of Killer7 or why Twilight Syndrome games use at least four compression algorithms for text storage but I guess those are too specific for a 10 minutes video and would only interest a small portion of the audience.
On a personal note, what was Kazuhisa Watanabe's experience working in the industry and staying afloat as an older developer? From what I know he wasn't exactly young when he joined Human.
European michigan thing is fishy, and there is only one interview that says anything related to it. I dunno, something is def up.
この動画で飯食えるわ!感謝
10 minute long Grasshopper videos.
We're eating good.
This is gonna be a great channel!
プロレスが好き、映画も好き、何しろ須田剛一さんのセンスが抜群に好きです。
Surreal seeing young photos of Suda in a tie vs the punk fashion he wears at every trade show and interview. Like seeing him when he worked at the funeral home before games.
相変わらずの須田剛一節で最高w
貴重なインタビューをありがとう
次回も期待して待ってます!
This was absolutely beautiful, Ghm and Bokeh Game Studio are going to be the future for classic games!!
This interview was excellent! Hearing how Suda started from scratch was trully inspiring, can't wait to see more of these interviews. The fact that GHM is finally growing and getting the respect that it deserves makes me so happy, can't wait for Episode 2!!
興味深い話がたくさん聞けておもしろかったです。一口ゲロが英語で言える様になりました。
I can't wait to see what Grasshopper does next, it's awesome that they're letting us take a peek behind the curtain like this.
Absolutely well done, this is truly a special moment worth celebrating. I'm looking forward to all the future games Grasshopper will bring. Killer7 has a very special place in my heart for being the most unforgettable art I ever have the pleasure of experiencing it.
ghmファンです。
新生ghmのグッズもネットから買えるようになると嬉しいです!偉い人是非ご検討いただきたいです😎
あと余計なお世話ですが前田(冴刃)兄さんの選ばれし者の恍惚と不安…のくだりは第二次UWF旗揚げ時です。😉
Thank you for sharing your story, Suda! This series is really dope and we appreciate yall taking this time!
So cool Sakurai, hideo, and Suda are content creators now.
最高ですわ
The game industry wouldve never been the same if it wasnt for you guys. Long live GHM!
Suda and Grasshopper will forever be number 1 😊✌🏾✌🏾
Already loving this series. I love Suda, but I'm excited to see who all else you guys interview from the team.
PLEASE MAKE MANY MORE OF THESE
I love GhM!!!
thank you Suda 51 for bringing us amazing games that marked us so much. It's great to see this creative process by Grasshopper who loves to bring innovative things with stories to always leave us amazed and shocked just to see, thank you to everyone at Grasshopper for always dedicating themselves to cheering us up and showing something different from the real thing in games. you were the great inspiration for me to study about script, design and games :D
Handsome Suda, as always
Thank you Suda51 for all your amazing games. I discovered your world when I played Killer7 on the GameCube and I still consider it one of my favorite games of all time. Your games are definitely a work of art and a huge inspiration to me.
Love Grasshopper, can't wait to see more!
LET'S GOOOOOOOOOOOO
Can't wait for the next part!!
Neat! Looking forward to hearing from the other members of the team in later episodes.
GhM is a great inspiration to me so this is like sooo cool to see
I really appreciate his story about his first video game. It shows how much we take for granted in video games in terms of immersion.
I cant wait for the next episode, great video!
can’t wait for episode 2!
Looking forward to the next episodes. Great stuff!
Fantastic!!!!! I love everything you guys do, can't wait to see more of this!!! Thanks so much!
Thank you for this amazing interview. I can't wait to see Episode 2 !!!
Good video. Thank you.
Incredible! Very excited for the rest of this series
Great insights! Thanks for providing these!
So excited to see more of this!!
Love the concept, i'd love if one day you'll invite "past members" like Akira Ueda, Jun Fukuda or Masafumi Takada. Eihter way, great job.
i love this.
Really looking forward to get to know a little bit about the people in GHM and the creative process behind such mind-blowing experiences!
Really great insights, can wait for more. Thank you for sharing like this.
Another BANGER VID fellas!
I'm really excited for this type of content! 🤘🏼
Let's go! Punk's Not Dead!
Wow. Just, wow. I wonder where he got the funds to even start. I can imagine his torture in the early years, it's a big task he took on. And luckily, somehow this company that's creating weird and niche games still up and running. Keep going strong!
Looking forward to more types of videos like this, prob one of the best ways to communicate with your fans is to show the studio and people surrounding it and this is exactly that man I love it
beautiful, inspiring, and proof that art is still alive and that there are creators who still care about the craft that is video games. thank you, to everyone working hard at grasshopper, for the best video games ever made!
Killer 7 is really something.
Thank you suda and all the ones who make this possible!
Huge inspiration
This video was really good and I'm loving how he tells the story
LET'S FUCKING GOOOOO!!
I loved this, please make more. I hope one day I can come to Japan and make video games with such talented people.
This was a very nice beginning, i'm looking forward into this stuff!
Love it. GH it's definitely my dream job. Maybe someday!
Now this is really fucking cool
IM READYYY
Grasshopper forever
You da man Suda!
I loved Killer7, played Shadows of the Damned but it was ok. Always wanted to try No More Heroes and Lollipop Chainsaw. Couldn't bring myself to finish Killer is Dead even though the style appealed to my inner Killer7 soul. And also tried Let it Die for a little bit and liked where it was going. Grasshopper M. and Suda51 will always have a special place in my gaming memory. 🇯🇵❤
Yeah considering where the story goes, I'd definitely say Super Fire Pro Special certainly had that Suda flair to it lol. You'd never see that in any other wrestling games, that's for sure.
This is really great, can't wait for the next episodes!
love it ♥
Your games always inspire me, they feel like you put spirit into all of them, and they have a lot of personality ♥
Suda-San Aishiteru!
FINALLY
LETS GOOOOOO
Love it!
This is it
sumio mondo
Object, I search you.
SUDA SUDA SUDA SUDA SUDA SUDA SUDA SUDA SUDA SUDASUDA SUDA SUDA SUDA SUDA SUDA SUDA SUDA SUDA SUDA
I almost fainted from how attractive young suda was lmao
SUDA 51 x SWERY 65
Ghm rules
❤
HUH
I love learning a developer's story. Really looking forward to Episode 2!
Thank you @Wario64