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Cave Talks Instant Brain And How To Make Xbox 360 Successful In Japan

By Spencer . November 10, 2011 . 5:38pm

Cave Talks Instant Brain And How To Make Xbox 360 Successful In Japan

Cave is known for creating shooters like Deathsmiles 2X above and Dodonpachi Resurrection, which is available in Europe now. Instant Brain is a bit different from their usual projects. While there are Kinect enabled Cave games inside, Instant Brain is a visual novel style adventure game. In this interview, Cave’s game development manager Makoto Asada discusses developing Instant Brain and how the Xbox 360 could be successful in Japan.

 

How did you get Deathsmiles II released on Games on Demand?

 

Makoto Asada, Game Development Manager: Microsoft approached us with an offer where they wanted to take a Japanese Xbox 360 game and as an experiment put it on Games on Demand. Because our titles are shooting games, language is not that important, so we decided to try it along with Microsoft.

 

Did Deathsmiles II sell well?

 

As an experiment, it was pretty good for what we were expecting.

 

Do you think you will release another game this way then?

 

Yes, we do think we might do it again in the future.

 

 Cave Talks Instant Brain And How To Make Xbox 360 Successful In Japan

 

This year, Cave also released a new IP, Nin2-Jump for Xbox Live Arcade. How did it perform in the marketplace?

 

With Nin2-Jump, we wanted to find a way to approach casual users on Xbox Live Arcade. As an experiment with that particular genre, we consider it a success.

 

Do you think you’re going to make more original IP for XBLA or perhaps PlayStation Network?

 

We don’t have any specific plans for XBLA or PSN at the moment, but the market is transitioning from packaged titles to digital titles. That’s something we’re going to keep in mind moving forward.

 

What other genres is Cave interested in experimenting with?

 

Recently, I’ve been experimenting with Kinect games. I think if you start off a game project with Kinect in mind from the very beginning while designing it, I think it can be very interesting. There are a few titles I’m considering to build from the ground up with Kinect.

 

While Cave isn’t known for adventure games you created Princess Debut and are working on Instant Brain now. Why did you want to move into this genre?

 

Cave has several different divisions, not just game development. We also have a mobile and online divisions. In terms of the game development division, we made the decision that just making arcade games wouldn’t let us expand as much as we want to.

 

There isn’t a whole lot of range for the shooting game genre. The game development division took on this issue and looked for a centerpiece of games to sell. We decided on adventure games since we had some experience with those. The goal with Instant Brain and other adventure games is we wanted to enhance the game development division with other titles.

 

Instant Brain is set in the near future. What can you tell us about this world?

 

It’s set in a futuristic world, virtual Japan, maybe 30-40 years in the future. It’s what we would imagine the entertainment industry would be like in that period.

 

 

The main character in Instant Brain uses his camera to take photos and deduce clues from his pictures. How does this system work?

 

Zenya uses his camera to see testimonies of the characters that appear in the game. Within their memories, he takes pictures and find clues related to the incident the story is centered on. This is how the game progresses.

 

Can you tell us more about Zenya’s special camera?

 

His camera is called the "exposer" and the power of this camera allows him to get scoops before other reporters. Zenya lost his memories and to find clues to his past he uses his camera. While he is working as a paparazzi, he’s using his camera to discover himself.

 

Cave Talks Instant Brain And How To Make Xbox 360 Successful In Japan

 

Instant Brain is centered around the idol industry, which the player sees through Zenya’s eyes. How close does the game parallel the real idol industry?

 

As game creators, we don’t know the actual celebrity world so it is not linked to reality. This is sort of what we speculate the celebrity world would be like and how we came up with the main characters for Instant Brain.

 

How long has Instant Brain been in your mind?

 

About a year and a half.

 

Cave Talks Instant Brain And How To Make Xbox 360 Successful In Japan

 

Cave has been one of the biggest supporters of the Xbox 360 in Japan. What do you think can make the console more popular here?

 

It’s important that more 360 exclusive titles arrive on the system. In the way I look at it, games and hardware have to be thought of together, so for hardware to be successful you have to develop games. While Xbox 360 is very popular internationally, it’s not as popular in Japan at the moment. I think things can change if there are more exclusive titles from Cave and other developers for the system.


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  • Solomon_Kano

    As always, a good interview. I’m finding Instant Brain terribly interesting but, aside from not leaving Japan anyway, it’s only on 360. Augh.

  • James Beatty

    The next-box is coming withing 2 years, it would be kind of pointless to make it more popular in japan. 

  • Ladius

    In Japan X360 is a goldmine for otaku exclusives, but 2011 has been an harsh year for a platform that was already as niche as you can get in that market.
    The fact that visual novels (and shmups, to a lesser degree) are increasingly multiplatform affairs and that iconic exclusives like Idolmaster are being ported to PS3 is really telling, even if many beloved Cave shmups will likely stay X360 exclusives.
     
    I fear this situation is really problematic for publishers like Cave, since they have built their success upon a platform that’s rapidly dying in their market (the same situation PSP is experiencing in the west) and they can’t really count too much on oversea audience for significantly boosting their sales since shmups here have a devoted but small niche. The 4050k minimum print of American X360 games (I imagine that rule isn’t enforced in Europe, seeing how Rising Star Games is able to publish Dodonpachi Resurrection and Akai Katana) is another issue that can’t be discarded.

    Visual novels are even more problematic, and something like Instant Brain would have additional problems in the west because of its art direction, aside from localization costs. The fact that they’re stuffing it with bonus games could mean that they aren’t particularly confident about its sales, and seeing how some recent X360 vn have performed (even if Dunamis15 and Code18 were both multiplatform games) I can’t blame them. I’m curious to see how much Ever17 remake and Instant Brain will be able to sale.

    • Aoshi00

      I got Dunamis15 for a while but haven’t played much except the beginning, the reviews seem to be above average, good but short of great, but that for Code18 seems to be abysmal, just bad story.   I don’t know how Instant Brain would sell, I was going to get it even w/o the bonuses (got Nin-2 Jump on XBLA arldy) the subject matter seems to appeal to a broader audience (it’s Cero C instead of D, Dunamis seems to be very gory and violent at times so that might make the game even more niche?  One reason I’m not in a hurry to play it)  Of course both the shmup and VN genres are niche to begin w/..   I can’t wait to play Instant Brain, the art is very beautiful, I hope taking the right picture and progressing the story won’t be too hard.. gives me a Anata wo Yurusanai (detective) or Perfect Blue vibe, except less creepy.. so I hope this would sell better than the last two VNs… aesthetically code 18 does nothing for me..

  • http://www.facebook.com/profile.php?id=20704987 Heath Bunch

    To actually make a succesfull console in Japan would mean Microsoft supporting the market for more than the first years and then ditching it to games that are niche even in Japan.

  • http://www.facebook.com/JaeWhy SasuleUchiha

    My brain instantly told my hand to scroll down until the last image

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