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Gravity Rush Was Ten Years In The Making

By Spencer . December 16, 2011 . 2:05pm

Gravity Rush Was Ten Years In The Making

With PlayStation Vita launching in Japan tomorrow, we want to tell you more about Gravity Rush, one of the Vita games developed by Sony Computer Entertainment Japan. Keiichiro Toyama, best known for his work on Silent Hill and SCE’s Siren series, is developing the Vita title and has been conceptualizing it for ten years.

 

Where did you get the idea to create a game where gravity bending is the central mechanic?

 

Keiichiro Toyama, Director: I like a French graphic artist called Moebius. In one of his graphic novels, there are images of people floating in space and I was inspired by that.

 

Can you tell us about the mysterious cat that follows Kat around?

 

Kat meets the black cat in the beginning of the game. When you play the game you will unravel the mystery of what the cat is. The key point is the black cat is very close to Moebius [one of the comic collections] or its similar.

 

When you designed the levels, did you make them open-ended where you can find other routes depending on how you played with gravity or were stages designed with one path?

 

I designed the stages so they are completely open.

 

How did you design levels with different routes? In Gravity Rush players can what ground is so it must have been challenging.

 

One of the major challenges was the complexity of collision. Typically, with other games there is a ground wall. In this game the ground can be a wall and the wall can also be ground. We had to make sure all of the walls had the collision functions that the ground would have. We were very careful as a team to make sure this felt right.

 

Gravity Rush Was Ten Years In The Making

 

When I was playing the game, it seems like shifting the ground is the core of Gravity Rush. So, why did you add combat to the game?

Even battles have an element of gravity in it. Gravitational acceleration alters the striking power of an attack. I paid attention to the balance of the game, so it would have mystery, puzzle aspects, and action with battles. I didn’t want it to just be a complex puzzle solving game. I wanted to have some entertainment aspects to Gravity Rush, so it feels good when people play it.

 

Gravity Rush is different from your other games like Siren and Silent Hill. Are you ever going to go back to horror game development?

 

Yes! When I’m working on something I get the opposite ideas in my mind. Gravity Rush came to me when I was making horror games for ten years.

 

Wow, you had the idea for this game for ten years…

 

Actually, more than that. The first game that I wanted to make was Gravity Rush.

 

Gravity Rush Was Ten Years In The Making Gravity Rush Was Ten Years In The Making

 

Why did it take so long to greenlight this game?

 

When I started making games it was when Resident Evil became a big hit. They [Konami] asked me if I wanted to do a horror game because of that. So, I created Silent Hill and that was very popular. After that I was labeled as the horror game guy. Finally, the opportunity to show people I can make something different came up and I got to make Gravity Rush.

 

How has the concept evolved over the last ten years?

 

Initially, I only had fuzzy ideas, a conceptual idea of people in space. Linking that to a gameplay mechanic, gravity and the idea of using it, took time to put together.

 

Was the protagonist always the same? Did you consider anyone else, maybe the cat?

 

The thing about gravity is that you can’t have total control over it. When you play the game you’re going to make mistakes in whatever you’re trying to do. The character had to be someone that looks cute even if you fail, so I settled on a female lead.

 

Gravity Rush Was Ten Years In The Making Gravity Rush Was Ten Years In The Making

 

Another idea in the game is about growth and development. The protagonist, Kat, can’t control gravity as well as you may want to. She develops throughout the game in terms of gameplay and also the story. People in the city start to accept her.

 

What do you want to do for your next game?

 

That’s a difficult question. I don’t have a concrete idea right now. Horror games reach players through fear, which is part of human nature. Gravity Rush is about falling and that is also something people can instinctively understand.

 

In my next game, I also want to carry that on and create a game that players can react to on an emotionally and instinctually.

 

What emotion are you most interested in?

 

Fear.


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  • http://twitter.com/DanijoEX DanijoEX

    Whoa, it took ten years to develop Gravity Rush? 8U I’m truly and honestly amazed about this. This just makes me want this game even more.

    • https://twitter.com/#!/SplashdownTiger STiger

      10 years to conceptualize and develop the game.  Actual development time was probably much shorter.

      • http://twitter.com/Megawarrior345 Elle

        “10 years to conceptualize”

        that matters the most to me. Hoping for a great story and concept.

    • http://www.facebook.com/people/Siva-Mira/100000254450142 Siva Mira

      LOL how can you make a game for PS Vita ten years ago?

      • http://www.facebook.com/people/Dylan-Ng/100000854638739 Dylan Ng

        Maybe it was to be release to PS2/PSP but PSvita come along and they decide to use vita instead

  • http://www.youtube.com/user/xxHiryuuxx Hiryuu

    “What emotion are you most interested in?
     
    Fear.”

    Interest pique way, way up.

  • http://myanimelist.net/profile/Kuronoa Kuronoa

    Great to see a dream game of his finally being made.  I dunno the development timeline for most games, but I imagine the best games I’ll ever play take forever to be made like this as opposed to yearly sequels.

  • http://pulse.yahoo.com/_472QBVARRYERRGHATSUGCVCTTA Ian

    “The character had to be someone that looks cute even if you fail, so I settled on a female lead.”XD LOL U Win

  • pothier.adrien

    Okay, after Disgaea 3 and BlazBlue CS EX, I might get this game if I still have money.

    • AzureNova

      You mean WILL get this game. Kat commands you lol. =P

  • AzureNova

    He put a lot of time and effort into making Gravity Rush and deserves to be praised for it. This will be one of those games that I will enjoy to the fullest. Gravity Rush is my main reason for buying a Vita when it comes out. =^_^=

  • badmoogle

    This game is a labour of love and it shows.Sony should really push it with their marketing campaign or else i’m afraid it’ll become another hidden gem enjoyed only by a small group of niche gamers.

  • http://openid.anonymity.com/5HuDuQyz Woot

    I love Kat.

    I can see they must’ve been working a lot on the protagonist, because to me, it’s totally spot on for this game. And the cat as a companion? Well, awesome! Reminds me of Gouto from Raidou Kuzunoha’s games and it seems it’s gonna have an important role in the story as well.

  • Monkey_T

    Cute protagonist.

  • Jrpgfanatic

    Really hope this isn’t a one and done concept, I can really see potential for a series here.

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

    One of the reason to purchase Vita :D

  • zazza345

    Just to be clear, but isn’t the artist he’s referring to “Moebius” and not “Mobeius”?

  • PrinceHeir

    woah it looks like japanese developers that had an idea 10 years ago are coming to fruition now.

    maybe we can have ZOE3 someday :P

    can’t wait for his next “Fear” Project ^^

  • Ravage27

    This is the reason why i’m buying a Vita at launch.

    Well, this and Hot Shot Golf :p

  • http://twitter.com/followthereader Matt Davidson

    Day One for me :D I got burned so bad by the 3DS launch I was a little jittery about a Day One console buy again but after seeing the launch lineup my hesitations went out the window. Day One Vita + Escape Plan + Uncharted + Gravity Rush will make me a very happy bunny :D This game looks gorgeous.

  • http://twitter.com/HotBloodedBaby Keenan Kornegay

    Really hoping this game is a success. It doesn’t deserve to fail.

  • http://www.facebook.com/people/Mystycal-Pottatto/100000366251134 Mystycal Pottatto

    Inspired by Moebius? And with references? Love his works, i really have to try this.

    I wonder what Moebius would say over the game if he take a look at it …

  • Solomon_Kano

    The most interesting game on Vita (at present) just got more interesting.

  • ロークロライ

    Gravity Daze (or Rush -_-) is the reason I’m getting PSV. Uncharted is nice and stuff, but after the disappointing COD-ified gameplay of Drake’s Deception the only game I’m stoked on (PSV) is Gravity Daze.

    While Little Deviants is a competent tech demo at its core, GD looks like a fun game that shows Vita’s hardware/gaming capabilities.

    Feb. 22nd can’t come soon enough. My Pre-order pack arrived just today, lovin’ those Vita-metallic-blue earphones.

  • Joanna

    Another interesting interview. I really enjoy these and I just want to thank siliconera again for going out there and asking developers about their games. :)

    I can see how he’s been slowly developing the idea for Gravity Rush for 10 years. I do that too and as time goes on the story starts getting more and more complex. It really shows in the game that a lot of thought has been put into it. I have no idea when I’m getting a Vita, but when I do this is the game I shall be getting with it~

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