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The Last Guardian's Long Journey: An Interview With Fumito Ueda

by Matthew Kato on June 23, 2015 at 11:36 AM


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Gamers have been anxiously awaiting The Last Guardian since it debuted at E3 in 2009, and for creator Fumito Ueda and the developers at Team Ico, it's been strenuous and not without its doubts. We talked with Ueda about the whole saga, how the game has remained intact in the transition, and the light at the end of the tunnel.
Thanks to translation support for Ueda from Sony's Tsubasa Inaba.
Regarding the original delays on the PS3, were they mainly technical? Can you talk about some of the reasons behind that initial delay?There were multiple reasons. There are always delays in production, as you know. Technical being one of them, but there were many others that were out of my control as well. The good news is that we turned things around – we are in full production now for PS4. The game's running on the system now, as you saw live, and I think we're finally in a good spot now. Sorry I didn't necessarily answer the question.
It seems that a lot of the vision is definitely intact for the game. Can you talk about the process of going from one system to the next and the challenge of keeping that vision intact? Was it difficult moving to the new system?Again, admittedly the actual schedule has been slightly prolonged. However, from a concept point of view, level design, story, and all of those other elements have been maintained. We have been able to stick to concept regardless of the decision between PS3 and PS4. We've had a very solid kind of backbone in terms of concept and where we want the final end product to land. That has never really changed, nor do we think it will. We're pretty confident on that.
Have there been any outside influences (video games, movies) along the way that have caused you to add some new elements or tweak things?There weren't necessarily specific elements that led to particular inspirations of a game design feature or whatnot; again, I think the concept backbone was pretty solid. But any releases of great films or great game experiences have certainly fueled my motivation to continue developing, to keep concepts, and to eventually deliver this experience of The Last Guardian to our users.
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What are your opinions of working with the PS4 as a system? Were there any surprises while developing for the PS4? Were there any things it enabled you to do that you didn't think about before?This probably applies to a lot of developers, but the rendering and frame rate issues – a lot of people had struggles with that. Furthermore, the period of time that we spend on optimization has shortened significantly since the switch to PS4. And things like rendering, frame rate, that doesn't necessarily just apply to The Last Guardian, it applies to everybody.
If you had been able to put out the game for PS3 as originally planned, would you have been happy with the product? Would the game have been what you wanted it to be?Obviously, this is all imagination at this point. I probably would have been comfortable with the end result – originally, this game was designed for PS3. Assuming that all of the game architecture and all of the game design was suited to deliver the experience I envisioned, given those assumptions I think it would have been a good product.

And just in case that comment was misleading in any way, technical limitations probably only existed up to the PS2 generation. From PS3 and PS4, especially considering the delivery of expression, motion, etc. – from those elements, it's a matter of how the game is designed, but it's not technical limitations at that point. The PS3 was not restricting me from doing something.
Can you talk about how you've formed a separate development team with team members from Ico and Shadow of the Colossus – GenDesign – and how that works with Japan studios?As we tried to explain earlier in the presentation, it's a collaborative effort. Obviously, Japan Studios is kind of the mothership. [I'm] the creative director and GenDesign kind of works more specifically on aesthetics. If we had to call out a specific area or element, that is their main focus.
When the PS4 was debuted, Sony brought Mark Cerny front and center with the system. Did Japan Studio work with him to transition the game to the PS4?I have met Mark maybe three or four times. Our main focus of discussion was graphic shaders and, obviously, him being a hardware designer. Other examples would be, like I would ask Mark "What are other teams doing?" So he would reach out to Naughty Dog, Guerrilla Games, and see what they were doing with their animation and stuff like that. He would play that role as well.
What is your sense about how fans are taking in the game? As we've mentioned, the original concept is very much intact, something gamers have been very excited about, something that strikes a chord with them.I was honestly concerned people might have forgotten or given up or whatnot, but the reaction so far has been very positive. I'm very overwhelmed, very thankful, very grateful. I also feel like those fans and their passion has helped me and the team to continue moving on, heads down, to keep pushing and working hard. That's fueling our motivation at this point.
After getting this game out, what are your plans for the future?In between the ups and downs of game development, I've spun up a few concepts. They're kind of on the backburner right now, obviously, because The Last Guardian is the main focus. Once we get this out, maybe I will be able to explore those ideas a little bit further.
From the way you've been talking, the vision hasn't changed and technical aspects weren't a huge hurdle. Was the decision to prolong development yours or Sony's?It was pretty much a corporate decision by Sony. And that's where we'll leave it. [laughs] Sorry.
Through all of this, was the game ever in danger of simply not coming out, or was that never an option?It's been a rollercoaster ride, plenty of ups and downs, and to be brutally honest there were moments where I thought, "Maybe this won't get out there." However, to my point earlier, it was the fans, it was the people who remembered, it was the people who kept reminding me they were still looking forward to playing The Last Guardian. And that's, again, been a continuous motivation factor. At this point, maybe the hardware's changed, but I'm very excited to deliver this experience, The Last Guardian, to fans.


http://www.gameinformer.com/b/featu...ng-journey-an-interview-with-fumito-ueda.aspx
 

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The Last Guardian: "We have to deliver, we have extra pressure"

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When GamesIndustry.biz sat down with Shuhei Yoshida, the president of Sony's Worldwide Studios for Sony Computer Entertainment, it was the day after he'd delivered to fans the one thing they'd been asking for since 2009, a promise that The Last Guardian was finally going to be released.
It turned out that rumours of the project's death had been greatly exaggerated, even as the games media obsessed over expired patents and the employment status of the game's designer Fumito Ueda Sony was quietly working away on the adventure title. We asked Yoshida to go into a little more detail about the delays to the project, and how he felt now he'd set the release for 2016.

Q: Was it a relief to finally be able to announce The Last Guardian?
Shuhei Yoshida: Last night was, but now the reality settles in. We have to deliver, we have extra pressure, and the team has too, but it's a good pressure. The team is super happy.
Q: What are some of the challenges that delayed development? Was there ever a point where you were close to cancelling it?
Shuhei Yoshida: The game was originally made for PS3 and we announced it in 2009 at E3. The trailer we showed was running on the engine but not at the performance, the game had a much lower framerate so we sped it up to look like it was running at 30 frames per second for the video. But the team has really really struggled to get the game running at the performance it needed and some features went missing so there are lots of technical challenges that they were going through. They spent lots of time porting the code to SPUs to make it faster but not quite at the pace that was required.
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That was 2011, that was all about PS3 development going very, very slow. Come 2012 and we know the PS4 is coming. With the dev system available it became apparent for us that we just cannot continue like this in terms of the pace of development - we knew that we had to compromise on the design or the scope or the number of characters if we stayed on PS3. So in order to realise the vision we said let's do PS4.
But after that it took a long time for the engineering team to finish. They spent a lot of time optimising to PS3 but that's a really unique architecture, so everything had to be kind of redone for PS4. So that took until last year, when there was huge progress. The fundamentals of the game architecture were done so the actual game was playable and being implemented on PS4. That's how we felt confident enough to show it and say next year.
"The rumours had it that Mark Cerny and the Knack team were finishing the game, that's totally wrong"
So the game is running and playable at the same speed as the video we showed but we decided to show it in video format because it's an adventure game and the bird Trico moves as AI, so she may not do what you want to do [laughs]. We didn't want to risk making the conference presentation longer so we just made it a video.
Q: It was reported Mark Cerny was working on it, was that true?
Shuhei Yoshida: The way the rumour was written is not true. Mark has been helping many of our teams, the same way he's giving advice to The Last Guardian team, especially on the technical side - he has deep, deep knowledge of the PlayStation 4.
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Different teams need different types of help and we have the central tech group as well, these teams have also been helping too. So the rumours had it that Mark Cerny and the Knack team were finishing the game, that's totally wrong.
It's an internal Japan Studios development so when one project finishes like Knack or The Puppeteer, these are done internally, the members move to other projects. In that way they share the resources.
Q: Did interest, some might say nagging, from the press and fans help keep the project alive?
Shuhei Yoshida: That was a huge reason we continued. I strongly felt that this game has to be made and we felt we came so close, so we knew the game that Ueda-San had imagined and we really wanted to finish it.
 

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Here’s How Sony Managed to Keep The Last Guardian’s PS4 Announcement a Secret Until the Last Moment at E3

The Last Guardian‘s PS4 re-announcement during PlayStation’s E3 conference this year surprised many, but there was one element that could have spilled the beans just minutes before, dampening the impact of that trailer at the very beginning of the show.

At the end of the trailer, Director Fumito Ueda stood from his seat among the audience to receive the long overdue applause, but of course having him sit there would have most probably caused one or more of the many journalists around him to drop the information on social media. After all, the presence of Ueda-san at the conference would have been very telling.

During a livestream hosted on Nico Nico, SCE Worldwide Studios President Shuhei Yoshida explained what happened. Ueda-san wasn’t there as the conference began. In order to keep his presence, and with it the re-reveal of the game, a secret until the very last moment, the Game Director stealthily went to sit among the audience covered by the darkness as the trailer was already rolling.

Below, you can see the result of the little trick, courtesy of SCE Producer Masami Yamamoto.

On top of this, Yoshida-san also mentioned that he had found out that a fan had uploaded a song on YouTube titled “Where’s the Last Guardian?” (you can watch it at the bottom of the post, courtesy of Endigo). He was tempted to tweet it before the show, but he could not do it because it would have been too obvious, given his position.





http://www.dualshockers.com/2015/07...uncement-a-secret-until-the-lat-moment-at-e3/
 

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The Last Guardian footage purposefully being held back

Sony to limit what it will show before launch.


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Sony Computer Entertainment is purposely holding back showing new footage of The Last Guardian for story purposes, SCE Worldwide Studios boss Shuhei Yoshida said.

“Development is going well, but because it’s about the story, we don’t want to show too much,” Yoshida told GameSpot during Paris Games Week. “We wanted to show that it exists, it works, it runs. It’s not like we won’t show anything before launch, but I think we will try to limit what we show about the game.”

The Last Guardian re-appeared at E3 2015 as a PlayStation 4 title. It was first announced as a PlayStation 3 title at E3 2009 and was once scheduled to launch during holiday 2011. But PlayStation 3 hardware “compromised” the game’s ambition, prompting the move to newer hardware. While it didn’t come with new footage, Sony brought a life-sized version of Trico, the game’s buddy-creature, to the Tokyo Game Show in September.


Read more at The Last Guardian footage purposefully being held back
 

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The Last Guardian: first hands-on preview in Edge, 2016 release reconfirmed



[URL='http://gematsu.com/2016/05/last-guardian-first-hands-preview-edge-2016-release-reconfirmed']The
cover story of the latest issue of Edge Magazine is a hands-on preview of The Last Guardian, revealing new gameplay details and reconfirming a 2016 release date.[/URL]

In the magazine, game director Fumito Ueda says, “Since this is the year we will see the game’s release, I do have some worries, but I’m also very excited.”

The preview introduces a new gameplay mechanic in which the human boy character wields a mirrored shield. Edge writes, “Holding circle ‘illuminates’ the device, shining what is ostensibly an ornate crosshair onto any surface it’s aimed at… [Trico] can fire a devastating beam of red lightning from its tail, and will direct this power wherever we point the mirrored shield.”

In the demo Edge was shown, which is from an early portion of the game, this attack was used for environmental puzzles—“one involving the destruction of a rock face, the other the disintegration of a wooden wall.”

Of course, the star of The Last Guardian is Trico, the animal that accompanies the boy. He is described in the magazine as a “free-spirited creature that flagrantly disregards your attempts to tame it,” which prompted Ueda to question whether this may or may not annoy players.

“It would be a lie to stay that I have no worries,” Ueda said in the magazine, “but another game where you can completely control a creature wouldn’t be enjoyable for me because there are a lot out there where you can do that. I think I’ve had enough of them.”

As the game progresses, the relationship between Trico and the boy will strengthen, and Trico will become more responsive to his requests.

Trico is described as powerful, but timid and nervous in its nature. The magazine reads, “One area a little later in the demo sees us emerge high up from the wall of a huge cave that holds an underground lake. We immediately take the opportunity to leap into the clear water below, diving underneath the surface and exploring the muffled underwater world for a time. On resurfacing, we find Trico timidly pawing at the edge of the drop, refusing to jump. It is, after all, part cat.”

Here’s Ueda’s take on Trico: “This creature isn’t like the cute pets that exist in other games, or an ally that’s really useful. The role of the creature is ambiguous; that’s something we wanted to express in the game, and it doesn’t always do what you ask it to do. That’s one of the themes of The Last Guardian. It’s something that’s difficult, and completely different. I want to create the next thing – an experience that people have never had before.

“The amount of code is very large compared to AI in conventional games. We’ve given this creature its own desires, so depending on what action it wants to take, that affects everything, including its animation. It’s not like a normal humanoid character.”

The Last Guardian is, again, planned for release on PlayStation 4 in 2016. It’s been a long time coming since its initial reveal for PlayStation 3 in 2009. We’ll likely hear more, and hopefully a final release date, at E3 in Los Angeles next month.


Read more at http://gematsu.com/2016/05/last-gua...-2016-release-reconfirmed#l5CsLHxchGWTyE3I.99
 
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