A portion of a Siliconera interview with Capcom's Takeshi Yamazaki...
S: When creating the theme for Spirit of Justice, Yamazaki held a brainstorming session where the team felt that the weak defeating the strong was what made a good turnabout. What other ideas were discussed? Were there any case ideas that didn’t work?
Takeshi Yamazaki, Game and Scenario Director: There was one real sticking point while I was writing the design document for Spirit of Justice, and that was how were we going to put Phoenix in a corner, given that he’d become this legendary lawyer in the course of this series.
One idea was to have Phoenix stand as a lawyer in an underground court that served the likes of the mafia and other underworld inhabitants. That underground court would hold trials and render judgment on those who’d broken the rules of the underworld, meaning that even Phoenix would have a tough time believing in his own clients. Furthermore, everyone involved in the trials would be members of the underworld, including witnesses and prosecutors, so naturally, there would be false testimonies, forged evidence, bribes, blackmail, and other dirty dealings going on. Under those circumstances, we figured even Phoenix would feel incredibly like a fish out of water.
Soft Models, Strong Joints
Ugh. It’s still hot as anything, just like every summer in Japan. I’m Keiji Ueda, the model lead who’s bad at staying healthy in the summer and is always on the verge of a cold each and every year. As with Dual Destinies, I’m here to share a little about character modeling for Spirit of Justice. I hope you’ll join me on this little journey.
◆From easy-peasy to despair
There were all sorts of challenges and struggles all throughout the development of Dual Destines as we transitioned from 2D sprites to 3D models, but I thought that since we’d more or less made all of the models already, and that since the art style wasn’t going to change, it would mean that Spirit of Justice was going to be a piece of cake. Little did I know that it would take more than twice the work of last time to create everything for this game... But just why did it have to be this way?! Well, here’s just a brief list of just some of the things we decided to do this time that we didn’t do in Dual Destinies.
I was feeling a bit sad about the Wii U for a particular reason. Felt like making a video about it.
A portion of a Nintendoomed interview with Shin'en...
Q: Can you tell us if you are thinking about developing other FAST Racing NEO DLCs in the near (or not) future?
A: We never did any DLC before so we first want to see how many people are interested in such additions before we make any further plans.
Q: What’s next for FAST Racing NEO since the only console it is playable on right now is supposedly going to be discontinued pretty soon? Could you decide to develop ports of this game for other platforms, like Nintendo’s very own NX (considering how much you feel close to this brand)? Or do you think that the game is better off left on the Wii U?
A: For the Wii U we think FAST + DLC is just perfect and certainly one of the best games you could get there. If we would do another FAST game on a new platform we would not simply do a port. We would try to look at the platform to see what could be done beyond the current game.
Rumor has it that European retailers aren't going to be able to order the Wii U after Oct. 1st. It's not too surprising, considering the NX is set for launch in March of 2017. The only thing that seems to fly in the face of this is that Nintendo said they're going to produce Wii U until 2018. I guess you might be able to buy from Nintendo directly, but EU retailers are going to be out of luck after this October.