Suda51 And Shinji Mikami Interview

Suda51 And Shinji Mikami Interview

Goichi Suda, popularly known as Suda51, alongside Shinji Mikami, is a name that resonates deeply in the gaming world. Throughout their illustrious careers, they have brought forth remarkable titles that have significantly influenced the evolution of video games. Iconic series like No More Heroes, Killer 7, Resident Evil, Dino Crisis, the original Devil May Cry, and Viewtiful Joe are just a handful of the impactful games either developed or aided by these two renowned Japanese creators.

In addition to Killer 7, Suda51 and Mikami’s creative partnership has resulted in several other projects, including Shadows of the Damned, which is set to make a comeback on modern PC and consoles as the Hella Remastered edition. During Gamescom, I had the opportunity to interview these legendary developers. We discussed not only the remaster and the original concept—an idea that evolved dramatically during development—but also their future aspirations, illustrious journeys in the industry, and much more. Enjoy the insights!

This interview was facilitated by an interpreter and has been edited for clarity.

Shadows of the Damned has achieved a cult status over time, yet it isn’t your most mainstream game. What motivated the decision to revive it? Do you think it will find a more receptive audience now?

Suda51: Shadows of the Damned launched back in 2011 on the PlayStation 3 and Xbox 360, and these days, it can be quite challenging to find and play. At the time, the game didn’t receive much marketing and didn’t garner the recognition we had hoped for. We aimed to reintroduce it on modern consoles so a broader audience can experience it, whether they’re new players or returning fans. Additionally, we aspire to make as many of our Grasshopper titles accessible as we can, and reviving Shadows of the Damned felt like a great starting point.

Why opt for a remaster instead of a full remake?

Suda51: That’s a tough question. A remake would require significantly more resources to produce. The original game’s graphics were quite impressive for its time and still hold up well, so a complete remake didn’t seem necessary.

Other than the New Game Plus mode and new costumes, can you share if there have been any additional adaptations or improvements? If you could change anything, what would it be?

Suda51: Besides the New Game Plus mode and additional costumes, the remaster enhances 4K support, optimizing it for today’s consoles. Beyond these adjustments, I chose not to make drastic changes. Shadows of the Damned began as a concept called Kurayami, and I would have loved to make a director’s cut had we developed that vision. But as it stands, I didn’t want to alter the original experience too much. After playing it again after a decade, I found that its pacing in action sequences and the journey through hell complement the graphics nicely, which I find really exciting. Given the opportunity, I might still add something new.

Regarding your initial vision for Shadows of the Damned, it’s been noted that Suda-san felt unsatisfied with the final product. Do you think that with the evolving perspective on Japanese games, the original concept could succeed better today than it did in 2011?

Suda51: Indeed, sentiments toward games have evolved, and I think executing that original concept would be a lot more feasible now. Honestly, I haven’t given up on it yet. While I can’t promise anything, it could be something I pursue in the future.

With the revival of Shadows of the Damned, is there potential for a sequel involving both of you?

Suda51: While I’d prefer to work on a sequel to Killer 7 first, should Shadows of the Damned perform well, I’d certainly be open to exploring a sequel. I cherish the characters of Garcia, Paula, and Fleming; their interactions feel like an adult twist on Super Mario Bros., and I’d love to continue their journey if given the chance.

Looking ahead, are there any previous titles or franchises you’d like to revisit for a sequel or remake?

Shinji Mikami: God Hand 2.

I’m all for that! (Laughter from the group)

Suda51: I’ve conversed often with individuals at Spike Chunsoft, and there’s talk about revisiting Michigan, a game I created many years ago. Given the current gaming landscape, its unique style and atmosphere would resonate well today, and it’s definitely something I’d like to re-explore at some point.

You’ve collaborated on numerous projects together. What insights have you gained from each other, and have these influenced your other works?

Suda51: Before Killer 7, my team at Grasshopper focused primarily on adventure games. Killer 7 represented my first foray into action games, and I absorbed a wealth of knowledge from Mikami-san on crafting such a title, establishing a direction, and handling common challenges in action gameplay. That collaboration served as a foundational guide for my future ventures into action titles.

Shinji Mikami: Working alongside Suda51 has been incredibly enjoyable, but I wouldn’t say I’ve learned specific skills from him. I admire his storytelling and scenarios, but those narratives aren’t easily replicable.

Are you both open to collaborating again in the future?

Suda51: If the opportunity arises, I would love to create a sequel to Killer 7 with Mikami-san.

Since you mentioned it again, is a Killer 7 sequel in the works?

Suda51: We’ve addressed this question with other media before. The primary hurdle for a Killer 7 sequel lies with the intellectual property rights. If we gained access to those… Honestly, I have some reservations about returning to that series. I invested immense time, energy, and passion into the original; overseeing everything and ensuring every detail was perfect took its toll on me, and I’m uncertain if I could replicate that level of commitment today.

Reflecting on the original Killer 7, much content was left on the cutting room floor. Perhaps a complete edition could be an easier way to revisit the series?

Suda51: A complete edition is certainly feasible, and it wouldn’t require the same exhaustive effort as creating a new entry.

Both of you have had extensive careers. If you had to choose one word to encapsulate each of your careers and your collaborations, what would they be?

Shinji Mikami: It’s challenging to choose a single word for my career. Perhaps “total immersion” sums it up. As for my collaborations with Suda-san, I’d say “embracing novelty.”

Suda51: I echo Mikami-san’s sentiment; it’s tough to boil it down to one word. However, I would say “Instinct” characterizes my career. Working with Mikami-san felt like a learning experience. In the past, we’d often spend our first hour discussing game development, after which we’d dive into various personal topics. Those conversations not only provided enjoyment but also valuable lessons.

Thank you for sharing your time and insights!

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