Tue, Sep 20, 2011 | 06:12 BST
Inafune on why Capcom couldn’t succeed with new IPs in the past
Keiji Inafune isn’t a man of few words and speaking to Joystiq, he discussed why Capcom’s attempt to push original IPs in the past had met with very little commercial and critical success.
The games in question are Airtight Games’ Dark Void and the now defunct Grin developed Bionic Commando which released in the latter half of 2009 and early 2010 respectively. Both the games bombed commercially and didn’t get many glowing reviews from the press aswell. Especially, Dark Void.
Inafune explained that since the publisher was Japanese and the developers were western, it created sort of a rift while working, as they began to blame each other for even the slightest mistakes, which led to the games being not upto the mark.
“[It's] very, very simple: The publisher was Japanese and the developer was foreign. Even inside Japan, when you work in two different companies, they always blame each other for any small mistakes, so that’s pretty much what happened in those two games — blaming each other.”
He went on to compare those development experiences with that of Dead Rising — a game which went on to become a major franchise for the publisher both commercially and critically.
“When I was making Dead Rising, I told my staff, ‘Don’t ever blame the other guys. Do your best, and just keep doing your work,’” Inafune said. However, ever since he’s left Capcom late last year, he’s heard that “it’s getting back like before — blaming each other,”, something that concerns him deeply.
Inafune’s not entirely given up hope though, wishing that someone else will pick up from where he left off, and will lead the charge on development for the series. “I’m kind of hoping that someone will come forth and say, ‘Okay, I’m gonna take over from here.’”
Inafune’s now started two new studios of his own and is mostly developing games for mobiles devices as of now.