<![CDATA[Kotaku: tetsuya mizuguchi]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: tetsuya mizuguchi]]> http://kotaku.com/tag/tetsuyamizuguchi http://kotaku.com/tag/tetsuyamizuguchi <![CDATA[Konami Publishing Ninety-Nine Nights II, Shoko Nakagawa In A Big Hat]]> According to Microsoft, Konami will be publishing hack-and-slash Ninety-Nine Nights II. The prequel was developed by Rez designer Testsuya Mizuguchi; however, he does not appear to be involved with this title. Ninety-Nine Nights was published by Microsoft in 2006.

South Korean developer Phantagram worked on the title with Mizuguchi's Q Entertainment. This time Microsoft development arm Feelplus is handling development duties. The sequel has a much darker visual flair.

Fun fact: nerd idol Shoko Nakagawa appeared at promotional events for the game, cosplaying as one of the title's characters. This was back before she was a super-duper famous superstar and before we knew Ninety-Nine Nights wasn't very good.

Another fun fact: While Shoko Nakagawa claimed at the time to be impressed with Ninety-Nine Nights, she actually did not own an Xbox 360 until this past March. And then she didn't seem to play it much and later gave away some of her games. She's got more important things to do, apparently!

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<![CDATA[Lumines Developer Making Game For Ubisoft]]> Tetsuya Mizuguchi, the developer behind Rez and Lumines, is developing a new title for French game maker Ubisoft. That's about all we know!

At the Ubisoft press conference, Mizuguchi did not take the stage and instead he was singled out in the audience. Mizuguchi's Q Entertainment will be handling the project which is called "Codenamed Eden". Conjecture at will!

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<![CDATA[Is Q Entertainment Still Making "QJ" For Atari?]]> Last year, Atari announced it had buddied up with Rez HD and Lumines creators Q Entertainment for a pair of projects: the Live Arcade cash-in comp Qubed and the enigmatic "QJ." Where are they now?

Well, Qubed is still listed as a to be released title at retailers like GameFly. But QJ hasn't made a peep since its announcement as a Wii title. And given recent developments at Atari—including its pull out of E3 2009 and a last minute publisher switch on Ghostbusters for Europe—we're getting a little worried.

Add to that recent chatter from Q Entertainment co-founder Tetsuya Mizuguchi who indicated on his personal blog that he'd had to cancel a new project due to an unspecified "financial crisis" and we start e-mailing people

Unfortunately, multiple emails to Q Entertainment and Miz himself have gone unanswered. And Atari's issued us an official "no comment" about the status of QJ. That might be interpreted as a bad sign.

Siliconera dug up a recent news tidbit about QJ, which apparently licensed a BT and DJ Tiesto track for the game. But that was back in March. So we don't know what to think.

Fortunately, we never actually saw anything concrete on QJ. Maybe what we don't know won't hurt us.

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<![CDATA[Is Guardian Hearts Q Entertainment’s Next Game?]]> We have been wondering what Rez creator Tetsuya Mizuguchi has been up to. He hasn't been up to much recently, or has he?

Game site Siliconera found a trademark for Guardian Hearts, which was filed by Mizuguchi's company Q Entertainment.

This is the sixth trademark filed since Q Entertainment was founded in 2003. The others are: Meteos, Q? (company logo), Lumines, Every Extend Extra and the band Genki Rockets.

Is Guardian Hearts Q Entertainment's Next Game? [Siliconera]

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<![CDATA[Ninety-Nine Nights II Is Dark, Fiery And Smokey]]> Xbox 360 title Ninety-Nine Nights is getting a sequel with the clever temp title Ninety-Nine Nights II. As you can tell by these screenshots, the game's visual hook is equally clever: light and dark.

So original!

As we previously posted, the game is currently 50 percent finished and slated for release sometime this year. The game system, the graphics, the production, the action and pretty much every thing has been polished up since the previous title.

The first Ninety-Nine Nights was designed by Rez creator Tetsuya Mizuguchi, who apparently isn't that involved in this title. That game had colors and this one doesn't. Instead, Ninety-Nine II has smoke. Hooray for smoke.

光と闇の戦いが再び幕を開ける 『ナインティナイン・ナイツII(仮題)』 [Famitsu]

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<![CDATA[What Is Tetsuya Mizuguchi Doing These Days?]]> Well, not much with N3: Ninety-Nine Nights II, apparently! According to the upcoming issue of Famitsu, Tetsuya Mizuguchi (Rez, Lumines) isn't that involved in the game.

Makes sense as the previous title was co-developed with Korean dev Phantagram doing most of the heavy lifting — and with Mizuguchi doing the interviews.

Announced last year at Microsoft's TGS press conference, N3 II will supposedly be developed primarily by Microsoft development arm Feelplus. No word if Mizuguchi will be wrangled in for press junkets.

So, what is Mizuguchi doing these days? It seems he's working on a project with Atari. Atari? But wait, think about it. Phil Harrison is at Atari. SingStar boss Paulina Bozek is now at Atari. (Hello head hunting!) This could actually be interesting. Almost as interesting as that hat he's wearing.

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<![CDATA[Atari Snatches Up Rez Creator For New Wii Game]]> The all-new Atari adds another heavy hitter to its line-up: Rez creator Tetsuya Mizuguchi's Q Entertainment. The publisher announced today that it is bringing Q's next music-based game, (tentatively?) dubbed QJ, to the Nintendo Wii.

That's all Atari was willing to announce about QJ, according to a report from CVG. It showed a logo and flew in Mizuguchi himself, but it kept the actual game under wraps — probably until the Spike TV VGAs, we assume, since it seems to be hoarding all the exclusives.

Atari will also be publishing a Q Entertainment compilation disc featuring Rez HD, Lumines Live and Every Extend Extra Extreme, packed with downloadable content. Smart.

Mizuguchi reveals new game [CVG]

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<![CDATA[Tetsuya Mizuguchi Is Making New IP]]> Tetsuya Mizuguchi is best known for Rez, Space Channel 5 and Lumines. He's made lots of Lumines spin-offs like Lumines Live! and Lumines II. Key words: Lumines. We haven't seen a new game from Mizuguchi for a while, but he confirmed to Kotaku that, yes, he's working on a new IP. Says Mizuguchi:

Yes, I'm working on a new IP.

We've heard from sources that it may be an Xbox 360 title. Wonder what it is...

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<![CDATA[Meteos Wars Coming to Xbox LIVE Arcade]]> Q Entertainment brings word that Metoes Wars is coming to Xbox LIVE Arcade this fall. The game will feature over 20 different planets — each having its own alien race, Meteos blocks and unique gravity as well as visual and audio style. There will be various single player modes (Mission Mode, Attack Mode, Vs. Mode), and there'll be LIVE multiplayer, too. What else, the game has four "Planet Impact" special attacks: Armageddon, Gambit, Sentinel and Tempest. And there's even accessories you can collect for your alien. And who doesn't like an alien with accessories? Game is priced at 800 MSP and out this October.

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<![CDATA[Tetsuya Mizuguchi on Rez HD, Game Design, the Future]]> lumines_live.jpg Gamasutra has an interesting (if spotty at points) article up with Tetsuya Mizuguchi, the man behind Rez and Lumines (Lumines Live! is one of those games I have to be careful about playing, since I find it oh—so—hard to put it down), talking about proper vibrator placement while playing Rez, the future of Dadaist games, and emotional depth in games:

I think most dramatic and thematic games exist, and it's really hard. This is for an example: it's really hard to cry if you play a game. You can cry when you watch movies. I have, and everyone has that kind of experience. This is an emotional movement, very strong. But we can't cry when we play a game. This is a different catharsis. This is a physical reason. This is like a basic instinct. I think the game is designed as an experience. It's designed as a catharsis experience.

You have some accomplishments all the time, but accomplishment is a very strong keyword. It's a very strong factor of the game. I think in our 40 year history, we may [continually] redesign this, maybe. But in the last five years, you can get the resolution. This kind of resolution makes you have a very effective emotional possibility, with music, effects, hi-def movie effects. I think there can be growing, growing, and growing. There's some games coming in that class.

Well worth a read through, though be prepared for more talk from the interviewer than usually shows up in interviews.

Expressing The Future: Tetsuya Mizuguchi [Gamasutra]

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<![CDATA[Mizuguchi, Matsuura and Music]]> Rez creator Tetsuya Mizuguchi and PaRappa the Rapper mastermind Masaya Matsuura are smart guys. They say smart things. This time, they're chatting up music — so essential to their games. Dig this exchange:


Mizuguchi: ...What is music? Music has many elements, so how can we cut and separate and remake the parts in the process of game design? So then, game designers have to know what is fun, what is the essence of music?

Matsuura: Essence of music, I don't know. I really don't understand the essence of music. I've been composing music for thirty years, and I still don't understand what music is. But I'm still looking for the certain shape of my music. Anybody who can define the existence of music, I really respect.

Mizuguchi: Yeah, I agree with you. Music is like a universe — many, many elements. Lyrics, chords, rhythm, beats, playing, listening. Emotionally, you feel something. When I was 11 years old, I listened to my first Beatles music. I couldn't understand English, but I felt emotion or something, sort of... I want to love somebody! It's the power of music, of chords... very physical things, very emotional things. Not logic — I don't know, maybe logic. If I understand the lyrics, and it's a new chemistry. Music, we have a long history with music, but new music is coming still. I don't know why. It's a universe. Amazing.


Great stuff. The rest of the dialogue over at Game|Life is worth checking out as well. Do it, you won't be sorry.
Interview with Miz and Matsuura [Game|Life]]]>
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<![CDATA[Mizuguchi: I'm Too Artistic, I Know]]> Tetsuya Mizuguchi, founder of Q Entertainment and best known for his work on Rez, Space Channel 5 and Lumines took the stage at DICE today to talk about the future of gaming and give attendees a quick history lesson on all things MIzuguchi. His talk, titled "Art vs. Commerce" focused on his career-long struggle to balance the artistic and the fiscally responsible. From the wildly successful Sega Rally—which sold 20,000 full-sized arcade units and 1.5 million on consoles and PCs—to the commercial underperformer Rez—a game for which he declined to offer sales data.

Mizuguchi explained he was inspired by games at a young age, fascinated by Atari's dedicated Pong platform. He says he also discovered the music of The Beatles at the same time, combining the two experiences in a visual and emotional way.

He says he later was motivated to join Sega when he saw the Sega R-360 arcade cabinet for the first time. The enclosed, fully rotating cabinet gave developer AM2's G LOC a more realistic flight simulator experience (and surely induced plenty of nausea). When Mizuguchi saw the R-360 for the first time, he thought "Wow, who did this?"

His first project at Sega, arcade racer Sega Rally, got its own answer to the R-360 later, with a full-sized rally car chassis that sold a total of four units.

Moving on to the console division, the producer went to work on Space Channel 5. It was the result of his fascination with MTV culture as a child and his first foray into merging the emotional response from music with interactive entertainment.

His next was Rez.

DON'T THINK. FEEL IT.

The game, once known as K-Project was not just inspired by the paintings of Wassily Kandinsky, a Russian painter who had experience with the condition known as synesthesia. It was also partially inspired by Mizuguchi's early fascination with the Sensorama, a multi-modal device that promised an experience combining wide vision, motion color, stereo sounds, aromas, wind, and vibrations. "Wow," Mizuguchi said, questioning "What is this? What's happening inside?"

Combining those two motivators with Mizuguchi's interest in understanding why people, regardless of region, reacted to music at clubs and festivals physically—and vocally, as Mizuguchi said "Waaaaagggh!", arms stretched high.

These combinations continued, with games like Lumines, which recreated the "play with music" gameplay design and Ninety Nine Nights, Q Entertainment's attempt to combine action games and movies. NNN, Mizuguchi explained, was heavily influenced by Akira Kurosawa's Rashomon. Lumines II, which felt to many like a retread, was an attempt to more heavily incorporate music videos into the gameplay.

All of these marriages of medium are just portions of what Mizuguchi feels will bring to game development, now, according to him, still in its infancy. The "Big Bang" he says will be a hybrid product for a mass audience that combines online connectivity, video games, music, movies, community and advertising.

Since moving to Q and partnering with friend and now CEO, Shuji Utsumi, Miz says he's begun to come to terms with balancing art and commerce. Utsumi, he says, has been a good influence, especially when Mizuguchi becomes "too artistic." "Games," he says "are entertainment, not just art."

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<![CDATA[Three Vibe Hands-On With Rez HD]]> A few days ago I headed to downtown San Francisco to meet up with the Tetsuya Mizuguchi and the folks from Q Entertainment as they did their final push for Rez HD before it officially hits XBLA this coming Wednesday. I was ushered into a hotel room and seated on a comfy couch in front of a nice big screen displaying the familiar beats and graphics of Rez. The next thing I knew I was being handed three different controllers: one was placed behind my back, one on the floor under my feet and the third in my hands to control the game. This, I was told, was "the Miz way" to play. As it turned out, the Miz way was the way to go.

They fired up the game, I chose my level and as soon as it started I could feel the first pulses of vibration at the small of my back, at my feet and in my hands. As the level progressed the vibration became more intense and the controllers did not always vibrate in tandem, sometimes they ping-ponged back and forth creating a unique sensation. Having only played the Dreamcast version and not being among the small number of people to have actually gotten a hold of a trance vibrator, I had no idea how immersive having all that extra vibration could be. If you have played Rez before and were on the fence about getting Rez HD, the multiple controller vibration (it can support up to four) should be enough to push you over the side.

When we saw the game demoed in Tokyo last year, they were still undecided on how they would incorporate the vibration into the game. One thing they didn't want to have to do was design a new peripheral, so they needed to come up with something else as Mizuguchi explains..

In this game, the vibration is really important. The mix of sound, music and vibration is like a chemistry. I didn't just want to have controller vibration, I wanted to do the Trance Vibration again and that kind of thing is difficult to reproduce. So one day, one of the game designers came up with the idea of the multiple controller vibration since most people have more than one 360 controller. We all thought it was a really fantastic idea.

Since the announcement that the PS3 controllers would once again feature rumble, I asked is they had considered bringing Rez HD to the PSN Store as well and Mizuguchi said that yes, it is definitley something they would like to do and have considered. So if all goes well, PS3 owners could well see Rez HD arriving on their consoles in the near future. For 360 owners just a few more days and you'll be playing Rez HD in all its vibrating glory. Remember, one controller at the small of your back, one at your feet and one in your hands, that's the Miz way. As to where you put that fourth, that is entirely up to you, just remember to wipe it off when your done.

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<![CDATA[Space Channel 5 Wii-make Rumors Abound, Mizuguchi Keeps Dodging]]> We've been hearing rumblings about a Space Channel 5 appearance on the Wii, bringing Tetsuya Mizuguchi and United Game Artists' rhythm game born on the Dreamcast back into the limelight. The only problem with those rumblings are the sources. Joke threads on 2ch, the never-reliable Magic Box, and something in German that we couldn't make out. Sega? They aren't talking, outside of telling IGN the rumors had no validity. While that sounds like a fine outright denial, we just can't shake the feeling that Mizuguchi is hiding something, being very cagey about a Space Channel 5 update.

His response to GameSpot when probed about another futuristic dancing game? "With Space Channel 5, if I have reason to improve on the HD experience, I will do that. Have you asked Sega?" adding a bit of laughter. The annoying kind that hints that he's not ready to spill something yet. He answered similarly to Game|Life's question on the matter with the same godforsaken laughter.

Look, Miz. We aren't laughing. We've still got the Ulala and Morolian refrigerator magnets up, if that tells you anything. Despite Sega's dismissal of the idea, their new tendency to look backward for hits only makes us want more Space Channel 5.

We know it's rumor, and we actually don't believe a lick of it yet, but let's get this done already. No more laughing! And can we get a cute microphone controller, while you're at it?

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<![CDATA["If I Have A Reason, I Will Remake Space Channel 5"]]> Rez HD? Can't wait. The game is getting released next week on Xbox Live Arcade. What does that mean for folks who don't own an Xbox 360? Tetsuya Mizuguchi (Rez, Space Channel 5, Lumines) says:


We started on Xbox 360, but we have no reason not to provide this game to other platforms.

So, while we're in this share-the-love frame of mind, how about Space Channel 5 HD?

If I had a reason to remake Space Channel 5 on the new platforms, I will do that.

Oh, but you do, you do!
Miz Interview [Game|Life]]]>
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<![CDATA[Want Rez HD Free?]]> If 800 Microsoft Points is "too much" for a hi-def remake of one of the best video games of all time, by all means, go ahead and register to win one of fifty copies of Rez HD. It's no skin off my back if you want to fill out a registration form at the official Rez HD site and skirt the payment, you cheap son of a bitch. However, if you do have the gall to weasel your way into a free code for the Xbox Live Arcade version, do me a favor and don't tick the radio button on the survey that says "I'm a fan of Tetsuya Mizuguchi" because you'll be lying. The man's got kids to feed and you're trying to shortchange him and the rest of the underpaid Q Entertainment staff. People like you make me sick.

Rez HD Official Site

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<![CDATA[Work and Play: A Peek Inside the Lives of Gaming's Greatest]]> workplay.JPG

I've had a pet project I've been working on for years, three of them if my memory is right. It started as a simple idea: You can judge a lot from a person's desk. I bet you could judge just as much from their home entertainment system. So I decided it would be fun to try and track down some pictures from the work desks and home gaming set-ups of the people who work in and cover the video game industry. Simple right? Not so much.

Turns out that many of the people are either too busy or too private to want to participate in such a project. To make matters worse, there's always fear that something sitting on someone's desk, that ends up in a photo, could actually be news worthy. Like a secret project or the next big thing. But I didn't give up and about once a year I'd harass a bunch of game developers for photos. Finally, this year, the harassment paid off.

What started as a trickle of photos turned quickly into the collection of galleries you'll find on the jump: More than 40 different photo galleries from 17 studios, seven publications, two industry movers and shakers and a couple of fun surprises.

You'll get to see the desk of such greats as Sid Meier, Peter Molyneux and Tetsuya Mizuguchi along with plenty of others. Remember you can comment both on the next page and on each individual photo if you click on them.

If I find there is interest, I will try to periodically update this gallery of galleries with more developers, journalists and industry movers and shakers. Have fun.

DEVELOPERS
2K Games

ASTRO Gaming

Buzz Monkey Software

Capcom

Eat, Sleep, Play

Electronic Arts

Firaxis Games

Flying Lab Software

Gearbox Software

Harmonix Music

Incognito Entertainment

Insomniac Games

Kojima Productions

Lionhead Studios

NanaOn-Sha

Naughty Dog

NCSoft

NetDevil


Neversoft Entertainment


Ninja Theory

Pandemic Studios

Petroglyph Games



THQ

Q Entertainment

JOURNALISTS

Blue's News

BoingBoing

EGM

The Escapist

GameLife

Joystiq

Kotaku






MTV

Slashdot Games

VE3D

VH1

INDUSTRY FOLK

MISCELLANIES
I AM 8-BIT

Penny Arcade

Whorecraft

Video Games Live

Which writer’s father bought a Playstation 3 specifically to play Grand Theft Auto 4?

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<![CDATA[Two Men, No Shirts, All Rez]]> File this under "old" and "Hot Tears of Shame." Here at Kotaku, we get flack for posting lots of jubblies. Know this: we're equal opportunity! With all this about Rez HD on the Xbox 360, it's time to take a look back at this embarrassing PS2 Rez ad. It features two young men, who've got their shirts off and are telling each other how good the vibrating DualShock feels. Microsoft, Sony has set the bar pretty high with this ad. Try and top it!

Thanks, Aokaze!

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<![CDATA[Flynn Pwns Rez]]>
So after Mizuguchi plays Rez for about 10 minutes, he hands the controller off to Flynn to everyone's surprise/jealousy. It's a tough act to follow when a game's birth parent has just dominated in front of a room full of people. But Flynn kicked some major ass (sorry we can't actually show you the gameplay, but they threatened to break my legs). You'll have to settle for dramatic big Flynn/Miz faces instead.

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<![CDATA[Justify Your Game: Rez]]>
We made Tetsuya Mizuguchi justify his Rez. And if our "Justify Your Game" segment is cruel to English-native Western developers, it's straight up evil in Japan.

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