Cubed3 : Could you please introduce yourself and let our readers know what your role is on the project?
Nobutaka Nakajima : I am the producer of Point Blank DS, Nobutaka Nakajima. Basically, I'm in charge of Namco's classic titles and other remakes of classic characters on new consoles. Some projects I've been involved in include Pac'n Roll for the DS (2005), NAMCO MUSEUM BATTLE COLLECTION for the PSP (2005), as well as the Xbox360 Live Arcade version of Pac-Man, GALAGA and Dig Dug (2006).
C3 : How large is the team that worked on Point Blank DS and how long was the game in development?
Nakajima-san : There were about 25 members on the team. Including localisation, the project spanned over approximately 10 months.
C3 : What was the reason to bring the classic Point Blank to Nintendo's DS system? And how does the game make use of the system's various features?
Nakajima-san : Point Blank was a huge hit in the past and we wanted to recreate the gameplay mechanics of the Guncon with the Stylus of the DS to create a new type of "touch shooting". With the Stylus users can achieve a quicker and more direct and accurate aim. Plus, they can take the action with them anywhere on the go. In addition, friends can play against each other with the DS to DS wireless play.
C3 : What are the various modes that are available in the game? And can friends play against each other?Nakajima-san : There are 5 different modes, Arcade, Wireless VS, Brain Massage, Freeplay and Classic Coin-Op Games. And of course, wireless multiplay supported as well.
C3 : Were there many challenges when converting a gun shooting game to a stylus-based one? And were there any problems with the DS hardware itself?
Nakajima-san : This was one of our concerns at the start of the project, but we later found that this was not a problem at all. In fact, the mechanics turned out quite smoothly. Also, in the case of the Guncon, where we would normally need to implement a flash to appear on the screen upon the pulling of the trigger simultaneously, there is no need for this on the DS. This relieves some strain on the eyes for the players.
C3 : Following the success of Point Blank DS in Japan, if the game has strong sales in the US and Europe, will we see more Point Blank on the Nintendo DS?Nakajima-san : We would definitely like to make use of the unique features of the DS to bring more titles from the "touch shooting" series.
C3 : Also, do you feel that the popularity for the series is still around today? Or is there a fear that the DS game will not be as widely accepted?
Nakajima-san : The Namco brand name has been supported by many users in the past. Point Blank is one of the titles popular amongst users. This time, we wanted to bring back Point Blank on the DS and take advantage of the unique features of the DS hardware to allow for an all new Point Blank experience. The DS also makes it possible for users to casually enjoy the gun shooting action anywhere.
C3 : And what about the Nintendo Wii? Will you be considering using the unique control system for a version of Point Blank on this new console?
Nakajima-san : Since the Wii is a home console, it lacks the portability of the DS. Although the Wii Remote makes a shooting game very likely and possible, we do not have plans for a sequel on the Nintendo Wii at this time.
C3 : What are your thoughts on the Wii, its control system and various features in general?
Nakajima-san : The unique controller has a certain appeal and serves to be a very exciting piece of equipment for game creators. With that aside, I believe how direct movements of the hand and body directly translates into analogue data allows the player to experience a new type of gameplay right in the comfort of their living room not possible before.
C3 : Have you had chance to play with the Wii or one of the development kits?
Nakajima-san : Yes, I did get a chance to try out one of the Wii development kits. I think the graphics are powerful enough for performance on a regular TV. Of course, if it was displayed on a high definition monitor, it would be no match for the precision and high resolution of the PS3 and Xbox360. Then again, I believe the Wii's concept is different. It would not be fair to simply compare power in terms of graphics.
C3 : And have you found the Wii to be as underpowered as some sources are claiming?
Nakajima-san : I don't think this is necessarily true. Perhaps in terms of graphics, the resolution of the Wii may not surpass those of current generation consoles. But I feel that this is a system with a lot of potential with its innovative concept and dynamic controls. It would definitely serve as another vector or option for games deciding to stray from the high-end solution path.
C3 : Finally, what games have you been playing lately? And is there anything in particular you are looking forward to getting your hands on?
Nakajima-san : I like casual downloadable contents. The game I've been looking forward to trying is The Legend of Zelda: Twilight Princess.
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