In the clash between film directors and game directors over narrative logic, the ones who benefited in the end would be the players.
"The focus is Pokémon." Hisao Oguchi opened another memo. "Satoshi Tajiri's team submitted a playable demo of Pokémon Adventure. They've taken a huge leap this time, making it directly into a 3D action platformer while still keeping the series' light puzzle-solving elements."
Nakayama Takuya looked at the plan on the paper.
In his previous life, Pokémon had been very cautious on the road to 3D, even conservative—or it could be said that GameFran
k just wasn't up to par.
Now that Sega held a powerful platform like Jupiter, naturally it could not let this top-tier IP remain confined within the framework of 2D turn-based gameplay.
"Satoshi Tajiri's team has tuned the action modules for the main Pokémon very finely, and added many expressions and movements when there's no player input," Hisao Oguchi added. "Using Jupiter's capabilities, the Pokémon's jumping and skill releases in 3D sandbox scenes feel extremely solid. The test department's feedback is that this gameplay has lethal appeal to younger players and female players."
"The direction is right," Nakayama Takuya evaluated. "Pokémon's core is collecting and raising, but its form of presentation must keep up with hardware iteration. 3D sandbox exploration can maximize the display of those creatures' ecology. Tell Satoshi Tajiri that scene interaction can be even bolder. There's far more room for making the environment dynamic than in 2D scenes, and that's also the advantage of interaction in 3D games."
Hisao Oguchi quickly took notes in his notebook.
"The rest is the regular lineup," Hisao Oguchi continued reporting. "The motion-capture data for Pro Soccer World PSW 1996 has been updated: the new season's player roster has been added. The Second Super Robot Wars