Interview

Child of Eden Interview (PS3)

This summer Child of Eden lets gamers venture forth once again into the mind of Tetsuya Mizuguchi. Responsible for music-fusion titles like Space Channel 5, Lumines, Rez and the band Genki Rockets, we had the chance to sit down with the man himself and ask him a few questions.

Strategy Informer: What has it been like developing for the Kinect?

Tetsuya Mizuguchi: In a very early concept I had the idea a game using the controller and vibration like Rez. When we started the project with Ubisoft I saw a very interesting presentation from them using their camera device and no controller. There was no Kinect at the time. I was very impressed. It brought to mind the idea of being a conductor and that this was something very new.

But then Kinect was announced so we thought let’s make a game with that. We were still at an early development stage and were thinking “what kind of game can we make?” We took that idea of being a conductor, that if you move (makes some broad gestures with arms) you make sounds and visual effects. The process was very exciting.
 
Strategy Informer: The game play has some clear similarities to your past game Rez but some people have theorised a story connection between the two games. Can you confirm or deny that?

Tetsuya Mizuguchi: So… (pauses) …maybe some people will find something but I shouldn’t say too much. But Child of Eden is very much a spiritual sequel to Rez.

Strategy Informer: You launched an accompanying initiative called the Journey Project. What is this and how does it relate to the game?

Tetsuya Mizuguchi: At the end of the game you’ve purified everything and you receive an ending. But it’s not just a “watching” ending it’s a “touching” ending. You can access the memories of the pictures from the people [who submitted real life photos to the Journey Project. (Smiling) Please play until the end.

Strategy Informer: Another secret?

Tetsuya Mizuguchi: Yeah. After you’ve purified all fives archives [levels] you’ll unlock a hidden archive called Hope. That’s all I can say.

Strategy Informer: Kinect can support two players at a time. Are there any two player elements in the game, if not did you ever consider implementing it?

Tetsuya Mizuguchi: There’s no two player support, only one. The reason for this is not particularly special; it just would have been difficult to combine two peoples’ experience. We can still play each other by taking turns though.

Strategy Informer: Will the game support 3D for 3DTV owners? It seems like something that could immerse the player further?

Tetsuya Mizuguchi: I’m very interested in new expressions like 3D. In a Genki Rockets activity last year we made two 3D music videos and broadcast a live concert in 3D, which we did with Sony. That was an awesome experience for us - the music and visual combination with 3D was awesome. I’m really interested in working with that again. I can’t say the details yet but we are making the Playstation 3 version [of Child of Eden] with Move support so we’re interested in making that 3D.
 
Strategy Informer: Are you looking at Nintendo’s 3DS as an avenue for future titles? With its 3D display and motion controls it seems like it could be a good fit for a Rez or Child of Eden-like experience.

Tetsuya Mizuguchi: I think the experience on the 3DS and a high-def widescreen TV is totally different but both are very important to us.

On that ambiguous note our time with Mizuguchi was up. Check out our preview of Child of Eden for our impressions on the game itself.

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