MAGAZINE

State of the Shoot ‘Em Up

Edge Staff's picture

By Edge Staff

November 17, 2008

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Star Soldier R

More sobering talk comes as we move on to the prevalence of arcade shooters on Xbox 360 and XBLA, and a rhetorical challenge is issued by Maruyama: “Which platform do you want those games to be developed for?” He ascribes the current situation to there being no other option: arcade developers simply cannot afford to buy PS3 development kits and spend their time trying to understand the machine’s intricacies. And, of course, the games being ported are developed on boards much more powerful than PS2. Fujino agrees, saying: “Microsoft certainly didn’t oppose a small company like Triangle Service developing for them, but they weren’t especially more helpful than other platform holders. The important thing, compared to the PlayStation 2 era, is that the machine is far, far easier to develop on. I really think it’s a great platform from the developer perspective.”

The most controversial point Maruyama makes, however, is that XBLA is far from being a “new and big chance” for small developers, and in fact often forces retail release. Microsoft is alleged to be very selective, though this opinion perhaps has something to do with G.rev’s Under Defeat having been waiting for Microsoft’s approval for a considerable time. But the opinion is supported by Fujino: “From the time development is complete to your game going on sale online, it takes about half a year – for developers like us this just isn’t a financially viable business model.” Both Maruyama and Fujino feel that small Japanese arcade developers have to fight to get a place on the release schedule between all of the big names that get priority. “Instead of waiting for the game to be released on XBLA,” says Murayama, “it is often quicker and financially more viable to go for a retail release.” This has the added benefit of addressing a bone of contention we’re becoming familiar with: the problem of the game’s pricing. “People simply associate ‘download’ with ‘cheap,’” says Maruyama. “I understand somewhat, as I’m reluctant to pay 800 points for certain things. But the fact remains that a package release lets us ask a standard price.”


R-Type Dimensions

The general focus on simple economics that is common to all of the shooter developers we spoke to makes an obvious point. Too often, it’s written that the Japanese shooter scene is ‘vibrant’ without any context about the realities in which these games are produced. It’s easy to look at a market that in the last year has played host to games like Dodonpachi Dai-Fukkatsu in the arcade and Bangai-O Spirits on DS, will shortly see three titles released through retail a week or so apart (as well as the likes of Star Soldier R and Konami’s recent announcement of Gradius Rebirth on download services) and simply say that it’s in rude health. Superficially, that list says it is. Beneath the surface it’s a niche genre that is being kept alive by enthusiastic developers trying new business strategies, and publishers like Sega that are trying to reinvigorate their heritages. It’s by no means a dying breed, and a successful shooter isn’t mission impossible. But you get the feeling that flying into the future, even with these experienced hands on board, will take more than a few credits.