![]() In a conference, it’s okay to have a big party or a big budget, because it’s a game, man. Spencer: Definitely, that’s fair.Īnd it’s kind of marketing, something iconic. But if you see me, dreadlocks on an Asian, “it must be him”, right? If I see a guy from India or Turkey, I may have trouble recognizing them because my eyes are not used to that. If you meet them out in the hall, do you recognize each one? I’d assume not. “Who the hell is this guy,” right?Īnd also, I assume you’ve met a lot of Asian developers and producers for interviews. Because it’s me, with dreadlocks, saying “yo what’s up man,” it makes sense. Just imagine if some random guy in a suit did it, it would just be silly. To be honest, what I did in 2010 at the E3 conference, it’s funny because it’s me. So I don’t do funny things for those other people, they are not my troops. So if I quit, yeah I don’t hear any laughing, but I also lose my core fans in the game industry. Some people are laughing at me, some people are laughing with me. Does this reputation ever get tiring, or do you enjoy it? Spencer: So this is an interesting question: you’re known online as the “extreme” or “one million troops” meme guy to a lot of people, which you seem to embrace. That’s something I really want to hear, yeah! Spencer: So maybe one day, a musician will say “it all started with Gal Metal ”. ![]() They’ll at least know this, and say “Hey I know what to do.” Then anyone who had fun with this game, when they have a band in school or college, they have a background. So I’m teaching the element of the drum, how you build your rhythm, how you play your music. ![]() So you can do other tricks, and other rhythms. But once you finish the story, you unlock all the rhythms. So this new trick might work for the new song, and you can try it, but you don’t have to. So we could put out all these beats at the start, but players would just say “what?” So instead we have a big story mode where each level gives you two or three new rhythm patterns, which link to the new song. Fujii proceeded to show us a number of different types of beats in-game.) So the story mode itself is about being real. To educate gamers to be the band man, or a metal lover! I mean, it’s still a game so you’ve got to have the essence or elements of a band, and of music. Spencer: So what do you hope players will take away from playing Gal Metal? What’s the goal? ![]() I’m assuming that’s entirely intentional with the “spirit of metal”. Spencer: I did notice that a large theme in the game is freedom, as there are no specific button prompts or anything. Yeah! So what I’m thinking about with the game is how the player will play. So what you can do is take the game to a barbeque, plug it in, make it louder, and you don’t need to see the small screen, so you can go like this. In that case, you don’t need to see the game screen. The game doesn’t tell you “here’s a note, hit now, pause now,” it’s up to you to decide. We decided to make a drum rhythm game, so when the Switch was announced with SIXAXIS Joy Con controllers, we thought, “why not? It’s a drum.” Additionally, as you play there’s no information on the game screen. So what was it about the Nintendo Switch that appealed to you enough to make Gal Metal exclusively for it? ![]() There’s no reasons or anything that are not coming from me. I’ve been in this industry for over 20 years, so with that experience I always wanted to make a music game myself. My career is all about composing and design, so for me, music has always been in my soul. I got a college degree in music theory, so I accidentally got into the game industry. BATTLE OF THE ISONZO MEME MOVIESpencer: Where did you draw inspiration from for Gal Metal? Were there any type of music, show, or movie that inspired you in some way, or was it entirely you?įor me personally, I’ve studied the piano since I was four years old. Fujii talked to us about rhythm, metal, and what it’s like to be a meme. Now promoting his Switch exclusive rhythm game Gal Metal, Mr. Known for his twenty years at Konami as a producer, manager, and sound designer (and for his iconic presentation at Konami’s E3 2010 press conference) Mr. While at E3 this year, Austin and I had the chance to interview the most “extreme” personality in the game industry, Tak Fujii. ![]()
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