SPOnG: I want to ask about some of the new features and heavier emphasis on the 8-bit graphics that I've seen in No More Heroes 2. In the original there were highlights of that era in the design of the leaderboards, but here it shapes all of the minigames. Was that design choice also from the feedback you received, or was it an application of some of your Famicom experience and influence from that era?
SUDA51: I put a lot of different elements into
No More Heroes 2 – from a design perspective, the game series can be open to anything. I'm not really sure why I put in the 8-bit elements into
No More Heroes. It seems like it really suits Travis' character though, being an otaku right?
In the first game though, as you said the 8-bit elements were in there, but you couldn't play them. They were limited to the leaderboards. It seemed a bit of a waste because when you think about 8-bit, you think of games to play. So when work on
No More Heroes 2 started, that was something I really focused on doing – implementing playable segments with the 8-bit style graphics.
Originally I wanted to only make three of those games in the 8-bit style, but eventually we ended up making almost all of the games like that because we enjoyed it so much.
SPOnG: Would you consider putting those 8-bit games on DSiWare?
SUDA51: Oh, what a good idea! [Laughs] I want to do that now. Of course, those side games are only a small part of
No More Heroes 2, but even as separate games they're quite enjoyable!
SPOnG: A couple of years ago, you mentioned that the Japanese industry had to be careful and look out for its future – that a lot of companies were making DS games and not really catering to Western interests. A few years on, has that situation changed? What's your assessment of the Japanese games industry?
SUDA51: Of course, the situation between 2008 and now has changed, thanks to digital distribution. Today we have the iPhone, PlayStation Network, WiiWare... Anyone can have an idea for a game now and use these online services as a platform for establishing indie content. It's a really good thing for new game designers, or even those who want to try out new ideas.
For example, I could think of a game to put on one of these services, and it doesn't have to be a huge, epic game requiring lots of money and development time. There's a lot of potential to expand the games market in a different way, there.
SPOnG: OK, a serious question now. The game is full of sexual references – did you deliberately set out to make players think that the katana was a massive penis, and make players look like they're masturbating?
[The translator laughs – SUDA51 looks confused; the translator is having trouble maintaining composure, embarrassed to fully translate the question]
SUDA51: Aaah... I am a gentleman! [Laughs] But he [points to Travis Touchdown image] is not! [Grins] Especially, he saves his game on the toilet!
SPOnG: What's he supposed to be doing there, in the toilet?
SUDA51: Uh... The reason why I decided to have the game saved in the bathroom was because I get good ideas when I'm sitting on the toilet! [Laughs]
SPOnG: Do you finally feel like you've made a game that's more violent than Manhunt 2?
SUDA51: Ahhhh! I actually bought
Manhunt 2, but I've never played it! [Laughs] So I don't really know how violent it is!
SPOnG: Don't worry, I think a lot of people probably did the same! Thank you very much for your time Suda-san.
SUDA51: [In English] Thank you very much!
No More Heroes 2: Desperate Struggle will be released at the end of April, from Rising Star Games.