hisashi-koinuma

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  • Pokemon Conquest strategically designed to bring in new players

    by 
    JC Fletcher
    JC Fletcher
    06.10.2012

    Going into my interview with Pokemon Conquest director Hisashi Koinuma, the DS strategy game seemed like the most inscrutably random agglomeration of properties imaginable. I couldn't begin to imagine a reason anyone would think to merge Pokemon with Nobunaga's Ambition, a strategy game about real Japanese warlords.Koinuma cut through the confusion without trouble, in an instant. "It would be nice if players would become interested in Nobunaga's Ambition," Koinuma said in response to my question about Conquest as a Nobunaga's gateway. "But as Tecmo Koei has created a lot of simulation titles, we wanted to introduce the genre of simulation games to children. It's not so much that we want them to start playing Nobunaga's Ambition as an entry point, but just as an entry point to the genre of simulation games."Of course! It all makes perfect sense as a first strategy game to pull kids into the genre. "Especially in Japan," he continued, "the number of users of simulation games has really dropped over the years, so in order to keep people interested in that genre, we hope that kids would play this game and would take it as a suggestion of 'oh, simulation games are like this.' Then in the future they'd continue playing simulation games."Koinuma believes that the hardcore nature of strategy/simulation fans leads the games to become ever more difficult and less accessible to attempt to satisfy said fans. "At the same time, there are people who want to start trying simulation games, well, now the games on the market are a lot more difficult, so it's a lot harder to learn how simulation games. Some new users are kind of turned off by the genre because it's too difficult."%Gallery-157211%

  • Iwata chronicles the history of Samurai Warriors

    by 
    JC Fletcher
    JC Fletcher
    02.17.2011

    For his latest Iwata Asks interview, Nintendo's Satoru Iwata put the spotlight on one of the less-examined 3DS launch window titles: Tecmo Koei's Samurai Warriors: Chronicles. He speaks to Hisashi Koinuma, who is in charge of the Warriors series at Koei, and who has been with the company since 1994. Koinuma offers a few details about the 3DS game, like the fact that you can use the touch screen to select from a party of four warlords at any time, but the most interesting things he has to say are about the series in general. For example, while most non-fans can't really tell the difference between the Samurai Warriors and Dynasty Warriors series, except that all the names are Japanese in the former and Chinese in the latter, Koinuma reveals that there are design considerations that separate the two. "In Dynasty Warriors 2, you fight on a wide-open field, but castles are more representative of the Sengoku (Warring States) period, so in Samurai Warriors, we decided to feature castles and the characters surrounding them in order to create a difference." Koinuma also offered the following information, which we didn't expect to be mentioned so openly: "The games in the Samurai Warriors series can be played by pure button-mashing."