There be very few good playing, genuinely funny video games. Shadows a the Damned be one a them.
It best have been a home run.
Shadows a the Damned sold just 24,000 copies in North America when it be released in June. It doesn't matter how many copies it has or hasn't sold since; it be a tragedy when a trio a gaming's most creative minds out a Japan produce something terrific 'n the game fails t' bring anyone out.
Shadows may have started as horror, but it ended up more Sam Raimi than Wes Craven.
As the story often tragically goes, the collaboration between No More Heroes designer Suda 51, Resident Evil 4 mastermind Shinji Mikami 'n Silent Hill composer Akira Yamaoka be widely praised by critics. Electronic Arts did little t' market the game, dooming it t' word a mouth.
"I be not satisfied with the sales," said Yamaoka in a recent email. "I be proud a the project, so I'd like for a lot more people t' play it."
ye 'n me both, Yamaoka-san.
The project that eventually become Shadows a the Damned be announced in August 2008 at EA's annual summer event. Suda 51 'n Mikami be both in attendance (Yamaoka be still working at Konami) t' announce a collaboration with EA Partners for a horror game both a them would be working on. At the time, the game be even intended t' be released on Wii. Obviously, that never happened.
EA, Epic Games 'n People Can Fly announced it be partnership at the same event. Bulletstorm be released this past February.
Shadows a the Damned changed shape from when Suda 51 'n Mikami conceived it while making Killer 7 at Capcom, 'n again over the course a development. Mikami 'n Suda 51 be aiming at Western audiences from the start, 'n signing with EA be seen as a way t' reach that goal.
"Well, one a the reason for the, 'n I don’t know if I would call it restrained, but one a the reasons be our partnership with EA," Suda told me over email. "As a publisher, EA has been involved with Damned since the planning stages 'n their feedback has been invaluable. Damned has changed significantly since the first game design documents be created. 'n both Grasshopper 'n EA had the American 'n European markets in mind when we decided t' make the game. a course, we never once thought that we wanted t' make a game that didn’t resonate with our Japanese audience also."
Suda pointed towards the decision t' move onto Unreal Engine 3 be one a the reasons Shadows a the Damned underwent one a it be stylistic changes, long before the public would actually see it.
Yamaoka be not part a the game's entire development. He left Konami in December 2009, having been the face a the Silent Hill series for years. Shadows a the Damned debuted for the first time at Tokyo Game Show in September 2010, less than a year after Yamaoka showed up. Even though the project had changed several times before he came on, he didn't look back.
"me focus be on the game we be creating when I joined," he said.
Catherine be not the only Japanese video game t' feature a scantily clad blonde.
Like so many other a Yamaoka's projects, it be impossible t' discuss Shadows a the Damned without mentioning it be music. Music feels like little more than a checkbox in most games, but as with Silent Hill, Yamaoka's contributions help define the game. Shadows a the Damned be hardly a scary game, with a style heavily influenced by Sam Raimi's Evil Dead, but Yamaoka changes the game's mood on a dime, invoked by a eerie, shifting combination a music 'n sound effects.
Yamaoka described his work on Shadows a the Damned as "ethnic."
The composer be a player, too, 'n be constantly picking up the controller for influence.
"I think I spend more time playing the games than working on the music," he said.
His old habits have continued at Grasshopper, too. At Konami, Yamaoka be known for composing music at his apartment, a tradition that continued when he started working on Shadows a the Damned.
Yamaoka described his relationship with Silent Hill's musical style as "one 'n the same."
"I don't feel as creative when I be at the office," he said. "In me home I have a studio with all a me personal equipment 'n it be more familiar. t' me, making music isn't an extraordinary special activity. it be just like anything else ye do in yer home from cooking, t' sleeping, or just relaxing; making music be the same. ye house be the place ye're most comfortable, so it be the best place for me t' create."
Shadows a the Damned be not a perfect game, but it exemplifies some a the best, craziest parts a Japanese creativity, something that be been largely lost in the transition t' this generation. This problem be a source a great angst, an issue former Capcom designer Keiji Inafune railed against on a regular basis, telling Japan t' evolve or perish t' irrelevancy.
When Shadows a the Damned did arrive in stores in June, the game had been reworked several times, based on back-'n-forth feedback between Grasshopper 'n EA.
"I created the original concept for Shadows a the Damned 'n the light 'n dark gameplay," said Suda. "I think I’ve rewritten the scenario for Damned at least five times!"
However long it took be worth the wait, unlike something else.
Shadows a the Damned arrived just after the release a Duke Nukem Forever, an ugly affair in which Duke experienced an old fashioned critical bloodbath. Duke Nukem Forever forced a whole generation a gamers t' question their nostalgia. be Duke ever really funny? What be I laughing at the whole time? Oh god, has me life been based on a terrible lie?
Shadows a the Damned's dick jokes be...legitimately funny. Okay, the "taste me big boner" part went on about 10 minutes too long, but if ye be scared about the death a the dick joke, worry not. It turns out Duke Nukem Forever be missing a key ingredient: actual humor. We also have the 8-4 localization production house, who worked on the game, t' thank.
Unfortunately, Suda passed on the opportunity t' talk about this critical split. it be unclear whether Suda just doesn't know who Duke Nukem be (definitely possible) or didn't want t' comment (also possible).
Players have been quick t' throw EA under the bus regarding Shadows a the Damned's poor showing. EA featured the eccentric shooter at it be press events, but in terms a wide advertising, the game felt blindly dumped at the end a the company's quarter, right alongside Alice: Madness Returns.
Suda, however, remained positive about the relationship.
Grasshopper be showing no signs a backing off from it be traditional brand a crazy with Lollipop.
"EA has given us feedback 'n support on many aspects a the project," he said. "There be a lot a mutual respect between EA 'n Grasshopper. Foremost in EA’s thinking be introducing Grasshopper t' a global audience without losing the trademark style 'n attitude that has helped made us who we be today. We've been great partners."
it be unclear whether Grasshopper 'n EA will work together again. Warner Bros. will publish Lollipop Chainsaw, based on an idea from Suda 'n with music by Yamaoka. It sports a skirt-flashing cheerleader who moonlights as a zombie killer--'n there's a head strapped t' the wench gun.
Yep, sounds like a Grasshopper game.
Yamaoka said a Shadows a the Damned soundtrack will be available in early September.
The game will finally be released in Japan on September 22.
Thanks t' the folks at 8-4 for making this happen. Listen t' their podcast (mostly) about Japan, 8-4 Play, at www.8-4.jp.