Forum Conception

Interviews et autres infos officielles cachées

Posté à 14h22 le 14/05/17

Nombre d'informations cruciales (notamment pour la Pokéscience et l'avenir de la firme) sont lâchées par des sources officielles, mais dans des interviews ou ouvrages avec trop peu de visibilité.
Pour ne pas passer à côté, le but de ce topic est de regrouper toutes ses sources. Je dis bien source, je ne veux pas que vous balanciez une info sans rien d'autre, le plus important est la source primaire.

Donc à vous de proposer des interviews ou ouvrages !

Interview japonaise de Masuda et Sugimori sur Noir et Blanche
La création des starters d'Unys.

Interview de Unno et de Masuda sur Noire 2 et Blanche 2
Chiffre dans les titres, nouvelle formule : la "suite", développement sur DS, nouveautés, âge des héros, Pokémon Snap et Wii U, Pokémon Dream Radar, Pokémon dans la vie des fans, rôle de l'art director et du game director, travail de design des Pokémon, réussite de Game Freak.

"Burning questions" - Interview de Masuda par Kyle Hilliard (2012)
Pokéball, Métamorph et Mew, Nourriture, Super Bonbon, Champion, Géographie, Guerre, Jeux-vidéo et animé, Travail des Pokémon, Humains et Pokémon, Médecine, Ville de départ

"Burning questions" - Interview de Masuda par Kyle Hilliard (2016)
Lien entre Trump et Manglouton, Choix d'Hawaï, des formes régionales, Véhicules, Famille du prof Chen, Vol à dos de M-Lati@s, Succès de GO, Promotion de GO et SL, AVenir sur la Nintendo Switch, Fangame Uranium, Abandon de la 3D, Avenir de la méga-évolution, "Too much water", Choix du décors réaliste de combat, Nom de code des Pokémon, Choix du nombre d'évolutions d'un Pokémon, Choix des Pokémon-objets, Pokémon qui crient leur nom

Interview de Masuda et Ohmori par MeriStation
Choix d'Hawaï, des formes régionales, des poké-montures, des photos, Avenir sur la Nintendo Switch, Avenir de Pokémon en général

Interview de J. Bardakoff par C. Gévaudan (Libération)
Étymologie et traduction française des 151 premiers Pokémon

The secrets of Pokémon anime (1997, 1999)
Origine des Pokémon, Sacha, Éducation, Bourg Palette, Chen, Regis, Pierre, Ondine, Team Rocket

Posté à 14h46 le 14/05/17


Pokemon Go & Designing Interactive Games for the Real World
Dennis Hwang de Niantic parle des choix de design de Pokemon Go

Posté à 12h01 le 20/05/17

Grâce à Aquatueur, j'ai pu avoir les scans de l'interview dans le guide officiel de Pokémon Soleil et Lune. Il y a des banalités, mais aussi des informations précieuses !

Voici les pages :
1 2 3 4 5

Posté à 12h14 le 09/08/17

• Interview de Masuda et Ohmori à propos du jeu sur Switch

Posté à 17h06 le 16/08/17

Une interview de GameInformer qui date du 10 aout 2017 sur le design des Pokémon. On apprend quelques trucs intéressants comme par exemple que les idées viennent de tous les staff, les designer se contentent souvent de les mettre en image !

Posté à 11h09 le 24/08/17

Je rajouterai deux vidéos de gameinformer, la première venant compléter l'article écrit ci-dessus.

Posté à 20h35 le 19/10/17

Voici l'interview de Kazumasa Iwao et Shigeru Ohmori par nintendo life. Dîtes-moi si j'ai oublié des interviews de ces derniers temps.

C'est plus une interview d'actualité, pour teaser et faire la promo.
Voici les questions :
• Qu'est-ce qui vous a décidé à introduire de nouveaux pokémon (et non formes) en plein milieu d'une génération, pour la toute première fois ?
• Pourquoi êtes-vous retourné au concept d'une version "améliorée" plutôt que d'une suite directe ?
• Quels éléments clés différencient USUL de SL ?
• Quels éléments d'USUL risquent de surprendre le plus les fans ?
• Comment convaincre les joueurs qui pourraient passer à côté d'USUL ?

Posté à 21h16 le 21/10/17

Interview portugaise de ohmori traduite en anglais

infos (que je trouve) intéressantes:
Still with regard to the post game content, there is much more content after the main story ends. For example, Ultra Sun & Ultra Moon have 100 small events you can find navigating the map. There is really plenty of content in these versions for the players to enjoy.

The Festival Plaza is an important part of the world we created, so it is still there. However, we added some functionalities like Alola Photo Club, where you can take photos and save them and/or share them with other players. The basis for this is Festival Plaza. There is also another new addition in this area, but we can't talk about it at the moment. We can only say it's related to the battle system of previous games.
Regarding Poké Pelago, we're happy to know you liked it. There were some changes this time to make it even easier to evolve there your Pokémon. We hope you'll like the changes.

et résumé par le traducteur:

No DexNav because there is a ton of wild Pokémon variety; Island Scan returns; Rotom Dex may help you finding Hidden Abilities (although it's unclear); new mini-events scattered through the map; Necrozma isn't evil, or is it?; Alola Photo Club is integrated with Festival Plaza; Festival Plaza has a new battling feature (6v6? FRONTIER??); we'll know UB backstory; UB Adhesive is different from the others; Move Tutors confirmed; Mantine Surf gives you points to buy Tutor Moves and items.

Posté à 13h53 le 23/10/17

Interview japonaise des réalisateur et producteur de USUM

L'interview est en japonaise mais un mec sur 4chan a tout traduit, j'avoue que j'ai un peu la fleme de faire de même en français...

So here's a shit translation I did on the fly, doing the rest in a bit.


What does the development process for the new titles look like?
Famitsu: First let me start by asking you under what kind of environment were the titles developped. I hear it was your first project as a director Mr.Iwao, what was your relationship with the series before that?

Iwao: I've been working on the Pokemon Series since Pokemon Black and White. I've been various things, doing planification work for maps and UI, or in charge of battles; for Pokemon Sun and Moon I've worked as a Battle Director.

Famitsu: M.Oomori, you are working as a producer on this title, correct?

Oomori: Yes indeed, following up from Mr.Masuda. However, this is not like Mr.Masuda isn't paying attention to what we are doing with this new title, he is acting as a general supervisor.

Famitsu: So you're saying that Mr.Masuda is jauging the way the games is shaping up?

Iwao: Yes, sometimes we get really precise remarks. Things like ''The professor shouldn't be walking up to here, he should be there from the start.'', and some advice on direction.

Oomori: It happens that when we think we're talking about something on the scale of the whole game, all of a sudden it turns into a discussion on a way tinier part ot the game (Laughter)

Iwao: The gap is often really large between the two (Laughter). This must be because he has worked from both viewpoints, large-scale and small.

Famitsu: By the way, could you tell us how Mr.Iwao came to be in charge of the director position?

Oomori: Mr.Iwao has been working with us on the Pokemon Series for quite some time now. In Pokemon Sun and Moon, we've been letting him handle almost everything that has to do with the batte sytem, and he has rounded up new elements such as the Z-moves or the Ultra Beasts really well. This is where he earned a lot of the trust that pushed us to ask him to take the position of director.

Famitsu: Could you tell us how you felt about your work in designing battles in Pokemon Sun and Moon Mr.Iwao?

Iwao: I was relieved to see that the players were really welcoming of the Z-moves. When you add a new component, it's obvious to feel anxious, because you need to balance it with the old ones. So we worked to add those new mechanics without losing any of the fun and multi-layered aspect of the combat system that has been built until now. When looking at he competitive environment now, it seems that the Z-moves are incorporated into the way people are strategizing, which makes me relieved.

Famitsu: On the current competitive environement for Pokemon Sun and Moon, is it as you had imagined it originally Mr.Iwao?

Iwao: It feels like weather change is used a lot, but rather than only one specific pokemon always being used, I got the impression that a lot of different pokemon are shining on the field. Also, it seems that the Terrain Abitlities are being used frequently, and I think that what I previously thought would be an interesting environment has, for the most part, been brought to reality.

Famitsu: Could you tell us in what consists your job as a producer Mr.Oomori?

Oomori: A producer doesn't work on the small creative parts of the game, but is tasked to think about things like which components need to be added to bring more people into playing the game or checking whether the number of staff working on the development process is adequate while helping on the general development process. It was actually the first time I worked as a produced as well, and I've been able to look at the Pokemon series in a new light thanks to it.

Famitsu: So this was your first time as a producer Mr.Oomori, has your way of looking at game development changed from before?

Oomori: Of course, the desire to create something great hasn't changed, but my way of looking at it has. When you're working on the direction, there is a tendency to only care about the content. However, as a producer, you also to think about whether or not each of those parts will be welcomed by a larger number of people. For the development of Pokemon Ultra Sun and Ultra Moon, I have enlarged my field of vision more than ever, and debated with many of the staff team members. Also, I've been very attentive on the specific terms used within the game, like the names of various mechanics and other components. For example, if a new mechanic has a name, I reflect on whether this name is easy to remember and get used to, if it's something that can be accepted by people of various ages, things like that. This fixation is actually something I learned from Masuda. This new way of looking at things doesn't stop at names, but I've been focusing on thinking on how to make attractive all those mechanics that we build with a lot of effort, to avoid them ending up buried up under all the rest.

Famitsu: How have you been looking at the work of Mr.Oomori as a producer, Mr.Iwao?

Iwao: His demands and advices are precise and really easy to understand. He was the director of the previous game, Pokemon Sun and moon, and thus has a lot of knowledge about its core aspects, so all the advices he gave me came from a concrete source and only made them all the more important.

Famitsu: Working as a director on one of the biggest intellectual properties of the world that is the Pokemon series seems like a lot of pressure.

Iwao: Indeed. (Laughter) I've never done any work as a director, so I was stressed out, but since it was a chance like no other, I answered instantly ''I'll do it!''.

Oomori: We actually asked Iwao to be the next game's director back during the middle of the development of Pokemon Sun and Moon. That was when we were in an Izakaya ( Japanese-style bar ) with Masuda, just the three of us, right?

Iwao: That's right. (Laughter ) I had been the leader of the Battle section until then, but since I received that proposition I've also been trying to look at things by thinking ''What if I were the director'' . I had a lot more to think about all of a sudden.

Famitsu: So, how is this next game turning out?

Oomori: It feels like a game that has a lot of Iwao into it. He has been in charge of various mechanics such as map, battles, online fonctionalities until now, but I thought he had the ability to look at the game globally and combine those separate mechanics into the games. It might be his first time as a director, but I feel that he gave us a product that has a good overall balance.

Famitsu: How do you feel about the game yourself Mr.Iwao?

Iwao: I think we managed to pin down the general volume of the game pretty well, and that this is a game that a lot of people of various ages will be able to enjoy. Of course, we'll know that when people will be able to play it, but, on the whole, I feel pretty confident about the way the game has taken shape.

Famitsu: By the way, we would like to look back at Pokemon Sun and Moon, which was released for around a year now. What kind of product do you think it was, looking at it now?

Oomori: The reactions on the story and the characters were bigger than I had expected. It was a game which also tried a lot of new risky elements on the mechanics side, but I feel that now those challenges have been mostly accepted by the community.

Famitsu: What about you Mr.Iwao?

Iwao: I feel much the same way, we worked hard on changing quite a lot of parts, but it feels like we have garnered a lot of understanding from of our users, and I think they have enjoyed the product overall.

Famitsu: For a series which counts its users in million, taking this kind of risk must have needed a lot of preparation.

Oomori: It's scary to change what we have been building up for 20 years. Frankly, it is way easier on the mind to just let everything as it is. But as a creator, I think we have gather our courage and change what we think needs to be changed to make it more fun. Looking back at Pokemon Sun and Moon one year after, in the end I think we managed to get lot of users to enjoy it.

Famitsu: It's not a common thing to make huge changes to a series which has been there for a long time. By the way which of the new mechanics introduced in Pokemon Sun and Moon did you think were particularly well implemented?

Oomori: I would have to say the Trials. Unlike previous installments, the system of puzzles based not on the trainer but on Pokemons is something that I think we managed to do pretty well, even though the new mechaninc of having Totem pokemon calling other pokemon for help was something we weren't sure was going to work until we actually implemented it. The trials were not something we would have moved on to the development phase if it didn't allow to bring about the design and specific traits of each pokemon. The appearance of the pokemons is not something that was finished until the end of the development process, so there were times when we went pale just looking at the production schedule. (Bitter laugh) Anyway it was a mechanic which we went through a lot of work to make it work, so when we learned that a lot of players were really enjoyed the Fire trial once the game was released, we were really glad.

Famitsu: It's true that it became a bit of a sensation among players, it was really fun. (Laughter)

Oomori: Honestly, we were worried of the reaction that players would have since we didn't put Gyms in the game. We were glad to have gotten good reactions.

Iwao: By the way, on the mechanic of the Totem Pokemon calling for help, we went through a lot of trial and error during the development. I think we managed to get a pretty good sense of coordination between the Totem pokemon and those who they call for help. It's by looking at this that we were able to be sure and to say ''This is going to work!''. We were looking for the Totem pokemon to be strong at battles and to feel like bosses, I think we have done a pretty good job on that part.

Oomori: When I saw how the SOS call mechanic was implemented I was pretty relieved. I was pretty fixated on the expression of the luxurious nature of the Alola region, as a major pillar of Pokemon Sun and Moon. Also as a way of mixing up the experiences lived during the adventure, I wanted to have a mechanic which reflected a location where a lot of wild pokemon would be living and would call for help among their kind. In the end, I think we managed to mix up both the setting and the game mechanics successfully.

Famitsu: There is something I really wanted to ask Mr.Iwao, was the Wishiwashi of the Water trial as strong as you had imagined?

Iwao: Since it is the second trial, we ramped the difficulty considerably. The first trial is made for people who haven't yet grasped the concept of trials, so to explain to them what it is, we made it relatively easy, but for the second everything has already been explained so we thought it better to make it more difficult.

Famitsu: I think it might vary a lot depending on your party at the time. Encountering unprepared nets you a big surprise. (Laughter) Though, you end up in a situation which you cannot simply ignore, and I felt that it left me being drawn into the game world even more.

Iwao: By the way, there are several ways to defeat it. If you bring a Paras with you, you might be able to beat it pretty easily. By setting up these kind of things, I wanted to bring more players to enjoy and the fun of battle tactics and to think about it more. Since we created it so that there is a lot of different ways that players can be engaging the battle, we ended up with a lot of people saying the battle against Wishiwashi is difficult... But actually, he was a lot stronger during the middle of the development. (Laughter)

Oomori: For Pokemon Sun and Moon, we intentionally balanced the bosses so that if you're challenging them recklessly, you're going to have a hard time, but if you're going about it with a strategy it'll be more manageable. Of course such as the previously-mentioned solution, we place a lot of similar really efficient methods . Actually, this is related to why we introduced the Z-moves. The original intent is that by placing strong foes more often the opportunities to use Z-moves would increase as well.

Famitsu: It's true that to feel the strength of the Z-Move, there is a need for the opponent to also be strong. By the way, who's idea was it to have the characters dance when doing a Z-move?

Oomori: Iwao was the one who had the idea, he even drew a storyboard.

Iwao: The ones who actually made a real storyboard and make it work in 3D were the design staff, but it's true that I did quite a lot of croquis trying to get which moves would look move and so on. By the way the pose that the trainers do just before the Z-move animation is something that we decided by debating with everyone.

Famitsu: So those poses were decided with everyone. (Laughter) Did you have meetings to choose poses?

Iwao: There was actually a meeting called ''Z-Moves poses Meeting''. (Laughter)

Famitsu: Did you troubles with the motion of the poses, to distinguish them or make them more expressive, and so on?

Iwao: We didn't have that much trouble, it was actually really fun. (Laughter) Those motions draw heavily from the type they represent, making each of them distinct. Types who have a lot of similarities, like ground and rock, were hard to differenciate. By the way, the japanese staff had a lot of troubles finding what could be used for the Psychic type, so we did things like ask the UK-born James Turner ( A creator at Game Freak who directed among others Rythm Hunter Armo Knight ) for help.
The motions of the Psychic Z-Move might mostly have been decided by him

Famitsu: Hearing this, it makes you want to look back at the various moves (Laughter)

Oomori: The intructions for the motions can't be understood by text, so we actually took videos which we then sent to the designers. During the production of Pokemon Sun and Moon, it felt like all the staff were actually actors. (Laughter)

Famitsu: Pokemon Ultra Sun and Ultra Moon are released only a year after Pokemon Sun and Moon. Looking at previous installments, this is a relatively short gap, is there any intent behind it?

Oomori: Recently with the surge of the web, the speed as which information is relayed has gotten really fast. Compared how it was not that long ago, the cycle of getting information and digesting it has become really short. In this time and age, we felt that it had become even more necessary to give information quickly and release a game faster than before. This is one of the reasons why we are releasing a new title in such a short span of time.

Iwao: After we finished to develop Pokemon Sun and Moon, we thought that there were a lot of things that we wanted to do in the Alola Region. For example the newly appearing ''Mantyne Surfing'' is one of those, in a region like Alola which is based on Hawaï, it's obvious you'd want to surf. If we were to release that kind of game in two or three years, we figured it would be too late. So while the image of the Alola region is still not entirely frozen in the minds of the players, we want to offer a game which make them feel the diversity of the Alola region.

Famitsu: Mantyne surfine looks like a lot of fun, but how does it actually feel?

Iwao: At first glance it looks like Poke Ride, but it's actually a true action minigame way beyond that. But, it's also incorporated in the story as well so we didn't want to make it so complicated that people wouldn't able to play. Maneuvering is actually really simple, you can actually just play it with the left stick, but on that basis, we worked on its development to make it feel tense, as if you really were facing the great wilderness all on your own.

Famitsu: So like real surfing, you're enjoying riding on waves?

Iwao: Yes, surfing is a sport where you're facing off nature, so compared to interpersonal sports, there's a great deal of openness. With Mantyne-surfing, by mixing those components, we put a lot of effort into making it feel like a kind of resort surfing.

Famitsu: There seems to be a lot of new elements, could you explain to us again where does Pokemon Ultra Sun and Moon stand in the series?

Iwao: This not a sequel on a story level. We won't reveal the details yet, but it's a story that has taken a bit of a different turn than in Pokemon Sun and Moon. The world and the character's basic characteristics are taken from Pokemon Sun and Moon, and from there we worked on to dig up and have a deeper understanding of the motivations and psychology of the characters

Famitsu: Looking at the Artwork revealed recently, Lillie is depicted in a form which she only showed up after a certain evenement in Pokemon Sun and Moon, but you're saying that her personality hasn't changed?

Iwao: Exactly. Her personality hasn't changed. This is a matter of how Lillie as a character will act in a story that is different from the one of Pokemon Sun and Moon. In that regard, the one who might have changed the much might actually be Hau.

Famitsu: You're right, Hau seems to have gotten stronger judging by his expression.

Oomori: In Pokemon Ultra Sun and Ultra Moon are waiting new encounters and happenings for the characters of Pokemon Sun and Moon. It's with those new elements that they make choice and grow as persons.

Famitsu: This is a part which I'm really curious about, but new characters do make an appearance, right?

Iwao: The Ultra Recon Squad is making an appearance, and that's where the story starts to change.

Oomori: They'll appear at the opening scene, so you'll be able to wonder about the development of the story from the start.

Famitsu: Uh? So this is not in a format where the new story elements start postgame, but right from the opening scene? So is this actually really different from Pokemon Sun and Moon?

Oomori: That is something you will be able to know once the game is out (Laughter). But, to put it bluntly, after a different development from Pokemon Sun and Moon, there is a new postgame episode after the entry to the hall of fame. So for those fans who are expecting something like what Pokemon Platinum did to Pokemon Diamond and Pearl, you can expect it to be a lot more ''Ultra''

Famitsu: That is something to be looking forward to! By the way were there some principles and concepts that you set with the team during the development?

Iwao: First off, we thought very early that we needed to make it differently than we had been making Pokemon Sun and Moon. Pokemon Sun and Moon was a title that we did with all our staff for 3 years.
In comparison, this title only took around a year. We wouldn't have been able to do it had we put the same kind of focus and effort into it as we did for Pokemon Sun and Moon. So we thought extensively on which parts we needed to develop. That's were we adopted the idea of ''Deepening''. To ''Deepen'' something, what do we need to do? Starting from there another keyword we got was ''Core''. We often say ''Get closer to the core'' or ''To pierce the core'' ( Japanese idioms ), but to think about the ''Core'' of something is in other words ''Deepening''. For this title we organized it so that the team was going in the same direction by making so that everyone's ideas and decisions would be based with the ''Core'' as guiding principle.

Famitsu: I see. So to create a different game while still using Pokemon Sun and Moon as a base, there was a need to make aadding a level of depth to everything, and getting to the core a motto for the whole team?

Oomori: Exactly.

Iwao: In reality there were some things I wish I could have done the small specifications myself and go on with it, I want to get inside and do things myself. But in reality that is not something that is possible. What becomes important here is that everyone in the staff shares the same understanding of the creative process. I think it's ideal to make a firm decision of a development motto, and to have everyone in the staff work while having that motto strongly inbedded in their minds.

Famitsu: If there is not a common understanding on the general direction of the game, each part of the production could end up straying in their own direction, and you'd need even more time to fix that after it's discovered.

Oomori: I think all things went well this time. My impressions of playing an almost complete version of Pokemon Ultra Sun and Ultra Moon is that ideas of many different people are present at every turn.
These ideas bring a really vivid feeling to the game, and it feels like the whole game is brimming with life. I'm sure the players will feel the same way too.

Famitsu: As for previous reveals, we have the Dusk form of Lycanroc, how did the idea of a branched evolution into three forms depending on the time of day came to be?

Iwao: Lycanroc is the evolution of Rockruff, and in Pokemon Sun and Moon he could evolve into a day and night form, and now he has a form when he evolves at dusk. The cycle of time is an important component when thinking about Pokemon Sun and Moon, and that is where came the idea of having a day and a night form. The fact that we're adding a dusk form with this title is to insist further on the expression of time. Also, between Solgaleo who controls the day and Lunaala who controls the night, there is the being known as Necrozma. Dusk is a process which we picture as a progressive loss of light , and we also wanted to express that through this new form of Lycanroc.

Oomoro: In Pokemon Ultra Sun and Ultra Moon, we created a new map, and we incorporated dusk into the map making process. To go farther, we've actually incorporated dusk and many forms of expression of it through the entire game.

Famitsu: Now that you mention it, the Mantyne surfing that was revealed had parts that took place during dusk.

Iwao: Indeed, you cannot see this scenery at another time than dusk. By inserting dusk, it does make it feel like day and night are connected. With this we have expressed time passing with Day, Dusk and Night.

Famitsu: You mentioned Necrozma previously, he seems like an important part of the story of this title.

Oomori: Necrozma appeared in Pokemon Sun and Moon, and was already described as a being who steals light. This title is based on what would happen if such a being was brought to the main stage of the story. Here Necrozma is defeating Solgaleo and Lunaala and absorbing them. An important point of the story is what will Necrozma do now that he has captured light?

Famitsu: It is revealed that new Ultra Beasts will appear in this title, looking at previous titles similar to Sun and Moon, it feels like it is the first time entirely new pokemon are appearing in such a game. Is there a reason for that?

Iwao: The truth is, some Ultra beasts are encountered on the other side of Ultra Wormholes, we thought that it'd have more impact for the players if the beings they encountered were something they had never seen. This is why we did it.

Oomori: The fact that pokemon exist on other planes suggests that there might be entities similar to trainers as well. You can call them aliens if you want. The way the Ultra Recon Squad interacts with the story is something that really pertains to the ''core'' of the story.

Famitsu: If they are a recon squad, it means they are out looking for something?

Iiwao: Correct, they've come to Alola looking for Necrozma. Something happened in their world, and they're sensing signs that the same thing is going to happen to Alola. That's why they're coming here to examine something.

Famitsu: I think we're all really curious as to the link between the story and the Ultra wormholes.

Iwao: The Ultra Recon Squad are people who came from another world through an Ultra Wormholes, this means that the Ultra Beasts aren't the only that we will see coming from the Ultra Wormholes. That's something that is different from Pokemon Sun and Moon, and we have designed a new mechanic where the main character is exploring the inside of an Ultra Wormhole and visiting many differents dimensions. This mechanic is called ''Ultra Warp Ride'' and like Mantyne surfing, is very different from the Poke Ride and is a minigame with more action components in it.

Famitsu: One of the specificities of Pokemon Ultra Sun and Ultra Moon seems to be to be able to enjoy new action components.

Oomori: I guess you could say that, yes.

Iwao: I introduced you to the keyword ''Core'' previously, when thinking about the ''Core'' of the game, I wanted to create a ''Gamey game'' different from what you can find inside Pokemon Sun and Moon, and Ultra Warp Ride is one of the concepts that came from that desire. By the way this part of the game is something that took its current form after long discussions with people of various professions and taking their opinions into account. What we set out to created and first and what we ended up are incredibly different.

Famitsu: During the development process, was there a lot of specification changes from what was initially planned?

Iwao: What does this part of the plan mean and so on is something that I'm in charge of as a director, but I let the people who were concerned by how to achieve the demands asked on the planning do things their way.

Famitsu: So what came out of that process, you went on to chose selectively?

Iwao: Yes, we wanted to make use of that special Game Freak touch.

Famitsu: Despite making games that sell on the international level, you are pretty flexible and open.

Oomori: It's true that are pretty adaptable on the way we develop what we have written down. It does happen that we get hated by programmers after changing too much times the specifications. ( Bitter Laugh ) However, even for those programmers, everyone is fixed on making a good game, so they usually still end up cooperating, in a stance that sounds like ''If it's making the game better, let's change it!''.

Famitsu: If we're talking about Game Freak, there is that legendary episode of Mr.Morimoto adding Mew on his own at the end of the development process of Pokemon Red and Green. It seems like the DNA of ''Priority to what's fun'' is still living inside Game Freak.

Oomori: Yes indeed. More than anything fun is the most important factor when we make decisions. (Laughter) The truth is, it's actually very difficult to keep that spirit alive, it is not easy to be flexible when we're working on a small time schedule and with 100 other people. But we make a point that everyone understands that it is our culture here, and that's how we are able to go on still keeping that spirit.

Famitsu: I am really curious to see what the Ultra Wormholes which came out of that feel like.

Oomori: There's a certain depth to it, and quite a lot of components which make it an interesting game. It's made so that you can do it times and times again without feeling bored.

Famitsu: So it's just not a means of transport.

Iwao: Now that you mention it, Morimoto is supervising the Ultra Warp Ride.

Famitsu: Wow, really?

Iwao: Yes, Supervisor Shigeki Morimoto. (Laughter) Morimoto is right now working as System planning director. Having a veteran in the office makes it easy for the younger staff to learn a lot.

Famitsu: I can see that, when they don't know how far they can do something, it seems a good idea to go ask Mr.Morimoto for advice. (Laughter)

Oomori: Having someone in the office that has been working on the development since Pokemon Red and Green allows for a lot of discussion with the new staff. I think it's a wonderful environment to work in.

Famitsu: Thinking about it, are there mechanics in Pokemon Ultra Sun and Ultra Moon which allow for pokemon to be caught and trained more easily than in Pokemon Sun and Moon?

Oomori: For catching and training pokemon, it has become considerably easier to achieve.

Iwao: There's a lot of little changes, but for big ones, first off, the Rotomdex has an expansion. In this title, by getting friendlier with Rotom, you can earn tools names ''Rotopon'' ( No idea what they call them in English ). By using that, you gain bonuses like being able to augment the Exp and Gold you earn temporarily, or making pokemon easier to capture. Other than than, it's a small detail, but the way the pokemon daycare works is faster than before. (Laughter)

Famitsu: It seems like players who like training and battles will have something to look forward to as well. Is there other mechanics which you haven't yet revealed?

Iwao: There's a lot we haven't talked about yet, let's talk about just one. Between the worlds that you can go using the Ultra Warp Drive, there are worlds where you can encounter legendary Pokemons. To be more precise, there is a place where you can encounter Mewtwo and catch it.

Famitsu: You can catch the very popular Mewtwo!

Iwao: Yes, by catching legendary pokemons, and being able to catch up to fans of old thanks to their high battle capacities, Pokemon Ultra Sun and Ultra Moon is also a game for people who have never played a Pokemon game before.

Famitsu: By the way, do legendary pokemons other than Mewtwo make an appearance?

Iwao: I'll leave that up to your imagination. (Laughter)

Famitsu: Is there something other than the number of Pokemons that has grown?

Oomori: I am repeating myself here, but there is a bonus episode after the Hall of Fame. If we look at all that we have added, it's quite the volume, so you can expect quite a lot.

Iwao: Much of it might be focused in the main story, but we added around 100 new side events compared to Pokemon Sun and Moon.

Famitsu: It feels like that is more than enough to change the thickness of the story.

Oomori: If we look at the size of the scenario in the game data including the side events, it's twice as big as Pokemon Sun and Moon.

Iwao: Other than that, we added a mechanic called ''Alola Photo Club'' where you can take pictures with your pokemon and add a lot of decoration. It's something we built as a way to keep a token of spending time with your pokemon, raising them, fighting in battles, taking care of them, etc... We actually ended putting in way more effort than we effort thought we would. (Laughter) You can bring Pokemon from previous titles and take pictures with them as well, so we hope you'll bring pokemon from the Pokemon Bank and other titles and try the Alola Photo Club out.

Famitsu: Nowadays sending pictures and collages via social network is popular, it feels like a lot of people are going to like this functionality.

Iwao: Once you understand the way it works, you can do a lot of things with it, so I think it's really made for those people who just want to keep loving their Pokemons.

Famitsu: Finally, a message for your fans who are eagerly waiting for Pokemon Ultra Sun and Ultra Moon.

Iwao: We made as much content as we could to make it a more interesting game, while not forgetting what made Pokemon Sun and Moon. This is a game old fans and newcomers alike will be able to enjoy. We hope you will start an adventure around the Alola region!

Oomori: In any case, this is a product done with attention. As Iwao said, this is game we can recommend to all gaming fans. If your first Pokemon game was Pokemon GO, or if you played for the first time in 15 years, Pokemon Red and Green on the virtual console full of nostalgy, do not worry, please enjoy this new installment in the Pocket Monsters series.


Posté à 15h37 le 23/10/17

En terme de pokéscience, l'info la plus intéressante que j'y vois est celle-ci :
D'après Oomori :
The fact that pokemon exist on other planes suggests that there might be entities similar to trainers as well. You can call them aliens if you want. The way the Ultra Recon Squad interacts with the story is something that really pertains to the ''core'' of the story.


Je ne vais pas débattre de cette phrase ici ce n'est pas le but, mais je la mets juste en valeur vu que l'interview est très longue (ce qui est étonnant) !