Fumito Ueda Talks New Game And How It Will Be “Very Different”
(Last Updated On: June 30, 2017)

You do know Fumito Ueda, right? If not, he’s the guy behind Ico, Shadow of the Colossus, and The Last Guardian. Well, he now has a new game in the works that will be “very different” from his past works like The Last Guardian. No word on platform or release date as those details have not been announced yet.

During an interview that went down between EuroGamer and Fumito Ueda, we learn that there is a new game in the works that Ueda will be presiding over, and although he avoided going into much detail about the upcoming project he did provide thoughts about development of the new game.

During the interview-like session, the publication site learned from Ueda that he is going about early production differently compared to previous games he’s worked on. Ueda mentioned that he started off with visual inspiration from something like a short film and now plans on building a prototype to best any shortcomings during development.

According to the above, one could agree that that sounds promising, right? Well, a game like the Last Guardian, before and after its long production, garnered a mix reaction in that some felt the game is unique while others expressed that there are a lot of technical issues plaguing the game. Additionally, Ueda is seeking to fix long development times, technical issues and other problems that may ebb some gamers the wrong way with the current “tools” and “game engines now available”.

In other words, with all of the new game engines already established and in existence, he (Ueda) will be able to bring something to his dev team to make development and gameplay much better when the next game launches. I should note that he wants to avoid another 10 year development hell that was The Last Guardian, and told the publication site that…

“I would like to finish a game as soon as quickly possible,” he said with a smile. “Many problems” were responsible for The Last Guardian taking “a very long time”, he said, but offered no further detail.

The true question is will Ueda and team understand the new game engine that they are working with? Take for instance a game like Mass Effect: Andromeda, the game is said to be running on one of the most powerful game engines (the Frostbite Engine), but if the devs have little to no real expertise with the engine, the lack of skill will show.

Hopefully, the new game stays in development long enough so that most if not all the major problems are squashed, but at the same time comes out in the near future so that it won’t take another 10 years for the new project to release. With that said, what’s your thoughts on this “very different” game by Fumito Ueda?


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  • Disqusted

    I think the Last Guardian failed because it was based on a flawed concept. The focus on portraying a growing relationship between the boy and Trico ulimately leads to lack of control and inevitable frustration, which I think are fatal in the context of a game.

    Well, there were other issues as well, such as the lack of overall direction (where exactly are they trying to go?) and shitty puzzles like the awful physics-based barrel throwing. A lot of the puzzles also lack precedents to guide players, so as a player it’s not clear what is possible or not.

    Doesn’t help when you think you’ve found the solution, like jumping a certain direction, and Trico refuses to or clearly fails to jump high enough, making you think it’s not possible, when it is in fact the correct solution.

    Hopefully his new idea won’t fall for the same problems.

    • Had a love/hate relationship with the concept.

      On one hand I liked that it was about player discovery and creative problem solving. Like you mentioned, they didn’t quite guide you on what was the right way about things, so it forced players to experiment and try different ways to get through an area.

      On the other hand, a lot of the areas were samey and uninteresting. There wasn’t much lore contained within the levels save for a few spots, and it made level traversal boring and unentertaining. Journey fixed this problem by nudging players along with small bits of lore scattered throughout the environment. There were walls or murals and the only way to see more would be to journey forward or upward. I think it was a great design philosophy without literally telling players where to go.

      And you’re absolutely right about the Last Guardian lacking proper directional insight. They should have made it clear that they were trying to get to the top of the tower. For the longest I thought he was trying to get out from the bottom. They should have done something to indicate to players that they need to get to the top, and hint at reasons why.

      • Disqusted

        Yeah, I feel like fundamentally there’s a big clash between the player needing to do something to progress, and needing to rely on Trico’s shitty AI triggers to achieve that. It just makes people hate Trico instead of falling in love with it.

        They probably should have either made Trico 100% reliable somehow, or not made Trico such a potential obstruction to progressing the game. Not having such linear single solutions would have helped.

        As in, the core gameplay should have been more “free”, with Trico (and ultimately the player) having abilities that can be used to solve problems in multiple ways, which would help alleviate players getting stuck for ages because they can’t figure out the single one solution.

        I mean, if you look at other more “free” games, like Skyrim, people are able to bond with AI companions, because their companions assist, but don’t really obstruct and confuse like Trico does. That’s really important.

        I think a lot of people gave up Trico early, because they got stuck for a long time. Even if you know the solution, it’s still not guaranteed that you can get Trico to behave.

        By the way, I seem to be having trouble loading Disqus on some parts of your site. Not sure why.