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Topic: Keiji Inafune


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In the News (Mon 4 Jun 12)

  
  Keiji Inafune - Wikipedia, the free encyclopedia
The designs of Keiji's character was also heavily influenced by Japanese animation, and he notes that he took observations from other video game characters present at the time, such as Mario.
One of Keiji's recent additions is the now-popular Rockman.EXE/Megaman Battle Network series, which is set outside the continuity of the rest of the Mega Man storylines and introduced RPG and strategy elements.
Inafune and his team are currently working on a single game for Xbox 360.
en.wikipedia.org /wiki/Keiji_Inafune   (1198 words)

  
 Interview - Mr. Onimusha speaks // PlayStation 2 /// Eurogamer
Keiji Inafune: Yes he did the French part, but we decided there should be some common language, and French couldn't be it so we got someone else to do the English voice.
Keiji Inafune: There is no plan at this moment mainly because they know very well how to make Onimusha appeal to the gamer on PS2, but we don't know whether it will have the same appeal on PSP.
Keiji Inafune: The team that made Onimusha is very good at making action games, and is the same team that made Onimusha 3 and they wanted to make it as action-packed as possible, and make it the best action game they could.
www.eurogamer.net /article.php?article_id=56005   (878 words)

  
 Interview - Map to a Lost Planet // Xbox 360 /// Eurogamer
Keiji Inafune: I guess it's pretty standard practice that if you release a demo you don't want to make it so hard that people are dying in 30 seconds.
Keiji Inafune: With O3, right from the start you intentionally knew there were going to be parts in ancient Japan and parts in the future.
Keiji Inafune is currently working on Dead Rising, due out later this year, and Lost Planet, which is expected to hit sometime in early 2007.
www.eurogamer.net /article.php?article_id=65246   (1299 words)

  
 Rockman Perfect Memories   (Site not responding. Last check: 2007-10-30)
Keiji Inafune: It was decided to bring more of a real-world feel to the series with the introduction of a boy-hero (Lan) who was placed in an environment where the internet was very prevalent.
Keiji Inafune: Yes, you are right, it does include both GBA versions, but probably the most important feature for the NDS version is the addition of "Party Battle Mode" - until now, Mega Man (TM) had to battle alone and now he can have two other characters join him on his adventure.
Keiji Inafune: I think some people may have been put off in the past because of the difficulty level of previous titles in the Battle Network series so we have made the Nintendo DS version slightly easier making it a great introduction to the series.
www.rockmanpm.com /?p=exe5dsnoeinterview   (776 words)

  
 NationMaster - Encyclopedia: Mega Man   (Site not responding. Last check: 2007-10-30)
Keiji Inafune (稲船敬二) is the creator of the Mega Man and Onimusha video game series and designs characters for many other Capcom games.
Mega Man's designer, Keiji Inafune, decided to name him Rockman based on rock and roll (hence, the reason his sister is named "Roll").
Keiji Inafune on Zero in an August 2002 interview with Super PLAY magazine:"The original intent was that Zero would be the protagonist as early as the first X-game.
www.nationmaster.com /encyclopedia/Mega-Man   (5601 words)

  
 N-Philes Forums - Keiji Inafune Talks Onimusha 4
Inafune hints that the biggest change for Shin Onimusha is its new camera system, which he refers to as a "Free Camera." Previous Onimusha titles were, according to Inafune, simple, leading players on a linear path to solve a very basic quest such as saving a princess.
Inafune states that Onimusha and Resident Evil have, until now, been about "seeing the next part of the story," and that the zombies and enemies attack between story sequences were just obstacles.
Inafune seems to have been taken back by the design, but people who were asked to provide their opinion suggested that the design was cool, and so he decided to go with it.
www.n-philes.com /forums/showthread.php?t=14665   (1644 words)

  
 [No title]   (Site not responding. Last check: 2007-10-30)
Keiji Inafune: Yes, uh, Battle Network 6 will be the last version of the Battle Network series, however, we've got a new one, on the uh, the burner right now, and it should be a lot of fun and very interesting.
Keiji Inafune: Yeah, uh, you're probably familiar, but in Japan, every week we have a new episode of the Mega Man anime, and we are going to try and keep that going as long as possible, and uh, hopefully have some new installments there that all the fans can enjoy.
Keiji Inafune: PlayStation 3, probably the target audience that's going to purchase the PlayStation 3, uh, it's going to be people with a lot more money, and maybe it would not be the most suitable, uh, platform for the Mega Man series.
www.planet-megaman.com /files/e32006/Inafune_Transcript.txt   (510 words)

  
 Zero (Mega Man) - Wikipedia, the free encyclopedia
Incidentally, Keiji Inafune, Mega Man creator and current senior corporate officer at Capcom, had admitted to creating Zero to be Mega Man X himself, the character who would replace Mega Man as the hero.
Inafune had originally planned for Mega Man X5 to be the final game of the Mega Man X series.
This is thought to be evidence of Rockman creator Keiji Inafune's desire to create a series starring Zero, 5 years prior to it becoming a reality.
en.wikipedia.org /wiki/Zero_(Mega_Man)   (4586 words)

  
 Video Games Features - AOL Games   (Site not responding. Last check: 2007-10-30)
Inafune explained that the game could be released earlier, but he's taking the time to polish it as much as possible.
Inafune also revealed that Microsoft initially asked Capcom to make an original Xbox 360 title catered toward the taste of the Japanese consumers, but the third-party publisher declined.
Inafune stated that Capcom's aim is to release games that will be a global hit, regardless of whether it's for the Xbox 360 or PS3.
videogames.aol.com /article?articleID=335745   (285 words)

  
 INFOKedadas - FOROS Juegos PC: Demanda contra compañías de videojuegos
Keiji Inafune, productor creativo de la compañía Capcom, acaba de presentar su nueva apuesta personal, 'Shadow of Rome', una personal visión de la Roma clásica 'a la japonesa' que ha cristalizado en un videojuego que mezcla varios estilos, en la línea de los últimos lanzamientos de más éxito comercial.
Keiji Inafune aterrizó en la capital española para mostrar en primera persona su nuevo y esperado trabajo.
Keiji Inafune reconoce, en voz baja, que uno de sus juegos favoritos es la saga de 'Halo', tanto la primera parte como su secuela, que estará disponible a partir del 11 de noviembre.
www.infokedadas.com /posts2448-viewnext.html   (741 words)

  
 GameSpot: New details on Onimusha 3, Onimusha Buraiden
Inafune started out by saying that Onimusha 3 would be the last game in the series, simply because the series was designed to be a trilogy to begin with.
Inafune pointed out that the development team, which features most of the people from the original Onimusha team, actually went to Paris and eventually mapped out entire portion of the city for the game.
Inafune also added that they can't use Jean Reno's voice for the Japanese or North American versions of Onimusha 3, but that they were hoping that he would lend his voice talents for the French version.
www.gamespot.com /news/2912692.html?print=1   (566 words)

  
 Onimusha 3 : l'interview des producteurs !   (Site not responding. Last check: 2007-10-30)
Keiji Inafune : Le système de vue, les graphismes, les contrôles, étaient les mêmes que dans Onimusha 1.
Keiji Inafune : Le cadre a bien changé, mais non le thème. Bien sûr que les sensations changent avec un nouvel environnement, quand par exemple vous devez affronter des soldats au lieu de combattre des samurais.
Keiji Inafune : Il y a 12-13 environnements différents, incluant 4 stages au Japon antique, 4 stages à Paris, 4-5 stages Genma, le monde des démons composé d'environnements japonais et européens.
www.best4gamers.com /lire_news.php?id=6024&tri=1&page=1#commentaire   (1158 words)

  
 Game News - AOL Games   (Site not responding. Last check: 2007-10-30)
Inafune hinted that RE5 wouldn't be coming out anytime soon, commenting that Capcom has no plans to release it until it's satisfied.
Inafune explained that Capcom currently has four next-generation games in development, and each requires a team of at least 50 staffers, or 200 total employees--nearly half the company's designers.
Inafune thinks that the game industry may be entering into a new stage where it has to turn to outside investors to fund ballooning next-gen budgets, much like the film industry does.
videogames.aol.com /videogame/dead-rising/27140/game-news?articleID=341667   (1170 words)

  
 [No title]   (Site not responding. Last check: 2007-10-30)
EGM INTERVIEW W/ KEIJI INAFUNE ============================== transcripted by Reeve http://megaman.retrofaction.com -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- EDITOR'S NOTE: After the conclusion of the excerpt transcripted here the interview moves onto other areas involving the projects Inafune was working on at the time, such as Onimusha Warlords as mentioned.
KEIJI INAFUNE: I can't say anything about that right now, but we are thinking about doing it.
KEIJI INAFUNE: When people hear the word "rock" in Japan, they think of rock music instead of a stone.
megaman.retrofaction.com /mmx/resources/inafuneinterview.txt   (527 words)

  
 Keiji Inafune
Keiji "The Killa" Inafune (稲船敬二) is the creator of the Mega Man, Onimusha, and Dead Rising video game series and designs characters for many other Capcom games, and is the head of the Capcom...
Today, from 4PM to 6PM, Mega Man creator and Dead Rising producer Keiji Inafune will be at the EB Games in Redmond Town Center to scrawl his name all over copies of the 360 zombie slasher.
Keiji Inafune talks about his Xbox 360 exclusive.
www.logicjungle.com /wiki/Keiji_Inafune   (330 words)

  
 IGN: E3 2006: Keiji Inafune Interview
The man behind them, Keiji Inafune, recently sat down with us amidst the chaos of E3 to discuss his inspirations for the titles, his thoughts on E3, and his experience with Microsoft so far, especially with regards to the Japanese markets.
Before Dead Rising and Lost Planet, Inafune was most well known for his character designs in Mega Man and the original Street Fighter, as well as working a few of the Onimusha titles.
Keiji Inafune: Even though I used the past tense by saying they did not succeed, there still of course the possibility in the future.
xbox360.ign.com /articles/707/707854p1.html   (823 words)

  
 Xbox 360 - The Official Magazine - Keiji Rising: The Keiji Inafune Interview   (Site not responding. Last check: 2007-10-30)
Inafune has two games in development for Xbox 360: Stunning zombie game Dead Rising and recently-announced third-person shooter Lost Planet.
Keiji Inafune: There are lots of areas in Lost Planet where you can interact with the environment.
Keiji Inafune: The different mechs, or Vital Suits (VS) as we call them, all require thermal heat energy as power, so depending on the temperature you’ll need to use more or less power to keep your Vital Suit going.
www.oxm.co.uk /features/horror/keiji_rising_the_keiji_inafune_interview   (1228 words)

  
 GameSpy: Keiji Inafune Interview
Keiji Inafune, creator of Mega Man, spoke to the press at a roundtable interview about his upcoming Xbox 360 projects, Dead Rising and Lost Planet.
Keiji Inafune: Actually, if you're going to look at the type of main characters that Romero uses a lot, usually it would be an African-American.
Keiji Inafune: Those movies that you mentioned, what those symbolize are a recreation of what the old zombie movies used to be.
xbox360.gamespy.com /xbox-360/dead-rising/690415p1.html   (620 words)

  
 Fantasy-Forever.Com - "Wish you all a happy new year."
Producer Inafune has revealed that cherry blossoms will be a key to the game's theme and will also play a significant role behind Hideyoshi's insanity.
Inafune admitted that the use of famous actors had its advantages, but he decided not to use them for Dawn of Dreams since contractual obligations included too many restrictions on the expansion of the franchise outside of games.
In terms of gameplay, Inafune comments that the focus in Dawn of Dreams will be more on the action elements than the setting.
www.fantasy-forever.com /index.php?subaction=showcomments&id=1114158627&archive=1119157403&start_from=&ucat=&vo=1   (693 words)

  
 PS2 Previews: Onimusha 3
Keiji Inafune, creator of the series, claims this transition was made because new technology will allow his team to recreate the same stunning environments as the first two games while allowing for enhanced control.
Aside from the fact that pre-rendered backgrounds should be a thing of the past, the other obvious benefit of this is that Onimusha 3 will have a control scheme that is not nearly as shoddy as the first two, which were, unfortunately, rather similar to the controls found in Resident Evil.
With the proliferation of, and some would even say the reliance upon, sequels these days, Keiji Inafune is making a bold statement by ending the series, perhaps before its time.
www.psxextreme.com /scripts/previews2/preview.asp?prevID=334&letter=O   (667 words)

  
 // Amped IGO Features - A Salute to Japanese Game Designers - igo.ampednews.com - Powered by WiredLabs   (Site not responding. Last check: 2007-10-30)
Keiji Inafune: Inafune is probably one of the lesser known but just as deserving designers in this line-up, but nevertheless his creations are just as earth shattering.
Inafune is the father of our beloved blue bomber, Mega Man. To this day Mega Man is a strong franchise and has seen its fair share of spotlight outside of the videogame industry, having been given its own television cartoon in 1995.
Inafune is currently the head of Capcom Production Studio 2; but looking back on his past, one will find that he started out on a relatively successful franchise with his first designer job being on the Street Fighter team.
igo.ampednews.com /features/182/2   (818 words)

  
 GameSpy.com - Preview
Not content to leave Onimusha's destiny to fate, Inafune is designing the third and final Onimusha game with an eye toward global domination...
It's Inafune's hope that the introduction of Reno will give Onimusha greater appeal in the States, and particularly in Europe.
Inafune's determined that Onimusha 3's CG production values will meet or exceed the Siggraph award-winning original's, so to that end he's enlisted the help of Takashi Yamazaki and Donnie Yen.
www.gamespy.com /previews/march03/onimusha3ps2   (546 words)

  
 Xbox.com | E3 2006 - Of Robots and Zombies   (Site not responding. Last check: 2007-10-30)
Inafune came up with the concepts himself, though he told me that he relies on his coworkers, friends, and family (especially his son) to tell him whether his idea is good or lousy.
Inafune tells me, "Since it's going to be confidential material, you can't ask lots of people, but there are always people you can trust." He likes to ask people who are objective, who can take a few steps back.
Inafune said, "I personally love zombie movies and watch them all the time, and I've always thought there's something that can make you feel fear, feel humor, can make you feel tragedy, can make people feel many different emotions.
www.xbox.com /en-US/community/news/events/e32006/articles/ofrobotsandzombies.htm   (459 words)

  
 Capcom Central // About Capcom [Key Japanese Assets]
Inafune is the officer, general manager and head of Production Studio 2.
Inafune san is the creator and producer for the entire award-winning Onimusha series of products – Onimusha: Warlords, Onimusha 2: Samurai’s Destiny, Genma Onimusha and Onimusha 3 as well as Onimusha Blade Warriors, a fighting game featuring characters from the series.
Inafune san has worked on other titles during his career at Capcom including assisting as character designer for Disney’s Duck Tales, Chip and Dale’s Rescue Rangers and the original Breath of Fire.
www.capcom-central.com /capcom/capcom.php?page=team   (1078 words)

  
 Nintendo Fire - Cheat Codes for Nintendo DS, GameCube, Game Boy, Super NES, NES, GBA, N64 - Game Genie Codes and ...   (Site not responding. Last check: 2007-10-30)
Comparisons between the two in terms of personality and technical parameters, as well as X's lack of any memories of the 20XX era, seem to indicate that the two are separate.
Keiji Inafune, the man generally associated with being the creator of Rockman, expressed in an interview that Rockman and X are two different robots entirely.
MegaMan Zero/RockMan Zero After laying dormant for 100 years to permanently remove the Maverick Virus from his systems, Zero (from the X series) awakens in 22XX in a world where Reploids are being constantly accused of being Mavericks and systematically exterminated, apparently under the direction of X himself.
www.nintendofire.com /Nintendo-Encyclopedia/Mega_Man.html   (1953 words)

  
 Keiji Inafune écoute les fans
Keiji Inafune, le producteur d'Onimusha 3 : Demon Siege, n'a eu de cesse de rappeler que cet opus serait la conclusion de la série.
Keiji Inafune (Capcom) : 'I must respect the wishes of the fans.
Inafune devrait se remettre a innover comme a l'epoque!
www.jeux-france.com /news4886_keiji-inafune-ecoute-les-fans.html   (925 words)

  
 Exclusive: Onimusha 3 Info
Inafune told us they approached a big hollywood actor before - rumoured to be a star from 1990s testosterone-packed action movies - but he wanted far too much credits.
However, Inafune was keen to point out their Onimusha 3 controls are the same as in earlier games but with some elaborate moves now possible.
Inafune also alluded your you will be able to use both of the characters during the game, and intriguingly, suggested both together - although no further details of how what works were pending - especially as Jacques, being a 21st Century guy, has guns to play with.
www.pczone.co.uk /t/details/news-onimusha3/id88710/story.htm   (421 words)

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