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December 18, 1999

Koei Talks PS2
Posted by @ 8:22 AM, EST
Core kicked up an interview with Keoi.
Here’s a bit:

"Question: Koei is known for their war simulations including Sangokushi. How did you come up with the idea for Kessen?

Kozutsumi-san: The idea initially came from Kessen producer Shibusawa kou. When we first received the PlayStation2 specifications he said 'We can finally make the game we've always wanted.' It's not an extension of our other war series, but a completely original concept. Kessen will take place around the same time as some of our other series, but the content and presentation will be completely original. Of course, we want fans of our other series to enjoy it as well.

Question: What aspect of Kessen would you say is it's greatest strength. In other words, what aspect of the game do you plan to market the most?

Kozutsumi-san: In terms of impact, I suppose the graphics are important. Still, drawing the most beautiful graphics isn't one of our main concerns. The concept, which is essentially a 'Sengoku-Kassen' (Japanese medieval war) is the center of the game. The music and the graphics are merely being used to convey and reinforce the concept.


Question: Impressive. Previously you've said that you expect to have approximately 200 different horses moving on screen in real-time. That would be impossible on the original PlayStation, right?

Kozutsumi-san: Right, the number of polygons is completely different depending upon the number of horses. Based on the number of polygons used in each horse, it would be impossible to have that many on screen using the original PlayStation. Actually, based on the polygon counts, I'd say the original PlayStation would be capable of maybe 2 or 3 horses. Based on the PS2 system specifications and our early demonstrations, we're estimating Kessen will be feature sequences with more than 200 onscreen at once. Of course the graphics are still in development, and we're setting our sights on the stars."

Full interview







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