I wanted to make a thread about it because it blows my mind that EA was so full of scorn that they pushed both talented japanese designers to bankrupt themselves creatively. Shinji Mikami & Suda51 had teamed up again to make another game after Killer7. They apparently were in really good terms and one could say Suda became Mikami's protégé. He had given him full creative control for Killer7, and Mikami accepted being the executive producer for Shadows of the Damned, which was being published by EA. Except it turned out bad for both of them, and they had lost several years of their lives on a project EA was quick to put their hands on.
Some points are taken straight from wikipedia and other websites, other are my findings:
A few choice quotes:
From Suda51:
From Shinji Mikami:
Incredible to me that EA had wasted the time and creative talent of two legendary Japanese designers, talk back to them about how a video game should be made according to Hollywood's ways and force them to make the game they didn't want to make. Apparently Grasshopper had made big changes to make this game, they had hired 70 more people and they even had to change location. It's a miracle that Grasshopper Manufacture has had managed to stay afloat after this. I never expected the history of the development of Shadow of the Damned to be so eye-popping.
Some points are taken straight from wikipedia and other websites, other are my findings:
- The game went through five drafts before being accepted by the suits at EA, each making significant changes to the story
- Some of the story drafts were shot down by EA before Suda had even managed to tell the suits the introduction of his stories.
- Grasshopper was pressured by EA to have Garcia start with a gun because, "westerners are about guns."
- EA informed Grasshopper that, "there's this thing called an elevator pitch in America, and if you can't tell your story in the length of an elevator ride, Hollywood won't use it."
- This forced Suda to completely scrap all of his initial ideas and had Johnson the talking Skull replaced Paula, and make the game a fairy tale like Lupin III's The Castle of Cagliostro or Princess Peach and Mario.
- Without Mikami there to shield him, EA would have probably pushed for more things to be cut
A few choice quotes:
From Suda51:
"Shadows Of The Damned was going to be a very different game than the one that came out," he laments. "That game went through about five different versions, as we got closer to a game that EAP could accept. For example, originally when Garcia [Hotspur] took out his gun and looked through the laser sight, it was ringed with flowers. And then around the circle of flowers were little leaping bunnies. It was very cute, but the EAP team was like, 'What on Earth is this?' Those meetings felt like court interrogations."
They[EA] told us that 'westerners are about guns, so give him a gun', and the direction of the project turned 180 degrees. EA is a really macho company, and we argued with them as we developed it. Their demands were really strong. We ended up drafting the scenario five times before it was completed. In the end, each was so unique that it felt like I had basically written five different games.
In the very final(fifth) draft, it turned into a love story. EA informed us, "There's this thing called an 'elevator draft', and if you can't tell your story in the length of an elevator ride, Hollywood won't use it." All their stories fall into one of four categories.
From Shinji Mikami:
"[Shadows of The Damned] became a completely different game. That was a bit disappointing. I think Suda was unable to create the scenario he'd originally had in his head, and he rewrote the scenario several times. I think his heart was broken. He's such a unique creator, so it seems to me that he was not quite comfortable with making this game."
"I think [Suda] suffered quite a bit [because of the project]. It was very tiring and awful. Before Shadowd of the Damned, Grasshopper was only a company of 30 or 40 people, but it became 120 overnight ! The back and forth with EA and the press worldwide meant that he had to spend most of his time outside of his office in Tokyo. He wasn't able to concentrate as much as he wanted on the creative side of the project. Until that point, he was really involved and offering ideas. But now, with all the meetings with the publisher, he felt he was restrained and couldn't express himself anymore. So I think it was difficult for him."
Incredible to me that EA had wasted the time and creative talent of two legendary Japanese designers, talk back to them about how a video game should be made according to Hollywood's ways and force them to make the game they didn't want to make. Apparently Grasshopper had made big changes to make this game, they had hired 70 more people and they even had to change location. It's a miracle that Grasshopper Manufacture has had managed to stay afloat after this. I never expected the history of the development of Shadow of the Damned to be so eye-popping.