Any compagny that would have publish Balan World would kick him out.
But I am sure Balan will recover when Platformer junkies start thinking it's some hidden gem in....1000 years.
When you say it like that, no I guess not
it was probably just a name for an internal team. so they'll just get dissolved and the folks will go to some other departmentBalan Company is owned by Square Enix, right? What happens to it?
This post killed me, lolI mean the name alone should get you fired. Wonderworld? The fuck are you smoking?
I hadn't seen Various Daylife before, that is incredible, lmao
I could go on tbh. Balan Wonderworld isn't as bad as a bunch of these.
At least the game will live in infamy for its bizarro-english songsBalan Wonderland damaged Square's bottom line, Yuji Naka's career, the public perception of both Nights and PS2-era platformers, and had the potential to cause seizures. But hey at least… um.
Hm.
tbh the music I heard was pretty good. It's just the game itself combined with it feels quite strange.At least the game will live in infamy for its bizarro-english songs
Wait Rodea was on the WiiU? And it was bad? What was the difference between versions?Rodea on Wii U/3DS is trash that barely resembles the original vision and Naka had nothing to do with those versions. Rodea on Wii was the game he made and it's a bona fide hidden gem.
It is clear Naka is a better fit for coding rather than directing, but this still does not make much sense. ChuChu Rocket is legitimately a masterpiece and Iizuka directed arguably loads of trash, especially when you consider something like NiGHTS Journey of Dreams. He also produced games like Sonic Mania, Generations and Colors so...The other thing is that in an ironic twist Yuji Naka and Takashi Iizuka were like opposites of another. Yuji Naka is a fantastic producer but an arguably terrible director (before Balan, his only other directed game that I'm aware of was the very small Chu Chu Rocket), while Iizuka is a garbage producer but an outstanding director as he directed the entirety of the Adventure era (yeah Shadow was a misfire but that likely had other factors).
For real. I sure aint looking forward to the days when someone like Kojima or Sakurai makes a game with a new company that disappoints and this site tries to say their careers were never legitimate.Yeah, there's some toxic, childish fucking posts in this thread. Stick to your day job, comedians. Wishing the best for Yuji Naka.
Edit - To clarify, I'm not speaking on the quality of the game (I haven't played it but it indeed does look really bad). But at the same time, no reason to put the guy down and call him a "hack."
Is Yuji Naka the guy that threw a hissy fit when Peter Moore told him Sonic was aging out? Pretty sure Moore told him to go fuck himself. I would have liked to be a fly on the wall in that meeting.
Hey, who here hasn't told Peter Moore to go fuck himself?Is Yuji Naka the guy that threw a hissy fit when Peter Moore told him Sonic was aging out? Pretty sure Moore told him to go fuck himself. I would have liked to be a fly on the wall in that meeting.
Peter Moore recalling:Is Yuji Naka the guy that threw a hissy fit when Peter Moore told him Sonic was aging out? Pretty sure Moore told him to go fuck himself. I would have liked to be a fly on the wall in that meeting.
Moore recounted to Glixel his futile efforts to demonstrate to Sega of Japan that the company's relevance was declining. Sega's American division filmed a focus group in late 2001 or early 2002 to get opinions from "a bunch of 18-, 19-year-olds" on how they saw gaming companies. The teens characterized Sega as "your grandad," said Moore. "Used to be cool, but even he can't remember why anymore."
Next, Moore flew to Sega's Japanese headquarters to present the data to executives and lead developers. As you might imagine, they were less than receptive:
The accusation of falsifying footage didn't sit well with Moore, and illustrated Sega's ignorance of trends in the game industry. In his eyes, the development heads at Sega — including Naka and Shenmue creator Yu Suzuki — were holding the company back.Yuji Naka, Naka-san, maker of Sonic, is in the room. Now, he and I have a love/hate relationship on a good day. And we show him this, and it's subtitled in Japanese, and when it comes to that piece he just [slams his hand on the table], 'This is ridiculous. You have made them say this. Sega is the great brand, nobody would ever say this, you have falsified!' He just gets in my face. So I said to the translator, 'Tell him to fuck off.' And the poor guy looks at me and says, 'There's no expression in Japanese.' I said, 'I know there is.' And that was it. That was the last time I ever set foot in there.
"The world was changing around them, and we were desperate," Moore told Glixel. "I said that we've got to get content that is mature. It's ironic to me that one of their best-selling games, subsequent to all of that, is now Yakuza."
The Wii version is the only one Yuji Naka made and it came bundled with the Wii U title. The Wii U release is legitimately based on the Nintendo 3DS version so it is barely recognizable and has all of the awful world geometry and gameplay concepts from that.Wait Rodea was on the WiiU? And it was bad? What was the difference between versions?
Had always wanted to pick up a copy...
i hate to see this. he's an icon, absolute legend in the day for phantasy star 1 dungeon layout, SMS port of space harrier, the best of sonic level design, PSO, nights, burning rangers and so much more - yeah he's past his prime & hasn't found his footing without the larger studio/resources but that's true for suzuki and so many other greats. man deserves better.
You've got the wrong guy; that's Hirokazu Yasuhara.
I might be foggy on the timeline, but I thought he left only a few months before the game had been completed, which by then a lot of the principal production had already taken place. I might be wrong though.
Ah, are you talking about the differences found between the retail build and the 360 Demo build? I've always wondered what the more feature complete build was like. I never had a 360, so I could never play the "better" version.I don't know when he left but I do know that the released build of 06 was and older build that was more stable then the more feature complete version. So a few months could have been vital.
Ah, are you talking about the differences found between the retail build and the 360 Demo build? I've always wondered what the more feature complete build was like. I never had a 360, so I could never play the "better" version.
He never did Sonic level design though. Carol Yas did, and it shows, because Carol Yas went on to become a hit maker everywhere (Uncharted, Jak. Naka is a brilliant, brilliant programmer though. Loops weren't even supposed to work, but he did it somehow. Wish him the best.
Rodea on Wii U/3DS is trash that barely resembles the original vision and Naka had nothing to do with those versions. Rodea on Wii was the game he made and it's a bona fide hidden gem.
As a classic Sega fan I'm very conflicted with Naka. On the one hand he programmed the classic Sonic games and those are my favorite games of all time. But on the other hand he's also responsible for driving away the creative talent that made Sonic what it was with his huge ego.stand corrected, but with that man's resume, point still stands. absolutely legendary body of work, especially as a classic sega fan.
There are 3 main people responsible for Sonic. Naoto Ohshima created the concept of the character. Yuji Naka programmed the games. And Yasuhara designed the game (level design and gameplay concepts).
In Sonic 1 they are credited:
Yasuhara was instrumental to Sonic being what it was and him being there was kind of a fluke. He was set to move to California and help Mark Cerny set up Sega Technical Institute but he got delayed. He headed to STI after his work was done.
- Yasuhara
- Naka
- Ohshima
Ohshima stayed in Japan and made Sonic CD without Naka or Yasuhara (and it shows).
Naka quit Sega after Sonic 1 because he wanted to work at Nintendo. But rather than submitting a resume to Nintendo he expected them to contact him because he was so good. Mark Cerny was friends with Naka and called him up to offer him better pay if he moved to California and joined STI. Sega also gave Naka a Ferrari.
—And I heard that you actually approached Nintendo after you quit…?
Naka: When I was driving back to my home in Osaka from Tokyo, I decided to stop by Nintendo's headquarters in Kyoto. I actually wanted to see how long it would take for me to commute from Osaka to Nintendo's offices. (laughs) However, when I stopped my car in their parking lot, a security guard came out and started eyeing me suspiciously. I got scared and decided to just go home. (laughs) If that security guard hadn't been there, who knows how different my future might have been…! (laughs)
Naka: While I was reading those books, I got a call from a third-party developer asking if I would come work for them. But the truth is, I was holding out for a call from Nintendo.
—Oh, really?! (laughs)
Naka: The reason I thought that is, a few months before I quit Sega, I heard a story about another programmer from a big gaming company who had quit his job, and was then called by Nintendo. I was like, "Wow, that could happen to me too!" (laughs) So when I quit Sega I had this faint hope that I'd be getting a call… but it never came. (laughs) It was sad.
With Yasuhara and Naka at STI, Cerny pitched Sonic 2 to Sega but Sega declined because it was "too soon." A few months later Sega asked STI to make Sonic 2 after losing months of work. Yasuhara was once again head game designer and Naka head programmer. This time, though, Naka is credited before Yasuhara.
Cerny left Sega in 1992 to join Crystal Dynamics.
Yasuhara got along well with everyone at STI, but Naka disliked working with Americans because of the cultural differences. STI was split into 2 teams to segregate the American and Japanese developers and Naka was put in charge of the Japanese team.
For Sonic 3 Naka is credited before Yasuhara; this time as Producer and Director respectively.
Yasuhara quit STI citing differences with Naka and went to Sega of America.
Then Naka split from STI and went back to Japan to head a team there. His team was given control of Sonic but they didn't make any Sonic games. They made NiGHTs and Burning Rangers.
Back in the US Yasuhara helped STI make Sonic games and Sonic R and Sonic X-treme. Sonic X-treme was notoriously cancelled after Naka refused to let the team use the NiGHTS engine to reduce dev time.
In 1998 Naka moved back to California to found Sonic Team, while Yasuhara eventually left Sega to join Naughty Dog.
Naka stayed with Sonic Team until he bailed on Sega part-way through development on Sonic 2006.
I think this interview with Naka from 2003 best illustrates his issues:
What do you think of the way the Sonic games have evolved; was it a problem when one of your team members left to work with Sony?
Yuji Naka: Yeah, one of the guys from our team went to work on Jak and Daxter! As for the original titles, I was involved from the beginning, the creation of the game. The character was born in a kind of stream of creating, so I'm involved from the very beginning of the character. I gave the game direction, and I was the main programmer also.
So I was involved with every aspect of the original Sonics. Some of the details, like making a map, quite straight-forward stuff, was done by the guy who's working on Jak and Daxter right now. He was involved until Sonic 3, and after that for eight years he didn't do anything in Sega, so he was quite useless in Sega. We really didn't need him. He was really doing nothing with Sonic.
Basically he thinks very highly of himself and very lowly of others. He thinks things like level and game design are straightforward unimportant jobs. He calls Yasuhara useless when Naka himself was partly responsible for killing projects Yasuhara was working on.
There's also this anecdote from Peter Moore from when he was President of Sega of America:
Peter Moore recalls the last straw that convinced him to leave Sega
"So I said to the translator, ‘Tell him to fuck off’"www.polygon.com
In 2001/2002 he had Sega of America conduct a focus group of 18/19 year olds for their opinions on game companies and they said Sega was old news. He went to Japan to present footage of the focus group.
Peter Moore:
Yuji Naka, Naka-san, maker of Sonic, is in the room. Now, he and I have a love/hate relationship on a good day. And we show him this, and it's subtitled in Japanese, and when it comes to that piece he just [slams his hand on the table], 'This is ridiculous. You have made them say this. Sega is the great brand, nobody would ever say this, you have falsified!' He just gets in my face. So I said to the translator, 'Tell him to fuck off.' And the poor guy looks at me and says, 'There's no expression in Japanese.' I said, 'I know there is.' And that was it. That was the last time I ever set foot in there.
Naka doesn't take criticism well.
Basically he was just really good at leveraging his talent to get what he wanted while pushing competition out of the way. I wonder what things would be like if Yasuhara was given the credit over Naka.
Lemme guess, you hate Oasis too?I mean the name alone should get you fired. Wonderworld? The fuck are you smoking?
It's sad to see Yuji Naka's titles flounder so much. When he was a Sega he seemed like he was a very talented creator and during his tenure, a lot of my favorite Sega franchises were created or grew under his guidance as Producer but during his last years with the company the cracks started to show and the same franchises I had grown to love worsened significantly.
Shadow the Hedgehog was, no pun intended, a black sheep among even the middling 3D Sonic games.
Sonic Riders somehow managed to be less enjoyable, to me, than the infamous Traveler Tales Sonic R and Phantasy Star Universe took what was, at one point, one of the most promising online action RPGs that pioneered some of the things we take for granted in more modern games and wrapped it in a big ball of yikes so much so that a lot of the momentum the Phantasy Star Online series had built up came to a halt and the series remained dormant (at least as an online action RPG for 6 more years), unless you count with those mostly-offline PSP spinoffs.
And since he left Sega the titles he produced didn't improve much... in fact, I'd argue they got worse. I had some hope that with Rodea the Sky Soldier for the Wii I'd get to see a glimmer of what I admired in his Sega titles but for some bewildering reason, the publisher held on to the finished code of the game for so long that by the time it came out it was so late in the Wii's lifecycle (3 years after the Wii U's release) and the game was so detached from people's memories that it was irrelevant and the ports of it for the 3DS and the Wii U were much worse and stained the original release.
At that point I kind of just stopped caring about following his career and it's only because Balan bombed so much that I even became aware of his involvement in project.
It's sad to see his career come to this.
Well, in this case, they are healing.
Who would hire him? There's tons of articles about how Balan Wonderworld sold less than 2,100 copies in its first week in Japan.Hopefully he can still get a gig somewhere and not have to stoop to mobile games.
It's wild how hard SE marketed Balan. Every SE event or digital event for the last year had a pretty long trailer for the game.
They had to know right?
I'm surprised Square even gave him a chance in the first place when Naka has been under delivering since he left Sega.
how topical
but really, this video below is worth watching. when you learn about what's in the novel, you realize something went very wrong in development. if the game was laid out like the novel implied, it could have stuck with people much more. oh and cut the 80 costumes to, like, 10 or whatever
So does Balan Company still exist or?
Yu Suzuki did everything he intended on Shemune 3 with the budget he had. That was a Shenmue game to the tee.
Balan Wonderland damaged Square's bottom line, Yuji Naka's career, the public perception of both Nights and PS2-era platformers, and had the potential to cause seizures. But hey at least… um.
Hm.
I mean.... I really disagree. It'd have to have been designed completely differently for it to have "huge potential."yeah i've seen this, it's really sad cause the game truly had a huge potential