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Planeta de juegos - NHK WORLD-JAPAN [Full Movie] [New Drama]Full EP - Full
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Short filmTranscript
00:19It's which we are studying!
00:23The Red Tokyo Tower is going to begin!
00:29This event is a fan meeting for a certain game.
00:32It's proved very popular among young players.
00:41My character is so cute and I'm so excited to see it again.
00:46I feel like I'm getting tired of the world, so I can't stop.
00:56It's been released by China's largest game publisher.
01:13The game industry continues to expand.
01:17In 2022, it had annual sales of 203 billion U.S. dollars.
01:27Three billion people are gamers, more than a third of the world's population.
01:39Japan has long been known as a major force in the video game industry.
01:45Now, to survive on a global scale, a drastic change is occurring there.
02:05This video game company that created generation-defining fighting games is making a huge change to a well-loved series.
02:19To increase interest among users worldwide, it has revamped the character designs and game system.
02:29The concept is that we can play all the people who can play the street fighters.
02:36All the people who can play the street fighters.
02:43All the people who can play the street fighters.
02:44Hell the ring!
02:47Meanwhile, another Japanese game maker has given birth to worldwide hits by pursuing their own trajectory.
02:57Their games are known to be agonizingly difficult.
03:01A twist mesmerizing loyal users to attain unprecedented success.
03:24A battle for the ages spans the globe as game makers worldwide plan their next attack.
03:38In this program, we follow the challengers in this massive industry.
03:53One of the largest video game events in the world, the Tokyo Game Show.
04:04A new peak of 787 companies exhibited their latest creations.
04:16240,000 attendees witnessed the spectacle.
04:26One booth attracted particular interest from fans.
04:48It was for fighting game Street Fighter VI.
04:52After 7 years, the latest entry to the series.
04:56It was for fighting game Street Fighter VI.
04:59After 7 years, the latest entry to the series.
05:00And the nobles was the one where the Worlds began.
05:01I'm your friends, oh, oh.
05:05Yeah, I'm your friends.
05:06Yeah, I'm your friends.
05:07Oh, do you.
05:08Oh, do you.
05:09On the main on the main where the Worlds starts from the middle of the war.
05:15Even if you know there, these are stuff around you.
05:18Those are stuff like you.
05:18That's amazing.
05:20You know there, you know there.
05:22They're about to you.
05:24It's fun to get to you.
05:25It's fun to get to you.
05:28I don't know.
05:28It's fun too.
05:28Producers, Matsumoto Shuhi.
05:33They are eager to gauge player response.
06:17The game was created by one of Japan's most prominent video game developers and publishers, Capcom.
06:24The game was created by one of Japan's most prominent video game developers and publishers, Capcom.
06:27Over the last decade, they've seen a steady increase in sales.
06:36Their sales in the 2022 fiscal year amounted to around $900 million.
06:4380% of that came from the overseas market.
06:47Their long creative history has boasted numerous hits in diverse genres, including horror and action.
06:57Among them, Street Fighter is one of the most famous.
07:09The series began in 1987, and Street Fighter II dominated the arcade scene in the early 90s.
07:19The fighting game featured a cast of colorful characters hailing from around the globe.
07:27the fighting game featured a cast of free games.
07:33The fighting game featured a cast of free gamesender,
07:33the title of the fight for a team. It was
07:33a dream that is a lot of fun. Starting a
07:34national battle battle with my main battle battle tonight. Grand Prix
07:35title of Street Fighter II, Dragon Ball, Dragon Ball, Dragon Ball. Homecoming
07:40Kamu, Dragon Ball. Special moves
07:45are pulled off with masterful command of the joystick and buttons.
07:50Tournaments filled with arcade warriors waiting to show their skills swept the country, creating a social phenomenon.
08:02For over three decades since then, the series has commanded continuing popularity.
08:15We were given permission to visit the development area.
08:39The current development team has been working together for about five years.
08:44In order to expand overseas sales, they sought to change things up.
08:55From programmers to designers and composers, more than 300 staff members have worked on the latest iteration.
09:05Their goal was ten times the success of a million seller.
09:10Ten million copies in sales.
09:16How do you approach people who don't have to play in a country?
09:19How do you approach it?
09:21How do you approach it?
09:22How do you approach it?
09:23How do you approach it?
09:24How do you approach it?
09:25How do you approach it?
09:26How do you approach it?
09:27How do you approach it?
09:28How do you approach it?
09:33The first step they took was refreshing the design.
09:47In previous games, characters were depicted with an anime-like style favored in Japan.
09:56But internationally, gamers tend to prefer character models with more realistic features.
10:09How do you approach it?
10:11So the
10:11The main reason for the performance of an anime-linder thing, is that when an anime-linder thing, people love
10:14to be a fan of the anime-linder thing.
10:26First of all, let's look at the base and look at the quality of the body.
10:32One focal point was the depiction of muscles.
10:58The team was founded as a team to learn about the body.
11:05The developers enlisted the help of bodybuilders and martial artists from around the world.
11:17First, they photographed their physiques from every conceivable angle.
11:22They used this data to bring a new level of reality to the characters.
11:31Maybe you don't like it.
11:33Konsho is a top builder.
11:36Konsho is a lot less muscle.
11:39He's a muscle muscle.
11:44Konsho is a champion.
11:47He's a muscle muscle.
11:49He's a muscle muscle.
11:52He's a muscle muscle.
11:53I think they're working hard to do with the body.
11:59They record not just overall appearances, but the slight movements among muscles.
12:18Konsho is a soldier.
12:21Konsho is a champion.
12:22I am a fighter who has a bodyguard.
12:22Yeah, he never can't, but he's a champion.
12:33And I just don't feel like the champ's bodyguard.
12:34He's a fighter who has a more או-ko-ko-knotes.
12:35I tried to make a line that I can't believe it.
12:42VANGEF was a muscle and muscle.
12:48I tried to make a muscle and muscle.
12:51I tried to make a muscle and muscle.
13:05to the game, is making sure that people all over the world can enjoy it to the same extent.
13:13Hello.
13:19My job involves localizing all of Capcom's games into various different languages with localization team.
13:28Street Fighter VI is being translated into 14 languages,
13:32which, in addition to English, include languages such as Polish and Arabic.
13:38When designing the stages set in each country, special attention was paid to making them authentic.
13:51Take the streets of France.
14:00This crepe shop was originally called Churros.
14:07So, when I asked the French company,
14:11I asked him,
14:13he said,
14:13he said,
14:14he said,
14:14he said,
14:15he said,
14:17he said,
14:32For the game's theme,
14:33they went with hip hop
14:34for its worldwide appeal.
14:43I think it's the first time I had to play.
14:43I've been winning for my kid foe
14:45and I put on from my city from the intro
14:47Let's go!
14:49My pride is out the roof. I get that grinding
14:51So I'm gonna tell the truth. I get my grind on
14:54You know the pressure that I'm on
14:57I'm on my mind.
14:58I've been winning for my kid foe
15:00and I put on for my city from the intro. Let's go!
15:02I put that time in.
15:03My pride is out the roof. I get that grinding.
15:06So I'm gonna tell the truth. I get my grind on.
15:09So that's what I wanted to do.
15:12I would like to touch my mind for my audience.
15:18I want to play in the world,
15:20I am to be able to see the world
15:24and I'm going to see that
15:24I'm making sure that there will come
15:24from the region
15:25I will be able to see the world
15:37from the rest of the researching
15:40As Japanese video game creators pursue an increasingly global standard, the game industry's growth continues to accelerate.
15:516 trillion yen, or about 56 billion dollars in sales in 2014, have multiplied to 200 billion dollars in 2021.
16:05Although during that time the Japanese domestic market doubled from around 9 billion dollars to 18 billion, the pace of
16:14growth in regions like North America and China has been far greater.
16:23With advances in technology, graphics have made leaps in fidelity.
16:29Bringing a high quality game to market now requires years of work with many people involved.
16:40The funding needed for development also reaches staggering sums.
16:53Professor Koyama Yusuke has devoted extensive research to video game manufacturing.
17:01He points out that it's not unheard of for games to require 100 million dollars in production costs.
17:08Well, in the past, I would think it was in the future.
17:17The time I found this was really well-eating.
17:19The time I was never subscribed to Japan was much more than that.
17:25No one didn't have theice of winning in the past, but it wasn't American when I was back to it
17:29like...
17:42押田元の経済力の限界みたいなものもどうしてもありその中で外でどうやって稼ぐのかっていうのはあります。
17:44Street Fighter 6.
17:55The producers stop by a music festival.
18:08Capcom has set up a booth at a non-game related event to judge the reaction from outside their core
18:14audience.
18:21In this entry to the series, a fundamental change was made to the game's formula.
18:33The game was made by a music festival.
18:34It's not, it's not.
18:38It's not, it's not.
18:39It's not funny, but it was interesting.
18:43What do you think?
18:45If you press the button, you can get a skill.
18:47It's a very difficult image.
18:50I thought it was a skill.
18:52I was happy.
18:55A system to easily use special moves has been implemented into the game.
19:19The game contains between 20 and 30 moves for each character.
19:28The Shoryuken, for example.
19:32Normally, it would be performed by rolling the directional key right, down, and diagonally to the lower right, ending with
19:40a press of an attack button.
19:45In the modern control scheme, all this can be done with one button press.
19:52This was added to significantly lower the barrier to entry, attracting new players.
20:02However, the change incited a wave of criticism from long time players.
20:16Some people regard the necessity of inputting challenging attacks as a test of skill.
20:33Nakayama deeply understood the criticisms leveled at the change by fans.
20:44He himself has been a fan of the series since childhood.
21:10Nakayama first became involved with the development of Street Fighter in 2014.
21:23He worked alongside Matsumoto, another long time fan of the series.
21:36The first obstacle they encountered was the difficulty of attracting new players.
21:46I thought the best to answer the question.
21:49How many people have known Street Fighter?
21:52Do you know Street Fighter?
21:53That's when you ask the question.
21:56It makes contact you to go for yourself.
21:57But if the person in the street fighter play, playing?
22:02Do you know Street Fighter?
22:04I think it's important.
22:06I thought it was a very dangerous situation, and I thought it was a dangerous situation.
22:15The Street Fighter series is going to become a series-bomb.
22:18That's why I don't have an approach to that moment.
22:26Now, I'm going to add a lot of elements that you can enjoy today.
22:32I'm going to do everything that you can enjoy.
22:40The battle to stand at the pinnacle of the video game industry is one that spans the globe.
22:49Currently, Chinese game developers are the fastest growing in the world.
22:57In 2022, the Chinese game industry boasted sales of $39 billion, nearly equal to the U.S. game industry.
23:08The most popular game in China is a multiplayer online battle arena, or MOBA game.
23:15Honor of Kings.
23:23Active users number more than $100 million.
23:29In 2022, a tournament was held offering more than $7 million in prize money.
23:39The game is developed and published by Tencent.
23:45We received permission to film at their office.
23:55Yearly sales at Tencent's game department are about $25 billion.
24:00More than that of the entire Japanese video game industry.
24:06The company's employees number around 100,000.
24:09Their headquarters includes gyms and restaurants.
24:14Practically a whole town devoted to their staff.
24:19Tencent has been buying up game developers all over Europe, North America, and Asia.
24:27They now hold 20 development studios around the world.
24:31And their next goal?
24:38This shooter game was developed with an eye toward sales in North America.
24:43Players team up to take on opponents.
24:50This is a strategy game made with regions such as Mexico in mind.
24:55Players hatch plans based on the changing tide of battle.
25:09By working with global studios, Tencent seeks to develop games that address the needs of players in each region.
25:28Japan is one of their main targets.
25:33Japan is one of their main targets.
25:51This is a shooter they released in 2022.
25:55Goddess of victory, Nikke.
25:58The characters are artificial humanoids known as Nikkes.
26:06The anime-style visuals were designed to appeal to Japanese players.
26:17The game is about more than visuals.
26:21It features an RPG system where characters grow and deepen their bonds with the player.
26:33The characters eventually reveal surprising backstories.
26:39The characters eventually reveal surprising backstories.
26:51The characters also become the character.
26:55The characters are a great guy.
27:00The game is about the Japanese trend of becoming emotionally invested in characters through their growth.
27:12We met with the team focused on development of the game.
27:16They told us about their marketing and analysis performed for the Japanese release.
27:45Their research extends not just into Japanese games, but also manga and music, in order to grasp the cultural landscape.
27:59In the summer of 2023, they chose the event called Comic Market as a means to promote the game.
28:08Cosplayers dressed as characters from the game appeared there, and the photo session was crowded with fans.
28:21In just a year of service, the game has reached 25 million downloads, propelling it to sales of nearly 400
28:29million dollars.
28:32The characters, the characters, the characters, the characters, and the characters.
28:38It's very interesting to me.
28:40It's very interesting to me.
28:41It's such a cute look.
28:47It's such a cute look.
28:57We chose this direction to make this game.
29:05It is also not to provide more fun and high-quality games for the world.
29:19Increasing globalization of the game industry has led to changes in the play environment as well.
29:30This service, Steam, provides a means to download games produced all over the world.
29:39All of them are for play on computers.
29:45160,000 games are available through the service, which is used by an estimated 100 million people.
29:55The number of games made to play on PCs or smartphones is skyrocketing.
30:01Home game consoles command only 19% of the market.
30:05When you don't buy games, you can't buy games.
30:17You can't buy games.
30:28Japan had once stood at the top of the industry through its mastery of home consoles.
30:34As they became less influential, Japan lost its edge in attracting new users.
30:43The efforts of Japanese game companies are now pitted against worldwide competition.
30:55There's a majority of your city as well as soon as you do.
31:03The third thing means there is aâlons to be a good game.
31:09From local countries, there is no one to buy games for one.
31:14You may not buy a store and make a store for whichever way you have to buy games.
31:16I think it's changed to me.
31:26Amidst this intense international competition,
31:30one game publisher has delivered breakout hits.
31:35All right.
31:37Game of the Year winner is...
31:40Elder Ring!
31:49I'm surprised. Thank you.
32:18Shrouded in secrecy,
32:20neither their development studio nor staff
32:22was available for filming.
32:28What gives FromSoftware
32:31their overwhelming international appeal?
32:36We asked an American journalist
32:39who has covered their releases for his opinion.
32:48This genre of Souls-like,
32:51which is kind of defined by, you know,
32:55very difficult combat,
32:59a freedom of, you know, customization of, like,
33:02being able to approach different challenges
33:04with different builds,
33:07and having a very large risk-reward element
33:11to the gameplay.
33:19FromSoftware is known for their highly challenging games.
33:27not long after starting,
33:34a huge beast swoops out of the sky,
33:37crushing the player instantly.
33:44On the next try,
33:45they manage to avoid its talents,
33:51but are instead burnt alive.
33:59By enduring game over after game over,
34:03step by step,
34:04players discover the way to defeat enemies.
34:07It's common to spend hours of playtime
34:10battling a single boss.
34:21But it's a very specific style of difficulty.
34:24It's not,
34:24it's not so much based on, like, you know,
34:27split-second reflex testing.
34:29It really is based on, like, you know,
34:31learning as you go,
34:33taking notes from every time you die,
34:35and just basically coming back stronger
34:37with, you know,
34:38more knowledge to overcome a certain challenge.
34:43Following the game's release,
34:45internet communities sprung up
34:47devoted to the details of gameplay.
34:52Players from across the globe
34:54competitively post videos of their feats,
34:57and come up with strategies together,
34:59sharing knowledge to work their way through the game.
35:06He's on it coming.
35:07Thank God.
35:09Okay.
35:10One more hand, then he's dead again.
35:13Despite, or thanks to,
35:15its intense difficulty,
35:17Elden Ring has sold 20 million copies
35:20in the past year.
35:32A specialist in the game industry
35:34explains that there's a distinct secret
35:37behind the success
35:38as an in-class purchase
35:50of 1000,000,000 known as an email 가지
36:07I think it's a big difference between the fans and fans who are interested in the world.
36:28Meanwhile, Street Fighter VI is making its mark on the global arena.
36:34With 2 million copies sold in the first month since its release, it's off to a good start.
36:52As the next step, the producers are working on downloadable content for the game.
37:18This new addition to the roster is a poisonous Serpentine Femme Fatale.
37:42They took care to make her movements look totally distinct.
37:51Start off.
37:53Motion capture was used in the process.
37:59In motion capture, dozens of markers are applied all over the body and filmed with 150 special cameras.
38:10Actual human movements are digitally captured.
38:32Aki contrasts the fluid motions of a snake with sudden sharp strikes.
38:41Aki contrasts the fluid motions of a snake with sudden sharp strikes.
38:44Two actors take part in the filming.
38:52One of them is a contortionist.
39:01The other, a stunt performer.
39:04I would say, I'm ready.
39:08I'd like to shoot him over this one.
39:08Right, right?
39:10Here's the character.
39:12We're going to fit two-finger, so we're facing the left behind scene.
39:15Yes.
39:18We're going to work with the other Ecstasy.
39:27I think it's a strange move, or a non-tai-like move,
39:31and I think it's a sharp move,
39:35and I think it's better for the character.
39:45They aim to incorporate the special skills of both performers.
39:52For the clawed attacking motions,
39:54they use the version performed by the stunt person.
40:00The wide leg sweeps and other flexible moves feature the contortionist.
40:09And for the sharp poses, they again use the stunt person.
40:20Through their combined efforts,
40:22a range of motions, impossible for any single person,
40:31are captured.
40:32Yes, I've got it!
40:34Thank you!
40:35Thank you!
40:36Thank you!
40:41To keep players invested in the game,
40:43updates are essential.
40:49If interest trails off,
40:52the huge investment in the game could be all in vain.
41:22There was one more edition to make the game and a new set of
41:25as accessible as possible.
41:28In line with their concept to let anyone enjoy the game, they added the option of sound effects
41:34indicating character distance.
41:45This acts as an audio guide for players with sight impairments.
42:07In August 2023, a large fighting game event was held in Las Vegas.
42:247,000 people from over 50 countries and regions participated in the Street Fighter competition.
42:41The response from fans far exceeded Nakayama's expectations.
43:12The tournament was also streamed online.
43:16Where 3.7 million fans watched from around the world.
43:32The players included people with visual impairments.
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44:30to stay alive. Tense strikes were exchanged. What a way to do it early. You might die.
44:40Special moves landed. Does Mena do a tournament point?
44:45And finally. Last guess for Mena of the tournament.
44:50Betrayed. Goal to the knuckle. It doesn't reach it. That'll do it. Angry Bird, your
44:54Street Fighter VI Evolution 2023 champion. Let's see him look that thing held high.
45:01Put it in. Yeah!
45:06It was just a surprise. It was a world規模. It was a world規模.
45:14It was a world規模. It was a world規模. It was very simple.
45:19It was a world規模. It was a world規模. It was a world規模.
45:32Games have shown the power to bring the world together. This limitless possibility is an aspect of their work that
45:40Nakayama and his colleagues savor.
45:49The industry continues its ceaseless expansion.
45:55In October 2023, Microsoft bought out a major American game company for over 68 billion dollars.
46:05From the deal, an industry giant grew even larger.
46:15With its record of over 500 million units of home console sales, Sony is preparing their Counter-Strike.
46:28They've released a device letting players access games anywhere there's Wi-Fi without the need for a TV.
46:39They seek to create an environment of even greater accessibility to their consoles.
47:01In China, Tencent has announced 10 new titles currently in development.
47:12By accurately measuring user needs in diverse locations, they aim to expand their market even further.
47:27We will watch the video for more than humans from the future.
47:33And therefore, the world is a priority for more challenges.
47:39We want to explore the exhaust core of the world from the future.
47:41We will have a production of the world for more products from the future.
47:41The future will be available!
47:43We have to be here.
47:43We have to be here.
47:44And we have time to wait for the future.
47:49As their goal for the future, Capcom works to sell 100 million games a year.
47:57The endless battle rages on.
48:01I don't want to say that.
48:03I'm trying to sell 100 million games.
48:05I think it's very hard to sell 100 million games.
48:22It's a great deal.
48:23I don't have a great deal.
48:26I want to sell 100 million games.
48:27People have seen 100 million games.
48:27I don't want to sell 100 million games.
48:27They can't sell 100 million games.
48:29The end of the year has been so many years.
48:37Yes, I do.
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