- 12 hours ago
Planeta de juegos - NHK WORLD-JAPAN [Full Movie] [Full Episodes]Full EP - Full
Category
🎥
Short filmTranscript
00:12本番はーす!
00:14本番はーす!
00:15本番はーす!
00:16本番はーす!
00:20本番はーす!
00:22勝利の女神に行け in Red Tokyo Towerはじまいまーす!
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 feel like I'm going to get into it.
00:47I feel like I'm going to get into the world.
00:54It was released by China's largest game publisher.
01:00We really like the users.
01:04If the users like the users,
01:07we will spend a lot of time and effort
01:10to achieve their needs.
01:13The game industry continues to expand.
01:16In 2022, it had annual sales of 203 billion U.S. dollars.
01:27Three billion people are gamers,
01:29more than a third of the world's population.
01:38Japan has long been known as a major force in the video game industry.
01:45Now, to survive on a global scale,
01:48a drastic change is occurring there.
02:05This video game company that created generation-defining fighting games
02:10is making a huge change to a well-loved series.
02:19To increase interest among users worldwide,
02:23it has revamped the character designs and game system.
02:29The concept is that the whole human beings can play the street fighters.
02:43Elder Ring!
02:47Meanwhile, another Japanese game maker has given birth to worldwide hits
02:52by 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,
03:28as 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,
03:56the Tokyo Game Show.
04:04A new peak of 787 companies exhibited their latest creations.
04:16240,000 attendees witnessed the spectacle.
04:20It's new, so we'll be given the spectacle.
04:25It's a special year!
04:26One booth attracted particular interest from fans.
04:32GANG!
04:36Thank you!
04:37So far back to the airport's funeral.
04:48It was for fighting game Street Fighter VI. After seven years, the latest entry to the series.
05:18This is a dream.
05:20It's like a dream.
05:49I'm really happy to play.
05:51I'm really happy to play.
05:52You can see the face of playing with people.
05:54Of course, I was at a game center, so I can see the face of playing with people.
06:00But I've never seen that yet.
06:02I'm really happy and happy.
06:05It's close to you.
06:06It's close to you.
06:18The 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.
06:37Their 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.
07:24The title is in the Táhiki.
07:241, 2, 3...
07:271, 2, 3...
07:292, 3...
07:302....
07:312....
07:343...
07:34We will start the main battle of Street Fighter II.
07:36Let's start the main battle.
07:37Let's make a big battle.
07:38Let's roll!
07:44Special moves are 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
07:56a 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
09:02the latest iteration.
09:06Their goal was 10 times the success of a million seller, 10 million copies in sales.
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.
10:10An empty taste.
10:12I thought I saw many things like this.
10:32One focal point was the depiction of muscles.
10:47There are a lot of characters in the body and the body of the body.
11:05The developers enlisted the help of bodybuilders and martial artists from around the world.
11:16First, they photographed their physiques from every conceivable angle.
11:22They used this data to bring a new level of reality to the characters.
11:33I'm a top builder.
11:36I'm a little fat.
11:39I'm a muscle muscle.
11:44I'm a champion.
11:59They record not just overall appearances, but the slight movements among muscles.
12:18I'm a champion.
12:21I'm a champion.
13:00I'm a champion.
13:04Another vital strategy to the game is making sure that people all over the world can enjoy it to the
13:10same extent.
13:13Hello.
13:19My job involves localizing all of Capcom's games into various different languages with the localization team.
13:28Street Fighter VI is being translated into 14 languages, which, in addition to English, include languages such as Polish and
13:37Arabic.
13:38When designing the stages set in each country, special attention was paid to making them authentic.
13:51Take the streets of France.
14:07I'm thinking,
14:10When I asked the French team, I asked them,
14:13they said, they're not popular in France.
14:18They said, they're popular in France.
14:20They're very popular in France.
14:22I asked them to write a book.
14:31For the game's theme, they went with hip-hop for its worldwide appeal.
14:37Hip-hop is a genre that can be accepted in the world.
14:55The concept is the story of the people who can play the street fighters.
15:02I thought, this is the key.
15:03I wanted to make it better without the world.
15:06I wanted to make it interesting because now I haven't had it.
15:08I want to play the world in a sense that I wanted to play in a way that I wanted
15:13to play in a way that I wanted to play.
15:18There are still many people who play in the world, and there are still many people who play in the
15:36world.
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,
16:12the pace of growth in regions like North America and China has been far greater.
16:23With advances in technology, graphics have made leaps in fidelity.
16:28Bringing 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.
17:02He points out that it's not unheard of for games to require 100 million dollars in production costs.
17:10Although it's not or not, I used to keep creating Japan.
17:16I did not need a more than a government government that has been approached.
17:24It would be better to take the most money.
17:26But only prior, there wasn't risk of all the time.
17:29It was not the first time that I'd have bound to the past.
17:33That I wouldn't play the most of my career.
17:35But it wouldn't be more than a middle aspect of the year.
17:36There was no issue with us as well.
17:36The economy was lumbly, it was not left, but the economy was built.
17:41Two months have passed since the release of Street Fighter 6.
17:55The producers stop by a music festival.
18:08Comic-Con has set up a booth at a non-game-related event to judge the reaction from outside their
18:14core audience.
18:21In this entry to the series, a fundamental change was made to the game's formula.
18:38It's not good for the game's formula.
18:43When you press a button, you'll get the skill that comes out.
18:47It's a very difficult idea.
18:50It's amazing to have a skill that came out.
18:52So, I'm glad you went through it.
18:55A system to easily use special moves has been implemented into the game.
19:18The game contains between 20 and 30 moves for each character.
19:32Normally, it would be performed by rolling the directional key right, down and diagonally
19:38to the lower right, ending with a press of an attack button.
19:45In the modern control scheme, all this can be done with one button press.
19:51This 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.
20:15Some 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.
21:35Nakayama is the first obstacle they encountered was the difficulty of attracting new players.
21:39Nakayama is the first obstacle they encountered was the difficulty of attracting new players.
21:41Nakayama is the main thing to be able to premise against the skill of the game.
21:48On the other side of this game I heard was MAYA's play would-
21:56What are the stages big duress 1993 series and the lullar players?".
21:57Does being ni pretender to be on starlight fighters?
22:01Nakayama is the main thing, signing off.
22:06You may always have화를-prix Ape and thời g� measurements.
22:09Nakayama is the limit of Skinner to making a beat a beat.
22:11I thought it was a dangerous situation.
22:14The Street Fighter series is a series-bomb.
22:18It's a bad idea.
22:20I don't think it's a good approach.
22:26I think it's a good idea.
22:28I think it's a good idea.
22:33I think it's a good idea.
22:41to 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,
23:03nearly equal to the U.S. game industry.
23:08The most popular game in China is a multiplayer online battle arena or MOBA game.
23:22Active 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.
24:05The company's employees number around 100,000.
24:10Their headquarters includes gyms and restaurants,
24:13practically 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 towards 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.
25:16First of all, we're very important to the world.
25:26Because if we should make a game experience in such a way,
25:28If we're only doing that but we can make a game experience in future users'.
25:33They will also feel we are in good service to them,
25:41Japan is one of their main targets.
25:51This is a shooter they released in 2022,
25:55Goddess of Victory, Nikkei.
25:58The characters are artificial humanoids known as Nikkei.
26:06The anime-style visuals were designed to appeal to Japanese players.
26:18The 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.
27:00The game grasps 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.
27:23Hello. Hello. Hello. Hello. Hello. Hello.
27:29Hello. Hello.
27:29Do you guys have a lot of things?
27:31It will help every product that is prepared for the previous release.
27:37We have a lot of things to do with the games.
27:39We have a lot of things to do with the players.
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 character, and the character, are also the same.
28:36But the character, the character, is also the same.
28:38The character has a secret.
28:38It's very魅力.
28:40I'm so cute.
28:42I'm so cute.
28:43I'm so happy.
28:45I'm so happy to know that.
28:47I'm so happy to know that.
28:48I'm so happy to know that.
28:58and we can do this kind of way,
28:59and we can do this kind of way.
29:05It's also not for players to offer
29:08more of a high quality of games.
29:20Increasing globalization of the game industry
29:22has led to changes in the play environment as well.
29:30This service, Steam,
29:32provides a means to download games
29:34produced all over the world.
29:39All of them are for play on computers.
29:45160,000 games are available through the service,
29:49which 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.
30:28Japan had once stood at the top of the industry
30:31through its mastery of home consoles.
30:33As they became less influential,
30:37Japan lost its edge in attracting new users.
30:43The efforts of Japanese game companies
30:45are now pitted against worldwide competition.
30:55And the issues that have been used in the world
30:57are not so popular and the people
30:59They are not so popular.
30:59We have to be held to the Japanese
31:00to the Chinese.
31:03The title of the film is that
31:04The film is this part of the film.
31:09The film is a process that
31:14has been shown on the film.
31:17The film is a part of the film.
31:26Amidst this intense international competition one game publisher has
31:31delivered breakout hits all right game of the year winner is elder ring
31:49because I saw I was in 2022 Elden Ring was awarded game of the year while
31:58journeying through a vast open-world environment players do battle with all
32:03manner of frightful foes
32:09the game was developed by Japanese company from software
32:18shrouded in secrecy neither their development studio nor staff was
32:23available for filming
32:28what gives from software their overwhelming international appeal we
32:37asked an American journalist who has covered their releases for his opinion
32:48you know this genre of souls like which is kind of defined by you know very
32:55difficult combat free a freedom of you know customization of like being able to
33:03approach different challenges with different builds and having a very
33:09very large risk-reward element to to the game play
33:18from software is known for their highly challenging games
33:27not long after starting
33:34a huge beast swoops out of the sky crushing the player instantly
33:44on the next try they managed to avoid its talents
33:51but are instead burnt alive
33:59by enduring game over after game over step by step players discover the way to
34:06defeat enemies it's common to spend hours of playtime battling a single boss
34:21but it's a very specific style of difficulty it's not it's not so much based on like you know split
34:27second reflex testing it really is based on like you know learning as you go
34:32taking taking notes from every time you die and just basically coming back
34:37stronger with you know more knowledge to overcome a certain challenge following
34:44the game's release internet communities sprung up devoted to the details of game
34:49play
34:52players from across the globe competitively post videos of their feats and come up
34:57with strategies together sharing knowledge to work their way through the
35:06game
35:06okay one more hand then he's dead again
35:13despite or thanks to its intense difficulty elden ring has sold 20
35:19million copies in the past year
35:32a specialist in the game industry explains that there's a distinct secret behind this success
35:39the way the market is
35:45is
35:45very good to be matched by the marketing
35:47a lot of people who are concerned with this
35:50the marketing
35:51the marketing
35:51it's
35:51it's
35:53it's
35:54it's
35:54it's
35:55it's
35:55it's
35:56it's
35:57it's
35:57it's
35:58it's
35:59it's
36:06it's
36:07I think it's a big difference between the fans and the fans who are in the world.
36:16I think it's a big difference between the fans and fans.
36:17I think it's a big difference.
36:37Since 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.
37:58In motion capture, dozens of markers are applied all over the body and filmed with 150 special cameras.
38:11Actual human movements are digitally captured.
38:16It's a little bit of a hand, so I'm happy to go to the bottom.
38:23I'm happy to see you.
38:32Aki 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.
39:06And he's an organizer of a swimmer.
39:08This is the most beautiful character.
39:13Ah.
39:14Okay, so head out.
39:45They aim to incorporate the special skills of both performers.
39:52For the clawed attacking motions, they 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, a range of motions, impossible for any single person,
40:26are captured.
40:40To keep players invested in the game, updates are essential.
40:49If interest trails off, the huge investment in the game could be all in vain.
40:56There was one more addition to make the game at the end of the game.
40:59So, I'm still trying to make it, and I'm still trying to make it.
41:06I'm still trying to make it.
41:08Yes.
41:09I think it would be easy to make it.
41:13But I'm constantly trying to make it.
41:17I don't think it's a long time ago.
41:19Yes.
41:22There was one more addition to make the game as 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.
42:15Street Fighter Stick!
42:18Woo!
42:20Let's see the intro video!
42:23With your lap, with your lap.
42:257,000 people from over 50 countries and regions participated in the Street Fighter competition.
42:34Knock it, man. He's trying to find a hit.
42:36There's the bait, and it's enough.
42:38No meter spent.
42:40Round apiece, game apiece.
42:41The response from fans far exceeded Nakayama's expectations.
42:50I was looking at playing and playing and playing and playing.
42:55I felt like it was the first time it was released.
42:59I felt like it was the first time it was released.
43:01I felt like it was the first time it was released.
43:04I don't know.
43:06I got it.
43:07I got it.
43:08I got it.
43:08I got it.
43:14I got it.
43:14The tournament was also streamed online, where 3.7 million fans watched from around the world.
43:20I got it.
43:33The players included people with visual impairments.
43:39I was looking at it.
43:41I got it.
43:42I got it.
43:43I got it.
43:44I got it.
43:45I got it.
43:45I got it.
43:46I got it.
44:13The championship featured a player from the Dominican Republic
44:16against one from the United Arab Emirates.
44:31Tense strikes were exchanged.
44:39Special moves landed.
44:45And finally...
44:49It's a trade.
44:50It goes to the knuckle.
44:51It doesn't reach it!
44:52That'll do it!
44:53Angry Bird, your Street Fighter VI
44:57Evolution 2023 champion!
44:59Let's see him lift that thing, held high.
45:01Put it in!
45:02Yeah!
45:32Games have shown the power to bring the world together.
45:36This limitless possibility is an aspect of their work that Nakayama and his colleagues savor.
45:49The industry continues its ceaseless expansion.
45:54In October 2023, Microsoft bought out a major American game company for over $68 billion.
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.
46:33Without 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,
47:17they aim to expand their market even further.
47:27We also want to look at the development of the world.
47:29Of the world's most powerful companies to look at the development of the world.
47:33What I once said is that we will still provide more products to the world in the future.
47:41They have come.
47:42They have come.
47:44They have come.
47:45They have come.
47:45They have come.
47:49As their goal for the future, Capcom works to sell 100 million games a year.
47:55The endless battle rages on.
48:37会社にいるとあんま変わらないやったらやっただけ意味があると思ってるねまだまだやれることはいっぱいありますいっぱいあります
48:55The endless battle rages on.
Comments