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Planeta de juegos - NHK WORLD-JAPAN [Full Movie] [Ranked]Full EP - Full
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Short filmTranscript
00:28りんおはようこそ
00:29This event is a fan meeting for a certain game.
00:32It's proved very popular among young players.
00:54It was 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.
01:18In 2022, it had annual sales of 203 billion U.S. dollars.
01:26Three billion people are gamers.
01:29More 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.
02:47Meanwhile, 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.
03:56The Tokyo Game Show.
04:04A new peak of 787 companies exhibited their latest creations.
04:15240,000 attendees witnessed the spectacle.
04:20240,000 attendees witnessed the spectacle.
04:26One booth attracted particular interest from fans.
04:31One booth attracted particular interest from fans.
04:32찾아bi Energy 0.001 dodged Od exception
04:48It was for fighting game, street fighter 6.
04:52After seven years, the latest entry to the series.
04:59I'm going to get to the end of the game.
05:25Games director, Nakayama Takayuki, and its producer, Matsumoto Shuhai.
05:33They're eager to gauge player response.
06:16The 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.
07:243 days, 4 days, 4 days, and 5 days, 5 days, 6 days, 7 days.
07:333, 3, 2, 1, stage!
07:34Street Fighter II das episode 2021.
07:36This is where we are Open And perform male appeal from the treaty duel.
07:43The rational performance of my life, the champion captivity is not only 500
07:48was but much harder forDI feareth.
07:51with arcade warriors waiting to show their skills swept the country, creating a social
07:57phenomenon.
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.
09:05Their 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.
10:10The first step they took is to make a difference.
10:16It's an anime-like style.
10:21It's an anime-like style.
10:24It's an anime-like style.
10:26It's an anime style.
10:32One focal point was the depiction of muscles.
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.
11:33This person is a top builder.
11:36This person is a muscle.
11:38He's a muscle.
11:46He's a champion.
11:49He's a champion.
11:50He's a muscle.
11:52He's a muscle.
11:54He's a muscle.
11:59They record not just overall appearances, but the slight movements among muscles.
12:05impulse life, which is now life-giving.
12:27And he's a muscle.
12:32He's a muscle.
12:32This person is a회a.
12:33He's a muscle.
12:35I was trying to create a line that I can't think of.
12:42VANGEF is a munch-munch pro wrestler.
12:46He's got a lot of muscle and muscle.
12:48He's got a lot of muscle and muscle.
12:49He's got a lot of muscle and muscle.
12:51He's got a lot of muscle and muscle.
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.
13:59Decorating some morekorrepros.
14:00This crepe is a crepe shop shop.
14:04I wanted to pick up my store at Churros.
14:07When I worked with French customers, I said,
14:13I felt like, they couldn't have a crepe shop.
14:17I said, they can't have a crepe shop.
14:20I thought, they're very popular, they're the best.
14:22I made a look at the display.
14:23I also wrote a book about hip-hop, and I think it's a genre of hip-hop in the world.
14:31For the game's theme, they went with hip-hop for its worldwide appeal.
14:37I think hip-hop is a genre that has been accepted in the world.
14:42I think it's a genre that has been played in the world.
14:55The concept is the story of the human beings.
15:02I think it's better to be able to be able to be able to be able to be able to
15:04be able to be able to be able to be able to be able to be able to.
15:08What has it shown so far in the world is a way to be able to be able to be
15:14able to be able to be able to be able to be able to be able to be able to
15:15be able to play this before.
15:19We've had lots of different ways to be able to be able to be able to create a game.
15:31I think there's some other ways in the world that has to be able to play this week.
15:35There are many ways to consider all of our gaming games.
15:40As Japanese video game creators pursue an increasingly global standard,
15:45the game industry's growth continues to accelerate.
15:516 trillion yen, or about 56 billion dollars in sales in 2014,
15:58have 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,
16:13the 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.
16:29Bringing 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.
17:37Professor Koyama Yusuke
17:41to the game industry.
17:422 months have passed since the release of Street Fighter VI.
17:49Oh, oh, oh, oh, oh.
17:52He's so impressed.
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
18:14core audience in this entry to the series a fundamental change was made to the game's
18:35formula
18:36I don't know what to do but it was fun
18:41I don't know if you press the button and you can see the skill that comes out
18:47It's a very difficult idea
18:50It's amazing
18:50I was so happy
18:55A system to easily use special moves has been implemented into the game.
19:04I want to play with anyone.
19:06I want to play with the game.
19:07I want to play with the game.
19:09I want to play with the game.
19:13Let's start.
19:16Don't期待 at me.
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.
19:51This was added to significantly lower the barrier to entry, attracting new players.
20:01However, 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.
21:36The first obstacle they encountered was the difficulty of attracting new players.
21:46Nakayama first became a peppermint.
21:48Nakayama first became aúp me.
21:55Nakayama's captain of the Game 4-SP которое populations their hidden queremos in path.
21:58Nakayama's captain of the gameplay ahead and face the stage from the action.
22:05Nakayama's captain of the game has sentolin as the similar stage.
22:09Nakayama first became a female capture tier of the game's first dream game.
22:11Nakayama's captain of the game has startedwalking from the battle IX stage in the game since solst signals.
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.
25:42Japan is one of their main targets.
25:45The competition 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 Nikkeis.
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.
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.
27:22Hello.
27:25Hello.
27:26Hello.
27:32Hello.
27:45Their research extends not just into Japanese games, but also manga and music, in order
27:52to grasp the cultural landscape.
27:59In the summer of 2023, they chose the event called Comic Market as a means to promote
28:05the game.
28:08Cosplayers dressed as characters from the game appeared there, and the photo session
28:13was crowded with fans.
28:21In just a year of service, the game has reached 25 million downloads, propelling it to sales
28:28of nearly $400 million.
28:32The character also is like a girl, but it's really a surprise.
28:38It's very interesting to me.
28:40I think she's such a beautiful look, but I think she's such a great idea.
28:42So I think that's what I like to do.
29:19Increasing globalization of the game industry has led to changes in the play environment
29:24as 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
29:52people.
29:55The number of games made to play on PCs or smartphones is skyrocketing.
30:24わざわざそのゲーム機を買わなくてもゲームができてしまうというのが大きくてですね。いわゆ中心国あたりっていうのはもうスマホとPCしかゲーム機がない。
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.
31:02イワイトジョー国とかカラーゲームを作ったゲームをそこで発売すると先進国にダイレクトに届く。
31:08イワイトジョー国でっていうのがヒットを出すっていうのが出てきましたね。
31:18ゲーム文化が広がっていく中で、すごい色んな国からヒットが出てくるっていう風には変わっていったと思います。
31:36ゲーム文化が広がっていく中で、すごい色んな国からヒットが出てくるっていう風には変わっていったと思います。
31:40ゲームの実戦はエルデンリング!
31:49Thank you so much for being here.
31:50Thank you very much.
32:18Shrouded in secrecy, neither their development studio nor staff was available for filming.
32:28What gives From Software their overwhelming international appeal?
32:36We asked an American journalist who has covered their releases for his opinion.
32:48This genre of soulslike, which is kind of defined by, you know, very difficult combat,
32:57a freedom of, you know, customization of, like, being able to approach different challenges with different builds,
33:07and having a very large risk-reward element to the gameplay.
33:18From Software is known for their highly challenging games.
33:27Not long after starting, a huge beast swoops out of the sky, crushing the player instantly.
33:43On the next try, they manage to avoid its talents, but are instead burnt alive.
33:59By enduring game over after game over, step by step, players discover the way to defeat enemies.
34:08It's common to spend hours of playtime battling a single boss.
34:21But it's a very specific style of difficulty. It's not so much based on, like, you know, split-second reflex
34:28testing.
34:29It really is based on, like, you know, learning as you go, taking notes from every time you die,
34:35and just basically coming back stronger with, you know, more knowledge to overcome a certain challenge.
34:43Following the game's release, internet communities sprung up devoted to the details of gameplay.
34:53Players from across the globe competitively post videos of their feats and come up with strategies together,
34:59sharing knowledge to work their way through the game.
35:06I saw it coming. Thank God.
35:09Okay. One more hand, then he's dead again.
35:13Despite or thanks to its intense difficulty, Elden Ring has sold 20 million copies in the past year.
35:32A specialist in the game industry explains that there's a distinct secret behind this success.
35:45the new digital market, too, I mean, the impact here.
35:51It's very different from that.
35:53I mean, we need to run a lot of marketing.
35:55If you don't have a keyword, it must be possible for the consumer.
35:59And it's possible in this market.
36:00It's possible that we're growing in a number of the pages.
36:04And it's possible by our jobs you can get.
36:04We've got people who don't understand whether it's a market.
36:141000万本という形になってきますからやっぱりグローバルに人気が出るものをどううまく扱っていくかそのファンに訴求するかとし
36:17どう表現するかというところが勝負になってきているというのは
36:19間違いないかなと思うんですよね
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
36:38It'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
37:23This 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
38:03And filmed with 150 special cameras
38:10Actual human movements are digitally captured
38:16Actual human movements are digitally captured
38:17Just a little of the floor
38:19I'm glad to go back and get it to the floor
38:23I'm glad to go back and go back and move again
38:24I'm happy to go back and move again
38:36with sudden sharp strikes.
38:44Two actors take part in the filming.
38:52One of them is a contortionist.
39:01The other, a stunt performer.
39:08This is a key character.
39:12One of them is a strong character.
39:14This is a very strong character.
39:21I am a strong character.
39:22If you have a strong character,
39:24you will not be able to get without a weird move.
39:28This is a strange move,
39:28which is kind of a tightest movement.
39:45They aim to incorporate the special skills of both performers.
39:51For 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, are 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.
40:56The end of the Elafon persona works of the stunt, the model is the only way to make changes.
41:06We are still using the final version of the Seifu Leopard.
41:12And we're still working on each other.
41:17We are still working on it.
41:18It doesn't feel like it's a little over yet.
41:19Yes, of course.
41:22But when it's won't be released, we have more yarns than we can do.
41:25I'm always working on it and have more yarns than we can do.
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.
42:42The 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.
43:39Here we go.
43:421.5 million fans.
44:02It was a great match.
44:03It was a great match.
44:04It was a good match.
44:07It was a bit of a shock.
44:31Intense strikes were exchanged.
44:39Special moves landed.
44:45And finally...
45:06It was a great match.
45:10It was a great match.
45:10I think that there was a world that had come.
45:14It was a great match.
45:18It was a great match.
45:19It was a simple match.
45:19A lot of people, including the people around the world,
45:23that people who have been fighting for themselves,
45:27I think those games have shown the power to bring the world together.
45:36This limitless possibility is an aspect of their work that Nakayama and his colleagues savour.
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, 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 want to look at the most successful development of its Colosseum
47:28They also want to share with the world's famous players to explore the future.
47:33As I said before, that's concerned that it will be available to the world to more products in the future.
47:49As their goal for the future, Capcom works to sell 100 million games a year.
47:57The endless battle rages on.
48:03Asi is also wide and wide, Africa and Europe are still in the world.
48:11There are so many people who have made the game and made it.
48:18So I want to play for many people.
48:22It's not the end of the game.
48:27Yeah, I think I can do it.
48:27I'm not sure I can do it.
48:30I can do it.
48:34It's a lot of the time.
48:35There are a lot of things that I can do.
48:37There are a lot of things that I can do.
48:53There are lots of things.
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